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. 
   
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  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 
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  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at jay@viceandvillainy.org.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  BIS6-05 
   
   
   
   
  The Unauthorized Biography 
  of Lady Constance Lendel 
  A One-Round D&D® LIVING GREYHAWKTM  
  Bissel Regional Adventure 
  Version 1.1 
   
  by Jay Babcock 
  Based on a concept by Jay and Chris Babcock 
  Reviewer: Bissel Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Dashiell Anderson, Crystal Babcock, Phil Bonder, Lee Burton, Jon Sedich, Josh Smith 
   
   
  As her husband lay expiring, Lady Constance was already plotting her way to the top. Now that she has been named 
  Baroness of Kynneret, her first move has been to silence her detractors. But not everyone has gone down without a 
  fight. Are you a patriot, or a revolutionary? A Bissel regional adventure for APLs 2-16, and Part 4 of the Rebuilding the 
  March series. 
   
   
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
  This adventure retires from RPGA-sanctioned play 
  on December 31, 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.  
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 2 
  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 Regional adventure, set 
  in Bissel.  Characters native to Bissel pay one Time Unit 
  per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  The barony of Kynneret was without a ruler for a 
  good portion of the war. In BIS6-01 Splitting Heirs, the 
  most likely successor – Lord Gideon Lendel – was found 
  murdered. The investigation did not turn up a culprit, but 
  it did cast suspicion on a political rival that was arrested 
  for other crimes. In the shuffle a new player was able to 
  seize the opportunity and thrust herself into power – the 
  victim’s widow, Lady Constance Lendel. 
  Soon after the murder investigation was concluded, 
  Lady Constance was named Baroness of Kynneret. She 
  was a potent choice – shrewd, ambitious, and well 
  connected, it was rightly believed that she could breathe 
  new life into the struggling land. She moved quickly to 
  panic her rivals into submission, and secure her power. 
  But there is another side to Lady Constance – one 
  that some consider distasteful. Her heart is black, and she 
  will openly sacrifice anything or anyone to attain her 
  goals. While her end results may be good for Kynneret, 
  some believe her very presence to be poison to the 
  March. 
  For this reason, someone powerful has begun 
  manipulating some of Bissel’s elite soldiers to make the 
  new Baroness appear sinister, or worse, ineffective. 
  Disguised as common bandits, these men have harassed 
  trade caravans and messengers traveling to and from 
  Kynneret. Unfortunately for them, Lady Constance has 
  started to catch on… 
  ADVENTURE SUMMARY 
  The PCs are summoned to Ellis, the baronial seat of 
  Kynneret, by the new baroness - Lady Constance Lendel. 
  She informs them that there have been several bandit 
  attacks against local merchants and couriers. She suspects 
  that the attackers are based out of Siltmourne, a nearby 
  keep that was abandoned during the war, and she charges 
  the PCs with rooting them out. 
  The party seeks out the abandoned castle, and finds 
  signs that it is indeed occupied. They progress through 
  the ruins, encountering the remnants of history that have 
  been left behind. All the while, bandit groups harass 
  them and attempt to drive them off. Finally, the PCs find 
  the bandit’s leader, and learn of their secret affiliation. 
  Introduction: Connect the Dots 
  Estimated Time: 10 minutes 
  The PCs meet with Lady Constance. She charges the 
  PCs with investigating Siltmourne. 
  # 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 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 3 
  Encounter 1: Once Upon A Midnight Dreary… 
  Estimated Time: 5 minutes 
  The PCs travel to Siltmourne. They observe a group 
  of bandits entering the ruins. 
  Encounter 2: Siltmourne Environs 
  Estimated Time: 15 minutes 
  The PCs explore the outer areas of the castle ruins. 
  Encounter 3: Great Hall 
  Estimated Time: 5 minutes 
  The PCs explore the Siltmourne Great Hall. 
  Encounter 4: Keep First Floor 
  Estimated Time: 15 minutes 
  The PCs explore the first floor of Siltmourne Keep. 
  Encounter 5: Keep Sub-Floor 
  Estimated Time: 15 minutes 
  The PCs explore the basement of Siltmourne Keep. 
  Encounter 6: Keep Second Floor 
  Estimated Time: 15 minutes 
  The PCs explore the second floor of Siltmourne 
  Keep. 
  Encounter 7: Keep Third Floor 
  Estimated Time: 10 minutes 
  The PCs explore the third floor of Siltmourne Keep. 
  Encounter 8: Keep Upper Floors 
  Estimated Time: 10 minutes 
  The PCs explore the fourth, fifth and sixth floors of 
  Siltmourne Keep. 
  Encounter 9: Up Close and Personal 
  Estimated Time: 30 minutes 
  The PCs encounter a group of front-line fighter 
  bandits. 
  Encounter 10: Death From Afar 
  Estimated Time: 40 minutes 
  The PCs encounter a group of archer bandits. 
  Encounter 11: Command Unit 
  Estimated Time: 35 minutes 
  The PCs encounter a group of bandits, accompanied 
  by the bandit leader. 
  Conclusion A: No News Is Bad News 
  Estimated Time: 5 minutes 
  The PCs return to Ellis before encountering the 
  bandit leader. 
  Conclusion B: Unidentified Fighting Objects 
  Estimated Time: 5 minutes 
  The PCs return to Ellis after encountering the bandit 
  leader, but without evidence of deeper involvement. 
  Conclusion C: Ominous Tidings 
  Estimated Time: 5 minutes 
  The PCs return to Ellis with the note from the 
  bandit leader’s pack. 
  PREPARATION FOR PLAY 
  This is a difficult and complex scenario to judge. It is 
  highly suggested that you do not try to run this 
  scenario without adequate preparation. 
  The format of this scenario is nonstandard: All tables 
  will begin with the Introduction and Encounter 1. 
  Encounters 2–9 describe the various floors of the castle. 
  The PCs may explore them in any order. Encounters 10-
  12 describe the brigands that inhabit the castle. They do 
  not appear at set times or locations. Rather, they move 
  about the castle according to behaviors that are described 
  in those Encounters, reacting to the PCs’ presence. As the 
  gamemaster, you must keep track of the current location, 
  perceptions, and goals of these brigands. 
  It is entirely possible, should the PCs completely 
  disregard stealth, for several of the brigand groups to 
  meet up and join forces, making for tougher (or even 
  impossible) combat encounters. This, too, is intentional. 
  In particular, judges should take special note of PCs 
  who have the “Curiosity Compulsion” from BIS5-05 
  Strange Bedfellows. Chances are the “Curiosity 
  Compulsion” will come into frequent effect during play 
  of this adventure.  
  As well, judges should note if any of the PCs have 
  the Enmity of House Lendel or Enmity of Kynneret 
  from BIS6-01 Splitting Heirs. 
  The expected running time of this adventure is 3 
  hours, 30 minutes. If this is running during a standard 4-
  hour convention slot, this allows 25 minutes for 
  Marshaling, and 5 minutes for paperwork distribution. 
  INTRODUCTION: CONNECT 
  THE DOTS 
  Estimated Time: 10 minutes 
  The village folk of Kynneret have many stories 
  to tell by the hearth fire. Most are meant to scare 
  young children into eating their vegetables, or keep 
  young lovers from sneaking away for midnight 
  trysts. Many of these tales begin with ‘Once upon a 
  time’ or ‘In a land far, far away’. A few end with 
  ‘happily ever after’. Most carry some sort of message. 
  Once upon a time, begins one such story, a 
  woodsman was making his way home, when he 
  found a snake sunning itself on the trail. 
  “Oi,” he said, as he studied the snake. “You have 
  made a grave error, lying in plain sight. I will raise 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 4 
  my axe, and cleave you in two – lest you someday 
  poison me or mine.” 
  The snake lowered its head meekly. “Good sir, I 
  am only here to find a friend. Please trust me.” 
  The woodsman pondered this. “But you are a 
  snake. If I come near you, you will wound me and 
  poison me.” 
  The 
  snake 
  again 
  lowered 
  its 
  head 
  in 
  subservience. “Oh no, sir. I only wish your 
  companionship. Come close.” 
  The 
  woodsman’s 
  gaze 
  softened, 
  and 
  he 
  approached the snake. As soon as he was within an 
  arm’s reach, the snake sprang forward, and bit the 
  woodsman. 
  The woodsman staggered as the poison burnt in 
  his blood. “How could you do such a thing”, he cried. 
  “I trusted you, spared you, and in the end you have 
  killed me?” 
  “You knew what I was all the while,” the snake 
  said, as he fled from the dying man. “Are you upset 
  that I lived up to your expectations?” 
  Pause for a moment, before continuing. 
  You’ve heard a number of stories told by hearth 
  fire in the last few days, as you’ve spent time in a 
  cozy roadside inn in the Barony of Kynneret. All 
  over the March, the chaos that followed the end of 
  the war has settled out. Even the scattered civil 
  unrest that marked the middle of CY 596 has 
  become mere background noise. Your fate is the 
  same shared by military and mercenary groups 
  across the March – you sit on the edge of your seats, 
  waiting for something to do, trying to adjust to this 
  tenuous calm. 
  At this point, allow the PCs a few moments to briefly 
  introduce themselves to each other. 
  The PCs may wish to gather some information and 
  rumors before beginning the adventure. The following 
  are rumors they can pick up with a Gather Information 
  check that beats the DC listed. The truth or falsehood of 
  each rumor will be revealed with the passage of time. 
  DC 15 
  • 
  Lady Constance Lendel was appointed as the new 
  baroness of Kynneret, and has assumed several roles 
  within the Council of the Land delegation for the 
  March. 
  • 
  A large number of citizens in Central Bissel have 
  contracted some unknown malady – they’ve 
  developed odd black marks on their skin, and several 
  have died. Accusations are flying that it is some sort 
  of mishap that occurred while messing around with 
  forbidden magic during Evard’s reign. 
  • 
  Bandit activity north of Pellak has increased 
  substantially in the past few months, even on the 
  normally-safe Watchtower Road. While there has 
  been no loss of life, the loss of property is noticeable. 
  DC 20 
  • 
  Many of the Barons would like to seize the vacant 
  Margrave’s seat, which will be voted upon at the next 
  Council in Sunsebb of CY 596. The wheels of politics 
  have already begun turning, though no one can 
  predict who will come out on top. 
  • 
  Truelight, capital of the Barony of Nightwatch, was 
  attacked by hordes of vicious animals. Despite 
  assistance from the Great Army, the town defenses 
  fell, and Truelight was evacuated. 
  • 
  Bandit attacks along the Fals River have prompted 
  the Lord Mayors of Thornward and Falsford to 
  increase patrols along the busy trade lanes. 
  DC 25 
  • 
  The barony of Saltrenhill is on the brink of rebellion. 
  Rumor has it that Baron Saltren has been urging the 
  people to secede from the March. If tensions 
  continue, surely the Great Army will be sent to 
  intervene. 
  • 
  The construction of the town of New Clunther, on 
  the shores of Lake Hasra, has ground to a halt as the 
  Baron’s Council has called for an investigation into 
  the Shaela River Trading Company. Allegations 
  range from unfair employment practices to 
  manslaughter. An inquiry is pending. 
  • 
  Another Mist Chameleon raid has been reported – 
  this time on refugee settlements on the shores of 
  Lake Hasra. Their objectives are unknown. 
  DC 30 
  • 
  Most of the bandit attackers on the Fals River have 
  been of noticeable Baklunish decent. It is possible 
  that one of the northern baronies – where Baklunish 
  populations are higher – is on the brink of another 
  rebellion. 
  • 
  Mist Chameleon agents raided a bandit encampment 
  on the northern shore of Lake Hasra after it was 
  reported that strange, alien creatures attacked a 
  representative from the Baron’s Council. 
  When they are finished with introductions and 
  rumors, continue: 
  This morning, a knock on your doors disturbed 
  the calm, and brought the promise of adventure. 
  “Your presence is hereby requested in the court of 
  the Baroness of Kynneret,” the messenger’s note 
  read, “to discuss a mission of utmost importance. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 5 
  She awaits your presence by high noon, at Lendel 
  Manor in Ellis.” 
  A few hours later, you find yourself just outside 
  of the baronial capital. Ellis is a bustling town, 
  frequented by trade caravans carrying wares up and 
  down the Watchtower Road between Thornward 
  and Pellak. 
  Traveling to the edge of town, you reach a lush 
  noble estate perched on top of a broad hillside. 
  Armed guards meet you at the front gate, giving you 
  a thorough examination before you are allowed onto 
  the grounds. 
  Eventually, you approach a large mansion, a 
  palace at the center of the hill. An impeccably attired 
  – and gigantic - manservant waits for you at the 
  front entrance. 
  If the PCs played BIS6-01 Splitting Heirs, they will 
  recognize the figure as Barington, Lady Constance’s 
  butler. 
  “Yes? And who might you be?” 
  Allow the PCs a chance to explain themselves to the 
  servant. Once they mention the notes, continue: 
  The imposing figure looks down at you, past an 
  upturned nose. “Yes… Her Prominence, Lady 
  Constance, is expecting you. Follow me, please.” 
  He leads you into a sitting room. He departs, 
  and returns a few moments later with a tall, pale-
  skinned woman with sharp Suel features and raven 
  hair. She wears a lavish purple dress embroidered 
  with gold filigree. Oddly, the dress seems to flutter 
  in the wind, even though you are indoors. 
  If the PCs played BIS6-01 Splitting Heirs, or succeed at 
  a Knowledge [nobility and royalty] check (DC 15) they 
  will recognize her as Lady Constance Lendel, baroness of 
  Kynneret. The title was bestowed upon her a few months 
  ago. 
  If the PCs succeed at a Knowledge [the planes] 
  check (DC 15) they realize that this woman is 
  accompanied by a small air elemental, which is making 
  her clothing behave in that manner. 
  Baroness Lendel looks over your group with an 
  unwavering gaze, before regarding her servant, once 
  more. “Leave us, Barington.” 
  “I have summoned you here because I have need 
  of your… talents. As you well know, the Barons 
  Council appointed me as the rightful ruler of these 
  lands. It is my right – my responsibility – to rebuild 
  them as I see fit. And to punish any that stand in the 
  way.” 
  “Over the past few months, a number of brigand 
  attacks have been reported on merchant caravans 
  and outlaying villages - many, many more than 
  could be mere happenstance. I’ve taken the liberty 
  of recording the most recent of these reports.” 
  Lady Constance gestures to a nearby map of the 
  barony, covered in tiny red pins. 
  Give the PCs Player Handout 1 – Brigand Attacks. They 
  may notice that the attacks are occurring in a relatively 
  small area. If they suggest that the attacks may be 
  originating from somewhere near the center, read the 
  following: 
  “Impressive… I see that your reputations are 
  well-deserved. Yes, that occurred to me, as well, so I 
  did a little research of my own.” 
  Otherwise, read the following: 
  “Perplexing, I know. With nothing else to go on, 
  it occurred to me that the attacks might be related. I 
  did a little research of my own, looking for anything 
  of interest in that area.” 
  Regardless, continue with the following: 
  Lady Constance points to the center of the pins. 
  “Nestled amongst these hills are the ruins of a castle 
  – Siltmourne. One of our old defenses, abandoned 
  during the war. It’s my belief that these… bandits… 
  are operating out of the ruins.” 
  The baroness paces to a window, and peers out 
  at the estate grounds. “But there is more… I hardly 
  believe that this sudden surge in activity is random. 
  And I like knowing who my enemies are…” 
  “I want you to travel to Siltmourne. If anything 
  is going on, find out. And most importantly, I want 
  to know who is behind this. Do this for me, and I 
  will see that you are well rewarded.” 
  Lady 
  Constance 
  can 
  provide 
  the 
  following 
  information, if questioned. If any of the PCs have the 
  Enmity of House Lendel from BIS6-01 Splitting Heirs, her 
  responses to that PC should be particularly cold. 
  • 
  Siltmourne is a day’s travel from Ellis on horseback, 
  and two on foot. The PCs must provide their own 
  mounts. 
  • 
  The castle’s primary purpose was housing a military 
  garrison in northern Kynneret. 
  • 
  Siltmourne was abandoned in late CY 595, after 
  Evard’s forces besieged it. 
  • 
  There has not yet been an effort to recover and 
  restore the fortress. In fact, if brigands have not 
  disturbed it, the PCs will be the first visitors since 
  the war. 
  • 
  The PCs will be allowed scavenging rights to 
  anything they recover in the ruins. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 6 
  • 
  It is possible that the ruins are now home to 
  dangerous monsters, or other hazards. The PCs 
  explore at their own risk. 
  • 
  She will compensate the PCs with 50 gp each upon 
  successful completion. If the information is 
  particularly useful, she may offer substantially more.  
  Note that Lady Constance openly radiates evil. 
  However, it is illegal in Bissel to use spells or spell-like 
  abilities in the presence of a noble without their 
  permission, and it is punished rather severely. As well, 
  Lady Constance does not commit evil deeds in the 
  presence of the PCs, so they have no grounds to accuse 
  her of anything. 
  Once the PCs accept the mission, continue with the 
  next section. 
  All APLs 
  � Barington: Male half-orc Ari2 (Bluff +2, Sense 
  Motive +2); AL LN. 
  � Lady Constance Lendel: Female human Adp6 
  (Bluff +2, Sense Motive +2); AL LE. 
  � Small Air Elemental Familiar: hp 12; see 
  Monster Manual, page 95. 
  Around Ellis 
  Departing Lendel Manor, you head back into 
  Ellis, towards the Watchtower Road. The town’s 
  shops are open, giving you a last chance to gather 
  supplies before embarking for Siltmourne. 
  The PCs can take this opportunity to visit some of 
  Ellis’ shops. 
  If any of the PCs have the Enmity of Kynneret from 
  BIS6-01 Splitting Heirs, the shopkeepers will refuse to deal 
  with that particular PC. 
  Bordneer’s Alchemist Shoppe 
  The 
  sign 
  outside 
  this 
  storefront 
  reads 
  ‘Bordneer’s 
  Alchemist 
  Shoppe. 
  Knickknacks, 
  Thingamabobs, and Doodads. Newt Bordneer, 
  proprietor’. Oddly enough, the sign is not actually 
  attached to the building. Instead, it hovers in midair 
  of its own accord. 
  Opening the door, several disembodied voices 
  greet you: 
  “Welcome to Bordneer’s 
  All mages and seers! 
  Magic in mind? 
  Then here you will find 
  All manner of thing, 
  So ‘Welcome!’ we sing!” 
  Heading inside, you find that the shop looks 
  like a candy store, except that the jars on the shelves 
  are filled with much more exotic things. 
  An elf is bustling around the shop, replenishing 
  the contents of a jar labeled ‘Manticore Droppings’. 
  “You know, that’s starting to get a little old…” 
  he mutters under his breath. He turns to face you. 
  “Hello. Be with you in a moment…” 
  This is Newalis Bordneer, and he is the proprietor of 
  this shop. His occupation has earned him the inescapable 
  nickname ‘Newt’. He deals heavily in spell components, 
  potions, and oils. The PCs may purchase any potion or oil 
  from the DMG Table 7-17 with a market price of 750 gp 
  or less, and any standard spell components up to 1000 gp 
  in value. 
  All APLs 
  � Newalis “Newt” Bordneer: Male elf Adp10 
  (Bluff +3, Sense Motive +5); AL NG. 
  Stuadin’s Sundries 
  Near the center of town, you find a large 
  storefront. The sign out front has a picture of a 
  shovel and a sword, and reads ‘Stuadin’s Sundries, 
  All Sorts for All Sorts’. 
  The door opens with the tinkle of a small bell. 
  The walls are lined with shelves and racks full of all 
  kinds of equipment, from weapons to tools. 
  A voice carries from somewhere on the other 
  side of the shop. “One second, one second...” 
  Moments later, an older man greets you, wiping his 
  hands on his pants before offering it to you. 
  “What can I do fer ye?” 
  This is Cilas Stuadin, and he is the proprietor of this 
  shop. He deals in all manner of goods and services. The 
  PCs can purchase anything from the following PHB 
  tables: Table 7-3: Trade Goods, Table 7-5: Weapons (small 
  & medium sized), Table 7-6: Armor and Shields, Table 7-
  8: Goods and Services (except they can’t have spells cast 
  by NPCs). He claims to have a network of suppliers that 
  allows him to obtain rare and unique items for his 
  customers. In reality, everything he stocks is fairly 
  mundane. 
  All APLs 
  � Cilas Stuadin: Male human Com14 (Bluff +2, 
  Sense Motive +8); AL LG. 
  Departing Ellis 
  Once the PCs are ready to travel to Siltmourne, 
  continue with Encounter 1. 
  
   
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  ENCOUNTER 1: ONCE UPON A 
  MIDNIGHT DREARY… 
  Estimated Time: 5 minutes 
  You depart Ellis early in the afternoon as a 
  strong wind rises from the southeast, the herald of 
  the ominous dark clouds on the horizon. 
  The storm hits with full force about fifteen 
  minutes after you leave the Watchtower Road, 
  heading west into the Harkenest Hills which mark 
  the southernmost reaches of Kynneret. Visibility is 
  reduced drastically and your progress is slowed. 
  Still, you pull your traveling cloaks tighter about 
  you and trudge on. 
  Night falls, and the storm does not let up. 
  You’ve just about given up hope and started looking 
  for a suitable spot to camp, when you reach a break 
  in the tree line. You stand at the peak of a hill, 
  looking over a broad valley. Even though it is well 
  overgrown, you can clearly make out a wide trade 
  road that snakes its way inward. A flash of lightning 
  briefly silhouettes the battlements and towers of an 
  imposing fortress perched atop the next large hill, 
  about a half-mile away. 
  It takes your eyes a moment to adjust to the 
  darkness, before you can make out more detail. The 
  tall walls appear to have been carved out of the same 
  white stone that can be seen in the cliffs around the 
  citadel. A wide esplanade curves up from the base of 
  the cliffs to the tall outer walls. Beyond, you can see 
  the shape of a tall central keep, flanked by a number 
  of smaller buildings. 
  At APLs 2-14, if the PCs succeed on a Spot check 
  (DC 25) read the following: 
  About a quarter-mile away from your position, 
  you can just make out a few dark shapes moving 
  towards the castle. 
  At APL 16, the figures are traveling under the effect 
  of a wind walk spell, so the Spot check is more difficult 
  (DC 45). If they succeed, read the following: 
  About a quarter-mile away from your position, 
  you can just make out movement. Barely defined, 
  you would have mistaken it for fog… except that it 
  is moving against the storm, directly towards the 
  castle. 
  This is the bandit group detailed in Encounter 9, 
  returning from a patrol. If the PCs make their presence 
  known now, the bandits will move to engage them 
  immediately. Otherwise, they will head for the castle 
  gates. 
  If the PCs succeed on a second Spot check (DC 25) 
  read the following: 
  Through the rain, you can briefly make out a 
  flickering pinpoint of light coming from one of the 
  upper floors of the Keep. A moment later, it is gone. 
  This is the light of a torch shining from a Keep 
  window on the fifth floor of the Keep – the current 
  location of the bandit group detailed in Encounter 11. 
  The bandits covered the windows with dark canvas, but 
  wind from the storm blew one of them open. It was a few 
  moments before the bandits could secure it. 
  Once the PCs are ready to explore the castle 
  environs, proceed to Encounter 2. 
  ENCOUNTER 2: SILTMOURNE 
  ENVIRONS 
  Estimated Time: 15 minutes 
  This encounter details the outer areas of the castle 
  ruins. Refer to DM Aid: Map #1 – Siltmourne Environs. 
  The rock hill that Siltmourne is on is about 70 feet 
  tall. The cliffs are slick with rain, so climbing them 
  requires a Climb check (DC 30) for every 10 feet 
  traversed. 
  The severe thunderstorm that is currently taking 
  place brings with in buffeting rain and winds averaging 
  25 mph. This places several penalties on both the PCs and 
  NPCs while they are outside: 
  • 
  Visibility is cut by 3/4. 
  • 
  A -8 penalty is imposed on Listen, Search, and Spot 
  checks. 
  • 
  A -2 penalty is imposed on ranged weapon attack 
  rolls. 
  • 
  Open flames are automatically extinguished. 
  • 
  Tiny or smaller creatures must make a Fortitude save 
  (DC 10) each round or be knocked prone by the 
  force of the wind. 
  Unless otherwise specified, all of the doors and walls 
  of Siltmourne have the following attributes. All of the 
  doors are lockable, but are only locked if noted as such: 
  �  Exterior Wall: 1 ft. thick; hardness 8; AC 5; hp 90; 
  Break DC 35. 
  �  Interior Wall: 1 ft. thick; hardness 8; AC 5; hp 90; 
  Break DC 35. 
  �  Exterior Door: 2 in. thick; hardness 5; AC 5; hp 20; 
  Open Lock DC 20, Break DC 25. 
  �  Interior Door: 1-1/2 in. thick; hardness 5; AC 5; hp 
  15; Open Lock DC 18, Break DC 18. 
  At APL 16, Sergeant Ahns has placed a dimensional 
  lock effect upon the whole castle. 
  
   
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  Location 1: Esplanade 
  A cobblestone esplanade stretches from the 
  overgrown trade road up towards the fortress. You 
  can imagine regiments of soldiers marching tall, 
  surrounded by stately cavalry. But now only weeds 
  stand here, and only raindrops clatter on the stone. 
  If the PCs saw the returning patrol in Encounter 1, 
  they can suspect that they were headed towards this 
  entrance. 
  This area offers no shelter, and it is quite likely that 
  brigands up on the Eastern Defense (Location 17) will 
  spot them approaching the castle. 
  Location 2: Moat & Drawbridge 
  A wide pit separates the esplanade from the first 
  walls of the castle. The water in the moat is deep – at 
  least fifteen feet. A retractable bridge extends from 
  the far wall. 
  The moat is noticeably not stagnant, as water from 
  an underground river flows in and out through grates at 
  either end. 
  The bridge is initially extended. If the brigands have 
  been alerted to the PCs’ presence, the Front Line force 
  (described in Encounter 10) may attempt to retract the 
  bridge, making the moat harder to cross. 
  Location 3: Gatehouse 
  Just past the moat is a long, angular structure 
  dotted with arrow slits. A large patch is stained by 
  soot from some battle long past. 
  A heavy portcullis blocks passage through this 
  entrance. 
  This portcullis is initially open, but the Front Line 
  force (described in Encounter 10) closes it as they enter 
  the castle. 
  The portcullis presents a minor problem. For 
  starters, it is locked. More importantly, it is rusty, and 
  certain to alert the brigands if it is not oiled or silenced 
  before being lifted. Opponents will hear this on a Listen 
  check (DC 0), adjusted by the normal modifiers. 
  The portcullis has the following attributes: 
  � Portcullis: 2 in. thick; hardness 10; AC 5; hp 60; 
  Break DC 28. 
  The inside of the gatehouse is in complete disarray – 
  the invaders that overtook the castle trashed almost 
  everything. Only two mechanisms remain: both the 
  portcullis and retractable bridge can be manipulated 
  through the use of several winches and controls. 
  Raising the portcullis or extending the bridge via the 
  mechanisms generated less noise than trying to do it by 
  hand. Opponents will hear this on a Listen check (DC 5), 
  adjusted by the normal modifiers. 
  Location 4: Outer Gate 
  A wide path winds its way up the cliffs into the 
  castle. A heavy gate stands like a sentinel watching 
  over the path. Barely holding together, it’s clear that 
  the gate has seen better days. 
  This gateway is the first serious defense of the 
  fortress. The gate itself, however, suffered serious damage 
  during the invasion. It has the following attributes: 
  � Damaged Stone Gate: 8 in. thick; hardness 8; AC 5; 
  hp 120; Break DC 30. 
  Attempting to force open the gate will likely alert 
  the brigands. Opponents will hear this on a Listen check 
  (DC 0), adjusted by the normal modifiers. 
  The gate is initially open. If the brigands have been 
  alerted to the PCs’ presence, the Front Line force 
  (described in Encounter 10) may attempt to close this 
  gate via the mechanism in the Outer Gate House 
  (Location 9). The brigands are loathe to close this gate 
  without good cause, as it takes significant effort to get it 
  back open again. 
  At APLs 6 and above, Sergeant Ahns has placed a 
  glyph of warding on the frame of the gate, set to trigger 
  when a humanoid (other than one of the brigands) passes 
  through the gate. 
  APL 6 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  8th-level cleric, 4d8 acid, DC 16 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  APL 8 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  10th-level cleric, 5d8 acid, DC 18 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  APL 10 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  10th-level cleric, 5d8 acid, DC 18 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  APL 12 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  12th-level cleric, 5d8 acid, DC 18 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  APL 14 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  14th-level cleric, 5d8 acid, DC 18 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  
   
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  APL 16 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  16th-level cleric, 5d8 acid, DC 21 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  If the glyph goes off, it will create a moderate 
  amount of noise. Opponents will hear this on a Listen 
  check (DC 5), adjusted by the normal modifiers. 
  Location 5: Outer Gate House 
  A large, blocky building juts from the outer wall. 
  The few windows are all located high up, where they 
  can see over and around the outer wall. The only 
  entrance appears to be just past the gate. 
  The door to the gate house is open. The only light 
  inside is the little that trickles in through the small 
  windows, so odds are the inside is pitch black. 
  The only thing of real interest here is the 
  mechanism for opening and closing the Outer Gate 
  (Location 4). It can be operated by a single individual. 
  Opening the gate via the mechanism generates less 
  noise than trying to force it open. Opponents will hear 
  this on a Listen check (DC 5), adjusted by the normal 
  modifiers. 
  Location 6: North Façade Chute 
  This chute is designed to blend in with the cliff face. 
  It can be found if the PCs search the perimeter below the 
  cliffs, and succeed at a Spot check (DC 20). Read the 
  following: 
  Blending almost perfectly into the surrounding 
  rock, you notice a chute carved into the rock face, 
  leading up the cliff wall. 
  This chute was used for the disposal of garbage and 
  waste… and in a pinch, could be used for a quick escape. 
  The brigands did not notice this feature in their sweeps, 
  and so it can prove to be a significant hole in their 
  defenses. 
  The chute is slick with rain, but it is still easier to 
  climb than the cliff face. Climbing the chute requires a 
  Climb check (DC 15) for every 10 feet traversed. Each 
  half of the chute is 30 feet long, with a small ledge in the 
  middle. A rope can be properly secured on the ledge and 
  at the top, reducing the Climb check for subsequent 
  party members to DC 10. 
  Location 7: North Wall Bastion 
  A narrow path skirts the edge of the cliffs, 
  leading from the chute to a walled bastion. There is 
  no railing, no wall to prevent you from tumbling 
  over the sheer edge immediately beyond the path. A 
  misstep could be disastrous. 
  The path ends at a nondescript stone door. From 
  a distance, it would have appeared to be a featureless 
  section of the castle wall. 
  This door is locked, but poses little challenge. It has 
  the following attributes: 
  � Stone Door: 4 in. thick; hardness 8; AC 5; hp 60; 
  Open Lock DC 22, Break DC 28. 
  Once the PCs bypass the door, continue: 
  The interior of the bastion is a single room. 
  Weapon racks line the walls, but the few blades that 
  remain are in poor shape. A winding staircase leads 
  up to the roof of the structure. A wooden hatch that 
  once kept the elements out has been forced open, a 
  byproduct of some conflict long past. 
  The hatch was forced open during the war, as the 
  invaders searched the castle for survivors. 
  Location 8: Northern Defense 
  A low, crenellated wall surrounds this stone 
  platform, giving archers a good position for 
  defending the northern cliffs. A stone stairway leads 
  upwards, to a narrow pathway along the castle wall. 
  The narrow pathway has a railing, so it is much less 
  treacherous than the previous pathways. 
  Location 9: Gap House 
  The narrow pathway leads to a small structure 
  that straddles the outer wall. A heavy gate blocks 
  your path. 
  This gateway is the first serious defense of the 
  fortress along the chute path. It has the following 
  attributes: 
  � Stone Gate: 4 in. thick; hardness 8; AC 5; hp 60; 
  Break DC 28. 
  Once the PCs bypass the gate, they will find the 
  structure stripped of anything valuable. However, a 
  doorway leads to the courtyard between the Outer Gate 
  (Location 4) and the Mid Gate (Location 10).  A stealthy 
  party should be able to move from here to the Mid Gate 
  without alerting the guards that may be watching from 
  the cliffs above. 
  Location 10: Mid Gate 
  The path is intersected by a wide wall, 
  penetrated by a tunnel. A heavy portcullis blocks the 
  ramp leading up the cliff side. 
  This portcullis is initially open, but the Front Line 
  force (described in Encounter 10) closes it as they enter 
  the castle. There is a mechanism for raising the portcullis 
  just past the Mid Gate. The portcullis has the following 
  attributes: 
  
   
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  � Portcullis: 2 in. thick; hardness 10; AC 5; hp 60; 
  Break DC 28. 
  Lifting the portcullis generates a moderate amount 
  of noise. Opponents will hear this on a Listen check (DC 
  5), adjusted by the normal modifiers. Raising it via the 
  mechanism creates less noise (DC 10). 
  At APLs 12 and above, Sergeant Ahns has placed a 
  symbol on the right wall of the tunnel, set to trigger when 
  the symbol is viewed. The brigands know of the existence 
  of the symbol, and know to avoid viewing it. 
  APL 12 
  � Symbol of Sleep: CR 6; spell; spell trigger; no 
  reset; spell effect (symbol of sleep, 12th-level cleric, DC 
  20 Will save negates); Search DC 30; Disable Device 
  DC 30. 
  APL 14 
  � Symbol of Stunning: CR 8; spell; spell trigger; 
  no reset; spell effect (symbol of stunning, 14th-level 
  cleric, DC 22 Will save negates); Search DC 32; 
  Disable Device DC 32. 
  APL 16 
  � Symbol of Insanity: CR 9; spell; spell trigger; no 
  reset; spell effect (symbol of insanity, 16th-level cleric, 
  DC 26 Will save negates); Search DC 33; Disable 
  Device DC 33. 
  Location 11: Stables 
  The smell of fresh manure and hay mixed with 
  old, rotting wood emanates from the stables. From 
  somewhere within comes a loud horse’s whinny. 
  At the start of the adventure, there are 9 horses here 
  – 5 heavy warhorses, 2 light warhorses, and 2 pack horses. 
  If the Front Line force (described in Encounter 10) has 
  arrived, there will be an additional 2 heavy warhorses and 
  1 light warhorse. 
  All of these animals are expertly cared for and 
  tended to. A successful Handle Animal, Ride, or Survival 
  check (DC 15) means the PC recognizes that this level of 
  care would take several men about four hours a day. 
  A rack along one wall holds military saddles. None 
  of them bear any insignia. A few bear maker’s marks, and 
  a successful Appraise or Knowledge [local – Sheldomar 
  Valley Metaregion] check (DC 20) can recognize them as 
  belonging to master leatherworkers from Gran March 
  and Keoland. 
  Location 12: Barracks 
  A wide ramp leads up to a plateau on the 
  western end of the castle, the highest ground inside 
  the walls. A large building is wrapped around a 
  central courtyard. 
  This is the barracks. In times past, it housed a 
  garrison of 1,000 soldiers. Now, all of the rooms are in 
  complete disarray. If the PCs search them, they find a 
  multitude of personal items – books, clothing, and many 
  trinkets – but nothing old or of significant value. 
  Three of the rooms on the second floor were used by 
  the brigands until they had recovered living quarters in 
  the Keep. The PCs will only find them if they spend two 
  hours searching and succeed on a Search check (DC 25). 
  The debris has been cleared away enough to make the 
  beds useable. 
  Location 13: Armory 
  This squat building is noticeably different than 
  the others in the castle; all of its windows are barred, 
  and the doors are heavier and iron-shod. 
  Heading inside, you find orderly racks of 
  weapons and armor. Every type of armament 
  imaginable is represented here in great quantity, 
  enough to furnish a small army. 
  A foundry sits near the entrance to the building, 
  its bellows still and furnace cold. 
  In the dim light, you can see that many of the 
  blades are tarnished and a few of the pole arm shafts 
  are rotting, signs of several years of neglect. 
  All of the weapons and armor here are of normal 
  quality. If the PCs are willing to spend twenty minutes, 
  they can find virtually any combination of equipment 
  they desire, restore it, and reequip. This includes 
  composite bows with a Strength bonus up to +4. 
  While there is plenty of gear for the PCs, the racks 
  are far from full. Noticeably, many bows, swords, and 
  spears are missing. These were used by the resident army 
  during the assault on Siltmourne. 
  Treasure: 
  All APLs: L: 142 gp, C: 0 gp, M: 0 gp. 
  Location 14: Great Hall 
  This 
  single-story building is the largest 
  structure in the castle, except for the main keep 
  itself. The entryway is elaborate, crowned by a bas-
  relief sculpture depicting soldiers marching off to 
  war, following a taller central figure. 
  A successful Knowledge [religion] check (DC 15) 
  can identify the central figure as likely representing 
  Heironeous, the Archpaladin. 
  This building is further described in Encounter 3. 
  Location 15: Inner Gate 
  The entrance to the inner tier of the castle is 
  guarded by a large double gate. 
  This gate is likely open when the PCs reach it. The 
  brigands do not like closing it, as it is heavy and 
  
   
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  awkward, requiring at least four men and two minutes to 
  close. They will only close it if they absolutely need to 
  contain a threat. 
  If it is closed, the gate has the following attributes: 
  �  Stone Gates (2): 4 in. thick; hardness 8; AC 5; hp 60 
  each; Break DC 28. 
  Location 16: Bellhouse 
  A small building stands near the northern end 
  of the inner tier. There are no doors, and through 
  the open archway you can see a huge bell. 
  If this bell is rung, it will alert the brigands, 
  regardless of where they are within the castle. It can be 
  heard clearly for up to two miles through the noise of the 
  storm. 
  Location 17: Eastern Defense 
  This heavy wall is pierced by arrow slits, 
  overlooking the entrance to the castle. 
  This is likely the area where the Ranged force 
  (described in Encounter 11) will spend most of their 
  time. 
  Location 18: East Wall Bastion 
  This small structure, built into the eastern wall, 
  contains a large fireplace and kettle, used for 
  pouring boiling oil upon the heads of unfortunate 
  enemies. The kettle is overturned, its contents long 
  gone. 
  If the PCs search the structure, and succeed at a 
  Search check (DC 25), they find a well-disguised secret 
  door in the floor. A ladder leads down to a cramped 
  tunnel, which runs south to the catacombs (Encounter 5, 
  location 51). 
  Location 19: Siltmourne Keep 
  A tall fortress forms the southeast corner of 
  Siltmourne. Carved from the same grey stone of the 
  cliffs, it looms before you in the murky darkness of 
  the storm like an unearthly apparition. The single 
  tower stands six stories above ground level 
  This building is further described in Encounter 4. 
  ENCOUNTER 3: GREAT HALL 
  Estimated Time: 5 minutes 
  This encounter details the interior of the Great Hall. 
  Refer to DM Aid: Map #2 – Great Hall. 
  Location 20: Entrance 
  Ornate double doors lead to an entrance foyer. A 
  tall statue fills an alcove on each wall; to the left, a 
  tall paladin, in stately armor, striding forth and 
  hefting a flaming longsword; to the right, a 
  monstrous figure of evil, its armor fashioned to 
  resemble horns and scales, bearing a wicked flanged 
  flail. It might be your imagination, but it appears 
  that the latter is cowering, ever so slightly, from its 
  opponent’s attack. 
  A set of double doors leads deeper into the 
  building. A heavy chain is strung through the 
  handles, fastened securely by a large padlock. 
  A successful Knowledge [religion] check (DC 15) 
  can identify the left statue as likely representing 
  Heironeous, the Archpaladin, and the right statue his 
  brother, Hextor, the Scourge of Battle. 
  A successful Spot check (DC 10) notices that the 
  floors in this building have been swept free of dust. 
  Neither the lock nor the chain shows any signs of 
  rust. Each of the Sergeants carries a key to unlock it. The 
  chained doors have the following attributes: 
  �  Chained Door: 1/6 in. thick; hardness 10; AC 5; hp 
  5; Open Lock DC 25; Break DC 26. 
  Location 21: Great Hall 
  The double doors give way to a huge feasting 
  hall, 90 feet in length. A flash of lightning can be 
  seen through glass skylights. For a brief instant, it 
  illuminates the exquisite designs worked into the 
  wood of the walls. 
  For that moment, you can also see more 
  disturbing aspects. Large banners, bearing the crest 
  of the March, once hung from the rafters. However, 
  only shreds of cloth remain. As well, the long 
  feasting table has been shattered, and the largest 
  pieces have been upended and pushed against the 
  wall. 
  Six large wooden crates fill the hall, occupying 
  most of its space. 
  The crates are full of mundane supplies, including 
  dried and preserved food. If the PCs spend ten minutes 
  checking the crates, and succeed at an Appraise or 
  Survival check (DC 15), they can approximate that there 
  are enough supplies here to support 12 men, including 
  enough perishables for 3 months. Failure by 5 or more 
  means they incorrectly guess that the supplies could 
  support 36 men. 
  Location 22: North Trophy Room 
  This 
  chamber 
  likely 
  once 
  held 
  a 
  wide 
  assortment of interesting items – trophies from 
  across the Flanaess. Now, only a few items remain. 
  A large painting of a sunrise over Siltmourne 
  hangs on the wall in a brass frame. It appears to be 
  undamaged. 
  A successful Appraise check (DC 10) allows the PCs 
  to realize that the painting is fairly amateur, and of no 
  real value. If they fail by 5 or more, describe artistic 
  
   
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  quality that isn’t there, and hint that the painting may be 
  priceless. 
  An unusual greatsword is mounted on the wall. 
  Its hilt is fairly ordinary, but the blade is quite 
  unusual; it is transparent, except for a slight dark 
  tint. Beads of condensation cover its surface. 
  The blade of this sword is very cold to the touch, and 
  is as hard as steel. A successful Appraise check (DC 25) 
  allows the PCs to realize that the blade is actually made of 
  some sort of ice. If that is made, a Knowledge 
  [geography] check (DC 15) will allow the PCs to know 
  that odd varieties of ice have been found in the Land of 
  Black Ice, far to the north. 
  If the Appraise check is missed by 5 or more, the PC 
  comes to the conclusion that the blade is made simply of 
  tinted glass. 
  The greatsword is attached to the wall by a sturdy 
  bracket. If the PCs use a crowbar, they can pry it loose 
  with a Strength check (DC 18). If they take the sword, 
  they gain the Sword of Dark Ice item on the Adventure 
  Record. 
  A wickedly-curved scimitar lies discarded on the 
  floor. The weapon bears Suel characters, and a 
  foreign design. 
  A successful Appraise check (DC 15) allows the PCs 
  to realize that the blade is not properly weighted, so it is 
  all but worthless. If the check is higher (DC 20), it also 
  allows the PCs to identify the blade to be from Sunndi or 
  Medegia – a long way from here. If they fail by 5 or more, 
  they see either Tusman or Ketite features in the design, 
  and guess that it is of masterwork quality. 
  Treasure: 
  All APLs: L: 41 gp, C: 0 gp, M: 0 gp. 
  Location 23: South Trophy Room 
  Entering this room, the first thing you see is a 
  pair of amber eyes glaring back at you. Its gaze meets 
  yours, and you feel death course through you… 
  If the victim succeeds on a Knowledge [religion] 
  check (DC 15), he can identify the ‘creature’ in the 
  darkness to be a bodak. 
  The head of a large bodak is mounted on the wall as a 
  trophy, and has been magically preserved – retaining a bit 
  of its gaze ability. It has the following attributes: 
  All APLs (EL 0) 
  � Preserved Bodak Head: CR 0; magic device; 
  visual trigger; automatic reset; effect (target stunned 
  for 1 round); Search DC 10; Disable Device DC 10. 
  If the bodak head is removed from the wall, or the 
  wall damaged, the enchantment upon it will fail, and the 
  gaze attack will no longer function. 
  Once the PCs bypass this minor obstacle, continue 
  with the following: 
  As your eyes adjust to the darkness, you can tell 
  that the eyes belong to a head, mounted to a plaque 
  on the wall. Several other trophies can be seen, as 
  well. 
  A great humanoid head is mounted on the left 
  wall. Its lower jaw is covered in wicked-looking 
  spikes. 
  A Knowledge [nature] check (DC 22) can identify 
  this as the head of a manticore. 
  A large wolf’s head adorns the right wall. Frost 
  coats the wall around it. 
  A Knowledge [nature] check (DC 15) can identify 
  this as the head of a winter wolf. 
  A billowing, tattered black cloak is suspended 
  from the ceiling. A bony, whip-like tail extends from 
  its folds, and is wrapped around a rafter. 
  A Knowledge [dungeoneering] check (DC 15) can 
  identify this as a cloaker. 
  ENCOUNTER 4: KEEP FIRST 
  FLOOR 
  Estimated Time: 15 minutes 
  This encounter details the first floor of the Keep. 
  Refer to DM Aid: Map #3 – Keep First Floor. 
  It is possible to scale the outside walls, but due to the 
  rain, the Climb check is very difficult (DC 30). 
  At APLs 14 and above, Sergent Magden has placed a 
  guards and wards effect upon the keep. All of the corridors 
  of this level are filled with fog, all doors off of the 
  corridors are arcane locked, webs fill all of the stairwells, 
  and all corridors are subject to the confusion effect, as per 
  the spell. 
  Location 24: Entrance Hall 
  This stone entrance hall is adorned with a 
  number of murals that span its entire length. 
  At the far end, men are depicted standing 
  shoulder-to-shoulder. Nearer the entrance, other 
  men fight against unspeakable evils, braced against 
  their fellow soldiers. 
  If the PCs succeed on a Knowledge [religion] check 
  (DC 20), they suspect that the murals are representative 
  of a passage from the Heironium Harmonius, one of the 
  archetypical texts of the Heironean religion: 
  “I will stand beside my brother, and together we shall be 
  the foundation of that house, that dwelling not made by hands, 
  but by courage and valor.” 
  
   
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  Followers of Heironeous receive a +10 insight bonus 
  on this check, as it is a traditional part of church 
  teachings. 
  Doors exit this room on the left and right, and a 
  pair of double-doors leads out to the castle 
  courtyard. Noticeably, none of the doors appear to 
  be broken in. 
  The Keep was abandoned before Siltmourne fell, so 
  the attackers did not have to break down these doors. 
  Location 25: Blocked Hallway 
  The ceiling here has collapsed, blocking further 
  passage through this hallway. 
  There is roughly 3 tons of rubble here, preventing 
  entry into this section of the Keep. Only an extreme 
  amount of excavation would breach it… and the PCs will 
  certainly be discovered doing so. 
  This rubble was created when a boulder from a siege 
  engine smashed through the roof of the Keep tower. 
  Location 26: Looted Chamber 
  It is hard to determine what this chamber was 
  used for; all that is left are broken pieces of 
  furniture and rubble. 
  There is nothing of value left here. 
  Location 27: Courtyard 
  You leave the stone and mortar confines of the 
  Keep, and enter a large open-air courtyard at its 
  center. 
  You imagine that this was once a beautiful 
  garden refuge. Now, only evergreen bushes and 
  overgrown weeds stand in its place, the victims of 
  disregard and a harsh Bissel winter. 
  A section of the courtyard wall on the eastern side 
  sits in shadow of the Keep tower, and as such has 
  remained relatively dry. If the PCs try to climb here, the 
  difficulty of Climb checks is reduced to DC 25. 
  Location 28: Garrison 
  The door to this chamber opens with a squeal of 
  protest. Opponents will hear this on a Listen check (DC 
  0), adjusted by the normal modifiers. 
  This chamber appears to have served as a guard 
  post. A small weapon rack is mounted on one wall, 
  and another holds a bulletin board full of duty 
  rosters and patrol schedules. 
  A small table sits near the center of the room. 
  Playing cards and coins lay upon its surface. If not 
  for the thick layer of dust, you’d think that a game 
  was in progress. 
  There are no signs of struggle here. The guards using 
  this post were called away at the first signs of the 
  invading horde, and they did not return. 
  Treasure: 
  All APLs: L: 0 gp, C: 2 gp, M: 0 gp. 
  Location 29: Armory 
  The door to this room is heavier than most, iron 
  shod, and locked. It has the following attributes: 
  � Strong Wooden Door: 2 in. thick; hardness 5; AC 5; 
  hp 20; Open Lock DC 25, Break DC 25. 
  Weapon racks line the walls of the room, about 
  half-full of various blades and bows. A few of the 
  weapons are scattered about the floor. 
  All of the weapons here are of normal quality. The 
  racks contain a half-dozen short swords, long swords, 
  light maces, heavy maces, long bows, and short bows. 
  Location 30: Barracks 
  Bunk beds line the walls of this room, enough 
  sleeping space for sixteen men. There is a footlocker 
  with each bed, though the contents are mostly 
  strewn about the floor. 
  The soldiers defending the keep were housed here, 
  and did not have a chance to retrieve their belongings 
  before retreating. Nothing of value is left here – the 
  soldiers were used to often being moved around, and so 
  rarely kept much of value that wasn’t carried on their 
  persons. 
  Location 31: Storage 
  This chamber is some sort of storage room. 
  Every inch is packed with crates and barrels, and 
  pegs driven into the walls hold coils of rope and 
  tools. 
  These rooms are full of mundane, non-perishable 
  items, such as textiles, lumber, metal, mortar, and various 
  tools. Much of the contents are still crated and barreled. 
  Location 32: Slaughterhouse 
  The smell of rancid meat nearly overpowers you, 
  as you open this door. 
  If the PCs fail at a Fortitude save (DC 10), they are 
  sickened for the duration of their stay in this room, and a 
  minute afterwards. 
  Large metal hooks hang down from the ceiling 
  of this chamber. Most bear large pieces of meat, 
  green and black with age. 
  A number of wicked knives and cleavers sit near 
  a chopping block by the eastern wall. 
  
   
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  A Heal check (DC 10) can identify the carcasses as 
  those of cows, sheep, and pigs. They have been hanging 
  here since the invasion. 
  If the PCs remain here long enough to search, and 
  succeed at a Search check (DC 15), they find a severed 
  human head impaled on one of the hooks behind some of 
  the carcasses. When the invaders penetrated the keep, 
  they hung several of the remaining servants – still quite 
  alive – on the hooks. The brigands removed most of 
  them, but missed the head. 
  Location 33: Stairs Down 
  At APLs 14 and above, the guards and wards spell 
  covers the door to this room with a silent image, making 
  the door appear to be just a plain wall. If the wall is 
  interacted with, a Will save (APL 14: DC 21, APL 16: DC 
  22) disbelieves the illusion. 
  These stairs lead down to the sub-floor (Encounter 5, 
  location 44). 
  At APLs 14 and above, the guards and wards spell 
  covers stairwell with a stinking cloud (Fortitude save, APL 
  14: DC 21, APL 16: DC 22) in addition to the webs. 
  Location 34: Pantry 
  The walls of this room are lined with shelves, 
  stocked full of jars and pots. Racks of salted and 
  smoked meat hang from hooks, and barrels fill every 
  available inch of the floor. The whole area emanates 
  the strong aromas of spices and preserves. 
  All of the containers in this room are filled with 
  various preserved foods – enough to supply the Keep for 
  over a year. If the PCs succeed at an Appraise check (DC 
  12), they recognize that the contents of the room are 
  worth several hundred gold pieces, but are bulky and 
  difficult to carry away. 
  Location 35: Cliff Walk 
  A balcony spans the southern side of the Keep, 
  permitting a fantastic view of the cliffs below. 
  The door at the eastern end of the balcony is blocked 
  by roughly 2 tons of rubble, preventing entry into this 
  section of the Keep. Only an extreme amount of 
  excavation would breach it… and the PCs will certainly 
  be discovered doing so. 
  Location 36: Mess Hall 
  Two long tables fill the bulk of this room, 
  flanked by long benches. Cabinets are mounted on 
  the north wall, filled with plates, silverware, and 
  tankards. 
  If the PCs search the room, and succeed at a Search 
  check (DC 20) they find a few drops of a brown liquid on 
  the floor under a table. A Craft [alchemy] or Profession 
  [cook] check (DC 10) can identify the substance as beef 
  gravy. A PC brave enough to taste it succeeds at this 
  check automatically. The spill is from a meal prepared 
  today, and has not had a chance to dry. 
  Location 37: Kitchen 
  A large fireplace fills one wall of this sizable 
  kitchen. Pots and pans are neatly arranged on 
  shelves along the north wall. A preparation table sits 
  at the center of the room, empty except for a single 
  glass bottle – partially filled with a pink liquid. 
  If the bottle is opened, the contents can be easily 
  identified as wine vinegar. 
  The fireplace is full of smoldering wood. A Survival 
  check (DC 10) allows a PC to surmise that the fireplace 
  was used to prepare a recent meal. 
  At APLs 14 and above, the guards and wards spell 
  covers the door to this room with a silent image, making 
  the door appear to be just a plain wall. If the wall is 
  interacted with, a Will save (APL 14: DC 21, APL 16: DC 
  22) disbelieves the illusion. 
  Location 38: Infirmary 
  A row of cots lines the north wall of this 
  chamber, which is in complete disarray. Bandages 
  and broken bottles litter the floor. A corner of the 
  ceiling has collapsed, blocking a doorway. 
  The medical supplies that were here were mostly 
  taken away in the evacuation. The few that remain are all 
  but useless. 
  The door at the eastern end of the room is blocked 
  by roughly 2 tons of rubble, preventing entry into this 
  section of the Keep. Only an extreme amount of 
  excavation would breach it… and the PCs will certainly 
  be discovered doing so. 
  Location 39: Rubble Hallway 
  All of the normal exits of this hallway are blocked by 
  large piles of rubble. However, a huge hole exists in the 
  ceiling, which is visible on DM Aid: Map #5 – Keep Second 
  Floor. A PC can make a Climb check (DC 20) to scale the 
  rubble, and climb through the hole. 
  Of course, it would just be easier to take the stairs. 
  Location 40: Fountain Room 
  The warm, humid air in this room starkly 
  contrasts the cold chill of the rest of the Keep. A 
  large pool sits in its middle, from which emerges a 
  statue of a bald humanoid. Fountains of water spray 
  out from the statue’s back, giving it the appearance 
  of ephemeral wings. 
  The rest of the room is full of plant beds and 
  pots containing exotic plants. 
  A successful Spellcraft check (DC 25) will allow the 
  PCs to identify the water spray as a permanent create water 
  effect. 
  
   
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  A successful Knowledge [nature] check (DC 15) will 
  allow the PCs to identify the plants as tropical foliage that 
  normally cannot survive in Bissel’s climate. If the check 
  is higher (DC 20) they can identify a few of the plants – 
  there are a few medicinal herbs, a few cooking herbs, and 
  a few hallucinogens. 
  Location 41: Stair Up 
  At APLs 14 and above, the guards and wards spell 
  covers the door to this room with a silent image, making 
  the door appear to be just a plain wall. If the wall is 
  interacted with, a Will save (APL 14: DC 21, APL 16: DC 
  22) disbelieves the illusion. 
  These stairs lead down to the second floor 
  (Encounter 6, location 56). 
  At APLs 14 and above, the guards and wards spell 
  covers this stairwell with a stinking cloud (Fortitude save, 
  APL 14: DC 21, APL 16: DC 22) in addition to the webs. 
  Location 42: Hall 
  This small feast hall contains a single long table 
  and a number of unornamented chairs. Green 
  tapestries drape from the walls and an iron 
  chandelier is suspended above the center of the 
  chamber. 
  The tables are set with a number of silver 
  goblets, as if any moment the hall will erupt with ale 
  and revelry. 
  The goblets are mildly valuable, should the PCs 
  decide to take them. 
  Treasure: 
  All APLs: L: 10 gp, C: 0 gp, M: 0 gp. 
  Location 43: Foundry 
  A furnace is built into the north wall, next to an 
  anvil. A variety of tools and blacksmithing 
  implements hang from wrought-iron hooks set into 
  the wall. 
  The forge is still noticeably warm, as it was used just 
  a few days ago to make minor repairs. 
  If the PCs succeed at an Appraise check (DC 17), 
  they realize that the tools here are fairly valuable. 
  Treasure: 
  All APLs: L: 60 gp, C: 0 gp, M: 0 gp. 
  ENCOUNTER 5: KEEP SUB-
  FLOOR 
  Estimated Time: 15 minutes 
  This encounter details the first floor of the Keep. 
  Refer to DM Aid: Map #4 – Keep Sub-floor. 
  Location 44: Stairs Up 
  These stairs lead up to the first floor (Encounter 4, 
  location 33). 
  At APLs 14 and above, the guards and wards spell 
  covers the door at the top of these stairs with a silent 
  image, making the door appear to be just a plain wall. If 
  the wall is interacted with, a Will save (APL 14: DC 21, 
  APL 16: DC 22) disbelieves the illusion. 
  Location 45: Wine Cellar 
  The walls of this musty room are covered in 
  wine racks. Upon them, about three dozen intact 
  bottles remain. 
  The bottles are fairly fragile, and so removing them 
  safely is a minor challenge. Three of the bottles are 
  actually valuable. A successful Appraise or Bardic 
  Knowledge check (DC 22) allows the PCs to pick out 
  these specific bottles. Failure means that they are not 
  sure. Failure by 5 or more means they pick out four 
  worthless bottles, instead. 
  Treasure: 
  All APLs: L: 40 gp, C: 0 gp, M: 0 gp. 
  Location 46: Flooded Room 
  A heavy wooden table has been pushed up 
  against this iron-shod wooden door, and a sturdy 
  iron chain and lock keeps it securely shut. 
  Noticeably, the stones around the door frame are 
  marked by wide scratch marks. 
  If the PCs succeed at a Survival check (DC 15) they 
  suspect that the marks were made by a large clawed 
  creature striking out from within the blocked room. 
  Whatever managed to make such marks into stone was 
  immensely strong. 
  The heavy table blocking the door weighs about 200 
  lbs. If the PCs decide to move it, express to them how 
  heavy and awkward it is, and that it doesn’t appear to 
  have originated in any of the sub-floor rooms. 
  Moving the table generates a moderate amount of 
  noise. Opponents will hear this on a Listen check (DC 5), 
  adjusted by the normal modifiers. 
  The chain and lock on the door are also fairly sturdy. 
  They have the following attributes: 
  �  Chained Door: 1/6 in. thick; hardness 10; AC 5; hp 
  5; Open Lock DC 25; Break DC 26. 
  At APLs 14 and above, Sergeant Belmont has placed 
  a symbol on the door, set to trigger when the door is 
  touched. 
  APL 14 
  � Symbol of Sleep: CR 6; spell; spell trigger; no 
  reset; spell effect (symbol of sleep, 12th-level cleric, DC 
  
   
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  20 Will save negates); Search DC 30; Disable Device 
  DC 30. 
  APL 16 
  � Symbol of Stunning: CR 8; spell; spell trigger; 
  no reset; spell effect (symbol of stunning, 14th-level 
  cleric, DC 22 Will save negates); Search DC 32; 
  Disable Device DC 32. 
  If the PCs persist, and open the door despite the 
  warnings, read the following: 
  Beyond the door is a long hallway. Stagnant 
  water fills most of the floor, having leaked in 
  through a gap somewhere in the rough hewn stone 
  walls. Desiccated corpses are propped against the 
  walls, mangled and disfigured beyond recognition. 
  The air pulses with palpable energy. 
  If the PCs succeed at a Heal check (DC 10) they can 
  tell that all of the bodies, except one, have been here for 
  at least several months. The exception has only been here 
  for a few weeks, at most, and is clad in the same garb as 
  the brigands. If the Heal check is higher (DC 20) they 
  can tell that the victims were slain by massive blows by a 
  clawed creature, probably the same that created the 
  marks in the doorframe. 
  If the PCs reach this point, they earn the Lurking in 
  the Shadows favor on the Adventure Record. 
  If the PCs persist still, and walk down the hallway, 
  continue with the following. Try to make it obvious that 
  they should not go further:  
  Suddenly, you see movement from the chamber 
  at the end of the hallway… something huge and 
  indistinct stirs awake. You feel emotions in your 
  mind that are not your own – overwhelming hunger 
  and hatred. 
  Any PC that has made it this far must now succeed at 
  a Will save versus fear (DC 35) or become shaken. They 
  are also immediately subjected to an anti-magic field 
  effect that blankets this area – a Spellcraft check (DC 32) 
  identifies the effect, but does not locate a source. 
  If the PCs ignore all of the warning signs, and enter 
  the chamber at the end of the hallway, the unnamed evil 
  that lurks within slays them with ease. Describe a whirl 
  of motion, huge clawed appendages, and huge eyes that 
  glow with a yellow light. 
  Location 47: Debris 
  The door to this room is torn off of its hinges. A 
  number of stones have been dislodged from one 
  wall, and the room is scattered with debris that 
  vaguely resembles shelves. 
  There is nothing remaining here of interest. 
  Location 48: Well 
  A low wall separates this room into two 
  sections. The northern half is a cistern, full of water 
  that has flowed from cracks in the stone wall. 
  The water here is potable, and remarkably fresh. The 
  servants of the keep used it regularly. 
  Location 49: Grotto 
  The walls of this chamber are not rough hewn 
  or mortared stone like the rest of this level; rather, 
  this room looks more like a small natural cavern. A 
  flickering blue glow dances over the stone. A small 
  wooden bench sits empty in the center of the 
  chamber. 
  If the PCs succeed on a Spellcraft check (DC 27) 
  they can identify the glow as a continual flame spell. The 
  matron of the Keep liked to come here, as the flicking 
  light and cool air relaxed her. 
  Location 50: Vault 
  The doors of these chambers are made of stone, and 
  are heavily locked. They have the following attributes: 
  � Stone Door: 4 in. thick; hardness 8; AC 5; hp 60; Open 
  Lock DC 25, Break DC 28. 
  If the PCs bypass any of the doors, they find similar 
  rooms with different contents. The treasures within – too 
  bulky to carry away - were secreted here, in hopes that 
  one day they could be recovered. Read the following: 
  The huge door opens, releasing a wave of stale 
  air, and revealing a small vault. A thick layer of dust 
  covers the contents of the room, which appear to be 
  largely undisturbed. 
  Vault A 
  This vault contains a number of finely crafted statues 
  of historical and mythological figures. Allow bards and 
  PCs with ranks in Knowledge [history] or Knowledge 
  [religion] to recognize a few of the personages depicted. 
  The statues are valuable, but very difficult to transport – 
  the smallest weighs 200 lbs. 
  Moving a statue generates a moderate amount of 
  noise. Opponents will hear this on a Listen check (DC 5), 
  adjusted by the normal modifiers. 
  Treasure: 
  All APLs: L: 40 gp, C: 0 gp, M: 0 gp. 
  Vault B 
  This vault contains what appears to be a jumbled pile 
  of junk. However, the items here are all historical relics – 
  for example an early Ur-Flan sickle recovered from the 
  Fetid Fens, coinage from Vecna’s rule of the Sheldomar, a 
  tapestry bearing the old crest of the Felmarch (the land 
  now known as Bissel), and a crude map from the great 
  Suel migration. Allow bards and PCs with ranks in 
  
   
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  Knowledge [history] to recognize the significance of a 
  few of the items. These items are of some value to a 
  collector. 
  Treasure: 
  All APLs: L: 80 gp, C: 0 gp, M: 0 gp. 
  Vault C 
  This vault contains various pieces of artwork – 
  paintings, vases, and a crystal candelabrum. While 
  valuable, these items would be difficult to transport 
  without damaging them. Noticeably, a large rectangular 
  section of the room is empty – four feet wide, and eight 
  feet long - as if something substantial was removed from 
  that spot. 
  Treasure: 
  All APLs: L: 50 gp, C: 0 gp, M: 0 gp. 
  Location 51: Catacombs 
  The short hallway that leads to this chamber begins 
  and ends with locked doors. These doors have the 
  following attributes: 
  � Stone Doors (2): 4 in. thick; hardness 8; AC 5; hp 60; 
  Open Lock DC 22, Break DC 28. 
  Once the PCs bypass the doors, read the following: 
  The scent of decay is heavy in the air here. As far 
  as the eye can see, the walls of this large chamber are 
  filled with small niches – the resting places of the 
  remains of many long-dead residents of Siltmourne. 
  While the catacombs are a place of death and 
  decay, they feel oddly safe and peaceful. 
  If the PCs succeed on a Spellcraft check (DC 30) 
  they realize that this area is under the effect of a hallow 
  spell. 
  If the PCs search the catacombs, read the following: 
  The catacombs have suffered over time – a large 
  section of the wall near the rear of the chamber has 
  collapsed into a pile of rubble. 
  If the PCs spend twenty minutes clearing away 
  rubble, they find a small door behind the fallen rock 
  (Location 52). 
  Location 52: Secret Exit 
  This exit tunnel leads to a ladder, which in turn leads 
  up to a secret door in the floor of the East Wall Bastion 
  (Encounter 2, Location 18). 
  Location 53: Holding Chamber 
  This chamber is bare, except for manacles 
  attached to the wall, a stool, and a broken desk – 
  tossed aside and shattered. 
  A desk drawer contains a fair amount of boring 
  paperwork. If the PCs spend ten minutes searching 
  through it, and succeed at a Search check (DC 13), they 
  find a log sheet describing two prisoners checked into 
  the dungeon cells, but never checked out – a captured 
  bandit, and a soldier that didn’t report on time to his post. 
  Location 54: Torture Chamber 
  This room was once a torture chamber. 
  Manacles are mounted to the wall, and an iron 
  maiden stands empty in a corner. 
  The torture devices show no signs of use. 
  Location 55: Dungeon 
  This block of barred cells reeks with the stench 
  of old sweat and mildew. The cells are plain – 
  containing just a bench, sleeping mat, and a 
  chamber pot. 
  Each of the cell doors is locked, and has the 
  following attributes: 
  � Cell Door: 1/2 in. thick; hardness 10; AC 5; hp 15; 
  Open Lock DC 18, Break DC 22. 
  The last two cells are occupied – the desiccated 
  remains of two human men. If the PCs succeed on a Heal 
  check (DC 17), they can tell that one of the men was 
  killed by the incorporeal claws of some undead spirit. 
  The other died of a disease – and has a holy symbol of 
  Joramy around his neck. He was able to turn the undead, 
  and create food and water… but he was not able to cure 
  himself of an illness he contracted afterwards. 
  ENCOUNTER 6: KEEP SECOND 
  FLOOR 
  Estimated Time: 15 minutes 
  This encounter details the second floor of the Keep. 
  Refer to DM Aid: Map #5 – Keep Second Floor. 
  At APLs 14 and above, Sergent Magden has placed a 
  guards and wards effect upon the keep. All of the corridors 
  of this level are filled with fog, all doors off of the 
  corridors are arcane locked, webs fill all of the stairwells, 
  and all corridors are subject to the confusion effect, as per 
  the spell. 
  Location 56: Stairs Down 
  These stairs lead down to the first floor (Encounter 
  4, location 41). 
  Location 57: Stairs Up 
  These stairs lead up to the third floor (Encounter 7, 
  location 74). 
  
   
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  Location 58: Debris Room 
  This room is a jumble of stone and broken 
  timber debris. It is unlikely that anything of value 
  has survived inside. 
  Indeed, there is nothing of value or interest in this 
  room. If the PCs decide to excavate anyways, they will 
  likely draw the attention of the brigands… and still not 
  find anything. 
  Location 59: Parlor 
  This parlor is exquisite and comfortable. 
  Burgundy tapestries hang from all four walls, 
  matching the floor tiles and chair cushions. A large 
  portrait of a man and woman – obviously depicted 
  as nobility – hangs from the north wall, while the 
  south wall bears a large mirror in an ornate gilded 
  frame. A fancy tea set sits arranged on the table, 
  awaiting a teatime that will never come. 
  The mirror frame and tea set were both imported 
  from Tusmit, and are mildly valuable. 
  If the PCs succeed at a Knowledge [local – 
  Sheldomar Valley Metaregion] or Knowledge [nobility 
  and royalty] check (DC 24) they can identify the couple 
  in the painting as Lord Amius and Lady Likian of 
  Siltmourse, the former governor of the castle and his 
  wife. 
  Treasure: 
  All APLs: L: 4 gp, C: 0 gp, M: 0 gp. 
  Location 60: Salon 
  This salon is fairly large and ornate: four 
  columns separate the main room from alcoves 
  against each wall, where couches and pillows 
  provide comfortable places to lounge. A tall 
  bookshelf stands in the corner of the room, next to 
  an elaborate candelabrum. 
  The lord of the castle liked to withdraw to this 
  chamber to read. The bookshelf contains mostly books 
  about historical battles and the tactics employed. 
  If a PC succeeds at a Spot check (DC 22) they notice 
  a few fingerprints in the dust on the shelves, and a few 
  spots where books appear to be missing. The leader of the 
  bandits borrowed a few of these books, as the subjects 
  interested him. 
  Location 61: Dining Hall 
  At APLs 14 and above, the guards and wards spell 
  covers the door to this room with a silent image, making 
  the door appear to be just a plain wall. If the wall is 
  interacted with, a Will save (APL 14: DC 21, APL 16: DC 
  22) disbelieves the illusion. 
  This chamber is a small dining hall, richly 
  appointed with finely-carved furniture. A large 
  banner, bearing the shield of Bissel, hangs from the 
  southern wall. 
  There is a noticeable lack of silverware and goblets, 
  as these were taken in the evacuation. The furniture, 
  should the PCs manage to carry it out, is mildly valuable. 
  Treasure: 
  All APLs: L: 20 gp, C: 0 gp, M: 0 gp. 
  Location 62: Nursery 
  The walls of this room are painted a soft pink. A 
  crib sits near the center, covered in cobwebs and 
  dust. A number of rotted blankets are scattered 
  haphazardly about the floor. 
  It does not appear that this room has been disturbed 
  since the invasion. There is nothing of interest here. 
  Location 63: Treasury 
  The door to this room is made of reinforced iron, is 
  locked, and is trapped. However, in their haste to flee the 
  castle, the stewards did not properly arm the trap. The 
  door and trap have the following attributes: 
  � Iron Door: 2 in. thick; hardness 10; AC 5; hp 60; Open 
  Lock DC 28, Break DC 28. 
  All APLs (EL 0) 
  � Faulty Blade Trap: CR 0; mechanical device; 
  touch trigger; manual reset; no effect, see below; 
  Search DC 26; Disable Device DC 26. 
  If they set off the trap, read the following: 
  As you touch the door, a soft mechanical snap 
  issues from the doorframe. A moment later, a blade 
  extends from the wall, aimed straight for your neck. 
  The machinery, however, gives a loud squeal of 
  protest, and the blade stops well short of you. 
  The trap generates a moderate amount of noise. 
  Opponents will hear this on a Listen check (DC 5), 
  adjusted by the normal modifiers. 
  Once the PCs have bypassed the door, read the 
  following: 
  This chamber once held the treasury of the 
  Keep; you can still smell the scent of gold and 
  precious goods. However, it is long since gone, and 
  now only a few coins and jewels litter the floor. 
  While not much, the twenty or so coins and gems 
  have some small value. 
  Treasure: 
  All APLs: L: 0 gp, C: 25 gp, M: 0 gp. 
  Location 64: Guest Chambers 
  At APLs 14 and above, the guards and wards spell 
  covers the door to this room with a silent image, making 
  
   
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  the door appear to be just a plain wall. If the wall is 
  interacted with, a Will save (APL 14: DC 21, APL 16: DC 
  22) disbelieves the illusion. 
  This bedchamber is elegantly appointed. A 
  simple but comfortable bed sits against the wall, 
  surrounded by fairly plain furniture. 
   If the bed wasn’t obviously slept in recently, the 
  dust in the room would lead you to believe that it 
  has remained vacant for years. 
  There is nothing of real value left in the room. 
  If the PCs succeed at a Survival check (DC 17) they 
  can identify the current occupant of the room as a male 
  human of about average height. The generic bandits (the 
  fighters and archers) have been using these quarters, so 
  feel free to describe their lairs appropriately. 
  The closet in this chamber contains several 
  saddlebags full of mundane equipment. A successful 
  Survival check (DC 15) means the PCs notice that the 
  gear contains all of the essential survival gear a person 
  would need, except rations. It is packed in a highly 
  precise manner, each pack identical to the next. 
  Location 65: Master’s Chambers 
  At APLs 14 and above, the guards and wards spell 
  covers the door to this room with a silent image, making 
  the door appear to be just a plain wall. If the wall is 
  interacted with, a Will save (APL 14: DC 21, APL 16: DC 
  22) disbelieves the illusion. 
  This large bedchamber is lavishly appointed. A 
  four-poster canopy bed stands in the center, 
  surrounded by drawers and an armoire made of 
  exotic hardwoods. 
  The canopy is slightly torn, and the floor is 
  littered with discarded clothing and possessions. 
  Curiously, it appears that the bed has been cleared 
  off, and has been used recently. 
  There is nothing of real value left in the room. 
  If the PCs succeed at a Survival check (DC 17) they 
  can identify the current occupant of the room as a male 
  human, about six feet tall. They can also tell that he 
  possessed armor and weapons, and keeps them polished 
  and maintained while here. 
  The closet in this chamber contains several 
  saddlebags full of mundane equipment. A successful 
  Survival check (DC 15) means the PCs notice that the 
  gear contains all of the essential survival gear a person 
  would need, except rations. 
  Location 66: Conservatory 
  This room contains a number of musical 
  instruments – you notice a trumpet, a flute, a large 
  harp and a set of kettle drums. An ornate pipe organ 
  is built into one wall. All of the instruments are 
  covered in dust and cobwebs. 
  No one has touched these instruments since the 
  evacuation. 
  If the PCs decide to play the instruments – 
  especially the pipe organ – they will certainly alert the 
  brigands. 
  Location 67: Priest’s Chambers 
  This chamber is fairly spartan, containing only a 
  bed, footlocker, and bare writing desk. The only 
  ornamentation is the silver holy symbol hanging on 
  the wall – an armored fist grasping a lightning bolt. 
  Curiously, it appears that the bed has been 
  cleared off, and has been used recently. 
  A successful Knowledge [religion] check (DC 10) 
  will allow the PCs to identify the holy symbol as that of 
  Heironeous, the Oeridian god of justice, honor, and 
  valor. The holy symbol bears a number of scratches, 
  chips, and a slight burn mark – all making it look pretty 
  worn and of little value. If a follower of Heironeous takes 
  a close look at it, and succeeds on an Appraise check (DC 
  15) they realize that the church particularly values such 
  items that have seen glorious combat – and from the 
  looks of this one, it has seen plenty of battle. 
  If the PCs take the holy symbol with them, and 
  bring it to a Church of Heironeous, they earn the Holy 
  Relic of Heironeous item on the Adventure Record. The 
  church can identify some of its history – it is over three 
  hundred years old, and was present at several battles of 
  the Greyhawk Wars, the Bissel-Ket War, and now the 
  Bissel Insurrection. It has no real value, except for the 
  prestige it would bring to a Heironean bearing it. 
  There is nothing else here of value. 
  If the PCs succeed at a Survival check (DC 17) they 
  can identify the current occupant of the room as a male 
  human, about six feet tall. The faint smell of brimstone 
  can be detected in the air. 
  The closet in this chamber contains several 
  saddlebags full of mundane equipment. A successful 
  Survival check (DC 15) means the PCs notice that the 
  gear contains all of the essential survival gear a person 
  would need, except rations. It is packed in a highly 
  precise manner, each pack identical to the next. 
  Location 68: Chapel 
  A flash of lightning erupts on the other side of 
  the stained glass windows that fill the far wall of 
  this room, illuminating its features with eerie 
  colors. A column of pews forms each half of the 
  chamber, leaving a path up to a marble altar. 
  A polished sword and a heavy gauntlet rest upon 
  the top of the altar. 
  A successful Knowledge [religion] check (DC 10) 
  will allow the PCs to identify the holy symbol as that of 
  
   
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  Heironeous, the Oeridian god of justice, honor, and 
  valor. 
  The sword and gauntlet are merely ceremonial, and 
  are not useful in actual combat. 
  Location 69: Noble Chambers 
  At APLs 14 and above, the guards and wards spell 
  covers the door to this room with a silent image, making 
  the door appear to be just a plain wall. If the wall is 
  interacted with, a Will save (APL 14: DC 21, APL 16: DC 
  22) disbelieves the illusion. 
  This bedchamber is finely appointed. A large 
  bed is flanked by ornate carved furniture and a full-
  length mirror, polished to perfection. 
  Curiously, it appears that the bed has been 
  cleared off, and has been used recently. 
  There is nothing of real value left in the room. 
  If the PCs succeed at a Survival check (DC 17) they 
  can identify the current occupant of the room as a female 
  human, about five feet tall. The faint smell of recently-
  burned incense can be detected. 
  The closet in this chamber contains several 
  saddlebags full of mundane equipment. A successful 
  Survival check (DC 15) means the PCs notice that the 
  gear contains all of the essential survival gear a person 
  would need, except rations. It is packed in a highly 
  precise manner, each pack identical to the next. 
  Location 70: Hole 
  This hole was created when a bolder from one of 
  Evard’s siege engines crashed through the roof of the 
  tower and most of the floors below it. If the PCs fall from 
  here, they will take 1d6 damage as they plummet down to 
  the first floor. 
  Location 71: Ledge 
  A section of hanging floor is all that remains of 
  this room. The rest has fallen away into the gaping 
  chasm. 
  The hanging edge of the remaining ledge is unstable. 
  If more than 50 lbs. of weight is applied to the edge that 
  5-foot section will collapse into the hole.  Any PC on that 
  section must make a Reflex save (DC 18) or fall with it. 
  The collapsing of the ledge generates a large amount 
  of noise. Opponents will hear this on a Listen check (DC 
  0), adjusted by the normal modifiers. 
  Location 72: Library 
  At APL 16, the guards and wards spell covers the door 
  to this room with a silent image, making the door appear 
  to be just a plain wall. If the wall is interacted with, a Will 
  save (DC 22) disbelieves the illusion. 
  The door to this room is locked, and difficult to open 
  due to the missing floor. The door has the following 
  attributes: 
  � Library Door: 1-1/2 in. thick; hardness 5; AC 5; hp 15; 
  Open Lock DC 18, Break DC 18. 
  Once the PCs bypass the door, read the following: 
  The walls of this room are lined with ceiling-
  high shelves, packed with dusty books. 
  Four of the books are actually valuable. A successful 
  Appraise check (DC 25) allows the PCs to pick out these 
  specific books – two histories of the Suel-Baklunish 
  Wars, a history of the Vecnan Empire. Failure means that 
  they are not sure. Failure by 5 or more means they pick 
  out two worthless books, instead – a treatise on 
  intelligent magical items, and an illustrated history of 
  cultists of Zagyg in Bissel. 
  Treasure: 
  All APLs: L: 20 gp, C: 0 gp, M: 0 gp. 
  If the PCs search the bookshelves, and succeed at a 
  Search check (DC 24) they find a hidden catch. Releasing 
  the catch allows a section of shelving to swing free, 
  revealing an entrance to the Secret Vault (Location 73). 
  Location 73: Secret Vault 
  This small chamber, hidden behind the library 
  shelves, contains only a single feature – a marble 
  pedestal, upon which rests a small glass orb. The 
  sphere appears perfectly transparent at first glance, 
  but as your eyes focus upon it, you see hazy swirls 
  and ripples. 
  The orb radiates an aura of moderate divination 
  magic. It can be freely taken from the pedestal, in which 
  case one PC receives the Strange Orb item on the 
  Adventure Record. 
  ENCOUNTER 7: KEEP THIRD 
  FLOOR 
  Estimated Time: 10 minutes 
  This encounter details the third floor of the Keep. 
  Refer to DM Aid: Map #6 – Keep Third Floor. 
  At APLs 14 and above, Sergent Magden has placed a 
  guards and wards effect upon the keep. All of the corridors 
  of this level are filled with fog, all doors off of the 
  corridors are arcane locked, webs fill all of the stairwells, 
  and all corridors are subject to the confusion effect, as per 
  the spell. 
  Location 74: Stairs Down 
  These stairs lead down to the second floor 
  (Encounter 6, location 57). 
  
   
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  Location 75: Aviary 
  This room is noticeably colder than the rest of 
  the castle. Rain and wind stream in through large 
  open windows, making a slick mess of the stone 
  pavers beneath your feet. 
  A pair of hawks sits on a perch in the room, 
  huddling together against the ravages of the storm. 
  These are trained hunting birds that were left behind 
  during the evacuation. They have managed to fend for 
  themselves, but have still returned to their master’s 
  home. They pose no danger (except nipping a finger or 
  two) unless provoked. 
  A ranger or druid can use a Wild Empathy check 
  (DC 25) to shift the birds’ reactions from unfriendly to 
  friendly. If they succeed, they can take the birds with 
  them as their animal companions. They receive the 
  Hunting Hawk item on the Adventure Record. 
  All APLs 
  � Hunting Hawks (2): as hawk, except (Search 
  +16, Survival +4); see Monster Manual, page 273. 
  Location 76: Covered Hole 
  This hole was created when a bolder from one of 
  Evard’s siege engines crashed through the roof of the 
  tower and most of the floors below it. If the PCs fall from 
  here, they will take 2d6 damage as they plummet down to 
  the first floor. 
  The bandits have placed a number of sturdy boards 
  across the hole on this floor, which they use to cross it. 
  The boards can support up to 250 lbs. before breaking 
  under the strain. A PC can safely cross them by making a 
  Balance check (DC 12). Failure means the PC falls off the 
  boards, and into the hole. 
  At APLs 14 and above, Sergeant Ahns has placed a 
  greater glyph of warding on the floor near the hole, set to 
  trigger when a humanoid (other than one of the 
  brigands) passes across the gap. 
  APL 14 
  � Greater Glyph of Warding (Blast): CR 7; spell; 
  spell trigger; no reset; spell effect (greater glyph of 
  warding[blast], 14th-level cleric, 7d8 acid, DC 21 
  Reflex save half damage); Search DC 31; Disable 
  Device DC 31. 
  APL 16 
  � Greater Glyph of Warding (Blast): CR 7; spell; 
  spell trigger; no reset; spell effect (greater glyph of 
  warding[blast], 16th-level cleric, 8d8 acid, DC 24 
  Reflex save half damage); Search DC 31; Disable 
  Device DC 31. 
  If the glyph goes off, it will create a moderate amount 
  of noise. Opponents will hear this on a Listen check (DC 
  5), adjusted by the normal modifiers. It will also destroy 
  the boards spanning the gap. 
  Location 77: Stairs Up 
  These stairs lead up to the fourth floor (Encounter 8, 
  location 81). 
  Location 78: Keep Roof 
  The door leads from the interior of the keep to 
  its roof. The three stories between you and the 
  ground provides a fantastic view of Siltmourne – at 
  least, what little of it you can see through the 
  unchallenged wind and rain. 
  Without a wind block, the effects of the 
  thunderstorm are more severe on the Keep Roof. In 
  addition to the effects already described, PCs and NPCs 
  on the Keep Roof suffer the following effects: 
  • 
  Ranged attack rolls suffer an additional -1 penalty 
  (for a total of -3). 
  • 
  Listen, Search, and Spot rolls suffer a further -2 
  penalty (for a total of -10) 
  Location 79: Servant Quarters 
  This small chamber – a servant’s quarters - 
  contains little more than a bed and a footlocker.  
  There are a few trinkets and clothing in each of these 
  chambers, but nothing of real interest. 
  Location 80: Butler’s Quarters 
  At APLs 14 and above, the guards and wards spell 
  covers the door to this room with a silent image, making 
  the door appear to be just a plain wall. If the wall is 
  interacted with, a Will save (APL 14: DC 21, APL 16: DC 
  22) disbelieves the illusion. 
  This chamber is as spartan as the other servant’s 
  quarters, but is significantly larger. An armoire 
  stands open against the far wall – judging from the 
  dress tunics you can see, they belong to a tall 
  manservant of some sort. 
  Curiously, it appears that the bed has been 
  cleared off, and has been used recently. 
  If the PCs search the armoire, and succeed at a 
  Search check (DC 19) they find a large key ring tucked 
  away within. These keys open every locked door in the 
  Keep, except for the padlock on the door of the Flooded 
  Room (Encounter 5, Location 46). 
  If the PCs succeed at a Survival check (DC 17) they 
  can identify the current occupant of the room as a male 
  human, about six feet tall. The faint smell of recently-
  burned incense can be detected. 
  The closet in this chamber contains several 
  saddlebags full of mundane equipment. A successful 
  Survival check (DC 15) means the PCs notice that the 
  
   
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  gear contains all of the essential survival gear a person 
  would need, except rations. It is packed in a highly 
  precise manner, each pack identical to the next. 
  ENCOUNTER 8: KEEP UPPER 
  FLOORS 
  Estimated Time: 10 minutes 
  This encounter details the first floor of the Keep. 
  Refer to DM Aid: Map #7 – Keep Fourth, Fifth, & Sixth 
  Floors. 
  Location 81: Stairs Down 
  These stairs lead down to the third floor (Encounter 
  7, location 77). 
  Location 82: Hole 
  This hole was created when a bolder from one of 
  Evard’s siege engines crashed through the roof of the 
  tower and most of the floors below it. If the PCs fall from 
  here, they will take 3d6 damage as they plummet down to 
  the first floor. 
  Location 83: Sanctum 
  The door to this room is locked. The door has the 
  following attributes: 
  � Strong Wooden Door: 2 in. thick; hardness 5; AC 5; 
  hp 20; Open Lock DC 25, Break DC 25. 
  Once they bypass the door, read the following: 
  This room is sparsely furnished with a desk, 
  chair, and short bookcase. The desk is piled high 
  with books, papers and assorted other objects, to the 
  point that you are unable to see what wood the 
  desktop is made from. The bookcase is also rather 
  untidy, crammed with bound volumes and scrolls. 
   The chair is pushed back from the desk, as if the 
  occupant intends to return at any moment. 
  If the PCs search the desk, and succeed at a Search 
  check (DC 22), they find a diary tucked away in the false 
  bottom of a drawer. Give them Player Handout 2 – Diary of 
  an Estranged Lord. 
  Location 84: Stairs Up 
  These stairs lead up to the fifth floor (location 85). 
  At APLs 8 and above, Sergeant Belmont has placed a 
  glyph of warding above, set to trigger when a humanoid 
  (other than one of the brigands) passes across the third 
  step. 
  APL 8 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  8th-level cleric, 4d8 acid, DC 16 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  APL 10 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  10th-level cleric, 5d8 acid, DC 18 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  APL 12 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  10th-level cleric, 5d8 acid, DC 18 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  APL 14 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  12th-level cleric, 5d8 acid, DC 18 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  APL 16 
  � Glyph of Warding (Blast): CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding[blast], 
  14th-level cleric, 5d8 acid, DC 18 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
  If the glyph goes off, it will create a moderate 
  amount of noise. Opponents will hear this on a Listen 
  check (DC 5), adjusted by the normal modifiers. 
  Location 85: Stairs Down 
  These stairs lead down to the fourth floor (location 
  84). 
  Location 86: Command Center 
  Most of this floor of the tower is taken up by a 
  single room; it is unclear what it was used for in its 
  former life. Several tables have been pushed up 
  against the walls in this chamber, leaving plenty of 
  space in the center of the room. 
  This is where the Command Unit (described in 
  Encounter 11) spends most of its time. If they have not 
  previously been alerted to the PC’s presence (and had at 
  least a few minutes to act), read the following: 
  The tables are covered in various maps and 
  charts, all spread about as though they were the 
  subject of intense study. 
  If the PCs manage to take a closer look at the maps, 
  and spend at least two minutes studying them, read the 
  following: 
  It would appear that the maps are mostly of the 
  Barony of Kynneret, particularly the area around 
  Siltmourne and the Watchtower Road. The charts 
  resemble shipping schedules – detailing the journeys of 
  at least a dozen local trade caravans. 
  If the PCs succeed at a Knowledge [geography] 
  check (DC 15), they can match up some of the 
  
   
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  information here with that presented by Lady Constance 
  during their briefing. The rest pertains to trade caravans 
  that have not yet taken place. 
  The information found here is all the proof the PCs 
  need to link the brigands to the caravan attacks. 
  Location 87: Hole 
  This hole was created when a bolder from one of 
  Evard’s siege engines crashed through the roof of the 
  tower and most of the floors below it. If the PCs fall from 
  here, they will take 4d6 damage as they plummet down to 
  the first floor. 
  Location 88: Stairs Up 
  These stairs lead up to the sixth floor (location 89). 
  Location 89: Stairs Down 
  These stairs lead down to the fifth floor (location 88). 
  Location 90: Keep Roof 
  The stairs here are extremely slick with rain. 
  They lead up to the very top of the tower. The wind 
  and rain here are merciless, with nothing blocking 
  the full brunt of the storm’s fury. 
  Without any shelter at all, the effects of the 
  thunderstorm are the most severe on the Tower Roof. In 
  addition to the effects already described, PCs and NPCs 
  on the Keep Roof suffer the following effects: 
  • 
  Ranged attack rolls suffer an additional -2 penalty 
  (for a total of -4). 
  • 
  Protected flames have a 50% chance of being 
  extinguished. 
  • 
  Medium creatures must make a Fortitude save (DC 
  15) or be unable to move forward against the force of 
  the wind. Flying creatures are blown back 1d6×5 
  feet. 
  • 
  Small creatures must make a Fortitude save (DC 15) 
  or be knocked prone by the force of the wind. Flying 
  creatures are instead blown back 1d6×10 feet. 
  • 
  Tiny or smaller creatures must make a Fortitude save 
  (DC 15) or be knocked prone and rolled 1d4×10 feet, 
  taking 1d4 points of nonlethal damage per 10 feet. 
  Flying creatures are instead blown back 2d6×10 feet 
  and take 2d6 points of nonlethal damage due to 
  battering and buffeting. 
  Location 91: Tower 
  The door to the lookout tower is locked. The door 
  has the following attributes: 
  � Strong Wooden Door: 2 in. thick; hardness 5; AC 5; 
  hp 20; Open Lock DC 25, Break DC 25. 
  Once the PCs bypass the door, read the following: 
  A ladder attached to the wall is the only fixture 
  of this small tower. It leads up to a narrow ledge that 
  allows access to windows in all of the walls. 
  An old, rusty lantern is hung near the ladder. 
  Otherwise, the tower is empty. 
  Location 92: Hole 
  This hole was created when a bolder from one of 
  Evard’s siege engines crashed through the roof of the 
  tower and most of the floors below it. If the PCs fall from 
  here, they will take 5d6 damage as they plummet down to 
  the first floor. 
  Location 93: Battlements 
  These wall fixtures provide cover against 
  invaders. Now, they contain only dust and rain. 
  There is nothing of interest in the battlements. 
  ENCOUNTER 9: UP CLOSE 
  AND PERSONAL 
  Estimated Time: 30 minutes 
  This encounter describes one of the groups of 
  brigands that the PCs may come across during their 
  exploration of Siltmourne – two front-line fighters, led 
  by a cleric. 
  Normal Behavior 
  When the PCs first arrive at Siltmourne, these 
  brigands are returning from a patrol. If uninterrupted, 
  they will make their way into the castle, closing the 
  Gatehouse portcullis (Location 2) and Mid Gate portcullis 
  (Location 10) as they pass them. 
  Once inside, they will head to the Stables (Location 
  11) to dispose of their mounts. Then they will make their 
  way to the Keep (Location 19) and up to the Command 
  Center (Location 86) to give their report to their leader. 
  After reporting in, these brigands will head to the 
  Armory (Location 13) to replace a damaged weapon, and 
  to the Great Hall (Location 14) to restock on supplies. 
  They will then spend their time either around their 
  rooms (Locations 64 and 69) or the Kitchen (Location 37). 
  Alert Behavior 
  If these brigands are alerted to a disturbance within 
  the castle, they will move as quickly as possible to that 
  location, looking to engage any and all threats. If the 
  enemy appears mobile, they will seize the opportunity to 
  close any gates or portcullises they pass by, in an attempt 
  to contain their opponents. 
  Spotting the Threat 
  If these brigands notice the PCs themselves, they 
  will directly engage them as quickly as possible. Where 
  possible, they will use features of the landscape to their 
  advantage – doorways as bottlenecks, for instance. If 
  
   
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  there appears to be a credible threat, they will try to pull 
  back, and call for the attention of the other brigand 
  groups. 
  APL 2 (EL 3) 
  � Bandit Warriors (2), Male Human Ftr1: hp 9; 
  see Appendix 1. 
  � Sergeant Ahns, Female Human Clr1: hp 8; see 
  Appendix 1. 
  APL 4 (EL 5) 
  � Bandit Warriors (2), Male Human Ftr1: hp 9; 
  see Appendix 2. 
  � Sergeant Ahns, Female Human Clr4: hp 32; 
  see Appendix 2. 
  APL 6 (EL 7) 
  � Bandit Warriors (2), Male Human Ftr2: hp 19; 
  see Appendix 3. 
  � Sergeant Ahns, Female Human Clr6: hp 48; 
  see Appendix 3. 
  APL 8 (EL 9) 
  � Bandit Warriors (2), Male Human Ftr4: hp 38; 
  see Appendix 4. 
  � Sergeant Ahns, Female Human Clr8: hp 64; 
  see Appendix 4. 
  APL 10 (EL 11) 
  � Bandit Warriors (2), Male Human Ftr6: hp 57; 
  see Appendix 5. 
  � Sergeant Ahns, Female Human Clr10: hp 80; 
  see Appendix 5. 
  APL 12 (EL 13) 
  � Bandit Warriors (2), Male Human Ftr8: hp 86; 
  see Appendix 6. 
  � Sergeant Ahns, Female Human Clr12: hp 106; 
  see Appendix 6. 
  APL 14 (EL 15) 
  � Bandit Warriors (2), Male Human Ftr10: hp 
  106; see Appendix 7. 
  � Sergeant Ahns, Female Human Clr14: hp 123; 
  see Appendix 7. 
  APL 16 (EL 17) 
  � Bandit Warriors (2), Male Human Ftr12: hp 
  125; see Appendix 8. 
  � Sergeant Ahns, Female Human Clr16: hp 139; 
  see Appendix 8. 
  Preparation: If these brigands see a smaller threat 
  such as a single threat, they will directly attack. If instead 
  they are aware of a large group that poses a credible 
  threat, they will spend a few rounds drinking potions and 
  casting buff spells before making their presence known. 
  Sergeant Ahns will cast longstrider on herself, using 
  the extra mobility to stay clear of attackers, and keep her 
  comrades healed. At APL6, she will use fly instead. 
  At APL10, Sergeant Ahns will cast true seeing, spell 
  resistance, and righteous might on herself. She will then 
  stand back from the fight, healing her comrades with her 
  extended reach. 
  At APL12, Sergeant Ahns will use her lesser 
  metamagic rod of extend judiciously on her shorter duration 
  buff spells if she anticipates a lengthy fight. 
  At APL14, Sergeant Ahns will cast wind walk upon 
  the entire group. They will use the ability to quickly 
  move around the PCs, attacking from behind or flanking 
  positions. Sergeant Ahns will also cast spell turning upon 
  herself. 
  At APL16: Sergeant Ahns will cast phase door on a 
  nearby section of wall. If defeat seems imminent, she will 
  usher her men through it to regroup. 
  Tactics: The brigands will judge their opponents 
  based upon their level of armor, and power attack 
  accordingly. Based upon their success or failure, they will 
  further adjust as necessary. 
  If the battle appears to be going against them, the 
  brigands will use their thunderstones to alert the other 
  brigand groups. 
  Sergeant Ahns will use her Luck domain and Travel 
  domain abilities to prevent herself from being 
  immobilized, trapped, or grappled. She prizes mobility, 
  and knows that her hesitation may lead to another’s 
  death. 
  At APL4, Sergeant Ahns will use her Divine Spell 
  Power ability early on, unless she has reason to save her 
  turning attempts for use against the PCs (and if she does, 
  contact the Bissel Triad with that PC’s name). She will 
  also drop a spiritual weapon early on in the combat, 
  targeting an arcane spellcaster if possible. 
  At APL6, the fighters will attack weak opponents if 
  given the opportunity, setting themselves up to Cleave 
  into other PCs. They will target melee fighters with 
  tanglefoot bags if needed to gain such an opportunity. 
  Sergeant Ahns will blanket casters with silence, and will 
  use dispel magic to counterspell against a PC spellcaster 
  early in the fight, hoping to deplete a powerful spell. 
  At APL8, Sergeant Ahns will use dimension door and 
  freedom of movement to free allies that become trapped or 
  immobilized. If the situation looks dire, she will even use 
  dimension door to go directly to the Command Center to 
  alert the brigand leader. 
  
   
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  At APL12, Sergeant Ahns will cast blade barrier early 
  in the combat, targeting weaker opponents, and forcing 
  tougher combatants to go through the blades to get to her 
  allies. 
  At APL14, Sergeant Ahns will use repulsion to keep 
  melee fighters away, if her men need an avenue of 
  escape… but warily, as it could isolate them as well, if she 
  is not careful. 
  At APL16, Sergeant Ahns will use her summon 
  monster spells liberally, keeping the PCs at bay until the 
  other brigand groups can be summoned to assist. 
  Treasure: 
  APL 2: L: 159 gp, C: 4 gp, M: oil of magic weapon x2 (4 
  gp each), potion of cure light wounds x2 (4 gp each), 
  potion of cure moderate wounds (25 gp), potion of shield of 
  faith +3 (25 gp). 
  APL 4: L: 138 gp, C: 4 gp, M: +1 full plate (220 gp), oil 
  of magic weapon x2 (4 gp each), potion of cure light 
  wounds x2 (4 gp each), potion of cure moderate wounds 
  (25 gp), potion of lesser restoration (25 gp). 
  APL 6: L: 170 gp, C: 4 gp, M: +1 full plate (220 gp), +1 
  heavy steel shield (97 gp), cloak of resistance +1 (83 gp), 
  divine scroll of lesser restoration (12 gp), oil of magic 
  weapon x2 (4 gp each), potion of cure moderate wounds 
  x5 (25 gp each), potion of enlarge person x2 (20 gp 
  each), potion of lesser restoration (25 gp), potion of shield 
  of faith +2 x2 (4 gp each). 
  APL 8: L: 111 gp, C: 4 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield (97 gp), 
  cloak of resistance +1 (83 gp), divine scroll of lesser 
  restoration (12 gp), oil of magic weapon x2 (4 gp each), 
  periapt of wisdom +2 (333 gp), potion of bull’s strength x2 
  (25 gp each), potion of cure moderate wounds x5 (25 gp 
  each), potion of enlarge person x2 (20 gp each), potion of 
  pass without trace (4 gp), potion of remove fear (4 gp), 
  potion of shield of faith +2 x2 (4 gp each). 
  APL 10: L: 30 gp, C: 4 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield x3 (97 
  gp each), +1 longsword x2 (192 gp each), cloak of 
  resistance +1 (83 gp), divine scroll of lesser restoration (12 
  gp), horn of goodness/evil (541 gp), periapt of wisdom +2 
  (333 gp), potion of bull’s strength x2 (25 gp each), potion 
  of cure moderate wounds x5 (25 gp each), potion of 
  endure elements x2 (4 gp each), potion of enlarge person 
  x2 (20 gp each), potion of pass without trace (4 gp), 
  potion of remove fear (4 gp). 
  APL 12: L: 39 gp, C: 4 gp, M: +1 animated heavy steel 
  shield (764 gp), +1 breastplate x2 (112 gp each), +1 full 
  plate (220 gp), +1 heavy steel shield x2 (97 gp each), +1 
  longsword x2 (192 gp each), cloak of resistance +1 (83 
  gp), divine scroll of lesser restoration (12 gp), gauntlets of 
  ogre power x2 (333 gp each), horn of goodness/evil (541 
  gp), lesser metamagic rod of extend (250 gp), periapt of 
  wisdom +2 (333 gp), potion of cure moderate wounds x5 
  (25 gp each), potion of endure elements x2 (4 gp each), 
  potion of enlarge person x2 (20 gp each), potion of pass 
  without trace (4 gp), potion of remove fear (4 gp), potion 
  of shield of faith +2 x2 (4 gp each). 
  APL 14: L: 64 gp, C: 2 gp, M: +1 animated tower shield 
  (765 gp), +1 breastplate x2 (112 gp each), +1 full plate 
  (220 gp), +1 heavy steel shield x2 (97 gp each), +1 spell 
  storing longsword x2 (692 gp each), cloak of resistance +1 
  (83 gp), divine scroll of lesser restoration (12 gp), gauntlets 
  of ogre power x2 (333 gp each), horn of goodness/evil 
  (541 gp), lesser metamagic rod of extend (250 gp), minor 
  ring of spell storing (1,500 gp), periapt of wisdom +2 (333 
  gp), potion of cure moderate wounds (25 gp), potion of 
  cure serious wounds x2 (62 gp each), potion of endure 
  elements x2 (4 gp each), potion of enlarge person x2 (20 
  gp each), potion of pass without trace (4 gp), potion of 
  protection from arrows 10/magic x2 (25 gp each), potion 
  of remove fear (4 gp),  potion of shield of faith +2 x2 (4 gp 
  each). 
  APL 16: L: 55 gp, C: 2 gp, M: +1 animated tower shield 
  (765 gp), +1 full plate x3 (220 gp each), +1 heavy steel 
  shield x2 (97 gp each), +1 shock spell storing longsword 
  x2 (1,525 gp each), cloak of resistance +1 (83 gp), divine 
  scroll of lesser restoration (12 gp), gauntlets of ogre power 
  x2 (333 gp each), horn of goodness/evil (541 gp), lesser 
  metamagic rod of extend (250 gp), minor ring of spell 
  storing (1,500 gp), periapt of wisdom +6 (3,000 gp), 
  potion of cure moderate wounds (25 gp), potion of cure 
  serious wounds x2 (62 gp each), potion of endure elements 
  x2 (4 gp each), potion of pass without trace (4 gp), potion 
  of protection from arrows 10/magic x2 (25 gp each), 
  potion of remove fear (4 gp), potion of shield of faith +2 x2 
  (4 gp each). 
  ENCOUNTER 10: DEATH 
  FROM AFAR 
  Estimated Time: 40 minutes 
  This encounter describes one of the groups of 
  brigands that the PCs may come across during their 
  exploration of Siltmourne – three archers, led by a battle 
  sorcerer. 
  Normal Behavior 
  When the PCs first arrive at Siltmourne, these 
  brigands are at the top of the Eastern Defense (Location 
  17), watching for trespassers. If uninterrupted, they will 
  remain there for four more hours, before retiring to the 
  Keep (Location 19) and their rooms (Locations 64 and 
  69). 
  Alert Behavior 
  If these brigands are alerted to a disturbance within 
  the castle, they will move as quickly as possible to a 
  vantage point, from which they can survey the situation. 
  In all cases, their purpose is to warn the rest of the 
  brigands, while delaying the enemy advance. 
  
   
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  Spotting the Threat 
  If these brigands notice the PCs themselves, they 
  will snipe at them from afar. If they take significant 
  return fire, or are possibly faced with melee combat, they 
  will withdraw and find a new sniping point (such as the 
  Keep Roof (Location 78). They realize how vulnerable 
  they are, and will use their ranged strength to their 
  advantage. 
  If necessary, they can unleash a devastating stream 
  of arrows and spells. But if they are given the chance, 
  they will wait for an opportunity to cripple their enemies 
  with single shots that don’t reveal their position. For 
  instance, a rogue concentrating on disarming a trap 
  makes a terrific target. As well, they know the locations 
  of all the glyphs and wards in the castle, and may hold 
  their fire to see if any of the party is incapacitated by 
  them, before picking off survivors. 
  APL 2 (EL 4) 
  � Bandit Archers (3), Male Human Ftr1: hp 9; 
  see Appendix 1. 
  � Sergeant Magden, Male Human Sor1: hp 5; 
  see Appendix 1. 
  APL 4 (EL 6) 
  � Bandit Archers (3), Male Human Ftr1: hp 9; 
  see Appendix 2. 
  � Sergeant Magden, Male Human Sor3: hp 15; 
  see Appendix 2. 
  APL 6 (EL 8) 
  � Bandit Archers (3), Male Human Ftr3: hp 28; 
  see Appendix 3. 
  � Sergeant Magden, Male Human Sor6: hp 30; 
  see Appendix 3. 
  APL 8 (EL 10) 
  � Bandit Archers (3), Male Human Ftr5: hp 47; 
  see Appendix 4. 
  � Sergeant Magden, Male Human Sor6/ 
  EleSavant2: hp 40; see Appendix 4. 
  APL 10 (EL 12) 
  � Bandit Archers (3), Male Human Ftr7: hp 66; 
  see Appendix 5. 
  � Sergeant Magden, Male Human Sor6/ 
  EleSavant4: hp 50; see Appendix 5. 
  APL 12 (EL 14) 
  � Bandit Archers (3), Male Human Ftr9: hp 95; 
  see Appendix 6. 
  � Sergeant Magden, Male Human Sor6/ 
  EleSavant6: hp 70; see Appendix 6. 
  APL 14 (EL 16) 
  � Bandit Archers (3), Male Human Ftr11: hp 
  115; see Appendix 7. 
  � Sergeant Magden, Male Human Sor6/ 
  EleSavant8: hp 81; see Appendix 7. 
  APL 16 (EL 18) 
  � Bandit Archers (3), Male Human Ftr13: hp 
  135; see Appendix 8. 
  � Sergeant Magden, Male Human Sor6/ 
  EleSavant10: hp 92; see Appendix 8. 
  Preparation: This group of brigands is formed 
  around the idea of a running combat, stretched out over 
  time, harassing the enemy for as long as possible. As 
  such, they will be fairly conservative in their use of buff 
  spells and consumable items. They will save these for 
  encounters with multiple PCs, not for sniping at lone 
  scouts. 
  At APL4, Sergeant Magden will consume his potion of 
  protection from arrows 15/magic before major combat 
  begins, hoping to avoid damage from ranged opponents. 
  At APL6, the archers will use their oil of flame arrow 
  immediately, as it has a long duration and works well for 
  a running combat. 
  At APL10, the archers will drink their potions of 
  enlarge person (for the increased damage) while Sergeant 
  Magden casts greater invisibility upon them. They will 
  then move about constantly, preventing the PCs from 
  getting a good target on them. 
  At APL14, Sergeant Magden will cast lesser globe of 
  invulnerability on himself before putting himself in a 
  position where PC might harm him. 
  At APL16, the archers will use their oil of greater magic 
  weapon +5 before attacking even a lone enemy, as it can 
  make a large difference in their performance, and has a 
  reasonable duration. 
  Tactics: These brigands will try to use their range 
  and mobility to their advantage for as long as possible. 
  They will not necessarily attack the PCs with full force 
  the instant they see them. Instead, they will try to keep 
  their position and number hidden as long as possible. For 
  instance, a rogue that climbs the outer wall, trying to 
  open the portcullis, may find himself targeted by a single 
  volley, but be unable to spot his attackers afterwards. 
  As well, they are adept at coordinating their attacks: 
  that same rogue may take an arrow from each of the 
  archers and a scorching ray from Sergeant Magden, all at 
  the same instant. 
  The archers are also fairly adept at using their items 
  for distraction – an archer might drop a lit sunrod in a 
  conspicuous place, and when it catches a PC’s attention 
  and draws him out, snipe at him. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  If the situation seems dire, the brigands will use a 
  thunderstone to alert the other brigand groups. 
  At APL6, Sergeant Magden will pound upon the PCs 
  with multiple fireballs. He will give his oil of greater magic 
  weapon +4 to one of the archers, giving him a slight edge. 
  At APL8, Sergeant Magden will target heavy fighter-
  types with Tasha’s hideous laughter. If there appears to be 
  an enemy spellcaster, she will attempt to counterspell 
  (falling back on dispel magic if needed). 
  At APL10, the archers have arrows of monkey-
  morphing; they will use these against spell-casters, but 
  only conservatively as they are expensive. Sergeant 
  Magden will cast reciprocal gyre at any PC that appears to 
  be buffed. 
  At APL12, Sergeant Magden will use walls of force to 
  separate the PCs, particularly preventing a cleric from 
  reaching the wounded. He may also use mass enlarge 
  person on the PCs, making them easier for the archers to 
  hit. 
  At APL14, Sergeant Magden will use dominate person 
  to try to control a heavy fighter PC. He will command a 
  dominated PC to leave the castle and return home. If 
  combat begins, the archers will use Ranged Pin to delay 
  any attacker that tries to close with them, and Sergeant 
  Magden will hammer large groups with chain lightning. 
  At APL16, the archers will use their +1 exit wound 
  composite longbows as often as possible, preferring attacks 
  that will affect multiple targets. Sergeant Magden will 
  cast Mordenkainen’s sword upon a vulnerable spellcaster, 
  hopefully occupying them for the duration of the 
  combat. 
  Treasure: 
  APL 2: L: 194 gp, C: 2 gp, M: oil of magic weapon x3 (4 
  gp each), potion of cure light wounds x7 (4 gp each), 
  potion of mage armor (4 gp), potion of resist energy [fire] 
  20 (58 gp). 
  APL 4: L: 194 gp, C: 2 gp, M: oil of bless weapon (8 gp), 
  oil of magic weapon x3 (4 gp each), potion of cure light 
  wounds x7 (4 gp each), potion of mage armor (4 gp), 
  potion of protection from arrows 15/magic (125 gp), 
  potion of resist energy [fire] 20 (58 gp). 
  APL 6: L: 194 gp, C: 2 gp, M: amulet of natural armor 
  +1 (166 gp), bracers of armor +1 (83 gp), oil of flame 
  arrow x3 (62 gp each), oil of greater magic weapon +4 
  (200 gp), oil of magic weapon x3 (4 gp each), potion of 
  cat’s grace x3 (25 gp each), potion of cure light wounds (4 
  gp), potion of cure moderate wounds x6 (25 gp each), 
  potion of mage armor (4 gp), potion of shield of faith +2 x3 
  (4 gp each). 
  APL 8: L: 44 gp, C: 2 gp, M: +1 composite longbow x3 
  (+2 Str) (216 gp each), amulet of natural armor +1 (166 
  gp), bracers of armor +1 (83 gp), elixir of fire breath (91 
  gp), oil of flame arrow x3 (62 gp each), oil of greater 
  magic weapon +4 (200 gp), potion of cure serious wounds 
  x4 (62 gp each), potion of mage armor (4 gp), potion of 
  shield of faith +2 x3 (4 gp each), ring of protection +1 
  (166 gp). 
  APL 10: L: 51 gp, C: 7 gp, M: +1 composite longbow x3 
  (+2 Str) (216 gp each), amulet of natural armor +1 (166 
  gp), arcane scroll of true seeing (158 gp), arrow of 
  monkey-morphing x3 (191 gp each), bracers of armor +1 
  (83 gp), cloak of charisma +2 (333 gp), elixir of fire breath 
  (91 gp), oil of flame arrow x3 (62 gp each), oil of greater 
  magic weapon +5 (250 gp), potion of cat’s grace x3 (25 gp 
  each), potion of cure serious wounds x4 (62 gp each), 
  potion of enlarge person x3 (20 gp each), potion of mage 
  armor (4 gp), potion of shield of faith +2 x3 (4 gp each), 
  ring of protection +1 (166 gp). 
  APL 12: L: 51 gp, C: 7 gp, M: +1 composite longbow x3 
  (+2 Str) (216 gp each), amulet of natural armor +1 (166 
  gp), arcane scroll of true seeing (158 gp), arrow of 
  monkey-morphing x3 (191 gp each), bracers of armor +1 
  (83 gp), cloak of charisma +2 (333 gp), elixir of fire breath 
  (91 gp), gloves of dexterity +2 x3 (333 gp each), oil of 
  flame arrow x3 (62 gp each), oil of greater magic weapon 
  +5 (250 gp), potion of cure serious wounds x4 (62 gp 
  each), potion of enlarge person x3 (20 gp each), potion of 
  mage armor (4 gp), potion of resist energy [fire] 30 x3 (91 
  gp each), potion of shield of faith +2 x3 (4 gp each), ring 
  of protection +1 (166 gp), rod of cancellation (916 gp). 
  APL 14: L: 51 gp, C: 7 gp, M: +1 shock composite 
  longbow x3 (+2 Str) (383 gp each), amulet of natural 
  armor +1 (166 gp), arcane scroll of true seeing (158 gp), 
  arrow of monkey-morphing x3 (191 gp each), bracers of 
  armor +1 (83 gp), cloak of charisma +2 (333 gp), elixir of 
  fire breath (91 gp), gloves of dexterity +2 x3 (333 gp 
  each), lesser metamagic rod of maximize (1,166 gp), oil of 
  flame arrow x3 (62 gp each), oil of greater magic weapon 
  +5 x4 (250 gp each), potion of cure serious wounds x4 (62 
  gp each), potion of enlarge person x3 (20 gp each), potion 
  of mage armor (4 gp), potion of resist energy [fire] 30 x3 
  (91 gp each), potion of shield of faith +2 x3 (4 gp each), 
  ring of counterspells (333 gp), ring of protection +1 (166 
  gp), rod of cancellation (916 gp). 
  APL 16: L: 51 gp, C: 12 gp, M: +1 exit wound composite 
  longbow x3 (+2 Str) (1,550 gp each), amulet of natural 
  armor +1 (166 gp), arcane scroll of true seeing (158 gp), 
  arrow of monkey-morphing x3 (191 gp each), bracers of 
  armor +1 (83 gp), cape of the mountebank (840 gp), elixir 
  of fire breath (91 gp), gloves of dexterity +2 x3 (333 gp 
  each), lesser metamagic rod of maximize (1,166 gp), oil of 
  flame arrow x3 (62 gp each), oil of greater magic weapon 
  +5 x4 (250 gp each), potion of barkskin +4 x3 (75 gp 
  each), potion of cure serious wounds x4 (62 gp each), 
  potion of enlarge person x3 (20 gp each), potion of mage 
  armor (4 gp), potion of resist energy [fire] 30 x3 (91 gp 
  each), potion of shield of faith +2 x3 (4 gp each), potion of 
  shield of faith +5 (75 gp), ring of counterspells (333 gp), 
  ring of protection +1 (166 gp), rod of cancellation (916 
  gp), rod of splendor (2,083 gp). 
  
   
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  ENCOUNTER 11: COMMAND 
  UNIT 
  Estimated Time: 35 minutes 
  This encounter describes one of the groups of 
  brigands that the PCs may come across during their 
  exploration of Siltmourne – two front-line fighters and a 
  cleric, led by a marshal – the leader of the brigands. 
  Normal Behavior 
  When the PCs first arrive at Siltmourne, these 
  brigands are in the Command Center (Location 86), 
  making plans for the next raid. If uninterrupted, they 
  will remain there for two more hours, and then head to 
  the Great Hall (Location 14) to evaluate the stock of 
  supplies. After that, they will retire to the Keep (Location 
  19) and their rooms (Locations 64, 65 and 69). 
  Alert Behavior 
  If these brigands are alerted to a disturbance within 
  the castle, they will move as quickly as possible back to 
  the Command Center (Location 86), where they will 
  spend a minute securing sensitive maps and records. 
  Then they will head to a vantage point near the 
  disturbance, where they can ascertain its nature. 
  Spotting the Threat 
  If these brigands notice the PCs themselves, read the 
  following immediately, adjusting to fit the situation: 
  Suddenly, you are faced with several armed 
  men, blades at the ready. They already have potions 
  in hand, and are girding themselves for battle. 
  “Master Sergeant,” one of the brigands calls out, 
  his eyes and guard never wavering from you. “What 
  are your orders?” 
  A tall man of Flan heritage steps into view, a 
  longsword in his own hand. He wears the same 
  common garb as his men, but his stance and 
  demeanor show great confidence and strength of 
  will. He looks you over, quickly sizing you up. 
  “Stay your weapons.” A commanding voice 
  issues from behind the brigands, and the men 
  instantly take a step back. “They are not our 
  enemies… they’re just in the wrong place at the 
  wrong time.” 
  The man regards you dispassionately. “I know 
  who you are, and why you have come. And now I 
  must ask you to leave this place. This is not your 
  fight.” 
  The brigand leader will speak only briefly with the 
  PCs, before they must make a decision. He can provide 
  the following answers: 
  • 
  Who are you? A patriot, doing my part, nothing 
  more or less. That is all you need know. 
  • 
  Who are these men with you? Other patriots, 
  ready to make the ultimate sacrifice for the 
  good of the March. 
  • 
  What ‘fight’ do you refer to? Evil governs this land. 
  It doesn’t even have the decency to hide its 
  venom from the people. As long as we breathe 
  free, we’ll keep her from getting her claws in too 
  deep. 
  • 
  Are you talking about Lady Constance? Yes. 
  • 
  Why is this not our business? Neither you nor I are 
  the players in this game; we are merely the 
  pawns that get tossed about. Neither of us need 
  die for their machinations. And either of our 
  deaths would not solve anything. 
  • 
  Are you responsible for the caravan attacks? Yes. 
  • 
  Will you stop attacking caravans? Regrettably, no. 
  As long as our orders stand, we will do what we 
  need to do. 
  • 
  Who do you take orders from? Legitimate 
  authority. I’m sorry, but I cannot say more than 
  that. Even as righteous our cause may be, our 
  mission must still remain unspoken. 
  • 
  We’re going to tell Lady Constance about you! Do 
  what you must. She will send her soldiers 
  within days. We can be gone from here in hours. 
  • 
  What happens if we don’t leave? Then we will be 
  forced to dispatch you. We cannot afford to hold 
  prisoners, and we cannot have you disrupting 
  our mission. 
  The PCs have only two choices: they can 
  immediately leave Siltmourne, or they can stand and 
  fight. If they choose to leave, continue with Conclusion 
  B. Otherwise, read the following: 
  The brigands raise their weapons once more. 
  Their leader speaks softly, his voice edged with 
  sadness. 
  “Then you have made your decision. I regret 
  what we must do…” 
  The brigands immediately attack. 
  APL 2 (EL 5) 
  � Bandit Warriors (2), Male Human Ftr1: hp 9; 
  see Appendix 1. 
  � Sergeant Belmont, Male Human Clr1: hp 8; 
  see Appendix 1. 
  � Master Sergeant Tannan, Male Human 
  Brd1/Marshal2: hp 16; see Appendix 1. 
  
   
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  APL 4 (EL 7) 
  � Bandit Warriors (2), Male Human Ftr2: hp 19; 
  see Appendix 2. 
  � Sergeant Belmont, Male Human Clr2: hp 16; 
  see Appendix 2. 
  � Master Sergeant Tannan, Male Human 
  Brd1/Marshal4: hp 33; see Appendix 2. 
  APL 6 (EL 9) 
  � Bandit Warriors (2), Male Human Ftr4: hp 38; 
  see Appendix 3. 
  � Sergeant Belmont, Male Human Clr4: hp 32; 
  see Appendix 3. 
  � Master Sergeant Tannan, Male Human 
  Brd2/Marshal5: hp 46; see Appendix 3. 
  APL 8 (EL 11) 
  � Bandit Warriors (2), Male Human Ftr6: hp 57; 
  see Appendix 4. 
  � Sergeant Belmont, Male Human Clr6: hp 48; 
  see Appendix 4. 
  � Master Sergeant Tannan, Male Human 
  Brd2/Marshal7: hp 60; see Appendix 4. 
  APL 10 (EL 13) 
  � Bandit Warriors (2), Male Human Ftr8: hp 76; 
  see Appendix 5. 
  � Sergeant Belmont, Male Human Clr8: hp 64; 
  see Appendix 5. 
  � Master Sergeant Tannan, Male Human 
  Brd3/Marshal8: hp 72; see Appendix 5. 
  APL 12 (EL 15) 
  � Bandit Warriors (2), Male Human Ftr10: hp 
  105; see Appendix 6. 
  � Sergeant Belmont, Male Human Clr10: hp 90; 
  see Appendix 6. 
  � Master Sergeant Tannan, Male Human 
  Brd3/Marshal10: hp 96; see Appendix 7. 
  APL 14 (EL 17) 
  � Bandit Warriors (2), Male Human Ftr12: hp 
  125; see Appendix 7. 
  � Sergeant Belmont, Male Human Clr12: hp 
  107; see Appendix 7. 
  � Master Sergeant Tannan, Male Human 
  Brd3/Marshal12: hp 111; see Appendix 7. 
  APL 16 (EL 19) 
  � Bandit Warriors (2), Male Human Ftr14: hp 
  159; see Appendix 8. 
  � Sergeant Belmont, Male Human Clr14: hp 
  124; see Appendix 8. 
  � Master Sergeant Tannan, Male Human 
  Brd3/Marshal14: hp 126; see Appendix 8. 
  Preparation: If these brigands see combat, they 
  know that the situation is dire; they will use any 
  consumables and buff spells immediately. 
  Sergeant Belmont will cast longstrider on himself, 
  using the extra mobility to stay clear of attackers, and 
  keep her comrades healed. At APL8, he will use fly 
  instead. 
  Master Sergeant Tannan will begin combat with his 
  Motivate Dexterity and Hardy Soldiers auras active, 
  particularly for the initiative bonus granted by the 
  former. 
  At APL4, the fighters will drink their potions of 
  enlarge person first, hoping to screen the Master Sergeant 
  from attack. 
  At APL12, Sergeant Belmont will cast true seeing, spell 
  resistance, and righteous might on himself. He will then 
  stand back from the fight, healing his comrades with his 
  extended reach. 
  At APL14, Sergeant Belmont will use his lesser 
  metamagic rod of extend judiciously on his shorter duration 
  buff spells if he anticipates a lengthy fight. 
  At APL16, Sergeant Belmont will cast spell turning 
  upon himself as a precautionary measure. 
  Tactics: The brigands will judge their opponents 
  based upon their level of armor, and power attack 
  accordingly. Based upon their success or failure, they will 
  further adjust as necessary. 
  Sergeant Belmont will use his Luck domain and 
  Travel domain abilities to prevent himself from being 
  immobilized, trapped, or grappled. He prizes mobility, 
  and knows that his hesitation may lead to another’s 
  death. 
  Master Sergeant Tannan will generally use his first 
  turn to start his inspire courage bardic ability. He will try 
  to avoid being hurt, using Tumble to move around. He 
  will fight defensively, making use of Combat Expertise 
  and Dodge, making him very hard to hit. 
  At APL4, if his comrades are still flatfooted, Master 
  Sergeant Tannan will use his Grant Move Action ability 
  to fix that. He will also immediately switch to his Master 
  of Tactics aura, giving his allies a bonus when flanking. 
  At APL6, Sergeant Belmont will use his Divine Spell 
  Power ability early on, unless he has reason to save his 
  turning attempts for use against the PCs (and if she does, 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 30 
  contact the Bissel Triad with that PCs name). He will also 
  drop a spiritual weapon early on in the combat, targeting 
  an arcane spellcaster if possible. Master Sergeant Tannan 
  will immediately switch to his Over the Top aura, as his 
  allies charge into battle, and then to his Master of Tactics 
  aura. If the PCs seem to be doing little damage, he will 
  switch to his Motivate Attack aura. He will also target a 
  heavy fighter PC with Tasha’s hideous laughter. 
  At APL8, the fighters will attack weak opponents if 
  given the opportunity, setting themselves up to Cleave 
  into other PCs. They will target melee fighters with 
  tanglefoot bags if needed to gain such an opportunity. 
  Sergeant Belmont will blanket casters with silence, and 
  will use dispel magic to counterspell against a PC 
  spellcaster early in the fight, hoping to deplete a powerful 
  spell. Master Sergeant Tannan adds Elusive Target and 
  Mobility to his feat list, making him even harder to hit. 
  At APL10, Sergeant Belmont will use dimension door 
  and freedom of movement to free allies that become trapped 
  or immobilized. 
  At APL12, the fighters will try to use their +1 spell 
  storing longswords on heavy fighter PCs, slowing them and 
  preventing iterative attacks. 
  At APL14, Sergeant Belmont will cast blade barrier 
  early in the combat, targeting weaker opponents, and 
  forcing tougher combatants to go through the blades to 
  get to his allies. 
  At APL16, Sergeant Belmont will use repulsion to 
  keep melee fighters away, once the fighters are enlarged 
  and engaged in melee. That should keep the PCs from 
  getting to the Master Sergeant.  
   
  Treasure: 
  APL 2: L: 174 gp, C: 6 gp, M: +1 mithral shirt (175 gp), 
  oil of magic weapon x2 (4 gp each), potion of cure light 
  wounds x4 (4 gp each), potion of cure moderate wounds 
  (25 gp), potion of sanctuary (4 gp), potion of shield of faith 
  +2 (4 gp), potion of shield of faith +3 (25 gp). 
  APL 4: L: 318 gp, C: 6 gp, M: +1 heavy steel shield (97 
  gp), +1 mithral shirt (175 gp), oil of magic weapon x2 (4 
  gp each), potion of cure light wounds x2 (4 gp each), 
  potion of cure moderate wounds x5 (25 gp each), potion of 
  enlarge person x2 (20 gp each), potion of resist energy 
  [fire] 20 (58 gp), potion of sanctuary (4 gp), potion of 
  shield of faith +2 x3 (4 gp each). 
  APL 6: L: 123 gp, C: 6 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield (97 gp), 
  +1 mithral shirt (175 gp), oil of magic weapon x2 (4 gp 
  each), potion of bull’s strength x2 (25 gp each), potion of 
  cure moderate wounds x7 (25 gp each), potion of enlarge 
  person x2 (20 gp each), potion of lesser restoration (25 
  gp), potion of magic vestment +4 (200 gp), potion of resist 
  energy [fire] 20 (58 gp), potion of sanctuary (4 gp), potion 
  of shield of faith +2 x3 (4 gp each). 
  APL 8: L: 40 gp, C: 6 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield x4 (97 
  gp each), +1 longsword x2 (192 gp each), +1 mithral 
  shirt (175 gp), cloak of charisma +2 (333 gp), cloak of 
  resistance +1 (83 gp), divine scroll of lesser restoration (12 
  gp), potion of bull’s strength x2 (25 gp each), potion of 
  cure moderate wounds x5 (25 gp each), potion of cure 
  serious wounds (62 gp), potion of enlarge person x2 (20 gp 
  each), potion of lesser restoration (25 gp), potion of magic 
  vestment +4 (200 gp), potion of resist energy [fire] 30 (91 
  gp), potion of sanctuary (4 gp), potion of shield of faith +3 
  (25 gp). 
  APL 10: L: 48 gp, C: 6 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield x4 (97 
  gp each), +1 longsword x2 (192 gp each), +1 mithral 
  shirt (175 gp), amulet of natural armor +1 (166 gp), 
  cloak of charisma +2 (333 gp), cloak of resistance +1 (83 
  gp), divine scroll of lesser restoration (12 gp), dusty rose 
  prism ioun stone (416 gp), gauntlets of ogre power x2 (333 
  gp each), periapt of wisdom +2 (333 gp), potion of cure 
  moderate wounds x5 (25 gp each), potion of cure serious 
  wounds (62 gp), potion of enlarge person x2 (20 gp each), 
  potion of magic vestment +4 (200 gp), potion of pass 
  without trace (4 gp), potion of remove fear (4 gp), potion 
  of resist energy [fire] 30 (91 gp), potion of sanctuary (4 gp), 
  potion of shield of faith +2 x2 (4 gp each), potion of shield 
  of faith +3 (25 gp), ring of protection +1 (166 gp). 
  APL 12: L: 73 gp, C: 6 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield x4 (97 
  gp each), +1 mithral shirt (175 gp), +1 spell storing 
  longsword x2 (692 gp each), amulet of natural armor +1 
  (166 gp), brooch of shielding (125 gp), cloak of charisma 
  +4 (1,333 gp), cloak of resistance +1 (83 gp), divine scroll 
  of lesser restoration (12 gp), dusty rose prism ioun stone 
  (416 gp), gauntlets of ogre power x2 (333 gp each), horn 
  of goodness/evil (541 gp), periapt of wisdom +2 (333 gp), 
  potion of cure moderate wounds (25 gp), potion of cure 
  serious wounds x3 (62 gp each), potion of displacement 
  (62 gp), potion of endure elements x3 (4 gp each), potion 
  of enlarge person x2 (20 gp each), potion of magic 
  vestment +4 (200 gp), potion of pass without trace (4 gp), 
  potion of protection from arrows 10/magic x2 (25 gp 
  each), potion of remove fear (4 gp), potion of resist energy 
  [fire] 30 (91 gp), potion of sanctuary (4 gp), potion of 
  shield of faith +2 x2 (4 gp each), ring of protection +1 
  (166 gp). 
  APL 14: L: 65 gp, C: 6 gp, M: +1 animated heavy steel 
  shield (764 gp), +1 full plate x3 (220 gp each), +1 heavy 
  steel shield x3 (97 gp each), +1 mithral shirt (175 gp), +1 
  shock spell storing longsword x2 (1,525 gp each), amulet 
  of natural armor +1 (166 gp), brooch of shielding (125 
  gp), cloak of charisma +6 (3,000 gp), cloak of resistance +1 
  (83 gp), divine scroll of lesser restoration (12 gp), dusty 
  rose prism ioun stone (416 gp), gauntlets of ogre power x2 
  (333 gp each), gloves of dexterity +2 (333 gp), horn of 
  goodness/evil (541 gp), lesser metamagic rod of extend 
  (250 gp), periapt of wisdom +2 (333 gp), potion of cure 
  moderate wounds (25 gp), potion of cure serious wounds 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  x3 (62 gp each), potion of displacement (62 gp), potion of 
  endure elements x3 (4 gp each), potion of magic vestment 
  +4 (200 gp), potion of pass without trace (4 gp), potion of 
  protection from arrows 10/magic x2 (25 gp each), potion 
  of remove fear (4 gp), potion of resist energy [fire] 30 (91 
  gp), potion of sanctuary (4 gp), potion of shield of faith +2 
  x2 (4 gp each), ring of protection +1 (166 gp). 
  APL 16: L: 90 gp, C: 4 gp, M: +1 animated tower shield 
  (765 gp), +1 death ward full plate x2 (470 gp each), +1 
  full plate (220 gp), +1 heavy steel shield (97 gp), +1 
  mithral heavy shield of light fortification x2 (418 gp 
  each), +1 mithral shirt (175 gp), +1 shock spell storing 
  longsword x2 (1,525 gp each), amulet of health +2 x2 
  (333 gp each), amulet of natural armor +2 (166 gp), 
  brooch of shielding (125 gp), cloak of charisma +6 (3,000 
  gp), cloak of resistance +1 x3 (83 gp each), divine scroll of 
  lesser restoration (12 gp), dusty rose prism ioun stone (416 
  gp), gauntlets of ogre power x2 (333 gp each), gloves of 
  dexterity +2 (333 gp), horn of goodness/evil (541 gp), 
  lesser metamagic rod of extend (250 gp), minor ring of 
  spell storing (1,500 gp), periapt of wisdom +2 (333 gp), 
  potion of cure moderate wounds (25 gp), potion of cure 
  serious wounds x3 (62 gp each), potion of displacement 
  (62 gp), potion of endure elements x3 (4 gp each), potion 
  of magic vestment +4 (200 gp), potion of pass without trace 
  (4 gp), potion of protection from arrows 10/magic x2 (25 
  gp each), potion of remove fear (4 gp), potion of resist 
  energy [fire] 30 (91 gp), potion of sanctuary (4 gp), potion 
  of shield of faith +2 x2 (4 gp each), ring of protection +1 
  x2 (166 gp each), ring of protection +2 (666 gp), scarlet 
  prism ioun stone (2,500 gp), stone salve x2 (333 gp 
  each). 
  Developments: If the PCs defeat Master Sergeant 
  Tannan, they find orders. Give them Player Handout 3 – 
  Ominous Missive. If they return to Lady Constance with 
  this evidence, continue with Conclusion C. 
  CONCLUSION A: SUB PAR 
  PERFORMANCE 
  Estimated Time: 5 minutes 
  You take one last look back at Siltmourne before 
  it is swallowed up again by the stormy darkness, and 
  then head on your way. You came here seeking 
  answers, and only found more questions. Hopefully, 
  that will be enough for now. 
  Other than the inclement weather, your return 
  trip to Ellis is uneventful. The gates of Lendel 
  Manor pass by you once more, and as before, you are 
  led to the Baroness. She stands near the large 
  windows of her study, hands clasped behind her 
  back, gazing out at the storm. 
  “You return, I see.” The baroness addresses you 
  without turning around. “What did you find?” 
  Allow the PCs a chance to tell their story – although 
  they won’t have much to tell. Lady Constance will listen 
  silently, asking only brief questions when absolutely 
  necessary. In particular, she will ask the identity of the 
  bandits – which the PCs never learned. Once they are 
  done, continue with the following: 
  Lady 
  Constance 
  listens 
  to 
  your 
  story, 
  interrupting you only a few times with questions. 
  When you have finished, she reaches into a pocket, 
  and retrieves two objects – a sheet of parchment and 
  a short twist of wire. She holds it up, and whispers a 
  few arcane syllables. The wire begins to glow 
  slightly, and she speaks in a commanding voice to 
  no one in particular. 
  “Lieutenant, I command you to go ahead as 
  planned. Take your men, and crush any that oppose 
  you.” 
  As she speaks, the wire’s glow intensifies. As she 
  speaks her last syllable, she releases it from her 
  hand. It flares up in a flare of light, and both it and 
  the scroll disintegrate. 
  If the PCs can succeed at a Spellcraft check (DC 19) 
  they can tell that Lady Constance just cast a sending spell 
  off of a scroll. 
  The baroness turns to you. “I expected more 
  from you. I am no better off than when you left 
  here.” She tosses a small bag of coins on the desk 
  before her. “I am sorely disappointed.” 
  “Leave me now.” Lady Constance turns back to 
  the window, clasping her hands behind her back 
  again. “I have work to do…” 
  The adventure is now over. The bag contains the 
  monetary reward that was promised to the PCs. 
  Treasure: 
  All APLs: L: 0 gp, C: 50 gp, M:  0 gp. 
  The End 
  CONCLUSION B: 
  SCRATCHING THE SURFACE 
  Estimated Time: 5 minutes 
  You take one last look back at Siltmourne before 
  it is swallowed up again by the stormy darkness, and 
  then head on your way. You came here seeking 
  answers, and only found more questions – the 
  cryptic words of the bandit leader still echo in your 
  head. Hopefully, that will be enough for now. 
  Other than the inclement weather, your return 
  trip to Ellis is uneventful. The gates of Lendel 
  Manor pass by you once more, and as before, you are 
  led to the Baroness. She stands near the large 
  windows of her study, hands clasped behind her 
  back, gazing out at the storm. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 32 
  “You return, I see.” The baroness addresses you 
  without turning around. “What did you find?” 
  Allow the PCs a chance to tell their story. Lady 
  Constance will listen silently, asking only brief questions 
  when absolutely necessary. In particular, she will ask the 
  identity of the bandits – allow the PCs to speculate as 
  they see fit. Once they are done, continue with the 
  following: 
  Lady 
  Constance 
  listens 
  to 
  your 
  story, 
  interrupting you only a few times with questions. 
  When you have finished, she reaches into a pocket, 
  and retrieves two objects – a sheet of parchment and 
  a short twist of wire. She holds it up, and whispers a 
  few arcane syllables. The wire begins to glow 
  slightly, and she speaks in a commanding voice to 
  no one in particular. 
  “Lieutenant, I command you to go ahead as 
  planned. Take your men, and crush any that oppose 
  you.” 
  As she speaks, the wire’s glow intensifies. As she 
  speaks her last syllable, she releases it from her 
  hand. It flares up in a flare of light, and both it and 
  the scroll disintegrate. 
  If the PCs can succeed at a Spellcraft check (DC 19) 
  they can tell that Lady Constance just cast a sending spell 
  off of a scroll. 
  The baroness turns to you. “Very well, I suspect 
  that this bandit leader is not the root of these 
  terrorists… but he will certainly know what I need 
  to know.” She tosses a small bag of coins on the desk 
  before her. “He will be persuaded.” 
  “Leave me now.” Lady Constance turns back to 
  the window, clasping her hands behind her back 
  again. “I have work to do…” 
  The adventure is now over. The bag contains the 
  monetary reward that was promised to the PCs. 
  As well, the PCs receive the Favor of Lady Constance 
  item on the Adventure Record. If a PC has the Enmity of 
  House Lendel from BIS6-01 Splitting Heirs, that PC does not 
  gain this favor, but loses the enmity. 
  Treasure: 
  All APLs: L: 0 gp, C: 50 gp, M:  0 gp. 
  The End 
  CONCLUSION C: OMINOUS 
  TIDINGS 
  Estimated Time: 5 minutes 
  You take one last look back at Siltmourne before 
  it is swallowed up again by the stormy darkness, and 
  then head on your way. You came here seeking 
  answers, and only found more questions – the 
  cryptic words of the bandit leader still echo in your 
  head, and the ominous note he carried only made 
  things less clear. Hopefully, that will be enough for 
  now. 
  Other than the inclement weather, your return 
  trip to Ellis is uneventful. The gates of Lendel 
  Manor pass by you once more, and as before, you are 
  led to the Baroness. 
  However, this time you are not her only visitors. 
  A coach waits outside the stables, bedecked in silver 
  and blue. As you near the house, a number of guards 
  exit, escorting a tall man in a hooded traveling 
  cloak. He is quickly ushered into the coach, and the 
  coach departs. 
  If the PCs succeed at a Knowledge [nobility & 
  royalty] or Knowledge [local – Sheldomar Valley 
  Metaregion] check (DC 15) they can identify those as the 
  heraldic colors of the Bissel Free Companies. A PC that 
  has met him before, or that succeeds on a Knowledge 
  [nobility & royalty] check (DC 15), can suspect the 
  hooded figure to be Lord Cainlan Rashedra, the Baron of 
  Parulla and head of the Bissel Free Companies. 
  Lady Constance stands near the large windows 
  of her study, hands clasped behind her back, gazing 
  out at the storm. 
  “You return, I see.” The baroness addresses you 
  without turning around. “What did you find?” 
  Allow the PCs a chance to tell their story. Lady 
  Constance will listen silently, asking only brief questions 
  when absolutely necessary. In particular, she will ask the 
  identity of the bandits – allow the PCs to decide whether 
  to give her the note found on the brigand leader’s body. If 
  they do, read the following section: 
  Lady 
  Constance 
  reads 
  the 
  parchment 
  wordlessly. At one point, a look of shock crosses her 
  face, and she looks past you, at the doorway. A slight 
  smile crosses her face for a brief second, and she 
  turns back away from you. 
  Once they are done, continue with the following: 
  Lady Constance listens to the rest of your story, 
  interrupting you only a few times with questions. 
  When you have finished, she reaches into a pocket, 
  and retrieves two objects – a sheet of parchment and 
  a short twist of wire. She holds it up, and whispers a 
  few arcane syllables. The wire begins to glow 
  slightly, and she speaks in a commanding voice to 
  no one in particular. 
  “Lieutenant, I command you to go ahead as 
  planned. Take your men, and crush any that oppose 
  you.” 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 33 
  As she speaks, the wire’s glow intensifies. As she 
  speaks her last syllable, she releases it from her 
  hand. It flares up in a flare of light, and both it and 
  the scroll disintegrate. 
  If the PCs can succeed at a Spellcraft check (DC 19) 
  they can tell that Lady Constance just cast a sending spell 
  off of a scroll. 
  The baroness turns to you. “Very well. I suspect 
  that these bandits are not the root of these attacks… 
  but I don’t think they’ll be happening any longer.” 
  She tosses a small bag of coins on the desk before 
  her. “Excellent…” 
  “Leave me now.” Lady Constance turns back to 
  the window, clasping her hands behind her back 
  again. “I have work to do…” 
  The adventure is now over. The bag contains the 
  monetary reward that was promised to the PCs. 
  As well, the PCs receive the Favor of Lady Constance 
  item on the Adventure Record. If a PC has the Enmity of 
  House Lendel from BIS6-01 Splitting Heirs, that PC does not 
  gain this favor, but loses the enmity. 
  Treasure: 
  All APLs: L: 0 gp, C: 50 gp, M:  0 gp. 
  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 9: Up Close and Personal 
  Defeat the Bandits 
  APL 2: 90 xp 
  APL 4: 150 xp 
  APL 6: 210 xp 
  APL 8: 270 xp 
  APL 10: 330 xp 
  APL 12: 390 xp 
  APL 14: 450 xp 
  APL 16: 510 xp 
   
  Encounter 10: Death From Afar 
  Defeat the Bandits 
  APL 2: 120 xp 
  APL 4: 180 xp 
  APL 6: 240 xp 
  APL 8: 300 xp 
  APL 10: 360 xp 
  APL 12: 420 xp 
  APL 14: 480 xp 
  APL 16: 540 xp 
  Encounter 11: Command Unit 
  Defeat the Bandits 
  APL 2: 150 xp 
  APL 4: 210 xp 
  APL 6: 270 xp 
  APL 8: 330 xp 
  APL 10: 390 xp 
  APL 12: 450 xp 
  APL 14: 510 xp 
  APL 16: 570 xp 
  Story Award 
  Return evidence of Free Company involvement to 
  Baroness Lendel 
  APL 2: 45 xp 
  APL 4: 68 xp 
  APL 6: 90 xp 
  APL 8: 113 xp 
  APL 10: 135 xp 
  APL 12: 158 xp 
  APL 14: 180 xp 
  APL 16: 203 xp 
  General Role-play award 
  APL 2: 45 xp 
  APL 4: 67 xp 
  APL 6: 90 xp 
  APL 8: 112 xp 
  APL 10: 135 xp 
  APL 12: 157 xp 
  APL 14: 180 xp 
  APL 16: 202 xp 
  Total possible experience 
  APL 2: 450 xp. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 34 
  APL 4: 675 xp. 
  APL 6: 900 xp. 
  APL 8: 1,125 xp. 
  APL 10: 1,350 xp. 
  APL 12: 1,575 xp. 
  APL 14: 1,800 xp. 
  APL 16: 2,025 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional adventure, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 2: Siltmourne Environs 
  All APLs: L: 142 gp, C: 0 gp, M: 0 gp. 
  Encounter 3: Great Hall 
  All APLs: L: 41 gp, C: 0 gp, M: 0 gp. 
  Encounter 4: Keep First Floor 
  All APLs: L: 70 gp, C: 2 gp, M: 0 gp. 
  Encounter 5: Keep Sub-floor 
  All APLs: L: 210 gp, C: 0 gp, M: 0 gp. 
  Encounter 6: Keep Second Floor 
  All APLs: L: 44 gp, C: 25 gp, M: 0 gp. 
  Encounter 9: Up Close and Personal 
  APL 2: L: 159 gp, C: 4 gp, M: oil of magic weapon x2 (4 
  gp each), potion of cure light wounds x2 (4 gp each), 
  potion of cure moderate wounds (25 gp), potion of shield of 
  faith +3 (25 gp). 
  APL 4: L: 138 gp, C: 4 gp, M: +1 full plate (220 gp), oil 
  of magic weapon x2 (4 gp each), potion of cure light 
  wounds x2 (4 gp each), potion of cure moderate wounds 
  (25 gp), potion of lesser restoration (25 gp). 
  APL 6: L: 170 gp, C: 4 gp, M: +1 full plate (220 gp), +1 
  heavy steel shield (97 gp), cloak of resistance +1 (83 gp), 
  divine scroll of lesser restoration (12 gp), oil of magic 
  weapon x2 (4 gp each), potion of cure moderate wounds 
  x5 (25 gp each), potion of enlarge person x2 (20 gp 
  each), potion of lesser restoration (25 gp), potion of shield 
  of faith +2 x2 (4 gp each). 
  APL 8: L: 111 gp, C: 4 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield (97 gp), 
  cloak of resistance +1 (83 gp), divine scroll of lesser 
  restoration (12 gp), oil of magic weapon x2 (4 gp each), 
  periapt of wisdom +2 (333 gp), potion of bull’s strength x2 
  (25 gp each), potion of cure moderate wounds x5 (25 gp 
  each), potion of enlarge person x2 (20 gp each), potion of 
  pass without trace (4 gp), potion of remove fear (4 gp), 
  potion of shield of faith +2 x2 (4 gp each). 
  APL 10: L: 30 gp, C: 4 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield x3 (97 
  gp each), +1 longsword x2 (192 gp each), cloak of 
  resistance +1 (83 gp), divine scroll of lesser restoration (12 
  gp), horn of goodness/evil (541 gp), periapt of wisdom +2 
  (333 gp), potion of bull’s strength x2 (25 gp each), potion 
  of cure moderate wounds x5 (25 gp each), potion of 
  endure elements x2 (4 gp each), potion of enlarge person 
  x2 (20 gp each), potion of pass without trace (4 gp), 
  potion of remove fear (4 gp). 
  APL 12: L: 39 gp, C: 4 gp, M: +1 animated heavy steel 
  shield (764 gp), +1 breastplate x2 (112 gp each), +1 full 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  plate (220 gp), +1 heavy steel shield x2 (97 gp each), +1 
  longsword x2 (192 gp each), cloak of resistance +1 (83 
  gp), divine scroll of lesser restoration (12 gp), gauntlets of 
  ogre power x2 (333 gp each), horn of goodness/evil (541 
  gp), lesser metamagic rod of extend (250 gp), periapt of 
  wisdom +2 (333 gp), potion of cure moderate wounds x5 
  (25 gp each), potion of endure elements x2 (4 gp each), 
  potion of enlarge person x2 (20 gp each), potion of pass 
  without trace (4 gp), potion of remove fear (4 gp), potion 
  of shield of faith +2 x2 (4 gp each). 
  APL 14: L: 64 gp, C: 2 gp, M: +1 animated tower shield 
  (765 gp), +1 breastplate x2 (112 gp each), +1 full plate 
  (220 gp), +1 heavy steel shield x2 (97 gp each), +1 spell 
  storing longsword x2 (692 gp each), cloak of resistance +1 
  (83 gp), divine scroll of lesser restoration (12 gp), gauntlets 
  of ogre power x2 (333 gp each), horn of goodness/evil 
  (541 gp), lesser metamagic rod of extend (250 gp), minor 
  ring of spell storing (1,500 gp), periapt of wisdom +2 (333 
  gp), potion of cure moderate wounds (25 gp), potion of 
  cure serious wounds x2 (62 gp each), potion of endure 
  elements x2 (4 gp each), potion of enlarge person x2 (20 
  gp each), potion of pass without trace (4 gp), potion of 
  protection from arrows 10/magic x2 (25 gp each), potion 
  of remove fear (4 gp),  potion of shield of faith +2 x2 (4 gp 
  each). 
  APL 16: L: 55 gp, C: 2 gp, M: +1 animated tower shield 
  (765 gp), +1 full plate x3 (220 gp each), +1 heavy steel 
  shield x2 (97 gp each), +1 shock spell storing longsword 
  x2 (1,525 gp each), cloak of resistance +1 (83 gp), divine 
  scroll of lesser restoration (12 gp), gauntlets of ogre power 
  x2 (333 gp each), horn of goodness/evil (541 gp), lesser 
  metamagic rod of extend (250 gp), minor ring of spell 
  storing (1,500 gp), periapt of wisdom +6 (3,000 gp), 
  potion of cure moderate wounds (25 gp), potion of cure 
  serious wounds x2 (62 gp each), potion of endure elements 
  x2 (4 gp each), potion of pass without trace (4 gp), potion 
  of protection from arrows 10/magic x2 (25 gp each), 
  potion of remove fear (4 gp), potion of shield of faith +2 x2 
  (4 gp each). 
  Encounter 10: Death From Afar 
  APL 2: L: 194 gp, C: 2 gp, M: oil of magic weapon x3 (4 
  gp each), potion of cure light wounds x7 (4 gp each), 
  potion of mage armor (4 gp), potion of resist energy [fire] 
  20 (58 gp). 
  APL 4: L: 194 gp, C: 2 gp, M: oil of bless weapon (8 gp), 
  oil of magic weapon x3 (4 gp each), potion of cure light 
  wounds x7 (4 gp each), potion of mage armor (4 gp), 
  potion of protection from arrows 15/magic (125 gp), 
  potion of resist energy [fire] 20 (58 gp). 
  APL 6: L: 194 gp, C: 2 gp, M: amulet of natural armor 
  +1 (166 gp), bracers of armor +1 (83 gp), oil of flame 
  arrow x3 (62 gp each), oil of magic weapon x3 (4 gp 
  each), potion of cat’s grace x3 (25 gp each), potion of cure 
  light wounds (4 gp), potion of cure moderate wounds x6 
  (25 gp each), oil of greater magic weapon +4 (200 gp), 
  potion of mage armor (4 gp), potion of shield of faith +2 x3 
  (4 gp each). 
  APL 8: L: 44 gp, C: 2 gp, M: +1 composite longbow x3 
  (+2 Str) (216 gp each), amulet of natural armor +1 (166 
  gp), bracers of armor +1 (83 gp), elixir of fire breath (91 
  gp), oil of flame arrow x3 (62 gp each), potion of cure 
  serious wounds x4 (62 gp each), oil of greater magic 
  weapon +4 (200 gp), potion of mage armor (4 gp), potion 
  of shield of faith +2 x3 (4 gp each), ring of protection +1 
  (166 gp). 
  APL 10: L: 51 gp, C: 7 gp, M: +1 composite longbow x3 
  (+2 Str) (216 gp each), amulet of natural armor +1 (166 
  gp), arcane scroll of true seeing (158 gp), arrow of 
  monkey-morphing x3 (191 gp each), bracers of armor +1 
  (83 gp), cloak of charisma +2 (333 gp), elixir of fire breath 
  (91 gp), oil of flame arrow x3 (62 gp each), potion of cat’s 
  grace x3 (25 gp each), potion of cure serious wounds x4 
  (62 gp each), potion of enlarge person x3 (20 gp each), 
  oil of greater magic weapon +5 (250 gp), potion of mage 
  armor (4 gp), potion of shield of faith +2 x3 (4 gp each), 
  ring of protection +1 (166 gp). 
  APL 12: L: 51 gp, C: 7 gp, M: +1 composite longbow x3 
  (+2 Str) (216 gp each), amulet of natural armor +1 (166 
  gp), arcane scroll of true seeing (158 gp), arrow of 
  monkey-morphing x3 (191 gp each), bracers of armor +1 
  (83 gp), cloak of charisma +2 (333 gp), elixir of fire breath 
  (91 gp), gloves of dexterity +2 x3 (333 gp each), oil of 
  flame arrow x3 (62 gp each), potion of cure serious 
  wounds x4 (62 gp each), potion of enlarge person x3 (20 
  gp each), oil of greater magic weapon +5 (250 gp), potion 
  of mage armor (4 gp), potion of resist energy [fire] 30 x3 
  (91 gp each), potion of shield of faith +2 x3 (4 gp each), 
  ring of protection +1 (166 gp), rod of cancellation (916 
  gp). 
  APL 14: L: 51 gp, C: 7 gp, M: +1 shock composite 
  longbow x3 (+2 Str) (383 gp each), amulet of natural 
  armor +1 (166 gp), arcane scroll of true seeing (158 gp), 
  arrow of monkey-morphing x3 (191 gp each), bracers of 
  armor +1 (83 gp), cloak of charisma +2 (333 gp), elixir of 
  fire breath (91 gp), gloves of dexterity +2 x3 (333 gp 
  each), lesser metamagic rod of maximize (1,166 gp), oil of 
  flame arrow x3 (62 gp each), potion of cure serious 
  wounds x4 (62 gp each), potion of enlarge person x3 (20 
  gp each), oil of greater magic weapon +5 x4 (250 gp 
  each), potion of mage armor (4 gp), potion of resist energy 
  [fire] 30 x3 (91 gp each), potion of shield of faith +2 x3 (4 
  gp each), ring of counterspells (333 gp), ring of protection 
  +1 (166 gp), rod of cancellation (916 gp). 
  APL 16: L: 51 gp, C: 12 gp, M: +1 exit wound composite 
  longbow x3 (+2 Str) (1,550 gp each), amulet of natural 
  armor +1 (166 gp), arcane scroll of true seeing (158 gp), 
  arrow of monkey-morphing x3 (191 gp each), bracers of 
  armor +1 (83 gp), cape of the mountebank (840 gp), elixir 
  of fire breath (91 gp), gloves of dexterity +2 x3 (333 gp 
  each), lesser metamagic rod of maximize (1,166 gp), oil of 
  flame arrow x3 (62 gp each), potion of barkskin +4 x3 
  (75 gp each), potion of cure serious wounds x4 (62 gp 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 36 
  each), potion of enlarge person x3 (20 gp each), oil of 
  greater magic weapon +5 x4 (250 gp each), potion of 
  mage armor (4 gp), potion of resist energy [fire] 30 x3 (91 
  gp each), potion of shield of faith +2 x3 (4 gp each), 
  potion of shield of faith +5 (75 gp), ring of counterspells 
  (333 gp), ring of protection +1 (166 gp), rod of 
  cancellation (916 gp), rod of splendor (2,083 gp). 
  Encounter 11: Command Unit 
  APL 2: L: 174 gp, C: 6 gp, M: +1 mithral shirt (175 gp), 
  oil of magic weapon x2 (4 gp each), potion of cure light 
  wounds x4 (4 gp each), potion of cure moderate wounds 
  (25 gp), potion of sanctuary (4 gp), potion of shield of faith 
  +2 (4 gp), potion of shield of faith +3 (25 gp). 
  APL 4: L: 318 gp, C: 6 gp, M: +1 heavy steel shield (97 
  gp), +1 mithral shirt (175 gp), oil of magic weapon x2 (4 
  gp each), potion of cure light wounds x2 (4 gp each), 
  potion of cure moderate wounds x5 (25 gp each), potion of 
  enlarge person x2 (20 gp each), potion of resist energy 
  [fire] 20 (58 gp), potion of sanctuary (4 gp), potion of 
  shield of faith +2 x3 (4 gp each). 
  APL 6: L: 123 gp, C: 6 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield (97 gp), 
  +1 mithral shirt (175 gp), oil of magic weapon x2 (4 gp 
  each), potion of bull’s strength x2 (25 gp each), potion of 
  cure moderate wounds x7 (25 gp each), potion of enlarge 
  person x2 (20 gp each), potion of lesser restoration (25 
  gp), potion of magic vestment +4 (200 gp), potion of resist 
  energy [fire] 20 (58 gp), potion of sanctuary (4 gp), potion 
  of shield of faith +2 x3 (4 gp each). 
  APL 8: L: 40 gp, C: 6 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield x4 (97 
  gp each), +1 longsword x2 (192 gp each), +1 mithral 
  shirt (175 gp), cloak of charisma +2 (333 gp), cloak of 
  resistance +1 (83 gp), divine scroll of lesser restoration (12 
  gp), potion of bull’s strength x2 (25 gp each), potion of 
  cure moderate wounds x5 (25 gp each), potion of cure 
  serious wounds (62 gp), potion of enlarge person x2 (20 gp 
  each), potion of lesser restoration (25 gp), potion of magic 
  vestment +4 (200 gp), potion of resist energy [fire] 30 (91 
  gp), potion of sanctuary (4 gp), potion of shield of faith +3 
  (25 gp). 
  APL 10: L: 48 gp, C: 6 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield x4 (97 
  gp each), +1 longsword x2 (192 gp each), +1 mithral 
  shirt (175 gp), amulet of natural armor +1 (166 gp), 
  cloak of charisma +2 (333 gp), cloak of resistance +1 (83 
  gp), divine scroll of lesser restoration (12 gp), dusty rose 
  prism ioun stone (416 gp), gauntlets of ogre power x2 (333 
  gp each), periapt of wisdom +2 (333 gp), potion of cure 
  moderate wounds x5 (25 gp each), potion of cure serious 
  wounds (62 gp), potion of enlarge person x2 (20 gp each), 
  potion of magic vestment +4 (200 gp), potion of pass 
  without trace (4 gp), potion of remove fear (4 gp), potion 
  of resist energy [fire] 30 (91 gp), potion of sanctuary (4 gp), 
  potion of shield of faith +2 x2 (4 gp each), potion of shield 
  of faith +3 (25 gp), ring of protection +1 (166 gp). 
  APL 12: L: 73 gp, C: 6 gp, M: +1 breastplate x2 (112 gp 
  each), +1 full plate (220 gp), +1 heavy steel shield x4 (97 
  gp each), +1 mithral shirt (175 gp), +1 spell storing 
  longsword x2 (692 gp each), amulet of natural armor +1 
  (166 gp), brooch of shielding (125 gp), cloak of charisma 
  +4 (1,333 gp), cloak of resistance +1 (83 gp), divine scroll 
  of lesser restoration (12 gp), dusty rose prism ioun stone 
  (416 gp), gauntlets of ogre power x2 (333 gp each), horn 
  of goodness/evil (541 gp), periapt of wisdom +2 (333 gp), 
  potion of cure moderate wounds (25 gp), potion of cure 
  serious wounds x3 (62 gp each), potion of displacement 
  (62 gp), potion of endure elements x3 (4 gp each), potion 
  of enlarge person x2 (20 gp each), potion of magic 
  vestment +4 (200 gp), potion of pass without trace (4 gp), 
  potion of protection from arrows 10/magic x2 (25 gp 
  each), potion of remove fear (4 gp), potion of resist energy 
  [fire] 30 (91 gp), potion of sanctuary (4 gp), potion of 
  shield of faith +2 x2 (4 gp each), ring of protection +1 
  (166 gp). 
  APL 14: L: 65 gp, C: 6 gp, M: +1 animated heavy steel 
  shield (764 gp), +1 full plate x3 (220 gp each), +1 heavy 
  steel shield x3 (97 gp each), +1 mithral shirt (175 gp), +1 
  shock spell storing longsword x2 (1,525 gp each), amulet 
  of natural armor +1 (166 gp), brooch of shielding (125 
  gp), cloak of charisma +6 (3,000 gp), cloak of resistance +1 
  (83 gp), divine scroll of lesser restoration (12 gp), dusty 
  rose prism ioun stone (416 gp), gauntlets of ogre power x2 
  (333 gp each), gloves of dexterity +2 (333 gp), horn of 
  goodness/evil (541 gp), lesser metamagic rod of extend 
  (250 gp), periapt of wisdom +2 (333 gp), potion of cure 
  moderate wounds (25 gp), potion of cure serious wounds 
  x3 (62 gp each), potion of displacement (62 gp), potion of 
  endure elements x3 (4 gp each), potion of magic vestment 
  +4 (200 gp), potion of pass without trace (4 gp), potion of 
  protection from arrows 10/magic x2 (25 gp each), potion 
  of remove fear (4 gp), potion of resist energy [fire] 30 (91 
  gp), potion of sanctuary (4 gp), potion of shield of faith +2 
  x2 (4 gp each), ring of protection +1 (166 gp). 
  APL 16: L: 90 gp, C: 4 gp, M: +1 animated tower shield 
  (765 gp), +1 death ward full plate x2 (470 gp each), +1 
  full plate (220 gp), +1 heavy steel shield (97 gp), +1 
  mithral heavy shield of light fortification x2 (418 gp 
  each), +1 mithral shirt (175 gp), +1 shock spell storing 
  longsword x2 (1,525 gp each), amulet of health +2 x2 
  (333 gp each), amulet of natural armor +2 (166 gp), 
  brooch of shielding (125 gp), cloak of charisma +6 (3,000 
  gp), cloak of resistance +1 x3 (83 gp each), divine scroll of 
  lesser restoration (12 gp), dusty rose prism ioun stone (416 
  gp), gauntlets of ogre power x2 (333 gp each), gloves of 
  dexterity +2 (333 gp), horn of goodness/evil (541 gp), 
  lesser metamagic rod of extend (250 gp), minor ring of 
  spell storing (1,500 gp), periapt of wisdom +2 (333 gp), 
  potion of cure moderate wounds (25 gp), potion of cure 
  serious wounds x3 (62 gp each), potion of displacement 
  (62 gp), potion of endure elements x3 (4 gp each), potion 
  of magic vestment +4 (200 gp), potion of pass without trace 
  (4 gp), potion of protection from arrows 10/magic x2 (25 
  gp each), potion of remove fear (4 gp), potion of resist 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  energy [fire] 30 (91 gp), potion of sanctuary (4 gp), potion 
  of shield of faith +2 x2 (4 gp each), ring of protection +1 
  x2 (166 gp each), ring of protection +2 (666 gp), scarlet 
  prism ioun stone (2,500 gp), stone salve x2 (333 gp 
  each). 
  Conclusion B or C 
  All APLs: L: 0 gp, C: 50 gp, M:  0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 1,034 gp, C: 89 gp, M: 425 gp – Total: 1,548 
  gp (450 gp). 
  APL 4: L: 1,157 gp, C: 89 gp, M: 1,048 gp – Total: 
  2,294 gp (650 gp). 
  APL 6: L: 994 gp, C: 89 gp, M: 2,798 gp – Total: 3,881 
  gp (900 gp). 
  APL 8: L: 702 gp, C: 89 gp, M: 5,453 gp – Total: 6,244 
  gp (1,300 gp). 
  APL 10: L: 636 gp, C: 94 gp, M: 9,501 gp – Total: 
  10,231 gp (2,300 gp). 
  APL 12: L: 670 gp, C: 94 gp, M: 16,174 gp – Total: 
  16,938 gp (3,300 gp). 
  APL 14: L: 687 gp, C: 92 gp, M: 26,028 gp – Total: 
  26,807 gp (6,600 gp). 
  APL 16: L: 703 gp, C: 95 gp, M: 44,401 gp – Total: 
  45,199 gp (9,900 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Holy Relic of Heironeous: This silver holy symbol 
  was recovered from Siltmourne Keep. It is over three 
  hundred years old, and was present at several battles of 
  the Greyhawk Wars, the Bissel-Ket War, and now the 
  Bissel Insurrection. It has no real value, except for the 
  prestige it would bring to a Heironean bearing it. 
  � Lurking in the Shadows: You have encountered a 
  horrifying presence in the darkness beneath Siltmourne 
  Keep and lived to tell the tale.  Perhaps this bears further 
  investigation. 
  � Favor of Lady Constance: You have done a service 
  for Lady Constance Lendel, the baroness of Kynneret. 
  This counts as an influence point with House Lendel. 
  � Strange Orb: This small glass orb appears perfectly 
  transparent at first glance, but as your eyes focus upon it, 
  you see hazy swirls and ripples. The orb radiates an aura 
  of moderate divination magic, but it is unclear what 
  purpose it serves. 
  � Hunting Hawk: This hawk has been well-trained for 
  hunting; it gains a +2 inherent bonus to Spot and Survival 
  checks, and has maximum hit points at each HD.  It can 
  be taken as a standard animal, animal companion, or 
  familiar at a cost of 1 additional TU. Mark this effect as 
  USED if the hawk is ever killed. 
  � Ioun Stone, Scarlet Prism: This ioun stone (Dungeon 
  Master’s Guide, page 260) grants a marshal a +1 innate 
  bonus to the effects of her aura abilities, increasing the 
  bonus granted to herself and her allies by +1. 
  Moderate Enchantment; CL 12th; Prerequisites: Craft 
  Wondrous Item, creator must be 12th level; Market Price: 
  30,000 gp. Weight: – lbs. 
  � Sword of Dark Ice: This non-magical masterwork 
  greatsword is as hard as steel, but is translucent except for 
  a slight dark tint. Beads of condensation cover its surface. 
  It gives the wielder a +1 bonus on the confirmation roll 
  for critical hits when used on creatures with the fire 
  subtype. It can be upgraded normally.  It shares all 
  characteristics with a weapon of normal steel, except it is 
  affected by spells and effects as if made of ice or crystal 
  instead of metal. 
  Market Price: 550 gp. Weight: 8 lbs. 
  � Arrow of Monkey-Morphing: When this arrow 
  strikes a target, the target must succeed on a Fortitude 
  save (DC 17) or be changed into a monkey as though 
  affected by a baleful polymorph spell. Like the spell, the 
  subject gets a +4 bonus on the save if the transformation 
  would be fatal to the creature. Also like the spell, if the 
  effect succeeds, the subject must succeed on a Will save 
  (DC 17) or suffer the secondary transformation effects. 
  Moderate Transmutation; CL 9th; Prerequisites: Craft 
  Magical Arms & Armor, baleful polymorph; Market Price: 
  2,297 gp. Weight: – lbs. 
  Item Access 
  APLs 2, 4, 6: 
  • 
  +1 Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Sword of Dark Ice (Adventure; See Above; Limit 1) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Elixir of Fire Breath (Adventure; Dungeon Master’s Guide) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Arrow of Monkey-Morphing (Adventure; See Above; Limit 
  1) 
  • 
  Horn of Goodness/Evil (Adventure; Dungeon Master’s 
  Guide) 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 38 
  • 
  Ioun Stone, Dusty Rose Prism (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  +1 Spell Storing Long Sword (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Brooch of Shielding (Adventure; Dungeon Master’s Guide) 
  • 
  Cloak of Charisma +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Metamagic Rod, Extend, Lesser (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Rod of Cancellation (Adventure; Dungeon Master’s Guide) 
   
  APL 14 (all of APLs 2, 4, 6, 8, 10, 12 plus the 
  following): 
  • 
  +1 Animated Tower Shield (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +1 Shock Spell Storing Long Sword (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Cloak of Charisma +6 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Metamagic Rod, Maximize, Lesser (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Ring of Counterspells (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Spell Storing, Minor (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 16 (all of APLs 2, 4, 6, 8, 10, 12, 14 plus the 
  following): 
  • 
  +1 Death Ward Full Plate (Adventure; Complete Arcane) 
  • 
  +1 Exit Wound Composite Longbow, +2 Str Bonus 
  (Adventure; Complete Warrior) 
  • 
  +1 Light Fortification Mithral Heavy Shield (Adventure; 
  Dungeon Master’s Guide) 
  • 
  Cape of the Mountebank (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ioun Stone, Scarlet Prism (Adventure; See Above; Limit 1) 
  • 
  Periapt of Wisdom +6 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Rod of Splendor (Adventure; Dungeon Master’s Guide) 
   
   
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 1 
  APPENDIX 1 – APL 2 
  ENCOUNTER 9 
   
  Bandit Warrior, Male Human Ftr1: Medium 
  humanoid (human); CR 1; HD 1d10+2; hp 9; Init +6; Spd 
  20 ft.; AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, 
  +2 shield); Base Atk/Grp: +1/+4; Atk +6 melee (1d8+3, 19-
  20, masterwork longsword) or +3 ranged (1d8, x3, 
  longbow); Full Atk +6 melee (1d8+3, 19-20, masterwork 
  longsword) or +3 ranged (1d8, x3, longbow); SA -; SQ -; 
  AL NG; SV Fort +4, Ref +2, Will +0; Str 16, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +2, Intimidate +4, Ride +1; 
  Improved Initiative, Power Attack, Weapon Focus 
  [longsword]. 
   
  Languages: Common. 
   
  Possessions: potion of cure light wounds, oil of magic 
  weapon, 
  crowbar, 
  longbow, 
  heavy 
  steel 
  shield, 
  masterwork breastplate, masterwork longsword, silk rope 
  (50 ft.), thunderstone, 3 gp. 
   
  Sergeant Ahns, Female Human Clr1 (Fharlanghn): 
  Medium humanoid (human); CR 1; HD 1d8+2; hp 8; Init 
  +5; Spd 20 ft.; AC 19, touch 11, flat-footed 18 (+1 Dex, +6 
  armor, +2 shield); Base Atk/Grp: +0/+0; Atk +0 melee 
  (1d8, heavy mace); Full Atk +0 melee (1d8, heavy mace); 
  SA -; SQ Turn undead 4/day, spontaneous healing; AL N; 
  SV Fort +4, Ref +1, Will +5; Str 10, Dex 12, Con 14, Int 10, 
  Wis 16, Cha 12. 
   
  Skills & Feats: Concentration +6, Heal +7, Survival +7; 
  Improved Initiative, Track. 
   
  Languages: Common. 
   
  Cleric Spells Prepared (3/2+1, save DC = 13 + spell 
  level): 0 – detect magic, light, resistance; 1st – bless, longstrider*, 
  magic weapon. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: potion of cure moderate wounds, potion of 
  shield of faith +3, banded mail, heavy mace, heavy steel 
  shield, holy symbol, spell component pouch, 18 gp. 
   
  ENCOUNTER 10 
   
  Bandit Archer, Male Human Ftr1: Medium humanoid 
  (human); CR 1; HD 1d10+2; hp 9; Init +3; Spd 30 ft.; AC 
  17, touch 13, flat-footed 14 (+3 Dex, +4 armor); Base 
  Atk/Grp: +1/+3; Atk +5 ranged (1d8+2, x3, masterwork 
  composite longbow (+2 Str)) or +3 melee (1d8+3, 19-20, 
  longsword); Full Atk +3/+3 ranged (1d8+2, x3, 
  masterwork composite longbow (+2 Str)) or +3 melee 
  (1d8+3, 19-20, longsword); SA -; SQ -; AL NG; SV Fort +4, 
  Ref +3, Will +0; Str 14, Dex 16, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills & Feats: Listen +2, Search +2, Spot +2; Point 
  Blank Shot, Precise Shot, Rapid Shot. 
   
  Languages: Common. 
   
  Possessions: oil of magic weapon, potion of cure light 
  wounds x2, chain shirt, longsword, masterwork composite 
  longbow (+2 Str), sunrod, thunderstone, 3 gp. 
   
  Sergeant Magden, Male Human Sor1: Medium 
  humanoid (human); CR 1; HD 1d4+2; hp 5; Init +2; Spd 
  30 ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base 
  Atk/Grp: +0/+0; Atk +2 ranged (1d10, 19-20, heavy 
  crossbow) or +0 melee (1d8, x3, spear); Full Atk +2 ranged 
  (1d10, 19-20, heavy crossbow) or +0 melee (1d8, x3, 
  spear); SA -; SQ Summon familiar; AL NG; SV Fort +2, 
  Ref +4, Will +2; Str 10, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 16. 
   
  Skills & Feats: Concentration +6, Knowledge [arcana] 
  +4, Knowledge [the planes] +2, Listen +2, Spot +2; 
  Alertness, Combat Casting, Spell Focus [evocation]. 
   
  Languages: Common. 
   
  Sorcerer Spells Known (5/4, save DC = 13 + spell level, 
  14 for Evocation spells): 0 – caltropsSpc, detect magic, flare, 
  light; 1st – magic missile, ray of flameSpC.  
  SpCSpell 
  Compendium. 
   
  Possessions: potion of cure light wounds, potion of mage 
  armor, potion of resist energy (fire) 20, 20 bolts, alchemist’s 
  fire, heavy crossbow, smokestick, spear, spell component 
  pouch, 6 gp. 
   
  Mr. Pookums, Weasel Familiar: Tiny magical beast; CR 
  1/4; HD 1d4; hp 2; Init +2; Spd 20 ft., climb 20 ft.; AC 15, 
  touch 14, flat-footed 13 (+2 size, +2 Dex, +1 natural); Base 
  Atk/Grp: +0/-12; Atk +4 melee (1d3-4, bite); Full Atk  +4 
  melee (1d3-4, bite); Space/Reach: 2 1/2 ft./0 ft.; SA 
  Attach; SQ Low-light vision, scent, improved evasion, 
  share spells, empathic link; AL NG; SV Fort +2, Ref +4, 
  Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5. 
   
  Skills & Feats: Balance +10, Climb +10, Hide +11, 
  Move Silently +8, Spot +3; Weapon Finesse. 
   
  Attach (Ex): If Mr. Pookums hits with a bite attack, 
  it uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached Mr. Pookums loses its 
  Dexterity bonus to AC and thus has an AC of 13. An 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  attached Mr. Pookums can be struck with a weapon or 
  grappled itself. To remove an attached Mr. Pookums 
  through grappling, the opponent must achieve a pin 
  against the creature. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dexterity modifier for 
  Climb checks. A weasel can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ENCOUNTER 11 
   
  Bandit Warrior, Male Human Ftr1: Medium 
  humanoid (human); CR 1; HD 1d10+2; hp 9; Init +6; Spd 
  20 ft.; AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, 
  +2 shield); Base Atk/Grp: +1/+4; Atk +6 melee (1d8+3, 19-
  20, masterwork longsword) or +3 ranged (1d8, x3, 
  longbow); Full Atk +6 melee (1d8+3, 19-20, masterwork 
  longsword) or +3 ranged (1d8, x3, longbow); SA -; SQ -; 
  AL NG; SV Fort +4, Ref +2, Will +0; Str 16, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +2, Intimidate +4, Ride +1; 
  Improved Initiative, Power Attack, Weapon Focus 
  [longsword]. 
   
  Languages: Common. 
   
  Possessions: potion of cure light wounds, oil of magic 
  weapon, 
  crowbar, 
  longbow, 
  heavy 
  steel 
  shield, 
  masterwork breastplate, masterwork longsword, silk rope 
  (50 ft.), thunderstone, 3 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +9; SQ DR 
  1/-; Skills & Feats: Ride +4. 
   
  Sergeant Belmont, Male Human Clr1 (Fharlanghn): 
  Medium humanoid (human); CR 1; HD 1d8+2; hp 8; Init 
  +5; Spd 20 ft.; AC 19, touch 11, flat-footed 18 (+1 Dex, +6 
  armor, +2 shield); Base Atk/Grp: +0/+0; Atk +0 melee 
  (1d8, heavy mace); Full Atk +0 melee (1d8, heavy mace); 
  SA -; SQ Turn undead 4/day, spontaneous healing; AL N; 
  SV Fort +4, Ref +1, Will +5; Str 10, Dex 12, Con 14, Int 10, 
  Wis 16, Cha 12. 
   
  Skills & Feats: Concentration +6, Heal +7, Survival +7; 
  Improved Initiative, Track. 
   
  Languages: Common. 
   
  Cleric Spells Prepared (3/2+1, save DC = 13 + spell 
  level): 0 – detect magic, light, resistance; 1st – bless, longstrider*, 
  magic weapon. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: potion of cure moderate wounds, potion of 
  shield of faith +3, banded mail, heavy mace, heavy steel 
  shield, holy symbol, spell component pouch, 18 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +8; SQ DR 
  1/-. 
   
  Master 
  Sergeant 
  Tannan, 
  Male 
  Human 
  Brd1/Marshal2: Medium humanoid (human); CR 3; HD 
  1d6+2d8; hp 16; Init +6; Spd 30 ft.; AC 19, touch 12, flat-
  footed 17 (+2 Dex, +5 armor, +2 shield); Base Atk/Grp: 
  +1/+1; Atk +1 melee (1d8, 19-20, longsword); Full Atk +1 
  melee (1d8, 19-20, longsword); SA -; SQ Bardic music, 
  bardic knowledge, countersong, fascinate, inspire courage 
  +1, minor aura, major aura +1; AL NG; SV Fort +3, Ref +4, 
  Will +5; Str 10, Dex 14, Con 11, Int 13, Wis 10, Cha 16. 
   
  Skills & Feats: Diplomacy+8, Escape Artist+7, 
  Listen+6, Perform[oratory] +9, Sense Motive+9, Spellcraft 
  +7, Spot+6, Tumble +7;  Combat Expertise, Dodge, 
  Improved Initiative, Skill Focus [diplomacy]. 
   
  Auras (Ex): The marshal exerts an effect on allies in 
  his vicinity. He can learn to produce different effects, or 
  auras, over the course of his career. The marshal may 
  project one minor aura and (starting at 2nd level) one 
  major aura at a time. 
   
  Projecting an aura is a swift action (see Chapter 2: 
  Magic). The aura remains in effect until the marshal uses 
  a free action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an aura 
  active continually; thus, an aura can be in effect at the 
  start of a combat encounter even before the marshal takes 
  his first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives allies the direction that they can use to do their 
  best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score of 3 or 
  higher and be able to understand the marshal’s language 
  to gain the bonus. A marshal’s aura is dismissed if he is 
  dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each other. 
   
  Minor Aura: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. Master 
  Sergeant Tannan knows the following minor auras: 
   
  Motivate Dexterity: Bonus on Dexterity checks, 
  Dexterity-based skill checks, and initiative checks. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura. A 
  major aura lets allies add +1 to certain rolls. Master 
  Sergeant Tannan knows the following major auras: 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  Hardy Soldiers: The marshal’s allies gain damage 
  reduction equal to the amount of bonus the aura 
  provides. For example, if the marshal is 10th level, 
  everyone affected gains DR 2/-. 
   
  Languages: Common. 
   
  Bard Spells Known (2, save DC = 13 + spell level): 0 – 
  daze, detect magic, flare, ghost sound. 
   
  Possessions: +1 mithral shirt, potion of cure light wounds 
  x2, potion of sanctuary, potion of shield of faith +2, longsword, 
  masterwork heavy steel shield, spell component pouch, 
  15 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +9; SQ DR 
  1/-; Skills & Feats: Escape Artist+10, Tumble +10. 
   
   
   
   
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  APPENDIX 2 – APL 4 
  ENCOUNTER 9 
   
  Bandit Warrior, Male Human Ftr1: Medium 
  humanoid (human); CR 1; HD 1d10+2; hp 9; Init +6; Spd 
  20 ft.; AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, 
  +2 shield); Base Atk/Grp: +1/+4; Atk +6 melee (1d8+3, 19-
  20, masterwork longsword) or +3 ranged (1d8, x3, 
  longbow); Full Atk +6 melee (1d8+3, 19-20, masterwork 
  longsword) or +3 ranged (1d8, x3, longbow); SA -; SQ -; 
  AL NG; SV Fort +4, Ref +2, Will +0; Str 16, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +2, Intimidate +4, Ride +1; 
  Improved Initiative, Power Attack, Weapon Focus 
  [longsword]. 
   
  Languages: Common. 
   
  Possessions: potion of cure light wounds, oil of magic 
  weapon, 
  crowbar, 
  longbow, 
  heavy 
  steel 
  shield, 
  masterwork breastplate, masterwork longsword, silk rope 
  (50 ft.), thunderstone, 3 gp. 
   
  Sergeant Ahns, Female Human Clr4 (Fharlanghn): 
  Medium humanoid (human); CR 4; HD 4d8+8; hp 32; 
  Init +5; Spd 20 ft.; AC 22, touch 11, flat-footed 21 (+1 Dex, 
  +9 armor, +2 shield); Base Atk/Grp: +3/+3; Atk +3 melee 
  (1d8, heavy mace); Full Atk +3 melee (1d8, heavy mace); 
  SA -; SQ Turn undead 4/day, spontaneous healing; AL N; 
  SV Fort +6, Ref +2, Will +7; Str 10, Dex 12, Con 14, Int 10, 
  Wis 17, Cha 12. 
   
  Skills & Feats: Concentration +9, Heal +10, Survival 
  +10; Divine Spell PowerCD, Improved Initiative, Track.  
  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric Spells Prepared (5/4+1/3+1, save DC = 13 + spell 
  level): 0 – detect magic, guidance, light, mending, resistance; 
  1st – bless, longstrider*, magic weapon, sanctuary, shield of 
  faith; 2nd – hold person, locate object*, spiritual weapon, resist 
  energy. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, potion of cure moderate wounds, 
  potion of lesser restoration, heavy mace, heavy steel shield, 
  holy symbol, spell component pouch, 18 gp. 
   
  ENCOUNTER 10 
   
  Bandit Archer, Male Human Ftr1: Medium humanoid 
  (human); CR 1; HD 1d10+2; hp 9; Init +3; Spd 30 ft.; AC 
  17, touch 13, flat-footed 14 (+3 Dex, +4 armor); Base 
  Atk/Grp: +1/+3; Atk +5 ranged (1d8+2, x3, masterwork 
  composite longbow (+2 Str)) or +3 melee (1d8+3, 19-20, 
  longsword); Full Atk +3/+3 ranged (1d8+2, x3, 
  masterwork composite longbow (+2 Str)) or +3 melee 
  (1d8+3, 19-20, longsword); SA -; SQ -; AL NG; SV Fort +4, 
  Ref +3, Will +0; Str 14, Dex 16, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills & Feats: Listen +2, Search +2, Spot +2; Point 
  Blank Shot, Precise Shot, Rapid Shot. 
   
  Languages: Common. 
   
  Possessions: oil of magic weapon, potion of cure light 
  wounds x2, chain shirt, longsword, masterwork composite 
  longbow (+2 Str), sunrod, thunderstone, 3 gp. 
   
  Sergeant Magden, Male Human Sor3: Medium 
  humanoid (human); CR 3; HD 3d4+6; hp 15; Init +2; Spd 
  30 ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base 
  Atk/Grp: +1/+1; Atk +3 ranged (1d10, 19-20, heavy 
  crossbow) or +1 melee (1d8, x3, spear); Full Atk +3 ranged 
  (1d10, 19-20, heavy crossbow) or +1 melee (1d8, x3, 
  spear); SA -; SQ Summon familiar; AL NG; SV Fort +3, 
  Ref +5, Will +3; Str 10, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 16. 
   
  Skills & Feats: Concentration +8, Knowledge [arcana] 
  +6, Knowledge [the planes] +3, Listen +2, Spot +2; 
  Alertness, Combat Casting, Ranged Spell Specialization, 
  Spell Focus [evocation]. 
   
  Languages: Common. 
   
  Sorcerer Spells Known (6/6, save DC = 13 + spell level, 
  14 for Evocation spells): 0 – caltropsSpc, detect magic, flare, 
  light, ray of frost; 1st – magic missile, ray of flameSpC, true strike. 
   SpCSpell Compendium. 
   
  Possessions: oil of bless weapon, potion of cure light wounds, 
  potion of mage armor, potion of protection from arrows 
  15/magic, potion of resist energy (fire) 20, 20 bolts, alchemist’s 
  fire, heavy crossbow, smokestick, spear, spell component 
  pouch, 6 gp. 
   
  Mr. Pookums, Weasel Familiar: Tiny magical beast; CR 
  1/4; HD 3d4; hp 7; Init +2; Spd 20 ft., climb 20 ft.; AC 16, 
  touch 14, flat-footed 14 (+2 size, +2 Dex, +2 natural); Base 
  Atk/Grp: +1/-11; Atk +5 melee (1d3-4, bite); Full Atk  +5 
  melee (1d3-4, bite); Space/Reach: 2 1/2 ft./0 ft.; SA 
  Attach; SQ Low-light vision, scent, improved evasion, 
  share spells, empathic link, deliver touch spells; AL NG; 
  SV Fort +2, Ref +4, Will +4; Str 3, Dex 15, Con 10, Int 7, 
  Wis 12, Cha 5. 
   
  Skills & Feats: Balance +10, Climb +10, Hide +11, 
  Move Silently +8, Spot +3; Weapon Finesse. 
   
  Attach (Ex): If Mr. Pookums hits with a bite attack, 
  it uses its powerful jaws to latch onto the opponent’s 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 2 
  body and automatically deals bite damage each round it 
  remains attached. An attached Mr. Pookums loses its 
  Dexterity bonus to AC and thus has an AC of 13. An 
  attached Mr. Pookums can be struck with a weapon or 
  grappled itself. To remove an attached Mr. Pookums 
  through grappling, the opponent must achieve a pin 
  against the creature. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dexterity modifier for 
  Climb checks. A weasel can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ENCOUNTER 11 
   
  Bandit Warrior, Male Human Ftr2: Medium 
  humanoid (human); CR 2; HD 2d10+4; hp 19; Init +6; 
  Spd 20 ft.; AC 19, touch 12, flat-footed 17 (+2 Dex, +5 
  armor, +2 shield); Base Atk/Grp: +2/+5; Atk +7 melee 
  (1d8+3, 19-20, masterwork longsword) or +4 ranged (1d8, 
  x3, longbow); Full Atk +7 melee (1d8+3, 19-20, 
  masterwork longsword) or +4 ranged (1d8, x3, longbow); 
  SA -; SQ -; AL NG; SV Fort +5, Ref +2, Will +0; Str 16, Dex 
  14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +4, Intimidate +5, Ride +3; 
  Cleave, Improved Initiative, Power Attack, Weapon 
  Focus [longsword]. 
   
  Languages: Common. 
   
  Possessions: potion of cure moderate wounds x2, potion of 
  enlarge person, potion of shield of faith +2, oil of magic weapon, 
  crowbar, longbow, masterwork heavy steel shield, 
  masterwork breastplate, masterwork longsword, silk rope 
  (50 ft.), tanglefoot bag, thunderstone, 3 gp 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +9; SQ DR 
  1/-; Skills & Feats: Ride +6; 
   
  Sergeant Belmont, Male Human Clr2 (Fharlanghn): 
  Medium humanoid (human); CR 2; HD 2d8+4; hp 16; 
  Init +5; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+1 Dex, 
  +8 armor, +2 shield); Base Atk/Grp: +1/+1; Atk +1 melee 
  (1d8, heavy mace); Full Atk +1 melee (1d8, heavy mace); 
  SA -; SQ Turn undead 4/day, spontaneous healing; AL N; 
  SV Fort +5, Ref +1, Will +6; Str 10, Dex 12, Con 14, Int 10, 
  Wis 16, Cha 12. 
   
  Skills & Feats: Concentration +7, Heal +8, Survival +8; 
  Improved Initiative, Track. 
   
  Languages: Common. 
   
  Cleric Spells Prepared (4/3+1, save DC = 13 + spell 
  level): 0 – detect magic, light, mending, resistance; 1st – bless, 
  longstrider*, magic weapon, sanctuary. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: potion of cure moderate wounds, masterwork 
  full plate, heavy mace, heavy steel shield, holy symbol, 
  spell component pouch, 18 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +8; SQ DR 
  1/-. 
   
  Master 
  Sergeant 
  Tannan, 
  Male 
  Human 
  Brd1/Marshal4: Medium humanoid (human); CR 5; HD 
  1d6+4d8+5; hp 33; Init +6; Spd 30 ft.; AC 20, touch 12, 
  flat-footed 18 (+2 Dex, +5 armor, +2 shield); Base 
  Atk/Grp: +3/+3; Atk +3 melee (1d8, 19-20, longsword); 
  Full Atk +3 melee (1d8, 19-20, longsword); SA -; SQ 
  Bardic music, bardic knowledge, countersong, fascinate, 
  inspire courage +1, minor aura, major aura +1, grant move 
  action 1/day; AL NG; SV Fort +5, Ref +5, Will +6; Str 10, 
  Dex 14, Con 12, Int 13, Wis 10, Cha 16. 
   
  Skills & Feats: Diplomacy+8, Escape Artist+9, 
  Listen+6, 
  Perform[oratory] 
  +13, 
  Sense 
  Motive+9, 
  Spellcraft +7, Spot+6, Tumble +9;  Combat Expertise, 
  Dodge, Improved Initiative, Skill Focus [diplomacy]. 
   
  Auras (Ex): The marshal exerts an effect on allies in 
  his vicinity. He can learn to produce different effects, or 
  auras, over the course of his career. The marshal may 
  project one minor aura and (starting at 2nd level) one 
  major aura at a time. 
   
  Projecting an aura is a swift action (see Chapter 2: 
  Magic). The aura remains in effect until the marshal uses 
  a free action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an aura 
  active continually; thus, an aura can be in effect at the 
  start of a combat encounter even before the marshal takes 
  his first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives allies the direction that they can use to do their 
  best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score of 3 or 
  higher and be able to understand the marshal’s language 
  to gain the bonus. A marshal’s aura is dismissed if he is 
  dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each other. 
   
  Minor Aura: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. Master 
  Sergeant Tannan knows the following minor auras: 
   
  Motivate Dexterity: Bonus on Dexterity checks, 
  Dexterity-based skill checks, and initiative checks. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura. A 
  major aura lets allies add +1 to certain rolls. Master 
  Sergeant Tannan knows the following major auras: 
   
  Hardy Soldiers: The marshal’s allies gain damage 
  reduction equal to the amount of bonus the aura 
  provides. For example, if the marshal is 10th level, 
  everyone affected gains DR 2/-. 
   
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately. Once per day, as a standard action, he may 
  grant an extra move action to any or all of his allies 
  within 30 feet (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting in 
  their current initiative order. This extra action does not 
  affect the allies’ initiative count; the round continues 
  normally after the marshal’s turn is over. (This may mean, 
  for example, that an ally whose initiative count 
  immediately follows the marshal’s may get an extra move 
  action from the marshal, followed directly by a full round 
  worth of actions on the ally’s turn.) 
   
  A character can take only one extra move action per 
  round. (In other words, two marshals can’t use this ability 
  on the same ally in the same round.) If an ally chooses 
  not to take the extra move action, it is lost. 
   
  Languages: Common. 
   
  Bard Spells Known (2, save DC = 13 + spell level): 0 – 
  daze, detect magic, flare, ghost sound. 
   
  Possessions: +1 heavy steel shield, +1 mithral shirt, potion 
  of cure light wounds x2, potion of resist energy [fire] 20, potion 
  of sanctuary, potion of shield of faith +2, longsword, 
  masterwork cadence drum, spell component pouch, 15 
  gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +9; SQ DR 
  1/-; Skills & Feats: Escape Artist+12, Tumble +12. 
   
  APPENDIX 3 – APL 6 
  ENCOUNTER 9 
   
  Bandit Warrior, Male Human Ftr2: Medium 
  humanoid (human); CR 2; HD 2d10+4; hp 19; Init +6; 
  Spd 20 ft.; AC 19, touch 12, flat-footed 17 (+2 Dex, +5 
  armor, +2 shield); Base Atk/Grp: +2/+5; Atk +7 melee 
  (1d8+3, 19-20, masterwork longsword) or +4 ranged (1d8, 
  x3, longbow); Full Atk +7 melee (1d8+3, 19-20, 
  masterwork longsword) or +4 ranged (1d8, x3, longbow); 
  SA -; SQ -; AL NG; SV Fort +5, Ref +2, Will +0; Str 16, Dex 
  14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +4, Intimidate +5, Ride +3; 
  Cleave, Improved Initiative, Power Attack, Weapon 
  Focus [longsword]. 
   
  Languages: Common. 
   
  Possessions: potion of cure moderate wounds x2, potion of 
  enlarge person, potion of shield of faith +2, oil of magic weapon, 
  crowbar, longbow, masterwork heavy steel shield, 
  masterwork breastplate, masterwork longsword, silk rope 
  (50 ft.), tanglefoot bag, thunderstone, 3 gp. 
   
  Sergeant Ahns, Female Human Clr6 (Fharlanghn): 
  Medium humanoid (human); CR 6; HD 6d8+12; hp 48; 
  Init +5; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, 
  +9 armor, +3 shield); Base Atk/Grp: +4/+4; Atk +4 melee 
  (1d8, heavy mace); Full Atk +4 melee (1d8, heavy mace); 
  SA -; SQ Turn undead 4/day (3 remaining), spontaneous 
  healing; AL N; SV Fort +8, Ref +4, Will +9; Str 10, Dex 12, 
  Con 14, Int 10, Wis 17, Cha 12. 
   
  Skills & Feats: Concentration +11, Heal +12, Survival 
  +12; Combat Casting, Divine Spell PowerCD, Improved 
  Initiative, Track.  CDComplete Divine 
   
  Languages: Common. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  Cleric Spells Prepared (5/4+1/4+1/3+1, save DC = 13 + 
  spell level): 0 – detect magic, guidance, light, mending, 
  resistance; 1st – bless, longstrider*, magic weapon, sanctuary, 
  shield of faith; 2nd – hold person, locate object*, silence, 
  spiritual weapon, resist energy; 3rd – dispel magic, fly*, glyph of 
  warding, prayer. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 heavy steel shield, cloak of 
  resistance +1, divine scroll of lesser restoration, potion of cure 
  moderate wounds, potion of lesser restoration, heavy mace, 
  holy symbol, spell component pouch, 18 gp. 
   
  ENCOUNTER 10 
   
  Bandit Archer, Male Human Ftr3: Medium humanoid 
  (human); CR 3; HD 3d10+6; hp 28; Init +7; Spd 30 ft.; AC 
  17, touch 13, flat-footed 14 (+3 Dex, +4 armor); Base 
  Atk/Grp: +3/+5; Atk +8 ranged (1d8+2, x3, masterwork 
  composite longbow (+2 Str)) or +5 melee (1d8+3, 19-20, 
  longsword); Full Atk +6/+6 ranged (1d8+2, x3, 
  masterwork composite longbow (+2 Str)) or +5 melee 
  (1d8+3, 19-20, longsword); SA -; SQ -; AL NG; SV Fort +5, 
  Ref +4, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills & Feats: Listen +3, Search +3, Spot +3; 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus [composite longbow]. 
   
  Languages: Common. 
   
  Possessions: oil of flame arrow, oil of magic weapon, potion 
  of cat’s grace, potion of cure moderate wounds x2, potion of 
  shield of faith +2, chain shirt, longsword, masterwork 
  composite longbow (+2 Str), sunrod, thunderstone, 3 gp. 
   
  Sergeant Magden, Male Human Sor6: Medium 
  humanoid (human); CR 6; HD 6d4+12; hp 30; Init +2; 
  Spd 30 ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +1 
  armor, +1 natural); Base Atk/Grp: +3/+3; Atk +5 ranged 
  (1d10, 19-20, heavy crossbow) or +3 melee (1d8, x3, 
  spear); Full Atk +5 ranged (1d10, 19-20, heavy crossbow) 
  or +3 melee (1d8, x3, spear); SA -; SQ Summon familiar; 
  AL NG; SV Fort +4, Ref +6, Will +5; Str 10, Dex 14, Con 
  14, Int 10, Wis 10, Cha 17. 
   
  Skills & Feats: Concentration +10, Knowledge 
  [arcana] +8, Knowledge [the planes] +4, Listen +2, Spot 
  +2; Alertness, Combat Casting, Energy Substitution [fire], 
  Ranged Spell Specialization, Spell Focus [evocation]. 
   
  Languages: Common. 
   
  Sorcerer Spells Known (6/7/6/4, save DC = 13 + spell 
  level, 14 for Evocation spells): 0 – acid splash, caltropsSpc, 
  detect magic, flare, light, ray of frost, read magic; 1st – enlarge 
  person, magic missile, ray of flameSpC, true strike; 2nd – Melf’s 
  acid arrow, scorching ray; 3rd - fireball.  SpCSpell Compendium. 
   
  Possessions: amulet of natural armor +1, bracers of armor 
  +1, potion of cure light wounds, oil of greater magic weapon +4, 
  potion of mage armor, 20 bolts, alchemist’s fire, heavy 
  crossbow, smokestick, spear, spell component pouch, 6 
  gp. 
   
  Mr. Pookums, Weasel Familiar: Tiny magical beast; CR 
  1/4; HD 6d4; hp 15; Init +2; Spd 20 ft., climb 20 ft.; AC 17, 
  touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural); Base 
  Atk/Grp: +3/-9; Atk +7 melee (1d3-4, bite); Full Atk  +7 
  melee (1d3-4, bite); Space/Reach: 2 1/2 ft./0 ft.; SA 
  Attach; SQ Low-light vision, scent, improved evasion, 
  share spells, empathic link, deliver touch spells, speak 
  with master; AL NG; SV Fort +2, Ref +4, Will +6; Str 3, 
  Dex 15, Con 10, Int 8, Wis 12, Cha 5. 
   
  Skills & Feats: Balance +10, Climb +10, Hide +11, 
  Move Silently +8, Spot +3; Weapon Finesse. 
   
  Attach (Ex): If Mr. Pookums hits with a bite attack, 
  it uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached Mr. Pookums loses its 
  Dexterity bonus to AC and thus has an AC of 13. An 
  attached Mr. Pookums can be struck with a weapon or 
  grappled itself. To remove an attached Mr. Pookums 
  through grappling, the opponent must achieve a pin 
  against the creature. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dexterity modifier for 
  Climb checks. A weasel can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ENCOUNTER 11 
   
  Bandit Warrior, Male Human Ftr4: Medium 
  humanoid (human); CR 4; HD 4d10+8; hp 38; Init +6; 
  Spd 20 ft.; AC 20, touch 12, flat-footed 18 (+2 Dex, +6 
  armor, +2 shield); Base Atk/Grp: +4/+7; Atk +9 melee 
  (1d8+5, 19-20, masterwork longsword) or +6 ranged (1d8, 
  x3, longbow); Full Atk +9 melee (1d8+5, 19-20, 
  masterwork longsword) or +6 ranged (1d8, x3, longbow); 
  SA -; SQ -; AL NG; SV Fort +6, Ref +3, Will +1; Str 17, Dex 
  14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +6, Intimidate +7, Ride +5; 
  Cleave, Combat Reflexes, Improved Initiative, Power 
  Attack, 
  Weapon 
  Focus 
  [longsword], 
  Weapon 
  Specialization [longsword]. 
   
  Languages: Common. 
   
  Possessions: +1 breastplate, potion of bull’s strength, potion 
  of cure moderate wounds x2, potion of enlarge person, potion of 
  shield of faith +2, oil of magic weapon, crowbar, longbow, 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  masterwork heavy steel shield, masterwork longsword, 
  silk rope (50 ft.), tanglefoot bag, thunderstone, 3 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +9; SQ DR 
  1/-; Skills & Feats: Ride +8. 
   
  Sergeant Belmont, Male Human Clr4 (Fharlanghn): 
  Medium humanoid (human); CR 4; HD 4d8+8; hp 32; 
  Init +5; Spd 20 ft.; AC 22, touch 11, flat-footed 21 (+1 Dex, 
  +9 armor, +2 shield); Base Atk/Grp: +3/+3; Atk +3 melee 
  (1d8, heavy mace); Full Atk +3 melee (1d8, heavy mace); 
  SA -; SQ Turn undead 4/day, spontaneous healing; AL N; 
  SV Fort +6, Ref +2, Will +7; Str 10, Dex 12, Con 14, Int 10, 
  Wis 17, Cha 12. 
   
  Skills & Feats: Concentration +9, Heal +10, Survival 
  +10; Divine Spell PowerCD, Improved Initiative, Track.  
  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric Spells Prepared (5/4+1/3+1, save DC = 13 + spell 
  level): 0 – detect magic, guidance, light, mending, resistance; 
  1st – bless, longstrider*, magic weapon, sanctuary, shield of 
  faith; 2nd – hold person, locate object*, spiritual weapon, resist 
  energy. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, potion of cure moderate wounds, 
  potion of lesser restoration, heavy mace, heavy steel shield, 
  holy symbol, spell component pouch, 18 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +8; SQ DR 
  1/-. 
   
  Master 
  Sergeant 
  Tannan, 
  Male 
  Human 
  Brd2/Marshal5: Medium humanoid (human); CR 7; HD 
  2d6+5d8+7; hp 46; Init +6; Spd 30 ft.; AC 20, touch 12, 
  flat-footed 18 (+2 Dex, +5 armor, +2 shield); Base 
  Atk/Grp: +4/+4; Atk +4 melee (1d8, 19-20, longsword); 
  Full Atk +4 melee (1d8, 19-20, longsword); SA -; SQ 
  Bardic music, bardic knowledge, countersong, fascinate, 
  inspire courage +1, minor aura, major aura +1, grant move 
  action 1/day; AL NG; SV Fort +5, Ref +6, Will +7; Str 10, 
  Dex 14, Con 12, Int 13, Wis 10, Cha 16. 
   
  Skills & Feats: Diplomacy+8, Escape Artist+11, 
  Listen+8, Perform[oratory] +15, Sense Motive+13, 
  Spellcraft +7, Spot+8, Tumble +11;  Combat Expertise, 
  Dodge, Improved Initiative, Mobility, Skill Focus 
  [diplomacy]. 
   
  Auras (Ex): The marshal exerts an effect on allies in 
  his vicinity. He can learn to produce different effects, or 
  auras, over the course of his career. The marshal may 
  project one minor aura and (starting at 2nd level) one 
  major aura at a time. 
   
  Projecting an aura is a swift action (see Chapter 2: 
  Magic). The aura remains in effect until the marshal uses 
  a free action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an aura 
  active continually; thus, an aura can be in effect at the 
  start of a combat encounter even before the marshal takes 
  his first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives allies the direction that they can use to do their 
  best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score of 3 or 
  higher and be able to understand the marshal’s language 
  to gain the bonus. A marshal’s aura is dismissed if he is 
  dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each other. 
   
  Minor Aura: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. Master 
  Sergeant Tannan knows the following minor auras: 
   
  Motivate Dexterity: Bonus on Dexterity checks, 
  Dexterity-based skill checks, and initiative checks. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Over the Top: Bonus on damage rolls when charging. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura. A 
  major aura lets allies add +1 to certain rolls. Master 
  Sergeant Tannan knows the following major auras: 
   
  Hardy Soldiers: The marshal’s allies gain damage 
  reduction equal to the amount of bonus the aura 
  provides. For example, if the marshal is 10th level, 
  everyone affected gains DR 2/-. 
   
  Motivate Attack: Bonus on melee attack rolls. 
   
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately. Once per day, as a standard action, he may 
  grant an extra move action to any or all of his allies 
  within 30 feet (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting in 
  their current initiative order. This extra action does not 
  affect the allies’ initiative count; the round continues 
  normally after the marshal’s turn is over. (This may mean, 
  for example, that an ally whose initiative count 
  immediately follows the marshal’s may get an extra move 
  action from the marshal, followed directly by a full round 
  worth of actions on the ally’s turn.) 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  A character can take only one extra move action per 
  round. (In other words, two marshals can’t use this ability 
  on the same ally in the same round.) If an ally chooses 
  not to take the extra move action, it is lost. 
   
  Languages: Common. 
   
  Bard Spells Known (3/1, save DC = 13 + spell level): 0 
  – daze, detect magic, flare, ghost sound, light; 1st – expeditious 
  retreat, Tasha’s hideous laughter. 
   
  Possessions: +1 heavy steel shield, +1 mithral shirt, potion 
  of cure moderate wounds x2, potion of magic vestment +4, 
  potion of resist energy [fire] 20, potion of sanctuary, potion of 
  shield of faith +2, longsword, masterwork cadence drum, 
  spell component pouch, 15 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +9; SQ DR 
  1/-; Skills & Feats: Escape Artist+14, Tumble +14. 
   
  APPENDIX 4 – APL 8 
  ENCOUNTER 9 
   
  Bandit Warrior, Male Human Ftr4: Medium 
  humanoid (human); CR 4; HD 4d10+8; hp 38; Init +6; 
  Spd 20 ft.; AC 20, touch 12, flat-footed 18 (+2 Dex, +6 
  armor, +2 shield); Base Atk/Grp: +4/+7; Atk +9 melee 
  (1d8+5, 19-20, masterwork longsword) or +6 ranged (1d8, 
  x3, longbow); Full Atk +9 melee (1d8+5, 19-20, 
  masterwork longsword) or +6 ranged (1d8, x3, longbow); 
  SA -; SQ -; AL NG; SV Fort +6, Ref +3, Will +1; Str 17, Dex 
  14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +6, Intimidate +7, Ride +5; 
  Cleave, Combat Reflexes, Improved Initiative, Power 
  Attack, 
  Weapon 
  Focus 
  [longsword], 
  Weapon 
  Specialization [longsword]. 
   
  Languages: Common. 
   
  Possessions: +1 breastplate, potion of bull’s strength, potion 
  of cure moderate wounds x2, potion of enlarge person, potion of 
  shield of faith +2, oil of magic weapon, crowbar, longbow, 
  masterwork heavy steel shield, masterwork longsword, 
  silk rope (50 ft.), tanglefoot bag, thunderstone, 3 gp. 
   
  Sergeant Ahns, Female Human Clr8 (Fharlanghn): 
  Medium humanoid (human); CR 8; HD 8d8+16; hp 64; 
  Init +5; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, 
  +9 armor, +3 shield); Base Atk/Grp: +6/+6; Atk +6 melee 
  (1d8, heavy mace); Full Atk +6/+1 melee (1d8, heavy 
  mace); SA -; SQ Turn undead 4/day (3 remaining), 
  spontaneous healing; AL N; SV Fort +9, Ref +4, Will +12; 
  Str 10, Dex 12, Con 14, Int 10, Wis 20, Cha 12. 
   
  Skills & Feats: Concentration +13, Heal +16, Survival 
  +16; Combat Casting, Divine Spell PowerCD, Improved 
  Initiative, Track.  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric Spells Prepared (6/6+1/4+1/4+1/3+1, save DC = 
  15 + spell level): 0 – detect magic, guidance, light, mending, 
  resistance, virtue; 1st – bless, longstrider*, magic weapon, 
  obscuring mist, sanctuary, shield of faith x2; 2nd – bull’s 
  strength, hold person, locate object*, silence, spiritual weapon, 
  resist energy; 3rd – dispel magic, fly*, glyph of warding, 
  invisibility purge, prayer; 4th – dimension door*, divine power, 
  freedom of movement, greater magic weapon. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 heavy steel shield, cloak of 
  resistance +1, divine scroll of lesser restoration, periapt of wisdom 
  +2, potion of cure moderate wounds, potion of pass without trace, 
  potion of remove fear, heavy mace, holy symbol, spell 
  component pouch, 18 gp. 
   
  Power-Up Suite (greater magic weapon) –Atk +8 
  melee (1d8, +2 heavy mace); Full Atk +8/+3 melee (1d8+2, 
  +2 heavy mace). 
   
  ENCOUNTER 10 
   
  Bandit Archer, Male Human Ftr5: Medium humanoid 
  (human); CR 5; HD 5d10+10; hp 47; Init +7; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor); Base 
  Atk/Grp: +5/+7; Atk +10 ranged (1d8+5, x3, +1 composite 
  longbow (+2 Str)) or +7 melee (1d8+3, 19-20, longsword); 
  Full Atk +8/+8 ranged (1d8+5, x3, +1 composite longbow (+2 
  Str)) or +7 melee (1d8+3, 19-20, longsword); SA -; SQ -; AL 
  NG; SV Fort +6, Ref +4, Will +1; Str 14, Dex 17, Con 14, 
  Int 10, Wis 10, Cha 10. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  Skills & Feats: Listen +4, Search +4, Spot +4; 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus [composite longbow], 
  Weapon Specialization [composite longbow]. 
   
  Languages: Common. 
   
  Possessions: +1 composite longbow (+2 Str), oil of flame 
  arrow, potion of cure serious wounds, potion of shield of faith +2, 
  chain shirt, longsword, sunrod, thunderstone, 3 gp. 
   
  Sergeant Magden, Male Human Sor6/Elemental 
  Savant2: Medium humanoid (human); CR 8; HD 
  8d4+16; hp 40; Init +2; Spd 30 ft.; AC 15, touch 13, flat-
  footed 13 (+2 Dex, +1 armor, +1 natural, +1 deflection); 
  Base Atk/Grp: +4/+4; Atk +6 ranged (1d10, 19-20, heavy 
  crossbow) or +4 melee (1d8, x3, spear); Full Atk +6 ranged 
  (1d10, 19-20, heavy crossbow) or +4 melee (1d8, x3, 
  spear); SA -; SQ Summon familiar, elemental specialty, 
  resistance to energy, immunity to sleep; AL NG; SV Fort 
  +4, Ref +6, Will +8; Str 10, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 18. 
   
  Skills & Feats: Concentration +12, Knowledge 
  [arcana] +10, Knowledge [the planes] +4, Listen +2, 
  Spellcraft +2, Spot +2; Alertness, Combat Casting, Energy 
  Substitution [fire], Ranged Spell Specialization, Spell 
  Focus [evocation]. 
   
  Elemental Specialty (Ex): When a fire elemental 
  savant casts a spell that normally deals energy damage, its 
  energy descriptor changes to fire, and it deals damage of 
  that energy type instead of its normal energy type. 
   
  Resistance to Energy (Ex): As an elemental savant 
  gains levels in this prestige class, she becomes more 
  resistant to the type of energy allied with her chosen 
  element. For this savant, this is fire resistance 5. 
   
  Immunity to Sleep (Ex): At 2nd level, as an 
  elemental savant continues to transcend her mortal form, 
  she gains immunity to sleep effects. 
   
  Languages: Common. 
   
  Sorcerer Spells Known (6/7/7/6/4, save DC = 14 + spell 
  level, 15 for Evocation spells): 0 – acid splash, caltropsSpc, 
  detect magic, electric joltSpc, flare, light, ray of frost, read magic; 
  1st – enlarge person, magic missile, persistent bladeSpC, ray of 
  flameSpC, true strike; 2nd – Melf’s acid arrow, scorching ray, 
  Tasha’s hideous laughter; 3rd – dispel magic, fireball; 4th – 
  dimension door.  SpCSpell Compendium. 
   
  Possessions: amulet of natural armor +1, bracers of armor 
  +1, elixir of fire breath, potion of cure serious wounds, oil of 
  greater magic weapon +4, potion of mage armor, ring of 
  protection +1, 20 bolts, alchemist’s fire, heavy crossbow, 
  smokestick, spear, spell component pouch, 6 gp. 
   
  Mr. Pookums, Weasel Familiar: Tiny magical beast; CR 
  1/4; HD 8d4; hp 20; Init +2; Spd 20 ft., climb 20 ft.; AC 17, 
  touch 14, flat-footed 15 (+2 size, +2 Dex, +4 natural); Base 
  Atk/Grp: +4/-8; Atk +8 melee (1d3-4, bite); Full Atk  +8 
  melee (1d3-4, bite); Space/Reach: 2 1/2 ft./0 ft.; SA 
  Attach; SQ Low-light vision, scent, improved evasion, 
  share spells, empathic link, deliver touch spells, speak 
  with master, speak with animals of its kind; AL NG; SV 
  Fort +2, Ref +4, Will +9; Str 3, Dex 15, Con 10, Int 9, Wis 
  12, Cha 5. 
   
  Skills & Feats: Balance +10, Climb +10, Hide +11, 
  Move Silently +8, Spot +3; Weapon Finesse. 
   
  Attach (Ex): If Mr. Pookums hits with a bite attack, 
  it uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached Mr. Pookums loses its 
  Dexterity bonus to AC and thus has an AC of 13. An 
  attached Mr. Pookums can be struck with a weapon or 
  grappled itself. To remove an attached Mr. Pookums 
  through grappling, the opponent must achieve a pin 
  against the creature. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dexterity modifier for 
  Climb checks. A weasel can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ENCOUNTER 11 
   
  Bandit Warrior, Male Human Ftr6: Medium 
  humanoid (human); CR 6; HD 6d10+12; hp 57; Init +6; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, +6 
  armor, +3 shield); Base Atk/Grp: +6/+9; Atk +11 melee 
  (1d8+6, 19-20, +1 longsword) or +8 ranged (1d8, x3, 
  longbow); Full Atk +11/+6 melee (1d8+6, 19-20, +1 
  longsword) or +8/+3 ranged (1d8, x3, longbow); SA -; SQ -; 
  AL NG; SV Fort +7, Ref +4, Will +2; Str 17, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +6, Intimidate +7, Ride +5, Spot 
  +3; Cleave, Close-Quarters FightingCW, Combat Reflexes, 
  Improved Initiative, Power Attack, Power CriticalCW, 
  Weapon Focus [longsword], Weapon Specialization 
  [longsword]. CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 breastplate, +1 heavy steel shield, +1 
  longsword, potion of bull’s strength, potion of cure moderate 
  wounds x2, potion of enlarge person, crowbar, longbow, silk 
  rope (50 ft.), tanglefoot bag, thunderstone, 3 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +10; SQ DR 
  2/-; Skills & Feats: Ride +9. 
   
  Sergeant Belmont, Male Human Clr6 (Fharlanghn): 
  Medium humanoid (human); CR 6; HD 6d8+12; hp 48; 
  Init +5; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, 
  +9 armor, +3 shield); Base Atk/Grp: +4/+4; Atk +4 melee 
  (1d8, heavy mace); Full Atk +4 melee (1d8, heavy mace); 
  SA -; SQ Turn undead 4/day (3 remaining), spontaneous 
  healing; AL N; SV Fort +8, Ref +4, Will +9; Str 10, Dex 12, 
  Con 14, Int 10, Wis 17, Cha 12. 
   
  Skills & Feats: Concentration +11, Heal +12, Survival 
  +12; Combat Casting, Divine Spell PowerCD, Improved 
  Initiative, Track.  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1, save DC = 13 + 
  spell level): 0 – detect magic, guidance, light, mending, 
  resistance; 1st – bless, longstrider*, magic weapon, sanctuary, 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 3 
  shield of faith; 2nd – hold person, locate object*, silence, 
  spiritual weapon, resist energy; 3rd – dispel magic, fly*, glyph of 
  warding, prayer. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 heavy steel shield, cloak of 
  resistance +1, divine scroll of lesser restoration, potion of cure 
  moderate wounds, potion of lesser restoration, heavy mace, 
  holy symbol, spell component pouch, 18 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +9; SQ DR 
  2/-. 
   
  Master 
  Sergeant 
  Tannan, 
  Male 
  Human 
  Brd2/Marshal7: Medium humanoid (human); CR 9; HD 
  2d6+7d8+9; hp 60; Init +6; Spd 30 ft.; AC 20, touch 12, 
  flat-footed 18 (+2 Dex, +5 armor, +2 shield); Base 
  Atk/Grp: +6/+6; Atk +6 melee (1d8, 19-20, longsword); 
  Full Atk +6/+1 melee (1d8, 19-20, longsword); SA -; SQ 
  Bardic music, bardic knowledge, countersong, fascinate, 
  inspire courage +1, minor aura, major aura +2, grant move 
  action 1/day; AL NG; SV Fort +6, Ref +7, Will +8; Str 10, 
  Dex 14, Con 12, Int 14, Wis 10, Cha 18. 
   
  Skills & Feats: Diplomacy+11, Escape Artist+13, 
  Listen+12, Perform[oratory] +18, Sense Motive+16, 
  Spellcraft +13, Spot+12, Tumble +13;  Combat Expertise, 
  Dodge, Elusive TargetCW, Improved Initiative, Mobility, 
  Skill Focus [diplomacy].  CWComplete Warrior 
   
  Auras (Ex): The marshal exerts an effect on allies in 
  his vicinity. He can learn to produce different effects, or 
  auras, over the course of his career. The marshal may 
  project one minor aura and (starting at 2nd level) one 
  major aura at a time. 
   
  Projecting an aura is a swift action (see Chapter 2: 
  Magic). The aura remains in effect until the marshal uses 
  a free action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an aura 
  active continually; thus, an aura can be in effect at the 
  start of a combat encounter even before the marshal takes 
  his first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives allies the direction that they can use to do their 
  best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score of 3 or 
  higher and be able to understand the marshal’s language 
  to gain the bonus. A marshal’s aura is dismissed if he is 
  dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each other. 
   
  Minor Aura: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. Master 
  Sergeant Tannan knows the following minor auras: 
   
  Motivate Dexterity: Bonus on Dexterity checks, 
  Dexterity-based skill checks, and initiative checks. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Over the Top: Bonus on damage rolls when charging. 
   
  Watchful Eye: Bonus on Reflex saves. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura. A 
  major aura lets allies add +1 to certain rolls. This bonus 
  improves by +1 at 7th, 14th, and 20th level. Master 
  Sergeant Tannan’s bonus is +2, and he knows the 
  following major auras: 
   
  Hardy Soldiers: The marshal’s allies gain damage 
  reduction equal to the amount of bonus the aura 
  provides. For example, if the marshal is 10th level, 
  everyone affected gains DR 2/-. 
   
  Motivate Attack: Bonus on melee attack rolls. 
   
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately. Once per day, as a standard action, he may 
  grant an extra move action to any or all of his allies 
  within 30 feet (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting in 
  their current initiative order. This extra action does not 
  affect the allies’ initiative count; the round continues 
  normally after the marshal’s turn is over. (This may mean, 
  for example, that an ally whose initiative count 
  immediately follows the marshal’s may get an extra move 
  action from the marshal, followed directly by a full round 
  worth of actions on the ally’s turn.) 
   
  A character can take only one extra move action per 
  round. (In other words, two marshals can’t use this ability 
  on the same ally in the same round.) If an ally chooses 
  not to take the extra move action, it is lost. 
   
  Languages: Common. 
   
  Bard Spells Known (3/1, save DC = 14 + spell level): 0 
  – daze, detect magic, flare, ghost sound, light; 1st – inspirational 
  boost, Tasha’s hideous laughter. 
   
  Possessions: +1 heavy steel shield, +1 mithral shirt, cloak of 
  charisma +2, potion of cure critical wounds, potion of magic 
  vestment +4, potion of resist energy [fire] 30, potion of sanctuary, 
  potion of shield of faith +3, longsword, masterwork cadence 
  drum, spell component pouch, 15 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +10; SQ DR 
  2/-; Skills & Feats: Escape Artist+17, Tumble +17. 
   
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  APPENDIX 5 – APL 10 
  ENCOUNTER 9 
   
  Bandit Warrior, Male Human Ftr6: Medium 
  humanoid (human); CR 6; HD 6d10+12; hp 57; Init +6; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, +6 
  armor, +3 shield); Base Atk/Grp: +6/+9; Atk +11 melee 
  (1d8+6, 19-20, +1 longsword) or +8 ranged (1d8, x3, 
  longbow); Full Atk +11/+6 melee (1d8+6, 19-20, +1 
  longsword) or +8/+3 ranged (1d8, x3, longbow); SA -; SQ -; 
  AL NG; SV Fort +7, Ref +4, Will +2; Str 17, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +6, Intimidate +7, Ride +5, Spot 
  +3; Cleave, Close-Quarters FightingCW, Combat Reflexes, 
  Improved Initiative, Power Attack, Power CriticalCW, 
  Weapon Focus [longsword], Weapon Specialization 
  [longsword]. CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 breastplate, +1 heavy steel shield, +1 
  longsword, potion of bull’s strength, potion of cure moderate 
  wounds x2, potion of enlarge person, crowbar, longbow, silk 
  rope (50 ft.), tanglefoot bag, thunderstone, 3 gp. 
   
  Sergeant Ahns, Female Human Clr10 (Fharlanghn): 
  Medium humanoid (human); CR 10; HD 10d8+20; hp 80; 
  Init +5; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, 
  +9 armor, +3 shield); Base Atk/Grp: +7/+7; Atk +7 melee 
  (1d8, heavy mace); Full Atk +7/+2 melee (1d8, heavy 
  mace); SA -; SQ Turn undead 4/day, spontaneous healing; 
  AL N; SV Fort +10, Ref +5, Will +13; Str 10, Dex 12, Con 
  14, Int 10, Wis 20, Cha 12. 
   
  Skills & Feats: Concentration +15, Heal +18, Survival 
  +18; Augment HealingCD, Combat Casting, Divine Spell 
  PowerCD, Improved Initiative, Track.  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1, save 
  DC = 15 + spell level): 0 – detect magic, guidance, light, 
  mending, resistance, virtue; 1st – bless, longstrider*, magic 
  weapon, obscuring mist, sanctuary, shield of faith x2; 2nd – 
  bull’s strength, hold person, locate object*, silence, spiritual 
  weapon, resist energy; 3rd – dispel magic, fly*, glyph of 
  warding, invisibility purge, prayer; 4th – death ward, 
  dimension door*, divine power, freedom of movement, greater 
  magic weapon; 5th – break enchantment*, righteous might, 
  spell resistance, true seeing. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 heavy steel shield, cloak of 
  resistance +1, divine scroll of lesser restoration, horn of 
  goodness/evil, periapt of wisdom +2, potion of cure moderate 
  wounds, potion of endure elements x2, potion of pass without 
  trace, potion of remove fear, heavy mace, holy symbol, spell 
  component pouch, 18 gp. 
   
  Power-Up Suite (greater magic weapon) – Atk +9 
  melee (1d8+2, +2 heavy mace); Full Atk +9/+4 melee 
  (1d8+2, +2 heavy mace). 
   
  ENCOUNTER 10 
   
  Bandit Archer, Male Human Ftr7: Medium humanoid 
  (human); CR 7; HD 7d10+14; hp 66; Init +7; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor); Base 
  Atk/Grp: +7/+9; Atk +12 ranged (1d8+5, x3, +1 composite 
  longbow (+2 Str)) or +9 melee (1d8+3, 19-20, longsword); 
  Full Atk +12/+12/+7 ranged (1d8+5, x3, +1 composite 
  longbow (+2 Str)) or +9/+4 melee (1d8+3, 19-20, 
  longsword); SA -; SQ -; AL NG; SV Fort +7, Ref +5, Will 
  +2; Str 14, Dex 17, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Listen +5, Search +5, Spot +5; 
  Improved Initiative, Improved Rapid ShotCW, Manyshot, 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus [composite longbow], Weapon Specialization 
  [composite longbow]. CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 composite longbow (+2 Str), arrow of 
  monkey-morphing, oil of flame arrow, potion of cat’s grace, 
  potion of cure serious wounds, potion of enlarge person, potion of 
  shield of faith +2, chain shirt, longsword, sunrod, 
  thunderstone, 6 gp. 
   
  Sergeant Magden, Male Human Sor6/Elemental 
  Savant4: Medium humanoid (human); CR 10; HD 
  10d4+20; hp 50; Init +2; Spd 30 ft.; AC 15, touch 13, flat-
  footed 13 (+2 Dex, +1 armor, +1 natural, +1 deflection); 
  Base Atk/Grp: +5/+5; Atk +7 ranged (1d10, 19-20, heavy 
  crossbow) or +5 melee (1d8, x3, spear); Full Atk +7 ranged 
  (1d10, 19-20, heavy crossbow) or +5 melee (1d8, x3, 
  spear); SA Energy penetration; SQ Summon familiar, 
  elemental specialty, resistance to energy, immunity to 
  sleep; AL NG; SV Fort +5, Ref +7, Will +9; Str 10, Dex 14, 
  Con 14, Int 10, Wis 10, Cha 20. 
   
  Skills & Feats: Concentration +14, Knowledge 
  [arcana] +12, Knowledge [the planes] +4, Listen +2, 
  Spellcraft +4, Spot +2; Alertness, Combat Casting, Energy 
  Substitution [fire], Greater Spell Focus [evocation], 
  Ranged Spell Specialization, Spell Focus [evocation]. 
   
  Elemental Specialty (Ex): When a fire elemental 
  savant casts a spell that normally deals energy damage, its 
  energy descriptor changes to fire, and it deals damage of 
  that energy type instead of its normal energy type. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 2 
   
  Resistance to Energy (Ex): As an elemental savant 
  gains levels in this prestige class, she becomes more 
  resistant to the type of energy allied with her chosen 
  element. For this savant, this is fire resistance 10. 
   
  Immunity to Sleep (Ex): At 2nd level, as an 
  elemental savant continues to transcend her mortal form, 
  she gains immunity to sleep effects. 
   
  Energy Penetration (Ex): Beginning at 3rd level, a 
  fire elemental savant further refines her ability to wield 
  energy associated with fire. When she casts a spell using 
  fire, she gains a +2 competence bonus on caster level 
  checks (1d20 + caster level) to overcome a creature’s spell 
  resistance. These bonuses stack with the Spell 
  Penetration and Greater Spell Penetration feats. 
   
  Languages: Common. 
   
  Sorcerer Spells Known (6/8/7/7/6/4, save DC = 15 + 
  spell level, 17 for Evocation spells): 0 – acid splash, 
  caltropsSpc, detect magic, electric joltSpC, flare, light, ray of frost, 
  read magic, resistance; 1st – enlarge person, magic missile, 
  persistent bladeSpC, ray of flameSpC, true strike; 2nd – fireburstSpC, 
  Melf’s acid arrow, scorching ray, Tasha’s hideous laughter; 3rd – 
  dispel magic, fireball, unluckSpC; 4th – dimension door, greater 
  invisibility; 5th – reciprocal gyreSpC.  SpCSpell Compendium. 
   
  Possessions: amulet of natural armor +1, arcane scroll of 
  true seeing, bracers of armor +1, cloak of charisma +2, elixir of 
  fire breath, potion of cure serious wounds, oil of greater magic 
  weapon +5, potion of mage armor, ring of protection +1, 20 
  bolts, alchemist’s fire, heavy crossbow, smokestick, spear, 
  spell component pouch, tanglefoot bag, thunderstone, 26 
  gp. 
   
  Mr. Pookums, Weasel Familiar: Tiny magical beast; CR 
  1/4; HD 10d4; hp 25; Init +2; Spd 20 ft., climb 20 ft.; AC 
  17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural); 
  Base Atk/Grp: +5/-7; Atk +9 melee (1d3-4, bite); Full Atk  
  +9 melee (1d3-4, bite); Space/Reach: 2 1/2 ft./0 ft.; SA 
  Attach; SQ Low-light vision, scent, improved evasion, 
  share spells, empathic link, deliver touch spells, speak 
  with master, speak with animals of its kind; AL NG; SV 
  Fort +3, Ref +5, Will +10; Str 3, Dex 15, Con 10, Int 9, Wis 
  12, Cha 5. 
   
  Skills & Feats: Balance +10, Climb +10, Hide +11, 
  Move Silently +8, Spot +3; Weapon Finesse. 
   
  Attach (Ex): If Mr. Pookums hits with a bite attack, 
  it uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached Mr. Pookums loses its 
  Dexterity bonus to AC and thus has an AC of 13. An 
  attached Mr. Pookums can be struck with a weapon or 
  grappled itself. To remove an attached Mr. Pookums 
  through grappling, the opponent must achieve a pin 
  against the creature. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dexterity modifier for 
  Climb checks. A weasel can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ENCOUNTER 11 
   
  Bandit Warrior, Male Human Ftr8: Medium 
  humanoid (human); CR 8; HD 8d10+16; hp 76; Init +6; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, +6 
  armor, +3 shield); Base Atk/Grp: +8/+13; Atk +15 melee 
  (1d8+8, 17-20, +1 longsword) or +10 ranged (1d8, x3, 
  longbow); Full Atk +15/+10 melee (1d8+8, 17-20, +1 
  longsword) or +10/+5 ranged (1d8, x3, longbow); SA -; SQ -; 
  AL NG; SV Fort +8, Ref +4, Will +2; Str 20, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +8, Intimidate +7, Listen +3, 
  Ride +5, Spot +3; Cleave, Close-Quarters FightingCW, 
  Combat 
  Reflexes, 
  Improved 
  Critical 
  [longsword], 
  Improved Initiative, Power Attack, Power CriticalCW, 
  Weapon Focus [longsword], Weapon Specialization 
  [longsword]. CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 breastplate, +1 heavy steel shield, +1 
  longsword, gauntlets of ogre power, potion of cure moderate 
  wounds x2, potion of enlarge person, potion of shield of faith +2, 
  crowbar, longbow, silk rope (50 ft.), tanglefoot bag x2, 
  thunderstone, 3 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +10; SQ DR 
  2/-; Skills & Feats: Ride+9. 
   
  Sergeant Belmont, Male Human Clr8 (Fharlanghn): 
  Medium humanoid (human); CR 8; HD 8d8+16; hp 64; 
  Init +5; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, 
  +9 armor, +3 shield); Base Atk/Grp: +6/+6; Atk +6 melee 
  (1d8, heavy mace); Full Atk +6/+1 melee (1d8, heavy 
  mace); SA -; SQ Turn undead 4/day (3 remaining), 
  spontaneous healing; AL N; SV Fort +9, Ref +4, Will +12; 
  Str 10, Dex 12, Con 14, Int 10, Wis 20, Cha 12. 
   
  Skills & Feats: Concentration +13, Heal +16, Survival 
  +16; Combat Casting, Divine Spell PowerCD, Improved 
  Initiative, Track.  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric Spells Prepared (6/6+1/4+1/4+1/3+1, save DC = 
  15 + spell level): 0 – detect magic, guidance, light, mending, 
  resistance, virtue; 1st – bless, longstrider*, magic weapon, 
  obscuring mist, sanctuary, shield of faith x2; 2nd – bull’s 
  strength, hold person, locate object*, silence, spiritual weapon, 
  resist energy; 3rd – dispel magic, fly*, glyph of warding, 
  invisibility purge, prayer; 4th – dimension door*, divine power, 
  freedom of movement, greater magic weapon. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 3 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 heavy steel shield, cloak of 
  resistance +1, divine scroll of lesser restoration, periapt of wisdom 
  +2, potion of cure moderate wounds, potion of pass without trace, 
  potion of remove fear, heavy mace, holy symbol, spell 
  component pouch, 18 gp. 
   
  Power-Up 
  Suite 
  (greater 
  magic 
  weapon, 
  Motivate Dexterity marshal aura, Hardy Soldiers 
  marshal aura) – Init +9; Atk +8 melee (1d8, +2 heavy 
  mace); Full Atk +8/+3 melee (1d8+2, +2 heavy mace); SQ 
  DR 2/-. 
   
  Master 
  Sergeant 
  Tannan, 
  Male 
  Human 
  Brd3/Marshal8: Medium humanoid (human); CR 11; 
  HD 3d6+8d8+11; hp 72; Init +6; Spd 30 ft.; AC 23, touch 
  14, flat-footed 21 (+2 Dex, +5 armor, +2 shield, +1 
  deflection, +1 natural, +1 insight); Base Atk/Grp: +8/+8; 
  Atk +8 melee (1d8, 19-20, longsword); Full Atk +8/+2 
  melee (1d8, 19-20, longsword); SA -; SQ Bardic music, 
  bardic knowledge, countersong, fascinate, inspire courage 
  +1, minor aura, major aura +2, grant move action 2/day, 
  inspire competence; AL NG; SV Fort +8, Ref +7, Will +9; 
  Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 18. 
   
  Skills & Feats: Diplomacy+13, Escape Artist+15, 
  Listen+14, Perform[oratory] +20, Sense Motive+18, 
  Spellcraft +15, Spot+14, Tumble +15;  Combat Expertise, 
  Dodge, Elusive TargetCW, Improved Initiative, Mobility, 
  Skill Focus [diplomacy].  CWComplete Warrior 
   
  Auras (Ex): The marshal exerts an effect on allies in 
  his vicinity. He can learn to produce different effects, or 
  auras, over the course of his career. The marshal may 
  project one minor aura and (starting at 2nd level) one 
  major aura at a time. 
   
  Projecting an aura is a swift action (see Chapter 2: 
  Magic). The aura remains in effect until the marshal uses 
  a free action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an aura 
  active continually; thus, an aura can be in effect at the 
  start of a combat encounter even before the marshal takes 
  his first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives allies the direction that they can use to do their 
  best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score of 3 or 
  higher and be able to understand the marshal’s language 
  to gain the bonus. A marshal’s aura is dismissed if he is 
  dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each other. 
   
  Minor Aura: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. Master 
  Sergeant Tannan knows the following minor auras: 
   
  Motivate Dexterity: Bonus on Dexterity checks, 
  Dexterity-based skill checks, and initiative checks. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Over the Top: Bonus on damage rolls when charging. 
   
  Watchful Eye: Bonus on Reflex saves. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura. A 
  major aura lets allies add +1 to certain rolls. This bonus 
  improves by +1 at 7th, 14th, and 20th level. Master 
  Sergeant Tannan’s bonus is +2, and he knows the 
  following major auras: 
   
  Hardy Soldiers: The marshal’s allies gain damage 
  reduction equal to the amount of bonus the aura 
  provides. For example, if the marshal is 10th level, 
  everyone affected gains DR 2/-. 
   
  Motivate Attack: Bonus on melee attack rolls. 
   
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately. Once per day, as a standard action, he may 
  grant an extra move action to any or all of his allies 
  within 30 feet (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting in 
  their current initiative order. This extra action does not 
  affect the allies’ initiative count; the round continues 
  normally after the marshal’s turn is over. (This may mean, 
  for example, that an ally whose initiative count 
  immediately follows the marshal’s may get an extra move 
  action from the marshal, followed directly by a full round 
  worth of actions on the ally’s turn.) 
   
  At 8th level, a marshal gains the ability to grant an 
  extra move action to his allies twice per day. 
   
  A character can take only one extra move action per 
  round. (In other words, two marshals can’t use this ability 
  on the same ally in the same round.) If an ally chooses 
  not to take the extra move action, it is lost. 
   
  Languages: Common. 
   
  Bard Spells Known (3/2, save DC = 14 + spell level): 0 
  – daze, detect magic, flare, ghost sound, light, resistance; 1st – 
  expeditious retreat, inspirational boost, Tasha’s hideous laughter. 
   
  Possessions: +1 heavy steel shield, +1 mithral shirt, amulet 
  of natural armor +1, cloak of charisma +2, dusty rose prism ioun 
  stone, potion of cure critical wounds, potion of magic vestment 
  +4, potion of resist energy [fire] 30, potion of sanctuary, potion of 
  shield of faith +3, ring of protection +1, longsword, 
  masterwork cadence drum, spell component pouch, 15 
  gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura) – Init +10; SQ DR 
  2/-; Skills & Feats: Escape Artist+19, Tumble +19. 
   
   
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 2 
  APPENDIX 6 – APL 12 
  ENCOUNTER 9 
   
  Bandit Warrior, Male Human Ftr8: Medium 
  humanoid (human); CR 8; HD 8d10+16; hp 76; Init +6; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, +6 
  armor, +3 shield); Base Atk/Grp: +8/+13; Atk +15 melee 
  (1d8+8, 17-20, +1 longsword) or +10 ranged (1d8, x3, 
  longbow); Full Atk +15/+10 melee (1d8+8, 17-20, +1 
  longsword) or +10/+5 ranged (1d8, x3, longbow); SA -; SQ -; 
  AL NG; SV Fort +8, Ref +4, Will +2; Str 20, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +8, Intimidate +7, Listen +3, 
  Ride +5, Spot +3; Cleave, Close-Quarters FightingCW, 
  Combat 
  Reflexes, 
  Improved 
  Critical 
  [longsword], 
  Improved Initiative, Power Attack, Power CriticalCW, 
  Weapon Focus [longsword], Weapon Specialization 
  [longsword]. CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 breastplate, +1 heavy steel shield, +1 
  longsword, gauntlets of ogre power, potion of cure moderate 
  wounds x2, potion of enlarge person, potion of shield of faith +2, 
  crowbar, longbow, silk rope (50 ft.), tanglefoot bag x2, 
  thunderstone, 3 gp. 
   
  Power-Up Suite (heroes’ feast) – hp 86; Atk +16 
  melee (1d8+8, 17-20, +1 longsword) or +11 ranged (1d8, x3, 
  longbow); Full Atk +16/+11 melee (1d8+8, 17-20, +1 
  longsword) or +11/+6 ranged (1d8, x3, longbow); SQ 
  Immune to poison, immune to fear; SV Fort +8, Ref +4, 
  Will +3. 
   
  Sergeant Ahns, Female Human Clr12 (Fharlanghn): 
  Medium humanoid (human); CR 12; HD 12d8+24; hp 96; 
  Init +5; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, 
  +9 armor, +3 shield); Base Atk/Grp: +9/+9; Atk +9 melee 
  (1d8, heavy mace); Full Atk +9/+4 melee (1d8, heavy 
  mace); SA -; SQ Turn undead 4/day, spontaneous healing; 
  AL N; SV Fort +11, Ref +6, Will +14; Str 10, Dex 12, Con 
  14, Int 10, Wis 21, Cha 12. 
   
  Skills & Feats: Concentration +17, Heal +20, Survival 
  +20; Augment HealingCD, Combat Casting, Divine Spell 
  PowerCD, Improved Initiative, Track, Spell Penetration.  
  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric Spells Prepared (6/7+1/5+1/5+1/ 4+1/4+1/2+1, 
  save DC = 15 + spell level): 0 – detect magic, guidance, light, 
  mending, resistance, virtue; 1st – bless, divine favor, 
  longstrider*, magic weapon, obscuring mist, sanctuary, shield of 
  faith x2; 2nd – bull’s strength, hold person, locate object*, 
  silence, 
  spiritual 
  weapon, 
  resist 
  energy; 
  3rd 
  – 
  blindness/deafness, dispel magic, fly*, glyph of warding, 
  invisibility purge, prayer; 4th – death ward, dimension door*, 
  divine power, freedom of movement, greater magic weapon; 5th 
  – break enchantment*, righteous might, spell resistance, symbol 
  of sleep, true seeing; 6th – blade barrier, heroes’ feast, mislead*. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 animated heavy steel shield, 
  cloak of resistance +1, divine scroll of lesser restoration, horn of 
  goodness/evil, lesser metamagic rod of extend, periapt of wisdom 
  +2, potion of cure moderate wounds, potion of endure elements 
  x2, potion of pass without trace, potion of remove fear, heavy 
  mace, holy symbol, spell component pouch, 18 gp. 
   
  Power-Up Suite (greater magic weapon, heroes’ 
  feast) – hp 106; Atk +13 melee (1d8+3, +3 heavy mace); 
  Full Atk +13/+8 melee (1d8+3, +3 heavy mace); SQ 
  Immune to poison, immune to fear; SV Fort +11, Ref +6, 
  Will +15. 
   
  ENCOUNTER 10 
   
  Bandit Archer, Male Human Ftr9: Medium humanoid 
  (human); CR 9; HD 9d10+18; hp 85; Init +9; Spd 30 ft.; 
  AC 19, touch 15, flat-footed 15 (+5 Dex, +4 armor); Base 
  Atk/Grp: +9/+11; Atk +17 ranged (1d8+5, 19-20/x3, +1 
  composite longbow (+2 Str)) or +11 melee (1d8+3, 19-20, 
  longsword); Full Atk +17/+17/+12 ranged (1d8+5, 19-
  20/x3, +1 composite longbow (+2 Str)) or +11/+6 melee 
  (1d8+3, 19-20, longsword); SA -; SQ -; AL NG; SV Fort +8, 
  Ref +8, Will +3; Str 14, Dex 20, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills & Feats: Listen +6, Search +6, Spot +6; Greater 
  Weapon Focus [composite longbow], Improved Critical 
  [composite longbow], Improved Initiative, Improved 
  Rapid ShotCW, Manyshot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus [composite longbow], 
  Weapon Specialization [composite longbow]. CWComplete 
  Warrior 
   
  Languages: Common. 
   
  Possessions: +1 composite longbow (+2 Str), arrow of 
  monkey-morphing, gloves of dexterity +2, oil of flame arrow, 
  potion of cure serious wounds, potion of enlarge person, potion of 
  resist energy [fire] 30, potion of shield of faith +2, chain shirt, 
  longsword, sunrod, thunderstone, 6 gp. 
   
  Power-Up Suite (heroes’ feast) – hp 95; Atk +18 
  ranged (1d8+5, 19-20/x3, +1 composite longbow (+2 Str)) or 
  +12 melee (1d8+3, 19-20, longsword); Full Atk 
  +18/+18/+13 ranged (1d8+5, 19-20/x3, +1 composite 
  longbow (+2 Str)) or +12/+7 melee (1d8+3, 19-20, 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 2 
  longsword); SQ Immune to poison, immune to fear; SV 
  Fort +8, Ref +8, Will +4. 
   
  Sergeant Magden, Male Human Sor6/Elemental 
  Savant6: Medium humanoid (human); CR 12; HD 
  12d4+24; hp 60; Init +2; Spd 30 ft.; AC 15, touch 13, flat-
  footed 13 (+2 Dex, +1 armor, +1 natural, +1 deflection); 
  Base Atk/Grp: +6/+6; Atk +8 ranged (1d10, 19-20, heavy 
  crossbow) or +6 melee (1d8, x3, spear); Full Atk +8/+3 
  ranged (1d10, 19-20, heavy crossbow) or +6/+1 melee 
  (1d8, x3, spear); SA Energy focus, energy penetration; SQ 
  Summon familiar, elemental specialty, resistance to 
  energy, immunity to sleep, darkvision; AL NG; SV Fort 
  +6, Ref +8, Will +10; Str 10, Dex 14, Con 14, Int 10, Wis 
  10, Cha 21. 
   
  Skills & Feats: Concentration +16, Knowledge 
  [arcana] +14, Knowledge [the planes] +4, Listen +2, 
  Spellcraft +6, Spot +2; Alertness, Combat Casting, Energy 
  Substitution [fire], Greater Spell Focus [evocation], 
  Ranged Spell Specialization, Spell Focus [evocation], 
  Sudden MaximizeCA.  CAComplete Arcane 
   
  Elemental Specialty (Ex): When a fire elemental 
  savant casts a spell that normally deals energy damage, its 
  energy descriptor changes to fire, and it deals damage of 
  that energy type instead of its normal energy type. 
   
  Resistance to Energy (Ex): As an elemental savant 
  gains levels in this prestige class, she becomes more 
  resistant to the type of energy allied with her chosen 
  element. For this savant, this is fire resistance 10. 
   
  Immunity to Sleep (Ex): At 2nd level, as an 
  elemental savant continues to transcend her mortal form, 
  she gains immunity to sleep effects. 
   
  Energy Penetration (Ex): Beginning at 3rd level, a 
  fire elemental savant further refines her ability to wield 
  energy associated with fire. When she casts a spell using 
  fire, she gains a +2 competence bonus on caster level 
  checks (1d20 + caster level) to overcome a creature’s spell 
  resistance. These bonuses stack with the Spell 
  Penetration and Greater Spell Penetration feats. 
   
  Energy Focus (Ex): From 5th level on, a fire 
  elemental savant is better able to manipulate energy 
  associated with fire. The save DC for any spell with the 
  fire descriptor increases by 1. This increase is cumulative 
  with those granted by the Spell Focus and Greater Spell 
  Focus feats. 
   
  Darkvision (Ex): At 6th level, an elemental savant 
  gains darkvision out to 60 feet. 
   
  Languages: Common. 
   
  Sorcerer Spells Known (6/8/7/7/7/4, save DC = 15 + 
  spell level, 17 for Evocation spells, 16 for Fire spells, 18 
  for Fire Evocation spells): 0 – acid splash, caltropsSpc, detect 
  magic, electric joltSpC, flare, light, ray of frost, read magic, 
  resistance; 1st – enlarge person, magic missile, persistent 
  bladeSpC, ray of flameSpC, true strike; 2nd – darkness, fireburstSpC, 
  Melf’s acid arrow, scorching ray, Tasha’s hideous laughter; 3rd – 
  dispel magic, fireball, slow, unluckSpC; 4th – dimension door, 
  greater invisibility, mass enlarge person; 5th – reciprocal 
  gyreSpC, wall of force.  SpCSpell Compendium.  Note: Sergeant 
  Magden’s total Caster Level is 11th. 
   
  Possessions: amulet of natural armor +1, arcane scroll of 
  true seeing, bracers of armor +1, cloak of charisma +2, elixir of 
  fire breath, potion of cure serious wounds, oil of greater magic 
  weapon +5, potion of mage armor, ring of protection +1, rod of 
  cancellation, 20 bolts, alchemist’s fire, heavy crossbow, 
  smokestick, spear, spell component pouch, tanglefoot 
  bag, thunderstone, 26 gp. 
   
  Power-Up Suite (heroes’ feast) – hp 70; Atk +9 
  ranged (1d10, 19-20, heavy crossbow) or +7 melee (1d8, 
  x3, spear); Full Atk +9/+4 ranged (1d10, 19-20, heavy 
  crossbow) or +7/+2 melee (1d8, x3, spear); SQ Immune to 
  poison, immune to fear; SV Fort +6, Ref +8, Will +11. 
   
  Mr. Pookums, Weasel Familiar: Tiny magical beast; CR 
  1/4; HD 12d4; hp 30; Init +2; Spd 20 ft., climb 20 ft.; AC 
  17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural); 
  Base Atk/Grp: +6/-6; Atk +10 melee (1d3-4, bite); Full Atk 
   +10/+5 melee (1d3-4, bite); Space/Reach: 2 1/2 ft./0 ft.; 
  SA Attach; SQ Low-light vision, scent, improved evasion, 
  share spells, empathic link, deliver touch spells, speak 
  with master, speak with animals of its kind; AL NG; SV 
  Fort +4, Ref +6, Will +11; Str 3, Dex 15, Con 10, Int 8, Wis 
  12, Cha 5. 
   
  Skills & Feats: Balance +10, Climb +10, Hide +11, 
  Move Silently +8, Spot +3; Weapon Finesse. 
   
  Attach (Ex): If Mr. Pookums hits with a bite attack, 
  it uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached Mr. Pookums loses its 
  Dexterity bonus to AC and thus has an AC of 13. An 
  attached Mr. Pookums can be struck with a weapon or 
  grappled itself. To remove an attached Mr. Pookums 
  through grappling, the opponent must achieve a pin 
  against the creature. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dexterity modifier for 
  Climb checks. A weasel can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ENCOUNTER 11 
   
  Bandit Warrior, Male Human Ftr10: Medium 
  humanoid (human); CR 10; HD 10d10+20; hp 95; Init +6; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, +6 
  armor, +3 shield); Base Atk/Grp: +10/+15; Atk +18 melee 
  (1d8+8, 17-20, +1 longsword) or +12 ranged (1d8, x3, 
  longbow); Full Atk +18/+13 melee (1d8+8, 17-20, +1 
  longsword) or +12/+7 ranged (1d8, x3, longbow); SA -; SQ -; 
  AL NG; SV Fort +9, Ref +5, Will +3; Str 20, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +8, Intimidate +7, Listen +3, 
  Ride +5, Spot +6; Cleave, Close-Quarters FightingCW, 
  Combat Reflexes, Greater Weapon Focus [longsword], 
  Improved Critical [longsword], Improved Initiative, 
  Improved Unarmed Strike, Power Attack, Power 
  CriticalCW, 
  Weapon 
  Focus 
  [longsword], 
  Weapon 
  Specialization [longsword]. CWComplete Warrior 
   
  Languages: Common. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  Possessions: +1 breastplate, +1 heavy steel shield, +1 spell 
  storing longsword (containing slow, CL 11th, Will DC 18), 
  gauntlets of ogre power, potion of cure serious wounds, potion of 
  enlarge person, potion of protection from arrows 10/magic, 
  potion of shield of faith +2, crowbar, everburning torch, 
  longbow, silk rope (50 ft.), smokestick x2, tanglefoot bag 
  x2, thunderstone, 3 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura, heroes’ feast) – 
  hp 105; Init +11; Atk +19 melee (1d8+8, 17-20, +1 
  longsword) or +13 ranged (1d8, x3, longbow); Full Atk 
  +19/+14 melee (1d8+8, 17-20, +1 longsword) or +13/+8 
  ranged (1d8, x3, longbow); SQ Immune to poison, 
  immune to fear, DR 2/-; SV Fort +9, Ref +5, Will +4; Skills 
  & Feats: Ride +10, 
   
  Sergeant Belmont, Male Human Clr10 (Fharlanghn): 
  Medium humanoid (human); CR 10; HD 10d8+20; hp 80; 
  Init +5; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, 
  +9 armor, +3 shield); Base Atk/Grp: +7/+7; Atk +7 melee 
  (1d8, heavy mace); Full Atk +7/+2 melee (1d8, heavy 
  mace); SA -; SQ Turn undead 4/day, spontaneous healing; 
  AL N; SV Fort +10, Ref +5, Will +13; Str 10, Dex 12, Con 
  14, Int 10, Wis 20, Cha 12. 
   
  Skills & Feats: Concentration +15, Heal +18, Survival 
  +18; Augment HealingCD, Combat Casting, Divine Spell 
  PowerCD, Improved Initiative, Track.  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1, save 
  DC = 15 + spell level): 0 – detect magic, guidance, light, 
  mending, resistance, virtue; 1st – bless, longstrider*, magic 
  weapon, obscuring mist, sanctuary, shield of faith x2; 2nd – 
  bull’s strength, hold person, locate object*, silence, spiritual 
  weapon, resist energy; 3rd – dispel magic, fly*, glyph of 
  warding, invisibility purge, prayer; 4th – death ward, 
  dimension door*, divine power, freedom of movement, greater 
  magic weapon; 5th – break enchantment*, righteous might, 
  spell resistance, true seeing. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 heavy steel shield, cloak of 
  resistance +1, divine scroll of lesser restoration, horn of 
  goodness/evil, periapt of wisdom +2, potion of cure moderate 
  wounds, potion of endure elements x2, potion of pass without 
  trace, potion of remove fear, heavy mace, holy symbol, spell 
  component pouch, 18 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura, heroes’ feast) – 
  hp 90; Init +10; Atk +10 melee (1d8+2, +2 heavy mace); Full 
  Atk +10/+5 melee (1d8+2, +2 heavy mace); SQ Immune to 
  poison, immune to fear, DR 2/-; SV Fort +10, Ref +5, Will 
  +14. 
   
  Master 
  Sergeant 
  Tannan, 
  Male 
  Human 
  Brd3/Marshal10: Medium humanoid (human); CR 13; 
  HD 3d6+10d8+13; hp 86; Init +6; Spd 30 ft.; AC 23, touch 
  14, flat-footed 21 (+2 Dex, +5 armor, +2 shield, +1 
  deflection, +1 natural, +1 insight); Base Atk/Grp: +9/+9; 
  Atk +9 melee (1d8, 19-20, longsword); Full Atk +9/+4 
  melee (1d8, 19-20, longsword); SA -; SQ Bardic music, 
  bardic knowledge, countersong, fascinate, inspire courage 
  +1, minor aura, major aura +2, grant move action 2/day, 
  inspire competence; AL NG; SV Fort +9, Ref +8, Will +10; 
  Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 21. 
   
  Skills & Feats: Diplomacy+14, Escape Artist+17, 
  Listen+16, Perform[oratory] +23, Sense Motive+21, 
  Spellcraft +17, Spot+16, Tumble +17;  Close-Quarters 
  FightingCW, Combat Expertise, Dodge, Elusive TargetCW, 
  Improved Initiative, Mobility, Skill Focus [diplomacy].  
  CWComplete Warrior 
   
  Auras (Ex): The marshal exerts an effect on allies in 
  his vicinity. He can learn to produce different effects, or 
  auras, over the course of his career. The marshal may 
  project one minor aura and (starting at 2nd level) one 
  major aura at a time. 
   
  Projecting an aura is a swift action (see Chapter 2: 
  Magic). The aura remains in effect until the marshal uses 
  a free action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an aura 
  active continually; thus, an aura can be in effect at the 
  start of a combat encounter even before the marshal takes 
  his first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives allies the direction that they can use to do their 
  best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score of 3 or 
  higher and be able to understand the marshal’s language 
  to gain the bonus. A marshal’s aura is dismissed if he is 
  dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each other. 
   
  Minor Aura: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. Master 
  Sergeant Tannan knows the following minor auras: 
   
  Motivate Dexterity: Bonus on Dexterity checks, 
  Dexterity-based skill checks, and initiative checks. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Over the Top: Bonus on damage rolls when charging. 
   
  Watchful Eye: Bonus on Reflex saves. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 4 
   
  Force of Will: Bonus on Will saves. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura. A 
  major aura lets allies add +1 to certain rolls. This bonus 
  improves by +1 at 7th, 14th, and 20th level. Master 
  Sergeant Tannan’s bonus is +2, and he knows the 
  following major auras: 
   
  Hardy Soldiers: The marshal’s allies gain damage 
  reduction equal to the amount of bonus the aura 
  provides. For example, if the marshal is 10th level, 
  everyone affected gains DR 2/-. 
   
  Motivate Attack: Bonus on melee attack rolls. 
   
  Motivate Urgency: Allies’ base land speed is increased 
  by a number of feet equal to 5 x the amount of bonus the 
  aura provides. For example, the allies of a 10th-level 
  marshal (+2 major aura) add 10 feet to their base land 
  speed. 
   
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately. Once per day, as a standard action, he may 
  grant an extra move action to any or all of his allies 
  within 30 feet (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting in 
  their current initiative order. This extra action does not 
  affect the allies’ initiative count; the round continues 
  normally after the marshal’s turn is over. (This may mean, 
  for example, that an ally whose initiative count 
  immediately follows the marshal’s may get an extra move 
  action from the marshal, followed directly by a full round 
  worth of actions on the ally’s turn.) 
   
  At 8th level, a marshal gains the ability to grant an 
  extra move action to his allies twice per day. 
   
  A character can take only one extra move action per 
  round. (In other words, two marshals can’t use this ability 
  on the same ally in the same round.) If an ally chooses 
  not to take the extra move action, it is lost. 
   
  Languages: Common. 
   
  Bard Spells Known (3/3, save DC = 15 + spell level): 0 
  – daze, detect magic, flare, ghost sound, light, resistance; 1st – 
  expeditious retreat, inspirational boost, Tasha’s hideous laughter. 
   
  Possessions: +1 heavy steel shield, +1 mithral shirt, amulet 
  of natural armor +1, brooch of shielding, cloak of charisma +4, 
  dusty rose prism ioun stone, potion of cure critical wounds, 
  potion of displacement, potion of endure elements, potion of 
  magic vestment +4, potion of resist energy [fire] 30, potion of 
  sanctuary, ring of protection +1, longsword, masterwork 
  cadence drum, spell component pouch, 15 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura, heroes’ feast) – 
  hp 96; Init +11; Atk +10 melee (1d8, 19-20, longsword); 
  Full Atk +10/+5 melee (1d8, 19-20, longsword); SQ 
  Immune to poison, immune to fear, DR 2/-; SV Fort +9, 
  Ref +8, Will +11; Skills & Feats: Escape Artist+22, Tumble 
  +22. 
   
   
  APPENDIX 7 – APL 14 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 1 
  ENCOUNTER 9 
   
  Bandit Warrior, Male Human Ftr10: Medium 
  humanoid (human); CR 10; HD 10d10+20; hp 95; Init +6; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, +6 
  armor, +3 shield); Base Atk/Grp: +10/+15; Atk +18 melee 
  (1d8+8, 17-20, +1 longsword) or +12 ranged (1d8, x3, 
  longbow); Full Atk +18/+13 melee (1d8+8, 17-20, +1 
  longsword) or +12/+7 ranged (1d8, x3, longbow); SA -; SQ -; 
  AL NG; SV Fort +9, Ref +5, Will +3; Str 20, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +8, Intimidate +7, Listen +3, 
  Ride +5, Spot +6; Cleave, Close-Quarters FightingCW, 
  Combat Reflexes, Greater Weapon Focus [longsword], 
  Improved Critical [longsword], Improved Initiative, 
  Improved Unarmed Strike, Power Attack, Power 
  CriticalCW, 
  Weapon 
  Focus 
  [longsword], 
  Weapon 
  Specialization [longsword]. CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 breastplate, +1 heavy steel shield, +1 spell 
  storing longsword (containing slow, CL 13th, Will DC 18), 
  gauntlets of ogre power, potion of cure serious wounds, potion of 
  enlarge person, potion of protection from arrows 10/magic, 
  potion of shield of faith +2, crowbar, everburning torch, 
  longbow, silk rope (50 ft.), smokestick x2, tanglefoot bag 
  x2, thunderstone, 3 gp. 
   
  Power-Up Suite (heroes’ feast) – hp 106; Atk +19 
  melee (1d8+8, 17-20, +1 longsword) or +13 ranged (1d8, x3, 
  longbow); Full Atk +19/+14 melee (1d8+8, 17-20, +1 
  longsword) or +13/+8 ranged (1d8, x3, longbow); SQ 
  Immune to poison, immune to fear; SV Fort +9, Ref +5, 
  Will +4; 
   
  Sergeant Ahns, Female Human Clr14 (Fharlanghn): 
  Medium humanoid (human); CR 14; HD 14d8+28; hp 
  112; Init +5; Spd 20 ft.; AC 25, touch 11, flat-footed 24 (+1 
  Dex, +9 armor, +4 shield); Base Atk/Grp: +10/+10; Atk 
  +10 melee (1d8, heavy mace); Full Atk +10/+5 melee (1d8, 
  heavy mace); SA -; SQ Turn undead 4/day, spontaneous 
  healing; AL N; SV Fort +12, Ref +6, Will +15; Str 10, Dex 
  12, Con 14, Int 10, Wis 21, Cha 12. 
   
  Skills & Feats: Concentration +19, Heal +22, Survival 
  +22; Augment HealingCD, Combat Casting, Divine Spell 
  PowerCD, Improved Initiative, Tower Shield Proficiency, 
  Track.  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/6+1/5+1/5+1/ 
  4+1/3+1/2+1, save DC = 15 + spell level): 0 – detect magic, 
  guidance, light, mending, resistance, virtue; 1st – bless, divine 
  favor, longstrider*, magic weapon, obscuring mist, sanctuary, 
  shield of faith x2; 2nd – bull’s strength, entropic shield, hold 
  person, locate object*, silence, spiritual weapon, resist energy; 
  3rd – blindness/deafness, dispel magic, fly*, glyph of warding, 
  invisibility purge, prayer; 4th – death ward, dimension door*, 
  dismissal, divine power, freedom of movement, greater magic 
  weapon; 5th – break enchantment*, flame strike, righteous 
  might, spell resistance, true seeing; .6th – blade barrier, heroes’ 
  feast, mislead*, wind walk; 7th – repulsion, spell turning*, 
  symbol of stunning. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 animated tower shield, cloak of 
  resistance +1, divine scroll of lesser restoration, horn of 
  goodness/evil, lesser metamagic rod of extend, minor ring of 
  spell storing (containing dispel magic), periapt of wisdom +2, 
  potion of cure moderate wounds, potion of endure elements x2, 
  potion of pass without trace, potion of remove fear, heavy mace, 
  holy symbol, spell component pouch, 8 gp. 
   
  Power-Up Suite (greater magic weapon, heroes’ 
  feast) – hp 123; Atk +14 melee (1d8+3, +3 heavy mace); 
  Full Atk +14/+9 melee (1d8+3, heavy mace); SQ Immune 
  to poison, immune to fear; SV Fort +12, Ref +6, Will +16. 
   
  ENCOUNTER 10 
   
  Bandit Archer, Male Human Ftr11: Medium 
  humanoid (human); CR 11; HD 11d10+22; hp 104; Init 
  +9; Spd 30 ft.; AC 19, touch 15, flat-footed 15 (+5 Dex, +4 
  armor); Base Atk/Grp: +11/+13; Atk +19 ranged (1d8+5 
  plus 1d6 electrical, 19-20/x3, +1 composite longbow (+2 Str)) 
  or +13 melee (1d8+3, 19-20, longsword); Full Atk 
  +19/+19/+14/+9 ranged (1d8+5 plus 1d6 electrical, 19-
  20/x3, +1 composite longbow (+2 Str)) or +13/+8/+3 melee 
  (1d8+3, 19-20, longsword); SA -; SQ -; AL NG; SV Fort +9, 
  Ref +8, Will +3; Str 14, Dex 20, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills & Feats: Listen +7, Search +7, Spot +7; Greater 
  Weapon Focus [composite longbow], Improved Critical 
  [composite longbow], Improved Initiative, Improved 
  Rapid ShotCW, Manyshot, Point Blank Shot, Precise Shot, 
  Ranged PinCW, Rapid Shot, Weapon Focus [composite 
  longbow], Weapon Specialization [composite longbow]. 
  CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 shock composite longbow (+2 Str), arrow of 
  monkey-morphing, gloves of dexterity +2, oil of flame arrow, 
  potion of cure serious wounds, potion of enlarge person, oil of 
  greater magic weapon +5, potion of resist energy [fire] 30, potion 
  of shield of faith +2, chain shirt, longsword, sunrod, 
  thunderstone, 6 gp. 
   
  Power-Up Suite (heroes’ feast) – hp 115; Atk +20 
  ranged (1d8+5 plus 1d6 electrical, 19-20/x3, +1 composite 
  longbow (+2 Str)) or +14 melee (1d8+3, 19-20, longsword); 
  Full Atk +20/+20/+15/+10 ranged (1d8+5 plus 1d6 
  electrical, 19-20/x3, +1 composite longbow (+2 Str)) or 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  +14/+9/+4 melee (1d8+3, 19-20, longsword); SQ Immune 
  to poison, immune to fear; SV Fort +9, Ref +8, Will +4. 
   
  Sergeant Magden, Male Human Sor6/Elemental 
  Savant8: Medium humanoid (human); CR 14; HD 
  14d4+28; hp 70; Init +2; Spd 30 ft.; AC 15, touch 13, flat-
  footed 13 (+2 Dex, +1 armor, +1 natural, +1 deflection); 
  Base Atk/Grp: +7/+7; Atk +9 ranged (1d10, 19-20, heavy 
  crossbow) or +7 melee (1d8, x3, spear); Full Atk +9/+4 
  ranged (1d10, 19-20, heavy crossbow) or +7/+2 melee 
  (1d8, x3, spear); SA Energy focus, energy penetration; SQ 
  Summon familiar, elemental specialty, resistance to 
  energy, immunity to sleep, darkvision; AL NG; SV Fort 
  +6, Ref +8, Will +11; Str 10, Dex 14, Con 14, Int 10, Wis 
  10, Cha 21. 
   
  Skills & Feats: Concentration +18, Knowledge 
  [arcana] +16, Knowledge [the planes] +4, Listen +2, 
  Spellcraft +8, Spot +2; Alertness, Combat Casting, Energy 
  Substitution [fire], Greater Spell Focus [evocation], 
  Ranged Spell Specialization, Spell Focus [evocation], 
  Sudden MaximizeCA.  CAComplete Arcane 
   
  Elemental Specialty (Ex): When a fire elemental 
  savant casts a spell that normally deals energy damage, its 
  energy descriptor changes to fire, and it deals damage of 
  that energy type instead of its normal energy type. 
   
  Resistance to Energy (Ex): As an elemental savant 
  gains levels in this prestige class, she becomes more 
  resistant to the type of energy allied with her chosen 
  element. For this savant, this is fire resistance 20. 
   
  Immunity to Sleep (Ex): At 2nd level, as an 
  elemental savant continues to transcend her mortal form, 
  she gains immunity to sleep effects. 
   
  Energy Penetration (Ex): Beginning at 3rd level, a 
  fire elemental savant further refines her ability to wield 
  energy associated with fire. When she casts a spell using 
  fire, she gains a +2 competence bonus on caster level 
  checks (1d20 + caster level) to overcome a creature’s spell 
  resistance. At 8th level, this bonus increases to +4. These 
  bonuses stack with the Spell Penetration and Greater 
  Spell Penetration feats. 
   
  Energy Focus (Ex): From 5th level on, a fire 
  elemental savant is better able to manipulate energy 
  associated with fire. The save DC for any spell with the 
  fire descriptor increases by 1. This increase is cumulative 
  with those granted by the Spell Focus and Greater Spell 
  Focus feats. 
   
  Darkvision (Ex): At 6th level, an elemental savant 
  gains darkvision out to 60 feet. 
   
  Languages: Common. 
   
  Sorcerer Spells Known (6/8/7/7/7/7/4, save DC = 15 + 
  spell level, 17 for Evocation spells, 16 for Fire spells, 18 
  for Fire Evocation spells): 0 – acid splash, caltropsSpc, detect 
  magic, electric joltSpC, flare, light, ray of frost, read magic, 
  resistance; 1st – enlarge person, magic missile, persistent 
  bladeSpC, ray of flameSpC, true strike; 2nd – darkness, fireburstSpC, 
  Melf’s acid arrow, scorching ray, Tasha’s hideous laughter; 3rd – 
  dispel magic, fireball, slow, unluckSpC; 4th – dimension door, 
  greater invisibility, lesser globe of invulnerability, mass enlarge 
  person; 5th – dominate person, reciprocal gyreSpC, wall of force; 
  6th – chain lightning, guards and wards.  
  SpCSpell 
  Compendium.  Note: Sergeant Magden’s total Caster Level 
  is 13th. 
   
  Possessions: amulet of natural armor +1, arcane scroll of 
  true seeing, bracers of armor +1, cloak of charisma +2, elixir of 
  fire breath, lesser metamagic rod of maximize, potion of cure 
  serious wounds, oil of greater magic weapon +5, potion of mage 
  armor, ring of counterspells (containing fireball) ring of 
  protection +1, rod of cancellation, 20 bolts, alchemist’s fire, 
  heavy crossbow, smokestick, spear, spell component 
  pouch, tanglefoot bag, thunderstone, 26 gp. 
   
  Power-Up Suite (heroes’ feast) – hp 81; Atk +10 
  ranged (1d10, 19-20, heavy crossbow) or +8 melee (1d8, 
  x3, spear); Full Atk +10/+5 ranged (1d10, 19-20, heavy 
  crossbow) or +8/+3 melee (1d8, x3, spear); SQ Immune to 
  poison, immune to fear; SV Fort +6, Ref +8, Will +12. 
   
  Mr. Pookums, Weasel Familiar: Tiny magical beast; CR 
  1/4; HD 14d4; hp 35; Init +2; Spd 20 ft., climb 20 ft.; AC 
  17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural); 
  Base Atk/Grp: +7/-5; Atk +11 melee (1d3-4, bite); Full Atk 
   +11/+6 melee (1d3-4, bite); Space/Reach: 2 1/2 ft./0 ft.; 
  SA Attach; SQ Low-light vision, scent, improved evasion, 
  share spells, empathic link, deliver touch spells, speak 
  with master, speak with animals of its kind; AL NG; SV 
  Fort +4, Ref +6, Will +12; Str 3, Dex 15, Con 10, Int 8, Wis 
  12, Cha 5. 
   
  Skills & Feats: Balance +10, Climb +10, Hide +11, 
  Move Silently +8, Spot +3; Weapon Finesse. 
   
  Attach (Ex): If Mr. Pookums hits with a bite attack, 
  it uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached Mr. Pookums loses its 
  Dexterity bonus to AC and thus has an AC of 13. An 
  attached Mr. Pookums can be struck with a weapon or 
  grappled itself. To remove an attached Mr. Pookums 
  through grappling, the opponent must achieve a pin 
  against the creature. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dexterity modifier for 
  Climb checks. A weasel can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ENCOUNTER 11 
   
  Bandit Warrior, Male Human Ftr12: Medium 
  humanoid (human); CR 12; HD 12d10+24; hp 114; Init 
  +6; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, +9 
  armor, +3 shield); Base Atk/Grp: +12/+21; Atk +20 melee 
  (1d8+10 plus 1d6 electricity, 17-20, +1 longsword) or +14 
  ranged (1d8, x3, longbow); Full Atk +20/+15/+10 melee 
  (1d8+10 plus 1d6 electricity, 17-20, +1 longsword) or 
  +14/+9/+4 ranged (1d8, x3, longbow); SA -; SQ -; AL NG; 
  SV Fort +10, Ref +6, Will +4; Str 21, Dex 14, Con 14, Int 
  10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +6, Intimidate +7, Listen +6, 
  Ride +3, Spot +6; Cleave, Close-Quarters FightingCW, 
  Combat Reflexes, Greater Weapon Focus [longsword], 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  Greater Weapon Specialization [longsword], Improved 
  Critical [longsword], Improved Grapple, Improved 
  Initiative, Improved Unarmed Strike, Power Attack, 
  Power CriticalCW, Weapon Focus [longsword], Weapon 
  Specialization [longsword]. CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 shock 
  spell storing longsword (containing slow, CL 13th, Will DC 
  18), gauntlets of ogre power, potion of cure serious wounds, 
  potion of protection from arrows 10/magic, potion of shield of 
  faith +2, crowbar, everburning torch, longbow, silk rope 
  (50 ft.), smokestick x2, tanglefoot bag, thunderstone, 3 
  gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura, heroes’ feast) – 
  hp 125; Init +12; Atk +21 melee (1d8+10 plus 1d6 
  electricity, 17-20, +1 longsword) or +15 ranged (1d8, x3, 
  longbow); Full Atk +21/+16/+11 melee (1d8+10 plus 1d6 
  electricity, 17-20, +1 longsword) or +15/+10/+5 ranged 
  (1d8, x3, longbow); SQ Immune to poison, immune to 
  fear, DR 2/-; SV Fort +10, Ref +6, Will +5; Skills & Feats: 
  Ride +3. 
   
  Sergeant Belmont, Male Human Clr12 (Fharlanghn): 
  Medium humanoid (human); CR 12; HD 12d8+24; hp 96; 
  Init +5; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, 
  +9 armor, +3 shield); Base Atk/Grp: +9/+9; Atk +9 melee 
  (1d8, heavy mace); Full Atk +9/+4 melee (1d8, heavy 
  mace); SA -; SQ Turn undead 4/day (3 remaining), 
  spontaneous healing; AL N; SV Fort +11, Ref +6, Will 
  +14; Str 10, Dex 12, Con 14, Int 10, Wis 21, Cha 12. 
   
  Skills & Feats: Concentration +17, Heal +20, Survival 
  +20; Augment HealingCD, Combat Casting, Divine Spell 
  PowerCD, Improved Initiative, Track, Spell Penetration.  
  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric Spells Prepared (6/7+1/5+1/5+1/ 4+1/4+1/2+1, 
  save DC = 15 + spell level): 0 – detect magic, guidance, light, 
  mending, resistance, virtue; 1st – bless, divine favor, 
  longstrider*, magic weapon, obscuring mist, sanctuary, shield of 
  faith x2; 2nd – bull’s strength, hold person, locate object*, 
  silence, 
  spiritual 
  weapon, 
  resist 
  energy; 
  3rd 
  – 
  blindness/deafness, dispel magic, fly*, glyph of warding, 
  invisibility purge, prayer; 4th – death ward, dimension door*, 
  divine power, freedom of movement, greater magic weapon; 5th 
  – break enchantment*, righteous might, spell resistance, symbol 
  of sleep, true seeing; 6th – blade barrier, greater glyph of 
  warding, mislead*. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 animated heavy steel shield, 
  cloak of resistance +1, divine scroll of lesser restoration, horn of 
  goodness/evil, lesser metamagic rod of extend, periapt of wisdom 
  +2, potion of cure moderate wounds, potion of endure elements 
  x2, potion of pass without trace, potion of remove fear, heavy 
  mace, holy symbol, spell component pouch, 18 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura, greater magic 
  weapon, heroes’ feast) – hp 107; Init +11; Atk +13 melee 
  (1d8+3, +3 heavy mace); Full Atk +13/+8 melee (1d8+3, +3 
  heavy mace); SQ Immune to poison, immune to fear, DR 
  2/-; SV Fort +11, Ref +6, Will +15. 
   
  Master 
  Sergeant 
  Tannan, 
  Male 
  Human 
  Brd3/Marshal12: Medium humanoid (human); CR 15; 
  HD 3d6+12d8+15; hp 100; Init +7; Spd 30 ft.; AC 24, 
  touch 15, flat-footed 21 (+3 Dex, +5 armor, +2 shield, +1 
  deflection, +1 natural, +1 insight); Base Atk/Grp: +11/+11; 
  Atk +11 melee (1d8, 19-20, longsword); Full Atk 
  +11/+6/+1 melee (1d8, 19-20, longsword); SA -; SQ Bardic 
  music, bardic knowledge, countersong, fascinate, inspire 
  courage +1, minor aura, major aura +2, grant move action 
  3/day, inspire competence; AL NG; SV Fort +10, Ref +10, 
  Will +11; Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 23. 
   
  Skills & Feats: Diplomacy+15, Escape Artist+20, 
  Listen+18, Perform[oratory] +26, Sense Motive+24, 
  Spellcraft +19, Spot+18, Tumble +20;  Close-Quarters 
  FightingCW, Combat Expertise, Combat Reflexes, Dodge, 
  Elusive TargetCW, Improved Initiative, Mobility, Skill 
  Focus [diplomacy].  CWComplete Warrior 
   
  Auras (Ex): The marshal exerts an effect on allies in 
  his vicinity. He can learn to produce different effects, or 
  auras, over the course of his career. The marshal may 
  project one minor aura and (starting at 2nd level) one 
  major aura at a time. 
   
  Projecting an aura is a swift action (see Chapter 2: 
  Magic). The aura remains in effect until the marshal uses 
  a free action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an aura 
  active continually; thus, an aura can be in effect at the 
  start of a combat encounter even before the marshal takes 
  his first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives allies the direction that they can use to do their 
  best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score of 3 or 
  higher and be able to understand the marshal’s language 
  to gain the bonus. A marshal’s aura is dismissed if he is 
  dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each other. 
   
  Minor Aura: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. Master 
  Sergeant Tannan knows the following minor auras: 
   
  Motivate Dexterity: Bonus on Dexterity checks, 
  Dexterity-based skill checks, and initiative checks. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Over the Top: Bonus on damage rolls when charging. 
   
  Watchful Eye: Bonus on Reflex saves. 
   
  Force of Will: Bonus on Will saves. 
   
  Accurate Strike: Bonus on rolls made to confirm 
  critical hits. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura. A 
  major aura lets allies add +1 to certain rolls. This bonus 
  improves by +1 at 7th, 14th, and 20th level. Master 
  Sergeant Tannan’s bonus is +2, and he knows the 
  following major auras: 
   
  Hardy Soldiers: The marshal’s allies gain damage 
  reduction equal to the amount of bonus the aura 
  provides. For example, if the marshal is 10th level, 
  everyone affected gains DR 2/-. 
   
  Motivate Attack: Bonus on melee attack rolls. 
   
  Motivate Urgency: Allies’ base land speed is increased 
  by a number of feet equal to 5 x the amount of bonus the 
  aura provides. For example, the allies of a 10th-level 
  marshal (+2 major aura) add 10 feet to their base land 
  speed. 
   
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately. Once per day, as a standard action, he may 
  grant an extra move action to any or all of his allies 
  within 30 feet (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting in 
  their current initiative order. This extra action does not 
  affect the allies’ initiative count; the round continues 
  normally after the marshal’s turn is over. (This may mean, 
  for example, that an ally whose initiative count 
  immediately follows the marshal’s may get an extra move 
  action from the marshal, followed directly by a full round 
  worth of actions on the ally’s turn.) 
   
  At 8th level, a marshal gains the ability to grant an 
  extra move action to his allies twice per day. The 
  frequency increases to three times per day at 12th level. 
   
  A character can take only one extra move action per 
  round. (In other words, two marshals can’t use this ability 
  on the same ally in the same round.) If an ally chooses 
  not to take the extra move action, it is lost. 
   
  Languages: Common. 
   
  Bard Spells Known (3/3, save DC = 16 + spell level): 0 
  – daze, detect magic, flare, ghost sound, light, resistance; 1st – 
  expeditious retreat, inspirational boost, Tasha’s hideous laughter. 
   
  Possessions: +1 heavy steel shield, +1 mithral shirt, amulet 
  of natural armor +1, brooch of shielding, cloak of charisma +6, 
  dusty rose prism ioun stone, gloves of dexterity +2, potion of cure 
  critical wounds, potion of displacement, potion of endure 
  elements, potion of magic vestment +4, potion of resist energy 
  [fire] 30, potion of sanctuary, ring of protection +1, longsword, 
  masterwork cadence drum, spell component pouch, 15 
  gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura, heroes’ feast) – 
  hp 111; Init +13; Atk +12 melee (1d8, 19-20, longsword); 
  Full Atk +12/+7/+2 melee (1d8, 19-20, longsword); SQ 
  Immune to poison, immune to fear, DR 2/-; SV Fort +10, 
  Ref +10, Will +12; Skills & Feats: Escape Artist+26, 
  Tumble +26. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  APPENDIX 8 – APL 16 
  ENCOUNTER 9 
   
  Bandit Warrior, Male Human Ftr12: Medium 
  humanoid (human); CR 12; HD 12d10+24; hp 114; Init 
  +6; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, +9 
  armor, +3 shield); Base Atk/Grp: +12/+21; Atk +20 melee 
  (1d8+10 plus 1d6 electricity, 17-20, +1 longsword) or +14 
  ranged (1d8, x3, longbow); Full Atk +20/+15/+10 melee 
  (1d8+10 plus 1d6 electricity, 17-20, +1 longsword) or 
  +14/+9/+4 ranged (1d8, x3, longbow); SA -; SQ -; AL NG; 
  SV Fort +10, Ref +6, Will +4; Str 21, Dex 14, Con 14, Int 
  10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +6, Intimidate +7, Listen +6, 
  Ride +3, Spot +6; Cleave, Close-Quarters FightingCW, 
  Combat Reflexes, Greater Weapon Focus [longsword], 
  Greater Weapon Specialization [longsword], Improved 
  Critical [longsword], Improved Grapple, Improved 
  Initiative, Improved Unarmed Strike, Power Attack, 
  Power CriticalCW, Weapon Focus [longsword], Weapon 
  Specialization [longsword]. CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 shock 
  spell storing longsword (containing slow, CL 14, Will DC 
  19), gauntlets of ogre power, potion of cure serious wounds, 
  potion of protection from arrows 10/magic, potion of shield of 
  faith +2, crowbar, everburning torch, longbow, silk rope 
  (50 ft.), smokestick x2, tanglefoot bag, thunderstone, 3 
  gp. 
   
  Power-Up Suite (heroes’ feast) – hp 126; Atk +21 
  melee (1d8+10 plus 1d6 electricity, 17-20, +1 longsword) or 
  +15 ranged (1d8, x3, longbow); Full Atk +21/+16/+11 
  melee (1d8+10 plus 1d6 electricity, 17-20, +1 longsword) or 
  +15/+10/+5 ranged (1d8, x3, longbow); SQ Immune to 
  poison, immune to fear; SV Fort +10, Ref +6, Will +5; 
   
  Sergeant Ahns, Female Human Clr16 (Fharlanghn): 
  Medium humanoid (human); CR 16; HD 16d8+32; hp 
  128; Init +5; Spd 20 ft.; AC 25, touch 11, flat-footed 24 (+1 
  Dex, +9 armor, +5 shield); Base Atk/Grp: +12/+12; Atk 
  +12 melee (1d8, heavy mace); Full Atk +12/+7/+2 melee 
  (1d8, heavy mace); SA -; SQ Turn undead 4/day, 
  spontaneous healing; AL N; SV Fort +13, Ref +7, Will 
  +17; Str 10, Dex 12, Con 14, Int 10, Wis 26, Cha 12. 
   
  Skills & Feats: Concentration +19, Heal +25, 
  Spellcraft +6, Survival +25; Augment HealingCD, Combat 
  Casting, Divine Spell PowerCD, Improved Initiative, 
  Tower Shield Proficiency, Track, Spell Penetration, 1 feat. 
   CDComplete Divine 
   
  Languages: Common. 
   
  Cleric 
  Spells 
  Prepared 
  (6/8+1/7+1/7+1/6+1/6+1 
  /4+1/4+1/3+1, save DC = 18 + spell level): 0 – detect magic, 
  guidance, light, mending, resistance, virtue; 1st – bless, divine 
  favor, longstrider*, magic weapon, obscuring mist x2, sanctuary, 
  shield of faith x2; 2nd – bull’s strength, entropic shield, hold 
  person x2, locate object*, silence, spiritual weapon, resist energy; 
  3rd – blindness/deafness, daylight, dispel magic x2, fly*, glyph 
  of warding, invisibility purge, prayer; 4th – death ward, 
  dismissal, divine power, freedom of movement*, freedom of 
  movement, greater magic weapon, greater magic weapon; 5th – 
  break enchantment*, righteous might, spell resistance, summon 
  monster V x2, true seeing x2; .6th – blade barrier, greater dispel 
  magic, heroes’ feast, mislead*, wind walk; 7th – greater 
  restoration, repulsion, spell turning*, summon monster VII x2; 
  8th – dimensional lock, firestorm, phase door*, symbol of 
  insanity. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 animated tower shield, cloak of 
  resistance +1, divine scroll of lesser restoration, horn of 
  goodness/evil, lesser metamagic rod of extend, minor ring of 
  spell storing (containing dispel magic), periapt of wisdom +6, 
  potion of cure moderate wounds, potion of endure elements x2, 
  potion of pass without trace, potion of remove fear, heavy mace, 
  holy symbol, spell component pouch, 8 gp. 
   
  Power-Up Suite (greater magic weapon, heroes’ 
  feast) – hp 140; Atk +17 melee (1d8+4, +4 heavy mace); 
  Full Atk +17/+12/+7 melee (1d8+4, +4 heavy mace); SQ 
  Immune to poison, immune to fear; SV Fort +13, Ref +7, 
  Will +18; 
   
  ENCOUNTER 10 
   
  Bandit Archer, Male Human Ftr13: Medium 
  humanoid (human); CR 13; HD 13d10+22; hp 123; Init 
  +9; Spd 30 ft.; AC 19, touch 15, flat-footed 15 (+5 Dex, +4 
  armor); Base Atk/Grp: +13/+15; Atk +21 ranged (1d8+7 
  plus 1d6, 19-20/x3, +1 composite longbow (+2 Str)) or +15 
  melee 
  (1d8+3, 
  19-20, 
  longsword); 
  Full 
  Atk 
  +21/+21/+16/+11 ranged (1d8+7 plus 1d6, 19-20/x3, +1 
  composite longbow (+2 Str)) or +15/+10/+5 melee (1d8+3, 
  19-20, longsword); SA -; SQ -; AL NG; SV Fort +10, Ref +9, 
  Will +4; Str 14, Dex 21, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Listen +8, Search +8, Spot +8; Greater 
  Weapon Focus [composite longbow], Greater Weapon 
  Specialization [composite longbow], Improved Critical 
  [composite longbow], Improved Initiative, Improved 
  Precise Shot, Improved Rapid ShotCW, Manyshot, Point 
  Blank Shot, Precise Shot, Ranged PinCW, Rapid Shot, 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 2 
  Weapon 
  Focus 
  [composite 
  longbow], 
  Weapon 
  Specialization [composite longbow]. CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 exit wound composite longbow (+2 Str), 
  arrow of monkey-morphing, gloves of dexterity +2, oil of flame 
  arrow, potion of barkskin +4, potion of cure serious wounds, 
  potion of enlarge person, oil of greater magic weapon +5, potion 
  of resist energy [fire] 30, potion of shield of faith +2, chain shirt, 
  longsword, sunrod, thunderstone, 9 gp. 
   
  Power-Up Suite (heroes’ feast) – hp 135; Atk +22 
  ranged (1d8+7 plus 1d6, 19-20/x3, +1 composite longbow (+2 
  Str)) or +16 melee (1d8+3, 19-20, longsword); Full Atk 
  +22/+22/+17/+12 ranged (1d8+7 plus 1d6, 19-20/x3, +1 
  composite longbow (+2 Str)) or +16/+11/+6 melee (1d8+3, 
  19-20, longsword); SQ Immune to poison, immune to 
  fear; SV Fort +10, Ref +9, Will +5; 
   
  Sergeant Magden, Male Human Sor6/Elemental 
  Savant10: Medium elemental (fire); CR 16; HD 16d4+32; 
  hp 80; Init +2; Spd 50 ft.; AC 15, touch 13, flat-footed 13 
  (+2 Dex, +1 armor, +1 natural, +1 deflection); Base 
  Atk/Grp: +8/+8; Atk +8 melee (1d6  plus 1d6 fire, slam) or 
  +10 ranged (1d10, 19-20, heavy crossbow) or +8 melee 
  (1d8, x3, spear); Full Atk +8/+3 melee (1d6  plus 1d6 fire, 
  slam) or +10/+5 ranged (1d10, 19-20, heavy crossbow) or 
  +8/+3 melee (1d8, x3, spear); SA Energy focus, energy 
  penetration, burn; SQ Summon familiar, elemental 
  specialty, resistance to energy, immunity to sleep, 
  darkvision, immunity to paralysis and poison, elemental 
  perfection, 
  energy 
  immunity, 
  elemental 
  traits, 
  vulnerability to cold; AL NG; SV Fort +7, Ref +9, Will 
  +12; Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 22. 
   
  Skills & Feats: Concentration +20, Knowledge 
  [arcana] +18, Knowledge [the planes] +4, Listen +2, 
  Spellcraft +10, Spot +2; Alertness, Combat Casting, 
  Energy 
  Substitution 
  [fire], 
  Greater 
  Spell 
  Focus 
  [evocation], Ranged Spell Specialization, Spell Focus 
  [evocation], Spell Penetration, Sudden MaximizeCA.  
  CAComplete Arcane 
   
  Elemental Specialty (Ex): When a fire elemental 
  savant casts a spell that normally deals energy damage, its 
  energy descriptor changes to fire, and it deals damage of 
  that energy type instead of its normal energy type. 
   
  Resistance to Energy (Ex): As an elemental savant 
  gains levels in this prestige class, she becomes more 
  resistant to the type of energy allied with her chosen 
  element. For this savant, this is fire resistance 20. 
   
  Immunity to Sleep (Ex): At 2nd level, as an 
  elemental savant continues to transcend her mortal form, 
  she gains immunity to sleep effects. 
   
  Energy Penetration (Ex): Beginning at 3rd level, a 
  fire elemental savant further refines her ability to wield 
  energy associated with fire. When she casts a spell using 
  fire, she gains a +2 competence bonus on caster level 
  checks (1d20 + caster level) to overcome a creature’s spell 
  resistance. At 8th level, this bonus increases to +4. These 
  bonuses stack with the Spell Penetration and Greater 
  Spell Penetration feats. 
   
  Energy Focus (Ex): From 5th level on, a fire 
  elemental savant is better able to manipulate energy 
  associated with fire. The save DC for any spell with the 
  fire descriptor increases by 1. At 10th level, these save 
  DCs increase by 1 again (total increase of 2). These 
  increases are cumulative with those granted by the Spell 
  Focus and Greater Spell Focus feats. 
   
  Darkvision (Ex): At 6th level, an elemental savant 
  gains darkvision out to 60 feet. 
   
  Immunity to Paralysis and Poison (Ex): As an 
  elemental savant approaches elemental perfection, she 
  gains immunity to paralysis and poison at 9th level. 
   
  Elemental Perfection: At 10th level, a fire 
  elemental savant, through long association with 
  elemental entities and extensive study of their secrets, 
  completely transcends her mortal form to become an 
  elemental creature. Her type changes to elemental. She 
  no longer needs to eat, sleep, or breathe (though she must 
  still rest to regain spells). She gains an elemental 
  creature’s immunity to stunning, and she is no longer 
  subject to extra damage from critical hits or flanking. A 
  fire elemental savant gains the speed and movement 
  modes, natural attacks, special attacks, and special 
  qualities of a Medium fire elemental, except that the save 
  DC against her burn attack is 22. The save DC is 
  Constitution based. 
   
  Upon achieving this state, a fire elemental savant’s 
  appearance undergoes a minor physical change. In this 
  case, the savant has flickering, glowing eyes and her skin 
  is hot to the touch. Anyone who shares the elemental 
  savant’s predilection for study of her chosen plane 
  immediately recognizes her transcendent nature. She 
  gains a +2 circumstance bonus on all Charisma-based skill 
  and ability checks when interacting with creatures with 
  the fire subtype and with other fire elemental savants. 
   
  Unlike a normal elemental, an elemental savant 
  retains a soul separate from her body. She can be raised 
  from the dead as normal for a creature of her previous 
  type. 
   
  Energy Immunity (Ex): From 10th level on, a fire 
  elemental savant gains immunity to fire. 
   
  Burn (Ex): A fire elemental savant’s slam attack 
  deals bludgeoning damage plus fire damage from her 
  flaming body. Those hit by her slam attack also must 
  succeed on a Reflex save (DC 22) or catch on fire. The 
  flame burns for 1d4 rounds. A burning creature can take 
  a move action to put out the flame. The save DC is 
  Constitution-based. 
   
  Creatures hitting a fire elemental savant with natural 
  weapons or unarmed attacks take fire damage as though 
  hit by the elemental’s attack, and also catch on fire unless 
  they succeed on a Reflex save. 
   
  Languages: Common. 
   
  Sorcerer Spells Known (6/8/8/7/7/7/6/3, save DC = 16 
  + spell level, 18 for Evocation spells, 17 for Fire spells, 19 
  for Fire Evocation spells): 0 – acid splash, caltropsSpc, detect 
  magic, electric joltSpC, flare, light, ray of frost, read magic, 
  resistance; 1st – enlarge person, magic missile, persistent 
  bladeSpC, ray of flameSpC, true strike; 2nd – darkness, fireburstSpC, 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 3 
  Melf’s acid arrow, scorching ray, Tasha’s hideous laughter; 3rd – 
  dispel magic, fireball, slow, unluckSpC; 4th – dimension door, 
  greater invisibility, lesser globe of invulnerability, mass enlarge 
  person; 5th – dominate person, reciprocal gyreSpC, wall of force; 
  6th – chain lightning, guards and wards; 7th – 
  Mordenkainen’s sword.  
  SpCSpell Compendium.  Note: 
  Sergeant Magden’s total Caster Level is 14th. 
   
  Possessions: amulet of natural armor +1, arcane scroll of 
  true seeing, bracers of armor +1, cape of the mountebank, elixir 
  of fire breath, lesser metamagic rod of maximize, potion of cure 
  serious wounds, oil of greater magic weapon +5, potion of mage 
  armor, potion of shield of faith +5, ring of counterspells 
  (containing fireball) ring of protection +1, rod of cancellation, 
  rod of splendor, 20 bolts, alchemist’s fire, heavy crossbow, 
  smokestick, spear, spell component pouch, tanglefoot 
  bag, thunderstone, 46 gp. 
   
  Power-Up Suite (heroes’ feast) – hp 92; Atk +9 
  melee (1d6  plus 1d6 fire, slam) or +11 ranged (1d10, 19-
  20, heavy crossbow) or +9 melee (1d8, x3, spear); Full Atk 
  +9/+4 melee (1d6  plus 1d6 fire, slam) or +11/+6 ranged 
  (1d10, 19-20, heavy crossbow) or +9/+4 melee (1d8, x3, 
  spear); SQ Immune to poison, immune to fear; SV Fort 
  +7, Ref +9, Will +13. 
   
  Mr. Pookums, Weasel Familiar: Tiny magical beast; CR 
  1/4; HD 16d4; hp 40; Init +2; Spd 20 ft., climb 20 ft.; AC 
  17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural); 
  Base Atk/Grp: +8/-4; Atk +12 melee (1d3-4, bite); Full Atk 
   +12/+7 melee (1d3-4, bite); Space/Reach: 2 1/2 ft./0 ft.; 
  SA Attach; SQ Low-light vision, scent, improved evasion, 
  share spells, empathic link, deliver touch spells, speak 
  with master, speak with animals of its kind; AL NG; SV 
  Fort +5, Ref +7, Will +13; Str 3, Dex 15, Con 10, Int 8, Wis 
  12, Cha 5. 
   
  Skills & Feats: Balance +10, Climb +10, Hide +11, 
  Move Silently +8, Spot +3; Weapon Finesse. 
   
  Attach (Ex): If Mr. Pookums hits with a bite attack, 
  it uses its powerful jaws to latch onto the opponent’s 
  body and automatically deals bite damage each round it 
  remains attached. An attached Mr. Pookums loses its 
  Dexterity bonus to AC and thus has an AC of 13. An 
  attached Mr. Pookums can be struck with a weapon or 
  grappled itself. To remove an attached Mr. Pookums 
  through grappling, the opponent must achieve a pin 
  against the creature. 
   
  Skills: Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance and 
  Climb checks. They use their Dexterity modifier for 
  Climb checks. A weasel can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ENCOUNTER 11 
   
  Bandit Warrior, Male Human Ftr14: Medium 
  humanoid (human); CR 14; HD 14d10+42; hp 147; Init 
  +6; Spd 20 ft.; AC 24, touch 12, flat-footed 23 (+1 Dex, +9 
  armor, +3 shield, +1 deflection); Base Atk/Grp: +14/+23; 
  Atk +22 melee (1d8+10 plus 1d6 electricity, 17-20, +1 
  longsword) or +16 ranged (1d8, x3, longbow); Full Atk 
  +22/+17/+12 melee (1d8+10 plus 1d6 electricity, 17-20, +1 
  longsword) or +16/+11/+6 ranged (1d8, x3, longbow); SA -; 
  SQ -; AL NG; SV Fort +13, Ref +7, Will +5; Str 21, Dex 14, 
  Con 16, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +7, Intimidate +7, Listen +7, 
  Ride +4, Spot +8; Cleave, Close-Quarters FightingCW, 
  Combat Reflexes, Greater Weapon Focus [longsword], 
  Greater Weapon Specialization [longsword], Improved 
  Critical [longsword], Improved Grapple, Improved 
  Initiative, Improved Unarmed Strike, Power Attack, 
  Power 
  CriticalCW, 
  Quick 
  Draw, 
  Weapon 
  Focus 
  [longsword], 
  Weapon 
  Specialization 
  [longsword]. 
  CWComplete Warrior 
   
  Languages: Common. 
   
  Possessions: +1 death ward full plate, +1 mithral heavy 
  shield of light fortification, +1 shock spell storing longsword 
  (containing slow, CL 14, Will DC 19), amulet of health +2, 
  cloak of resistance +1, gauntlets of ogre power, potion of cure 
  serious wounds, potion of protection from arrows 10/magic, 
  potion of shield of faith +2, ring of protection +1, stone salve, 
  antitoxin, crowbar, everburning torch, longbow, silk rope 
  (50 ft.), smokestick x3, tanglefoot bag x2, thunderstone 
  x2, 3 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura, heroes’ feast) – 
  hp 159; Init +14; Atk +23 melee (1d8+10 plus 1d6 
  electricity, 17-20, +1 longsword) or +17 ranged (1d8, x3, 
  longbow); Full Atk +23/+18/+13 melee (1d8+10 plus 1d6 
  electricity, 17-20, +1 longsword) or +17/+12/+7 ranged 
  (1d8, x3, longbow); SQ Immune to poison, immune to 
  fear, DR 4/-; SV Fort +13, Ref +7, Will +6; Skills & Feats: 
  Ride +12. 
   
  Sergeant Belmont, Male Human Clr14 (Fharlanghn): 
  Medium humanoid (human); CR 14; HD 14d8+28; hp 
  112; Init +5; Spd 20 ft.; AC 25, touch 11, flat-footed 24 (+1 
  Dex, +9 armor, +5 shield); Base Atk/Grp: +10/+10; Atk 
  +10 melee (1d8, heavy mace); Full Atk +10/+5 melee (1d8, 
  heavy mace); SA -; SQ Turn undead 4/day (3 remaining), 
  spontaneous healing; AL N; SV Fort +12, Ref +6, Will 
  +15; Str 10, Dex 12, Con 14, Int 10, Wis 21, Cha 12. 
   
  Skills & Feats: Concentration +19, Heal +22, Survival 
  +22; Augment HealingCD, Combat Casting, Divine Spell 
  PowerCD, Improved Initiative, Tower Shield Proficiency, 
  Track.  CDComplete Divine 
   
  Languages: Common. 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/6+1/5+1/5+1 
  /4+1/3+1/2+1, save DC = 15 + spell level): 0 – detect magic, 
  guidance, light, mending, resistance, virtue; 1st – bless, divine 
  favor, longstrider*, magic weapon, obscuring mist, sanctuary, 
  shield of faith x2; 2nd – bull’s strength, entropic shield, hold 
  person, locate object*, silence, spiritual weapon, resist energy; 
  3rd – blindness/deafness, dispel magic, fly*, glyph of warding, 
  invisibility purge, prayer; 4th – death ward, dismissal, divine 
  power, freedom of movement*, freedom of movement, greater 
  magic weapon; 5th – break enchantment*, righteous might, 
  spell resistance, symbol of sleep, true seeing; .6th – blade barrier, 
  greater glyph of warding, mislead*, wind walk; 7th – repulsion, 
  spell turning*, symbol of stunning. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 4 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll that you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the result of 
  the reroll, even if it’s worse than the original roll.), Travel 
  (For a total time per day of 1 round per cleric level you 
  possess, you can act normally regardless of magical 
  effects that impede movement as if you were affected by 
  the spell freedom of movement. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). This 
  granted power is a supernatural ability. Add Survival to 
  your list of cleric class skills). 
   
  Possessions: +1 full plate, +1 animated tower shield, cloak of 
  resistance +1, divine scroll of lesser restoration, horn of 
  goodness/evil, lesser metamagic rod of extend, minor ring of 
  spell storing (containing dispel magic), periapt of wisdom +2, 
  potion of cure moderate wounds, potion of endure elements x2, 
  potion of pass without trace, potion of remove fear, heavy mace, 
  holy symbol, spell component pouch, 8 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura, greater magic 
  weapon, heroes’ feast) – hp 124; Init +13; Atk +14 melee 
  (1d8+3, heavy mace); Full Atk +14/+9 melee (1d8+3, 
  heavy mace); SQ Immune to poison, immune to fear, DR 
  4/-; SV Fort +12, Ref +6, Will +16. 
   
  Master 
  Sergeant 
  Tannan, 
  Male 
  Human 
  Brd3/Marshal14: Medium humanoid (human); CR 17; 
  HD 3d6+14d8+17; hp 114; Init +7; Spd 30 ft.; AC 26, 
  touch 16, flat-footed 23 (+3 Dex, +5 armor, +2 shield, +2 
  deflection, +2 natural, +1 insight); Base Atk/Grp: +12/+12; 
  Atk +12 melee (1d8, 19-20, longsword); Full Atk 
  +12/+7/+2 melee (1d8, 19-20, longsword); SA -; SQ Bardic 
  music, bardic knowledge, countersong, fascinate, inspire 
  courage +1, minor aura, major aura +3, grant move action 
  3/day, inspire competence; AL NG; SV Fort +11, Ref +10, 
  Will +12; Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 24. 
   
  Skills & Feats: Diplomacy+16, Escape Artist+22, 
  Listen+20, Perform[oratory] +29, Sense Motive+27, 
  Spellcraft +21, Spot+20, Tumble +22;  Close-Quarters 
  FightingCW, Combat Expertise, Combat Reflexes, Dodge, 
  Elusive TargetCW, Improved Initiative, Mobility, Skill 
  Focus [diplomacy].  CWComplete Warrior 
   
  Auras (Ex): The marshal exerts an effect on allies in 
  his vicinity. He can learn to produce different effects, or 
  auras, over the course of his career. The marshal may 
  project one minor aura and (starting at 2nd level) one 
  major aura at a time. 
   
  Projecting an aura is a swift action (see Chapter 2: 
  Magic). The aura remains in effect until the marshal uses 
  a free action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an aura 
  active continually; thus, an aura can be in effect at the 
  start of a combat encounter even before the marshal takes 
  his first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives allies the direction that they can use to do their 
  best. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score of 3 or 
  higher and be able to understand the marshal’s language 
  to gain the bonus. A marshal’s aura is dismissed if he is 
  dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each other. 
   
  Minor Aura: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. This 
  ability is enhanced by Master Sergeant Tannan’s scarlet 
  prism ioun stone, and he knows the following minor auras: 
   
  Motivate Dexterity: Bonus on Dexterity checks, 
  Dexterity-based skill checks, and initiative checks. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Over the Top: Bonus on damage rolls when charging. 
   
  Watchful Eye: Bonus on Reflex saves. 
   
  Force of Will: Bonus on Will saves. 
   
  Accurate Strike: Bonus on rolls made to confirm 
  critical hits. 
   
  Major Aura: Beginning at 2nd level, a marshal can 
  project a major aura in addition to his minor aura. A 
  major aura lets allies add +1 to certain rolls. This bonus 
  improves by +1 at 7th, 14th, and 20th level. This ability is 
  enhanced by Master Sergeant Tannan’s scarlet prism ioun 
  stone, giving him a bonus of +4. He knows the following 
  major auras: 
   
  Hardy Soldiers: The marshal’s allies gain damage 
  reduction equal to the amount of bonus the aura 
  provides. For example, if the marshal is 10th level, 
  everyone affected gains DR 2/-. 
   
  Motivate Attack: Bonus on melee attack rolls. 
   
  Motivate Urgency: Allies’ base land speed is increased 
  by a number of feet equal to 5 x the amount of bonus the 
  aura provides. For example, the allies of a 10th-level 
  marshal (+2 major aura) add 10 feet to their base land 
  speed. 
   
  Motivate Care: Bonus to Armor Class. 
   
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately. Once per day, as a standard action, he may 
  grant an extra move action to any or all of his allies 
  within 30 feet (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting in 
  their current initiative order. This extra action does not 
  affect the allies’ initiative count; the round continues 
  normally after the marshal’s turn is over. (This may mean, 
  for example, that an ally whose initiative count 
  immediately follows the marshal’s may get an extra move 
  action from the marshal, followed directly by a full round 
  worth of actions on the ally’s turn.) 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
  Page 5 
   
  At 8th level, a marshal gains the ability to grant an 
  extra move action to his allies twice per day. The 
  frequency increases to three times per day at 12th level. 
   
  A character can take only one extra move action per 
  round. (In other words, two marshals can’t use this ability 
  on the same ally in the same round.) If an ally chooses 
  not to take the extra move action, it is lost. 
   
  Languages: Common. 
   
  Bard Spells Known (3/3, save DC = 16 + spell level): 0 
  – daze, detect magic, flare, ghost sound, light, resistance; 1st – 
  expeditious retreat, inspirational boost, Tasha’s hideous laughter. 
   
  Possessions: +1 heavy steel shield, +1 mithral shirt, amulet 
  of natural armor +2, brooch of shielding, cloak of charisma +6, 
  dusty rose prism ioun stone, gloves of dexterity +2, potion of cure 
  critical wounds, potion of displacement, potion of endure 
  elements, potion of magic vestment +4, potion of resist energy 
  [fire] 30, potion of sanctuary, ring of protection +2, scarlet prism 
  ioun stone, longsword, masterwork cadence drum, spell 
  component pouch, 15 gp. 
   
  Power-Up Suite (Motivate Dexterity marshal 
  aura, Hardy Soldiers marshal aura, heroes’ feast) – 
  hp 126; Init +15; Atk +13 melee (1d8, 19-20, longsword); 
  Full Atk +13/+8/+3 melee (1d8, 19-20, longsword); SQ 
  Immune to poison, immune to fear, DR 4/-; SV Fort +11, 
  Ref +10, Will +13; Skills & Feats: Escape Artist +30, 
  Tumble +30. 
  DM AID: NEW RULES ITEMS 
  NEW FEATS 
  Augment Healing [General] (Source: Complete Divine, page 79) 
  Prerequisite: Heal 4 ranks 
  Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you 
  cast. 
  For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric 
  with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level 
  including the +1 caster level bonus for the Healing domain, +4 for the feat). A 13th-level druid casting heal would 
  restore 144 hp (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell. 
   
  Close-Quarters Fighting [General] (Source: Complete Warrior, page 97) 
  You are skill at fighting at close range, and resisting grapple attempts. 
  Prerequisites: Base Attack +3. 
  Benefits: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a 
  feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start 
  the grapple, unless it has the Improved Grapple feat or a special ability such as improved grab. If the enemy has such an 
  ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not 
  give you an extra attack of opportunity during a round or allow you to make an attack of opportunity when you would 
  be denied one for being surprised, helpless, or in a similar situation. 
  For example, an ogre attempts to grapple Tordek. Tordek gains an attack of opportunity, hits, and causes damage. 
  Since the ogre does not have any type of grappling special ability or feat, it fails to start a grapple. Then an ankheg – a 
  creature with the improved grab special ability – attempts to grapple Tordek. He takes an attack of opportunity, hits, 
  and deals 10 points of damage to the creature. Tordek then adds a +10 to his opposed check to resist being grappled. 
  
   
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  Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not provoke 
  attacks of opportunity when attempting to start a grapple. 
  Special: A fighter may select Close-Quarters Fighting as one of his bonus fighter feats. 
   
  Elusive Target [Tactical] (Source: Complete Warrior, page 101) 
  Trying to land a blow against you can be a maddening experience. 
  Prerequisites: Dodge, Mobility, base attack bonus +6. 
  Benefit: The Elusive Target feat enables the use of three tactical maneuvers. 
  Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If 
  that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
  Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers 
  to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you 
  and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is 
  considered flat-footed. If the designated attacker is making a full attack against you, its second and subsequent attacks 
  function normally. 
  Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a 
  threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a 
  chance to trip you if your attempt fails. 
   
  Improved Rapid Shot [General] (Source: Complete Warrior, page 101) 
  You are an expert at firing weapons with exceptional speed. 
  Prerequisites: Manyshot, Point Blank Shot, Rapid Shot. 
  Benefits: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls. 
  Special: A fighter may select Improved Rapid Shot as one of his fighter bonus feats. 
   
  Power Critical [General] (Source: Complete Warrior, page 103) 
  Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts. 
  Prerequisites: Weapon focus with weapon, base attack bonus +4. 
  Benefits: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. 
  Special: A fighter may select Power Critical as one of his fighter bonus feats. You can gain the Power Critical 
  multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with 
  the same weapon, the effects of the feats stack. 
   
  Ranged Spell Specialization [General] (Source: Complete Arcane, page 82) 
  You deal more damage with ranged touch attack spells. 
  Prerequisites Weapon Focus (ranged spell), caster level 4th. 
  Benefit: Damage-dealing spells that require a ranged touch attack roll gain a +2 bonus on the damage they deal. 
  This extra damage applies only to the first successful attack of spells that create multiple rays or missiles, or to the first 
  round of damage for spells that deal damage over multiple rounds on a single successful attack (such as Melf’s acid arrow). 
  Because you must be able to strike precisely, the extra damage applies only to targets within 30 feet. Only spells that 
  deal hit point damage can be affected by this feat. 
   
  Sudden Maximize [Metamagic] (Source: Complete Arcane, page 83) 
  You can cast a spell to maximum effect without special preparation. 
  
   
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  Prerequisites: Any metamagic feat. 
  Benefit: Once per day, you can apply the effect of the Maximize Spell feat to any spell you can cast without 
  increasing the level of the spell or specially preparing it ahead of time. You can still use Maximize Spell normally if you 
  have it. 
  NEW SPELLS 
  Caltrops (Source: Spell Compendium, page 42.) 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: See text 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A caltrops spell covers on 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area 
  covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make 
  one attack roll (+0 melee) against the creature. For this attack, the target shield and deflection bonuses do not count, nor 
  does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class 
  (which does not count). If the caltrops succeed on the attack, the creature has stepped on one. 
   
  A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed 
  is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully 
  treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature 
  must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a 
  bed of caltrops with no trouble. 
   
  The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range 
  given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire 
  giant wearing thick, massive boots might be immune to their attacks. 
   
  For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops’ 
  attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th 
  level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). 
   
  Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect. 
   
  Electric Jolt (Source: Spell Compendium, page 78.) 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  
   
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  You release a small stroke of electrical energy. You must succeed on a ranged touch attack with the ray to strike 
  a target. The spell deals 1d3 points of electricity damage. 
   
  Fireburst (Source: Spell Compendium, page 93.) 
  Evocation [Fire] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Effect: Burst of fire extending 10 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of you.  All 
  creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points 
  of fire damage per caster level (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
   
  Inspirational Boost (Source: Spell Compendium, page 124.) 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text 
   
   
  While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1. 
   
  The effect lasts until your inspire courage effect ends. If you don’t begin to use your inspire courage ability 
  before the beginning of your next turn, the spell’s effect ends. 
   
  Persistent Blade (Source: Spell Compendium, page 154.) 
  Evocation [Force] 
  Level: Sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One dagger made of force 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  You bring into being a tiny blade of force. The blade flies at a speed of 40 feet (perfect) and attacks any target 
  within its range, as you desire, starting in the round when you cast the spell. The blade attacks on your turn once each 
  round, striking with an attack bonus equal to your base attack bonus +1/2 your Cha modifier or Int modifier (for 
  sorcerers and wizards, respectively) and deals 1d4 points of damage, with a critical threat range of 19-20. If an ally also 
  attacks the creature, the blade moves on your turn to flank the target. As a force effect, it can strike ethereal and 
  incorporeal creatures. The blade cannot be attacked. 
   
  Each round after the first, you can use a standard action to switch the blade to a new target; otherwise, it 
  continues to attack the same target. If an attacked creature has spell, resistance, the resistance is checked the first time 
  the persistent blade strikes. If the blade is successfully resisted, the spell is dispelled. If not, the blade has its normal full 
  effect on that creature for the duration of the spell. 
   
  Focus: A silvered dagger. 
   
  Ray of Flame (Source: Spell Compendium, page 167.) 
  Evocation [Flame] 
  Level: Sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful, the ray 
  deals 1d6 points of fire damage per two caster levels (maximum 5d6). The target must also make a Reflex save or catch 
  fire, taking 1d6 points of fire damage each round until the flames are put out (requiring a DC 15 Reflex save; see 
  Catching on Fire, DMG 303). 
   
  Focus: A small, polished glass lens. 
   
  Reciprocal Gyre (Source: Spell Compendium, page 170.) 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see text 
  Spell Resistance: No 
   
  The subject takes 1d12 points of damage per functioning spell or spell-like ability currently affecting it 
  (maximum 25d12). In addition, any creature so affected that fails its Will save must then succeed on a Fortitude save or 
  be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal 
  gyre, so spells that affect an area can’t be used to deal reciprocal damage to creatures within their area.  Likewise, 
  persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can 
  be. 
  
   
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  Material Component: A tiny closed loop of copper wire. 
   
  Unluck (Source: Spell Compendium, page 227.) 
  Divination 
  Level: Bard 3, sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  When you cast this spell, you negatively influence the randomness of fortune for the target. Whenever the 
  affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the 
  creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worst result 
  applied. 
   
  A creature carrying a stone of good luck is immune to the effects of unluck. 
   
  Material Component: A piece of a broken mirror. 
  NEW ITEMS 
  Death Ward Enhancement (Source: Complete Arcane, page 142.) 
  Once per day, someone wearing armor enhanced by this special ability who is struck with a death effect (death 
  spells, magical death effects, energy drain, and any negative energy effects such as those from inflict spells or chill touch 
  can ignore the effect. 
  Moderate necromancy; CL 7th; Craft Magic Arms and Armor, death ward; Price +1 bonus. 
   
  Exit Wound Enhancement (Source: Complete Warrior, page 134.) 
  Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect 
  deals an extra 1d6 points of damage. The weapon or projectile continues in a straight line beyond the original target. 
  Targets in the path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus 
  to AC for each previous target in the path. When as exit wound weapon or projectile hits an object, it stops. The exit 
  wound ability can be applied to any ranged weapon; projectile weapons so enhanced bestow the ability on their 
  ammunition. 
   
  Moderate transmutation; CL 8th; Craft Magic Arms and Armor; Melf’s acid arrow; Price +2 bonus. 
   
   
  
   
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  DM AID: MAP #1 – SILTMOURNE ENVIRONS 
   
   
  DM AID: MAP #2 – GREAT HALL 
  
   
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  DM AID: MAP #3 – KEEP FIRST FLOOR 
  
   
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  DM AID: MAP #4 – KEEP SUB-FLOOR 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  DM AID: MAP #5 – KEEP SECOND FLOOR 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  DM AID: MAP #6 – KEEP THIRD FLOOR 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  DM AID: MAP #7 – KEEP FOURTH, FIFTH, & SIXTH FLOORS 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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   PLAYER HANDOUT 1 – BRIGAND ATTACKS 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  PLAYER HANDOUT 2 – DIARY OF AN ESTRANGED LORD 
  You have found a diary hidden within the lord’s sanctum. The latest entry seems to be of particular interest: 
   
  Waterday, 5 Patchwall 595 CY  
   
  To whomever might read this; 
   
  It has been a long time since I have written here. I suspect it may be the last time. 
  I know I am supposed to be strong – the leader of these stalwart men. I am 
  supposed to stand tall at their head, and lead them to victory. Through many wars 
  and battles I have done just that. 
  But this time… this time I am scared. I know that our defeat is inevitable. How 
  am I to keep up the appearance of victory, when I know that our loss will come? I do 
  not think the men could mistake it, either. I am sure their doom is plainly visible to 
  them, as well. 
  We have been besieged for three days. Within moments, we will be ready to flee this 
  place. It is futile; certainly, the necromancer will be watching all roads from this 
  place. 
  I know we should stay; that all advantage will be lost if we flee. But with fate 
  barreling down upon us… how can I order my men to stand their ground in clear 
  conscience? Even the slightest chance of survival seems to be the best option. 
  And so, I write this… in hopes that you, dear reader… my judge and jury, will 
  sympathize… and condemn my actions less as a result. 
   
  May the Archpaladin have mercy on my soul. 
  
   
  BIS6-05 The Unauthorized Biography of Lady Constance Lendel  
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  PLAYER HANDOUT 3 – OMINOUS MISSIVE 
  This note was found on the body of the brigand leader: 
   
  Master Sergeant Tannan− 
   
  You will gather three of our most competent sergeants. We have selected the 
  following men as likely candidates, based on their past performance, adaptability, 
  and relative anonymity: 
   
  Sergeant Ahns 
  Sergeant Magden 
  Sergeant Belmont 
   
  With their aid, you will select Free Company agents of like qualifications; no 
  more than absolutely necessary. 
  Once equipped, you will mobilize to the abandoned fortress Siltmourne in the 
  Barony of Kynneret. Once situated, you will commence bandit−style attacks upon 
  merchant traffic bearing the colors of House Lendel. 
  Your objective is information about the Baroness' motives and actions, as well 
  as drawing attention to her ministrations. It is imperative that this information be 
  obtained with all discretion. 
  Godspeed, and good luck, 
   
  C. 
  B. F. C.   
  
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