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 scon40@aol.com.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  SHE6-03 
   
   
  Things to Do in Bissel When 
  You’re Dead 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Sheldomar Meta-Regional Adventure 
  Version 1.1 
   
  by Sean Smith 
  Special Thanks to Steve Hess and Vin Forino 
  Reviewer: Michael Moore  
  Circle Reviewer: Steven Conforti 
  Playtesters: The Concillators, Jessie Lipskin, and Daren Luma 
   
  “Chill and numb from head to toe, icy sun with frosty glow. Why’d you go reaching your sorrow? Why’d you go read no 
  tomorrow? Feel your spirit rise with the priest. Feel your body falling to its knees. Take your walk of remorse, take your 
  body to a corpse,” excerpt from Behind the Wall of Sleep, by Black Sabbath.  A Sheldomar Valley meta-regional adventure 
  for APLs 10-16, and Part Two of the Shadows over Sheldomar series.  
  Note: Players of characters with evil emanations or physical deformities such as alienists, dragon disciples, etc. will not 
  be allowed to participate in this adventure unless steps are made to disguise themselves. PCs Wanted or Banned from the 
  Kingdom of Keoland or who carry the disfavor of the Court of the Land are likewise prohibited from play in this 
  adventure. 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 2 
  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, 2007.  
   
  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 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.  
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 3 
   
  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 1st-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 Metaregional adventure, 
  set in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley 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 
  The Drow and their underworld allies are plotting to 
  destabilize and invade the Sheldomar Valley. They 
  have dispatched an emissary from their depths, a 
  powerful beholder codenamed Storm Eye, to unify the 
  enemies of the Sheldomar above ground. In SHE5-05 
  EYE OF THE STORM, they attempted to build a fortress 
  off the Principality of Ulek. Weapon masters were 
  kidnapped and shadowy deals made with the Sea 
  Prince pirates, the Jagged Blade orcs, and the Thieves 
  Guild of Gradsul city. These plans were discovered, and 
  the weapon makers returned before a great golem-like 
  sea serpent could be constructed. The island base was 
  destroyed, but Storm Eye eluded capture.  
   
  The Mist Chameleons, an information gathering 
  and 
  espionage 
  organization 
  working 
  for 
  the 
  government of Bissel have discovered that the Storm 
  Eye has fled to their borders and seeks alliances with 
  the remaining necromancers of Evard’s armies.  
   
  The Court of the Land has been alerted, and again 
  seeks agents to investigate and discover what vile plots 
  these enemies of the Sheldomar are now designing, 
  and to prevent any alliances between these evil powers. 
  Adventure Summary 
  The Court of the Land seeks agents to come to Niole 
  Dra and report to the Courts newly appointed 
  Operational Special Services chancellor, wife of the 
  Duke of Gradsul, the Lady Maressa of Linth. 
   
  Encounter #1 Disturbing the Priest: The PCs 
  meet and are briefed by Lady Maressa of Linth, and 
  Duchess of Gradsul, concerning a new threat to the 
  Sheldomar Valley. An agent from the dark nations 
  beneath the Valley is attempting to form an alliance 
  with necromantic elements in Bissel. They are 
  introduced to a Pelorite War Priest for a briefing on 
  things undead. 
   
  Encounter #2 Buried Alive: The PCs black out 
  and awaken sometime later buried alive in individual 
  coffins. Upon breaking out, they make a startling 
  discovery and must quickly adapt to their new powers 
  and transformations.  
   
  Encounter #3 Killing Yourself to Live 
  (optional): The player characters have their first 
  flashback, recalling the laboratory and Doctor 
  Steamopolis III, a mad gnomish inventor. 
  # 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 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 4 
   
  Encounter #4 War Pigs: The characters are 
  ambushed by a clan of undead hunting orcs seeking 
  revenge. The characters learn they are in a graveyard in 
  Bissel as they learn to use their new abilities in combat. 
   
  Encounter #5: (optional) Headless Cross: 
  Characters with ties to information gathering meta 
  organizations or who had favor with the Lady Maressa 
  or Duke Luschan VIII find a coded message that 
  reveals a stash of helpful items buried under a headless 
  cross. 
   
  Encounter #6 Ancient Warrior: As the 
  characters attempt to recall the events of the past few 
  days, they meet a Minotaur paladin on a holy quest 
  who may provide much needed information and 
  alliance…if the characters can keep him from 
  destroying them first! He tells of the Shadow Gate to 
  the fell necropolis and offers to take the characters 
  there if they prove their true heroic natures in telling 
  him stories of their valor. 
   
  Encounter #7 Behind the Wall of Sleep: The 
  PCs travel to the Shadow Gate that will transport the 
  characters to the Plane of Shadow and a shadowy 
  version of Thornward. They must also survive a natural 
  avalanche that occurs as they climb the mountains. The 
  Minotaur learns of a powerful anti-life spell upon the 
  gate, which prevents him from further traveling with 
  the group. It’s up to the party to continue and infiltrate 
  the necropolis beyond the gate!  
   
  Encounter 
  #8 
  Anno 
  Mundi 
  (optional): 
  Flashback #2 reveals more of how the PCs came to be 
  buried alive and transformed into undead. This 
  encounter may be skipped if the game is played in a 
  timed convention slot. 
   
  Encounter #9 Wicked World: The PCs must 
  figure out a way to infiltrate the shadowy version of 
  Thornward. The player characters can approach a 
  strange 
  necromancer 
  who 
  may 
  provide 
  vital 
  information about recent events and the location of the 
  UnderOerth contingents…for a price. 
   
  Encounter #10 Falling off the Edge of the 
  World: If the location of the conclave is discovered, 
  the PCs can gather vital information about the alliance 
  and the planned attack on the Court of the Land. The 
  necromancers covet the Hand of Vecna, a horrible 
  artifact. They can discover books about the fall of 
  Vecna at the hands of Kas and a prophecy that the 
  Hand and Eye will return to the Sheldomar Valley in a 
  cycle of time to plague the living. The beholder will 
  provide lost texts to the cultists in exchange for aid in a 
  surprise attack upon Keoland. Can the characters 
  escape back to Niole Dra in time to alert the Court? 
   
  Encounter #11 Born Again: Emerging from the 
  Plane of Shadow, the characters revert to their original 
  forms. They can devise their own way back to the 
  Court, and those who gained any favor with the 
  Minotaur Paladin can receive an amulet of recall. 
  Otherwise, they will have to manufacture their own 
  way back to Niole Dra in Keoland.  
   
  Encounter #12 When Death Calls: The Court of 
  the Land is holding an evening garden reception for 
  emissaries of the Yeomanry and Gran March. However, 
  some recently delivered kegs of strange brew hold a 
  horrible surprise.  
   
  Encounter #13 The Mob Rules/Iron Man: 
  Preserved zombies break from the casks with magical 
  explosive fireball necklaces attached to them. At 
  higher APLs, there are two waves of attacks, including 
  a golem shaped like the King of Keoland shipped as a 
  “gift” with the brew. 
   
  Epilogue: The Wizard: The characters wrap up 
  their adventure with a report to the Lady Maressa and 
  may gain extra access and favors. 
  Preparation for Play 
  During preparation, ask the players if they hold any of 
  the following influence or favors that may prove useful 
  during their investigations. 
  • 
  Favor/Influence with the Court of the Land 
  • 
  Favor/Influence with Lady Maressa of Linth, or 
  her family (Keoland NPC) 
  • 
  Membership in an information gathering/rogue 
  meta organization such as the Corporation, 
  Midnight Ravens, Mist Chameleons, Keoland 
  Thieves Guild, Shadowdark Clan. 
  • 
  High ranking in a Bissel Military organization. 
  • 
  Favorable Encounter with One-Horn (from SHE5-
  05 Eye of the Storm) 
  This will help you, the DM, to determine what 
  access they may have to NPCs and avenues to follow 
  for information gathering. In some cases, these 
  characters will also receive access to special items or 
  information that can aid them in achieving their goals.  
  The following conditions prohibit a character from 
  play of this adventure unless the character takes 
  measures to conceal them, since the character would 
  not be allowed in the region of Keoland: 
  • 
  Wanted or Hunted in Keoland For any crimes 
  • 
  Physical 
  alterations 
  from 
  Alienist, 
  Dragon 
  Disciples, centaurs, evil auras; Robe of Vecna 
  wearers, etc. are likewise banned from play in this 
  adventure unless the character takes steps to 
  conceal 
  the 
  physical 
  deformities 
  or 
  evil 
  abjurations 
  emanating 
  from 
  the 
  character. 
  Keoland has strict laws forbidding such afflicted 
  persons, and they certainly won’t be allowed into 
  the empire’s capital. 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 5 
  *DM NOTE on Overall Adventure: For part of 
  the adventure the characters will be in the form of 
  strange undead, and they are encouraged to roleplay 
  this dilemma. However, remind them they still retain 
  their memories (mostly), personalities, alignments, and 
  skills, and it is for the safety of the Sheldomar Valley 
  that they undertake this important quest. 
  The adventure is designed so that characters can 
  avoid most battles after the orc ambush in their undead 
  forms, but don’t tell them that! Keep up an element of 
  dread and horror throughout, but do not “punish” the 
  characters that are in these weakened undead forms 
  during play. 
  Introduction 
  The player characters begin within the capital of 
  Keoland, the city of Niole Dra, at the gates of the Court 
  of the Land. This body of diplomats and officials help 
  oversee the Sheldomar Valley’s politics and has united 
  military ventures in protecting the borders and 
  protectorates of the Sheldomar from invasions and 
  hostile forces within and without.  
   
  Regardless of the player characters’ next stop, ask 
  them what items they are carrying on their persons, 
  what gold is on them, and where it is located. It is 
  important to note if characters are bringing all their 
  items and wealth with them or if they are banking 
  items and treasure at a safe house they own back home. 
  Characters can make their day-long spell preparations 
  now and note them as well. 
   
  DM NOTE: Remind players of characters with 
  evil emanations or physical deformities such as 
  advanced alienists, transformed Masters of Shapes, 
  dragon-kin types, etc that unless steps are made to 
  disguise themselves, they will not be allowed into 
  Niole Dra, and cannot participate in this adventure 
  further.  
  Encounter One: Disturbing the 
  Priest 
  Give Player Handout #1 to the party.  
   
  Player characters have all received an identical 
  summons from their mentors or the Court of the Land 
  asking 
  for 
  their 
  aide. 
  Player 
  characters 
  who 
  participated successfully in SHE 5-05 Eye of the Storm 
  should already be acquainted with the Court of the 
  Land. 
   
  The massive, ivy-covered walls of Niole Dra 
  welcome you and stand as a barrier against all who 
  would threaten the peace of this nation. The 
  double barbican gates and wide moat protect the 
  main entrances. A secondary curtain wall extends 
  the length of the city with yet another, smaller 
  gate and wall outside that one. The Old King's 
  Home, Niole Nach Banen, stands at the furthest 
  northern point of the city of Niole Dra. Its 
  towering walls and multiple towers rise a full 180 
  feet above the curtain wall and offer a 
  commanding view of the entire city. The main 
  entrance is crowded with courtiers, merchants, 
  and nobles, coming and going through its 
  multiple gates and portcullises. An honor guard of 
  twenty of Keoland's pride stand ready to challenge 
  any who wish to pass its gates.  
   
  Every twelve hours, the Pride of Keoland stage 
  an elaborate changing of the guard as the current 
  guards are replaced by fresh ones. This event is 
  very popular with visitors to the city and always 
  draws a crowd. Past this open courtyard lie the 
  offices of the Court of the Land, and visiting 
  dignitaries and diplomats from all over the 
  Sheldomar Valley travel and pass along these 
  cobblestone streets.  
   
  You have business within its gates and arrive 
  promptly at the first afternoon bell for your 
  appointment.  
   
  A page escorts you to a planning room 
  decorated by maps of the Sheldomar Valley. Pin 
  flags and markings show the deployment of Allied 
  armies and forces throughout the Sheldomar with 
  a large concentration of colored flags within Geoff 
  and a cluster of naval forces along the Principality 
  of Ulek most prominent at first glance. Other 
  adventurers are escorted in within minutes of 
  your arrival. 
   
  If the DM is familiar with current military 
  deployments for their region, feel free to extrapolate 
  here and add noted regional Units, etc. 
   
  A barrel-chested cleric of Pelor, in his late 40’s, 
  wearing expensive robes emblazoned in yellow 
  and with the stylizations of the sun upon it awaits 
  you. He smokes a hand-rolled cheroot as he 
  examines a large map of Bissel on the large 
  polished oaken table. 
   
  Dodging a waft of heavy smoke across from 
  the map is a svelte, attractive Suel woman in black 
  velvet robes. She wears jewelry that bears the crest 
  of House Linth and the House Rhola – both noble 
  families in Keoland.  The page introduces you to 
  Lady Maressa of Linth, and Duchess of Gradsul. 
  The Lady smiles to your company and gestures to 
  her companion.  
   
  “This is Father Solas of Pelor, on loan from 
  the Church of Pelor in Bissel.” The Pelorite also 
  seems of Suel descent, with a fiery red beard and 
  long hair tied back in a ponytail. His bearing 
  seems more appropriate to an overindulgent lord 
  than a priest. Sizing up your group, the cleric nods 
  once to the Lady Maressa. “Aye, they’ll have to do 
  for now. Pelor’s Orb is setting, and we have scant 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 6 
  time to interview more freelancers. Please draw 
  seats around the table and join me in fine drink! 
  AH HAA!” 
   
  The player characters may introduce themselves to 
  the NPCs and learn the following through roleplay. 
  On Lady Maressa: 
  • 
  Player characters may recognize that the Lady 
  Maressa is no longer pregnant. She had twins, 
  a boy and a girl as is common in the House 
  Linth lineage.  
  • 
  She is married to the Duke of Gradsul, 
  Luschan VIII. The duke is overseeing the 
  Keoland Navy in assisting the Principality of 
  Ulek.  
  • 
  She has recently retired from overtly running 
  the Shadowdark Thieves Guild, and is now 
  the Chancellor for Operational Special 
  Services for the Court of the Land, organizing 
  spy masters and information gathering 
  groups throughout the entire Sheldomar 
  Valley. She is primary liaison for adventurers 
  and freelance mercenaries hired to assist the 
  Court for various missions and assignments as 
  needed when the Sheldomar is threatened. 
  • 
  She has brokered an uneasy truce with the 
  Thieves 
  Guild 
  of 
  Gradsul 
  after 
  their 
  involvement in the abductions of the 
  apprentice weapon makers was discovered 
  during SHE5-05 EYE OF THE STORM. The 
  Thieves 
  Guild 
  has 
  curtailed 
  their 
  extracurricular activities and have promised 
  to 
  support 
  Keoland 
  with 
  intelligence 
  gathering against the Crown’s enemies. 
  On Father Solas: 
  • 
  Father Solas is a War Priest of Pelor who led 
  contingents of powerful adventurers recently 
  against Evard’s forces in Bissel and the 
  liberation of Thornward.  
  • 
  Though primarily a Flan deity, and rare for 
  Suel worship, Father Solas was drawn to 
  calling at an early age when observing 
  Hospitalers of Pelor tended to the refugees of 
  Geoff along the western borders of Keoland.  
  He became a black sheep of his noble family 
  who largely disowned him due to his choice 
  to embrace religion. 
  • 
  He is originally from Keoland and was 
  instrumental in building a travelers church of 
  Pelor in the Barony of Solas, Upper Flen. This 
  is the only established Church of Pelor in 
  Keoland, built mostly with funds from 
  adventurers. It is a haven for the refugees of 
  Geoff and veterans of the Giant Wars. 
  • 
  He currently trains clerics and holy warriors 
  in Bissel to fight against the remaining forces 
  of Evard and Vecna.  He enjoys fine drink and 
  food, and has gained some girth since retiring 
  from the “adventuring” life.  
   
  “Excellent! That’s what I like to see, brave 
  adventurers ready to get right down to it!” smiles 
  Father Solas. “Why, if I was twenty years younger, 
  I’d be joining you young pups on this mission. 
  Getting to face hordes of undead, infiltrating a 
  Necropolis full of the Whispered One’s scum. Oh, 
  lament…there must be some divine magic to 
  allow me to travel with you…” the elder cleric 
  seems truly heartbroken to be left out of the 
  promised carnage to come. His responsibilities 
  now lie elsewhere. 
   
  Lady Maressa interrupts. “Father Solas, let’s 
  not get ahead of ourselves. I believe a little 
  background information may be in order for our 
  agents?”  
   
  She waves at the air to fan away a large smoke 
  cloud from his burning cigar over the map of 
  Bissel, like some billowing cloudkill magic. She 
  offers an apologetic grimace to you all and rolls 
  her eyes behind the massive cleric. 
   
  “Excuse an old Fist of Pelor, I just get so 
  excited when I think of these beacons of justice 
  being thrust into a Necropolis full of vampiric 
  lifesuckers. Why, there’s probably a category of 
  undead never before seen on the Prime Material 
  Plane that these glorious heroes will get to face! 
  Ah, the adventuring life…did I tell you the story 
  of how we faced down Evard’s forces at 
  Thornward? Nightwings the size of houses. By 
  Pelor’s flaming spit that was a row.” 
   
  A loud cough from Lady Maressa interrupts 
  the old war mace. “Perhaps it will be quicker if I 
  finish up the briefing, Father Solas?” The cleric 
  smiles lost in battles of old and pours another 
  large drought of ale.  
   
  “Thanks to the efforts of our agents, we 
  recently stopped an incursion into the valley by 
  spies of the mysterious world below us. Known as 
  the UnderOerth to some, it is a haven of derro, 
  drow, mind flayers, and their ilk. It has come to 
  our attention that these forces are attempting to 
  unite legions of our enemies against the 
  Sheldomar. This would, of course, spell doom to 
  the Valley.” She meets your gaze to gauge your 
  reaction to this sobering news. “Have any of you 
  experience in combating these types of enemies?” 
   
  She pauses to allow characters to roleplay their 
  past experiences in fighting the UnderOerth enemies 
  of the Sheldomar. When every player character has had 
  an opportunity to comment, she continues. 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
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  “Some of you may recount an operation that 
  took place late last year. An island base was 
  destroyed, and alliances with the Jagged Blade Orc 
  tribes and the Sea Prince pirates and their Scarlet 
  Brotherhood masters were successfully severed. 
  However, a legendary beholder known as the 
  Storm Eye escaped capture. Intelligence gained by 
  Bissel’s secret police, the Mist Chameleons, has 
  been made available to us. The beholder has 
  moved into Bissel during the recent chaos of the 
  battle of Thornward. It is believed a proposed 
  alliance between the UnderOerth and the 
  remaining forces of Evard the necromancer is at 
  hand.” 
   
  She gestures to marked areas on the map of 
  Bissel, indicating a graveyard near the dwarven 
  mining town of Ebbernant.  
   
  “We have sent advance agents into Bissel, but 
  have lost communications. A meeting or alliance 
  is eminent. We need you to investigate and report 
  back to us here of their plans. There may be beings 
  of great power at work here, and it is preferable 
  that you return with the information rather than 
  engage the enemy and become destroyed or 
  compromised. 
  While the Mist Chameleons 
  support the use of agents of the Court of the Land 
  here, they must disavow any public knowledge of 
  your efforts as the political situation in Bissel is 
  tempestuous at this time. You may be on your 
  own. Will you accept this mission?”  
   
  If pressed, the Lady Maressa explains that using 
  outside agents or alerting the Bissel ruling court at this 
  time will cause great delays in action and will alert any 
  enemy spies in Bissel of the Court’s plans. Assure 
  Bissel player characters that the Mist Chameleons are 
  apprised of the situation and helped formulate the 
  plans. 
   
  When all the characters have sworn to accept the 
  mission and aid the Sheldomar Valley, the mission can 
  continue. The adventure ends for player characters 
  who do not accept, and they are thanked for their time 
  and escorted out of the chambers. As a result, they 
  receive Disfavor of the Court of the Land, marked 
  on the AR, and will not be called upon to aid the Court 
  in future adventures. Characters who accept this 
  mission receive FREE STANDARD UPKEEP for the 
  duration of this adventure. 
   
  “I knew these warriors were of good stock! 
  Exciting stuff this! If you will follow me, we will 
  meet with the Doctor in his laboratory. He has 
  some invention or other to help you in your 
  quest,” booms Father Solas. “Step lively, not a 
  moment to lose, just through this door here and 
  up the steps to the tower where…” 
   
  Characters who tarry rather than follow Father 
  Solas to the laboratory are urged by Lady Maressa to 
  follow the cleric of Pelor.  
   
  She uses sleight of hand skill to palm a small white 
  pebble, shaped like a skull into the hands of characters 
  who are members of any information gathering meta-
  organization as outlined in the Preparation for Play 
  section. Later, the stone turns into PLAYER 
  HANDOUT #2, and you may need multiple copies of 
  this secret message for each individual character who 
  qualifies.  
   
  The Pelorite forges ahead up the stairs 
  towards your destiny, remarkably spry for a man 
  of his age and bulk. 
   
  “…everything goes black.”  
  Encounter Two: Buried Alive 
  You are alone, in the dark with no recollection of 
  how you became packed into a tight crate. With 
  barely enough room to move your arms, you press 
  against your confines. The box you are in is 
  wooden, and damp dirt falls into your face and 
  mouth as you push against the barrier. You are 
  filled with a momentary panic as you realize you 
  have no conception of how long you have been 
  trapped here or why. The panic builds as your 
  thoughts narrow onto one thing. Escape. You 
  press with all your might, and the wooden lid 
  eventually cracks wide. You press upwards 
  through the earth – crawling, scrabbling, and 
  digging to see the sky. 
   
  You find yourself clawing from the confines 
  of a shallow grave in a desolate graveyard. The 
  gravestone above you looms as you hear moaning 
  and digging sounds around you. Pulling yourself 
  from the damp hole, caked in mud and dust, you 
  are 
  appalled 
  to 
  see 
  other 
  things 
  pulling 
  themselves from nearby graves as well, digging 
  out of the earth. You notice with mounting horror 
  the familiar trappings and clothes of your 
  companions on the grotesque hungry dead that 
  pull themselves upright and shamble towards you, 
  eyes bleached a horrid, lifeless blue-white. A dark 
  cloud moves away from the bloody full moon, and 
  the graveyard is bathed in a sickly reddish glow, 
  allowing you to see a little better. Unfortunately 
  for you! 
   
  With a cry of absolute horror from what 
  remains of your dry, grave dirt caked throat, you 
  raise dry, withered, powdery skeletal hands to 
  your face and sob with the realization that you 
  share your companion’s fate. You have joined the 
  restless dead! 
   
  A successful DC 16 Knowledge (religion) check 
  reveals that each PC now has the physical 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 8 
  characteristics of a necropolitan, an undead creature 
  detailed in Appendix Five.  Regardless of the result of 
  the check, pass out Player Handout #1 to each player 
  and give the players a few minutes to adjust their PCs 
  to their new circumstances. 
   
  Allow the players some time here to roleplay and 
  introduce their new aspects. When they are ready, 
  continue. 
    
   
  Sharp stabbing pain fills your being as you 
  grip your head to keep the agony away. A white 
  light flashes and blinds you. In your mind’s eye, 
  you see images and hear voices fading in and out. 
   
  Ask the players if they want to try and recall their 
  memory of the past few days. Take aside the players 
  whose characters pass a Will save (DC 15), and read 
  them Encounter Three. 
   
  Con boost items have no effect on the PCs, but 
  other items can be used normally.  The PCs regain hit 
  points as per the PHB for normal rest as if they were 
  alive. Otherwise, they are affected as undead; cure 
  wounds spells harm them, cause wounds spell heal them, 
  and they may be turned. 
   
  In the event that a player character is reduced to 
  zero (0) hit points, the undead form is destroyed. The 
  character reforms in five rounds as themselves in 
  necropolitan form. These characters also receive The 
  Black Sabbath mark on their ARs for each death they 
  suffer in undead form. This results in a loss of a 
  constitution point, and not a loss of a character level. 
  Encounter Three: Killing 
  Yourself to Live 
  You lie on a stone slab, strapped down and clad in 
  loose robes. Standing over you is a gnome in a 
  white doctor’s coat with a large syringe containing 
  glowing phosphorous green ichors that bubbles 
  within its glass tubing. On his head is a myriad of 
  glass lenses and devices holding them in place, 
  and magnifying his left eye to an immense 
  proportion. His voice is a high squeak filtered 
  through a spray of saliva.  
   
   “Hidey –Ho, sleepy head! Wakey Wakey! Your 
  friends have been most excellent patients,” speaks 
  the gnome. “Though this is highly experimental, I 
  promise you have nothing to fear or my name’s 
  not Doctor Steamopolis III,” proclaims the 
  eccentric gnome doctor as he injects green goo 
  into your arm. 
    
  “I haven’t had an invention go wrong yet! 
  Well, the gnome submarine did take twelve 
  models. And I still haven’t gotten all the kinks out 
  of the underwater crossbow. No matter. I’m sure 
  this will be a smashing success! I’ve had the most 
  wonderful assistance from the National Academy 
  of Wizardry on this! Though their knowledge of 
  necromancy does have some frightful holes in 
  practical applications…” 
   
  You start to twitch and thrash against your 
  thick bonds, and the pain is excruciating. You feel 
  as if your veins have been split open and molten 
  fire poured in place of your blood. The feeling 
  quickly spreads through your body towards your 
  heart, which feels as if it will explode. The screams 
  of pain you realize are not coming from outside 
  but from your own tortured throat. 
   
  An ominous whisper comes from behind you, 
  out of view. “Perhaps we should gag the test 
  subjects, Herr Doktor? We don’t need the Court 
  storming in asking questions during such a 
  delicate operation.” The accent carries a lilt of old 
  Suel in it.  
   
  Though dazed and in more pain than you have 
  ever felt before, you strain to make out a second 
  figure, clad in the distinct robes of the National 
  Academy of Wizardry. On the pale left hand, an 
  ornate silver ring with the head of a wolf or bat 
  like creature seems to snarl at you.  
   
  A Knowledge (Nobility) (DC 20) or Bardic 
  Knowledge (DC 25) will identify Lord Lothar as one 
  Lothar Von Reiklande, an NAW researcher whose Suel 
  family has been under suspicion for dealings with the 
  Black Arts and vampirism. Many of Keoland’s nobility 
  have spurned and distanced themselves recently from 
  the Von Reiklande’s, but the old family still holds some 
  small power, and the family keeps to themselves now 
  within their decaying home of Stokerfel Manor in 
  eastern Keoland. 
   
  The gnome’s face pushes into yours, filling 
  your vision before you fade into the black again. 
  The magnifying lenses make his beady eyes loom 
  before you in grotesque fashion. “Are you sure of 
  the dosage, Lord Lothar? “The lab animals never 
  had such a strong reaction to the formula.” 
   
  “Perhaps the rats were made of stronger stuff 
  than these pitiful recruits.” The mage sniffs 
  disdainfully as you lose consciousness again. 
   
  The vision ends, and you find yourself back in 
  the graveyard, surrounded by your companions 
  who seem likewise afflicted.  
   
  Proceed to Encounter Four. 
  Encounter Four: War Pigs 
  You have little time to confer as at that moment 
  the sounds of booted feet can be heard running 
  towards your position. Breaking into the grave 
  clearing some 60 feet north of you comes a squad 
  of armored orc warriors.  
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 9 
   
  (in Draconic) “There are the ones the Jagged 
  Blade wants destroyed. Send ‘em back to the 
  grave!” shouts the largest orc, clad in mysterious 
  religious symbols and wielding twin short swords. 
  The symbol is a skull on a red crescent moon. 
   
  A Knowledge (Religion) (DC 20) check identifies 
  the holy symbol, a skull on a red crescent moon, as 
  belonging to the obscure orc god Shargaas. Known as 
  the Night Lord, the Blade in Darkness and the Stalker 
  Below he is the deity of darkness, thieves, stealth, night 
  and undead for the orcs of the Jagged Blade tribe. Refer 
  to DM Map #1. 
  APL 10 (EL 10) 
  Jagged Blade Orc tribe. See Appendix One: 
  � Orc Grunts (2): male orc Bbn2/War2; hp 36. 
  � Orc Clerics (2): male orc Clr3; hp 22. 
  � Black Moon, male orc: hp 60. 
  � Bonzo: male half-orc “Drummer” Brb3/Ftr2/ 
  Pious Templar 1; hp 88. 
  � Wasp: female half-orc Rng2/Rog4; hp 57. 
  APL 12 (EL 12) 
  Jagged Blade Orc tribe See Appendix Two: 
  � Orc Grunts (6): male orc Bbn2/War2; hp 36. 
  � Orc Clerics (3): male orc Clr3; hp 22. 
  � Black Moon: male orc Clr 8 hp 60. 
  � Bonzo:  male half-orc “Drummer” Bbn3/Ftr2/ 
  Pious Templar 3; hp 88. 
  � Wasp: female half-orc Rng2/Rog6; hp 53. 
  APL 14 (EL 14) 
  Jagged Blade Orc tribe See Appendix Three: 
  � Orc Grunts (6): male orc Bbn4/War2; hp 54. 
  � Orc Clerics (3): male orc Clr5; hp 36. 
  � Black Moon: male orc Clr 10; hp 74. 
  � Bonzo:  male half-orc “Drummer” Bbn3/Ftr2/ 
  Pious Templar 5; hp 108. 
  � Wasp: female half-orc Rng2/Rog8; hp 65. 
  APL 16 (EL 16) 
  Jagged Blade Orc tribe See Appendix Four: 
  � Orc Grunts (6): male orc Bbn6/War2; hp 73. 
  � Orc Clerics (3): male orc Clr7; hp 52. 
  � Black Moon, male orc: Clr 12 HP 88. 
  � Bonzo: male half-orc “Drummer” Bbn3/Ftr2/ 
  Pious Templar 7; hp 128. 
  � Wasp: female half-orc Rng2/Rog10: hp 77. 
   
  The characters’ mission has been leaked, and this 
  war band wants revenge on the Court of the Land for 
  their interference during SHE5-05 EYE OF THE 
  STORM. These orcs are well prepared for battling 
  undead as well due to their unique worship. Some 
  characters may recognize Bonzo the ½ orc from that 
  adventure as well. Aren’t you glad you filled out that 
  critical events summary? 
   
  DM NOTE: In the event that a character is 
  reduced to zero (0) Hit Points, he is destroyed. The 
  character reforms in five rounds in necropolitan form. 
  These characters also receive The Black Sabbath mark 
  on their ARs for each death they suffer in undead 
  form.  
   
  If the characters received Player Handout #2 you 
  proceed to Encounter Five. 
   
  Tactics: The grunts attempt to use their nets on 
  corporeal undead, then attack with their falchions. 
  One grunt has a ghost net for an incorporeal enemy. See 
  Appendix for item stats. 
   
  The clerics will cast their cure spells and attempt 
  to touch the undead PCs, “causing” damage to them in 
  their undead states. They are also equipped with Holy 
  Water vials. 
   
  The leader, Black Moon, has precast silence and 
  invisibility on Wasp a round before signaling the attack 
  on the players. He will cast divine power and unholy 
  blight on the good-aligned undead, or use searing light 
  spells on any undead threatening himself. (He’s been 
  warned of the PCs transformation).  He heals his allies 
  as needed, and uses the cure spells on undead 
  characters as well. Each round he can also quicken turn 
  undead on the nearest undead. This will effect the 
  transformed characters. 
   
  Wasp will be invisible at the start of the combat 
  and use a crossbow within 30 feet as a surprise attack if 
  possible, then spring attack and use flanks with the 
  grunts and her ghost strike short sword. 
   
  Bonzo charges the meanest looking undead and 
  activates his boots of speed. 
   
  Defeating the orc shaman may uncover a coded 
  message in Orcish. (It is well concealed and needs a 
  DC 30 Search check to uncover in a false-bottomed 
  map case. It needs a Decipher Script DC 30 to decode.) 
  If the characters are able to decipher the message, give 
  them Player Handout #3. This short note may be 
  incriminating to Lord Lothar Von Reiklande of the 
  NAW, as he warns the orcs and gives directions to the 
  Bissel Graveyard where the agents are being sent. 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 10 
  Characters may get their revenge at the end of the 
  adventure if they can decipher the magical message, or 
  have an NPC decipher if for them through their Meta-
  Org connections for example. 
  Encounter Five: Headless 
  Cross (optional) 
   
  If any of the characters received the skull stone 
  from Lady Maressa, give them Player Hand Out #2, 
  which will describe some special item access that can 
  be found to aid the undead characters, as well as the 
  location of the Headless Cross. 
   
  Following the directions passed to you 
  secretly by the Lady Maressa, you find the 
  headless cross tombstone marked with “591-Here 
  lies the Brewmaster Dunwald Walker-May his 
  mug runneth over.” 
   
  Buried under the gravestone is a long well sealed 
  lead coffin. This will block detect magic spells. It can also 
  be used to transport sunlight sensitive undead during 
  the day and protect them from daylight. Inside can be 
  found a wand of inflict moderate wounds (50 charges), a 
  map of the area identifying the Bissel township of 
  Ebbernant, a golden holy symbol of Al’Akbar, and a 
  Scroll: CL 7th:   (transmute rock to mud). 
   
  A Spot (DC 20) will also find a severed skeletal 
  hand clutching a dirt caked beer stein, with the symbol 
  of the dwarven House Medig upon it. This is an everfull 
  mug that produces only Barrier Brew flavored 
  beverages upon command. 
   
  (From BIS1-08 Barrier Brew) Ebbernant is 
  primarily a Baklunish and dwarven Independent 
  Township of 1000 residents in the Baklunish 
  dominated northwest corner of Bissel. Mainly a town 
  for the miners of the nearby Barrier Peaks and those 
  who want to trade with them, the population is two 
  thirds human, and one part mountain dwarf. Most 
  humans in Ebbernant are Baklunish. The foothills of 
  the Barrier Peaks rise to the north and west, and the 
  banks of the Realstream River runs near. 
   
  The Baklunish god Al’Akbar is a demigod of 
  Guardianship and Duty. His holy symbol is the Cup 
  and Talisman, which are artifacts his faithful quest for. 
  Proceed to Encounter Six. 
  Encounter Six: Ancient 
  Warrior 
   
  “What foulness is this?” booms a deep 
  throated voice from behind a crypt. Entering your 
  clearing cautiously, with a huge falchion drawn is 
  a mighty Minotaur in full plate with only one 
  horn. He snorts and paws the earth with a huge 
  hoof, as if preparing for a charge.  
   
  “You undead scum may have cheated me out 
  of the orcs I have been tracking, but dispatching 
  you fiends in the name of the Cup and Talisman 
  will more than make up for my long pursuit.” 
  ALL APLS (EL 14):  
  � One Horn: male minotaur Pal12 of Al’Akbar; 
  hp 154 (see Appendix Five). 
   
  He starts out as hostile to the undead player 
  characters, but diplomacy can be used to prove to this 
  paladin that the player characters are allies.  
   
  The EL of this encounter is LOWERED by -2 EL 
  as the characters may use diplomacy to avoid it and are 
  awarded many positive modifiers towards this.  
   
  For this encounter, One-Horn will go on an 
  Initiative of 8. 
   
  Characters who attempt diplomacy can gain the 
  following modifiers: 
  • 
  +4 if speaker has had a favorable encounter 
  with One-Horn (SHE5-05 Eye of the Storm). 
  • 
  +2 for Lawful Good PCs 
  • 
  +2 if a Good Aligned deity holy symbol is 
  visible. 
  • 
  +4 if the Golden Holy Symbol of Al’Akbar is 
  offered or displayed during talks. 
  • 
  +2 if the Player Character speaks in 
  Baklunish.  
  • 
  -4 if other characters cast spells during talks 
  in sight of One-Horn, which he will 
  determine to be a hostile action against him. 
  • 
  -2 if the Player Characters contain any evil 
  items or curses, for each instance. This is in 
  addition to their current “state”!  
   
  The characters only get one chance before One-
  Horn charges the most armored undead player 
  character, so characters should talk fast! The target 
  Diplomacy (DC 18) will give the minotaur pause and 
  cause him to delay an attack. 
   
  If One-Horn is provoked to attack and defeats all 
  the characters, they reform in their necropolitan forms 
  and can attempt to talk to him again, as he loots the 
  fallen orc bodies. If One-Horn is subdued in battle or 
  won over through diplomacy, they can gain a valuable 
  ally in attempting to piece together their lost memories 
  and learn what their mission might be. 
   
  “So ye be the heroes sent by the Court of the 
  Land to aide Bissel, ey?” snorts the mighty 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 11 
  Minotaur, sheathing his falchion on his wide 
  back. Towering over you all, he crosses his thick 
  scarred arms, still in disbelief. “They could have 
  picked better disguises for you lot, I’d think. 
  Bissel doesn’t take too kindly to undead things, 
  since all that Evard business you know. You 
  certainly all seem undead to my senses. I cannot 
  detect scent, heartbeats, or heat signatures from 
  your bodies. It is as if you are truly the forms you 
  wear. Strong necromancy indeed! I guess it figures 
  that a nation that denies the existence of undead 
  such as Keoland does so loudly would actually be 
  the place where its most powerful magical secrets 
  are guarded.” 
   
  He thinks to himself a moment, then nods. 
  “By the Cup and Talisman, I will aid you as I can 
  and answer what questions you may have if its in 
  my power to do so. Let’s get out of this damnable 
  graveyard, I have a camp in the Barrier Peaks not 
  far from here.” 
   
  One-Horn can deliver the following information 
  through roleplay after he subjects the characters to a 
  detect evil check.  He will not address player characters 
  that radiate as evil.  
  • 
  It has been five days since the meeting in 
  Niole Dra. This can also be determined by 
  studying the stars and moon with a 
  Knowledge (Nature) or Survival (DC 25) 
  check. 
  • 
  He is on a quest for the Cup and Talisman, 
  artifacts of his faith. It is believed that 
  creatures of the UnderOerth below the earth 
  may have captured one of these items. His 
  holy order believes that an Eye Tyrant known 
  as the Storm Eye knows of their location.  
  • 
  The Storm Eye is a diplomat from the 
  UnderOerth, in service to drow agents. He 
  has come to the Sheldomar Valley to 
  destabilize governments and attempt alliances 
  with the enemies of the Light. He was 
  thwarted some months ago from uniting an 
  orc tribe, the Jagged Blades, the cutthroat Sea 
  Princes and the Thieves Guild in Gradsul.  
  • 
  Intelligence 
  gathered 
  by 
  the 
  Mist 
  Chameleons of Bissel has a cadre of 
  necromancers fleeing to the Plane of Shadow, 
  after Evard’s fall. It is there that the Storm Eye 
  is believed to have gone, in an attempt to 
  unify the scattered remnants of Evard’s 
  defeated army.  
  • 
  He assumes some necromantic magic must be 
  needed by the Storm Eye and his masters. 
  • 
  One-Horn knows that there is a portal to the 
  Plane of Shadow two days travels into the 
  Barrier Peaks. The way may be guarded, 
  however. The party will have to travel at night 
  and take cover during the day. 
   
  “Traveling in the Plane of Shadow will be 
  doubly dangerous, and there are no guarantees 
  that any of us will return from such a dangerous 
  place.” 
  Proceed to Encounter Seven. 
  Encounter Seven: Behind the 
  Walls of Sleep 
   
  You avoid wagon traffic, and interacting with 
  any Bissel citizens or travelers as you quest for the 
  Portal to the Plane of Shadow. Your journey takes 
  place at night and brings you deeper into the 
  Barrier Peaks, but your Minotaur guide seems to 
  know what paths to follow through rocks, snow 
  and difficult terrain.  
   
  The characters will trigger an avalanche (a trap 
  with a CR equal to APL – 3) at this point as they climb 
  the mountain. Use pg 90 of the DMG for this effect; 
  this is part of the defenses of the gate and is not an 
  entirely natural phenomenon. The listen check is (DC 
  20) as hearing is difficult in the extreme artic weather. 
  The avalanche will cause (APL – 2) d6 points of damage 
  to all characters as it plows down the mountain side in 
  a 300 ft wide fury of ice and snow (with a 50% miss 
  chance against the incorporeal) or half that if a Reflex 
  save (DC APL + 5) is made.  
   
  Any corporeal character that suffers 25 pts or more 
  will also lose a limb. It will take a true necromancer to 
  “sew” the poor characters’ limbs back up! (see 
  Encounter Nine) Players will have to dig themselves 
  free or help each other claw their way out of the ice. 
   
  Around a crevasse, up another half mile 
  hiking on snowy dangerous trails that would 
  make a mountain goat think twice brings your 
  group to a cave mouth that would have been easily 
  missed from the snow and ice that now blows and 
  swirls in a curtain around you all in deepest night. 
   
  “Through there is one of Evard’s black gates.” 
  The extreme cold and frost would be devastating 
  to the living, and the trail is twice as treacherous 
  in the dark. In your current state, however it is 
  mere annoyance. 
   
  “I’ll go first…form up behind me,” commands 
  One-Horn. However after several steps, he stops as 
  if caught in some unseen barrier. “By the Cup and 
  Talisman, I cannot break through. There seems to 
  be some form of sorcery keeping me out!” 
   
  The cave continues into darkness, and you 
  and your companions feel no such obstructions to 
  your movements. 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 12 
   
  Alas, this is where our brave NPC Minotaur and 
  the group part ways. A powerful permanent (CL 21) 
  Anti-Life Barrier prevents him from continuing 
  onward. One-Horn will guard the cavern entrance for 
  the characters and wait their return for three days 
  before continuing his quest. 
   
  Following the twisting 10 foot wide cave tunnels 
  about a quarter mile inward leads into a large circular 
  chamber 100 feet in diameter. 
   
  In the chamber is a large stone throne carved 
  from skulls and the bas reliefs of spiderwebs 
  adorn the stone floor leading to the throne. 
  Behind it a large stone circle archway rises from 
  the floor, wreathing the throne from behind.  
   
  No living material can pass through the portal. If 
  an undead being sits on the throne, the gateway to the 
  plane of shadow is activated. A Use Magic Device (DC 
  15) or Bardic/Knowledge (Arcana) (DC 20) may also 
  reveal the activation sequences. 
   
  As you pass through the portal, you are again 
  wracked with intense pain. Pinpricks of light 
  invade your eyes to become daggers into your 
  brain and mind. You reel from the pain of taking a 
  faceful of searing light. Slowly a memory forms; 
  perhaps the shock of passing through the corrupt 
  barrier has allowed you to remember more. 
   
  Ask the characters if they want to try and recall 
  the memory. Take aside the players that can pass a Will 
  save (DC 18), and read them Encounter Eight. 
  Otherwise skip to Encounter Nine.  
  Encounter Eight: Anno Mundi 
   
  You lay paralyzed within a wooden box. You 
  get 
  the 
  impression 
  that 
  you 
  are 
  moving 
  somewhere by wagon, the sound of wheels upon 
  the road, the bouncing of the cart under you and 
  the sounds of horses plodding fill your other 
  senses.  
   
  Then the crossed steel of battle? Yes! Men 
  dying, their life forces flare up then flicker away, 
  lost to time’s tide. Oh heated desire!  You strain to 
  move, to join in the taking of life’s flame, how you 
  hunger to taste it. Yet you are trapped in the coffin 
  still. 
   
  Time is a lost art, as you next remember your 
  crate being loaded upon a river raft, the sound of 
  the flowing Realstream perhaps under you as you 
  make your way into Bissel. 
   
  Again, time seems to jump. How long were 
  you paralyzed? Hard to tell. Daylight filters into 
  the coffin from outside through the cracks. You 
  see the skin fallen away from your bones, the lack 
  of taste, of scent, replaced with a sense of life 
  outside the coffins confines. Six healthy men, 
  their life forces strong are transporting you along 
  the river. A hunger to consume those life forces 
  flits to the forefront of your being. A ravenous 
  hunger you fight to deny. 
   
  “Should we check on the cargo? The mage said 
  they’d be out for the trip, but I dunno…” speaks a 
  riverman with a Keogh accent. 
   
  “Nah, ye be daft to meddle in the affairs of 
  that one. Like a wolf he is. Never cross a Von 
  Reiklande, no matter what side of the street you 
  find ‘em, ya keen? His gold is good enough, and if 
  he wants us to take this cargo to Ebernant’s fields 
  of the fallen, that’s where we will bury it,” replies 
  another in muffled tone. 
   
  “They say that family is cursed and deal with 
  the Black Arts! How’d I get talked into 
  graverobbin’ fallen militiamen?” 
   
  All too soon you are being buried, alone, in 
  the dark. The coffin lowered into the grave, the 
  dank graveyard dirt thuds upon your coffin lid, 
  and drops between the wooden cracks upon your 
  body and face. You want to scream, but you have 
  no mouth. Yet scream wordlessly you do as you are 
  buried alive. In your mind eye screaming for 
  eternity.  
   
  The characters pass through the stone portal 
  which takes them to the Plane of Shadow, and the 
  bizarre black and grey alternate city of Thornward. The 
  portal is in the basement of a necromancer, whose job 
  it is to patch up damaged undead. 
   
  In the event that the characters travel to the Plane 
  of Shadow by independent means, you may have them 
  arrive within the basement of the necromancers repair 
  shop for ease of play  
  Proceed to Encounter Nine. 
  Encounter Nine: Wicked 
  World 
   
  Emerging from the stone portal finds you in a 
  large room carved of stone and filled with stone 
  slabs. A toxic place of darkness and power that 
  thrums in the very air. A hidden place that hates 
  the light. The Plane of Shadow is the frontier of 
  world’s unknown. The Plane of Shadow is a darkly 
  lighted dimension that overlaps the material 
  plane. 
  Color 
  is 
  bleached 
  from 
  this 
  grey 
  environment.  
   
  Shadow Magic spells cast here are 30% as powerful 
  as the conjurations they mimic. Spells with the shadow 
  descriptor cast are maximized. Greater shadow spells 
  here are at 60%.  
   
  Spells that generate light or fire must succeed 
  with a Spellcraft check of DC 15+ the level of the spell.  
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 13 
   
  Living creatures that enter here take 1d6 points of 
  damage each round from negative energy and crumble 
  to ash if they reach 0 hit points or less. Spells and 
  magic items that protect against negative energy 
  function normally within these dark lands.  
   
  Upon the slabs are human and humanoid 
  bodies covered in bloody white sheets. The bodies 
  all seem to be missing limbs, cut open or 
  otherwise in states of vivisection. A large ten foot 
  wide stone stairs leads upwards out of this 
  mortuary. Two black robes embroidered with 
  small white and silver stars hang on wall pegs 
  near the stairs that lead upwards. 
   
  If examined, the bodies all bear the tattered 
  uniforms of either Evard the Blacks minions or Bissel 
  military fallen and taken from the fields of battle for 
  necromantic experiments. All of the Bissel militia bear 
  the emblems of the Srivian Irregulars; a heavy horse 
  and soldier shock troops recently disbanded in Bissel.  
   
  The two robes are cursed robes of powerlessness (see 
  DMG pg. 276). The robes appear to be robes of stars. 
  That’s what the PCs get for putting on magical 
  garments found hanging in abattoirs! 
   
  Patriotic characters may want to bring the bodies 
  out in some way. Several large carts are in the room, 
  and the bodies of the fallen to be loaded and pushed 
  back through the portal back to Bissel for later pick up. 
  This portal will only transport inanimate material and 
  matter, so the corpses of the soldiers are acceptable. 
  You may allow any reasonable plan the players cleverly 
  devise to be successful. If the players think this up on 
  their own, you may gift them with THE SRIVIAN 
  BLESSING on their AR at the end of the adventure.  
   
  As you travel up the stairs, the clank of 
  machinery and sawing can be clearly heard. You 
  come into a twisted operating theatre-a bloody 
  mirror of a hospitaler’s room. A red smocked and 
  masked pudgy human with glittering moving 
  tribal tattoos along his bald head, arms, and naked 
  chest fights spouts of gore and blood as he pushes 
  and holds a jerking, thrashing elven male body 
  strapped to a slab similar to those you saw 
  downstairs. As the tattoos snake around his arms 
  and chest, the man pulls down his mask and sets 
  down his bone saw, wiping blood across his eyes 
  and face. The body of the elf stops twitching after 
  a final death cry.  
   
  “By Evard’s tentacles, looks like I got me a 
  bleeder…” the man cackles to himself as he wipes 
  the blood from his face with an equally blood 
  caked rag.” 
   
  If the characters announce their presence or enter 
  the room he detects them readily enough. 
   
  “Ah, are you my four o’clock appointments? 
  Please have a seat, I just have to dispose of 
  this…ahh…patient, and I’ll be right with you. I’ll 
  have plenty of time to reanimate him later. He’s 
  not going anywhere! That’s the problem with my 
  job, people are always just dying to see me! Har 
  Har Har.” The strange man puts a bloody arm 
  stump into a large metal bucket by his feet, 
  overflowing with body parts. 
   
  If the players engage the Necromancer civilly he 
  will open up some to his “new” clients. 
   
  “I wish I could offer you all a drink, but I’m 
  afraid the cupboard’s been a bit bare since I had to 
  use the last of my servants for spare parts. I’d 
  absolutely kill for a pint of the ol’ Barrier Brew 
  meself!” 
   
  An examination of the twitching corpse on the 
  slab will note the elven male body is a Valley Elf. Player 
  Characters who participated in SHE 5-05 Eye of the 
  Storm will even recognize the corpse on the slab as an 
  old adversary, Roberto Greenleaf. A playbill clutched 
  in his left hand proclaims THE RESSURECTION 
  TOUR: MITHRIL BALLOON! 
    
  “Now then, what will it be? A phylactery for 
  lichdom? Spell stitches, loose limbs or vampiric 
  injections 
  perhaps? 
  I 
  have 
  a 
  special 
  on 
  advancement if you wish to be greater than you 
  are now! I assure you, your unlife is in capable 
  hands with Ozmund Unbourne, necromancer for 
  the rich and infamous! Why I’ve enhanced anyone 
  who is anyone here in Shadow-ward.” 
  Ozmund 
  Unbourne, 
  male 
  human 
  Necromancer: Wiz 9/True Necromancer 3 HP 
  42. 
   
  The characters may Bluff, Intimidate, Use 
  Diplomacy or Gather Information with poor Ozmund, 
  who is quite unhinged due to his embracing of the 
  Black Arts, unfortunately. He is a wealth of 
  information however, if pressed correctly. Giving him 
  a fine drink, for instance can add a +2 to the check for 
  Diplomacy or Gathering Information, as will giving 
  him any ancient writings or items of necromantic 
  value, cumulative. After the characters decide how 
  they best wish to press Ozmund for information, 
  consult the following chart: 
  DC 5 
  • 
  Shadow-ward is the local’s name for the Plane 
  of Shadow version of Thornward 
  • 
  “You have a loose stitch or two? I would 
  be happy to sew you back up, just lie on 
  the gurney over here.” The necromancer 
  will repair any mangled or missing body parts 
  the characters may be suffering from. 
  • 
  “The strapped down bleeder over there is 
  scheduled for lichdom reanimation. So 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 14 
  far the unique valley elf physiology is 
  proving difficult to fuse to the gift of 
  unlife. He may be better off as a vampire. 
  Hmm. A difficult case, what do you 
  recommend? He was dropped off last 
  week by Shargaas worshipping orcs. They 
  didn’t leave a deposit, now that I think on 
  it. I hope they come back soon, this isn’t 
  some 
  charity 
  chop 
  shop 
  for 
  meat 
  bags…no offense to present company.” 
  DC 10 
  • 
  The bodies downstairs were dropped off by 
  remnants of Evard’s armies after the failed 
  battle of Thornward in Bissel. There are 
  several powerful necromancers who escaped, 
  and are now deciding what to do next.  
  • 
  Ozmund believes the necromancers will 
  move on and leave the continent. Some speak 
  of continuing the “great plan”. 
  DC 15 
  • 
  The “great plan” is the rediscovery of the Eye 
  and Hand of Vecna, and its use to subjugate 
  the Sheldomar Valley. A few of the surviving 
  lieutenants of Evard’s armies believe they 
  struck too soon, and should have waited until 
  the artifacts were in their possession before 
  openly attacking the forces of Bissel. 
  • 
  A beholder has arrived as an emissary of the 
  UnderOerth. He meets with one of the 
  representatives of Evard’s here in Shadow-
  ward this very day. Its all the talk of the town.   
   
  DC 20 
  • 
  The beholder is known as the Storm Eye. It 
  promises aid in recovering vital information 
  regarding the cyclic return of the Eye and 
  Hand of Vecna to the Sheldomar in return for 
  certain necromantic services and aide in 
  attacking the Court at Niole Dra.  
  • 
  The meeting is at the Black Library, the guild 
  house for the necromancers. Will you be 
  going there? I have a crate of undead bane 
  poisons I was supposed to deliver, but I’m 
  woefully behind schedule, and my assistants 
  never arrived! Good undead help is so hard to 
  manufacture you know!  
  If the characters accept, he hands them a signed 
  delivery receipt to show the door guards, which will 
  allow them entry to the Black Library, as well as 
  directions to the recipient within the library.  
  The crate contains 10 positoxin doses of 
  LICHBANE (type INJURY DC 17; initial damage: 1 Int 
  +1 Wis +1 Cha ability drain; secondary damage: 1d4 Int 
  + 1d4 Wis + 1d4 Cha) see Libris Mortis. This is a type of 
  poison highly virulent against undead. 
  Characters who fail to get the necessary 
  information from Ozmund can also encounter the now 
  reanimated corpse of Roberto Greenleaf as they walk 
  by his tied down corpse on their way out. Ozmund 
  won’t interfere, as the corpse is just awaiting pick up 
  anyway. 
  “Ah, help? Can I get a little help over here? I 
  seem to be strapped to a marble slab and my arm 
  sawed off? Excuse me, good people? I’m quite 
  famous I assure you and can reward you!” moans 
  the strapped down wretch. 
  In exchange for freeing him from his bonds and 
  helping to sew his arm back on, he gives directions to 
  the Black Library as the base for Evard’s lieutenants. 
  He does not have any reward sadly, only the hollow 
  promises of a reanimated corpse. He will show the 
  characters to the library, where the gate guards will 
  prove to be big Mithral Balloon fans! Allow the 
  characters entrance while Roberto signs autographs 
  and draws a crowd outside. 
  Proceed to Encounter Ten. 
  Encounter Ten: Falling off the 
  Edge of the World 
  The tall tower near the center of the city proves 
  indeed to be the Black Library. The guards out 
  front are humans, in spiked full plate armor and 
  standing with huge wicked looking halberds.  
   
  Fortune favors you, however, because you 
  (show the guards the Necromancers passes/and/or introduce 
  them to their musical idol Roberto Greenleaf!), and you 
  find yourselves in the halls of the Library where 
  stacks of forbidden knowledge and stolen 
  histories line voluminous shelves in a maze like 
  configuration.  
   
  The crate is to be delivered to a human grungy 
  cultist in black robes known as Geezer who waits in the 
  Library. He is a collector of old codebooks, and 
  currently is reading over a book on Drow Cryptology 
  and Code Breaking. 
  � Geezer: male human Wiz10, Pale Master 4; hp: 
  52: Decipher Script +12. 
   
  He wants some insurance against the lich that is 
  currently taking control of the remnants of Evard’s 
  armies. He will allow characters to borrow books from 
  the library, and offer his decipher script abilities in 
  return for the crate of positoxins.  
   
  “Are 
  you supporters of the lich that 
  commands here? Master Iommie-Dio was a 
  famous dwarven arms craftsman from the 
  Principality of Ulek who wished to prolong his 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 15 
  life as he studied to complete his knowledge of 
  magical arms crafting. With the gift of unlife, he 
  has continued to study powerful relic crafting 
  magic, and many of Evard’s powerful captains 
  carry awesome weapons crafted by the dwarven 
  lich. He commands many of the undead forces 
  here, but there are some amongst the still living 
  necromancers that feel his is more interested in 
  research than in furthering Evard’s goal of 
  conquest.” 
   
  You may note if any of the characters take books 
  from this area, and keep them or turn them over to the 
  Court of the Land for investigations. This will appear 
  on the AR as Forbidden Knowledge. 
   
  Exploring the first floor leads to a large open 
  circular chamber. Within the chamber are what 
  seems to be dozens of large shadow creatures. In 
  the center of the chamber, a skeletal robed dwarf 
  sized figure converses with what appears to be a 
  projected image of a large reddish hued Beholder. 
  Little inverted unholy symbols dangle from the 
  dwarven lich’s black robed sleeves. None of the 
  undead guardians seem to take notice as you enter 
  the room. 
   
  As long as the characters do not disrupt or 
  interfere in the proceedings they can overhear the 
  conversation between the legendary fiendish beholder, 
  Storm Eye and Iommie-Dio the dwarven lich.  
  ALL APLS: untiered 
  � Greater Shadows (20): hp 81; see Monster 
  Manual page 221.. 
  � Nightwings (6): HP 178; see Monster Manual 
  page 197. 
  � Iommie-Dio: male dwarf Lich Wiz11; hp 74. 
  � Projected Image of Storm Eye, Fiendish 
  Beholder of Legend. 
   
  “I think my client will agree to your terms, 
  Master Iommie-Dio. The UnderOerth will provide 
  Evard with access to their vaults of knowledge, 
  and all information we have on the Hand and Eye 
  of Vecna, and in return for this old lore, you will 
  assist us in our operations against the Sheldomar 
  Valley. For my part, I thank you as well for your 
  meeting with me in these most…uncertain 
  times.” The beholder’s words ooze and bubble 
  from its cruel mouth. The eye stalks wave and 
  snake about, looking all ways at once: however, its 
  great central eye looks upon the lich always. 
   
  “This… is… acceptable… to my… Dark Lord. 
  Our minions will make their way to Keoland. 
  Instead of speeches and unity, the Court 
  chambers will run red with the blood of Bissel 
  and Yeomanry dignitaries. They are ghosts waiting 
  to expire. My minions will skin them alive, and 
  make them crawl and beg for mercy before our 
  Dread Lord. They will call to their gods to no avail, 
  for the Whispered One will strike at the heart of 
  this decadent Empire,” promises the lich. 
   
  The smile of the beholder is horrid, exposing 
  rows of large, shark-like jagged fangs. “You make 
  Evard proud, and do your lord’s work well.”  
   
  “We must ask you, Storm Eye, how you come 
  to represent the Drow in this endeavor? Your ilk 
  are hardly followers to another’s cause,” drones 
  the Lich, the inverted unholy symbols clanking 
  musically against its sleeves as it gestures to the 
  Beholder. 
   
  “For the nonce, our goals are the same, Master 
  Iommie-dio. I’ve learned that nothing spins a web 
  of deceit quite like the Spider Queen can.” The 
  projected image of the Beholder fades on these 
  last chilling words. 
   
  With the audience seemingly over, the 
  shadows begin to drift out through walls and 
  floors, and the lich teleports away, leaving the 
  chambers temporarily empty. However, a small 
  patrol of shadows can just be made out near the 
  ceiling circling the room. On the podium are 
  several large parchments rolled and bound. 
   
  The contents hold a map of the Court of the Land 
  chambers in Niole Dra as well as what seems to be a 
  delivery manifest from a tavern in Ebbernant for 
  several large kegs of Barrier Brew and a large statue of 
  King Kimbertos Skotti of Keoland to be delivered from 
  the Bissel dwarven miners to Keoland by wagon train. 
  There is no date on the delivery or when the shipment 
  would have left.  
   
  One item of note in this chamber and area that can 
  be recovered are the Nyoptic Manuscripts (LM); and 
  Ectoplasmic Ichor (LM). 
   
  The shadows will mostly ignore the characters. 
  Any reasonable Hide or Move Silently check (DC 15), 
  Bluff (DC 15) or plan to snatch the materials out of the 
  chamber can be deemed successful. Let the characters 
  come up with a magnificent or semi magnificent plan 
  here and compliment them on their ingenuity. If the 
  players alert the shadows of their intentions, they will 
  sound the alarm and summon in the Nightwings. 
   
  At this point it should be apparent to the 
  characters that they must leave the Plane of Shadow 
  and report back to Niole Dra.  
   
  The characters may exit the Plane of Shadow 
  through their own means, or back through the anti life 
  gate in the Necromancers basement. He will not be 
  home when the characters return to his workshop, as 
  the rest of Mithral Balloon returned and were quite 
  unhappy with his patchwork job on their lead singer 
  and they are down the block having a noisy argument. 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 16 
   
  Upon 
  returning 
  home 
  through 
  whatever 
  methods, begin Encounter Eleven for all characters. 
  Encounter Eleven: Born Again 
   
   “Perhaps the rats were made of stronger 
  stuff.” The mage sniffs disdainfully but this time 
  you hold onto consciousness a while longer. 
  Passing through the portal a second time has 
  triggered another memory within you. Straining 
  to hold on, you are aware of the blonde pale mage 
  leaning over you, studying your reactions to the 
  Mortis venom injected into your being.  
   
  “Remarkable! You can almost see the spirit 
  being crushed and wrung from the souls of these 
  wretches. Why, they could even be…formidable if 
  they weren’t so pathetically trusting and slavish in 
  their defense of King and Country. Feh.” A black 
  raven flies above you circling, then lands on your 
  chest and begins to peck out your left eye. 
   
  “Zounds, Lothar! Call off your familiar! They 
  aren’t transformed yet…who knows what the loss 
  of an eye will do so soon into the process? I must 
  have pure empirical data! I must! You promised 
  not to interfere in the experiment!” the shrill 
  voice of the gnome doctor and the top of his 
  conical white hat appears to the left of the slab to 
  which you are bound. “Science is above your laws. 
  I am above your law!” 
   
  “Oh, very well,” sighs Lothar. “Gormenghast, 
  to me.”  
  The crow flies to land upon Lothar’s left shoulder 
  and swallows as the Suel mage casts a last glance 
  to your convulsing form. “Plenty of time for that 
  later. Well, be seeing you, heroes…” He turns his 
  back and walks away as… 
   
  “…everything goes white.”  
   
  The characters awake outside the cavern with no 
  recollection of how they crawled or were expelled 
  from the portal and the anti life barrier.  
   
  The bright sun burns upon your tearing red 
  eyes, and your skin is raw and sore to the touch. 
  The chill air in your lungs and the fluttery beat of 
  your heart in your breast are welcome, as is the 
  reintroduction of your long lost sense of taste, of 
  smell! It is with great relief you notice your 
  companions going through a similar rebirth. 
  Returned to the form of flesh and the living again!  
   
  If the Minotaur, One-Horn was awaiting the party 
  you may add the following: 
   
  With a bellow of welcome, One Horn charges 
  up the hill to help you to your feet and press you 
  on your journey to the dread necropolis.  
   
  The PCs are now their normal living selves again; 
  however, note any constitution loss now as a result of 
  PC death in undead form as per THE BLACK 
  SABBATH on the AR.  In addition, the transformation 
  removes the effects of the Robe of Powerlessness found in 
  the Plane of Shadow. 
  • 
  The characters are ravenous hungry and must 
  immediately seek sustenance or be treated as 
  fatigued.  
  • 
  Those that fail a Will save of DC 10+APL must 
  eat raw flesh and fresh blood to avoid fatigue.  
  • 
  Characters of Non-Good Alignment receive a 
  -2 to this saving throw. This is a one time 
  craving.  
  • 
  Spellcasters will recall the spells they started 
  the adventure with, and may take a few 
  rounds to re-buff as needed. 
   
  Luckily, there are some mountain goats flocked 
  nearby…Some characters may be alarmed and note 
  this strange behavior however! 
   
  Time permitting; feel free to roleplay an 
  encounter with the Minotaur paladin and the 
  characters, in which they may pass on vital 
  information. One-Horn has an amulet of recall that will 
  transport up to six people to the Court of the Land, in 
  Niole Dra. He will pass this on to the characters so they 
  may make haste in their return. He has business still in 
  Bissel (his quest for the Cup and the Talisman), and 
  wishes the characters well on their journey.  
  Proceed to Encounter Twelve. 
  Encounter Twelve: When 
  Death Calls 
   
  After the nightmarish events of the past few 
  days, a return to the streets of Niole Dra seems 
  mundane but most welcome. The stink of draft 
  horses, city refuse dumped into alleyways and 
  unwashed Keogh folk mixed with the sickening 
  sweet perfumes of high society never reeked so 
  deliciously. Ah life! After delivering the fruits of 
  your investigation to the Court, you will be free to 
  pursue your own happiness in whatever way best 
  suits you. 
   
  The sun is setting as you enter the courtyard 
  to the Court of the Land. Four large empty wagons 
  bear the dwarven mark and coat of arms of the 
  Barrier Brewery of Bissel upon them. Wagoneers 
  and stablemen tend to huge Bissel horse teams 
  bridled to each wagon. 
   
  Each wagon is drawn by a team of six Bissel bred 
  horses. If questioned, the drovers will inform the 
  characters that they have recently delivered two 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 17 
  wagonloads of large kegs full of Barrier Brew to the 
  Court for a large feast and garden party out back 
  tonight. The feast is to welcome visiting diplomats 
  from the Yeomanry and the Gran March. 
   
  Characters may be detained by Keoish Royal 
  Guardsmen on patrol, but they can be persuaded to 
  escort the characters to the garden out back, where the 
  garden party reception is being set up with a 
  Diplomacy check (DC 10+APL). Proceed to Encounter 
  Thirteen. If questioned, the guards reply: 
   
  “Several large barrels were rolled in, sloshing 
  full o’ that Bissel swill. No taste for it have I. The 
  statue of King Kimbertos was quite a likeness, 
  however! Long live the King!”  
   
  If the Diplomacy check is failed, the guards will 
  detain the characters while they search for a suitable 
  messenger. During this time the undead will break out 
  and start mauling NPCs. Have the players roll 
  initiative, and consider that the characters are 400 feet 
  from the garden party behind the guards, past twisting 
  paths and around partially blocked terrain. Characters 
  must navigate past panicked crowds, discarded carts of 
  goods, and tables of cake and ice-sculptured rearing 
  lions. This will probably give the upcoming surprise a 
  few rounds of extra rampaging at the party. Proceed to 
  Encounter Thirteen, and remove the box text where 
  they are greeted by Lord Stranofrutta. 
  Encounter Thirteen: The Mob 
  Rules/Iron Man 
   
  A podium with the crests of all the Sheldomar 
  Valley kingdoms and colored bunting and ribbons 
  dominates the northern edge of the garden. 
  Scattered about are several huge kegs of Barrier 
  Brew ale, as well as a constructed outdoor tavern 
  created by druids no doubt! The bar is a bending 
  tree, and the seats are all of giant mushroom caps 
  and shrubbery shaped to wide comfortable 
  looking cushions. Stringed candle lamps hang 
  over the proceedings giving a glow as the sun 
  continues to set. A large well carved stone likeness 
  of King Kimbertos Skotti of Keoland dominates 
  the western area. 
   
  Amidst the chaos of workers, maids, food 
  staff, and pages is a diminutive man with a long 
  curled mustachio in purple finery. 
   
  He turns to greet you upon your arrival, 
  clapping his hands in excitement. “Ah, how 
  pweasant it is to see my esteemed fwends! But you 
  awe too soon, my comwades’ in wevelwey! The 
  pawty is not weady quite yet, and if there is one 
  thing Lord Stranofrutta knows, it’s when the 
  pawty stawts!” 
   
  With a tremendous explosion, the kegs of 
  Barrier Brew violently erupt, wood and ale flying 
  everywhere and drenching the common folk, 
  servants, and staff in beer. With a horrifying roar, 
  zombies in the tattered remnants of Bissel 
  military shamble forth, tearing into the startled 
  guests!  
   
  The party has started a little earlier than 
  planned after all… 
   
  A Spot (DC 15) notices the zombies have large 
  necklaces of black orbs strung around them. If the 
  zombies are destroyed with a turning check or with 
  physical damage, the baubles explode as 4d6 fireballs in 
  a 30 ft radius around the zombie. 
   
  See DM MAP #2 for the location of the startled 
  guests and the zombies. The villains will attack for 
  maximum civilian destruction. The guests will flee off 
  the map as fast as they can at a speed of 30 ft. radius 
  around all the debris.  
   
  There are five representatives from each kingdom 
  of the Sheldomar Valley. The rest are numbered 
  servants and civilians, so you can track the enemies 
  Kill score. Note the final tally of the slain for 
  experience point deductions, and for the critical events 
  summaries.  
   
  The dread wraith(s) start inside the statue marked 
  on the map. Roll randomly or follow the marked 
  figures on the map to determine any NPCS that get 
  slain during the carnage, and record them on the 
  Critical Events Summary. 
  1-4 from Keoland 
  5-7 from the Yeomanry 
  8-9 from Bissel 
  10-11 from Gran March 
  12-14 from Geoff 
  15-16 from the Principality of Ulek 
  17-20 Servants 
   
  Their initiative roll is 10 for the GUESTS. The 
  zombies detonate when they are within 5 feet of a 
  living being as a standard action, vibrating and shaking 
  before exploding. That means they must first move up 
  to the target, and detonate the following round 
  regardless of where the target is. The NPC civilians can 
  move 20 ft. in any direction per round. They will move 
  towards the band stand and statue at first if not 
  directed by the PCs to do otherwise. 
  APL 10 (EL 10) 
  � Human Commoner Zombies (10): hp 20 
  each; see Monster Manual page 266. 
  
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  � “Shifty Pete”, the Dread Wraith: hp 144 (MM 
  pg 258) 
  APL 12 (EL 12): 
  The wraiths will not use their Spring Attack feats, 
  preferring to close on civilians and cause maximum 
  havoc. This results in a -1 EL to this encounter. 
  � Human Commoner Zombies (20): hp 20 
  each; see Monster Manual page 266. 
  � “Shifty Pete”, “Rusting”; (2) Dread Wraiths: 
  hp 144 each; see Monster Manual page 258. 
  APL 14 (EL 10) wave one 
  Wave one: As per APL 10 
  � Human Commoner Zombies (20): hp 20 
  each; see Monster Manual page 266. 
  � “Shifty Pete”, the Dread Wraith: hp 144 see 
  Monster Manual page 258. 
  Wave two (EL 12) animates three rounds later. A (+1 
  EL) is factored for the appearance as a Wave attack on 
  the party here and the contingency spell. Upon 
  Animation a Contingency spell activates a Resist 
  Elements/Acid. 
  � Statue of King Kimbertos: Stone Golem, 
  Large Construct; hp 127; see Monster Manual page 
  136; ring of counterspells (Orb of Force). 
  APL 16 (EL 12) 
  Wave one (as per APL 12) The wraiths will not use 
  their Spring Attack feats, preferring to close on 
  civilians and cause maximum havoc. This results in a -1 
  EL to this encounter. 
  � Human Commoner Zombies (20): hp 20 
  each; see Monster Manual page 266. 
  � “Shifty Pete”, “Rusting”; (2) Dread Wraiths: 
  hp 144 each; see Monster Manual page 258. 
   
  Wave Two (EL 16) activates three rounds after 
  the initial attack. Upon Animation a Contingency spell 
  activates a Resist Elements/Acid. 
  � Statue of King Kimbertos; large construct, 
  Greater Stone Golem hp 345;  see Monster Manual 
  page 136) ring of counterspells (Orb of Force). 
  Conclusion: The Wizard 
  As the threat is contained, Lady Maressa arrives 
  with Father Solas and a large squad of Keoland 
  knights. They dispatch the remaining undead 
  quickly, and begin the process of healing the 
  wounded and calming the panicked guests.  
   
  “Well now, I’m sure you have a tale to tell!” 
  booms the smiling Pelor cleric, as his mace of 
  disruption destroys the last cringing undead 
  thing. “I hope you will share it over a large dinner! 
  Nothing spikes my hunger like a good battle 
  against the forces of evil!” 
   
  The characters may roleplay out their reports to 
  the Court members. Characters who impress with their 
  courage and information gathering will gain item 
  access based on APL. They gain Favor with the 
  Church of Pelor/ Meta Organization Influence 
  Point:  favors on the AR, as well as: 
  • 
  APL 10: blessed bandages (max. 10 ea.). 
  • 
  APL 12: Rod of Defiance, Lyre of the Restful Soul, 
  vest of legends. 
  • 
  APL 14: Tome of Understanding (+1), Tome of 
  Leadership and Influence (+1), Armor of Transport. 
  • 
  APL 16: Sunblade, Rod of Metamagic- Empower, 
  Rogues Vest. 
   
  Father Solas is a 17th level Cleric of Pelor, and may 
  offer to remove any ill effects on a player who uses the 
  Fellowship with the Church of Pelor for a donation 
  equal to the cost of a scroll of the same spell as per 
  DMG.  
   
  If any of Lady Maressa’s agents report that certain 
  characters did not work to protect the Sheldomar, they 
  will not receive this favor. 
   
  If Lothar Von Reiklande’s part in this is revealed, 
  the Court will promise to look in to matters. The NAW 
  wizard 
  is 
  unavailable 
  at 
  this 
  time 
  for 
  any 
  confrontations, having left Niole Dra. His whereabouts 
  are masked and currently unknown. He does have a 
  penchant for wiggling out of any blame and aspersions 
  due to his wealth and Keoish noble title. 
   
  Doctor Steamopolis III is apologetic for any 
  discomfort the process has caused. He was given a 
  laboratory and materials to work with by the NAW 
  (Lothar) and was duped by the wizard. He is guilty only 
  of being truly gnomish in all things. 
   
  DM NOTE: If the adventure is played during 
  June-July 2006, please fill out the critical events 
  summary for future installments and upcoming meta-
  regional interactives. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter Four 
  Defeat the Orc Raiders 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 19 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
   
  APL 16: 480 xp. 
  Encounter Six 
  Make an alliance with the Minotaur 
   
  APL 10-16: 420 xp. 
  Encounter Seven 
  Survive the avalanche 
   
  APL 10: 210 xp. 
   
  APL 12: 270 xp. 
   
  APL 14: 330 xp. 
   
  APL 16: 390 xp. 
  Encounter Thirteen 
  Defend the Court and Defeat the Undead 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
   
  APL 16: 480 xp. 
  Story Award 
  Return from the Plane of Shadow with information on 
  the Enemy 
   
  APL 10: 100 xp. 
   
  APL 12: 100 xp. 
   
  APL 14: 100 xp. 
   
  APL 16: 100 xp. 
  Discretionary roleplaying award 
   
  APL 10: 170 xp. 
   
  APL 12: 215 xp. 
   
  APL 14: 260 xp. 
   
  APL 16: 305 xp. 
  Total possible experience 
   
  APL 10: 1080 xp. 
   
  APL 12: 1305 xp. 
   
  APL 14: 1530 xp. 
   
  APL 16: 1755 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. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Four: 
  APL 10-16: L: 100 gp, C: 35 gp, M: ghost net (1333 
  gp) periapt  of wisdom +2 (667 gp), vest of resistance +2 
  (667 gp); full plate +1 (442 gp); +1 mace (385 gp), +1 
  undead bane greatclub (1384 gp), vest of resistance +1 
  (167 gp), +1 breastplate (225 gp), amulet of health +2 
  (667 gp), boots of speed (2,000 gp), +1 ghost strike short 
  sword (3,052 gp), +1 silvered short sword (385 gp), 5 
  +1 silver bolts (39 gp). 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
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  Encounter Thirteen:   
  APL 14: L: 0 gp, C: 10 gp, M: ring of counterspells 
  (667 gp). 
  APL 16: L: 0 gp, C: 10 gp, M: ring of counterspells 
  (667 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 10: L: 100 gp, C: 35 gp, M: 11,413 gp – Total: 
  11,548 gp (2,300 gp). 
  APL 12: L: 100 gp, C: 35 gp, M: 11,413 gp – Total: 
  11,548 gp (3,300 gp). 
  APL 14: L: 100 gp, C: 35 gp, M: 12,080 gp – Total: 
  12,215 gp (6,600 gp). 
  APL 16: L: 100 gp, C: 35 gp, M: 12,080 gp – Total: 
  12,215 gp (9,900 gp). 
  Items for the Adventure 
  Record 
  Special 
  � Favor with the Church of Pelor: For daring to 
  raid the Plane of Shadow, the Church of Pelor offers 
  this PC training, giving them permanent access to the 
  Sacred Purifier (Libris Mortis) prestige class.  In 
  addition, you may spend this Favor to gain one of the 
  following benefits.  Circle the benefit selected and 
  mark this Favor as USED when it is spent. 
  Access (Frequency: Adventure) to the following 
  weapon upgrades: ghost touch, sacred (Libris Mortis). 
  Access to the casting of any one divine spell at CL 18th 
  at normal NPC spellcasting costs. 
  � A Book of Forbidden Knowledge: This book 
  details information about forbidden necromantic lore.  
  A PC who can read Abyssal may take one hour to study 
  this book and receive a +2 competence bonus to skill 
  checks involving necromancy for the next twelve 
  hours. 
   
  In addition, this PC is now eligible to pursue the 
  True Necromancer (Libris Mortis) prestige class.  
  However, the moment this PC takes a single level in 
  that prestige class, they are removed from play in the 
  LG campaign and become an NPC for use by the 
  Sheldomar Valley Triads.  If you choose to take a level 
  in True Necromancer, please mark your final AR with 
  REMOVED 
  FROM 
  PLAY 
  and 
  then 
  email 
  scon40@aol.com with your name and email address and 
  your PC’s name, class(es), level(s), and home region.  
  Feel free to include a short background on your former 
  PC as well. 
   
  Market Price: 320 gp; Weight: 3 lbs. 
  � The Srivian Blessing: For your patriotic attempts 
  to give a proper military burial to the fallen Bissel 
  militia you uncovered in the Plane of Shadow, their 
  spirits provide a +2 sacred bonus to your next three 
  saving throws against necromantic or death spells or 
  effects.  Mark off the use of these bonuses here:        ❒   
         ❒          ❒ 
  � Disfavor of the Court of the Land: For failing to 
  accept the Court’s summons and requests, this PC is 
  prohibited from participating in any adventure that 
  features the Court of the Land. 
  � The Black Sabbath: You have been destroyed 
  while in transformed state.  For each death in this 
  manner during this adventure, you suffer a permanent 
  loss of 1 point of Con and a finger.  These losses can 
  only be removed by the casting of a restoration spell, 
  followed by a regeneration spell; both must be at CL 20th 
  or higher. 
  � Robe of Powerlessness: This PC wore a cursed 
  robe.  They are under the effects of the robe until the 
  curse is removed (as per the item’s entry in the Dungeon 
  Master’s Guide). 
  � Influence: This PC has gained one Influence Point 
  with 
  a 
  metaorganization 
  they 
  currently 
  have 
  membership in. 
   
  Name 
  of 
  Organization: 
  _______________________________________________________________ 
  Item Access 
  APL 10: 
  • 
  +1 Bane (Undead) Greatclub (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 Ghost Strike Short Sword (Adventure; Libris Mortis) 
  • 
  Arcane Scroll of Transmute Rock to Mud (CL 7th; 
  Adventure; DMG) 
  • 
  Blessed Bandages (Adventure; Heroes of Battle; Limit 5) 
  • 
  Book of Forbidden Knowledge (Adventure; See Above) 
  • 
  Boots of Speed (Adventure; Dungeon Master’s Guide) 
  • 
  Ectoplasmic Ichor (Adventure; Libris Mortis; Limit 5) 
  • 
  Everfull Mug w/ Symbol of House Medig (Adventure; 
  A&EG) 
  • 
  Ghost Net (Adventure; Libris Mortis) 
  • 
  Goggles of Lifesight (Adventure; Libris Mortis) 
  • 
  Lichbane Positoxin (Adventure; Libris Mortis; Limit 5) 
  • 
  Nyoptic Manuscripts (Adventure; Libris Mortis) 
  • 
  Wand of Cause Moderate Wounds (CL 3rd; Adventure; 
  DMG) 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
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  APL 12 (all of APL 10 plus the following): 
  • 
  Lyre of the Restful Soul (Adventure; Libris Mortis) 
  • 
  Rod of Defiance (Adventure; Libris Mortis) 
  • 
  Vest of Legends (Adventure; Dungeon Master’s Guide II) 
   
  APL 14 (all of APLs 10, 12 plus the following): 
  • 
  Armor of Transport (Adventure; Heroes of Battle) 
  • 
  Tome of Leadership and Influence +1 (Adventure; 
  DMG) 
  • 
  Tome of Understanding +1 (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 16 (all of APLs 10, 12, 14 plus the following): 
  • 
  Metamagic Rod, Empower (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Rogues Vest (Adventure; Dungeon Master’s Guide II) 
  • 
  Sunblade (Adventure; Dungeon Master’s Guide) 
   
   
  
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  Appendix One – APL 10 
  Encounters 
  Encounter Three: ‘War Pigs’ (EL 10) 
   
  Orc Grunts of the Jagged Blade Tribe (2): male Orc 
  Barbarian/Warriors Brb2/War2 (worship Shargaas); 
  CR 3; Medium Humanoid (Orc); HD 2d12+2d8+8; hp 
  36, Init +1; Spd 40 ft., AC 16 (+1 Dex, +5 Armor), touch 
  11, flat-footed 15; Base Atk +4; Grp +9;  Atk +9 
  (2d4+7/18-20, falchion) or +5 ranged (entangle, net); 
  SA Rage 1/day; SQ darkvision 60 ft; AL NE; SV Fort +8, 
  Ref +1, Will +1; Str 20, Dex 13, Con 14, Int 8, Wis 8, 
  Cha 6.  
   
  Skills and Feats: Climb +7, Knowledge (religion) +1, 
  Listen +3; Exotic Weapon Proficiency (Net), Iron Will. 
  Rage (Ex):  When they rage, they receive the 
  following changes: AC 14, flat-footed 13, touch 9 hp 44 
  (4HD) Fort +10, Will +3, Melee Falchion +11 
  (2d4+9/18-20) Grp +11 Abilities Str 24, Con 18. 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, falchion, 
  breastplate, battle axe. 
  One orc possesses a ghost net* (for use vs. 
  incorporeal). 
  Orc Clerics Shargaas (2): male Orc Clr 3 (worship 
  Shargaas); CR 3; Medium Humanoid (Orc); HD 3d8+6; 
  hp 22, Init +0; Spd 20 ft., AC 17, touch 10, flat-footed 17 
  (+7 Armor); Base Atk +2; Grp +3;  Atk +3 (1d8+1, heavy 
  mace); SA Spells; rebuke SQ darkvision 60 ft; AL NE; 
  SV Fort +5, Ref +1, Will +6; Str 12, Dex 10, Con 14, Int 
  7 Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +4 (+8 Defensively), 
  Knowledge (religion) +4, Combat Casting, Improved 
  Turning (+1 turn checks). 
  Rebuke Undead (Su): Can rebuke undead 4/day. 
  A rebuking check is made on 1d20+3; rebuking 
  damage is equal to 2d6+5 on a successful check. Note: 
  Their base turning level is 4 since they have Improved 
  Turning. 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level.  
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, half plate, 
  mace. 
   
  *Domain spell. Domains: Death; Trickery. 
   
  Cleric Spells Known (4/3/2; base DC = 13 + spell 
  level): 0— cure minor wounds, detect magic, mending, 
  resistance: 1st— cure light wounds, detect undead, protection 
  from good d, remove fear; 2nd— cure moderate wounds (DC 
  15) x2, invisibility. d  
  Black Moon; Orc Cleric of Shargaas: male Orc Clr 6 
  (worship Shargaas); CR 6; Medium Humanoid (Orc); 
  HD 6d8+12; hp 46; Init +0; Spd 20 ft., AC 19, touch 10, 
  flat-footed 19 (+9, +1 full plate); Base Atk +4;Grp +5;  Atk 
  +7 (1d8+2, heavy mace); SA Spells; rebuke SQ 
  darkvision 60 ft; AL NE; SV Fort +9, Ref +4, Will +12; 
  Str 12, Dex 10, Con 14, Int 6 Wis 18, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (religion) 
  +6, 
  Concentration +8; Improved Turning, Iron Will, 
  Quicken Turning. 
  Rebuke Undead (Su): Can rebuke undead 5/day. 
  A rebuking check is made on 1d20+4, rebuking 
  damage is equal to 2d6+9 on a successful check. Note: 
  his base turning level is 7 since he has Improved 
  Turning. 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level.  
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, periapt  of 
  wisdom +2, vest of resistance +2; full plate +1; masterwork 
  mace. 
   
  *Domain spell. Domains: Death; Trickery. 
   
  Cleric Spells Known (5/5/5/4; base DC = 14 + spell 
  level): 0— cure minor wounds, detect magic, guidance, 
  mending, resistance; 1st— cure light wounds, detect undead, 
  protection from goodd, remove fear, silence; 2nd— cure 
  moderate wounds (x2), ghost touch armor, invisibilityd, 
  remove paralysis,  3rd- cure serious wounds, dispel magic, 
  nondetectiond, searing light.  
  Bonzo, half-orc “Drummer” male: Brb3/Ftr2/Pious 
  Templar 1 (worship Shargaas); CR 6; Medium 
  Humanoid (Half-Orc);  HD 3d12+3d10+24; hp 68, Init 
  +0; Spd 40 ft., AC 16, touch 10, flat-footed 16 (+1 Dex, 
  +6 +1 breastplate); Base Atk +6; Grp +10;  Atk +12/+7 
  (1d10+8, +1 undead bane greatclub) vs. Undead +14 
  hit/+9 hit (1d10+11plus 2d6 undead bane, greatclub); 
  SA dark vision 60 ft, Orc Blood, Fast Movement, Rage 
  1/day, Uncanny Dodge, Trap Sense +1, Mettle; SQ 
  darkvision 60 ft.; AL NE; SV Fort +13, Ref +1, Will +6; 
  Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 6.  
   
  Skills and Feats: Jump +8, Knowledge (Religion) +6, 
  Listen +12, Weapon Focus (Great Club), True Believer, 
  Power Attack b, Cleaveb, Weapon Specialization (Great 
  Club)b, Iron Will. 
  Rage (Ex):  When he rages, the Bongo has the 
  following changed statistics: AC 14, flat-footed 14, 
  touch 8; hp 80 (6HD) Fort +15, Will +8, Melee vs. 
  undead: +16 hit/+11 hit (1d10+14 plus 2d6 vs. 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
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  undead/x2+1 undead bane greatclub) Grp +12 Abilities: 
  Str 22, Con 22. 
  Mettle: 
   If Bonzo makes a successful Will or 
  Fortitude saving throw that would normally reduce the 
  spells effect, he suffers no effect from the spell at all. 
  Possessions: 2 vials of holy water, +1 undead bane 
  great club (+2, +2d6 vs. undead), vest of resistance +1, +1 
  breastplate, amulet of health +2, masterwork great club. 
  Wasp: female half-orc Rng2/Rog4; CR 6; Medium 
  Humanoid (Orc); HD 2d8+4d6+12; hp 41; Init +3; Spd 
  30 ft., AC 18, touch 13, flat-footed 17 (+3 Dex, +1 shield, 
  +4 armor); Base Atk +5; Grp: +9;  Atk +10 (1d6+5/19-20, 
  +1 ghost strike short sword) or +8/+8 (1d6+5/19-20;+1 ghost 
  strike short sword) and (1d6+4/19-20;+1 silvered short 
  sword)  or +8 ranged (1d8/19-20 light crossbow); SA 
  Sneak Attack +2d6 dmg; SQ trap sense +1, Uncanny 
  Dodge, Evasion, favored enemy: Undead +2 damage 
  and skill checks; Track; AL NE; SV Fort +7, Ref +9, Will 
  +1; Str 18, Dex 16, Con 14, Int 10, Wis 10, Cha 6.   
   
  Skills and Feats: Hide +11, Move Silently +11, Spot 
  +8, Survival +4, Tumble +11; Dodge, Mobility, Spring 
  Attack, Weapon Focus (Short sword), Two Weapon 
  Fighting, Track. 
   
  Favored Enemy (Undead): +2 Damage and skill 
  checks vs. Undead. 
   
  Possessions: buckler, chain shirt, +1 ghost strike* 
  short sword (see Appendix), +1 silvered short sword, 2 
  tanglefoot bags, masterwork light crossbow, 15 bolts, 5 
  +1 silver bolts, masterwork thieves tools. 
  She carries a stone with silence precast upon it, and 
  starts the combat invisible, and 30 ft. within the 
  cemetery entrance. She will keep her distance from the 
  clerics, but toss the stone if she needs healing. 
  *See DM Appendix for ghost strike properties. 
  
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  Appendix Two – APL 12 
  Encounters 
  Encounter Three: ‘War Pigs’(EL 12)  
  Orc Grunts of the Jagged Blade Tribe (6): male Orc 
  Barbarian/Warriors Brb2/War2 (worship Shargaas); 
  CR 3; Medium Humanoid (Orc); HD 2d12+2d8+8; hp 
  36, Init +1; Spd 40 ft., AC 16 (+1 Dex, +5 Armor), touch 
  11, flat-footed 15; Base Atk +4; Grp +9;  Atk +9 
  (2d4+7/18-20, falchion) or +5 ranged (entangle, net); 
  SA Rage 1/day; SQ darkvision 60 ft; AL NE; SV Fort +8, 
  Ref +1, Will +1; Str 20, Dex 13, Con 14, Int 8, Wis 8, 
  Cha 6.  
   
  Skills and Feats: Climb +7, Knowledge (religion) +1, 
  Listen +3; Exotic Weapon Proficiency (Net), Iron Will. 
  Rage (Ex):  When they rage, they receive the 
  following changes: AC 14, flat-footed 13, touch 9 hp 44 
  (4HD) Fort +10, Will +3, Melee Falchion +11 
  (2d4+9/18-20) Grp +11 Abilities Str 24, Con 18 
  Light Sensitivity (EX): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, falchion, 
  breastplate, battle axe. 
  One orc possesses a ghost net* (for use vs. 
  incorporeal). 
  Orc Clerics Shargaas (3): male Orc Clr 3 (worship 
  Shargaas); CR 3; Medium Humanoid (Orc); HD 3d8+6; 
  hp 22, Init +0; Spd 20 ft., AC 17, touch 10, flat-footed 17 
  (+7 Armor); Base Atk +2;Grp +3;  Atk +3 (1d8+1, mace); 
  SA Spells; rebuke SQ darkvision 60 ft; AL NE; SV Fort 
  +5, Ref +1, Will +6; Str 12, Dex 10, Con 14, Int 7 Wis 
  16, Cha 12. 
    
  Skills and Feats: Concentration +4 (+8 Defensively), 
  Knowledge (religion) +4, Combat Casting, Improved 
  Turning (+1 turn checks). 
  Rebuke Undead (Su): Can rebuke undead 4/day. 
  A rebuking check is made on 1d20+3; rebuking 
  damage is equal to 2d6+5 on a successful check. Note: 
  Their base turning level is 4 since they have Improved 
  Turning. 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level.  
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, half plate, 
  mace. 
   
  *Domain spell. Domains: Death; Trickery. 
   
  Cleric Spells Known (4/3/2; base DC = 13 + spell 
  level): 0— cure minor wounds, detect magic, mending, 
  resistance; 1st— cure light wounds, detect undead, protection 
  from good d, remove fear; 2nd— cure moderate wounds (DC 
  15) x2, invisibility d. 
  Black Moon; Orc Cleric of Shargaas: male Orc Clr 8 
  (worship Shargaas); CR 8; Medium Humanoid (Orc); 
  HD 8d8+16; hp 60, Init +0; Spd 20 ft., AC 19, touch 10, 
  flat-footed 19 (+9, +1 full plate); Base Atk +6;Grp +7;  
  Atk: +9/+4 (1d8+3 mace); SA Spells; rebuke SQ 
  darkvision 60 ft; AL NE; SV Fort +10, Ref +4, Will +14; 
  Str 12, Dex 10, Con 14, Int 7 Wis 18, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (religion) 
  +8, 
  Concentration +10; Improved Turning, Iron Will, 
  Quicken Turning. 
  Rebuke Undead (Su): Can rebuke undead 5/day. 
  A rebuking check is made on 1d20+4, rebuking 
  damage is equal to 2d6+11 on a successful check. Note: 
  his base turning level is 9 since he has Improved 
  Turning. 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level.  
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, periapt  of 
  wisdom +2, vest of resistance +2; full plate +1; +1 mace.  
   
  *Domain spell. Domains: Death; Trickery 
   
  Cleric Spells Known (6/5/4/4/2; base DC = 14 + 
  spell level): 0— cure minor wounds, detect magic, guidance, 
  mending (x2), resistance; 1st— cure light wounds, detect 
  undead, protection from goodd, remove fear (x2), silence; 
  2nd— cure moderate wounds, ghost touch armor, invisibility 
  d, remove paralysis; 3rd- cure serious wounds, dispel magic, 
  nondetectiond, searing light (x2); 4th- cure critical wounds, 
  divine power, unholy blight. d 
  Bonzo, male half-orc “Drummer”: Brb3/Ftr2/Pious 
  Templar 3 (worship Shargaas); CR 8; Medium 
  Humanoid (1/2 Orc);  HD 3d12+5d10+32; hp 88, Init 
  +0; Spd 40 ft., AC 16, touch 10, flat-footed 16 (+1 Dex, 
  +6 +1 breastplate); Base Atk +8; Grp +12;  Atk +14/+9 
  melee (1d10+9, +1 undead bane greatclub) vs. Undead 
  +16/+11 melee (1d10+11 plus 2d6 undead bane, +1 
  undead bane greatclub); SA dark vision 60 ft, Orc Blood, 
  Fast Movement, Rage 1/day, Uncanny Dodge, Trap 
  Sense +1, Mettle, Smite 1/day, Damage Reduction 1/-; 
  SQ darkvision 60’; AL NE; SV Fort +14, Ref +2, Will +7; 
  Str 18, Dex 11, Con 18, Int 10, Wis 10, Cha 6.  
   
  Skills and Feats: Jump +12, Knowledge (Religion) 
  +6, Listen +12, Weapon Focus (Great Club)b, True 
  Believer, 
  Power 
  Attack 
  b, 
  Cleaveb, 
  Weapon 
  Specialization (Great Club), Iron Will. 
  Rage (Ex):  When he rages, Bonzo has the 
  following changed statistics: AC 14, flat-footed 14, 
  touch 8 hp 104 (8HD) Fort +16, Will +9, Melee vs. 
  
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  undead: +16 hit/+11 hit (1d10+14 plus 2d6 vs. 
  undead/x2+1 undead bane greatclub) Grp +14 Abilities: 
  Str 22, Con 22 
  Smite: 1/day, Bonzo may make a single melee 
  attack against good opponents with a +4 attack bonus 
  and a +3 damage bonus. 
  Mettle: 
   If Bonzo makes a successful Will or 
  Fortitude saving throw that would normally reduce the 
  spells effect, he suffers no effect from the spell at all. 
  Possessions: 2 vials of Holy water, +1 undead bane 
  great club (+2, plus 2d6 vs. undead), vest of resistance +1, +1 
  breastplate, amulet of health +2, boots of speed; masterwork 
  great club. 
  Wasp: female half-orc Rng2/Rog6; CR 8; Medium 
  Humanoid (Orc); HD 2d8+6d6+16; hp 53; Init +3; Spd 
  30 ft., AC 18, touch 13, flat-footed 17 (+3 Dex, +1 shield, 
  +4 armor); Base Atk +6;Grp: +10;  Atk +12/+7 melee 
  (1d6+5/19-20, +1 ghost strike short sword) or +10/+10 
  melee (1d6+5/19-20,+1 ghost strike short sword) and 
  (1d6+4/19-20;+1 silvered short sword)  or +10 ranged 
  (1d8/19-20 light crossbow); SA Sneak Attack +3d6 
  dmg; SQ trap sense +1, Uncanny Dodge, Evasion, 
  favored enemy: Undead +2 damage and skill checks; 
  Track; AL NE; SV Fort +8, Ref +10, Will +1; Str 18, Dex 
  16, Con 14, Int 10, Wis 10, Cha 6.   
   
   
  Skills and Feats: Hide +11, Move Silently +11, Spot 
  +8, Survival +4, Tumble +11; Dodge, Mobility, Spring 
  Attack, Two Weapon Fighting, Track. 
   
  Favored Enemy (Undead): +2 Damage and skill 
  checks vs. Undead. 
   
  Possessions: buckler, chain shirt, +1 ghost strike* 
  short sword (see Appendix), +1 silvered short sword, 2 
  tanglefoot bags, masterwork light crossbow, 15 bolts, 5 
  +1 silver bolts, masterwork thieves tools. 
  She carries a stone with silence precast upon it, and 
  starts the combat invisible, and 30 ft. within the 
  cemetery entrance. She will keep her distance from the 
  clerics, but toss the stone if she needs healing. 
  *See DM Appendix for Ghost Strike properties. 
  
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  Appendix Three – APL 14 
  Encounters 
  Encounter Three: ‘War Pigs’ (EL 14) 
   
  Orc Grunts of the Jagged Blade Tribe (6): male Orc 
  Barbarian/Warriors Brb4/War2 (worship Shargaas); 
  CR 5; Medium Humanoid (Orc); HD 4d12+2d8+12; hp 
  54, Init +1; Spd 40 ft., AC 16 (+1 Dex, +5 Armor), touch 
  11, flat-footed 15; Base Atk +6; Grp +11;  Atk: +11 
  (2d4+7/18-20 falchion) or +7 ranged (entangle, net); SA 
  Rage 2/day; SQ darkvision 60 ft; AL NE; SV Fort +9, 
  Ref +2, Will +2; Str 20, Dex 13, Con 14, Int 8, Wis 8, 
  Cha 6.  
   
  Skills and Feats: Climb +7, Knowledge (religion) +1, 
  Listen +3; Exotic Weapon Proficiency (Net), Iron Will, 
  Power Attack. 
  Rage (Ex):  When they rage, they receive the 
  following changes: AC 14, flat-footed 13, touch 9; hp 
  66 (6HD) Fort +11, Will +4, Melee Falchion +13 
  (2d4+9/18-20) Grp +13 Abilities Str 24, Con 18. 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, falchion, 
  breastplate, battle axe. 
  One orc possesses a ghost net* (for use vs. 
  incorporeal). 
  Orc Clerics Shargaas (3): male Orc Clr 5 (worship 
  Shargaas); CR 5; Medium Humanoid (Orc); HD 
  5d8+10; hp 36, Init +0; Spd 20 ft., AC 17, touch 10, flat-
  footed 17 (+7 Armor); Base Atk +3; Grp +4;  Atk: +4 
  (1d8+1, mace); SA Spells; rebuke SQ darkvision 60 ft; 
  AL NE; SV Fort +6, Ref +1, Will +7; Str 12, Dex 10, Con 
  14, Int 7 Wis 16, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6 
  (+10 
  Defensively),, Knowledge (religion) +4, Combat 
  Casting, Improved Turning (+1 turn checks). 
  Rebuke Undead (Su): Can rebuke undead 4/day. 
  A rebuking check is made on 1d20+3; rebuking 
  damage is equal to 2d6+7 on a successful check. Note: 
  Their base turning level is 6 since they have Improved 
  Turning. 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level.  
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, half plate, 
  mace. 
   
  *Domain spell. Domains: Death; Trickery. 
   
  Cleric Spells Known (5/5/4/3; base DC = 13 + spell 
  level): 0— cure minor wounds (x2), detect magic, mending, 
  resistance; 1st— cure light wounds (x2), detect undead, 
  protection from goodd, remove fear; 2nd— cure moderate 
  wounds (DC 15) (x2),  invisibilityd, remove paralysis; 3rd – 
  cure serious wounds, nondetectiond, searing light. 
  Black Moon; Orc Cleric of Shargaas: male Orc Clr 
  10 (worship Shargaas); CR 10; Medium Humanoid 
  (Orc); HD 10d8+20; hp 74, Init +0; Spd 20 ft., AC 19, 
  touch 10, flat-footed 19 (+9, +1 full plate); Base Atk +7; 
  Grp +8;  Atk +10/+5 melee (1d8+3, mace); SA Spells; 
  rebuke SQ darkvision 60 ft; AL NE; SV Fort +11, Ref 
  +5, Will +15; Str 12, Dex 10, Con 14, Int 8 Wis 18, Cha 
  14. 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (religion) 
  +8, 
  Concentration +12; Extra Turning, Improved Turning, 
  Iron Will, Quicken Turning. 
  Rebuke Undead (Su): Can rebuke undead 9/day. 
  A rebuking check is made on 1d20+5, rebuking 
  damage is equal to 2d6+14 on a successful check. Note: 
  his base turning level is 11 since he has Improved 
  Turning. 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level.  
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, periapt  of 
  wisdom +2, vest of resistance +2; full plate +1; +1 mace.  
   
  *Domain spell. Domains: Death; Trickery. 
   
  Cleric Spells Known (6/6/6/5/4/3; base DC = 14 + 
  spell level): 0— cure minor wounds, detect magic, guidance, 
  mending (x2), resistance; 1st— cure light wounds, detect 
  undead, protection from good d, remove fear (x2), silence; 
  2nd— cure moderate wounds, ghost touch armor, 
  invisibilityd, remove paralysis;  3rd- cure serious wounds, dispel 
  magic, nondetectiond, searing light (x2); 4th- cure critical 
  wounds, divine power, unholy blight d; 5th – disrupting 
  weapon, mass cure light wounds, slay livingd 
  Bonzo, male half-orc “Drummer”: Brb3/Ftr2/Pious 
  Templar 5 (worship Shargaas); CR 10; Medium 
  Humanoid (1/2 Orc);  HD 3d12+7d10+40; hp 108, Init 
  +0; Spd 40 ft., AC 16, touch 10, flat-footed 16 (+1 Dex, 
  +6 +1 breastplate); Base Atk +10;Grp +14;  Atk: +16 
  hit/+11 hit (1d10+9, 19-20, +1 undead bane greatclub) vs. 
  Undead +18/+13 (1d10+11plus 2d6 undead bane/19-20, 
  +1 undead bane greatclub); SA dark vision 60 ft, Orc 
  Blood, Fast Movement, Rage 1/day, Uncanny Dodge, 
  Trap Sense +1, Mettle, Smite 1/day, Damage Reduction 
  1/-; SQ darkvision 60’; AL NE; SV Fort +15, Ref +4, 
  Will +8; Str 18, Dex 11, Con 18, Int 10, Wis 10, Cha 6.  
   
  Skills and Feats: Jump +14, Knowledge (Religion) 
  +8, Listen +12, Weapon Focus (Great Club), True 
  Believer, 
  Power 
  Attack 
  b, 
  Cleaveb, 
  Weapon 
  
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  Specialization (Great Club), Iron Will, Improved 
  Critical (Great Club), Lightning Reflexes. 
  Rage (Ex):  When he rages, Bonzo has the 
  following changed statistics: AC 14, flat-footed 14, 
  touch 8; hp 128 (10HD) Fort +17, Will +10, Melee vs. 
  undead: +20 hit/+15 hit (1d10+14 plus 2d6 vs. undead, 
  19-20/x2+1 undead bane greatclub) Grp +17 Abilities: 
  Str 22, Con 22. 
  Smite: 1/day, Bonzo may make a single melee 
  attack against good opponents with a +4 attack bonus 
  and a +5 damage bonus. 
  Mettle: 
   If Bonzo makes a successful Will or 
  Fortitude saving throw that would normally reduce the 
  spells effect, he suffers no effect from the spell at all. 
  Possessions: 2 vials of holy water, +1 undead bane 
  great club (+2, +2d6 vs. undead), vest of resistance +1, +1 
  breastplate, amulet of health +2, boots of speed; masterwork 
  great club. 
  Wasp: female half-orc Rng2/Rog8; CR 10; Medium 
  Humanoid (Orc); HD 2d8+8d6+20; hp 65; Init +3; Spd 
  30 ft., AC 18, touch 13, flat-footed 17 (+3 Dex, +1 shield, 
  +4 armor); Base Atk +8; Grp +12;  Atk +14/+9 melee 
  (1d6+5/19-20, +1 ghost strike short sword) or +12/+12 
  melee (1d6+5/19-20;+1 ghost strike short sword) and 
  (1d6+4/19-20;+1 silvered short sword)  or +12 ranged 
  (1d8/19-20 light crossbow); SA Sneak Attack +4d6 
  dmg; SQ trap sense +2, improved uncanny dodge, 
  evasion, favored enemy: Undead +2 dmg/skill checks; 
  Track; AL NE; SV Fort +8, Ref +11, Will +2; Str 18, Dex 
  16, Con 14, Int 10, Wis 10, Cha 6.   
   
  Skills and Feats: Hide +13, Move Silently +13, Spot 
  +10, Survival +6, Tumble +13; Dodge, Mobility, Spring 
  Attack, Weapon Focus (Short sword), Two Weapon 
  Fighting, Track. 
   
  Favored Enemy (Undead): +2 Damage and skill 
  checks vs. Undead. 
  Possessions: buckler, chain shirt, +1 ghost strike* 
  short sword (see Appendix), +1 silvered short sword, 2 
  tanglefoot bags, masterwork light crossbow, 15 bolts, 5 
  +1 silver bolts, masterwork thieves tools. 
  She carries a stone with silence precast upon it, and 
  starts the combat invisible, and 30 ft. within the 
  cemetery entrance. She keeps her distance from the 
  clerics, but tosses the stone if she needs healing. 
  *See DM Appendix for ghost strike properties. 
  
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  Appendix Four – APL 16 
  Encounters 
  Encounter Three: ‘War Pigs’ (EL 16) 
   
  Orc Grunts of the Jagged Blade Tribe (6): male Orc 
  Barbarian/Warriors Brb6/War2 (worship Shargaas); 
  CR 7; Medium Humanoid (Orc); HD 6d12+2d8+16; hp 
  73, Init +1; Spd 40 ft., AC 17 (+1 Dex, +6 Armor), touch 
  11, flat-footed 16; Base Atk +8; Grp +13;  Atk +14/+9  
  melee (2d4+8/18-20, falchion) or +9 ranged (entangle, 
  net); SA Rage 2/day; SQ darkvision 60 ft., trap sense +2, 
  uncanny dodge; AL NE; SV Fort +10, Ref +3, Will +4; 
  Str 20, Dex 13, Con 14, Int 8, Wis 8, Cha 6.  
   
  Skills and Feats: Climb +9, Knowledge (religion) +1, 
  Listen +5; Exotic Weapon Proficiency (Net), Iron Will, 
  Power Attack 
  Rage (Ex):  When they rage, they receive the 
  following changes: AC 14, flat-footed 13, touch 9; hp 
  89 (8HD) Fort +12, Will +6, Melee Falchion +16/+11 
  (2d4+10/18-20) Grp +15 Abilities Str 24, Con 18 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, +1 falchion, +1 
  breastplate, battle axe 
   
  One orc possesses a ghost net* (for use vs. 
  incorporeal). 
  Orc Clerics Shargaas (3): male Orc Clr 7 (worship 
  Shargaas); CR 7; Medium Humanoid (Orc); HD 
  7d8+14; hp 52, Init +0; Spd 20 ft., AC 17, touch 10, flat-
  footed 17 (+7 Armor); Base Atk +5;Grp +6;  Atk: +6 
  (1d8+1 mace); SA Spells; rebuke SQ darkvision 60 ft; 
  AL NE; SV Fort +7, Ref +2, Will +8; Str 12, Dex 10, Con 
  14, Int 7 Wis 16, Cha 12. 
    
  Skills 
  and 
  Feats: 
  Concentration 
  +8 
  (+12 
  Defensively), Knowledge (religion) +4, Combat 
  Casting, Improved Turning (+1 turn checks), Extra 
  Turning. 
  Rebuke Undead (Su): Can rebuke undead 8/day. 
  A rebuking check is made on 1d20+3; rebuking 
  damage is equal to 2d6+9 on a successful check. Note: 
  Their base turning level is 8 since they have Improved 
  Turning. 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level.  
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, half plate, 
  mace. 
   
  *Domain spell. Domains: Death; Trickery. 
   
  Cleric Spells Known (6/6/5/4/2; base DC = 13 + spell 
  level): 0— cure minor wounds(x2), detect magic, mending, 
  resistance (x2); 1st— cure light wounds (x3), detect undead, 
  protection from good d, remove fear; 2nd— cure moderate 
  wounds (DC 15) (x3),  invisibility d, remove paralysis; 3rd – 
  cure serious wounds), nondetectiond, searing light (x2); 4th – 
  cure critical wounds,  death wardd 
  Black Moon; Orc Cleric of Shargaas: male Orc Clr 
  12 (worship Shargaas); CR 12; Medium Humanoid 
  (Orc); HD 12d8+24; hp 88, Init +0; Spd 20 ft., AC 19, 
  touch 10, flat-footed 19 (+9, +1 full plate); Base Atk +9; 
  Grp +10;  Atk +12/+7 melee (1d8+3, mace); SA Spells; 
  rebuke SQ darkvision 60 ft; AL NE; SV Fort +12, Ref 
  +8, Will +16; Str 12, Dex 10, Con 14, Int 8 Wis 18, Cha 
  14. 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (religion) 
  +8, 
  Concentration +12; Extra Turning, Improved Turning, 
  Iron Will, Quicken Turning, Lightning Reflexes. 
  Rebuke Undead (Su): Can rebuke undead 9/day. 
  A rebuking check is made on 1d20+5, rebuking 
  damage is equal to 2d6+16 on a successful check. Note: 
  his base turning level is 13 since he has Improved 
  Turning. 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of equal 
  or higher level.  
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: 2 vials of holy water, periapt  of 
  wisdom +2, vest of resistance +2; full plate +1; +1 mace.  
  *Domain spell. Domains: Death; Trickery. 
   
  Cleric Spells Known (6/7/6/6/5/4/3; base DC = 14 + 
  spell level): 0— detect magic, resistance, mending, cure 
  minor wounds, mending, guidance 1st— cure light wounds 
  (x2), detect undead, remove fear(x2), silence, protection from 
  good d 2nd— cure moderate wounds (x3), ghost touch armor, 
  remove paralysis, invisibility d  3rd- cure serious wounds (x2), 
  dispel magic, searing light (x2), nondetection d 4th- cure critical 
  wounds (x3), divine power, unholy blight d  5th – disrupting 
  weapon, mass cure light wounds (x2), slay livingd 6th – 
  misleadd, heal, mass cure moderate wounds 
  Bonzo, male half-orc “Drummer”: Brb3/Ftr2/Pious 
  Templar 7 (worship Shargaas); CR 12; Medium 
  Humanoid (1/2 Orc);  HD 3d12+9d10+48; hp 128, Init 
  +0; Spd 40 ft., AC 17, touch 11, flat-footed 16 (+1 Dex, 
  +6 +1 breastplate); Base Atk +12; Grp +16;  Atk 
  +18/+13/+8 (1d10+9/19-20 +1 undead bane greatclub) vs. 
  Undead +20/+15/+10 melee (1d10+11/19-20 plus 2d6 
  undead bane, +1 undead bane greatclub); SA dark vision 
  60 ft, Orc Blood, Fast Movement, Rage 1/day, Uncanny 
  Dodge, Trap Sense +1, Mettle, Smite 2/day, Damage 
  Reduction 2/-; SQ darkvision 60’; AL NE; SV Fort +16, 
  Ref +5, Will +9; Str 18, Dex 12, Con 18, Int 10, Wis 10, 
  Cha 6.  
  
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  Skills and Feats: Jump +14, Knowledge (Religion) 
  +8, Listen +12, Weapon Focus (Great Club), True 
  Believer, Power Attack 
  b, Cleaveb, Great Cleave, 
  Weapon Specialization (Great Club)b, Iron Will, 
  Improved Critical (Great Club), Lightning Reflexes. 
  Rage (Ex):  When he rages, Bonzo has the 
  following changed statistics: AC 15, flat-footed 14, 
  touch 9; hp 152 (10HD) Fort +19, Will +11, Melee vs. 
  undead: +22 hit/+17 hit /+12 (1d10+14/19-20 plus 2d6 
  undead bane, +1 undead bane greatclub); Grp +18; 
  Abilities: Str 22, Con 22. 
  Smite: 2/day, Bonzo may make a single melee 
  attack against good opponents with a +4 attack bonus 
  and a +7 damage bonus. 
  Mettle: 
   If Bonzo makes a successful Will or 
  Fortitude saving throw that would normally reduce the 
  spells effect, he suffers no effect from the spell at all. 
  Possessions: 2 vials of holy water, +1 undead bane 
  great club (+2, +2d6 vs. undead), vest of resistance +1, +1 
  breastplate, amulet of health +2, boots of speed; masterwork 
  great club. 
  Wasp: female half-orc Rng2/Rog10; CR 12; Medium 
  Humanoid (Orc); HD 2d8+10d6+24; hp 77; Init +3; Spd 
  30 ft., AC 18, touch 13, flat-footed 17 (+3 Dex, +1 shield, 
  +4 armor); Base Atk +9; Grp: +13;  Atk: +15/+10 melee 
  (1d6+5/19-20, +1 ghost strike short sword) or +13/+13 
  melee (1d6+5/19-20;+1 ghost strike short sword) and 
  (1d6+4/19-20; +1 silvered short sword)  or +13 ranged 
  (1d8/19-20 light crossbow); SA Sneak Attack +5d6 
  dmg; SQ trap sense +2, improved uncanny dodge, 
  improved evasion, favored enemy: Undead +2 
  dmg/skill checks; Track; AL NE; SV Fort +9, Ref +12, 
  Will +3; Str 18, Dex 17, Con 14, Int 10, Wis 10, Cha 6.   
   
  Skills and Feats: Hide +15, Move Silently +15, Spot 
  +12, Survival +8, Tumble +15; Blind-fight, Dodge, 
  Mobility, Spring Attack, Weapon Focus (Short sword), 
  Two Weapon Fighting, Track. 
   
  Favored Enemy (Undead): +2 Damage and skill 
  checks vs. Undead. 
  Possessions: buckler, chain shirt, +1 ghost strike* 
  short sword (see Appendix), +1 silvered short sword, 2 
  tanglefoot bags, masterwork light crossbow, 15 bolts, 5 
  +1 silver bolts, masterwork thieves tools. 
  She carries a stone with silence precast upon it, and 
  starts the combat invisible, and 30 ft. within the 
  cemetery entrance. She keeps her distance from the 
  clerics, but tosses the stone if she needs healing. 
  *See DM Appendix for ghost strike properties.. 
   
   
  
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  Appendix Five - One Horn 
  One Horn, Minotaur Pal12: CR 16; large Monstrous 
  Humanoid (7 ft., 2 in. tall); HD 6d8 + 12d10+60; hp 
  154; Init +1; Spd 30 ft.; Space/Reach: 10 ft/10ft; AC 25 
  (+9 +1 ghost touch full plate, +5 natural armor, +2 ring of 
  protection +2, -1 size); touch 10,  flat-footed 25; 
  BaseAttack +27/+22/+17/+12 melee; Grp +31;  Full Atk 
  +29/+24/+19/+14 (2d6+15 + holy dmg if applicable, 
  large falchion/15-20); SA Powerful Charge 4d6+6, 
  Natural Weapon (Gore) 1d8; Smite Evil 3/day; SQ 
  Darkvision 60ft, Natural Cunning, Scent, Aura of 
  Good, Detect Evil, Divine Grace, Divine Health, Turn 
  Undead, Remove Disease 3/week; SV Fort +20, Ref 
  +14, Will +17; AL LG; Str 24(28), Dex 10, Con 18(20), 
  Int 10, Wis 14, Cha 16(20). 
   
  Skills and feats: Intimidate +10, Diplomacy, +8; 
  Listen +11; Spot +9; Knowledge Religion +6; 
  Knowledge Nobility: +5,  Power Attack, Weapon 
  Focus: Falchion, Cleave, Great Cleave, Extra Turning, 
  Divine Might, Divine Vigor 
   
  Powerful Charge (Ex): A minotaur typically 
  begins a battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition to 
  the normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack that deals 4d6+6 
  points of damage. 
   
  Natural Cunning (Ex): Although minotaurs are 
  not especially intelligent, they possess innate cunning 
  and logical ability. This makes them immune to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further, they are never 
  caught flat-footed. 
   
  Special Mount (Sp): Bull, +6 bonus HD, +8 Nat 
  Armor, +3 STR, 8 Int, Command creatures of its kind, 
  Improved Speed, Improved Evasion, share spells, share 
  saving throws, Empathic link. 
   
  *Domain 
  spell. 
  Domains: 
  Domain 
  Good*, 
  Protection* 
   
  Paladin Spells Known (1/1/1 base DC = 11 + spell 
  level): 1st— cure light wounds, endure elements, protection 
  from evil*; 2nd— aid*, align weapon, bull’s strength; 
  3rd- create food and water, daylight, protection from energy*. 
   
   
   
   
  Equipment: +1 holy falchion, +1 ghost touch full plate, 
  ring of protection +2, boots of striding and springing, +4 belt of 
  strength, +4 cloak of charisma, amulet of health +2.
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 31 
  Appendix Six – New Magic 
  Items 
  Magic Item: 
  GHOST NET: (Libris Mortis, pg 78): This gossamer-thin 
  netting is thrown like a net, except it only affects 
  incorporeal creatures. If the net hits an incorporeal 
  target, the creature isn’t entangled, but instead is 
  treated as corporeal for the purpose of dealing damage 
  to it with physical or magical attacks. It can be hit with 
  normal weapons (though the creature’s normal damage 
  reduction, if any, still applies) and there is no 50% miss 
  chance that it ignores damage from corporeal sources. 
  A creature ensnared by a ghost net also can’t turn 
  ethereal (or, if snared on the Ethereal Plane, return to 
  the Prime Material Plane.) The creature retains all 
  other special abilities, and can extract itself from the 
  net with a DC 20 Escape Artist check (a full-round 
  action). The ghost net can’t be burst by Strength. 
   
  Moderate Transmutation; CL 7th; Craft Wondrous 
  Item, ghost trap, Price: 8,000 gp 
  GHOST STRIKE: (Libris Mortis, pg 77): A ghost strike 
  weapon deals damage normally against incorporeal 
  creatures, regardless of its bonus, just as if it were a 
  ghost touch weapon. In addition, a ghost touch 
  weapon can deliver sneak attacks or critical hits to an 
  incorporeal undead creature as if the creature were not 
  undead. Only melee weapons can have the ghost strike 
  ability. Moderate conjuration; CL 11th; Craft Magic 
  Arms and Armor, ghost touch weapon, undeath to death; 
  Price +2 bonus. 
   
   
   
   
   
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 32 
  Appendix Seven – The Necropolitan 
  Type changes to undead with the augmented subtype. 
  Hit Dice increase to d12. 
  Creature gains the following special qualities: 
  Resist Control (Ex): +2 profane bonus on Will saves to resist the effects of the control undead spell. 
  Turn Resistance (Ex): A necropolitan has +2 turn resistance. 
  Unnatural Resilience (Ex): Automatically heal hit point and ability damage at the same rate as living creatures.  The Heal 
  skill has no effect on necropolitans.  Negative energy (inflict spells, etc.) heals them. 
  Abilities: As undead creatures, necropolitans have no Constitution score. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 33 
  Appendix Nine – Maps 
  Map #1 – The Graveyard:  War Pigs 
   
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 34 
  Map #2 – Encounter Thirteen:  The Mob Rules/Iron Man 
   
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 35 
  Player Handout #1 
  So it seems that you’re undead… 
  • 
  Change type and subtype to Undead (augmented humanoid). 
  • 
  You have no Con score. Recalculate any skills modified by your new +0 Con modifier.  Con-enhancing items 
  have no effect on you. 
  • 
  Your hit dice are now d12s for every level regardless of class.  Recalculate your hp based on this fact, and your 
  current +0 Con modifier. 
  • 
  You gain the following special qualities: 
  Resist Control (Ex): +2 profane bonus on Will saves to resist the effects of the control undead spell. 
  Turn Resistance (Ex): You have +2 turn resistance. 
  Unnatural Resilience (Ex): You automatically heal hit point and ability damage at the same rate as living creatures.  
  The Heal skill has no effect on you.  Negative energy (inflict spells, etc.) heals you and positive energy harms you. 
  Modify your description to include eyes so pale blue in color that they appear almost pure white, and dry, withered, 
  powder-white skin.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 36 
  Player Handout #2 
   
  Esteemed Hero, 
   
   
  Know that your service in the past and your exploits in making the Oerth a 
  safer haven for all has been well documented, and you have the respect of the Court 
  of the Land of the Sheldomar Valley. We find at this time a need for hero’s once 
  more, and your particular experiences and skills make you well suited to serve the 
  Sheldomar Valley in a matter of great importance to the security of our unified 
  kingdoms. Please come to Niole Dra during the dates and times provided to you, 
  with this missive for entry into the Court of the Land’s headquarters.  
   
  There you will meet with the newly appointed Chancellor for Operational 
  Special Services for the Court of the Land. You may know her as the Lady Maressa 
  of Linth, and wife of Duke Luschan VIII of Gradsul. Her information gathering 
  abilities and contacts make her uniquely suited to oversee adventurers in service of 
  the Court. She will answer your questions at the appointed time.  
   
  We thank you in advance for your aid once more during these difficult times. 
  The Sheldomar Valley needs protection, and you serve your kingdom well in 
  answering the call to protect it once again. 
   
  With Highest Regards, 
   
   
   
  Sealed in the name of the Court of the Land 
   
   
   
  Player Handout #3 
   
  Most Honored Friend, 
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 37 
   
  As one who has proven subtle and observant in all manner of information 
  gathering, I am entrusting to you this hidden message. When you are on site within 
  Bissel’s Realm, you may find some added equipment I have procured for your use.  
   
  Look for the Headless Cross that marks the resting place of one of Bissel’s 
  celebrated Brewers. Hidden within the grave will be a lead lined coffin containing 
  items that may be of use to you and your companions. In addition, one of our 
  agents will be looking for you. You will know him by the mark of the Cup and 
  Talisman. 
   
  Please make every effort to gather any materials and information that can be 
  useful in discovering just what the beholder and his masters are planning. The 
  information is priority at this juncture, as is your return with any evidence of 
  malfeasance. Keep an eye on any of your companions that may exhibit strange 
  behavior or who have traveled here from other regions of the Oerth. They may not 
  share your patriotism, and may prove a hindrance to your mission in the end. 
  Report such activity to me when you return. In the event of capture or exposure of 
  your mission, we will of course have to disavow any knowledge of your 
  involvement. This message will disintegrate in five seconds. 
   
  May the shadows cloak you in their protective darkness, 
   
  ~Lady M~ 
   
   
   
   
   
   
   
  Player Handout #4 
   
  DM NOTE: Encoded message in orcish. Do not hand out unless the 
  code has been broken with Decipher Script DC 30. 
   
  
  SHE6-03 Things to Do in Bissel When You’re Dead 
   
  Page 38 
   
  Take your trained servants of Shargaas to Ebbernant in Bissel. Ebbernant is 
  primarily a Baklunish and dwarven Independent Township of 1000 residents in 
  the Baklunish dominated northwest corner of Bissel. Mainly a town for the miners 
  of the nearby Barrier Peaks and those who want to trade with them, the 
  population is two thirds human, and one part mountain dwarf. Most humans in 
  Ebbernant are Baklunish. The foothills of the Barrier Peaks rise to the north and 
  west, and the banks of the Realstream River runs near.  
   
  At their graveyards you will find the ones you seek. Some of your targets may 
  also be responsible for the slaying of your brethren upon the Isle of Storms off the 
  Principality of Ulek last year. Consider this a bonus. Bring me their heads where 
  possible, and keep any gear and treasure they may be carrying.  
   
  The House of Wolf and Bat looks forward to continued cooperation and 
  prosperity. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/596/Normal Scenarios/SHE6-03 - Things to Do in Bissel When You're Dead (APL 10-16)/SHE6-03 - Things to Do in Bissel When You're Dead.pdf