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. 
  BIS8-06 
   
   
   
   
  All Good Things 
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Bissel Regional Adventure 
  Version 1.1 
   
  by Jay and Crystal Babcock 
  Reviewers: Bissel Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Dashiell Anderson, Phil Bonder, Bud Britton, Lee Burton, Jon Sedich 
   
   
   
  The end is nigh. Bissel’s two strongest enemies have taken the field, each vying for control of the land. Without the help 
  of her heroes, the forces of good do not stand a chance. A Bissel regional adventure for APLs 2-16, and Part 4 of That’s 
  Rhomstaff! II, the Bissel finale. It is highly recommended that all four parts be run in order, with the same character.  
   
  Resources: Complete Warrior [Andy Collins, David Noonan, Ed Stark], Fiend Folio [Eric Cagle, Jesse Decker, James 
  Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt], Magic Item Compendium [Andy Collins, Eytan 
  Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Players Handbook II [David Noonan],  
   
   
  
  BIS8-06 All Good Things 
   
  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 
  
  BIS8-06 All Good Things 
   
  Page 2 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Bissel. Characters native to Bissel pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  This scenario is part of That’s Rhomstaff II, the Bissel 
  Finale. The story so far… 
  BIS8-03 Battle of the Bands 
  Estander the playwright lamented the fact that his plays 
  were not doing as well as those of his competition, and 
  asked the PCs to investigate. They found that the current 
  troupe in the limelight was getting their material from a 
  novice bard – or more importantly, that he was getting it 
  from a magical book he had found, a book that could tell 
  the future. 
   
  The PCs worked hard to insure that Estander’s 
  troupe would draft the young boy, carefully earning the 
  allegiance of other troupes in Calpius Craft. But then, 
  word got out about the boy and his talent, and the town 
  was consumed by gang fighting. 
   
  When the dust settled, Estander and the PCs came 
  out on top… but they were too late. They found the 
  young bard slain and the book missing. 
  BIS8-04 Flailing in the Dark 
  Hextorite cultists took control of the book of history not yet 
  written and headed for an abandoned keep in the Barrier 
  Peaks. This fortress – known as the Bodkin – was built on 
  the ruins of an old dwarven stronghold. Unbeknownst to 
  the builders, however, that dwarven stronghold was built 
  on the ruins of one of Vecna’s old safeholds. Within lay a 
  shadow gate – a device that the Archlich used to quickly 
  travel across his Sheldomar domain. 
   
  The Hextorites have long sought possession of these 
  gates – but their motives have never been explained. 
   
  The book itself appeared to be immune to divination, 
  but in obtaining it, the cultists had created an 
  opportunity. An object belonging to the murdered young 
  bard gave a magical trail that could be followed. A tracker 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  BIS8-06 All Good Things 
   
  Page 3 
  was quickly dispatched to find the book and its current 
  owners. He followed the trail north, past the borders of 
  the March, into the Barrier Peaks. He stumbled upon the 
  Hextorite excavation at the old Bodkin Keep, before he 
  was captured and killed. 
   
  The PCs managed to follow his trail to the Bodkin, 
  and witnessed a Hextorite force heading through the 
  portal. As they followed, they were captured by 
  Sil’C’Baoth and his yugoloth mercenaries. 
  BIS8-05 Necromancers on Ice 
  The book of history not yet written fell into the hands of 
  Sil’C’Baoth when the Hextorites crossed through into the 
  Plane of Shadow. However, they already had the 
  information they needed. 
   
  The PCs were brought before the arcanaloth, who 
  wanted to know about the significance of the book. 
  Obligated to hand the book over to the Remnant forces 
  of Evard’s armies in the Shadow Plane, Sil’C’Baoth was 
  convinced to let the PCs travel with it to Shadow 
  Thornward. 
   
  The book was presented to Galen Luchelyn, the 
  vampire lord and current commander of the Remnant 
  armies. He used it to learn that the true Evard was still 
  alive, and that the Hextorite forces were heading for her 
  resting place. The Remnant forces mobilized to assist 
  their lost mistress. 
   
  The PCs snuck back into Thornward Keep, defeated 
  Galen, and took the book for their own. They arrived at 
  Evard’s mausoleum just in time to find the Remnant and 
  Hextorite forces clashing at its gates. 
   
  Fighting their way inside, they caught a glimpse of 
  the true Evard, as she arose as an archlich. 
  Meanwhilst… 
  Evard has taken control of her old armies, and led them 
  into the Prime Material. In a matter of weeks, her forces 
  have taken control of Ebbernant and Dountham. She 
  now leads her troops east to Thornward. 
   
  The Hextorites are not content to see their progress 
  bowled over. Under the leadership of Larrangin, the 
  Chosen of Hextor, they have amassed their own army 
  and are marching on the capital, as well. 
   
  The remaining forces of the Great Army have been 
  mustered south of Thornward, in a desperate and 
  impossible bid to head off both forces. 
  ADVENTURE SUMMARY 
  The PCs are sent out onto the battlefield to eliminate a 
  point of interest. They are out in the thick of things when 
  the Great Army of the Swordfields arrives to help. 
   
  After patching up a whole in the front line, the PCs 
  are approached by the necromancer herself, whom offers 
  to cease her part of the battle and withdraw. 
   
  Larrangin attempts to do the same, but is killed by 
  his own forces. Minions of Hextor are gated in, leading to 
  a final battle for control of the March. 
  Introduction: Dire Straits 
  Estimated Time: 10 minutes 
  The PCs are briefed and sent onto the battlefield. 
  Encounter 1: Half the Fun 
  Estimated Time: 45 minutes 
  The PCs work their way past a variety of obstacles to 
  reach a point of interest on the battlefield. 
  Encounter 2: Death From Above 
  Estimated Time: 20 minutes 
  The PCs fight to capture a point of interest on the 
  battlefield while being barraged by fierce magic. 
  Encounter 3: Into the Breech 
  Estimated Time: 10 minutes 
  The army of the March of Swordfields arrives on the 
  battlefield, giving the forces of good a fighting chance. 
  The PCs see a breech open, and jump into the battle to 
  seal the gap. 
  Encounter 4: On All Sides 
  Estimated Time: 60 minutes 
  The PCs get embroiled in a desperate combat with both 
  Hextorite and Necromancer forces. 
  Encounter 5: Strange Allies 
  Estimated Time: 20 minutes 
  The PCs are approached by Evard, who offers to cease 
  hostilities with Bissel. 
  Encounter 6: The Chosen One 
  Estimated Time: 55 minutes 
  Evard pulls back her forces, and Larrangin attempts to do 
  the same. The Hextorites kill him, and call forth the 
  devils of Hextor. 
  Conclusion: Curtain Call 
  Estimated Time: 10 minutes 
  The Hextorites defeated, Evard honors her word and 
  leaves the Prime Material for good. 
  
  BIS8-06 All Good Things 
   
  Page 4 
  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: DIRE 
  STRAITS 
  Estimated Time: 10 minutes 
  The curtain goes up for the final act, and the 
  orchestra starts to play again. A pool of light appears 
  on the center of the stage, illuminating a solitary 
  figure. The man wears golden robes, and has his 
  head bowed. He slowly raises his eyes to peer out at 
  the audience, the crown on his head marking him as 
  the Margrave of Bissel, Malto Adeur. The symbol of 
  Heironeous around his neck sparkles like a beacon. 
   
  A chorus of voices rises in the background as 
  one: 
   
  “Where had the battle led us? 
   
  What foes still must be fought? 
   
  Our actions had brought us to the field 
   
  But would it all be for naught?” 
   
  The pool of light slowly expands around the 
  Margrave. Gradually, fighting men are illuminated – 
  an army of soldiers in the red and white of the 
  March – standing beside him. 
   
  “Our strength was once more sapped 
   
  Our demise was coming near 
   
  Still we stood - together strong 
   
  To face our looming fear.” 
   
  Slowly, men in blood-red robes begin marching 
  down the left aisle. They bear the fist and arrows 
  symbol of Hextor before them, the zeal noticeable in 
  their step. 
   
  “A new foe entered upon the scene 
   
  A scourge both dark and cruel 
   
  The March was caught within their web  
   
  And crushed beneath their rule.” 
   
  A parallel column of twisted black forms begin 
  heading down the right aisle, towards the stage. In 
  contrast to the Hextorites, the Necromancer’s horde 
  of undead moves forward haphazardly, a mob of 
  ravenous teeth and claws. 
   
  “But out of shadow, evil came 
   
  Our legendary foe 
   
  Evard returned to fight again 
   
  And towards the throne did go.” 
  The PCs may wish to gather some information and 
  rumors before beginning the adventure. The following 
  are rumors they can pick up with a Gather Information 
  check that beats the DC listed. The truth or falsehood of 
  each rumor will be revealed with the passage of time. 
   
  The PCs may notice that rumors, at this point in 
  time, are fewer in number, and more difficult to obtain. 
  DC 15 
  • 
  A Hextorite army has been spotted in eastern Bissel. 
  They’ve already seized control of Sareden and 
  Falsford. Now they march on Thornward. 
  • 
  Forces of the necromancer have appeared out of the 
  Barrier Peaks. They’ve quickly taken control of 
  Ebbernant and Dountham, and are marching 
  towards Thornward. 
  DC 20 
  • 
  The remaining forces of Bissel have been mustered 
  to Thornward for one last stand. 
  DC 25 
  • 
  The March of Swordfields – the new nation founded 
  within Ket’s borders by Steich Valiscerat, is 
  outfitting its armed forces. It’s possible that they are 
  taking advantage of the new imbalance, to try to 
  conquer their old homeland. 
  Once the PCs are done with rumors, continue with the 
  following: 
  You have been assembled within the command tent 
  for what seems like hours. The early sun that burnt 
  off the morning fog has risen to a fiery orb overhead, 
  heating the tent to uncomfortable levels. Around 
  you are faces you recognize from your travels 
  around the Sheldomar Valley - some you have 
  adventured with, others you have heard of only 
  through song.  
   
  As news of the return of Evard and Larrangin 
  has spread over the March, it did not take long to see 
  they would be marching on the capital. In the days 
  that have passed, the forces of the Necromancer and 
  the Hextorites have begun positioning for control 
  over all of Bissel. As such, the call to arms was 
  expected. 
   
  The flaps of the tent part to allow entry to a 
  single man. He wears the uniform of an army 
  general, and around his neck is a chain of office. 
  
  BIS8-06 All Good Things 
   
  Page 5 
  If the PCs succeed at a Knowledge [local - Sheldomar 
  Valley Metaregion] check (DC 15), they identify the man 
  as General Jerius Greenblade, Lord Mayor of Thornward. 
  "Good morning. You are the elite troops of our 
  remaining forces. As I’m sure you know, we face 
  insurmountable odds. The skills you have acquired 
  in your time of service to the March are about to be 
  tested in ways like no other. The very future of 
  Bissel may lie in your hands." 
   
  Greenblade pauses, waiting for his words to 
  sink in and take effect. 
   
  “A Hextorite force is marching on Thornward 
  from the East. As well, the Necromancer’s army of 
  the dead marches from the West, out of the Barrier 
  Peaks. 
   
  What forces we have left we’ve moved south 
  through the Fals basin to intercept both armies. 
  Skirmishes have begun, and our odds of survival 
  appear slim. 
   
  There are several key points we need to take on 
  the battlefield. Each group will be assigned to an 
  objective. While you will all be working separately, 
  each link is important in our efforts." 
   
  The general gives assignments to several groups, 
  before turning to yours. 
   
  “As our men are falling to the undead, they are 
  being raised to fight against us. Near the middle of 
  the battlefield is some sort of… device. The undead 
  near it seem stronger than elsewhere. If you can get 
  to it and disable it, we will gain a substantial 
  advantage against Evard’s forces.” 
  Once the PCs are ready to head to the battlefield, 
  continue with Encounter 1. 
  ENCOUNTER 1: HALF THE 
  FUN 
  Estimated Time: 45 minutes 
  In this encounter, the PCs work their way past a variety 
  of obstacles to reach the device on the battlefield. 
  LOCATION A - TAKE A MOMENT 
  You depart the command tents, and make your way 
  onto the battlefield. The three armies are clashing at 
  numerous points on the landscape, each vying for a 
  little bit more ground, looking for some advantage. 
   
  There is a terrible crash to your left - a cart 
  bearing the insignia of the March - carrying fresh 
  supplies for the front lines - has overturned. 
  Supplies are scattered all over but will take just a 
  moment for the handlers to recover… unless those 
  enemy soldiers manage to overtake it. 
   
  Nearby, there is a terrible grating noise. One of 
  the great Hextorite constructs grinds to a halt, 
  smoke issuing from its joints. Nearby clerics begin 
  pelting it with spells, in an effort to get it running 
  again. 
  The PCs have to make a choice, and in a hurry. They may 
  also choose to bypass this encounter without doing 
  anything, which is certainly an option. 
   
  Regardless, once they choose, continue on with the 
  next subsection. 
  LOCATION B - RUN? I THINK NOT! 
  Your path takes you down near the battlefield once 
  more. You emerge from cover and come face to face 
  with a group of Bissel soldiers. Their number is few, 
  and most of those left alive are greatly wounded. It 
  is immediately obvious that they are fleeing the 
  battlefield. 
  This section 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 approach a group of disheartened Great Army 
  soldiers who appear to be leaving the battlefield.  
   
  To succeed the PCs must convince the soldiers to 
  remain and fight to defend the March. 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:  
  • 
  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 soldiers 
  that they are reinforcements, and will be charging 
  back into the fray with them, 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 Heal check to heal and cure the 
  wounded enough to be combat-able, 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. 
  
  BIS8-06 All Good Things 
   
  Page 6 
  • 
  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 a 
  Knowledge [arcana] check to explain a weakness in 
  the enemy magic, 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 Diplomacy check’. Require that specific 
  intentions be declared, such as ‘I’m using a Diplomacy 
  check. I tell the soldiers that they have new orders to 
  defend the left ridge of the battlefield’. 
   
  Once the PCs have scored six points, continue with 
  the following: 
  The soldiers seem full of renewed vigor. They turn 
  once more towards the battlefield, ready their 
  weapons, and charge into the fray. 
  Regardless of whether the PCs succeed, fail, or even 
  decide to skip this encounter, proceed with the next 
  subsection. 
  LOCATION C – ANOTHER CHOICE 
  You estimate that you are more than halfway to your 
  destination. 
  Ground 
  travel 
  here 
  is 
  slowed 
  significantly by a low, loose-stone wall, left ages ago 
  by farmers working this land. The soldiers ahead of 
  you take the extra time to scale the wall or walk 
  around its short length, but the great Hextorite 
  constructs are not so hindered, striding over it with 
  ease. 
   
  A quick look at the wall tells you that a few 
  moments of effort could break it down enough to 
  give Bissel forces a fighting chance, before the 
  constructs  are upon them. 
   
  Just a few yards away, you also spy two 
  Hextorite scouts. It appears that they are attempting 
  to set a trap for unsuspecting soldiers to stumble 
  into. 
  The PCs have to make another choice, and in a hurry. 
  They may also choose to bypass this encounter without 
  doing anything, which is certainly an option. 
   
  Regardless, once they choose, continue on with the 
  next subsection. 
  LOCATION D – IN CHARGE 
  Your path turns, and you find yourself moving 
  through the battlefield. All around you soldiers 
  clash 
  with 
  the 
  undead 
  and 
  mechanical 
  monstrosities. It is difficult to tell what progress, if 
  any, is being made. 
   
  Turning a corner, you come across an embattled 
  group of Great Army soldiers. One of them 
  approaches you in earnest. 
   
  “Please… we need help! Our commander was 
  killed, and we are getting overrun. We need orders!” 
  A quick survey of the battlefield shows that your 
  journey would proceed much quicker if these 
  soldiers could manage to push forward… 
  In this encounter, the PCs have the chance to lead a 
  group of Great Army soldiers against a horde of undead. 
  To accomplish this, a PC must step up and become the 
  commander of the unit. If no PC wants to take part, then 
  the soldiers are overrun and slaughtered. 
   
  The troops can only follow one PC at a time; the 
  others are welcome to offer their advice, but the soldiers 
  need to hear a single voice in command. The PC in 
  charge will henceforth be referred to as the Leader. 
   
  Give the PCs Player Handout 1 – Military Commands, 
  and refer to DM Aid: Tactical Combat. 
   
  The encounter begins with a score of zero – if this 
  score goes negative, it means the undead have gained that 
  many yards on the battlefield. If the score is positive, 
  then the soldiers have gained ground. 
   
  On each turn, the Leader must choose an action 
  from the list of commands, and keep it secret. At the 
  same time, you must choose an action for the hordes. 
  Once you’ve both chosen an action, reveal your choices, 
  and consult the chart on DM Aid: Tactical Combat. 
   
  Finding the appropriate intersection in the table, 
  you will find a number: this is the modifier that is applied 
  to the Leader’s roll. The Leader also gets an additional 
  bonus based his skills, as is noted on the sheet. Roll 1d20, 
  add the table modifier and skill modifier to the result, 
  and this is the number of yards that are lost or gained this 
  round. 
   
  Repeat this process until the score reaches either 100 
  (the soldiers win) or -100 (the undead horde wins). In 
  either case, once the combat is over, proceed with the 
  next subsection. 
  
  BIS8-06 All Good Things 
   
  Page 7 
   
  LOCATION E – BIRD IN THE HAND 
  You head past the front lines, into the deeply-
  contested hills around the main conflict. You reach 
  the top of a rise, and take a moment to look at your 
  surroundings. You stand atop a small hill near the 
  edge of the battlefield, loose rock making travel 
  difficult. 
   
  Movement catches your eye. A large group of 
  undead creatures – thirty or forty at least – are 
  skulking through a ravine at the foot of the slope. If 
  they exit the far end undeterred, they will have 
  earned a substantial advantage in the conflict. 
   
  It would only take a slight disturbance to cause 
  the entire rocky slope to collapse down upon them, 
  ending their plans. 
   
  However, you also notice red and white 
  amongst the rocks - two Great Army soldiers lie 
  unconscious, pinned under some of the rubble. 
   
  If you cause an avalanche, the men will certainly 
  perish. If you take the time to save them, your 
  window of opportunity with the passing undead 
  will be lost. 
  The PCs have to make another choice, and in a hurry. 
  They may also choose to bypass this encounter without 
  doing anything, which is certainly an option. 
   
  Regardless, once they choose, continue on with 
  Encounter 2. 
  ENCOUNTER 2: DEATH FROM 
  ABOVE 
  Estimated Time: 20 minutes 
  You crest a ridge and get your first glimpse of the 
  device that you were sent after. A tall spire of 
  obsidian stands in the middle of the small valley. At 
  its base are several arrays of colorful crystals – 
  controls of some sort. 
   
  All around the device, soldiers of the two enemy 
  armies fight back and forth, amid violent spell 
  impacts. 
  Refer to DM Aid: Map #1 – Battlefield Barrage. 
  Trap: Roll initiative for the PCs AND the trap. On the 
  trap’s turn, every square is bombarded by a random spell 
  effect. 
   
  As well, on every turn add 1d3 Hextorite soldiers or 
  undead on one side of the map or the other. These 
  characters are unstatted, and will not interact with the 
  PCs. They will simply head past the device, and off the 
  other side of the map. If the PCs really want to kill them 
  off, they can… but they are just allowing themselves to 
  be distracted. 
   
  The PCs are attacked by the trap until they secure 
  the device. To attempt to secure it, a PC must spend a full-
  round action manipulating the controls marked on the 
  map. All three controls must be manipulated to have any 
  effect. When a control is manipulated, secretly roll 1d6 
  and note the result. Once all three are manipulated, 
  compare the results. If the values are the same, the device 
  is disabled (and thus secured). If not, all three controls 
  reset. 
   
  As you can guess, the odds of a PC stumbling upon a 
  combination that works are fairly small. A PC can 
  increase their chances in the following manners: 
  • 
  If the PC has ranks in Knowledge [arcana], he gains a 
  +2 bonus. 
  • 
  If the PC has ranks in Knowledge [religion], he gains 
  a +1 bonus. 
  • 
  If the PC has ranks in Knowledge [architecture and 
  engineering], he gains a +1 bonus. 
  • 
  If the PC has ranks in Disable Device, he gains a +1 
  bonus. 
  This bonus is applied to the 1d6 roll – but the result is 
  capped at 6. For instance, if the PC has a +2 bonus, and 
  rolls a 4, 5, or 6, then the result is 6. 
  APL 2 (EL 2) 
  � Battlefield Barrage: see Appendix 1. 
  APL 4 (EL 4) 
  � Battlefield Barrage: see Appendix 2. 
  APL 6 (EL 6) 
  � Battlefield Barrage: see Appendix 3. 
  APL 8 (EL 8) 
  � Battlefield Barrage: see Appendix 4. 
  APL 10 (EL 10) 
  � Battlefield Barrage: see Appendix 5. 
  APL 12 (EL 12) 
  � Battlefield Barrage: see Appendix 6. 
  
  BIS8-06 All Good Things 
   
  Page 8 
  APL 14 (EL 14) 
  � Battlefield Barrage: see Appendix 7. 
  APL 16 (EL 16) 
  � Battlefield Barrage: see Appendix 8. 
   
  Treasure: Many items can be recovered from the 
  battlefield: 
  APL 2: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp). 
  APL 4: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp). 
  APL 6: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp). 
  APL 8: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp), 
  wrapped tower (515 gp), light swordbow (527 gp). 
  APL 10: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp), 
  wrapped tower (515 gp), light swordbow (527 gp), 
  swordbow (531 gp), great swordbow (564 gp). 
  APL 12: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp), 
  wrapped tower (515 gp), light swordbow (527 gp), 
  swordbow (531 gp), great swordbow (564 gp), ghost net 
  (693 gp), wight hide shield (763 gp). 
  APL 14: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp), 
  wrapped tower (515 gp), light swordbow (527 gp), 
  swordbow (531 gp), great swordbow (564 gp), ghost net 
  (693 gp), wight hide shield (763 gp), ghoul shell armor 
  (846 gp), wight armor (1181 gp). 
  APL 16: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp), 
  wrapped tower (515 gp), light swordbow (527 gp), 
  swordbow (531 gp), great swordbow (564 gp), ghost net 
  (693 gp), wight hide shield (763 gp), ghoul shell armor 
  (846 gp), wight armor (1181 gp), zombie hide armor 
  (1347 gp), vampire hide armor (1764 gp). 
   
  Development: It is possible that the PCs are unable 
  to secure the device. If so, you may have to move directly 
  to Encounter 3, with modified text. In this case, they do 
  not earn the experience for this encounter. 
   
  Otherwise, once the PCs have secured the device, 
  continue with Encounter 3. 
  ENCOUNTER 3: INTO THE 
  BREECH 
  Estimated Time: 10 minutes 
  Having survived the barrage and secured the device, 
  you take a minute to catch your breath and survey 
  your surroundings. 
   
  All around you, Hextorites and Necromancer 
  forces are embroiled in heated battle with the 
  dwindling Bisselite soldiers. It is clear that Bissel is 
  far outnumbered. 
   
  As if sensing the desperate situation, a horn 
  blast fills the air. Several minutes later, troops from 
  another army crest over the left ridge of the 
  battlefield. Pennants fly high from the front of the 
  ranks, depicting three swords piercing a red heart 
  on a purple field – the crest of Swordfields. This new 
  army quickly moves into the valley, joining the fight 
  and bolstering the forces of the March. 
   
  Many of the troops on the ground have also 
  spotted the newcomers. In their momentary 
  distraction from the skirmish at hand, several are 
  wiped out, having not even seen a blow coming. 
  Sensing the tide turning, the Hextorite and 
  Necromancer 
  forces 
  redouble 
  their 
  efforts.
   
  Just yards from where you stand, a line holding 
  back the enemies breaks. The soldiers are overtaken 
  and a flood of enemy forces surges through the gap. 
  Within moments, they will be able to cut deep into 
  the ranks of the Great Army forces. 
  When the PCs choose to close the gap, continue to 
  Encounter 4. 
  ENCOUNTER 4: ON ALL SIDES 
  Estimated Time: 60 minutes 
  In an effort to keep the front line intact, you move 
  in to cover the space left by your recently fallen 
  comrades-at-arms. Within moments, undead and 
  
  BIS8-06 All Good Things 
   
  Page 9 
  Hextorites swarm the very same spot - in their effort 
  to exploit the hole in the front lines. 
   
  Creatures: The enemies begin the combat in three 
  groups – PCs, Undead, and Hextorites – in a triangular 
  pattern, with 100 feet between each group. 
   
  In each APL group are additional creatures, listed 
  with preceding asterisks. These creatures will fight each 
  other, instead of the PCs. As such, they are not factored 
  into the EL. They will not affect the PCs, unless the PCs 
  ignore their own targets to intervene. If the PCs defeat 
  their targets, these additional units will either kill each 
  other or retreat. 
  APL 2 (EL 4) 
  � Ghoul: hp 18; see Monster Manual, page 118. 
  � Human Commoner Zombies (2): hp 21 each; 
  see Monster Manual, page 265. 
  � Hextorite Fighter: Ftr1; hp 9; see Appendix 1. 
  � Hextorite Cleric: Clr1; hp 8; see Appendix 1. 
  � *Ghouls (3): hp 18 each; see Monster Manual, 
  page 118. 
  � *Hextorite Clerics (2): Clr1; hp 8 each; see 
  Appendix 2. 
  APL 4 (EL 6) 
  � Ghouls (3): hp 18 each; see Monster Manual, page 
  118. 
  � Human Commoner Zombies (2): hp 21 each; 
  see Monster Manual, page 265. 
  � Hextorite Fighters (2): Ftr1; hp 9 each; see 
  Appendix 2. 
  � Hextorite Clerics (2): Clr1; hp 8 each; see 
  Appendix 2. 
  � *Bugbear Zombies (2): hp 57 each; see Monster 
  Manual, page 265. 
  � *Hextorite Clerics (2): Clr2; hp 16 each; see 
  Appendix 3. 
  APL 6 (EL 8) 
  � Bugbear Zombies (2): hp 57 each; see Monster 
  Manual, page 265. 
  � Ghouls (4): hp 18 each; see Monster Manual, page 
  118. 
  � Hextorite Fighters (2): Ftr2; hp 19 each; see 
  Appendix 3. 
  � Hextorite Clerics (2): Clr2; hp 16 each; see 
  Appendix 3. 
  � *Wight (3): hp 36 each; see Monster Manual, page 
  255. 
  � *Hextorite Clerics (2): Clr4; hp 32 each; see 
  Appendix 4. 
  APL 8 (EL 10) 
  � Wight (3): hp 36 each; see Monster Manual, page 
  255. 
  � Bugbear Zombies (4): hp 57 each; see Monster 
  Manual, page 265. 
  � Hextorite Fighters (2): Ftr4; hp 38 each; see 
  Appendix 4. 
  � Hextorite Clerics (2): Clr4; hp 32 each; see 
  Appendix 4. 
  � *Grey Render Zombies (3): hp 183 each; see 
  Monster Manual, page 265. 
  � *Blood Golems of Hextor (2): hp 105; see 
  Appendix 5. 
  APL 10 (EL 12) 
  � Grey Render Zombies (3): hp 183 each; see 
  Monster Manual, page 265. 
  � Wight (3): hp 36 each; see Monster Manual, page 
  255. 
  � Hextorite Fighters (2): Ftr4; hp 38 each; see 
  Appendix 5. 
  � Hextorite Clerics (2): Clr4; hp 32 each; see 
  Appendix 5. 
  � Blood Golem of Hextor: hp 105; see Appendix 5. 
  � *Bodaks (2): hp 81 each; see Monster Manual, 
  page 28. 
  � *Blood Golems of Hextor (2): hp 105 each; see 
  Appendix 6. 
  APL 12 (EL 14) 
  � Bodaks (2): hp 81 each; see Monster Manual, page 
  28. 
  � Grey Render Zombies (4): hp 183 each; see 
  Monster Manual, page 265. 
  � Hextorite Fighters (2): Ftr6; hp 57 each; see 
  Appendix 6. 
  � Hextorite Clerics (2): Clr6; hp 48 each; see 
  Appendix 6. 
  
  BIS8-06 All Good Things 
   
  Page 10 
  � Blood Golems of Hextor (2): hp 105 each; see 
  Appendix 6. 
  � *Lich, Wiz11 (2): hp 102; see Monster Manual, 
  page 166. 
  � *Advanced Blood Golems of Hextor (CR 10) 
  (2): hp 189 each; see Appendix 7. 
  APL 14 (EL 16) 
  � Lich, Wiz11: hp 102; see Monster Manual, page 
  166. 
  � Spectres (3): hp 63 each; see Monster Manual, 
  page 232. 
  � Hextorite Fighters (2): Ftr8; hp 76 each; see 
  Appendix 7. 
  � Hextorite Clerics (2): Clr8; hp 64 each; see 
  Appendix 7. 
  � Advanced Blood Golems of Hextor (CR 10) 
  (2): hp 189 each; see Appendix 7. 
  � *Nightwalker: hp 231; see Monster Manual, page 
  195. 
  � *Advanced Blood Golems of Hextor (CR 12) 
  (2): hp 273 each; see Appendix 8. 
  APL 16 (EL 18) 
  � Nightwalker: hp 231; see Monster Manual, page 
  195. 
  � Mummy Lord: hp 132; see Monster Manual, page 
  190. 
  � Spectres (4): hp 63 each; see Monster Manual, 
  page 232. 
  � Hextorite Fighters (2): Ftr10; hp 95 each; see 
  Appendix 8. 
  � Hextorite Clerics (2): Clr10; hp 80 each; see 
  Appendix 8. 
  � Advanced Blood Golems of Hextor (CR 12) 
  (2): hp 273 each; see Appendix 8. 
  � *Nightwalkers (2): hp 231 each; see Monster 
  Manual, page 195. 
  � *Advanced Blood Golems of Hextor (CR 12) 
  (4): hp 273 each; see Appendix 8. 
   
  Treasure: A variety of useful items can be recovered 
  from the battlefield: 
  APL 2: L: 92 gp, C: 3 gp, M: oil of magic weapon (4 gp), 
  potion of cure light wounds (4 gp), potion of cure moderate 
  wounds (25 gp), potion of shield of faith +3 (25 gp). 
  APL 4: L: 188 gp, C: 7 gp, M: oil of magic weapon (x2) 
  (4 gp each), potion of cure light wounds (x2) (4 gp each), 
  potion of cure moderate wounds (x2) (25 gp each), potion 
  of shield of faith +3 (x2) (25 gp each). 
  APL 6: L: 221 gp, C: 7 gp, M: oil of magic weapon (x2) 
  (4 gp each), potion of cure moderate wounds (x6) (25 gp 
  each), potion of enlarge person (x2) (20 gp each), potion 
  of shield of faith +2 (x2) (4 gp each), potion of shield of 
  faith +3 (x2) (25 gp each). 
  APL 8: L: 114 gp, C: 7 gp, M: +1 breastplate (x2) (112 
  gp each), +1 full plate (x2) (220 gp each), oil of magic 
  weapon (x2) (4 gp each), potion of bull’s strength (x2) (25 
  gp each), potion of cure moderate wounds (x6) (25 gp 
  each), potion of enlarge person (x2) (20 gp each), potion 
  of lesser restoration (x2) (25 gp each), potion of shield of 
  faith +2 (x2) (4 gp each). 
  APL 10: L: 114 gp, C: 7 gp, M: +1 breastplate (x2) (112 
  gp each), +1 full plate (x3) (220 gp each), oil of magic 
  weapon (x2) (4 gp each), potion of bull’s strength (x2) (25 
  gp each), potion of cure moderate wounds (x6) (25 gp 
  each), potion of enlarge person (x2) (20 gp each), potion 
  of lesser restoration (x2) (25 gp each), potion of shield of 
  faith +2 (x2) (4 gp each). 
  APL 12: L: 39 gp, C: 7 gp, M: +1 breastplate (x2) (112 
  gp each), +1 full plate (x3) (220 gp each), +1 heavy steel 
  shield (x4) (97 gp each), +1 longsword (x2) (192 gp 
  each), cloak of resistance +1 (x2) (83 gp each), divine 
  scroll of lesser restoration (x2) (12 gp each), potion of 
  bull’s strength (x2) (25 gp each), potion of cure moderate 
  wounds (x6) (25 gp each), potion of enlarge person (x2) 
  (20 gp each), potion of lesser restoration (x2) (25 gp 
  each). 
  APL 14: L: 47 gp, C: 7 gp, M: +1 breastplate (x2) (112 
  gp each), +1 full plate (x2) (220 gp each), +1 heavy steel 
  shield (x4) (97 gp each), +1 longsword (x2) (192 gp 
  each), +3 full plate (x2) (887 gp each), cloak of resistance 
  +1 (x2) (83 gp each), divine scroll of lesser restoration (x2) 
  (12 gp each), gauntlets of ogre power (x2) (333 gp each), 
  periapt of wisdom +2 (x2) (333 gp each), potion of cure 
  moderate wounds (x6) (25 gp each), potion of enlarge 
  person (x2) (20 gp each), potion of pass without trace (x2) 
  (4 gp each), potion of remove fear (x2) (4 gp each), 
  potion of shield of faith +2 (x2) (4 gp each). 
  APL 16: L: 71 gp, C: 7 gp, M: +1 breastplate (x2) (112 
  gp each), +1 full plate (x2) (220 gp each), +1 heavy steel 
  shield (x4) (97 gp each), +1 spell-storing longsword (x2) 
  (692 gp each), +5 full plate (x2) (2220 gp each), cloak of 
  resistance +1 (x2) (83 gp each), divine scroll of lesser 
  restoration (x2) (12 gp each), gauntlets of ogre power (x2) 
  (333 gp each), horn of goodness/evil (x2) (541 gp each), 
  
  BIS8-06 All Good Things 
   
  Page 11 
  periapt of wisdom +2 (x2) (333 gp each), potion of cure 
  moderate wounds (x2) (25 gp each), potion of cure serious 
  wounds (x2) (62 gp each), potion of endure elements (x4) 
  (4 gp each), potion of enlarge person (x2) (20 gp each), 
  potion of pass without trace (x2) (4 gp each), potion of 
  protection from arrows 10/magic (x2) (25 gp each), 
  potion of remove fear (x2) (4 gp each), potion of shield of 
  faith +2 (x2) (4 gp each). 
   
  Developments: Once the PCs have defeated their 
  enemies, continue with Encounter 5. 
  ENCOUNTER 5: STRANGE 
  ALLIES 
  Estimated Time: 20 minutes 
  The last of the enemies falls to the ground. 
  Moments later, army soldiers surge forward, and 
  reform the lines. Victorious shouts are directed at 
  you. 
   
  Then, the shouts die down, and the soldiers 
  back away. 
   
  From the direction of the heaviest Necromancer 
  forces strides a figure, a tall, nightmarish humanoid 
  with jet-black skin. This nightwalker is at least 25 
  feet tall – much larger than its already-dangerous 
  kin. 
   
  As you ready your weapons for another battle, it 
  raises a hand in a peaceful gesture. A voice intrudes 
  into your head. 
   
  "I wish not to duel with you. I bear a message 
  from my Mistress. She wishes to speak with you 
  directly." 
  If the PCs choose to engage the creature in battle, they 
  are welcome to do so. Evard will retract her offer to meet 
  and the adventure will be over for these PCs. 
   
  Once the PCs choose to follow the creature, 
  continue with the following: 
  Crossing the battlefield heading for the enemy 
  command tent feels much like walking into a lion's 
  den. Undead leer at you from all sides but none 
  make a single step in your direction. 
   
  Your guide leads you to an unadorned tent near 
  the far end of the undead army. Pulling aside the 
  flaps, you are ushered inside. 
  Check the PCs for the following Adventure Record 
  items: 
  • 
  BIS4-03 Face of the Enemy – Deathmask of Evard 
  • 
  BIS5-04 Uncovered Truths – Marked by Evard 
  • 
  BIS7-01 It Always Rains on the Damned – Blades of 
  Ether 
  • 
  BIS7-IN5 Steady Currents Beneath Still Waters – Touch 
  of the Dread Spinner 
  If a PC has any of these items, read the following: 
  Instantly, a fire begins to burn within your veins. 
  Your vision blurs, and you feel your arms go limp. 
  Continue with the following: 
  Sparsely accommodated, the main features of the 
  tent are its occupants. Several mummies stand 
  guard near the entrance and four incorporeal 
  creatures shift in and out of sight on each side. 
   
  An old woman waits in the center of the tent, 
  her back to you. At the sound of your entrance, she 
  turns, giving you a better view of her desiccated 
  flesh. Her gaze pierces through you, and you can feel 
  the sheer power that surrounds her. 
   
  She greets you - one might even say warmly. 
  "You have accepted my invitation. I am pleased.” 
   
  “Through the eyes of those under my command, 
  I have seen the lengths you have gone through to 
  defend Bissel. This is why you have been chosen for 
  this meeting." 
   
  Evard 
  begins 
  to 
  pace 
  around 
  the 
  tent, 
  continuing to address you. "It has often been said 
  that my sole intention was to conquer Bissel and 
  take her land for my own profit. I can see, given my 
  actions of the past, why that would be an obvious 
  conclusion." 
   
  She stops and looks squarely at you. "However, 
  that has never been the case. My only concern was 
  for the protection of Bissel. Now, I seek peace." 
  Wait for the PCs to either pick their jaws up off of the 
  floor, or to stop laughing, and they will surely have 
  questions. Here are some likely questions and answers: 
  Why is it you have called us here? “I propose a withdrawal 
  from battle. I do not believe that the March is any 
  longer in need of protection - at least the protection 
  I can offer. I will withdraw my forces back to the 
  plane of Shadow, where I will remain.” 
  Why would you do this? “In the past, there have been 
  leaders whose actions have led to the decline of the 
  March - and I have sought to dethrone those leaders 
  rather than see the March fall to ruin. 
  
  BIS8-06 All Good Things 
   
  Page 12 
   
  My only goal was to keep the March intact. I do 
  not fear that it will fall any longer.” 
  Why should we believe you? “That is a choice you must 
  make. Orders for withdrawal take but a moment to 
  carry out, and we can leave this battlefield now.” 
  Why are you willing to leave, all of a sudden? “This was not a 
  sudden decision. In my slumber, I’ve come to realize 
  that I actually prefer the Plane of Shadow. It suits 
  me.” 
  What of the Hextorites? “I do not command them, so 
  have no sway over their actions.” 
  Can we trust you to stay in the plane of Shadow? “You have 
  my word. Besides… I’ve decided that it is more 
  suited to me and my followers.” 
  How many licks does it take to get to the center of a Tootsie Roll 
  pop? “Not even in my many years of hiding was I able 
  to find out this answer.” 
  If the PCs do not accept Evard's offer, the PCs will spend 
  the remainder of their days locked in battle with her 
  forces and with the Hextorites. The adventure is over for 
  them. 
  Once the PCs accept Evard's offer, continue with the 
  following: 
  Evard nods solemnly. You see a moment of what can 
  only be called sadness in her eyes. 
   
  "Very well. It is done.” 
  Continue with Encounter 6. 
  ENCOUNTER 6: THE CHOSEN 
  ONE 
  Estimated Time: 55 minutes 
  And just like that, the hordes of undead simply stop 
  fighting. 
   
  After all this time of mistrusting Evard, it is 
  almost unimaginable that she would honor any 
  agreement made - especially with mere adventurers. 
   
  Nearing the front lines, you see several undead 
  bearing hoisted white flags of parley.  Approaching 
  from different directions are two groups - one 
  bearing the Bissel and Swordfields standards, and 
  the other the fist of Hextor. As the three come 
  together, the tension is almost palpable in the air - 
  never has there been such a meeting in the history 
  of the March. 
   
  The men that stand before you are a portfolio of 
  nobles and dignitaries. The first group contains the 
  leaders of the Bissel forces: Margrave Malto Adeur, 
  the monarch of the March; General Cainlan 
  Rashedra, the Baron of Parulla; General Jerius 
  Greenblade, the Lord Mayor of Thornward; and 
  Steich Valiscerat, the Margrave of Swordfields. 
   
  The second group is a number of robed clerics of 
  Hextor, led by Larrangin, Chosen of Hextor and 
  former Margrave of Bissel. 
   
  "My appreciation at your meeting me here," 
  Evard begins, addressing all those assembled. "I am 
  withdrawing those under my command from the 
  battlefield. I no longer wish to fight you for Bissel. I 
  will return to my new home in shadow and let the 
  March move on without me." 
   
  "I don’t believe that for a second,” Margrave 
  Adeur sputters. “Why would we trust you after all 
  that you have done? I scarcely believe you would 
  honor your word!" 
   
  "My reasons are my own. Accept that what I 
  offer is the truth.” The Necromancer speaks with a 
  calm, even tone. “You can see that those under my 
  command have already stopped fighting. It will take 
  but a few minutes to withdraw them all from the 
  field of battle." 
   
  Stepping forward, Larrangin lays his sword on 
  the ground before him. "My whole command has 
  been focused on saving the March from this 
  woman's rule. In my experience, I have never known 
  Evard to go back on her word - for better or for 
  worse. I trust that what she proposes now to be true 
  as well. Without her as a threat to Bissel, my troops 
  will stand down as well." 
   
  From behind Larrangin, several of his Hextorite 
  followers scowl. "We will do no such thing." 
   
  Larrangin quickly spins on his heels and stares 
  down the dissenters. "You will stand down. You do 
  not get to choose how I command. I am your 
  Chosen. My goal was to protect the March from 
  Evard. The March no longer needs that protection." 
   
  "It would seem that we have different goals. It is 
  time to serve the purpose for which you were 
  chosen." 
   
  In a swift, fluid motion, the Hextorite pulls a 
  curved dagger from his robes and buries it deep in 
  Larrangin’s chest. Larrangin falls unceremoniously 
  to his knees, his blood staining the ground.  
   
  Instantly, the ground begins to shake violently. 
  The sky darkens and turns a deep rusty hue. The air 
  shimmers and fills with haze. 
  
  BIS8-06 All Good Things 
   
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  If the PCs succeed at a Knowledge [the planes] check 
  (DC 25) they realize that the Hextorites just created a 
  planar conjunction, effectively causing this place to 
  overlap with the Nine Hells. This is a bad thing. 
  “Scourge of Battle, Herald of Hell!” The cleric begins 
  to shout maniacally. “We offer this land unto you! 
  Bring forth your servants and the unending 
  darkness of your tyranny!” 
   
  The landscape in the distance shifts – becoming 
  a different place, entirely: endless fields of battle, a 
  grim, bloodied war zone. The haziness around the 
  battlefield takes shape – devilish forms appear 
  everywhere, twisted fiends and nightmares. They 
  begin to butcher the soldiers and undead on the 
  battlefield, laying waste to everything in their path. 
   
  A particularly large swirl of haze solidifies right 
  in front of you, taking the shape of a huge pit fiend. 
  It grins wickedly, and raises its claws to strike. 
   
  You feel a chilling cold hand touch your 
  shoulder, and hear Evard shout a few arcane 
  syllables. 
   
  Your stomach lurches, and the world blurs 
  before you. Just as quickly, it clears and you discover 
  that you are no longer at the front lines, but on a 
  ridge over looking the battlefield. You are safe - for 
  the moment. 
   
  “What is this madness?” Margrave Malto looks 
  infuriated. 
   
  “It would appear that not everyone shares our 
  goals.” Even with this turn of events, Evard speaks 
  calmly. She turns directly to you. "The tide of this 
  battle lies in your hands. If this is not undone, 
  Bissel will fall completely into the Hells.” 
   
  Evard studies the battlefield for a long time, 
  making a few arcane gestures as she watches. 
  Finally, she turns back to you. 
   
  “Larrangin yet lives. They are using his life force 
  to make this all happen. If you can get to him and 
  put him out of his misery, it should all be reversed. 
  If you do not or can not, the March will surely be 
  overrun.” 
   
  "Don't listen to her - she will betray us any 
  chance she gets!” Margrave Adeur shouts at you, his 
  face red with anger. “Kill her now! I order it!” 
   
  General 
  Greenblade 
  silently 
  watches 
  the 
  Margrave, and then looks to Valiscerat. The 
  legendary warlord does not respond, instead peering 
  over the battlefield and troops below. 
   
  “I can draw our troops to the left flank.” 
  Valiscerat ignores Malto, turning instead to you. 
  “That should pull enough of them away to give you a 
  shot.” 
  Once the PCs are ready to try, continue with the 
  following: 
  Valiscerat issues commands to his lieutenants, and 
  the forces of both Bissel and Swordfields respond 
  fluidly. Many of the fiends follow, and you can once 
  more make out the spot where Larrangin fell. 
   
  The Necromancer again weaves her magic, and 
  you are transported back to the battlefield. 
  Instantly, a number of the remaining devils are 
  upon you. 
   
  Creatures: Powerful fiends still remain in the 
  vicinity of Larrangin’s body. They must be defeated 
  before the PCs can get to him. 
  APL 2 (EL 6) 
  � Bearded Devil: hp 54; see Monster Manual, page 
  50. 
  � Lemures (3): hp 12 each; see Monster Manual, 
  page 50. 
  APL 4 (EL 8) 
  � Chain Devil: hp 64; see Monster Manual, page 50. 
  � Imps (2): hp 18 each; see Monster Manual, page 
  50. 
  � Lemures (5): hp 12 each; see Monster Manual, 
  page 50. 
  APL 6 (EL 10) 
  � Bone Devil: hp 110; see Monster Manual, page 50. 
  � Imps (3): hp 18 each; see Monster Manual, page 
  50. 
  � Lemures (5): hp 12 each; see Monster Manual, 
  page 50. 
  APL 8 (EL 12) 
  � Barbed Devil: hp 144; see Monster Manual, page 
  50. 
  � Chain Devils (2): hp 64 each; see Monster 
  Manual, page 50. 
  � Lemures (5): hp 12 each; see Monster Manual, 
  page 50. 
  APL 10 (EL 14) 
  � Ice Devil: hp 168; see Monster Manual, page 50. 
  
  BIS8-06 All Good Things 
   
  Page 14 
  � Erinyes (2): hp 99 each; see Monster Manual, page 
  50. 
  � Lemures (5): hp 12 each; see Monster Manual, 
  page 50. 
  APL 12 (EL 16) 
  � Ice Devil: hp 168; see Monster Manual, page 50. 
  � Barbed Devils (4): hp 144 each; see Monster 
  Manual, page 50. 
  � Lemures (5): hp 12 each; see Monster Manual, 
  page 50. 
  APL 14 (EL 18) 
  � Horned Devil: hp 195; see Monster Manual, page 
  50. 
  � Barbed Devils (6): hp 144 each; see Monster 
  Manual, page 50. 
  � Lemures (5): hp 12 each; see Monster Manual, 
  page 50. 
  APL 16 (EL 20) 
  � Pit Fiend: hp 252; see Monster Manual, page 50. 
  � Barbed Devils (2): hp 144 each; see Monster 
  Manual, page 50. 
  � Lemures (5): hp 12 each; see Monster Manual, 
  page 50. 
   
  Developments: Once the PCs have defeated the 
  devils, continue with the Conclusion. 
  CONCLUSION: CURTAIN 
  CALL 
  Estimated Time: 10 minutes 
  The final devil blocking your way to Larrangin falls, 
  giving you an opportunity. Approaching his body, 
  you find him motionless, the curved dagger sticking 
  from his chest. 
  Larrangin cannot be harmed as long as the dagger 
  remains in his chest. 
   
  As soon as the PCs touch the dagger, continue with 
  the following: 
  You stoop next to Larrangin’s body. As your hand 
  touches the handle, his eyes jerk open. He looks 
  directly into your eyes, and his arm shoots up to pull 
  you close. Through gritted teeth, the former 
  Margrave quickly whispers in your ear. His words 
  are rapid, and profound, as he imparts to you one of 
  the most weighty secrets in the history of the 
  March. 
   
  When he lets you go, he looks down to the 
  dagger. He simply nods, and then whispers to you 
  through his pain. 
   
  “I was… mistaken.” 
  Once the PCs pull the dagger free, continue with the 
  following: 
  You pull the dagger free from Larrangin’s body. He 
  gasps sharply. Instantly, the ground begins to shake 
  again. The devilish horde screams in pain and 
  anguish as they are wrenched back into Hell. As they 
  go, their claws ensnare the clerics of Hextor, 
  dragging them along into eternal damnation. 
   
  Within moments, the landscape becomes green 
  and the battlefield calm. The Hextorite plot has 
  been foiled. 
   
  You catch a glimpse of the ridge line above the 
  battlefield. The Archlich Evard looks down upon 
  you and Larrangin. There is the appearance of 
  sadness in her desiccated features, but also that of 
  relief. Wordlessly, she departs the field – her army 
  silently in tow. 
   
  The forces of the two Marches are left alone on 
  the plains. Slowly, the clouds above begin to part, 
  and sunshine pours down upon the heroes of the 
  battle. 
   
  At that very moment, the audience jumps to 
  their feet. Everyone in the Pellak Grand applauds 
  with all their might – from the youngest child to the 
  oldest adult; rich noble and poor commoner. But 
  they applaud not just for the performance before 
  them, but for the story beneath. A story only a few 
  weeks old, but one they know by heart. 
   
  The playwright Estander joins you on stage, his 
  own hands applauding you, as well. “I may have 
  written a few words on paper, but you are the real 
  artists behind this one.” 
   
  “Without your courage, your valiant deeds, your 
  strength… we would be lost. I am going to make 
  sure that everyone knows what you’ve done. 
  Everything we have is built on the blood, sweat, and 
  tears of our heroes, and you will forever number in 
  their ranks.” 
   
  And with that, the actors take a final bow, and 
  the curtain falls for the last time. 
  
  BIS8-06 All Good Things 
   
  Page 15 
  The adventure – and indeed the Bissel storyline - is now 
  over. The PCs receive all of the items on the Adventure 
  Record. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2: Death From Above 
  Survive the Magical Barrage. 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
   
  APL 16: 480 xp. 
  Encounter 4: On All Sides 
  Defeat the enemy forces and hold the breech. 
   
  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 6: The Chosen One 
  Defeat the summoned devils. 
   
  APL 2: 180 xp. 
   
  APL 4: 240 xp. 
   
  APL 6: 300 xp. 
   
  APL 8: 360 xp. 
   
  APL 10: 420 xp. 
   
  APL 12: 480 xp. 
   
  APL 14: 540 xp. 
   
  APL 16: 600 xp. 
  Story Award 
  Get to the Point of Interest in Encounter 1. 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 120 xp. 
   
  APL 16: 135 xp. 
  Negotiate with Evard in Encounter 5. 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 120 xp. 
   
  APL 16: 135 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 120 xp. 
   
  APL 16: 135 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
  
  BIS8-06 All Good Things 
   
  Page 16 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 2: Death From Above 
  APL 2: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp). 
  APL 4: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp). 
  APL 6: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp). 
  APL 8: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp), 
  wrapped tower (515 gp), light swordbow (527 gp). 
  APL 10: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp), 
  wrapped tower (515 gp), light swordbow (527 gp), 
  swordbow (531 gp), great swordbow (564 gp). 
  APL 12: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp), 
  wrapped tower (515 gp), light swordbow (527 gp), 
  swordbow (531 gp), great swordbow (564 gp), ghost net 
  (693 gp), wight hide shield (763 gp). 
  APL 14: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp), 
  wrapped tower (515 gp), light swordbow (527 gp), 
  swordbow (531 gp), great swordbow (564 gp), ghost net 
  (693 gp), wight hide shield (763 gp), ghoul shell armor 
  (846 gp), wight armor (1181 gp). 
  APL 16: L: 300 gp, C: 0 gp, M: least crystal of lifekeeping 
  (16 gp), watch lamp (41 gp), lesser crystal of lifekeeping 
  (83 gp), spellsink scarab (166 gp), greater crystal of 
  lifekeeping (416 gp), true strike gauntlets (291 gp), 
  wrapped tower (515 gp), light swordbow (527 gp), 
  swordbow (531 gp), great swordbow (564 gp), ghost net 
  (693 gp), wight hide shield (763 gp), ghoul shell armor 
  
  BIS8-06 All Good Things 
   
  Page 17 
  (846 gp), wight armor (1181 gp), zombie hide armor 
  (1347 gp), vampire hide armor (1764 gp). 
  Encounter 4: On All Sides 
  APL 2: L: 92 gp, C: 3 gp, M: oil of magic weapon (4 gp), 
  potion of cure light wounds (4 gp), potion of cure moderate 
  wounds (25 gp), potion of shield of faith +3 (25 gp). 
  APL 4: L: 188 gp, C: 7 gp, M: oil of magic weapon (x2) 
  (4 gp each), potion of cure light wounds (x2) (4 gp each), 
  potion of cure moderate wounds (x2) (25 gp each), potion 
  of shield of faith +3 (x2) (25 gp each). 
  APL 6: L: 221 gp, C: 7 gp, M: oil of magic weapon (x2) 
  (4 gp each), potion of cure moderate wounds (x6) (25 gp 
  each), potion of enlarge person (x2) (20 gp each), potion 
  of shield of faith +2 (x2) (4 gp each), potion of shield of 
  faith +3 (x2) (25 gp each). 
  APL 8: L: 114 gp, C: 7 gp, M: +1 breastplate (x2) (112 
  gp each), +1 full plate (x2) (220 gp each), oil of magic 
  weapon (x2) (4 gp each), potion of bull’s strength (x2) (25 
  gp each), potion of cure moderate wounds (x6) (25 gp 
  each), potion of enlarge person (x2) (20 gp each), potion 
  of lesser restoration (x2) (25 gp each), potion of shield of 
  faith +2 (x2) (4 gp each). 
  APL 10: L: 114 gp, C: 7 gp, M: +1 breastplate (x2) (112 
  gp each), +1 full plate (x3) (220 gp each), oil of magic 
  weapon (x2) (4 gp each), potion of bull’s strength (x2) (25 
  gp each), potion of cure moderate wounds (x6) (25 gp 
  each), potion of enlarge person (x2) (20 gp each), potion 
  of lesser restoration (x2) (25 gp each), potion of shield of 
  faith +2 (x2) (4 gp each). 
  APL 12: L: 39 gp, C: 7 gp, M: +1 breastplate (x2) (112 
  gp each), +1 full plate (x3) (220 gp each), +1 heavy steel 
  shield (x4) (97 gp each), +1 longsword (x2) (192 gp 
  each), cloak of resistance +1 (x2) (83 gp each), divine 
  scroll of lesser restoration (x2) (12 gp each), potion of 
  bull’s strength (x2) (25 gp each), potion of cure moderate 
  wounds (x6) (25 gp each), potion of enlarge person (x2) 
  (20 gp each), potion of lesser restoration (x2) (25 gp 
  each). 
  APL 14: L: 47 gp, C: 7 gp, M: +1 breastplate (x2) (112 
  gp each), +1 full plate (x2) (220 gp each), +1 heavy steel 
  shield (x4) (97 gp each), +1 longsword (x2) (192 gp 
  each), +3 full plate (x2) (887 gp each), cloak of resistance 
  +1 (x2) (83 gp each), divine scroll of lesser restoration (x2) 
  (12 gp each), gauntlets of ogre power (x2) (333 gp each), 
  periapt of wisdom +2 (x2) (333 gp each), potion of cure 
  moderate wounds (x6) (25 gp each), potion of enlarge 
  person (x2) (20 gp each), potion of pass without trace (x2) 
  (4 gp each), potion of remove fear (x2) (4 gp each), 
  potion of shield of faith +2 (x2) (4 gp each). 
  APL 16: L: 71 gp, C: 7 gp, M: +1 breastplate (x2) (112 
  gp each), +1 full plate (x2) (220 gp each), +1 heavy steel 
  shield (x4) (97 gp each), +1 spell-storing longsword (x2) 
  (692 gp each), +5 full plate (x2) (2220 gp each), cloak of 
  resistance +1 (x2) (83 gp each), divine scroll of lesser 
  restoration (x2) (12 gp each), gauntlets of ogre power (x2) 
  (333 gp each), horn of goodness/evil (x2) (541 gp each), 
  periapt of wisdom +2 (x2) (333 gp each), potion of cure 
  moderate wounds (x2) (25 gp each), potion of cure serious 
  wounds (x2) (62 gp each), potion of endure elements (x4) 
  (4 gp each), potion of enlarge person (x2) (20 gp each), 
  potion of pass without trace (x2) (4 gp each), potion of 
  protection from arrows 10/magic (x2) (25 gp each), 
  potion of remove fear (x2) (4 gp each), potion of shield of 
  faith +2 (x2) (4 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 392 gp, C: 3 gp, M: 115 gp – Total: 510 gp 
  (450 gp). 
  APL 4: L: 488 gp, C: 7 gp, M: 422 gp – Total: 917 gp 
  (650 gp). 
  APL 6: L: 521 gp, C: 7 gp, M: 1,270 gp – Total: 1,798 
  gp (900 gp). 
  APL 8: L: 414 gp, C: 7 gp, M: 3,028 gp – Total: 3,449 
  gp (1,300 gp). 
  APL 10: L: 414 gp, C: 7 gp, M: 4,344 gp – Total: 4,765 
  gp (2,300 gp). 
  APL 12: L: 339 gp, C: 7 gp, M: 6,750 gp – Total: 7,096 
  gp (3,300 gp). 
  APL 14: L: 347 gp, C: 7 gp, M: 11,587 gp – Total: 
  11,941 gp (6,600 gp). 
  APL 16: L: 371 gp, C: 7 gp, M: 19,538 gp – Total: 
  19,916 gp (9,900 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Free at Last: Evard and her armies have left the 
  Prime Material, happy to remain in shadow. Ket has been 
  defeated through contest of arms. The separatist March 
  of Swordfields has proven themselves to be loyal allies. 
  The cultists of Hextor have given up their veil of secrecy, 
  and have been crushed. The former-Margrave Larrangin’s 
  machinations are ended, and his tortured soul has been 
  redeemed. 
  
  BIS8-06 All Good Things 
   
  Page 18 
   
  Free from the tyranny of her foes, the March can 
  finally be at peace. This is the beginning of a golden age 
  for Bissel. 
   
  � Last Words of a Fallen Man: As he lay dying, the 
  former Margrave Larrangin whispered a secret into your 
  ear. What was said will not be revealed here; only time 
  will tell whether you will be a worthy recipient of that 
  great knowledge. 
   
  � Idle Time: With Bissel at peace, the March’s wizards 
  and clerics finally have time to tend to the needs of her 
  heroes. They will cast any one of the following spells, for 
  free, for the purpose of removing a curse or affliction (CL 
  20th): break enchantment, remove curse, wish, or 
  miracle. Mark this favor as USED once it is expended. 
   
  � Forged in Iron: Adventuring is tough; adventuring 
  in Bissel is tougher. The heroes of the March are 
  renowned for the scars that they bear – trophies of 
  difficult times defending their homeland. When dealing 
  with citizens of the Sheldomar Valley you receive a 
  circumstance bonus to Diplomacy and Intimidate checks 
  equal to the number of curses that currently appear on 
  your Adventure Records. If a curse is removed through 
  any means, it no longer counts towards this bonus. To 
  qualify as a ‘curse’, an effect must have some sort of 
  drawback. The judge has final discretion over which 
  items count as curses. 
   
  � Bissel Military Commendations: You have been 
  instrumental in freeing the March from her enemies. The 
  Great Army of Bissel (or Great Army of Swordfields, if 
  you are so aligned) has granted you a military 
  commendation, as per the Bissel Omnibus. 
   
  In addition, you receive an addition commendation 
  for each of the following scenarios, if you played them 
  before this one: BIS8-03 Battle of the Bands, BIS8-04 
  Flailing in the Dark, BIS8-05 Necromancers on Ice. 
   
  � Gratitude of the Powers that Be: The shadowy 
  figures behind the wheels and machinations of the 
  March would like to express their sincere gratitude to 
  you, the adventurers of Bissel. You’ve made every plot, 
  every intrigue, and every conspiracy worthwhile. They’ve 
  raised a pint of Barrier Brew, and toasted your good 
  names. 
   
  Item Access 
  APL 2: 
  � Least Crystal of Lifekeeping (Adventure; Limit 1; MIC) 
  � Watch Lamp (Adventure; Limit 1; MIC) 
  APL 4 (all of APL 2 plus the following): 
  � Lesser Crystal of Lifekeeping (Adventure; Limit 1; MIC) 
  � Spellsink Scarab (Adventure; Limit 1; MIC) 
  APL 6 (all of APLs 2, 4 plus the following): 
  � Greater Crystal of Lifekeeping (Adventure; Limit 1; MIC) 
  � True Strike Gauntlets (Adventure; Limit 1; MIC) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  � Wrapped Tower (Adventure; Limit 1; MIC) 
  � Light Swordbow (Adventure; Limit 1; MIC) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  � Swordbow (Adventure; Limit 1; MIC) 
  � Great Swordbow (Adventure; Limit 1; MIC) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  � Ghost Net (Adventure; Limit 1; MIC) 
  � Wight Hide Shield (Adventure; Limit 1; MIC) 
  APL 14 (all of APLs 2, 4, 6, 8, 10, 12 plus the following): 
  � Ghoul Shell Armor (Adventure; Limit 1; MIC) 
  � Wight Armor (Adventure; Limit 1; MIC) 
  APL 16 (all of APLs 2, 4, 6, 8, 10, 12, 14 plus the 
  following): 
  � Zombie Hide Armor (Adventure; Limit 1; MIC) 
  � Vampire Hide Armor (Adventure; Limit 1; MIC) 
   
   
   
   
  
  BIS8-06 All Good Things 
   
  Page 19 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 2 
   
   
   
   
  B A T T L E F I E L D  B A R R A G E 
  CR  2 
  Description See encounter description. 
  Type magic 
  Trigger location, Init +1 
  Effect cause fear (Will DC 11 negates) OR 
  Effect doom (Will DC 11 negates) OR 
  Effect magic missile (1d3 missiles, 1d4+1 damage) OR 
  Effect magic stone (+2 Atk, 1d6+1 damage) OR 
  Effect ray of enfeeblement (+2 ranged touch, 1d6+1 Str penalty), 
  one target per square 
   
   
  ENCOUNTER 4 
   
   
   
   
  H E X T O R I T E  F I G H T E R 
  CR  1 
  Male Human Fighter 1 
  LE 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. 
   
  H E X T O R I T E  C L E R I C 
  CR  1 
  Male Human Cleric 1 
  LE 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 flail +1 (1d8)  
  Base Atk +0; Grp +0 
  Special Actions Rebuke Undead 4/day, Spontaneous inflict 
  Combat Gear banded mail, flail, heavy steel shield 
  Cleric Spells Prepared (CL 1st): 
   1st—bless, magic weapon
  D, obscuring mist 
   0—detect magic, light, resistance 
  D: Domain spell. Deity: Hextor. Domains: Destruction, War 
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 16, Cha 12  
  Feats Improved Initiative, Weapon Focus [flail] 
  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. 
   
  
  BIS8-06 All Good Things 
   
  Page 20 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 2 
   
   
   
   
  B A T T L E F I E L D  B A R R A G E 
  CR  4 
  Description See encounter description. 
  Type magic 
  Trigger location, Init +2 
  Effect glitterdust (Will DC 13 partial) OR 
  Effect Melf’s acid arrow (+4 ranged touch, 2d4 damage for 2 
  rounds) OR 
  Effect scorching ray (+4 ranged touch, 4d6 fire damage) OR 
  Effect silence (Will DC 13 negates) OR 
  Effect spiritual weapon (+4 Atk, 1d8+1 for 3 rounds), one target 
  per square 
   
   
  ENCOUNTER 4 
   
   
   
   
  H E X T O R I T E  F I G H T E R 
  CR  1 
  Male Human Fighter 1 
  LE 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. 
   
   
  H E X T O R I T E  C L E R I C 
  CR  1 
  Male Human Cleric 1 
  LE 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 flail +1 (1d8)  
  Base Atk +0; Grp +0 
  Special Actions Rebuke Undead 4/day, Spontaneous inflict 
  Combat Gear banded mail, flail, heavy steel shield 
  Cleric Spells Prepared (CL 1st): 
   1st—bless, magic weapon
  D, obscuring mist 
   0—detect magic, light, resistance 
  D: Domain spell. Deity: Hextor. Domains: Destruction, War 
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 16, Cha 12  
  Feats Improved Initiative, Weapon Focus [flail] 
  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. 
   
  
  BIS8-06 All Good Things 
   
  Page 21 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 2 
   
   
   
   
  B A T T L E F I E L D  B A R R A G E 
  CR  6 
  Description See encounter description. 
  Type magic 
  Trigger location, Init +3 
  Effect bestow curse (random effect, Will DC 14 negates) OR 
  Effect blindness/deafness (random effect, Fort DC 14 negates) OR 
  Effect dispel magic (targeted, dispel check 1d20+5 vs DC 11 + 
  CL) OR 
  Effect fireball (5d6 fire damage, Reflex DC 14 half) OR 
  Effect ray of exhaustion (+6 ranged touch, Fort DC 14 partial), 
  one target per square 
   
   
  ENCOUNTER 4 
   
   
   
   
  H E X T O R I T E  F I G H T E R 
  CR  2 
  Male Human Fighter 2 
  LE 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. 
   
  H E X T O R I T E  C L E R I C 
  CR  2 
  Male Human Cleric 2 
  LE 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 flail +2 (1d8)  
  Base Atk +1; Grp +1 
  Special Actions Rebuke Undead 4/day, Spontaneous inflict 
  Combat Gear banded mail, flail, heavy steel shield 
  Cleric Spells Prepared (CL 2nd): 
   1st—bless, magic weapon
  D, obscuring mist, shield of faith 
   0—detect magic, guidance, light, resistance 
  D: Domain spell. Deity: Hextor. Domains: Destruction, War 
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 16, Cha 12  
  Feats Improved Initiative, Weapon Focus [flail] 
  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. 
   
  
  BIS8-06 All Good Things 
   
  Page 22 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 2 
   
   
   
   
  B A T T L E F I E L D  B A R R A G E 
  CR  8 
  Description See encounter description. 
  Type magic 
  Trigger location, Init +4 
  Effect confusion (Will DC 16 negates) OR 
  Effect crushing despair (Will DC 16 negates) OR 
  Effect enervation (+8 ranged touch, 1d4 negative levels) OR 
  Effect Evard’s black tentacles (7 rounds, +15 Grp, 1d6+4 damage) 
  OR 
  Effect phantasmal killer (Will DC 16 disbelief, Fort DC 16 
  partial), one target per square 
   
   
  ENCOUNTER 4 
   
   
   
   
  H E X T O R I T E  F I G H T E R 
  CR  4 
  Male Human Fighter 4 
  LE 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. 
   
   
  H E X T O R I T E  C L E R I C 
  CR  4 
  Male Human Cleric 4 
  LE 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 flail +4 (1d8)  
  Base Atk +3; Grp +3 
  Special Actions Rebuke Undead 4/day, Spontaneous inflict 
  Combat Gear +1 full plate, flail, heavy steel shield 
  Cleric Spells Prepared (CL 2nd): 
   2nd—cure moderate wounds (x2), hold person, spiritual weapon
   D 
   1st—bless, cure light wounds (x2), magic weapon
  D, obscuring mist 
   0—detect magic, guidance, light, mending, resistance 
  D: Domain spell. Deity: Hextor. Domains: Destruction, War 
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 17, Cha 12  
  Feats Divine Ward
  CM, Improved Initiative, Weapon Focus [flail] 
  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. 
   
  
  BIS8-06 All Good Things 
   
  Page 23 
  APPENDIX 5 – APL 10 
  ENCOUNTER 2 
   
   
   
   
  B A T T L E F I E L D  B A R R A G E 
  CR  10 
  Description See encounter description. 
  Type magic 
  Trigger location, Init +5 
  Effect baleful polymorph (Fort DC 17 negates, Will DC 17 partial) 
  OR 
  Effect cone of cold (9d6 cold, Reflex DC 17 half) OR 
  Effect feeblemind (Will DC 17 negates) OR 
  Effect flame strike (9d6 fire/divine, Reflex DC 17 half) OR 
  Effect hold monster (Will DC 17 negates), one target per square 
   
   
  ENCOUNTER 4 
   
   
   
   
  H E X T O R I T E  F I G H T E R 
  CR  4 
  Male Human Fighter 4 
  LE 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. 
   
   
  H E X T O R I T E  C L E R I C 
  CR  4 
  Male Human Cleric 4 
  LE 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 flail +4 (1d8)  
  Base Atk +3; Grp +3 
  Special Actions Rebuke Undead 4/day, Spontaneous inflict 
  Combat Gear +1 full plate, flail, heavy steel shield 
  Cleric Spells Prepared (CL 2nd): 
   2nd—cure moderate wounds (x2), hold person, spiritual weapon
   D 
   1st—bless, cure light wounds (x2), magic weapon
  D, obscuring mist 
   0—detect magic, guidance, light, mending, resistance 
  D: Domain spell. Deity: Hextor. Domains: Destruction, War 
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 17, Cha 12  
  Feats Divine Ward
  CM, Improved Initiative, Weapon Focus [flail] 
  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. 
   
  
  BIS8-06 All Good Things 
   
  Page 24 
  B L O O D  G O LE M  O F  H E X T O R 
  CR  8 
  LE Large Construct 
  Init -1; Senses Listen +0, Spot +0 
  AC 26, touch 8, flat-footed 26 
     (-1 size, -1 Dex, +9 armor, +9 natural) 
  hp 105 (10d10+30 HD); DR 10/adamantine 
  Immune magic 
  Fort +3, Ref +2, Will +3  
  Weakness rust 
  Speed 20 ft. (4 squares), can’t run 
  Melee 2 masterwork heavy flails +13 (1d10+6) or 
  Melee 2 slams +12 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +17 
  Atk Options Blood siphon, whirlwind of death 
  Special Actions Construct traits 
  Combat Gear +1 full plate 
  Abilities Str 22, Dex 8, Con --, Int --, Wis 10, Cha 1  
  SQ Blood dependency, Blood reservoir 
  Blood siphon (Su): A blood golem can suck the blood out of a 
  helpless creature or a body that has died within the past 
  hour; dealing Constitution damage at the rate of 1 point per 
  full round. Every Constitution point lost in this fashion heals 
  the golem 5 hit points. (The golem usually restores its hit 
  points to maximum before felling its reservoirs so that it can 
  remain at full strength.) Both the golem and the victim must 
  remain motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this very 
  purpose. 
  Whirlwind of Death (Ex): A blood golem can spin its upper 
  body and cause its flails to rotate at high speed. This ability 
  allows it to attack all creatures within its reach as if it had the 
  Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it can take only a single attack or 
  move action. 
  Blood dependency Because a blood golem constantly leaks its 
  own vital fluid, it must absorb blood from other creatures to 
  continue functioning. The golem loses 5 hit points per day, 
  regardless whether it is engaged in physical activity or 
  merely stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 hit 
  points per day. If the golem reaches 0 hit points from blood 
  leakage, it is destroyed, leaving only its armor. 
  Blood reservoir (Ex) The reservoirs in the golem’s armor hold 
  blood equivalent to 20 points of Constitution, which is about 
  as much as the capacity of two average human bodies. The 
  golem normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It can draw 
  blood from its reservoirs as a free action, and it often does so 
  during combat. 
  Magic Armor A blood golem is encased in a suit of full plate 
  armor with an enhancement bonus of at least +1. If the 
  golem is destroyed, the armor can be reused for another 
  blood golem, but it does not resize to fit other creatures. 
  Magic Immunity A blood golem is immune to all spells, spell-
  like abilities, and supernatural effects, except as follows. A 
  gentle repose spell acts as a slow spell for 3 rounds with no 
  saving throw. Regenerate restores 1 hit point of damage per 
  caster level. Horrid wilting does half or one-quarter damage if 
  the golem fails or succeeds on its saving throw, respectively. 
  Rust Vulnerability A blood golem’s armor is vulnerable to rust 
  attacks, such as from a rust monster or the rusting grasp spell. 
  If its armor is destroyed in this manner, the golem’s AC 
  drops and it makes slam attacks instead of flail attacks. Once 
  its armor is gone, the golem loses its blood reservoir, and it 
  loses hit points to blood leakage at the rate of 10 hit points 
  per day instead of 5 per day. 
  Sources Fiend Folio (Page 83) 
  
  BIS8-06 All Good Things 
   
  Page 25 
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 2 
   
   
   
   
  B A T T L E F I E L D  B A R R A G E 
  CR  12 
  Description See encounter description. 
  Type magic 
  Trigger location, Init +6 
  Effect blade barrier (11d6 damage, Reflex DC 19 negates) OR 
  Effect disintegrate (+12 ranged touch, 22d6 damage, Fort DC 19 
  partial) OR 
  Effect eyebite (Fort DC 19 negates) OR 
  Effect flesh to stone (Fort DC 19 negates) OR 
  Effect greater dispel magic (targeted, dispel check 1d20 + 11 vs 
  DC 11 + CL), one target per square 
   
   
  ENCOUNTER 4 
   
   
   
   
  H E X T O R I T E  F I G H T E R 
  CR  6 
  Male Human Fighter 6 
  LE 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. 
   
   
  H E X T O R I T E  C L E R I C 
  CR  6 
  Male Human Cleric 6 
  LE 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 flail +5 (1d8)  
  Base Atk +4; Grp +4 
  Special Actions Rebuke Undead 4/day (3 remaining), 
  Spontaneous inflict 
  Combat Gear +1 full plate, +1 heavy steel shield, cloak of resistance 
  +1, flail 
  Cleric Spells Prepared (CL 6th): 
   3rd—dispel magic, invisibility purge, magic vestment
  D, prayer. 
   2nd—cure moderate wounds (x2), hold person, spiritual weapon
   D 
   1st—bless, cure light wounds (x2), magic weapon
  D, shield of faith 
   0—detect magic, guidance, light, mending, resistance 
  D: Domain spell. Deity: Hextor. Domains: Destruction, War 
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 17, Cha 12  
  Feats Combat Casting, Divine Ward
  CM, Improved Initiative, 
  Weapon Focus [flail] 
  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. 
   
  
  BIS8-06 All Good Things 
   
  Page 26 
  B L O O D  G O LE M  O F  H E X T O R 
  CR  8 
  LE Large Construct 
  Init -1; Senses Listen +0, Spot +0 
  AC 26, touch 8, flat-footed 26 
     (-1 size, -1 Dex, +9 armor, +9 natural) 
  hp 105 (10d10+30 HD); DR 10/adamantine 
  Immune magic 
  Fort +3, Ref +2, Will +3  
  Weakness rust 
  Speed 20 ft. (4 squares), can’t run 
  Melee 2 masterwork heavy flails +13 (1d10+6) or 
  Melee 2 slams +12 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +17 
  Atk Options Blood siphon, whirlwind of death 
  Special Actions Construct traits 
  Combat Gear +1 full plate 
  Abilities Str 22, Dex 8, Con --, Int --, Wis 10, Cha 1  
  SQ Blood dependency, Blood reservoir 
  Blood siphon (Su): A blood golem can suck the blood out of a 
  helpless creature or a body that has died within the past 
  hour; dealing Constitution damage at the rate of 1 point per 
  full round. Every Constitution point lost in this fashion heals 
  the golem 5 hit points. (The golem usually restores its hit 
  points to maximum before felling its reservoirs so that it can 
  remain at full strength.) Both the golem and the victim must 
  remain motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this very 
  purpose. 
  Whirlwind of Death (Ex): A blood golem can spin its upper 
  body and cause its flails to rotate at high speed. This ability 
  allows it to attack all creatures within its reach as if it had the 
  Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it can take only a single attack or 
  move action. 
  Blood dependency Because a blood golem constantly leaks its 
  own vital fluid, it must absorb blood from other creatures to 
  continue functioning. The golem loses 5 hit points per day, 
  regardless whether it is engaged in physical activity or 
  merely stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 hit 
  points per day. If the golem reaches 0 hit points from blood 
  leakage, it is destroyed, leaving only its armor. 
  Blood reservoir (Ex) The reservoirs in the golem’s armor hold 
  blood equivalent to 20 points of Constitution, which is about 
  as much as the capacity of two average human bodies. The 
  golem normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It can draw 
  blood from its reservoirs as a free action, and it often does so 
  during combat. 
  Magic Armor A blood golem is encased in a suit of full plate 
  armor with an enhancement bonus of at least +1. If the 
  golem is destroyed, the armor can be reused for another 
  blood golem, but it does not resize to fit other creatures. 
  Magic Immunity A blood golem is immune to all spells, spell-
  like abilities, and supernatural effects, except as follows. A 
  gentle repose spell acts as a slow spell for 3 rounds with no 
  saving throw. Regenerate restores 1 hit point of damage per 
  caster level. Horrid wilting does half or one-quarter damage if 
  the golem fails or succeeds on its saving throw, respectively. 
  Rust Vulnerability A blood golem’s armor is vulnerable to rust 
  attacks, such as from a rust monster or the rusting grasp spell. 
  If its armor is destroyed in this manner, the golem’s AC 
  drops and it makes slam attacks instead of flail attacks. Once 
  its armor is gone, the golem loses its blood reservoir, and it 
  loses hit points to blood leakage at the rate of 10 hit points 
  per day instead of 5 per day. 
  Sources Fiend Folio (Page 83) 
  
  BIS8-06 All Good Things 
   
  Page 27 
   
  APPENDIX 7 – APL 14 
   
  ENCOUNTER 2 
   
   
   
   
  B A T T L E F I E L D  B A R R A G E 
  CR  14 
  Description See encounter description. 
  Type magic 
  Trigger location, Init +7 
  Effect delayed blast fireball (13d6 fire, Reflex DC 20 half) OR 
  Effect finger of death (Fort DC 20 partial) OR 
  Effect insanity (Will DC 20 negates) OR 
  Effect power word blind OR 
  Effect prismatic spray (random effect, DC 20), one target per 
  square 
   
   
  ENCOUNTER 4 
   
   
   
   
  H E X T O R I T E  F I G H T E R 
  CR  8 
  Male Human Fighter 8 
  LE 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. 
   
   
  H E X T O R I T E  C L E R I C 
  CR  8 
  Male Human Cleric 8 
  LE 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 flail +7/+2 (1d8)  
  Base Atk +6; Grp +6 
  Special Actions Rebuke Undead 4/day (3 remaining), 
  Spontaneous inflict 
  Combat Gear +1 full plate, +1 heavy steel shield, cloak of resistance 
  +1, flail 
  Cleric Spells Prepared (CL 8th): 
   4th—dismissal, divine power
  D, freedom of movement, greater magic 
  weapon. 
   3rd—cure serious wounds, dispel magic, magic vestment
   
  D, 
  invisibility purge, prayer. 
   2nd—bull’s strength, cure moderate wounds, hold person, spiritual 
  weapon
   D, silence 
   1st—bless, cure light wounds (x3), magic weapon
   D, obscuring mist 
   0—detect magic, guidance, light, mending, resistance, virtue 
  D: Domain spell. Deity: Hextor. Domains: Destruction, War 
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 20, Cha 12  
  Feats Combat Casting, Divine Ward
  CM, Improved Initiative, 
  Weapon Focus [flail] 
  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. 
   
  
  BIS8-06 All Good Things 
   
  Page 28 
  A D V A N C E D  B LO O D  G O LE M  O F  H E X T O R 
  CR  10 
  LE Large Construct 
  Init -1; Senses Listen +0, Spot +0 
  AC 28, touch 8, flat-footed 28 
     (-1 size, -1 Dex, +10 armor, +9 natural) 
  hp 189 (18d10+54 HD); DR 10/adamantine 
  Immune magic 
  Fort +5, Ref +4, Will +5  
  Weakness rust 
  Speed 20 ft. (4 squares), can’t run 
  Melee 2 masterwork heavy flails +20 (1d10+7) or 
  Melee 2 slams +19 (1d8+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +24 
  Atk Options Blood siphon, whirlwind of death 
  Special Actions Construct traits 
  Combat Gear +3 full plate 
  Abilities Str 24, Dex 8, Con --, Int --, Wis 10, Cha 1  
  SQ Blood dependency, Blood reservoir 
  Blood siphon (Su): A blood golem can suck the blood out of a 
  helpless creature or a body that has died within the past 
  hour; dealing Constitution damage at the rate of 1 point per 
  full round. Every Constitution point lost in this fashion heals 
  the golem 5 hit points. (The golem usually restores its hit 
  points to maximum before felling its reservoirs so that it can 
  remain at full strength.) Both the golem and the victim must 
  remain motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this very 
  purpose. 
  Whirlwind of Death (Ex): A blood golem can spin its upper 
  body and cause its flails to rotate at high speed. This ability 
  allows it to attack all creatures within its reach as if it had the 
  Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it can take only a single attack or 
  move action. 
  Blood dependency Because a blood golem constantly leaks its 
  own vital fluid, it must absorb blood from other creatures to 
  continue functioning. The golem loses 5 hit points per day, 
  regardless whether it is engaged in physical activity or 
  merely stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 hit 
  points per day. If the golem reaches 0 hit points from blood 
  leakage, it is destroyed, leaving only its armor. 
  Blood reservoir (Ex) The reservoirs in the golem’s armor hold 
  blood equivalent to 20 points of Constitution, which is about 
  as much as the capacity of two average human bodies. The 
  golem normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It can draw 
  blood from its reservoirs as a free action, and it often does so 
  during combat. 
  Magic Armor A blood golem is encased in a suit of full plate 
  armor with an enhancement bonus of at least +1. If the 
  golem is destroyed, the armor can be reused for another 
  blood golem, but it does not resize to fit other creatures. 
  Magic Immunity A blood golem is immune to all spells, spell-
  like abilities, and supernatural effects, except as follows. A 
  gentle repose spell acts as a slow spell for 3 rounds with no 
  saving throw. Regenerate restores 1 hit point of damage per 
  caster level. Horrid wilting does half or one-quarter damage if 
  the golem fails or succeeds on its saving throw, respectively. 
  Rust Vulnerability A blood golem’s armor is vulnerable to rust 
  attacks, such as from a rust monster or the rusting grasp spell. 
  If its armor is destroyed in this manner, the golem’s AC 
  drops and it makes slam attacks instead of flail attacks. Once 
  its armor is gone, the golem loses its blood reservoir, and it 
  loses hit points to blood leakage at the rate of 10 hit points 
  per day instead of 5 per day. 
  Sources Fiend Folio (Page 83) 
  
  BIS8-06 All Good Things 
   
  Page 29 
   
  APPENDIX 8 – APL 16 
   
  ENCOUNTER 2 
   
   
   
   
  B A T T L E F I E L D  B A R R A G E 
  CR  16 
  Description See encounter description. 
  Type magic 
  Trigger location, Init +8 
  Effect Bigby’s clenched fist (+25 Atk, 1d8+11 damage plus stun, 
  Fort DC 22 negates stun) OR 
  Effect fire storm (15d6 fire, Reflex DC 22 half) OR 
  Effect horrid wilting (15d6 damage, Fort DC 22 half) OR 
  Effect maze OR 
  Effect Otto’s irresistible dance, one target per square 
   
   
  ENCOUNTER 4 
   
   
   
   
  H E X T O R I T E  F I G H T E R 
  CR  10 
  Male Human Fighter 10 
  LE 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. 
   
  H E X T O R I T E  C L E R I C 
  CR  10 
  Male Human Cleric 10 
  LE 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 flail +8/+3 (1d8)  
  Base Atk +7; Grp +7 
  Special Actions Rebuke Undead 4/day, Spontaneous inflict 
  Combat Gear +1 full plate, +1 heavy steel shield, cloak of resistance 
  +1, flail 
  Cleric Spells Prepared (CL 10th): 
   5th— flame strike
  D, righteous might, spell resistance, true seeing. 
   4th— cure critical wounds, death ward, divine power
   D, freedom of 
  movement, greater magic weapon. 
   3rd— cure serious wounds, dispel magic, magic vestment
   D,  
  invisibility purge, prayer. 
   2nd— bull’s strength, cure moderate wounds, hold person, spiritual 
  weapon
   D, silence, resist energy 
   1st— bless, cure light wounds (x4), magic weapon
   D, obscuring mist 
   0— detect magic, guidance, light, mending, resistance, virtue 
  D: Domain spell. Deity: Hextor. Domains: Destruction, War 
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 20, Cha 12  
  Feats Augment Healing
  CD, Combat Casting, Divine Ward
  CM, 
  Improved Initiative, Weapon Focus [flail] 
  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. 
   
  
  BIS8-06 All Good Things 
   
  Page 30 
  A D V A N C E D  B LO O D  G O LE M  O F  H E X T O R 
  CR  12 
  LE Huge Construct 
  Init -2; Senses Listen +0, Spot +0 
  AC 31, touch 6, flat-footed 32 
     (-2 size, -2 Dex, +12 armor, +12 natural) 
  hp 273 (26d10+78 HD); DR 10/adamantine 
  Immune magic 
  Fort +8, Ref +6, Will +8  
  Weakness rust 
  Speed 20 ft. (4 squares), can’t run 
  Melee 2 masterwork heavy flails +30 (2d8+12) or 
  Melee 2 slams +29 (2d6+12) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +19; Grp +39 
  Atk Options Blood siphon, whirlwind of death 
  Special Actions Construct traits 
  Combat Gear +5 full plate 
  Abilities Str 34, Dex 6, Con --, Int --, Wis 10, Cha 1  
  SQ Blood dependency, Blood reservoir 
  Blood siphon (Su): A blood golem can suck the blood out of a 
  helpless creature or a body that has died within the past 
  hour; dealing Constitution damage at the rate of 1 point per 
  full round. Every Constitution point lost in this fashion heals 
  the golem 5 hit points. (The golem usually restores its hit 
  points to maximum before felling its reservoirs so that it can 
  remain at full strength.) Both the golem and the victim must 
  remain motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this very 
  purpose. 
  Whirlwind of Death (Ex): A blood golem can spin its upper 
  body and cause its flails to rotate at high speed. This ability 
  allows it to attack all creatures within its reach as if it had the 
  Whirlwind Attack feat. In the round after the golem 
  performs this maneuver, it can take only a single attack or 
  move action. 
  Blood dependency Because a blood golem constantly leaks its 
  own vital fluid, it must absorb blood from other creatures to 
  continue functioning. The golem loses 5 hit points per day, 
  regardless whether it is engaged in physical activity or 
  merely stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 hit 
  points per day. If the golem reaches 0 hit points from blood 
  leakage, it is destroyed, leaving only its armor. 
  Blood reservoir (Ex) The reservoirs in the golem’s armor hold 
  blood equivalent to 20 points of Constitution, which is about 
  as much as the capacity of two average human bodies. The 
  golem normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It can draw 
  blood from its reservoirs as a free action, and it often does so 
  during combat. 
  Magic Armor A blood golem is encased in a suit of full plate 
  armor with an enhancement bonus of at least +1. If the 
  golem is destroyed, the armor can be reused for another 
  blood golem, but it does not resize to fit other creatures. 
  Magic Immunity A blood golem is immune to all spells, spell-
  like abilities, and supernatural effects, except as follows. A 
  gentle repose spell acts as a slow spell for 3 rounds with no 
  saving throw. Regenerate restores 1 hit point of damage per 
  caster level. Horrid wilting does half or one-quarter damage if 
  the golem fails or succeeds on its saving throw, respectively. 
  Rust Vulnerability A blood golem’s armor is vulnerable to rust 
  attacks, such as from a rust monster or the rusting grasp spell. 
  If its armor is destroyed in this manner, the golem’s AC 
  drops and it makes slam attacks instead of flail attacks. Once 
  its armor is gone, the golem loses its blood reservoir, and it 
  loses hit points to blood leakage at the rate of 10 hit points 
  per day instead of 5 per day. 
  Sources Fiend Folio (Page 83) 
  
  BIS8-06 All Good Things 
   
  Page 31 
  DM AID: NEW RULES 
   
  NEW FEATS 
  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 
  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. 
  
  BIS8-06 All Good Things 
   
  Page 32 
  DM AID: TACTICAL COMBAT 
   
  The Leader may add one and only one of the following bonuses to their rolls: 
  • 
  Their leadership score, should they have the Leadership feat. 
  • 
  Their Diplomacy or Intimidate skill bonus, up to +10. 
  • 
  Their Wisdom, Intelligence, or Charisma bonus, up to +5. 
   
   
   
  Horde Action 
   
   
  Frontal Assault 
  Left Flank 
  Right Flank 
  Wedge 
  Bombard 
  Charge! 
  Fake Left 
  Fake Right 
  Defensive Line 
  Regroup* 
  Frontal Assault 
  -10 
  -15 
  -15 
  -20 
  0 
  -15 
  -20 
  -20 
  -20 
  -5 
  Left Flank 
  -5 
  -10 
  -10 
  -5 
  0 
  -15 
  -40 
  0 
  -20 
  -5 
  Right Flank 
  -5 
  -10 
  -10 
  -5 
  0 
  -15 
  0 
  -40 
  -20 
  -5 
  Wedge 
  0 
  -15 
  -15 
  -10 
  0 
  0 
  0 
  0 
  -15 
  0 
  Bombard 
  -20 
  -20 
  -20 
  -20 
  -10 
  -40 
  0 
  0 
  +20 
  +20 
  Charge! 
  -5 
  -5 
  -5 
  -20 
  +20 
  -10 
  0 
  0 
  -15 
  0 
  Fake Left 
  0 
  +20 
  -20 
  -20 
  -20 
  -20 
  -10 
  -10 
  -20 
  -5 
  Fake Right 
  0 
  -20 
  +20 
  -20 
  -20 
  -20 
  -10 
  -10 
  -20 
  -5 
  Defensive Line 
  0 
  0 
  0 
  -5 
  -40 
  -5 
  0 
  0 
  -10 
  -10 
  Leader Action 
  Regroup* 
  -15 
  -15 
  -15 
  -20 
  -40 
  -20 
  -15 
  -15 
  -10 
  -10 
   
  *The Regroup action gives the using force a +10 bonus on the next action 
   
  
  BIS8-06 All Good Things 
   
  Page 33 
  DM AID: MAP #1 – BATTLEFIELD BARRAGE 
   
   
  
  BIS8-06 All Good Things 
   
  Page 34 
  PLAYER HANDOUT 1 - MILITARY COMMANDS 
  This is a list of common commands used by commanders to address their troops: 
   
  Frontal Assault – Directs your forces to move straight ahead. A good, all-purpose attack without any glaring 
  weaknesses. 
   
  Left Flank – Directs your forces to concentrate on the left side of the battlefield. Leaves your right side vulnerable to 
  attack. 
   
  Right Flank – Directs your forces to concentrate on the right side of the battlefield. Leaves your left side vulnerable to 
  attack. 
   
  Wedge – Directs your forces to form around a strong center, pushing deep though the front lines. A strong attack that 
  is vulnerable to attack from the side. 
   
  Bombard – Directs your forces to pull back and assault the enemy with ranged attacks. Vulnerable to heavy assault, but 
  strong against defensive postures. 
   
  Charge! – Directs your forces to rush forward across the entire battlefield. A strong attack that is vulnerable to 
  defensive postures. 
   
  Fake Left – Directs your forces to appear strong on the left, but then follow it up with a strong rush from the right. 
  Strong against attacks without a strong right flank. 
   
  Fake Right – Directs your forces to appear strong on the right, but then follow it up with a strong rush from the left. 
  Strong against attacks without a strong left flank. 
   
  Defensive Line – Directs your forces to pull back and assume a guarded posture. Strong against most attacks, but 
  vulnerable against ranged attacks. 
   
  Regroup – Directs your forces to pull back and reform their ranks. Vulnerable to most attacks, but gives them an 
  advantage on their next move. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/598/Normal Scenarios/BIS8-06 - All Good Things (APL 2-16)/BIS8-06 - All Good Things.pdf