TEXT:  
   
  BIS2-A1 
   
   
   
   
   
   
   
  Wizardly Plans 
   
  A D&D LIVING GREYHAWK® 
  Bissel Regional Mini-Module 
  Version 1 
   
   
  by Steven Conforti 
   
   
   
   
   
   
  A high-ranking member of the Guild of the Arcane Path has been working with the new 
  army leadership on plans for the training and organization of the Battlecaster 
  specialists.  But he’s gone missing and so have the plans.  Time to go find both.  A 
  Living Greyhawk Bissel mini-module for characters levels 1-8 which counts a military 
  scenario. 
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of 
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, 
  Inc. Scenario detail copyright 2002 by Wizards of the Coast, Inc. ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be 
  reproduced without approval of the RPGA Network.  
  
   
  Wizardly Plans 
   
  Page 2 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know 
  and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you cannot 
  have more than seven players participating in the 
  game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who are 
  just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal and 
  event information, but does not rate the players 
  as a team or vote for players. This method is 
  used when there is no competition, but the 
  event coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-
  20 minutes for the players to briefly describe 
  their characters to the other players, and about 
  5-10  
  minutes for voting. This method is 
  used when the players want to know who played 
  the “best” amongst the group, or when the 
  adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
  
   
  Wizardly Plans 
   
  Page 3 
  This is a LIVING GREYHAWK Adventure. As a 
  Living™ adventure, it is expected that players will 
  bring their own characters with them. If players do 
  not have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, a character sheet, 
  and a LIVING GREYHAWK log sheet from your 
  convention coordinator or the RPGA Web site, and 
  then have any players without a character create 
  one. Once all players have a LIVING GREYHAWK 
  character, play can begin.  
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer.  
   
  Living Greyhawk LEVELS OF PLAY 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the character participating in the 
  adventure.  To determine the Average Party Level 
  (APL): 
   
  1) Determine the character level for each 
  character participating in the adventure. 
  2) If characters bring animals that have been 
  trained for combat (usually war horses and 
  riding dogs), other than those brought by 
  virtue of a class ability (i.e., animal 
  companions, familiars, paladin’s mounts, 
  etc.) use the following chart to determine 
  the number of levels you add to the some 
  above.  Add each character’s animals 
  separately.  A single character may only 
  bring four or fewer of this type, and 
  animals with different CRs are added 
  separately. 
   
  CR  
   
   
  1 
  2 
  3 
  4 
  1/4 and 1/6  
  0  
  0  
  0  
  1 
  1/3 and 1/2  
  0  
  0  
  1  
  1 
  1   
   
  1  
  1  
  2  
  3 
  2   
   
  2  
  3  
  4  
  5 
  3   
   
  3  
  4  
  5  
  6 
  4   
   
  4  
  5  
  6  
  7 
  3) Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure-round up. 
  4) If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL.  Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face.  APLs are given in even numbered 
  increments.  If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure.  Based on their choice, use 
  either the higher of lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of an adventure.  If your 
  character is three character levels or more either 
  higher or lower than the APL that this adventure is 
  played at, that character will receive only half of the 
  experience points awarded for the adventure.  This 
  simulates the fact that either your character was 
  not as normal, or relied on help by higher-level 
  characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher.  Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in a LIVING 
  GREYHAWK adventure.  If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1) Attempt to create a table of six 1st-level 
  characters or try to enlist higher-level 
  characters to play at that table. 
  2) Advise characters to buy riding dogs to 
  help protect them and fight for them.  All 
  riding dogs are considered trained to 
  attack.  PCs who want their dog to attack 
  must succeed at a Handle Animal or 
  Charisma 
  check 
  (DC 
  10). 
   
  Failure 
  indicates that the animal will not attack that 
  round.  This is a free action (spoken 
  command) that may be attempted each 
  round.  If an animal loses half or more ho 
  in a single round it flees, unless another 
  check is successful. 
  3) A group of APL 1 adventurers who desire 
  an extra hand can “enlist an iconic.”  The 
  stats for the 1st-level versions of Tordek, 
  Mialee, Lidda and Jozan are given at the 
  end of each adventure.  The group may 
  pick one of these characters to join them 
  on this adventure.  The DM controls that 
  NPC.  
   
  Time Units and Upkeep 
  This is a standard mini-module set in Bissel and 
  counts as a military scenario.  Characters whose 
  home region is Bissel pay one Time Unit to 
  participate in this adventure; all others pay two 
  Time Units.  Adventurer’s Standard Upkeep costs 
  12 gp (in region) or 24 gp (out of region).  Rich 
  Upkeep costs 50 gp (in region) or 100 gp (out of 
  region).  Luxury Upkeep costs 100 gp (in region) or 
  200 gp (out of region). 
  
   
  Wizardly Plans 
   
  Page 4 
  Adventure Summary and 
  Background 
  Tsogath was a high-ranking member of the Guild 
  of the Arcane Path and a talented wizard.  A 
  Bissel-loyalist, Tsogath was excited when the 
  Guild was asked by the Margrave to help with the 
  training and organization of the Battlecasters 
  specialists in the new army.  Tsogath immediately 
  volunteered to coordinate the Guild’s efforts, and 
  the Guild was happy to let him do it.  Tsogath 
  returned from the Guildhall in Sareden to his tower 
  deep in the Lorridges and began working on his 
  plans.  He completed his work two weeks ago and 
  sent word to the Guild that he was returning to 
  Sareden, the plans in hand.  But he never made it 
  back to Sareden. 
   
  Tsogath is known as an efficient and timely wizard, 
  so the guild fears the worst.  They have contacted 
  their local army officials and alerted them to the 
  situation.  A group of new Recruits and any 
  adventurers that could be located in the area have 
  been sent by Captain Rijyk of Badger Battle to 
  investigate the disappearance of Tsogath. 
   
  Tsogath was slain by one of his enemies, a rival 
  wizard by the name of Hadri Mestallah.  Hadri had 
  been waiting for an opportunity to pay Tsogath 
  back for interfering with his spell research on 
  matters both evil and illegal.  Hadri took Tsogath’s 
  possessions, including the plans, with him after 
  slaying the wizard, but he is not yet aware of their 
  value. 
   
  The PCs will need to head into the hills of the 
  Lorridges in search of Tsogath.  Along the way, 
  they encounter a pack of hungry creatures, the site 
  of Hadri’s attack on Tsogath, and, if persistent, 
  Hadri and his cronies. 
   
   
  Introduction 
  Some of you are visiting Sareden seeking 
  adventure.  Most of you are here for your basic 
  training in your first year of military service.  In 
  either case, as luck would have it, adventure 
  has found you again.  Captain Rijyk of Badger 
  Battle has need of your help: 
   
  “Recruits, we have a mission for you already.  
  Adventurers, we’d like you to undertake a job 
  for us.  The wizard Tsogath of the Guild of the 
  Arcane Path has been working for the Great 
  Army 
  on 
  plans 
  for 
  the 
  training 
  and 
  organization of the Battlecaster specialists.  He 
  recently completed his work and was headed 
  back to Sareden from his home in the hills 
  when he disappeared.  He is two days overdue 
  now, and this is uncharacteristic for him, from 
  what we’ve been told.” 
   
  “We need you to find him and the plans and 
  bring them back here to Sareden.  You may 
  keep any loot you uncover during your 
  investigations, and, if successful, you will have 
  the thanks of the Guild.  Plus, you recruits ain’t 
  got no choice in the matter anyway.” 
   
  Rijyk provides the PCs with any information they 
  need that he is privy to with respect to the work 
  Tsogath had volunteered for.  He does not know 
  the details of the plans and does not know about 
  Hadri’s animosity towards Tsogath.  If asked about 
  his suspicions, he suspects that someone who 
  knew of the plans, and wanted them destroyed or 
  stolen, attacked Tsogath.  If questioned further, he 
  will suggest there might be a spy for Ket in the 
  Guild.  If questioned further, he recommends the 
  PCs check with the Guild for more information on 
  Tsogath. 
   
   
  Encounter One: 
  Checking out Tsogath 
  Whynter, an administrator at the Guildhall, greets 
  the PCs if they pay the Guild a visit.  He will share 
  information with the PCs on the location of 
  Tsogath’s tower in the Lorridges, the likely path to 
  Sareden he would have taken, and the fact that 
  Tsogath was well liked and respected in these 
  parts.  He knows that Tsogath has made some 
  enemies over the years, but he isn’t familiar with 
  any of them in particular.  If asked what might have 
  happened, Whynter suspects agents of Ket or 
  Evard might have ambushed him to steal the 
  plans. 
   
  If the PCs attempt Gather Information checks in 
  Sareden, reveal the following information based on 
  the results of their checks (they gain any 
  information for which they beat the DC of the 
  information): 
   
  DC 15:  Tsogath was a really nice fellow, for a 
  wizard anyway.  He seemed in a particularly good 
  mood when he last left town.  Said he had a secret 
  project he was working on that would help all 
  Bisselites. 
  
   
  Wizardly Plans 
   
  Page 5 
   
  DC 20:  Tsogath has made a number of enemies 
  over the years.  He always takes an active hand in 
  rooting out magic wielders who have gone astray.  
  Especially those filthy necromancers who followed 
  Evard. 
   
  DC 25:  I remember this one wizard, by the name 
  of Hadri Mestallah.  He was a bad one.  Tsogath 
  caught him performing rites of an unspeakable 
  nature.  Destroyed his base of operations in the 
  hills, but Hadri got away. 
   
   
  Encounter Two: 
  Clever and Hungry 
  Eventually, the PCs will leave Sareden and head 
  towards Tsogath’s tower in the Lorridges. The first 
  two days of their journey are rather uneventful.  
  However, the third day may sorely test the party.  
  The PCs are forced to leave the main road at the 
  beginning of the third day if they wish to continue 
  towards Tsogath’s tower.  This unfortunately takes 
  them into the territory of a hungry pack of 
  predators.  The PCs will be attacked just after 
  nightfall.  These predators are quite cunning so a 
  brash party may soon find themselves in significant 
  hot water. 
   
  APL 2 (EL 4)  
  Leucrotta (1): see Monsters of Faerun page 63; 
  CR 4; Large Magical Beast; HD 6d10+24; hp 57; 
  Init +1 (Dex); Spd 50 ft., climb 20 ft.; AC 16 (touch 
  10, flat-footed 15) [+1 Dex, -1 size, +6 natural]; Atk 
  +9 melee (1d8+6, bite); Face/Reach 5 ft. by 10 ft./5 
  ft.; SA bone bite; SQ immunities, mimicry, scent; 
  AL CE; SV Fort +9, Ref +6, Will +2; Str 19, Dex 12, 
  Con 18, Int 12, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Hide +1, Jump 
  +8, Move Silently +3, Search +3, Spot +8, 
  Wilderness Lore +8; Dodge, Improved Bull Rush, 
  Power Attack. 
   
  Bone Bite (Ex): The leucrotta’s mouth 
  contains sharp ridges of super-hard bone.  On a 
  critical hit, the bite inflicts x3 damage and forces 
  the target’s armor or shield (determine randomly if 
  the target has both) to make a save (DC 16) to 
  avoid being torn into pieces (see Chapter 8 of the 
  DMG). 
   
  Immunities (Ex): Leucrotta are immune to 
  charm effects and compulsion effects. 
   
  Mimicry: Leucrotta speak Common, Draconic, 
  and Giant.  They have an uncanny ability to mimic 
  voices of anyone they have heard before. 
   
  Description: Leucrottas are hideously ugly.  
  They have the bodies and legs of a 9-foot-long 
  stag, the tufted tail of a lion, and a low-slung 
  wedge-shaped head like that of a giant badger.  It 
  has glowing red eyes, foul, oily skin, nauseating 
  stench, and incessantly drools. 
   
  APL 4 (EL 6) 
  Leucrottas (2): see Monsters of Faerun page 63; 
  CR 4; Large Magical Beast; HD 6d10+24; hp 57 
  each; Init +1 (Dex); Spd 50 ft., climb 20 ft.; AC 16 
  (touch 10, flat-footed 15) [+1 Dex, -1 size, +6 
  natural]; Atk +9 melee (1d8+6, bite); Face/Reach 5 
  ft. by 10 ft./5 ft.; SA bone bite; SQ immunities, 
  mimicry, scent; AL CE; SV Fort +9, Ref +6, Will 
  +2; Str 19, Dex 12, Con 18, Int 12, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Hide +1, Jump 
  +8, Move Silently +3, Search +3, Spot +8, 
  Wilderness Lore +8; Dodge, Improved Bull Rush, 
  Power Attack. 
   
  Bone Bite (Ex): The leucrotta’s mouth 
  contains sharp ridges of super-hard bone.  On a 
  critical hit, the bite inflicts x3 damage and forces 
  the target’s armor or shield (determine randomly if 
  the target has both) to make a save (DC 16) to 
  avoid being torn into pieces (see Chapter 8 of the 
  DMG). 
   
  Immunities (Ex): Leucrotta are immune to 
  charm effects and compulsion effects. 
   
  Mimicry: Leucrotta speak Common, Draconic, 
  and Giant.  They have an uncanny ability to mimic 
  voices of anyone they have heard before. 
   
  Description: Leucrottas are hideously ugly.  
  They have the bodies and legs of a 9-foot-long 
  stag, the tufted tail of a lion, and a low-slung 
  wedge-shaped head like that of a giant badger.  It 
  has glowing red eyes, foul, oily skin, nauseating 
  stench, and incessantly drools. 
   
  APL 6 (EL 8)  
  Leucrottas (3): see Monsters of Faerun page 63; 
  CR 4; Large Magical Beast; HD 6d10+24; hp 57 
  each; Init +1 (Dex); Spd 50 ft., climb 20 ft.; AC 16 
  (touch 10, flat-footed 15) [+1 Dex, -1 size, +6 
  natural]; Atk +9 melee (1d8+6, bite); Face/Reach 5 
  ft. by 10 ft./5 ft.; SA bone bite; SQ immunities, 
  mimicry, scent; AL CE; SV Fort +9, Ref +6, Will 
  +2; Str 19, Dex 12, Con 18, Int 12, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Hide +1, Jump 
  +8, Move Silently +3, Search +3, Spot +8, 
  Wilderness Lore +8; Dodge, Improved Bull Rush, 
  Power Attack. 
   
  Bone Bite (Ex): The leucrotta’s mouth 
  contains sharp ridges of super-hard bone.  On a 
  critical hit, the bite inflicts x3 damage and forces 
  
   
  Wizardly Plans 
   
  Page 6 
  the target’s armor or shield (determine randomly if 
  the target has both) to make a save (DC 16) to 
  avoid being torn into pieces (see Chapter 8 of the 
  DMG). 
   
  Immunities (Ex): Leucrotta are immune to 
  charm effects and compulsion effects. 
   
  Mimicry: Leucrotta speak Common, Draconic, 
  and Giant.  They have an uncanny ability to mimic 
  voices of anyone they have heard before. 
   
  Description: Leucrottas are hideously ugly.  
  They have the bodies and legs of a 9-foot-long 
  stag, the tufted tail of a lion, and a low-slung 
  wedge-shaped head like that of a giant badger.  It 
  has glowing red eyes, foul, oily skin, nauseating 
  stench, and incessantly drools. 
   
  Peryton (1): see Monsters of Faerun page 69; CR 
  5; Medium-size Magical Beast; HD 5d10+5; hp 32; 
  Init +3 (Dex); Spd 20 ft., fly 60 ft.(poor); AC 16 
  (touch 13, flat-footed 13) [+3 Dex, +3 natural]; Atk 
  +8 melee (1d4+3, 2 claws) and +6 melee (1d3+1, 
  2 slams) and +6 melee (1d6+1, bite); SA heart-rip; 
  SQ damage reduction 10/+1, scent; AL CE; SV 
  Fort +5, Ref +7, Will +2; Str 17, Dex 16, Con 12, 
  Int 10, Wis 13, Cha 10. 
   
  Skills and Feats: Intimidate +2, Listen +5, 
  Move Silently +5, Spot +9, Wilderness Lore +9; 
  Flyby Attack, Multiattack. 
   
  Heart-Rip (Ex): Perytons usually save their 
  claw and bite attacks for last because of their 
  overwhelming desire to consume their victims’ 
  hearts.  Perytons always take the opportunity to 
  deliver a coup de grave on a helpless opponent – 
  one who is bound, held, sleeping, paralyzed, or 
  unconscious.  As a full-round action, the peryton 
  delivers an automatic critical hit.  If the defender 
  survives the damage, he must still make a Fort 
  save (DC 10 + damage dealt) or die.  If the coup 
  de grace kills the defender, the peryton has eaten 
  his heart.  A character that has his heart ripped out 
  in this fashion can still be returned to life with a 
  resurrection spell, but not with raise dead. 
   
  Description: Perytons hunt humanoids to tear 
  out their hearts and consume them (except for 
  elves which they will kill on sight, but not consume 
  the heart).  They have the 7-foot-long body of a 
  giant eagle and the head of a demonic purple stag. 
   Perytons lack a true shadow of their own; they 
  cast the shadow of the creature whose heart they 
  last consumed (orcs in this case).  Perytons 
  understand (but cannot speak) Common. 
   
  APL 8 (EL 10)  
  Chimeras (3): hp 76 each; see Monster Manual 
  page 35; all three chimeras have red dragon 
  heads. 
   
   
  Tactics: If the PCs are attacked by chimeras, 
  the attack will come as the PCs prepare to camp 
  for the evening.  Otherwise, the PCs will be woken 
  just after the party camps for the evening by a 
  shout for help from a human voice.  This is a 
  leucrotta mimicking the voice of Tsogath, who it 
  has encountered before (and was driven away by 
  him).  The leucrotta will attempt to lure the PCs to 
  a nearby escarpment.  When they get close, the 
  voice will trail off as if the speaker had fallen or 
  passed out.  The PCs will see a scrap of cloth 
  dangling from a piece of brush on the edge of the 
  escarpment.  If any PC approaches the edge, they 
  will be attacked by one or more leucrotta (hiding in 
  the brush) who will all bull rush anyone near the 
  edge in an attempt to push them off.  The 
  escarpment is 10 feet high per APL and victims of 
  the bull rush suffer 1d6 points of damage per 10 
  feet fallen (as per DMG page 112).  If a peryton is 
  with the leucrotta(s), it will attack at the same time, 
  flying out from below the escarpment and using its 
  flyby attack on the most vulnerable-looking foe.  It 
  will continue to use flyby attacks unless it sees 
  magic-capable prey at which point it will drop into 
  melee. 
   
   
  Encounter Three: 
  The Scene of the Crime 
  The PCs arrive at the scene of Hadri’s ambush 
  early on day four. 
   
  You arrive at the site of an obvious combat.  It 
  appears that one individual was attacked by a 
  group of combatants.  At least one of the 
  combatants was a spellcaster as there are 
  signs of magic use.  Someone was slain during 
  the combat, and its headless body lies under a 
  tree.  
   
  PCs can make Spellcraft checks (DC 23) to 
  identify that multiple elemental spells were used 
  during the combat (especially fire and acid).  Many 
  of these were actually cast by Tsogath, whose 
  headless body lies underneath the tree.  Tsogath 
  killed a large number of Hadri’s men; their fire and 
  electrically scorched bodies can be found in a pile 
  off in the woods (Search DC 16).  Tsogath’s body 
  is riddled with wounds.  PCs who spoke with 
  Whynter can identify the victim from his sigil on his 
  cloak.  His possessions, including the plans, are 
  missing.  PCs with the Track feat who make a 
  Wilderness Lore check (DC 17) can locate the 
  tracks of the individuals who attacked Tsogath, 
  
   
  Wizardly Plans 
   
  Page 7 
  leading off into the hills.  If the PCs take Tsogath’s 
  body, and recover his head later, he can be 
  brought back to life with a raise dead spell; 
  otherwise, he can only be restored with a 
  resurrection spell.  If the body is left here, it will be 
  gone (grabbed by scavengers) by the time the PCs 
  return. 
   
   
  Encounter Four: 
  Hadri’s Lair 
  You follow the trail leading into the hills.  In the 
  distance, you can see a cave mouth in the 
  direction you are heading.  
   
  The PCs have arrived at Hadri’s newest base of 
  operations.   The cave mouth leads to a 10-foot 
  wide tunnel that heads north 50 feet and then turns 
  west for another 50 feet.  It ends in another 
  opening which leads into a 50 foot wide by 100 foot 
  long closed canyon.  The walls of the canyon are 
  100 feet high.  In the rear of the canyon is a 
  campfire where Hadri and his minions reside. 
   
  Anyone who passes through the turn (within 20 
  feet of the corner of the turn) in the tunnel without 
  speaking the password (Hadri) or disarming the 
  trap (if one exists) triggers an alarm spell (mental, 
  warns Hadri) and possibly a trap: 
   
  APL 2 (EL 0) 
  No trap, just alarm spell. 
   
  APL 4 (EL 2) 
  Burning Hands Trap: magic device; proximity 
  trigger (alarm); automatic reset; spell effect 
  (burning hands, 1st level caster, Ref save (DC 11) 
  half damage, 1d4 fire); Search (DC 26); Disable 
  Device (DC 26). 
   
  APL 6 (EL 3) 
  Burning Hands Trap: magic device; proximity 
  trigger (alarm); automatic reset; spell effect 
  (burning hands, 5th level caster, Ref save (DC 11) 
  half damage, 5d4 fire); Search (DC 26); Disable 
  Device (DC 26). 
   
  APL 8 (EL 5) 
  Phantasmal Killer Trap: magic device; proximity 
  trigger (alarm); automatic reset; spell effect 
  (phantasmal killer, 7th level caster, Will save (DC 
  16) for disbelief and Fort save (DC 16) partial); 
  Search (DC 29); Disable Device (DC 29). 
   
  If Hadri is warned, neither the PCs nor Hadri and 
  his forces are surprised.  Otherwise, quiet PCs can 
  gain a surprise round against Hadri and his forces. 
   If victorious, the PCs can recover Tsogath’s head 
  and his plans off of the body of Hadri. 
   
  APL 2 (EL 4) 
  Humans Rog1 (2): CR 1; Medium-Size Humanoid 
  (Human); HD 1d6+1; hp 7 each; Init +6 (+2 Dex, 
  +4 Improved Initiative); Spd 30 ft.; AC 15 (touch 
  12, flat-footed 13) [+3 mw studded leather, +2 
  Dex]; Atk +2 melee (1d6+1/18-20/x2, mw rapier) or 
  +4 ranged (1d6+1, mighty [Str 12] mw composite 
  shortbow); SA sneak attack +1d6; AL CE; SV Fort 
  +1, Ref +4, Will 0; Str 12, Dex 15, Con 13, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +5, Craft 
  (Trapmaking) +6, Hide +6, Jump +5, Listen +4, 
  Move Silently +6, Open Lock +6, Search +6, Spot 
  +4, Tumble +6; Improved Initiative, Point Blank 
  Shot. 
   
  Possessions: mw studded leather, mw rapier, 
  mighty [Str 12] mw composite shortbow, 20 mw 
  arrows, potion of spider climb. 
   
  Hadri Mestallah: Male Human (B) Sor2; CR 2; 
  Medium-Size Humanoid (Human); HD 2d4+7; hp 
  13; Init +2 (Dex); Spd 30 ft.; AC 12 (touch 12, flat-
  footed 10) [+2 Dex]; Atk +0 melee (1d8-1, 
  shortspear) or +4 ranged (1d8, mw lt crossbow); 
  SQ familiar (toad); AL NE; SV Fort +2, Ref +2, Will 
  +4; Str 8, Dex 14, Con 15, Int 10, Wis 12, Cha 15. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (Arcana) 
  +5, 
  Spellcraft 
  +5; 
  Spell 
  Focus 
  (Evocation), Toughness. 
   
  Possessions: shortspear, mw light crossbow, 
  10 bolts, scroll of shield, scroll of mage armor, 
  potion of blur, potion of invisibility, potion of cat’s 
  grace, Tsogath’s head and plans. 
   
  Spells Known  (6/5; base DC = 12 + spell 
  level): 0—[Detect Magic, Flare, Light, Ray of Frost, 
  Read 
  Magic]; 
  1st—[Lesser 
  Acid 
  Orb 
  (see 
  appendix), Magic Missile]. 
   
  APL 4 (EL 6) 
  Humans Rog2 (3): CR 2; Medium-Size Humanoid 
  (Human); HD 2d6+2; hp 11; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 15 (touch 12, 
  flat-footed 13) [+3 mw studded leather, +2 Dex]; 
  Atk +3 melee (1d6+1/18-20/x2, mw rapier) or +5 
  ranged (1d6+1, mighty [Str 12] mw composite 
  shortbow); SA sneak attack +1d6; SQ evasion; AL 
  
   
  Wizardly Plans 
   
  Page 8 
  CE; SV Fort +1, Ref +5, Will 0; Str 12, Dex 15, 
  Con 13, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +4, Climb +6, Craft 
  (Trapmaking) +7, Hide +7, Jump +8, Listen +5, 
  Move Silently +7, Open Lock +7, Search +7, Spot 
  +5, Tumble +8; Improved Initiative, Point Blank 
  Shot. 
   
  Possessions: mw studded leather, mw rapier, 
  mighty [Str 12] mw composite shortbow, 20 mw 
  arrows, potion of spider climb, potion of blur. 
   
  Hadri Mestallah: Male Human (B) Sor4; CR 4; 
  Medium-Size Humanoid (Human); HD 4d4+11; hp 
  22; Init +2 (Dex); Spd 30 ft.; AC 12 (touch 12, flat-
  footed 10) [+2 Dex]; Atk +1 melee (1d8-1, 
  shortspear) or +6 ranged (1d8, mw lt crossbow); 
  SQ familiar (toad); AL NE; SV Fort +3, Ref +3, Will 
  +5; Str 8, Dex 14, Con 15, Int 10, Wis 12, Cha 16. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) 
  +7, 
  Spellcraft 
  +7; 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Evocation), 
  Toughness. 
   
  Possessions: shortspear, mw light crossbow, 
  10 mw bolts, scroll of protection from arrows, scroll 
  of mirror image, scroll of shield, scroll of mage 
  armor, potion of blur, potion of invisibility, potion of 
  cat’s grace, Tsogath’s head and plans. 
   
  Spells Known  (6/7/4; base DC = 13 + spell 
  level): 0—[Detect Magic, Flare, Light, Mending, 
  Ray of Frost, Read Magic]; 1st—[Lesser Acid Orb 
  (see appendix), Lesser Fire Orb (see appendix), 
  Magic Missile]; 2nd—[Glitterdust]. 
   
  APL 6 (EL 8) 
  Humans Rog3 (3): CR 3; Medium-Size Humanoid 
  (Human); HD 3d6+3; hp 16; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 15 (touch 12, 
  flat-footed 15) [+3 mw studded leather, +2 Dex]; 
  Atk +4 melee (1d6+1/18-20/x2, mw rapier) or +6 
  ranged (1d6+1, mighty [Str 12] mw composite 
  shortbow); SA sneak attack +2d6; SQ evasion, 
  uncanny dodge (Dex bonus to AC); AL CE; SV 
  Fort +2, Ref +5, Will +1; Str 12, Dex 15, Con 13, 
  Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +5, Climb +7, Craft 
  (Trapmaking) +8, Hide +8, Jump +9, Listen +6, 
  Move Silently +8, Open Lock +8, Search +8, Spot 
  +6, Tumble +9; Improved Initiative, Point Blank 
  Shot, Rapid Shot. 
   
  Possessions: mw studded leather, mw rapier, 
  mighty [Str 12] mw composite shortbow, 20 mw 
  arrows, potion of spider climb, potion of blur, potion 
  of invisibility. 
   
  Hadri Mestallah: Male Human (B) Sor6; CR 6; 
  Medium-Size Humanoid (Human); HD 6d4+15; hp 
  31; Init +2 (Dex); Spd 30 ft.; AC 12 (touch 12, flat-
  footed 10) [+2 Dex]; Atk +3 melee (1d8-1, 
  shortspear) or +7 ranged (1d8, mw lt crossbow); 
  SQ familiar (toad); AL NE; SV Fort +5, Ref +5, Will 
  +7; Str 8, Dex 14, Con 15, Int 10, Wis 12, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Knowledge (Arcana) +9, Spellcraft +9; Combat 
  Casting, Spell Focus (Conjuration), Spell Focus 
  (Evocation), Toughness. 
   
  Possessions: shortspear, mw light crossbow, 
  10 mw bolts, scroll of protection from arrows, scroll 
  of mirror image, scroll of shield, scroll of mage 
  armor, scroll of blink, scroll of web, potion of 
  invisibility, potion of cat’s grace, potion of fly, potion 
  of haste, cloak of resistance +1, Tsogath’s head 
  and plans. 
   
  Spells Known  (6/7/6/4; base DC = 13 + spell 
  level): 0—[Detect Magic, Flare, Light, Mending, 
  Ray of Frost, Read Magic, Resistance]; 1st—
  [Lesser Acid Orb (see appendix), Lesser Fire Orb 
  (see appendix), Lesser Sonic Orb (see appendix), 
  Magic Missile]; 2nd—[Glitterdust, Melf’s Acid 
  Arrow]; 3rd—[Flame Arrow]. 
   
  APL 8 (EL 10) 
  Humans Rog5 (3): CR 5; Medium-Size Humanoid 
  (Human); HD 5d6+5; hp 25; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, 
  flat-footed 16) [+3 mw studded leather, +3 Dex]; 
  Atk +5 melee (1d6+1/18-20/x2, mw rapier) or +8 
  ranged (1d6+1, mighty [Str 12] mw composite 
  shortbow); SA sneak attack +3d6; SQ evasion, 
  uncanny dodge (Dex bonus to AC); AL CE; SV 
  Fort +3, Ref +8, Will +2; Str 12, Dex 16, Con 13, 
  Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +9, Craft 
  (Trapmaking) +10, Hide +11, Jump +11, Listen +8, 
  Move Silently +11, Open Lock +11, Search +10, 
  Spot +8, Tumble +12; Improved Initiative, Point 
  Blank Shot, Rapid Shot. 
   
  Possessions: mw studded leather, mw rapier, 
  mighty [Str 12] mw composite shortbow, 20 mw 
  arrows, potion of spider climb, potion of blur, potion 
  of invisibility, potion of haste. 
   
  Hadri Mestallah: Male Human (B) Sor8; CR 8; 
  Medium-Size Humanoid (Human); HD 8d4+27; hp 
  50; Init +2 (Dex); Spd 30 ft.; AC 13 (touch 13, flat-
  footed 11) [+2 Dex, +1 ring of protection]; Atk +4 
  melee (1d8-1, shortspear) or +8 ranged (1d8, mw 
  lt crossbow); SQ familiar (toad); AL NE; SV Fort 
  +6, Ref +5, Will +8; Str 8, Dex 14, Con 16, Int 10, 
  Wis 12, Cha 16. 
  
   
  Wizardly Plans 
   
  Page 9 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +14, 
  Knowledge (Arcana) +11, Spellcraft +11; Combat 
  Casting, Spell Focus (Conjuration), Spell Focus 
  (Evocation), Toughness. 
   
  Possessions: shortspear, mw light crossbow, 
  10 mw bolts, scroll of stoneskin, scroll of blink, 
  scroll of web, scroll of improved invisibility, potion 
  of fly, potion of haste, cloak of resistance +1, ring 
  of protection +1, Tsogath’s head and plans. 
   
  Spells Known  (6/7/7/6/3; base DC = 13 + spell 
  level): 0—[Daze, Detect Magic, Flare, Light, 
  Mending, Ray of Frost, Read Magic, Resistance]; 
  1st—[Lesser Acid Orb (see appendix), Lesser Cold 
  Orb (see appendix), Lesser Fire Orb (see 
  appendix), Lesser Sonic Orb (see appendix), 
  Magic 
  Missile]; 
  2nd—[Blindness/Deafness, 
  Glitterdust, Melf’s Acid Arrow]; 3rd—[Fireball, 
  Flame Arrow]; 4th—[Acid Orb (see appendix)]. 
   
   
  Tactics: Given enough time before he 
  becomes engaged in significant combat, Hadri and 
  his minions will use some items beforehand.  In 
  order, they use the following, if possible: Haste, 
  Invisibility, Fly, Mirror Image, Stoneskin, Shield, 
  Protection from Arrows, Cat’s Grace, Mage Armor, 
  Blink, Blur, Spider Climb. 
   
   
  Treasure:  
   
  APL 2 – loot (220 gp), coin (25 gp), 2 potions 
  of spider climb (8 gp each), scroll of shield (4 gp), 
  scroll of mage armor (4 gp), potion of blur (45 gp), 
  potion of invisibility (45 gp), potion of cat’s grace 
  (45 gp). 
   
  APL 4 – loot (304 gp), coin (25 gp), 3 potions 
  of spider climb (8 gp each), scroll of shield (4 gp), 
  scroll of mage armor (4 gp), scroll of protection 
  from arrows (23 gp), scroll of mirror image (23 gp), 
  4 potions of blur (45 gp each), potion of invisibility 
  (45 gp), potion of cat’s grace (45 gp). 
   
  APL 6 – loot (304 gp), coin (25 gp), 3 potions 
  of spider climb (8 gp each), scroll of shield (4 gp), 
  scroll of mage armor (4 gp), scroll of protection 
  from arrows (23 gp), scroll of mirror image (23 gp), 
  scroll of blink (56 gp), scroll of web (23 gp), 3 
  potions of blur (45 gp each), 4 potions of invisibility 
  (45 gp each), potion of cat’s grace (45 gp) potion 
  of fly (113 gp), potion of haste (113 gp), cloak of 
  resistance +1 (150 gp). 
   
  APL 8 – loot (304 gp), coin (25 gp), 3 potions 
  of spider climb (8 gp each), scroll of stoneskin (143 
  gp), scroll of improved invisibility (105 gp), scroll of 
  blink (56 gp), scroll of web (23 gp), 3 potions of 
  blur (45 gp each), 3 potions of invisibility (45 gp 
  each), potion of fly (113 gp), 4 potions of haste 
  (113 gp each), cloak of resistance +1 (150 gp), 
  ring of protection +1 (300 gp). 
   
  Conclusion 
  If the PCs recover either the body or the head of 
  Tsogath, he will be returned to life by the Guild.  
  The Guild thanks the PCs by awarding each of 
  them one Influence Point with the Guild of the 
  Arcane Path (mark this on the Adventure 
  certificate).  If they recover both body parts, the 
  Guild can have Tsogath raised, rather then 
  resurrected.  The PCs not only gain the Influence 
  Point, but any PC who needs sponsorship for the 
  Guild of the Arcane Path will be awarded 
  sponsorship by Tsogath himself (mark this on the 
  Adventure Certificate). 
   
  If the PCs recover the plans and return them to 
  Captain Rijyk, he will award one PC (who is a 
  member of the army) a commendation if they 
  showed particularly outstanding leadership and 
  honor during the mission (DM’s choice, mark this 
  on the Adventure Certificate). 
   
   
  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 to each character. 
   
  Encounter Two 
  Defeating the predators 
   
  APL 2 – 60 xp; APL 4 – 90 xp; 
   
  APL 6 – 120 xp; APL 8 – 150 xp. 
   
  Encounter Four 
  Avoiding or Disarming the Trap 
   
  APL 2 – 0 xp; APL 4 – 30 xp; 
   
  APL 6 – 45 xp; APL 8 – 75 xp. 
   
  Defeating Hadri and his minions 
   
  APL 2 – 60 xp; APL 4 – 90 xp; 
   
  APL 6 – 120 xp; APL 8 – 150 xp. 
   
  Conclusion 
  Returning to Sareden with Tsogath’s head, 
  body, and plans 
   
  APL 2 – 30 xp; APL 4 – 60 xp; 
   
  APL 6 – 90 xp; APL 8 – 120 xp. 
   
  
   
  Wizardly Plans 
   
  Page 10 
  Roleplaying Bonus 
  Award each player this bonus, or a lesser 
  amount, based on his or her roleplaying 
   
  APL 2 – 0 xp; APL 4 – 30 xp; 
   
  APL 6 – 75 xp; APL 8 – 105 xp. 
   
  Total possible experience 
   
  APL 2 – 150 xp; APL 4 – 300 xp; 
   
  APL 6 – 450 xp; APL 8 – 600 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 
  earthy possessions.  Looting the bodies takes at 
  least 10 minutes per 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 treasures from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a Bissel 
  Regional adventure, characters from Bissel can 
  spend extra Time Units to practice professions or 
  create items immediately after the adventure so this 
  total could be modified under those circumstances. 
   
  Encounter Four 
  APL 2 – 404 gp; APL 4 – 677 gp; APL 6 – 1222 gp;  
  APL 8 – 1965 gp. 
   
  Adventure Maximums 
  APL 2 – 100 gp; APL 4 – 200 gp; APL 6 – 300 gp;   
  APL 8 – 600 gp. 
   
  
   
  Wizardly Plans 
   
  Page 11 
  Appendix – New Spells (from Tome & Blood) 
  Acid Orb 
  Evocation [Acid] 
  Level: Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One or more creatures or objects, no two of which can be more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half (see text) 
  Spell Resistance: Yes 
   One or more orbs of acid about 3 inches across shoot from your palm at their targets.  You must 
  succeed at a ranged touch attack to hit your target.  The orbs deal 1d6 points of acid damage per caster 
  level (maximum 15d6), divided any way you see fit, but a single orb must deal at least 1d6 points of 
  damage.  You declare the damage division before making your attack rolls. 
   A creature struck directly takes the orb’s damage and becomes nauseated from the acid’s noxious 
  fumes for 1 round.  A successful Fortitude save reduces damage by half and negates the nausea. 
   If you miss, acid splashes in a 10-foot burst, dealing 2 points per die damage dealt by that orb.  A 
  successful Reflex save reduces splash damage by half. 
   
  Lesser Acid Orb 
  Evocation [Acid] 
  Level: Sor/Wiz 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to five creatures or objects, no two of which can be more than 15 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid 
  damage.  You must succeed at a ranged touch attack to hit your target.  If you miss, there is no splash 
  damage. 
   For every two levels of experience past 1st, you gain an additional orb that you can shoot at the same 
  time.  You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five orbs at 9th 
  level or higher.  If you shoot multiple orbs, you can have them strike a single creature or several 
  creatures.  A single orb can strike only one creature.  You must designate targets before you roll for SR 
  or roll damage. 
   
  Lesser Cold Orb 
  Evocation [Cold] 
  Level: Sor/Wiz 1 
   As lesser acid orb, except lesser cold orb deals cold damage. 
   
  Lesser Fire Orb 
  Evocation [Fire] 
  Level: Sor/Wiz 1 
   As lesser acid orb, except lesser fire orb deals fire damage. 
   
  Lesser Sonic Orb 
  Evocation [Sonic] 
  Level: Sor/Wiz 1 
   As lesser acid orb, except lesser sonic orb deals sonic damage. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Bissel/BIS2-A1 - Wizardly Plans.pdf