TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  BDK4-05 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Torrock’s Legacy 
   
  A One Round D&D LIVING GREYHAWK
  ®
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
  by Jimmy B. Ellis 
  & 
  Patrick Brown 
  Reviewed by Chris Tulach 
   
   
   
  A person’s actions in life create a ripple effect that can continue to spread well beyond that person’s lifespan.  Torrock is 
  dead.  Will Torrock’s legacy continue to spread death and destruction even after his death, or can a few determined 
  heroes create a better ending?  An adventure for characters level 1-13. Part three of the Bluff Hills Silver series. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  BDK04-06 Torrock’s Legacy 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  # 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 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. 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 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. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLs are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  BDK04-06 Torrock’s Legacy 
   
  Page 3 
  
   
  Adventure Background 
  This adventure takes place in and around the Bluff Hills 
  and Fellands region of the Bandit Kingdoms.  In recent 
  years a powerful ogre, Torrock, united tribes of ogres, 
  orcs, and hill giants to terrorize all within the region.  
  The governor of Groucester, Xavendra, assigned Major 
  Blain the task of running Torrock and his forces to 
  ground and eliminating him as a threat.  The Major, 
  utilizing groups of local adventurers, was able to first 
  locate Torrock’s main base of operations and then later 
  attack this base. While the Major’s main force engaged 
  the ogre’s forces in a frontal attack, a group of 
  adventurers was able to sneak in from the rear and kill 
  Torrock.  With the death of their leader, Torrock’s 
  remaining forces fled.  
   
  However, the Major’s victory was marred by several 
  developments.  While infiltrating Torrock’s camp, the 
  adventurers discovered a chest containing documents 
  linking Xavendra to Torrock.  According to these 
  documents, Torrock was an agent of Xavendra’s that had 
  rebelled and turned against her.  The documents made 
  their way into the hands of agents working for Fort 
  Hendricks, who sent copies to Cranzer, Graf Tadurinal, 
  and other Iuzian governors that do not wish Xavendra 
  well.  
   
  Secondly, in addition to defeating Torrock’s forces, 
  Major Blain was given the task of securing the Perdition 
  Silver Mines and turning them over to Xavendra.  The 
  Major assigned several clerics of Iuz the task of leading 
  his remaining forces to secure the mine.  Upon their 
  arrival, the clerics discovered adventurers leaving the 
  mine.  Ignoring what they knew would be the Major’s 
  wishes; the clerics ordered the soldiers to capture the 
  adventurers.  However, the timely arrival of forces from 
  Fort Hendricks saved the adventurers and routed 
  Xavendra’s forces. 
   
  Major Blain at Little Hills Fort was left with a small 
  handful of troops, no silver mine, and Xavendra’s secret 
  link to Torrock made common knowledge amongst her 
  enemies.  To make matters worse for the charismatic 
  Major his efforts to defend the people of the Bluff Hills 
  area from Torrock has made him something of a folk hero 
  among the local people. 
   
  While Xavendra publicly praised the Major’s 
  “glorious victory,” privately, she is less than pleased.  
  Those who fail to please Xavendra tend to have a short, 
  unpleasant life.  The Major has not been sleeping well 
  lately. 
   
  Being an intelligent man, the Major has been 
  tempted to disappear into the hills himself, except for a 
  secret hold Xavendra has over him; in a secret villa to the 
  north of Groucester, the Major’s wife and two daughters 
  are guests of Lady Xavendra.  The Major’s family is 
  treated well and even pampered.  However, their 
  continued good treatment is dependent upon the Major’s 
  loyalty and his continued success in Xavendra’s service. 
   
  In Torrock’s Lair, adventurers unsuccessfully attempted 
  to capture a spy nicknamed Blackjack.  Blackjack was 
  spying out communities and caravans in the area and 
  providing Torrock with information to use in his attacks. 
   Major Blain is still interested in the capture of Blackjack 
  so that he can interrogate the spy before sending him on 
  his way to the afterlife. 
   
  The Major is not aware of the fact that Blackjack is a 
  double agent.  Currently, Blackjack is working for Graf 
  Tadurinal, but is not above taking money from anyone 
  else who is willing to pay his rather steep rates.  His 
  primary and ongoing work for Graf Tadurinal is to spy on 
  Xavendra and undermine her in any way he can.  His 
  work with Torrock was part of his efforts in this area.   
   
  Blackjack is still in the area and is still up to his old 
  tricks.  He has recently found information and 
  documents that prove that Xavendra is planning on 
  declaring her little area of the Bandit Kingdoms an 
  independent kingdom.  He has hidden this information 
  in a secure location and plans on retrieving it later. 
   
  Feeling rather smug about his accomplishments, 
  Blackjack is celebrating at the Red Stag Inn, which is 
  situated on the outskirts of Groucester.  It is here that the 
  adventurers encounter him and begin their adventure. 
   
  Note for DM’s: 
   
  This adventure takes place in Groucester, the 
  regional capital of the Bluff Hills.  Ruled by Xavendra, 
  the city has taken on many of her traits during her rule of 
  the city; the nobility is decadent and there is little 
  tolerance for the humanoids (such as orcs or goblins) that 
  are frequently used as guards in other parts of the Bandit 
  Kingdoms.  Control of the city is kept with a silk glove 
  wrapped around an iron gauntlet; during the day the 
  people are free to live safe and content, so long as they 
  abide by her laws.  During the night, however, the 
  common folk know to bar their doors and windows as the 
  enforcers of Xavendra move through the streets. 
   
  Adventure Summary  
  Encounter One:  At an inn on the outskirts of 
  Groucester, the party encounters Celestia, a high priced 
  courtesan, who has been roughed up by a drunken 
  Blackjack.  She convinces the party to capture Blackjack 
  and turn him over to Major Blain, who wants Blackjack 
  for questioning. 
   
  BDK04-06 Torrock’s Legacy 
   
  Page 4 
  
  Encounter Two: The party takes the captured Blackjack 
  to Little Hills Fort and delivers him to Major Blain.  The 
  Major questions Blackjack and learns of a packet of 
  information Blackjack has hidden in the inn back in 
  Groucester, the information revealing Xavendra’s plans 
  to form her own kingdom.  He learns from Blackjack the 
  secret location of the villa where his family members are 
  held as pampered hostages to his good behavior and of 
  Xavendra’s plans to give one of his daughters to a half-
  fiend as wife to express her displeasure with the Major.  
  The Major ask the party to retrieve the packet and rescue 
  his family.  
   
  Encounter Three: The characters return to the Red Stag 
  Inn to recover the packet.  They discover that the inn is 
  too busy to sneak in and recover the packet during the 
  day; they must sneak in and recover the packet after dark. 
   Xavendra has discovered that some of her documents are 
  missing.  Using magic she has divined that they are 
  hidden outside of the Red Stag Inn.  She has dispatched a 
  cleric, Viola, to discover the exact location of the 
  information, intercept anyone trying to recover it, and 
  recover the stolen documents.  When the party exits the 
  stables, they discover Viola waiting for them. 
   
  Encounter Four: The party overcomes or sneaks past 
  guardians of the villa.  They meet with Dalia, Major 
  Blain’s wife, present proof that they are from the Major 
  and explain why they are there.  Tianna, the Major’s 
  sixteen-year-old daughter doesn’t want to leave.  She has 
  enjoyed the pampered life style she has led at the villa 
  and she has been conned by Xavendra and Provarian (a 
  half-fiend ranger and her fiancée).  She believes that 
  Provarian is a poor, misunderstood soul persecuted 
  because of his looks and because his father happened to 
  be a demon.  She believes that Provarian loves her and 
  that she loves him.  In spite of anything the characters 
  and her mother say, Tianna resists leaving with the party. 
   If she is forced to leave, she does everything she can to 
  ensure that Provarian can track her. 
   
  Encounter Five: Provarian tracks down the party.  
  Tianna runs to him, throwing herself into his arms.  
  Provarian pulls a weapon and threatens to kill her if the 
  party doesn’t surrender and turn the rest of Major Blain’s 
  family over to him. 
   
  Conclusion: The party arrives at the drop off point and 
  successfully delivers the Major’s family and the packet of 
  information.  The Major and his family disappear. 
    
  Introduction 
  Your adventures have brought you to Groucester, 
  Xavendra’s capi al in the northern region of the 
  Bandi  Kingdoms.  Conspicuous by their absence are 
  the humanoid troops present in most of the Bandit 
  Kingdoms.  While this initially seemed a good sign, 
  you soon 
  earned that the human soldiers that 
  Xavendra uses in their stead can be every bit as cruel 
  and capricious as their monstrous counterparts. 
  t
  t
  l
  i
  i
   
   
   
  While the inhabitants of Groucester seem well 
  fed, you can’t help but notice the furtive glances they 
  seem to frequently cast over their shoulders and 
  towards the gubernatorial mansion on the hill to the 
  north of town. Stringing strands of garl c from 
  windows and doorways seems to be a popular fad and 
  as soon as the sun sets the shutters and doors of most 
  homes and businesses are closed and bolted shut. 
   
  As the sun sets, you retire to the Red Stag Inn.  
  This inn is apparently popular and prosperous, even 
  though 
  it 
  l es 
  near 
  the 
  outskirts 
  of 
  town.  
  Approaching the open front door, you can hear the 
  cheerful sound of singing, accompanied by the sweet 
  sound of a lute and the accompaniment of several 
  clattering mugs and forks.  Some people are dancing 
  in an open area in the center of the commons.  
  Shouldering your way through the crowd you can see 
  that several card, dice, and dart games are going on. 
  The open front door and windows of the inn let in a 
  cooling breeze and keep the crowded confines of the 
  common from becoming too stuffy. 
   
  A short stout man with red hair approaches you, 
  “Welcome to the Red Stag Inn, I’m Jebidiah, how can 
  I help you this fine evening?” 
   
  Jebidiah is the proprietor of the inn.  If the characters 
  want a room he’ll inform them that a room cost 1 gp per 
  night.  He currently has only two rooms available but 
  that if they want to share rooms they can do so.  If the 
  characters want a table, Jebidiah well inform them that 
  they’ll have to wait until a table opens up, but they’re free 
  to sit at the bar, join in the dancing, or join one of the 
  gaming tables while they wait. 
   
  Have each character make a Spot check. Characters that 
  make a DC 15 roll noticed a strange brand on the lentil of 
  the front door as they entered the inn.  Making a DC 20 
  roll indicates that the characters noticed the same brand 
  on the inn’s windowsills.   
   
  If characters ask questions about these brands, most 
  people refuse to discuss them.  Some might state that 
  they’ve never noticed them before.  A successful Sense 
  Motive roll (DC 15) indicates that they are uncomfortable 
  discussing this topic.  If a character continues to press, a 
  BDK04-06 Torrock’s Legacy 
   
  Page 5 
  
  Diplomacy roll (DC 20) gets an NPC to state that the 
  brand indicates that this is a safe haven.  If pressed 
  further, they excuse themselves and move away. 
   
  If the characters ask the proprietor, Jebidiah, he will 
  respond that the brand indicates that he has paid the 
  optional safe haven tax.  He’ll jovially hug the character 
  about the shoulder, “Don’t worry my friend, as long as 
  you sleep here, you’ll be safe from any nocturnal 
  visitors.” 
   
  Give the characters a chance to roll dice, play cards, or 
  dance, as there are willing partners of both genders 
  available.   
   
  At APLs 2 and 4, characters notice some soldiers in 
  uniform dancing or gaming.  If asked, the soldiers reply 
  that they’re on leave from Little Hills Fort. 
   
  If any of the PCs has renown from playing either of 
  the Torrock scenarios and they are not disguised, 
  someone in the group recognizes them.  If they played 
  Torrock’s Lair the response will be, “Hey everybody, it’s 
  the hero of Little Hills Fort.”  If the character has 
  renown as the person who killed Torrock, the response 
  is, “Wow, you’re that guy who killed Torrock.”  Offers 
  to dance or join in dice, card, arm wrestling, and dart 
  games are specifically extended towards this character.  If 
  none of the characters in the group played either of the 
  Torrock adventures, have someone approach the group 
  and make a big deal about some other adventure that one 
  of the characters has participated in. 
   
  Have characters make a Spot check (DC 15; If no one 
  makes the roll have the character with the highest roll 
  succeed anyway) to notice a drunken man in black being 
  helped up the stairs to his room by a pretty young 
  woman.  Characters who played Torrock’s Lair feel that 
  something about the man looks familiar but are not be 
  able to figure out why.  The drunken man is Blackjack.  It 
  might be the case that the PCs immediately wants to go 
  to investigate the drunken man.  If the PCs make their 
  way to the stairs, have the bartender yell at them and tell 
  them that they need to get a room before they have access 
  to the upstairs.  By paying the right people, they can find 
  out what room the drunken man is staying in and 
  proceed from there.  However, make sure that they are 
  aware that there is lots of movement up and down the 
  stairs and in the main hallway outside the rooms.  Both 
  rooms adjacent to Blackjack’s are already taken, although 
  the PCs might be able to break into the room from the 
  outside. 
   
  Eventually, things wind down and the characters 
  should head up to their rooms for the night. 
   
  Note: It is possible that wily PCs mess up the best laid 
  plans.  The tavern environment allows for lots of room 
  for roleplay and sneakiness.  It may be that the PCs come 
  up with a plan to go about their business on their own 
  without waiting the night out.  If this is the case, use your 
  skills as a GM to your best ability and use the stat-blocks 
  within as guidelines for what may happen.  The direst 
  peril, of course, would lie with low-level parties capturing 
  Blackjack on their own and he manages to come to 
  consciousness (as Blackjack is an untiered encounter).  
  The best advice is to be creative with the NPCs that are 
  detailed within. 
   
  Encounter One: 
  To Catch a Thief  
  Allow the characters to state if they are setting up 
  watches or are taking any other special measures before 
  going to sleep for the night.  Around two in the morning 
  there is a knock on the door of one of the characters’ 
  rooms.  Read the following. 
   
  Sometime n the middle of the night someone knocks 
  softly on the door of your room.  “P ease”, whispers a 
  frightened female voice, “I need your help.  Can I 
  come in, please?”  
  i
  l
  f
   
  Peering out the door you see a young woman in 
  scant, torn undergarments standing outside your 
  door.  She would be pretty but the cut lip, bloody 
  nose, and livid bruise on the left side o  her face 
  detract from her charm.  Casting a furtive glance over 
  her shoulder, she darts into your room.  “Close the 
  door,” she hisses. 
   
  This woman is Celestia.  She is a high classed (and 
  expensive) courtesan, though there is no reason the 
  characters should need to know this.  She is the woman 
  the characters noticed helping the drunken man in black 
  (Blackjack) up the stairs earlier in the evening.  The 
  characters that spotted her will remember seeing her.  
  Blackjack hired her for the evening and things would 
  have gone uneventfully except Blackjack is a mean 
  drunk.  When Celestia asked for her pay, he refused to 
  pay, beat her, and tossed her out of his room.  Blackjack 
  then locked the door and collapsed onto his bed. 
   
  However, Celestia knows who Blackjack is and she 
  knows that he is wanted by Major Blain.  On her way 
  through the common room earlier in the evening, she 
  noticed the adventurers.  If one of the characters played 
  one of the Torrock adventures, she recognized that 
  character and realized that they were connected to the 
  Major.  Otherwise, she simply recognized them as 
  adventurers.  Celestia has decided to utilize the 
  characters to help her get revenge against Blackjack.   
   
  She asked Jebidiah, a friend of hers, in which room 
  the characters were staying.  She then removed her nice 
  BDK04-06 Torrock’s Legacy 
   
  Page 6 
  
  dress, tore her undergarments in strategic places, and 
  went to the characters’ rooms.  Read the following: 
   
  Once the door is closed, the woman moves to a bed 
  and, sitting on the edge, begins sobbing hysterically. 
   
  DM Note:  DMs need to be mindful of who is playing.  If 
  you have younger players, tone down Celestia’s narrative. 
   
  Hopefully, one of the characters attempts to comfort 
  Celestia.  Have them roll a Diplomacy roll (DC 10).  On a 
  successful roll, Celestia “calms down”.  If no one 
  “successfully” comforts her, she eventually calms down 
  on her own.  Celestia is not truly distraught; she is angry 
  but feels that she can more readily win the characters’ aid 
  by acting the damsel in distress.  In her interactions with 
  the PCs Celestia has a +12 Bluff modifier and a +10 Sense 
  Motive modifier.  She is very canny and adjusts her 
  approach depending upon the characters’ reactions and 
  motivations.  If asked, Celestia tells characters her name.  
  Once Celestia has calmed down, she relates, in between 
  occasional sobs, the following: 
   
  “Earlier this evening, this man who calls himself 
  Blackjack asked me out on a date.  We had fun and all, 
  but he had a bit too much to drink so I helped him up 
  to his room.  Once we were there, he grabbed me and 
  dragged me into his room.”  At this point she begins 
  sobbing once again.  After several minutes she calms 
  down enough to continue. 
   
  “I’m sorry,” she stammers, “I must seem like a 
  complete twit.”  Give characters a chance to react and 
  then continue.  “Anyway, once he had me in his room 
  he hit me again and again. I thought he was going to 
  kill me, but then he … he…”  She pauses for a 
  moment, her eyes tearing up for a moment before her 
  expression steels to cold anger.  “I showed him that I 
  wasn’t quite as helpless as he thought.” 
   
   
   
  ti
  “My Da, when I was younger, showed me a thing 
  or two about defending myself.  I kneed him and 
  scratched his face.  I was trying for his eyes.  While he 
  was losing his dinner, I escaped. 
   
  I remembered seeing you in the common room 
  earlier when I was helping Blackjack up to his room. 
  I knew right away that you were heroes and all, so I 
  figured you might be able to help me.”  At this point a 
  cold angry look enters her eyes, “No one treats 
  Celestia like he did and gets away with it." 
   
  You see, over at Little Hills Fort, there’s this 
  fellow, Major Blain.  He really badly wants to get his 
  hands on Blackjack and ask him a few questions.  I 
  figure if you were to capture Blackjack and turn him 
  over to the Major, then he wouldn’t be in a posi on to 
  hurt a woman again for a very long time.  ‘Sides, I’m 
  sure the Major would be willing to pay a few gold to 
  get his hands on Blackjack.  What do you say?” 
   
  If the characters agree to help Celestia, she provides them 
  with information to plan the capture of Blackjack, 
  including the layout of the Inn and which room is 
  Blackjack’s.  Be sure to emphasize that they need to 
  capture, not kill, Blackjack.  The reward for the capture of 
  Blackjack is 100 gp per APL. 
   
  APL 2 (EL 3) 
  � Warhorse, Heavy: hp 35, Monster Manual p. 273. 
  � Inebriated Blackjack w/ Broken Leg: Male human 
  Ftr2/Rog8. hp 49 (currently at 24 from 10 points of lethal 
  and 14 points of nonlethal damage); see Appendix I. 
   
  At APL 2, Celestia has already alerted the city militia as to 
  Blackjack’s presence.  She asks the PC’s to make sure that 
  Blackjack cannot get to his horse and escape if the militia 
  is unable to stop him.  She suggests that the PC’s consult 
  the soldiers downstairs before they act.   
   
  The soldiers tell the characters that Blackjack is a 
  wily character that has already eluded capture on several 
  occasions.  They insist on capturing Blackjack 
  themselves, but ask the characters to help prevent 
  Blackjack from getting away by moving his horse from in 
  front of the Inn. 
   
  Blackjack’s horse is a well-trained heavy warhorse, 
  which does not respond well to anyone but Blackjack.  It 
  attacks the characters if they try to move it.  Blackjack has 
  magical tack, a bridle of ease that allows him to leave his 
  mount saddled and ready to ride without any ill effects 
  on the horse. 
   
  Four rounds after the characters begin their 
  approach on the horse, from the windows above they 
  hear:   
   
  “Hey! He’s getting away, stop him!”  There is a sharp 
  thud and a body lands in the dirt at your feet.  His 
  right leg is bent back at an impossible angle.  “Oaf,” 
  says a man dressed only in his underwear and 
  carrying a longsword.  He peers up at you through 
  bloodshot eyes, “Hey, whash you doin wish my … ah 
  … wish my horsh,” he slurs.  He tries to stand up and 
  looks puzzled when his leg won’t work.  What do you 
  do? 
   
  APL 4 (EL 5) 
  � Warhorse, Heavy: hp 35, Monster Manual p. 273. 
  � Inebriated Blackjack: Male human Ftr2/Rog8; hp 49 
  (currently at 24 from 25 points of nonlethal damage); see 
  Appendix I. 
   
  BDK04-06 Torrock’s Legacy 
   
  Page 7 
  
  At APL 4, Celestia tells the characters that there are some 
  soldiers from Little Hills Fort in a room down the hall 
  and insists that the party consult with them on how to 
  catch Blackjack.   
   
  The soldiers tell the characters that Blackjack is a 
  wily character that has already eluded capture on several 
  occasions.  They insist on capturing Blackjack 
  themselves, but ask the characters to help prevent 
  Blackjack from getting away by moving his horse from in 
  front of the Inn.  Blackjack’s horse is a well-trained 
  heavy warhorse, which does not respond well to anyone 
  but Blackjack.  It attacks the characters if they try to 
  move it.  Blackjack has magical tack, a bridle of ease that 
  allows him to leave his mount saddled and ready to ride 
  without any ill effects on the horse. 
   
  Two rounds after the characters began their 
  approach on the horse, from the windows above the 
  characters hear:   
   
  “Hey! He’s getting away, stop him!”  Suddenly a man 
  dressed only in underwear and carrying a long sword 
  land in front of you.  Although he landed wel , he 
  sways for a second and falls on his butt.  “Oaf,” says 
  the man.  He peers up at you through bloodshot eyes, 
  “Hey, whash you doin wish my … ah … wish my 
  horsh,” he slurs.  What do you do? 
  l
   
  APL 6 (EL 7) 
  � Drunk Blackjack: Male human Ftr2/Rog8; hp 49 
  (currently at 35 from nonlethal damage); see Appendix I. 
   
  At APL’s 6 and up the characters are on their own and 
  able to catch Blackjack asleep and drunk.  The lock on his 
  door is of good quality (DC 20).  Any attempt to pick the 
  lock allows Blackjack a Listen check (DC 10) to awaken 
  from his sleep.  Forcing the door (by attempting to break 
  it down or by destroying it) allows a DC 5 Listen check.  
  Once awake, Blackjack’s first action is to grab his sword. 
   
  APL 8 (EL 10) 
  � Blackjack: Male human Ftr2/Rog8; hp 49, see 
  Appendix I. 
  � Quasit: hp 13; see Monster Manual p. 46. 
  � Warhorse, Heavy: hp 35; see Monster Manual p. 273. 
   
  At APL 8, an invisible quasit accompanies Blackjack.  The 
  imp has followed Celestia from Blackjack’s room and 
  returned to warn him.  Warned, Blackjack has used a 
  potion of neutralize poison to sober up and is equipped 
  and ready for trouble.  If the battle goes badly he attempts 
  to leap through the window of his room and escape on 
  his horse waiting below. 
   
  APL 10 (EL 12) 
  � Blackjack: Male human Ftr2/Rog8; hp 49; see 
  Appendix I. 
  � Vrocks (2): hp 115 each; see Monster Manual p. 56. 
  � Warhorse, Heavy: hp 35; see Monster Manual p. 48. 
   
  At APL 10, there are messengers from Graf Tadurinal 
  waiting for Blackjack in his room.  The Vrocks teleport 
  into the room shortly after Celestia leaves to get the 
  party.  The Vrocks have come to apprise him of his 
  imminent danger and assist Blackjack in defeating the 
  party.  Blackjack uses a potion of neutralize poison to 
  sober up. If the battle goes badly Blackjack attempts to 
  leap through the window of his room and escape on his 
  horse waiting below. 
   
  APL 12 (EL 14) 
  � Blackjack: Male human Ftr2/Rog8; hp 49; see 
  Appendix I. 
  � Hezrou (2): hp 138 each; see Monster Manual p. 44. 
  � Warhorse, Heavy: hp 35; see Monster Manual p. 273. 
   
  At APL 12, there are messengers from Graf Tadurinal 
  waiting for Blackjack in his room.  The Hezrou teleport 
  into the room shortly after Celestia leaves to get the 
  party.  The Hezrou have come to apprise him of his 
  imminent danger and assist Blackjack in defeating the 
  party.  Blackjack uses a potion of neutralize poison to 
  sober up. If the battle goes badly Blackjack attempts to 
  leap through the window of his room and escape on his 
  horse waiting below. 
   
  Once Blackjack is captured he is uncooperative and 
  sullen.  He attempts to escape any chance he gets.  The 
  characters need to get him to Little Hills Fort (see DM 
  Map I), a three-day trip on foot or a two-day trip on 
  horseback.  The trip is uneventful except for escape 
  attempts by Blackjack.  Assuming the characters have 
  removed all of Blackjack’s equipment, he has an Escape 
  Artist skill of +11.  
   
  If the characters kill rather than capture Blackjack 
  the adventure probably ends here (there is no reward for 
  killing Blackjack, only one for his capture).  However, if 
  they have a speak with dead spell they may be able to get 
  Blackjack to tell them of the packet hidden in the stable.  
  Higher level parties have other options open to them to 
  get Blackjack alive again, such as favors or by being able 
  to cast raise dead or some such spell themselves.  
  Blackjack, being truly evil and greedy, never resists a 
  raise dead attempt, being cocky enough to believe that he 
  will be able to get himself out of the situation sooner or 
  later.  If the party is able to speak with the dead, go to 
  Encounter Three: The Package before ending the 
  BDK04-06 Torrock’s Legacy 
   
  Page 8 
  
  adventure.  As the party was not adept enough to capture 
  Blackjack alive, the Major does not trust them with the 
  mission of saving his family. 
   
  Returning Blackjack to Major Blain alive is what it takes 
  to get the bounty that has been put on the wily rogue’s 
  head.  The reward for Blackjack’s capture is 100 gp per 
  APL and can be collected from the Major directly.  If the 
  PC’s decide to pick up their reward, proceed to 
  Encounter Two: Little Hills Fort.  If the PC’s instead 
  decide to turn Blackjack over to somebody else (such as a 
  metaorg) many ware happy to have Blackjack and will 
  match Major Blaine’s reward.  They then interrogate the 
  scoundrel and turn up the information about the 
  package.  The PC’s can then choose to go to Encounter 
  Three: The Package. 
   
  Encounter Two: 
  Little Hills Fort 
  At the end of the trip read the following: 
   
  Coming over a rise you finally spot Little Hills Fort, a 
  small fort with wooden palisades.  Sentries at the 
  corner towers of the fort spot you and signal your 
  arriva  with a short blast from a horn.  The front gate 
  stands open and as you ride closer a sentries yells out 
  ask ng “what business have you at the Little Hills 
  Fort?”
   
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  Assuming the party informs the sentry that they have a 
  prisoner or need to talk with Major Blain or some other 
  similar conversation they’ll be directed to wait in the 
  courtyard while the sentry goes to inform the Major of 
  their arrival.  Read the following: 
   
  Directing you to wait in the courtyard, the sentry 
  enters the main office, presumably to get the Major. 
  Looking around you note that, unl ke many 
  compounds o  Iuzian forces, Little Hills Fort is clean
  wel  ordered, and in good repair.  You also note that 
  there are very few troops about.  Indeed, the fort 
  seems to be manned with the bare minimum needed. 
  The civilians living within the fort seem content and 
  in good spirits.  Some o  them even nod to you as they 
  go about their business. 
  A short while later the Major steps out.  Standing 
  just over six feet tall, Major Blain is a powerful 
  looking man with a commanding presence.  Dressed 
  in full p ate crafted of a silvery metal, he has black 
  hair and piercing green eyes – and right now those 
  eyes are scrutinizing you and your prisoner.  “What 
  have we here?” he drawls. 
   
  If the characters have influence with the Major he greets 
  them warmly and addresses them by name.  Otherwise 
  he treats them with a polite but aloof manner as they 
  explain why they are here.  Once he learns who their 
  prisoner is, read the following: 
   
  The Major’s intense gaze shifts to Blackjack.  He steps 
  up to Blackjack and looking him in the eye gives the 
  prisoner a cold, predatory smile.  “Welcome to Little 
  Hills.  I hold you personally responsible for the 
  deaths of hundreds of men under my command.  I 
  been waiting for far to long to have a chat with you.” 
   
  With an insolent sneer, Blackjack nonchalantly 
  replies, “Why, if it isn’t the great Major Blain.  
  Basking in the Pale Lady’s appreciation, are you?”   
   
  Have characters roll a Sense Motive check.  With a roll of 
  15 the character knows that Blackjack is taunting the 
  Major.  With a roll of 20 the character picks up that in 
  spite of the Major’s apparent success against Torrock that 
  Lady Xavendra is unhappy with Major Blain for some 
  reason.  Continue on. 
   
  With a snarl, the Major strikes Blackjack in the 
  stomach with his mailed fist.  Blackjack collapses to 
  the dirt, rolling into a small ball. 
  Turning to one of his men, the Major snarls, “Get 
  this peace of trash out of my sight.  Take him to the 
  stockade.  Tell the Sergeant to make him … 
  comfortable.  Next time I see him, I want him eager 
  to tel  me everything he knows.”
   
  Two of the Major’s men grab Blackjack by the 
  armpits and drag him off to the stockade.  The Major 
  watches Blackjack intently, his brow a furrow of 
  concentration as his steely eyes flash until the thug is 
  dragged out of sight.  Turning around, he seems 
  almost surprised to see you watching.   
   
  Taking a deep breath he regains his composure.  
  “Thank you for bringing him in.  I’m grateful and will 
  see that you a suitably rewarded for your efforts.  
  Come into my office and tell me how you managed to 
  capture him and anything he may have told you on 
  your journey here. 
  The Major leads you into his office and gives you 
  a small bag of gold. I know it’s not much but things 
  are tight here right now.  He invites you to take a seat 
  and tell you your tale. 
   
  Allow the characters to tell the tale in their own words.  
  If you have the time, discourage players from saying 
  something along the line of, “So we tell him what 
  happened.”  Have the Major ask any questions that seem 
  appropriate based on what the characters relate. 
  BDK04-06 Torrock’s Legacy 
   
  Page 9 
  
   
  At the meeting with Major Blain, he asks the PC’s to 
  turn over Blackjack’s possessions (as a test of trust).  If 
  they do not do so, they get Adventure access to the items 
  and gain gold for them, but  earn the Major’s disfavor and 
  will not be trusted to complete the remainder of the 
  adventure.  
   
  If the PC’s do turn over the items, Blain holds the 
  items for the heroes.  Following the rescue of his family, 
  he offers to sell them to the party in the future, turning 
  the access to Regional. 
   
  The major asks the character to stick around for 
  several days in case he needs to ask them anything 
  further.  If any of the characters have earned the Major’s 
  trust, i.e. they have influence with the Major and they 
  have not acted in a manner that is overly stupid or 
  chaotic, he privately asks them if they would like to be 
  present when he interrogates Blackjack. 
   
  If none of the characters have earned the Major’s 
  trust or if they turned down the invitation to be in on the 
  interrogation, they have two days to kick around the fort 
  before the Major invites them back to his office to talk 
  with them again.  If they’ve attempted to Gather 
  Information during this time they may find out the 
  following information: 
   
  On a roll of 15 
  � Major Blain is respected and feared by his men.  He 
  is fair and even handed but harsh with discipline. 
  � The Major is well liked and regarded as a hero by the 
  local populace. 
  � People are puzzled that the Major has not received 
  another promotion since he defeated Torrock’s 
  forces. 
  � The defending forces at Little Hills Fort are sparse 
  because many of them died in the attack on 
  Torrock’s forces and the Major has not received any 
  reinforcements since then. 
  On a roll of 20 
  � Sergeant Aramil, the Major’s right hand man 
  disappeared sometime after Torrock’s defeat. 
  � The Major was called to a personal meeting with 
  Lady Xavendra after Torrock’s defeat and since then 
  he has seemed worried and preoccupied. 
  � There are currently no clerics of Iuz in residence at 
  the fort.  
  � Following the attack on Torrock’s forces, the clerics 
  of Iuz at the fort led the remaining troopers in an 
  unsuccessful attempt to take the Perdition Silver 
  Mines. 
  On a roll of 25 
  � Someone found some papers that supposedly link 
  Torrock and Xavendra together in some sort of failed 
  attempt to gain control of the Perdition Mines. 
  � The forces that attacked the Perdition Mines were 
  driven off by a group of Bandits. 
  On a roll of 30 
  � One of the clerics of Iuz that led the attack on the 
  Perdition Mines survived the attack.  Supposedly he 
  was called into Major Blain’s office where there was 
  some yelling and shouting.  The cleric was never 
  seen coming out of the office. 
  � Xavendra feels that Major Blain is somehow 
  responsible for the failed attack on the Perdition 
  Mines and for the rumors linking her to Torrock. 
  � Xavendra feels threatened and jealous of Major 
  Blain’s popularity with the general populace. 
  On a roll of 35 
  � Major Blain has had several secret meetings with 
  groups from the Fellreev. 
   
  The Interrogation  
  If none of the characters was invited to attend the 
  interrogation of Blackjack, during the characters first 
  evening at Little Hills Fort have them make Spot checks 
  (DC 17) to notice Major Blain leaving his office and 
  going over to the stockade.   
   
  If the characters notice this, they can attempt to 
  sneak (Hide & Move Silently DC 11 on both rolls) over 
  to a window on the side of the stockade and Listen (DC 
  15) in on what’s going on inside.  If a character fails in 
  their Hide or Move Silently rolls a guard will investigate. 
   If they discover the character they escort them back to 
  their room and a guard will be stationed outside of their 
  room for the remainder of the night. 
   
  If none of the characters was invited to sit in on the 
  interrogation, nor snuck into a position where they can 
  overhear the interrogation, skip this part. 
   
  If a character attends the interrogation read the 
  following, allowing characters to interject and ask 
  questions of their own.  This means you, the DM, need to 
  be familiar with the text so you can modify it to give the 
  characters a chance to contribute and change it to take 
  into account what the characters say.  If player whose 
  characters are not present or listening in do not let them 
  contribute to the conversation, no ghost voices please.  If 
  characters are listening in from outside the window, they 
  can overhear the conversation, alter the boxed text 
  accordingly, taking out physical descriptions, but cannot 
  participate in any way. 
   
  Accompanying Major Blain, you enter the stockade.  
  The only current residents are Blackjack and a large 
  brutish jailer.  Blackjack is chained to the wall of his 
  cell with four manacles, one on each wrist and ankle. 
  He hangs there limply, glaring at you and the Major 
  with his right eye.  The left side of his face is bruised, 
  h s left eye swollen shut, and his lower lip is split 
   
  i
  BDK04-06 Torrock’s Legacy 
   
  Page 10 
  
  open.  Seeing him l ke this brings to mind Celestia, 
  standing outside your room back in Groucester.  The 
  old saying, “what goes around comes around” comes 
  to mind. 
  i
   
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  Major Blain turns to the jailor, “Evening 
  Sergeant, how’s our guest doing?  Is he in a talkative 
  mood?”
   
  “To be honest sir, he said he’d talk even fore I 
  started conv ncing him.  But me brudder, Athan, was 
  stationed at Little Hills back when Torrock snuck 
  attacked it.  I figured wit’out this bloke, Athan might 
  still be alive, so I convinced him a little more.   If you 
  know what I mean.”
   
  “That’s alright Sergeant no harm in being 
  thorough.”
  The Major turns to Blackjack, “Well Jack, what do 
  you have to say?” 
   
  Glaring at Major Blain, Blackjack raises his head 
  and spits a glob o  blood and saliva at the Major’s feet. 
   “I don’t know Blain, what you want ta know.” 
   
  With a yell the Sergeant moves forward and 
  backhands Blackjack across the mouth.  In a cold, 
  ruthless vo ce, with the conv ction of one who is 
  already responsib e for many deaths, the jai or snarls, 
  “Listen you, filthy worm, you address the Major with 
  respect or I’ll gut you like a fish.” 
   
  Major Blain lays a restraining hand on the 
  Sergeant’s arm, “Whoa Sergeant, its ok.  You hit him 
  anymore and I wont be able to understand what he 
  says.  Tell you what.  Why don’t you go take a walk, 
  cool off a bit and comeback when you’ve calmed a 
  bit.” 
   
  The Sergeant looks down a bit.  Glares at 
  Blackjack, looks at the Major, opens his mouth to 
  reply, stops, reconsiders, and with a brief nod turns 
  and walks to the door leaving the stockade. 
   
  If there are characters hidden outside the stockade, have 
  them roll their hide checks, as the sergeant walks by 
  them without noticing them. 
  Major Blain again addresses Blackjack, “You know, 
  Jack, that man,” he points towards the door the 
  sergeant just left through  “would dearly love to skin 
  you alive.  At this po nt I’m rather inclined to let h m. 
   
  Start talking.  If I find what you have to say 
  interesting, I’ll give you a swift painless death.  
  Otherwise your death will be a long time in coming, 
  very painful, and interrupted by occasional healings 
  so we can start the process all over again. 
   
  “Now, now Blain, let’s not get nasty,” drawls 
  Blackjack, “I happen to know you got lady problems. 
  For the right incentives, like my freedom, I can solve 
  those problems for you.  What I need to know is 
  which ladies are more important to you, Lady 
  Xavendra or Dal a, Tianna, and Lina?”
   
  You watch as Major Blain’s expression goes 
  through a series of changes.  Surprise, fear, anger, and 
  finally rage.  Stepping forward he grabs Blackjack by 
  the throat and slams his head up against the wall.  
  “What do you know about my family?  If you’ve 
  harmed them in anyway … I’ll make you regret it for 
  a long, long time.” 
   
  Blackjack’s mouth opens and closes and he tries 
  to speak but no words can make it past the hands 
  grasped tightly about his throat.  Realizing the 
  problem, the Major abruptly releases his hold on the 
  rogue’s windpipe. 
   
  After 
  several 
  moments 
  of 
  coughing 
  and 
  sputtering, Blackjack softly mutters, “Well I guess I 
  now know, which women are more important to you.”
   
   
   
  A deep growl rises in the Major’s throat and he 
  begins to step forward again.  “Wait,” squawks 
  Blackjack, “I haven’t hurt your precious family.  Last 
  time I saw them they were all doing well.” 
   
  “Where did you see them?” growls a barely 
  controlled Major. 
  “Why, at the Pale Ladies Hillside Villa, o  course. 
   I though you knew that.” 
  “Where is the blasted Villa?” 
  “What, you don’t know?” says Blackjack in a hotly 
  scathing tone, “Now imagine that.  You’d think that 
  Lady Xavendra didn’t trust you or something.  It’s in 
  the hills to the north or Groucester.  If you start 
  searching right now you should find it in a couple of 
  months. 
   
  But poor Tianna, she might not have that long 
  you know.”
   
  To make a long conversation short after much battering 
  and threatening Blackjack, in exchange for the Major’s 
  much begrudged promise to free him, relates to the 
  Major the following information: 
  � Lady Xavendra is not pleased with the Major.  He 
  failed to take the Perdition Mines and during the 
  raid on Torrock’s Lair someone discovered a package 
  of letters indicating that Torrock was formerly an 
  agent of hers who rebelled and went rogue.  This 
  information was leaked to her enemies who have 
  used it to make things difficult for her. 
  � Although Major Blain knew nothing about the 
  letters or the connection between Torrock and 
  Xavendra, she still holds him somehow responsible 
  for the information getting out. 
  � In order to ensure the Major’s continued loyalty she 
  has held his family, wife and two daughters hostage 
  at a secret manor to the north of Groucester.  They 
  BDK04-06 Torrock’s Legacy 
   
  Page 11 
  
  are well treated and even pampered but their 
  continued good health depends on the Major’s 
  loyalty and success in leading her forces. 
  � Xavendra feels that while she must publicly praise 
  Major Blain’s success in defeating Torrock’s forces, 
  she must find a private way to punish him and at the 
  same time remind him of who is boss.  She has 
  decided to do this through the Major’s sixteen-year-
  old daughter, Tianna.  She is going to give Tianna as 
  wife to a half-fiend named Provarian. 
  � The Major also learns that, while in Groucester, 
  Blackjack obtained copies of Xavendra’s plans to 
  declare her part of the Bandit Kingdoms a separate 
  kingdom.  Due to possible discovery, he hid these 
  plans in a secret location and planned on returning 
  to recover them at a later time. 
  � Blackjack provides the Major with a map detailing 
  the location of both the plans and the secret manor 
  where the Major’s wife and two daughters are being 
  held.  He also hints that Xavendra is keeping a close 
  eye on the Major and that any attempt by him to 
  rescue his family on his own would surely be 
  discovered. 
  � Also, in the packet of papers, is a personal invitation 
  to Lord Mortoth’s Ball, which Blackjack picked up 
  off one of Xavendra’s operatives.  This note is 
  important to the interactive “The Demon You 
  Know”, premiering at MillenniumCon 2004.  See 
  Player Handout 1. 
    
   
  Job Offer 
  After giving the Major adequate time to “interrogate” the 
  prisoner, have him send for the PC’s for an interview.  
  Use whatever time allotment fits with your play style. 
  However, be sure that no more than two days after the 
  party arrives at Little Hills the Major invites them back 
  into his office.  After inviting them to have a seat he 
  begins: 
   
  I’ve spent the time since last we met interviewing 
  Blackjack and investigating your backgrounds and 
  I’ve decided to take the most important gamble of my 
  lifetime and entrust you with a task.  It is potentially 
  dangerous, and the only reward I can guarantee is my 
  gratitude, which, if you’re successful, may not be 
  worth a whole lot for quite some time.  It may, 
  however, help spread discord and contention among 
  those you count as your enemies.  Are you interested? 
   
  Give characters a chance to respond, than continue: 
   
  “Lady Xavendra has a difficult time trusting those 
  under her command.  In fact, sometimes she takes 
  special measures to ensure their loyalty. Such is the 
  case with me.  I have a wife Dalia, and two daughters 
  Tianna 16, and Lina 14.  Xavendra keeps them as her 
  special guests in a secret Villa north o  Groucester.  
  They are treated well, some might even say that they 
  are pampered, but their continued good treatment 
  has been dependent upon my loyalty and success in 
  my military endeavors. 
  f
  l
  i
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  i
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  Now, however, Xavendra is less than pleased 
  with the way some events have transpired.  She is 
  p anning on pun shing me by giving my daugh er 
  Tianna to a half-fiend as a wife.  Up to now I have 
  been unable to do anything about the situation 
  without endangering my family. 
   
  However, your capture of Blackjack has changed 
  things significantly.  Blackjack has discovered the 
  location o  this villa and, in exchange for h s freedom, 
  has agreed to provide a map to the location.  
  Blackjack has also hidden a packet of information 
  about some of Xavendra’s plans in the stable of an inn 
  on the outskirts Groucester.  This information would 
  be va uable to certain parties whom I know to have 
  the resources necessary to keep my family safe. 
   
  As my absence from my post here would be 
  readily apparent, I cannot rescue my fami y nor 
  retrieve this packet.  Instead, I need you to retrieve 
  the packet and than go to the villa and rescue my 
  family. Once you have done so, lead them east to the 
  bend in the Zumker. There, a group of my men will 
  meet you.  They will retrieve information in the 
  packet and take my family to safety.  You are free to 
  make copies of the information if you want, but the 
  originals must be turned in to your contacts if my 
  family is to remain safe. 
  Are you willing to do this for me?” 
   
  Provided the characters agree, the Major provides them 
  with a map to the villa and a description of his wife and 
  daughters.  He gives them a sealed letter to give to his 
  wife and instructs them to give it to her when they meet 
  her.  He also tells them that the packet is behind a slat in 
  the back of the third stall of the stables of the Red Stag 
  Inn.  He can provide the characters with rations, riding 
  mounts (note that if the character wants to keep the 
  mounts after the adventure, they’ll need to pay for them), 
  and mundane items of up to fifteen gp in value. 
   
  Encounter Three: 
  The Package 
  Thankfully, the journey back to Groucester is easy 
  and uneventful.  The insects are buzzing merrily and 
  all is hustle and bustle as you re-enter the city.  As 
  you approach the Red Stag Inn to retrieve Blackjack’s 
  BDK04-06 Torrock’s Legacy 
   
  Page 12 
  
  package, you discover that the stables are a very busy 
  place.  Horses are being led in and out as various 
  guests arrive and depart and grooms are busy feeding 
  and currying animals.  It would be very difficult if not 
  impossible to retrieve the package during the 
  daytime, but you can assume that perhaps it would be 
  best to wait until after dark to search for the package.  
    
  It is easy to pick up the package at night.  However, if the 
  characters insist on searching during the day, give them a 
  hard time.  Casual intrusion results in the PC’s being 
  discovered and then asked to leave.  Even if invisible or 
  hiding the, horse in the third stall where the package is 
  hidden senses their presence (using its scent ability) and 
  become restless, making noises and kicking at the 
  character and stall walls.  Very shortly (within one 
  round), a groom comes to investigate.  Don’t worry 
  overmuch about the PC’s getting the package early just 
  make it difficult for them to do it. If the characters use 
  force or obtain the package during the day or through 
  some other means, Viola discovers the characters in their 
  camp during the night. 
   
  If the characters search for the package at night they 
  find it without difficulty.  The horse in the stall will be a 
  little restless and kick at the character, but the grooms 
  will not venture out at night to investigate, as they don’t 
  wish to encounter any vampires.   
   
  Xavendra has discovered that the documents 
  outlining her plans to declare her area of the Bandit 
  Kingdoms an independent kingdom have been stolen.  
  She has utilized divinations to determine that the 
  documents are hidden somewhere outside of the Red 
  Stag Inn and has sent Viola, a cleric of Iuz, (at APL 4 and 
  up a vampire) to retrieve the plans and watch to see who 
  tries to recover them. Viola is watching the stables (at 
  APL 4 and up she will be in the form of a bat) and 
  confronts the party as they leave the stables. 
  NOTE: If the PC’s got to this encounter because they 
  turned Blackjack over to someone other than Major 
  Blain, then know that Viola is aware of the location of 
  Major Blaine’s family.  It is highly unlikely, but if the 
  PC’s can somehow coerce this information out of her, 
  then the adventure may proceed.  Otherwise, the 
  adventure is over for them. 
   
  Having successfully obtained the package, you are 
  leaving the stables when a female voice addresses you, 
  “Good evening.  I see that you’ve found the 
  documents my mistress has sent me to find.”   
   
  A sl ght good-looking lady with black hair and 
  green eyes steps into the light.  She is armored in a 
  well-crafted breastplate, has a cocked crossbow 
  pointed n your direction, a morningstar hangs from 
  her belt and a holy symbol of Iuz hangs from a chain 
  about her neck.   
  i
  i
   
  There is a feral gleam in her eyes as she smiles at 
  you.  “My mistress will be sure to reward you for 
  finding her documents for her.  Could I have them 
  please?” 
   
  At all APL’s, go to initiative straight up, with no surprise 
  round. Viola delays if she wins initiative until she 
  surmises the party’s intent, either through action (when 
  the party attacks), or through parley. 
   
  If the characters give Viola the documents - she 
  thanks them and ask them to accompany her to the 
  Gubernatorial Palace.  Once there party members are 
  shown to different chambers until a powerful vampire 
  shows up to interview them.  The vampire will attempt to 
  Dominate (Will save DC 19) each character until he is 
  successful with at least one character.  He then attempts 
  to find out why the characters are there and who sent 
  them.  The characters receive a reward (50 gp per APL) 
  for “finding and returning” Xavendra’s documents. 
   
   If anyone reveals the plan to rescue the hostages, 
  Lady Xavendra has the Major’s wife and daughters killed 
  and sends a force to arrest the Major.  However, the 
  major and a small group of troops loyal to him escape into 
  the Bluff Hills.  The adventure will be over and the 
  characters will receive the Disfavor of Major Blain. 
   
  If the characters refuse to give Viola the documents or 
  refuse to accompany her to the palace she attacks the 
  party. 
   
  NOTE:  Viola is a very old and very smart vampire.  If 
  things are not going well, she attempts to flee by the 
  fastest means available.  She does not want to fail in her 
  mission, but she also enjoys her unlife.  She would prefer 
  to live in Xavendra’s ill-favor (albeit with some useful 
  information about a band of adventurers) than to be 
  deader. 
   
  APL 2 (EL 4) 
  � Viola: Female Human Clr4; hp 14, see Appendix I. 
   
  APL 4 (EL 6) 
  � Viola: Female Human Vampire Clr4; hp 26, see 
  Appendix I. 
   
  APL 6 (EL 8) 
  � Viola: Female Human Vampire Clr6; hp 39, see 
  Appendix I. 
   
  BDK04-06 Torrock’s Legacy 
   
  Page 13 
  
  APL 8 (EL 10) 
  � Viola: Female Human Vampire Clr8; hp 52, see 
  Appendix I. 
   
  APL 10 (EL 12) 
  � Viola: Female Human Vampire Clr10; hp 65, see 
  Appendix I. 
   
  APL 12 (EL 14) 
  � Viola: Female Human Vampire Clr12; hp 78, see 
  Appendix I. 
   
  Tactics:  In the Appendix, Viola is listed with a power-up 
  suite reflecting the spells she will cast in the first rounds 
  of combat.  In addition, at most APL’s she has additional 
  spells pre-cast on herself or her equipment.  The precast 
  spells have been crossed off her list and the effects have 
  been incorporated into her primary stat block. 
   
  Encounter Four: Gilded Cage 
  The secret villa where Xavendra is keeping the Major’s 
  family hostage is located in the hills a day north of 
  Groucester (see DM Map 1).  With the map provided by 
  Blackjack, the Villa is easy to find.  However, there are 
  several obstacles the characters must overcome if they 
  want to get to the Major’s family within the villa.   
   
  Wall: The grounds of the Villa are surrounded by a ten-
  foot tall stone wall.  Imbedded along the top edge of the 
  wall is a strip of razor sharp metal.  Anyone attempting to 
  jump up and grab the top edge of the wall to pull 
  themselves over cut their hands on this strip of metal.  At 
  which point they let go of the wall and drop back to the 
  ground.  This applies to anyone attempting to climb over 
  the wall whether to enter or to leave the grounds. 
   
  � Razor Edge Trap: CR 1; mechanical; touch trigger; 
  automatic reset; Atk +10 melee (2d4[x3]); Search DC 15; 
  Disable Device DC 17. 
   
  Along the back wall of the villa grounds the characters 
  can discover a large tree growing over the wall.  The 
  branches arching over the wall are 20 ft. off the ground.   
   
  Rose Hedge: On the inside of the wall is a rose hedge 
  with sharp thorns.  Anyone jumping or dropping into 
  this hedge takes damage from the thorns (1d6) and 
  makes a lot of noise (-10 to Move Silently) alerting the 
  guards and dogs inside. 
   
  Front Gate: The path leading to the front of the villa 
  manor is blocked by a locked wrought iron gate (Open 
  Locks DC 20).  Two guards with longspears and light 
  crossbows are always stationed on the inside of the front 
  gate.  They can use these longspears and crossbows to 
  attack anyone through the bars of the front gate 
  (characters would get a –4 cover bonus) without getting 
  close enough for characters without the appropriate 
  melee weapons (longspear, halberd, lance, or ranseur) or 
  range weapons to attack them.  If someone has given 
  them reason to attack, the guards also yell for 
  reinforcements attracting the attention of additional 
  guards within the grounds. 
   
  The guards turn back anyone without official 
  business at the villa.  Note: a group of armed 
  adventures does not have official business at the villa. 
   People who might have official business at the villa 
  could include visiting nobles, unarmed delivery drivers, 
  and members of Xavendra’s armed forces.  Remember, 
  Major Blain is not supposed to know the location of the 
  villa.  The guards know this.  Any mention of the Major 
  puts the guards on alert.  While one of the guards delays 
  the party, “Just a moment while we go get the 
  commander.”  The other guard leaves and rounds up all 
  the other guards and dogs. 
   
  Patrols: Counting the two guards at the front gate there 
  are seven guards stationed at the villa.  What the guards 
  not at the front gate are doing depends on the time of 
  day. 
  � At night – two guards are at the front gate while 
  three guards with guard dogs (see riding dog p. 272 
  MM) patrol the grounds.  The other two guards sleep 
  in the barracks. 
  � During the morning – two guards are at the front 
  gate, three guards sleep, and two guards do chores, 
  taking care of the horses and dogs, etc. 
  � During the afternoon – two guards are at the front 
  gate.  Three guards are off-duty relaxing, playing 
  cards etc., and two guards sleep. 
  � Response Times – It will take sleeping guards 10 
  rounds to respond to any cries for help.  Guards on 
  patrol and their dogs are able to get to an area and 
  respond within two rounds.  Guards doing chores or 
  relaxing need four rounds before they can respond. 
   
  APL 2 (EL1) 
  � Guards (3): Various Human War1; hp 6 each, see 
  Appendix I. 
   
  APL 4 (EL 4) 
  � Guards (2): Various Human Ftr2; hp 15 each, see 
  Appendix I. 
   
  BDK04-06 Torrock’s Legacy 
   
  Page 14 
  
  APL 6 & up (EL 6) 
  � Guards (2): Various Human Ftr4; hp 30 each, see 
  Appendix I. 
   
  Villa (See DM’s Map 4: Villa Inside) 
   
  The villa is a small but plush two-story residence where 
  the Major’s family is “guests”.  In residence are Lady 
  Blain, her two daughters Tianna (16) and Lina (14), a 
  cook, and a maid.  During the day the cook is in the 
  Kitchen while Lady Blain and her two daughters are 
  either in the parlor or, if its mealtime, in the dining 
  room.  The maid is upstairs in the sitting room or in a 
  bedroom, cleaning.  At night each is in her separate 
  chamber. 
   
  There are numerous windows (see the map) and 
  three entrances, a front door into the entry and hall 
  leading to the parlor, the back door to the kitchen, and a 
  double wood framed glass door in the dinning room.  
  Ceiling within the villa are eight feet tall and the walls 
  are a light color maple.  Furnishings and painting are of 
  good quality but difficult for character’s to steal.  The total 
  amount of loot that the PC’s could get from sacking the 
  house is 100gps.  This cash can be calculated into the 
  scenario normally, but remember that it is impossible for 
  the PC’s to get more than the cap.  Doors of the villa are 
  not locked or trapped.  There are no secret doors or 
  compartments. 
   
  In the parlor is a couch, an overstuffed chair, a 
  rocker, a basket filled with needlepoint materials, a coffee 
  table, two tables with lamps, and a bookcase with light 
  reading materials.  The dinning room has a table with six 
  chairs and a china cabinet.  The kitchen is a large room 
  with stoves, a sink, cupboards, and counter tops.  The 
  cook’s room has a bed, nightstand, lamp, wardrobe, and 
  dresser. 
   
  Upstairs the sitting room has a small table, three 
  rockers, and a lamp.  The maid’s chamber has a narrow 
  bed and a chest of clothing under the bed.  There is a 
  chamber pot and a washbasin on a nightstand.  Lina’s and 
  Tianna’s rooms have identical furnishings, a canopied 
  bed, a dresser and wardrobe, a nightstand, and a chamber 
  pot and washbasin.  Lady Blain’s room has a king sized 
  bed, two dressers, a wardrobe, a nightstand, a small coal 
  burning stove, a large bathtub, a pump, a full length 
  mirror, and a chamber pot and washbasin. 
   
  Entering the Villa: Provided the characters have gotten 
  past the guards outsides there is nothing blocking their 
  entrance into the villa.  They could simply knock on the 
  door, they could burst in unannounced, or they could 
  attempt to sneak into the villa.   
   
  Knocking: The easiest approach is to simply knock on 
  the front door.  If the characters elect to do this during 
  the day, read the following: 
   
   
  Standing outside the front door of the villa you 
  knock.  From the other side of the door you hear the 
  sound of running feet and what sounds like a brief 
  scuffle.  “I was here first,” complains a female voice.” 
   
   
  i
   
  li
  “You got to answer the door last time,” responds a 
  second female voice. 
   
  “Girls, behave yourselves,” states a more mature 
  and somewhat stern female voice.  “Tianna, Lina’s 
  right you got to answer the door last time, let your 
  sister answer it.” 
  “But Mom, it might be Provarian.” 
   
  “That’s enough! If there is any more arguing and 
  I’ll send you both up to your rooms until our guest 
  have left.” 
   
  A few seconds later, the door opens.  Standing 
  within the doorway are two well-dressed attractive 
  teenage girls.  The slightly taller girl with dark brown 
  tresses appears to be a bit more mature than the 
  sandy-haired girl.   Never the less, the more mature 
  girl seems to be hiding behind her younger, more 
  outgoing, sister. 
   
  The look of excited glee on their faces fades nto 
  a slightly dismayed expression as they take in the 
  sight of the armed strangers standing at their front 
  door. 
   
  “Mother!” yells the younger girl as she backs 
  away from the door and darts down the hall to the 
  right. 
   
  The older girl looks at you directly, dropping all 
  pretenses of coquettishness, and states, “Who are you? 
  And what do you want?” 
   
  Give the characters a chance to respond before having 
  Lady Blain appear on the scene. 
   
  As you are talking with the dark haired girl, an 
  attractive and elegant lady with blond hair steps 
  around the corner. 
  “My daughter may be a bit blunt spoken, but I too 
  would 
  ke to know who you are and why you are 
  here.” 
   
  Provided the character’s tell Lady Blain that her husband 
  sent them and give her his letter. She invites them to join 
  her in the parlor.  Go to But Mother I Don’t Want to 
  Go. 
   
  Bursting In Unannounced: If the characters burst in 
  unannounced, Lady Blain assumes that they mean her 
  and her daughters harm.  She instructs her daughter to 
  BDK04-06 Torrock’s Legacy 
   
  Page 15 
  
  run out the nearest unobstructed exit and either head to 
  the barracks or front gate to get help.  She uses her spells 
  to delay her assailants long enough for her daughters to 
  get to safety before running herself.  She uses confusion 
  and dominate person on anyone that looks like a fighter 
  or rogue and directs him or her to attack the rest of the 
  party while she flees. 
   
  Provided the characters can prevent the Blain family 
  from escaping, they need to convince Lady Blain that her 
  husband has sent them to rescue her and the girls.  The 
  easiest way to do this is to present her with his letter.  Go 
  to But Mother I Don’t Want to Go.  
   
  Sneak in During the Day:  The character may attempt to 
  sneak into the villa during the day.   
  � Looking into windows – If the characters look 
  in through windows have them make opposed 
  Hide and Move Silently checks vs. the Spot and 
  Listen Checks of people in any occupied rooms 
  (Kitchen or Parlor) they look into. 
  � If they are heard, someone comes to the 
  window to look out to see what made the noise 
  (Spot vs. Hide).  If someone spots them looking 
  in, the maid or cook exits through the door 
  farthest from that window and run to the 
  barracks to get the guard.   
  � By looking into the windows of occupied rooms 
  the characters can discover that there is a 
  woman and two teenage girls in the parlor 
  and/or an older lady in the kitchen cooking. 
   
  � Sneaking in through the front door – If 
  characters attempt to sneak in through the front 
  door have them make opposed Move Silently vs. 
  Listen checks.  If they are heard, Lady Blain 
  moves first to the hallway and if she doesn’t see 
  anything, into the entryway to see what made 
  the noise.   
  � If she spots intruders she will assume that they 
  mean her and her daughters harm.  She backs 
  into the parlor and instruct her daughter to run 
  out the back and to the barracks.  She uses her 
  spells to delay her assailants long enough for 
  her daughters to get to safety before running 
  herself.   
  � She uses confusion and then dominate person 
  on anyone that looks like a fighter or rogue and 
  direct him or her to attack the rest of the party 
  while she flees.   
  � Provided the characters can prevent the Blain 
  family from escaping, they need to convince 
  Lady Blain that her husband has sent them to 
  rescue her and the girls.  The easiest way to do 
  this is to present her with his letter.  Go to But 
  Mother I Don’t Want to Go.  
   
  � Sneaking in through the back door – If the 
  characters attempt to sneak in through the back 
  door into the kitchen, they are immediately 
  spotted by the cook who screams and throws a 
  meat cleaver at the intruding character.   
  � Lady Blain will rush into the kitchen to see 
  what the commotion is all about.  If she spots 
  intruders she assumes that they mean her and 
  her daughters harm.  She backs into the parlor 
  and instructs her daughters to run out the front 
  door and to the front gate to get help.  
   
  She uses her spells to delay her 
  assailants long enough for her daughters to get 
  to safety before running herself.  She uses 
  confusion and then dominate person on anyone 
  that looks like a fighter or rogue and direct him 
  or her to attack the rest of the party while she 
  flees. 
  � Provided the characters can prevent the Blain 
  family from escaping, they need to convince 
  Lady Blain that her husband has sent them to 
  rescue her and the girls.  The easiest way to do 
  this is to present her with his letter.  Go to But 
  Mother I Don’t Want to Go.  
   
  � Sneaking in through the dining room door – 
  The dinning room door is a wood framed 
  double door with glass panels.  It is visible from 
  much of the parlor and anyone attempting to 
  open it would be immediately noticed.   
  � When Lady Blain spots intruders breaking in 
  she assumes that they mean her and her 
  daughters harm.  She instructs her daughters to 
  run out the front door and to the front gate to 
  get help.   
  She uses her spells to delay her assailants long 
  enough for her daughters to get to safety before 
  running herself.  She uses confusion and then 
  dominate person on anyone that looks like a fighter 
  or rogue and direct him or her to attack the rest of 
  the party while she flees. 
  � Provided the characters can prevent the Blain 
  family from escaping, they need to convince 
  Lady Blain that her husband has sent them to 
  rescue her and the girls.  The easiest way to do 
  this is to present her with his letter.  Go to But 
  Mother I Don’t Want to Go.  
   
  � Sneaking in through some other way – Use 
  the previous ways of sneaking in as a guide on 
  how to deal with character’s sneaking in.  
  BDK04-06 Torrock’s Legacy 
   
  Page 16 
  
  Generally speaking anyone caught sneaking 
  into the villa is regarded a having hostile intent. 
   Lady Blain’s first priority is getting her 
  daughters to safety while delaying the party 
  using spells. 
  � Provided the characters can prevent the Blain 
  family from escaping, they need to convince 
  Lady Blain that her husband has sent them to 
  rescue her and the girls.  The easiest way to do 
  this is to present her with his letter.  Go to But 
  Mother I Don’t Want to Go.  
   
  Sneaking in at Night: If the party members attempt to 
  sneak into the villa at night, the response they get 
  depends on how quiet they were when entering the 
  grounds.   
   
  If there were fireballs, lightning bolts, and similar 
  loud effects going off everyone will be awake and on 
  guard.  Lady Blain assumes that whoever is attacking the 
  Villa means her and her daughters harm.   
   
  She and her daughters wait in the cook’s room.  The 
  cook is at the entry between the kitchen and dinning 
  room while the maid is at the front entry.  Once the 
  characters enter the villa either the maid or the cook, 
  depending on how the characters enter, will scream.  
  This is the signal for Lady Blain and the girls to slide out 
  the window and run out the front gate.  The cook and 
  maid stall the characters to give the Blain family plenty of 
  time to escape. 
   
  Provided the characters can prevent the Blain family 
  from escaping, they need to convince Lady Blain that her 
  husband has sent them to rescue her and the girls.  The 
  easiest way to do this is to present her with his letter.  Go 
  to But Mother I Don’t Want to Go.  
   
  If the party was able to get to the villa without 
  making a lot of noise, than everyone within the villa will 
  be asleep.  If they can locate Lady Blain they need to 
  convince her that her husband has sent them to rescue 
  her and the girls.  The easiest way to do this is to present 
  her with his letter.  Go to But Mother I Don’t Want to 
  Go.  
    
  But Mother I Don’t Want to Go – Once the party 
  overcomes or sneaks past guardians of the villa and 
  convinced Lady Blain, that the Major has sent them; she 
  cooperates fully with the party. 
   
  She calls her daughters over and introduces them to 
  the party member’s.  Read the following.  Give party 
  members chances to interject and adjust the dialog as 
  appropriate. 
   
  “Girls this is (insert character names).”  Turning to 
  you she continues, “Gentlemen, Ladies these are my 
  daughters, Lina,” she points to the younger sandy 
  haired girl, and Tianna,” she than points to the older 
  dark haired girl.   
  “
  l
  i
   
   
  t
   
  il
  t
  i
  i
  l
   
  i
   
  Turning back to her daughters Lady Blain 
  continues, “Girls, these people have been sent by your 
  father.  We are no longer safe here and they are going 
  to escort us to some people your father trusts and 
  from there we will be going to another place.  While 
  we are traveling, I want you to listen to these people 
  and do what they tell you.” 
   
  Whi e both girls look a l ttle confused the 
  younger one, Lina nods her head and simply states, 
  “Yes mother.” 
   
  The older girl, Tianna begins to scowl, “But 
  mother I don’t want to go. All my stuff is here, Aunty 
  Xavendra will keep us safe, and besides I’m going to 
  marry Provarian.  I can’t go anywhere and you can’t 
  make me!”  With that she turns around and begins 
  walking away. 
   
  Lady Blain quickly reaches out and grabs Tianna 
  by the arm.  Spinning her back around she slaps her 
  across the cheek.  “You listen to me young lady!  
  Aunty Xavendra,” she says with a sarcastic sneer, “is 
  an evil vile woman who has kep  us here so she could 
  kill us if your father didn’t do everything she told him 
  to do.  She wants to marry you off to that half-fiend 
  Provarian because she is angry at your father and 
  knows that making you miserable will hurt him 
  terribly.” 
   
  With a red handprint on her face and tears 
  running down her cheek, Tianna glares at her 
  mother.  “You don’t understand,” she wails, “marrying 
  Provarian wont make me miserable, I love him and he 
  loves me.  We’ll be happy together.” 
   
  Lady Blain’s look softens as she looks at Tianna. 
  “Sweetheart, I wish that were true.  However, 
  Provarian is a half-fiend, my dear.  It is in his nature 
  to be ev .  If he has been kind to you now, i  is only 
  so it will hurt that much more when he turns on you.” 
   
  Tianna’s eyes widen in astonishment that her 
  mother could suggest such a ludicrous concept, 
  “That’s not true mother!  You just don’t understand 
  that my love is true!  Provarian is a good man.  He 
  can’t help it if h s father was a demon.  All h s life 
  people have persecuted him because he 
  ooks 
  different and because of what his father was.  But I 
  can see beyond his scales and horns.  I know that he 
  has a good heart.”
   
  Once again a hint of steel enters Lady Blain’s 
  voice.  “Tianna, you are coming with us whether you 
  want to or not.  Even if your boyfriend were what you 
  think he is, which he isn’t, f you stay here Xavendra 
  will have you killed.  I will hear no more arguments 
  from you.” 
  BDK04-06 Torrock’s Legacy 
   
  Page 17 
  
   
  With a snap, Tianna’s mouth slams shut.  She 
  recognizes the futility of more argument, but there is 
  a look n her eyes that leaves room for doubt that the 
  issue is truly settled.  
  i  
   
   
  i
   
  l
  i
  The girls rush off to gather their things, and their 
  mother follows them off to supervise. It is within 
  short order that they are ready to travel with the PC’s, 
  a few meager belongings in a steamer trunk is all that 
  they have gathered. 
  With that your party gets underway.  About a half 
  hour later, while Lady Blain is helping Lina free her 
  dress from some briars, Tianna suddenly bolts 
  runn ng back in the directions of the villa. What do 
  you do? 
   
  During the surprise round, Tianna or her mount takes a 
  move equivalent action.  For the second round have party 
  members roll initiative, be sure to include Lady Blain (see 
  Appendix).  The terrain is too rugged for either Tianna or 
  party members to run but Tianna flees as fast as she can 
  using double moves.   
   
   
  Note: Once the party has captured Tianna, she will 
  continue on with the party without any overt resistance, 
  but unless the party has dominated or tied up Tianna, she 
  deliberately snaps twigs, drops beads, and other activities 
  to leave an obvious trail for Provarian to follow.  Have the 
  character’s make a Spot check, DC 15 to notice her doing 
  this. 
     
  Encounter Five: 
  Love Betrayed 
  Regardless of whether the party discovers her activities 
  or not Provarian overtakes the party during the afternoon 
  of the next day.  Read the following: 
   
  You are moving through the wooded hills towards the 
  Zumker River when a six-foot tall muscular man with 
  reddish scales, small horns, glowing red eyes, and bat 
  wings steps from behind a large boulder about 40 ft. 
  in front of you.  
   
  At APL 6 and up a number of Provarian’s trained owlbears 
  also lumber into view. 
   
  If it is at all possible, Tianna tries to join with her love. If 
  she is free, she attempts to rush to her lover’s arms.  If 
  Tianna is bound or restrained, then begin combat 
  normally, with no surprise round. 
   
   
  “Provarian,” the 16 year-o d Tianna gushes, “I knew 
  you’d find me.”  She takes off running towards the 
  man. 
   
  Give the characters a standard action to react.  If the 
  characters fail to stop Tianna she throws herself into the 
  arms of Provarian.  Provarian, holding Tianna tight, draws 
  his dagger and places it to her throat. 
   
  “That’s my girl,” he purrs to Tianna.  “All of you stay 
  where you are or ‘my love’ here, dies,” he says with a 
  smug sneer in h s voice.  Leaving no illusions as to his 
  feelings towards his newfound hostage, he states, “Lay 
  down your weapons and send me the other ladies.  
  Now!” 
   
  Tianna looks at you with a confused panicked 
  look in her eyes.  What do you do? 
   
  Have the characters roll for initiative and begin combat.  
  During the first round, Provarian attacks Tianna.  He will 
  drop her unconscious body to the ground (she is now a –
  3 hit points and the party will have seven rounds to get to 
  her and stabilize her before she dies).  He will then fly 
  upward 15 ft.  The next round he hovers while drawing 
  his bow and begins shooting at party members with 
  multishot the first round and rapid shot in subsequent 
  rounds. 
   
  The owlbears move forward to attack the party.  
  Provarian’s wolf, on the other hand, is lying in wait 
  behind the party.  After any fighters have rush forward to 
  engage in combat it rushes forward to attack any spell 
  casters waiting in the back. 
   
  Actions of Lady Blain: 
  The DM needs to remember Lady Blain.  She is an extra 
  10th level party members and the EL of the encounter as 
  been adjust downward at APL’s 6 and up to account for 
  this.  So as not to dominate the encounter, at APL’s 2 & 4 
  she over plays the role of a protective mother gathering 
  one or both (if possible) of her daughters to her and 
  running away from the combat.  At APL’s 6 and up she 
  feels that the best way to protect her daughters is to 
  attack the foes that are causing the danger.  The DM can 
  either roll initiative for her and run her himself or he can 
  let one of the players run her.  
   
  APL 2 (EL 5) 
  � Provarian: Male Half-Fiend Human Rgr4; hp 30, see 
  Appendix I. 
  � Animal Companion (Wolf): hp 13, see Monster 
  Manual p.283. 
   
  BDK04-06 Torrock’s Legacy 
   
  Page 18 
  
  APL 4 (EL 7) 
  � Provarian: Male Half-Fiend Human Rgr5; hp 38, see 
  Appendix I. 
  � Animal Companion (Wolf): hp 13, see Monster 
  Manual p.283. 
   
  APL 6 (EL 9)* 
  � Provarian: Male Half-Fiend Human Rgr7; hp 53, see 
  Appendix I. 
  � Animal Companion (Wolf, Advanced): hp 26, see 
  Appendix I. 
  � Owlbear, Advanced (2): hp 84, see Appendix I. 
   
  APL 8 (EL 10)* 
  � Provarian: Male Half-Fiend Human Rgr9; hp 75, see 
  Appendix I. 
  � Animal Companion (Wolf, Advanced): hp 26, see 
  Appendix I. 
  � Owlbear, Advanced (4): hp 123, see Appendix I. 
   
  APL 10 (EL 12)* 
  � Provarian: Male Half-Fiend Human Rgr10; hp 90, see 
  Appendix I. 
  � Animal Companion (Wolf, Advanced): hp 26, see 
  Appendix I. 
  � Owlbear, Advanced (2): hp 189, see Appendix I. 
   
  APL 12 (EL 14)* 
  � Provarian: Male Half-Fiend Human Rgr12; hp 114, 
  see Appendix I. 
  � Animal Companion (Advanced Wolf): hp 39, see 
  Appendix I. 
  � Owlbear, Advanced (2): hp 203, see Appendix I. 
   
  *Note: At APL 6 and higher, Lady Blain assists the party, 
  effectively lowering the difficulty of the encounter by 
  one.  This reduction is calculated into the experience 
  awarded for the encounter. 
   
   Conclusion 
  Arriving at the river you safely deliver the Major’s 
  family and the packet of information to a group of 
  soldiers loyal to the Major. Lady Blain thanks each of 
  you, shaking hands with male characters and giving 
  female characters a hug.  Climbing into boats they sail 
  off down the river and out of sight. 
   
  Several weeks later, as rumors spread that Major 
  Blain has disappeared, it is difficult to keep a 
  knowing smi e from your lips as you wonder what he 
  and his family are up to now. 
   
  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 One 
  Capturing (or killing) Blackjack 
   
  APL2 90 xp;  APL4 150 xp; APL6 210 xp;  
  APL8 300 xp;  APL10 360 xp;  APL12 420xp. 
   
  Encounter Three 
  Defeating Viola 
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp;  APL10 360 xp;  APL12 420xp. 
   
  Encounter Four 
  Fighting Past Villa Guards 
  APL2 30 xp;  APL4 120 xp; APL6 180 xp;  
  APL8 180 xp;  APL10 180 xp;  APL12 180xp 
  Encountering Razor Blade Trap 
  All APLs 30xp. 
  OR 
  Use Stealth to Bypass Guards and Rescue Blain’s Family 
  APL2 45 xp;  APL4 75 xp; APL6 105 xp;  
  APL8 135 xp;  APL10 165 xp;  APL12 195xp. 
   
  Encounter Five 
  Defeating Provarian 
  APL2 150 xp;  APL4 210 xp; APL6 270 xp;  
  APL8 300 xp;  APL10 360 xp;  APL12 420xp. 
   
  Discretionary roleplaying award 
  APL2 45 xp;  APL4 60 xp; APL6 75 xp;  
  APL8 90 xp;  APL10 105 xp;  APL12 120xp. 
   
  Total possible experience:  
   
  APL2 450 xp;  APL4 675 xp; APL6 900 xp;  
  APL8 1125 xp;  APL10 1350 xp;  APL12 1575xp. 
   
  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. 
  l
  BDK04-06 Torrock’s Legacy 
   
  Page 19 
  
   
  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 scenario, 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 One:  To Catch a Thief 
   
  ALL APLs: L: 34 gp; C: 0 gp; M: +1 longsword (192 
  gp) OR +1 longsword (192 gp), +1 slick silent moves 
  mithral shirt (800 gp), cloak of resistance +2 (333 gp), 
  horseshoes of speed (250 gp), bridle of ease (41 gp). 
   
  Encounter Two:  Little Hills Fort 
   
  APL 2: L: 0 gp; C: 33 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 67 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 133 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 167 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp 
   
  Encounter Three:  The Package 
   
  APL 2: L: 61 gp; C: 7 gp; M: divine scroll of inflict 
  serious wounds (31 gp). 
   
  APL 4: L: 31 gp; C: 7 gp; M: divine scroll of inflict 
  serious wounds (31gp), +1 breastplate (104 gp). 
   
  APL 6: L: 31 gp; C: 9 gp; M: divine scroll of inflict 
  critical wounds (58gp), +1 breastplate (104 gp), potion of 
  haste (62 gp), pearl of power (1
  st level) (83 gp). 
   
  APL 8: L: 31 gp; C: 14 gp; M: periapt of wisdom +2 
  (333 gp), divine scroll of inflict critical wounds (58 gp), 
  potion of haste (62 gp), pearl of power (1
  st level) (83 gp). 
   
  APL 8: L: 31 gp; C: 18 gp; M: incandescent blue 
  sphere ioun stone (666 gp), ring of counterspells (333 gp), 
  potion of haste (62 gp), pearl of power (1
  st level) (83 gp). 
   
  APL 8: L: 31 gp; C: 18 gp; M: incandescent blue 
  sphere ioun stone (666 gp), ring of counterspells (333 gp), 
  cloak of resistance +3 (750 gp), potion of haste (62 gp), 
  pearl of power (2
  nd level) (333 gp). 
   
  Encounter Four:  Gilded Cage 
   
  APL 2: L: 51 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 168 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 168 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 168 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 168 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 168 gp; C: 0 gp; M: 0 gp 
   
  Encounter Five:  Love Betrayed 
   
  APL 2: L: 85 gp; C: 8 gp; M: +1 mithral shirt (175 gp). 
   
  APL 4: L: 26 gp; C: 8 gp; M: +1 mithral shirt (175 gp), 
  +1 composite longbow (+3) (225 gp). 
   
  APL 6: L: 26 gp; C: 10 gp; M: +1 mithral shirt (175 
  gp), +1 composite longbow (+3) (225 gp), lens of 
  detection (291 gp). 
   
  APL 8: L: 26 gp; C: 14 gp; M: +1 mithral shirt (175 
  gp), +1 seeking composite longbow (+3) (725 gp), lens of 
  detection (291 gp). 
   
  APL 10: L: 26 gp; C: 18 gp; M: +2 mithral shirt (425 
  gp), +1 seeking composite longbow (+3) (725 gp), lens of 
  detection (291 gp). 
   
  APL 12: L: 26 gp; C: 18 gp; M: +2 mithral shirt (425 
  gp), +1 seeking composite longbow (+4) (733 gp), lens of 
  detection (291 gp), lesser bracers of archery (416 gp). 
   
  Total Possible Treasure 
   
  APL 2: L: 197 gp; C: 15 gp; M: 398 gp  - Total: 610 gp 
  (Max 450 gp) 
   
  APL 4: L: 225 gp; C: 82 gp; M: 727 gp  - Total: 1034 gp 
  (Max 650 gp) 
   
  APL 6: L: 225 gp; C: 119 gp; M: 1190 gp  - Total: 1534 
  gp (Max 900 gp) 
  BDK04-06 Torrock’s Legacy 
   
  Page 20 
  
   
  APL 8: L: 225 gp; C: 161 gp; M: 1919 gp  - Total: 2305 
  gp (Max 1300 gp) 
  *bridle of ease (Adventure, A&EG) 
   
  APL 6 All of APL 2 & 4 plus the following) 
   
  APL 10: L: 225 gp; C: 203 gp; M: 2777 gp  - Total: 3205 
  gp (Max 2300 gp) 
  pearl of power (1
  st level) (Adventure, DMG) 
   
  APL 12: L: 225 gp; C: 236 gp; M: 4201 gp  - Total: 4662 
  gp (Max 3300 gp) 
  lens of detection (Adventure, DMG) 
   
  APL 8: (All of APLs 2-4 plus the following) 
   
  Special 
  +1 seeking composite longbow (+3) (Adventure, DMG) 
   
  Blackjack’s Stash:  Major Blain has offered to sell the 
  items that Blackjack was carrying at the time he was 
  turned over to him at Little Hills Fort.  The items marked 
  with an asterisk below are Frequency: Regional. 
  APL 10: (All of APLs 2-8 plus the following) 
  +2 mithral chain shirt (Adventure, DMG) 
  incandescent blue sphere ioun stone (Adventure, DMG) 
  ring of counterspells (Adventure, DMG) 
   
  Invitation to Lord Mortoth’s Ball: This PC has found 
  a champion’s invitation to Lord Mortoth’s Ball. With 
  this invitation, the PC can get a forgery good enough 
  to get himself and five others that serve as his or her 
  retinue into the Ball. Lord Mortoth’s Ball takes place 
  at the MillenniumCon 2004 interactive “Where Angels 
  Fear to Tread”. Only one PC per table may use the 
  invitation in such a fashion. 
   
  APL 12: (All of APLs 2-10 plus the following) 
  +1 seeking composite longbow (+4) (Adventure, DMG) 
  cloak of resistance +3 (Adventure, DMG) 
  lesser bracers of archery (Adventure, DMG) 
  pearl of power (2
  nd level) (Adventure, DMG) 
   
   
   
  Notice of Lady Xavendra: By turning over her stash of 
  stolen papers to one of her servants you have attracted 
  the Xavendra’s notice.  While she is grateful you returned 
  the papers to her, she can’t help but wonder how you 
  found them in the first place.  She is taking efforts to 
  keep track of your career and if you should ever 
  encounter you she will know who you are. 
   
  Favor of Major Blain:  By rescuing the family of Major 
  Blain, you have won his undying gratitude.  This favor 
  will count as an influence point with a Bandit Kingdoms 
  meta-organization that will be announced on the regional 
  website (www.bandit-kingdoms.net) in the near future. 
   
  Disfavor with Major Blain: Major Blain has come to 
  believe that you are untrustworthy and will be 
  disinclined to seek out you out for assistance in the 
  future.  This disfavor will automatically remove the next 
  influence or favor that you might gain from Major Blain. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
   
  APL 2 & 4 
  +1 mithral shirt (Adventure, DMG) 
  *+1 slick silent moves mithral shirt (Adventure, DMG) 
  *cloak of resistance +2 (Adventure, DMG) 
  *horseshoes of speed (Adventure, DMG) 
  BDK04-06 Torrock’s Legacy 
   
  Page 21 
  
  Appendix I: NPC’s 
   
  Blain Family 
   
  Major Blain: Male Human Ftr8/Cav4; CR 12; Medium 
  Humanoid (human); HD 12d10+24; hp 90; Init +0; Spd 20 
  ft.(50 ft mounted); AC 22 (touch 10, flat-footed 22) [+9 
  armor, +3 shield]; BA/G +12/+16; Atk +17 melee (1d8+4 
  [x3], +1 lance) or +17 melee (1d8+6 [19-20/x2], +1 
  longsword) or +13 ranged (1d8+4 [x3], composite 
  longbow (+4)); Full Atk +17/+12/+7 melee (1d8+4 [x3], +1 
  lance) or +17/+12/+7 melee (1d8+6 [19-20/x2], +1 
  longsword) or +13/+8/+3 ranged (1d8+4 [x3], composite 
  longbow (+4)); SA Deadly Charge 2/day; SQ Burst of 
  speed, mounted weapon bonus (lance) +1, mounted 
  weapon bonus (sword) +1, Ride bonus +4; AL LE; SV Fort 
  +14, Ref +5, Will +8; Str 16, Dex 10, Con 14, Int 12, Wis 
  10, Cha 16. Height 6 ft. 2 in. Weight 215 lb. 
   
  Skills and Feats: Diplomacy +12, Handle Animal +10, 
  Intimidate +10, Jump +7, Knowledge (geography) +4, 
  Knowledge (local) +3, Knowledge (nobility & royalty) 
  +12, Ride +21; Cleave, Mounted Archery, Mounted 
  Combat, Power Attack, Ride-By Attack, Spirited Charge, 
  Trample, Weapon Focus (lance, longbow, longsword), 
  Weapon Specialization (longsword). 
   
  Mounted Combat Bonus (Lance) (Ex): Major Blain 
  gains a +1 competence bonus on attacks with a lance 
  while mounted. 
   
  Mounted Combat Bonus (Sword) (Ex): Major 
  Blain gains a +1 competence bonus on attacks with a 
  sword while mounted. 
   
  Deadly Charge 2/day (Ex): When mounted and 
  using the charge action, Major Blain can declare a deadly 
  charge that deals triple damage with a melee weapon (or 
  quadruple damage with a lance). 
   
  Burst of Speed (Ex): Major Blain can urge his 
  mount to greater than normal speed when charging.  This 
  ability doubles the maximum distance the mount can 
  travel when making a charge, up to four times its speed.  
  This ability can be used once per day without penalty to 
  the mount.  Each additional use in a single day requires 
  the mount to make a DC 20 Will save immediate after the 
  conclusion of the charge; failure results in the mount 
  taking 2d6 points of damage. 
   
  Possessions: Heavy warhorse, tack, military saddle, 
  +1 mithral full plate, +1 darkwood heavy shield, +1 lance, 
  +1 longsword, masterwork composite longbow (+4), cloak 
  of resistance +2, gauntlets of ogre power +2, three potions 
  of cure serious wounds.  
   
  Physical Description: Major Blain is a powerful-
  looking man in full plate.  He has black hair and piercing 
  green eyes. 
   
  Lady Dalia Blain: Female human Sor10; CR 10; HD 
  10d4+10; hp 35; Init +1; Spd 30 ft.; AC 17 (touch 12, flat-
  footed 13) [+2 armor, +1 Dex. +1 deflection]; BA/G +5/+5; 
  Atk +6 melee (1d4+1 [19-20/x2], +1 dagger); Full Atk; +6 
  melee (1d4+1 [19-20/x2], +1 dagger); SA Spells; AL LN; 
  SV Fort +4, Ref +4, Will +7; Str 11, Dex 12, Con 12, Int 12, 
  Wis 10, Cha 17 (19). Height: 5 ft.  8 in. Weight 125 # lb. 
   
  Skills and Feats: Bluff +17, Concentration +14, 
  Diplomacy +6, Disguise +4 (+6 when acting), Gather 
  Information +6, Intimidate +6, Knowledge (arcana) +6, 
  Spellcraft +16; Eschew Materials, Spell Penetration, Craft 
  Wand, Craft Wondrous Item, Silent Spell. 
   
  Spells Known  (6/7/7/7/6/4; base DC = 14 + spell 
  level): 0 – daze, detect magic, detect poison, light, mage 
  hand, mending, open/close, read magic, tough of fatigue; 
  1
  st – disguise self, feather fall, magic missile, shield, sleep; 
  2
  nd –blindness/deafness, darkvision, invisibility, touch of 
  idiocy; 3
  rd – dispel magic, displacement, lightning bolt; 4
  th 
  – confusion, Otiluke’s resilient sphere; 5
  th – dominate 
  person. 
   
  Possessions: +1 dagger, cloak of charisma +2, bracer 
  of armor +2, ring of protection +1, wand of magic missiles 
  (5
  th level).  
   
  Physical Description: Lady Blain is a stunning and 
  graceful lady with blond hair and gray eyes. 
   
  BDK04-06 Torrock’s Legacy 
   
  Page 22 
  
  Blackjack 
   
  APL 2 
  Blackjack (Inebriated with Broken Leg): Male human 
  Ftr2/Rog8; CR 3; HD 2d10+8d6+10; hp 49 (currently at 
  24 from 10 points of lethal and 14 points of nonlethal 
  damage); Init +4; Spd 0 ft.; AC 10 (touch 10, flat-footed 
  10); BA/G +8/+10; Atk +11 melee (1d8+3 [19-20/x2], +1 
  longsword); Full Att +11/+6 melee (1d8+3 [19-20/x2], +1 
  longsword); SA Sneak attack +4d6; SQ Evasion, improved 
  uncanny dodge, trap sense +2, uncanny dodge; AL NE; 
  SV Fort +6, Ref +6, Will +0; Str 14, Dex 16 (10), Con 12, 
  Int 14, Wis 8 (4), Cha 8. Height 5 ft. 6 in. Weight 135 # lb. 
   
  Skills and Feats: Bluff +10, Disable Device +8, 
  Disguise +6 (+8 when acting), Escape Artist +9, Gather 
  Information +10, Hide +12, Intimidate +6, Listen +6, 
  Move Silently +7, Open Lock +7, Ride +5, Search +13, 
  Sense Motive +8, Spot +6; Improved Initiative, Mounted 
  Archery, Mounted Combat, Point Blank Shot, Precise 
  Shot, Rapid Shot, Ride-By Attack. 
   
  Inebriated: Blackjack is so drunk he can’t see 
  straight.  He has taken 6 points of Dexterity damage and 
  4 points of Wisdom damage.  Unlike normal ability 
  damage, this damage is recovered at a rate of one point 
  per hour, or removed completely with a neutralize poison 
  spell. 
   
  Broken Leg:  Blackjack suffered a broken leg 
  (compound fracture) in his fall out of the window.  Until 
  healed, Blackjack must make a Balance check (DC 10, +0 
  on his check) to stand or move without straining the leg 
  further.  Success indicates he may stand or move at half 
  speed without penalty.  Failure results in him falling 
  prone and taking 1d6 damage (half nonlethal) as he 
  further damages his leg.  
   
  Possessions: +1 longsword, heavy warhorse with 
  horseshoes of speed and bridle of ease. 
  Physical 
  Description: Dressed all in black, Blackjack is a non-
  descript ordinary man with shaggy brown hair and 
  brown eyes. 
   
  APL 4 
  Blackjack (Inebriated): Male human Ftr2/Rog8; CR 5; 
  Medium Humanoid (human); HD 2d10+8d6+10; hp 49 
  (currently at 24 from 25 points of nonlethal damage); Init 
  +4; Spd 0 ft.; AC 10 (touch 10, flat-footed 10); BA/G 
  +8/+10; Atk +11 melee (1d8+3 [19-20/x2], +1 longsword); 
  Full Att +11/+6 melee (1d8+3 [19-20/x2], +1 longsword); 
  SA Sneak attack +4d6; SQ Evasion, improved uncanny 
  dodge, trap sense +2, uncanny dodge; AL NE; SV Fort +6, 
  Ref +6, Will +0; Str 14, Dex 16 (10), Con 12, Int 14, Wis 8 
  (4), Cha 8. Height 5 ft. 6 in. Weight 135 # lb. 
   
  Skills and Feats: Bluff +10, Disable Device +8, 
  Disguise +6 (+8 when acting), Escape Artist +9, Gather 
  Information +10, Hide +12, Intimidate +6, Listen +6, 
  Move Silently +7, Open Lock +7, Ride +5, Search +13, 
  Sense Motive +8, Spot +6; Improved Initiative, Mounted 
  Archery, Mounted Combat, Point Blank Shot, Precise 
  Shot, Rapid Shot, Ride-By Attack. 
   
  Inebriated: Blackjack is so drunk he can’t see 
  straight.  He has taken 6 points of Dexterity damage and 
  4 points of Wisdom damage.  Unlike normal ability 
  damage, this damage is recovered at a rate of one point 
  per hour, or removed completely with a neutralize poison 
  spell. 
   
  Possessions: +1 longsword, heavy warhorse with 
  horseshoes of speed and bridle of ease. 
  Physical 
  Description: Dressed all in black, Blackjack is a non-
  descript ordinary man with shaggy brown hair and 
  brown eyes. 
   
  APL 6 
  Blackjack (Drunk): Male human Ftr2/Rog8; CR 7; 
  Medium Humanoid (human); HD 2d10+8d6+10; hp 49 
  (currently at 35 from nonlethal damage); Init +5; Spd 0 ft.; 
  AC 16 (touch 11, flat-footed 16) [+1 Dex, +5 chain shirt]; 
  BA/G +8/+10; Atk +11 melee (1d8+3 [19-20/x2], +1 
  longsword); Full Att +11/+6 melee (1d8+3 [19-20/x2], +1 
  longsword); SA Sneak attack +4d6; SQ Evasion, improved 
  uncanny dodge, trap sense +2, uncanny dodge; AL NE; 
  SV Fort +8, Ref +9, Will +2; Str 14, Dex 16 (12), Con 12, 
  Int 14, Wis 8 (6), Cha 8. Height 5 ft. 6 in. Weight 135 # lb. 
   
  Skills and Feats: Bluff +10, Disable Device +8, 
  Disguise +6 (+8 when acting), Escape Artist +15, Gather 
  Information +10, Hide +13, Intimidate +6, Listen +7, 
  Move Silently +13, Open Lock +8, Ride +6, Search +13, 
  Sense Motive +9, Spot +7; Improved Initiative, Mounted 
  Archery, Mounted Combat, Point Blank Shot, Precise 
  Shot, Rapid Shot, Ride-By Attack. 
   
  Drunk: Blackjack is so drunk he can’t see straight.  
  He has taken 4 points of Dexterity damage and 2 points 
  of Wisdom damage.  Unlike normal ability damage, this 
  damage is recovered at a rate of one point per hour, or 
  removed completely with a neutralize poison spell. 
   
  Possessions: +1 longsword, +1 shadow silent moves 
  mithral chain shirt, cloak of resistance +2, heavy 
  warhorse with horseshoes of speed and bridle of ease. 
   
  Physical Description: Dressed all in black, Blackjack 
  is a non-descript ordinary man with shaggy brown hair 
  and brown eyes. 
   
  APL 8 and higher 
  Blackjack: Male human Ftr2/Rog8; CR 10; Medium 
  Humanoid (human); HD 2d10+8d6+10; hp 49; Init +7; 
  Spd 0 ft.; AC 18 (touch 13, flat-footed 18) [+3 Dex, +5 
  chain shirt]; BA/G +8/+10; Atk +11 melee (1d8+3 [19-
  20/x2], +1 longsword); Full Att +11/+6 melee (1d8+3 [19-
  20/x2], +1 longsword); SA Sneak attack +4d6; SQ Evasion, 
  BDK04-06 Torrock’s Legacy 
   
  Page 23 
  
  improved uncanny dodge, trap sense +2, uncanny dodge; 
  AL NE; SV Fort +8, Ref +11, Will +3; Str 14, Dex 16, Con 
  12, Int 14, Wis 8, Cha 8. Height 5 ft. 6 in. Weight 135 # lb. 
   
  Skills and Feats: Bluff +10, Disable Device +8, 
  Disguise +6 (+8 when acting), Escape Artist +17, Gather 
  Information +10, Hide +15, Intimidate +6, Listen +8, 
  Move Silently +15, Open Lock +10, Ride +8, Search +13, 
  Sense Motive +10, Spot +8; Improved Initiative, Mounted 
  Archery, Mounted Combat, Point Blank Shot, Precise 
  Shot, Rapid Shot, Ride-By Attack. 
   
  Possessions: +1 longsword, +1 slick silent moves 
  mithral shirt, cloak of resistance +2, heavy warhorse with 
  horseshoes of speed and bridle of ease. 
   
  Physical Description: Dressed all in black, Blackjack 
  is a non-descript ordinary man with shaggy brown hair 
  and brown eyes. 
  BDK04-06 Torrock’s Legacy 
   
  Page 24 
  
  Viola 
   
  APL 2 
  Viola: Female Human Clr4; CR 4; Medium Humanoid 
  (human); HD 4d8-4; hp 14; Init +2; Spd 20 ft; AC 19 
  (touch 12, flat-footed 17) [+5 armor, +2 shield, +2 Dex]; 
  BA/G +3/+4; Atk +5 melee (1d8+1, morningstar) or +5 
  ranged (1d8 [19-20/x2], light crossbow); Full Atk +5 
  melee (1d8+1, morningstar) or +5 ranged (1d8 [19-20/x2], 
  light crossbow); SA Rebuke / command undead, spells, 
  spontaneous casting (inflict); AL CE; SV Fort +3, Ref +3, 
  Will +7; Str 13, Dex 14, Con 8, Int 10, Wis 16, Cha 12.  
   
  Skills and Feats: Bluff +6, Concentration +5, 
  Knowledge (arcana) +5, Knowledge (religion) +5; Divine 
  Might, Extra Turning (8/day), Power Attack.  
   
  Spells Prepared (5/5/4; base DC = 13 + spell level): 
  0—detect magic (2), detect poison, read magic, 
  resistance; 1st—cure light wounds (2), divine favor, 
  obscuring mist, protection from good*; 2 - bear’s 
  endurance, death knell, hold person, invisibility*. 
   
  *Domain spells. Trickery (Bluff, Disguise, and Hide 
  are class skills); Evil (Evil spells are cast at +1 caster level). 
   
  Possessions: Masterwork breastplate, large steel 
  shield, masterwork morningstar, light crossbow, iron 
  holy symbol of Iuz, spell component pouch, 20 bolts, 
  dagger, divine scroll of inflict serious wounds (5
  th level 
  caster), pouch containing coins worth 42gp. 
   
  Physical Description: Viola is a slight 5 ft. 6 in. 
  woman with black hair and green eyes. 
   
  Power-up Suite (with divine favor and shield of faith): 
   AC 21 (touch 14, flat-footed 19)[+2 Dex, +5 armor, +2 
  shield, +2 deflection]; BA/G: +3/+4; Atk +6 melee (1d8+2, 
  morningstar) or +6 ranged (1d8+1 [19-20/x2], light 
  crossbow); Full Atk +6 melee (1d8+2, morningstar) or +6 
  ranged (1d8+1 [19-20/x2], light crossbow). 
   
  APL 4 
  Viola: Female Human Vampire Clr4; CR 6; Medium 
  Undead (Augmented Humanoid); HD 4d12; hp 26; Init 
  +6; Spd 20 ft; AC 27 (touch 13, flat-footed 24) [+6 armor, 
  +2 shield, +3 Dex, +6 natural]; BA/G +3/+7; Atk +8 melee 
  (1d8+4, masterwork morningstar) or +6 ranged (1d8 [19-
  20/x2], light crossbow) or +7 melee (1d6+6 plus energy 
  drain, slam); Full Atk +8 melee (1d8+4, masterwork 
  morningstar) or +6 ranged (1d8 [19-20/x2], light 
  crossbow) or +7 melee (1d6+5 plus energy drain, slam); 
  SA Blood drain, children of the night, create spawn, 
  domination, energy drain, rebuke / command undead, 
  spells, spontaneous casting (inflict); SQ: Alternate form, 
  damage reduction 10 / silver and magic, fast healing 5, 
  gaseous form, turn resistance +4, resistance to cold 10 and 
  electricity 10, spider climb, turn resistance +4, undead 
  traits, vampire weaknesses; AL CE; SV Fort +4, Ref +6, 
  Will +8; Str 19, Dex 16, Con -, Int 12, Wis 18, Cha 18.  
   
  Skills and Feats: Bluff +17, Concentration +6, Hide 
  +10, Knowledge (arcana) +6, Knowledge (religion) +6, 
  Listen +14, Move Silently +10, Search +9, Sense Motive 
  +12, Spot +14; Alertness, Combat Reflexes, Divine Might, 
  Dodge, Extra Turning (11/day), Improved Initiative, 
  Lightning Reflexes, Power Attack. 
   
  Viola’s slam attack is treated a magical weapon for 
  the purpose of overcoming damage reduction. 
   
  Blood Drain (Ex): Viola can suck blood from a 
  living victim with her fangs by making a successful 
  grapple check.  If she pins her foe, she drains blood, 
  dealing 1d4 points of Constitution drain each round the 
  pin is maintained.  On each such successful attack, she 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Viola can command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action.  These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
   
  Dominate (Su): Viola can crush an opponent’s will 
  just by looking into his or her eyes.  This is similar to a 
  gaze attack, except that the vampire must use a standard 
  action, and those merely looking at her are not affected.  
  Anyone the vampire targets must succeed on a Will save 
  (DC 16) or fall instantly under the vampire’s influence as 
  though by a dominate person spell (caster level 12
  th).  The 
  ability has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by Viola’s 
  slam attack gain two negative levels.  For each negative 
  level bestowed, the vampire gains 5 temporary hit points. 
   Viola can use her energy drain ability once per round. 
   
  Alternate Form (Su): Viola can assume the shape of 
  a bat, dire bat, wolf, or dire wolf as a standard action.  This 
  ability is similar to a polymorph spell cast by a 12
  th level 
  character, except that the vampire does not regain hit 
  points for changing form and must choose from among 
  the forms listed here.  While in her alternate form, Viola 
  loses her natural slam attack and dominate ability, but 
  gains the natural weapons and extraordinary special 
  attacks of her new form.  She can remain in that form 
  until she assumes another or until the next sunrise. 
   
  Fast Healing (Ex): Viola heals 5 points of damage 
  each round, as long as she has at least 1 hit point.  If she is 
  reduced to 0 hit points or lower, she automatically 
  assumes gaseous form and attempt to escape. 
   
  Gaseous Form (Su): As a standard action, Viola can 
  assume gaseous form at will, as the spell (caster level 5
  th), 
  but she can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): Viola can climb sheer surfaces as 
  though with a spider climb spell. 
  BDK04-06 Torrock’s Legacy 
   
  Page 25 
  
   
  Spells Prepared (5/5/4; base DC = 14 + spell level): 
  0—detect magic (3), read magic, resistance; 1st—
  deathwatch, divine favor, protection from good*, 
  sanctuary, shield of faith; 2 – bull’s strength, darkness, 
  death knell, invisibility*. 
   
  *Domain spells. Trickery (Bluff, Disguise, and Hide 
  are class skills); Evil (Evil spells are cast at +1 caster level). 
   
  Possessions: +1 breastplate, large steel shield, 
  masterwork morningstar, light crossbow, iron holy 
  symbol of Iuz, spell component pouch, 20 bolts, dagger, 
  divine scroll of inflict serious wounds (5
  th level caster), 
  pouch containing coins worth 42 gp. 
   
  Physical Description: Viola is a slight 5 ft. 6 in. 
  woman with black hair and green eyes. 
   
  Power-up Suite (with divine favor and shield of faith): 
   AC 29 (touch 15, flat-footed 26)[+3 Dex, +6 armor, +2 
  shield, +6 natural, +2 deflection]; BA/G: +3/+7; Atk +9 
  melee (1d8+5, morningstar) or +7 ranged (1d8+1 [19-
  20/x2], light crossbow) or +8 melee (1d6+6 plus energy 
  drain, slam); Full Atk +9 melee (1d8+5, morningstar) or 
  +7 ranged (1d8+1 [19-20/x2], light crossbow) or +8 melee 
  (1d6+6 plus energy drain, slam). 
   
  APL 6 
  Viola: Female Human Vampire Clr6; CR 8; Medium 
  Undead (Augmented Humanoid); HD 6d12; hp 39; Init 
  +7; Spd 20 ft; AC 27 (touch 13, flat-footed 25) [+6 armor, 
  +3 shield, +2 Dex, +6 natural]; BA/G +4/+8; Atk +9 melee 
  (1d8+4, masterwork morningstar) or +7 ranged (1d8 [19-
  20/x2], light crossbow) or +8 melee (1d6+6 plus energy 
  drain, slam); Full Atk +9 melee (1d8+4, masterwork 
  morningstar) or +7 ranged (1d8 [19-20/x2], light 
  crossbow) or +8 melee (1d6+6 plus energy drain, slam); 
  SA Blood drain, children of the night, create spawn, 
  domination, energy drain, rebuke / command undead, 
  spells, spontaneous casting (inflict);  SQ: Alternate form, 
  damage reduction 10 / silver and magic, fast healing 5, 
  gaseous form, immunity to acid (72 points), turn 
  resistance +4, resistance to cold 10 and electricity 10, 
  spider climb, turn resistance +4, undead traits, vampire 
  weaknesses; AL CE; SV Fort +5, Ref +7, Will +9; Str 19, 
  Dex 16, Con -, Int 12, Wis 18, Cha 18. 
   
  Skills and Feats: Bluff +13, Concentration +12, 
  Diplomacy +8, Hide +6, Intimidate +5, Knowledge 
  (arcana) +6, Knowledge (religion) +6, Listen +14, Move 
  Silently +6, Search +8, Sense Motive +12, Spot +14; 
  Alertness, Combat Reflexes, Divine Might, Divine 
  Shield, Dodge, Extra Turning (11/day), Improved 
  Initiative, Lightning Reflexes, Power Attack. 
   
  Viola’s slam attack is treated a magical weapon for 
  the purpose of overcoming damage reduction. 
   
  Blood Drain (Ex): Viola can suck blood from a 
  living victim with her fangs by making a successful 
  grapple check.  If she pins her foe, she drains blood, 
  dealing 1d4 points of Constitution drain each round the 
  pin is maintained.  On each such successful attack, she 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Viola can command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action.  These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
   
  Dominate (Su): Viola can crush an opponent’s will 
  just by looking into his or her eyes.  This is similar to a 
  gaze attack, except that the vampire must use a standard 
  action, and those merely looking at her are not affected.  
  Anyone the vampire targets must succeed on a Will save 
  (DC 17) or fall instantly under the vampire’s influence as 
  though by a dominate person spell (caster level 12
  th).  The 
  ability has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by Viola’s 
  slam attack gain two negative levels.  For each negative 
  level bestowed, the vampire gains 5 temporary hit points. 
   Viola can use her energy drain ability once per round. 
   
  Alternate Form (Su): Viola can assume the shape of 
  a bat, dire bat, wolf, or dire wolf as a standard action.  This 
  ability is similar to a polymorph spell cast by a 12
  th level 
  character, except that the vampire does not regain hit 
  points for changing form and must choose from among 
  the forms listed here.  While in her alternate form, Viola 
  loses her natural slam attack and dominate ability, but 
  gains the natural weapons and extraordinary special 
  attacks of her new form.  She can remain in that form 
  until she assumes another or until the next sunrise. 
   
  Fast Healing (Ex): Viola heals 5 points of damage 
  each round, as long as she has at least 1 hit point.  If she is 
  reduced to 0 hit points or lower, she automatically 
  assumes gaseous form and attempt to escape. 
   
  Gaseous Form (Su): As a standard action, Viola can 
  assume gaseous form at will, as the spell (caster level 5
  th), 
  but she can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): Viola can climb sheer surfaces as 
  though with a spider climb spell. 
   
  Spells Prepared (6/5/5/4; base DC = 14 + spell level): 
  0—cure minor wounds, detect magic (x3), read magic, 
  resistance; 1st—deathwatch, divine favor, obscuring 
  mist, protection from good*, shield of faith; 2
  nd - bull’s 
  strength, death knell, darkness, eagle’s splendor, 
  invisibility*; 3
  rd—deeper darkness, magic circle against 
  good*, magic vestment, protection from energy. 
   
  *Domain spells. Trickery (Bluff, Disguise, and Hide 
  are class skills); Evil (Evil spells are cast at +1 caster level). 
   
  Possessions: +1 breastplate, large steel shield (+1 
  magic 
  vestment), 
  masterwork 
  morningstar, 
  light 
  crossbow, iron holy symbol of Iuz, spell component 
  pouch, 20 bolts, dagger, divine scroll of inflict critical 
  BDK04-06 Torrock’s Legacy 
   
  Page 26 
  
  wounds (7
  th level caster), potion of haste, pearl of power 
  (1
  st level), pouch containing coins worth 54 gp. 
   
  Physical Description: Viola is a slight 5 ft. 6 in. 
  woman with black hair and green eyes. 
   
  Power-up Suite (with divine favor and shield of faith): 
   AC 31 (touch 16, flat-footed 28)[+3 Dex, +6 armor, +3 
  shield, +6 natural, +3 deflection]; BA/G: +4/+9; Atk +11 
  melee (1d8+6, morningstar) or +9 ranged (1d8+2 [19-
  20/x2], light crossbow) or +10 melee (1d6+6 plus energy 
  drain, slam); Full Atk +11 melee (1d8+6, morningstar) or 
  +9 ranged (1d8+2 [19-20/x2], light crossbow) or +10 
  melee (1d6+6 plus energy drain, slam). 
   
  APL 8 
  Viola: Female Human Vampire Clr8; CR 10; Medium 
  Undead (Augmented Humanoid); HD 8d12; hp 52; Init 
  +7; Spd 20 ft; AC 30 (touch 13, flat-footed 27) [+7 armor, 
  +4 shield, +3 Dex, +6 natural]; BA/G +6/+11; Atk +12 
  melee (1d8+5, masterwork morningstar) or +9 ranged 
  (1d8 [19-20/x2], light crossbow) or +11 melee (1d6+7 plus 
  energy drain, slam); Full Atk +12/+7 melee (1d8+5, 
  masterwork morningstar) or +9 ranged (1d8 [19-20/x2], 
  light crossbow) or +11 melee (1d6+7 plus energy drain, 
  slam); SA Blood drain, children of the night, create 
  spawn, domination, energy drain, rebuke / command 
  undead, spells, spontaneous casting (inflict);  SQ: 
  Alternate form, damage reduction 10 / silver and magic, 
  fast healing 5, gaseous form, immunity to acid (96 
  points), spell immunity (magic missle, searing light), turn 
  resistance +4, resistance to cold 10 and electricity 10, 
  spider climb, turn resistance +4, undead traits, vampire 
  weaknesses; AL CE; SV Fort +6, Ref +7, Will +16; Str 20, 
  Dex 16, Con -, Int 12, Wis 20, Cha 18. 
   
  Skills and Feats: Bluff +17, Concentration +14, 
  Diplomacy +8, Hide +6, Intimidate +5, Knowledge 
  (arcana) +6, Knowledge (religion) +6, Listen +15, Move 
  Silently +6, Search +8, Sense Motive +13, Spot +15; 
  Alertness, Combat Reflexes, Divine Might, Divine 
  Shield, Dodge, Extra Turning (11/day), Improved 
  Initiative, Lightning Reflexes, Power Attack. 
   
  Viola’s slam attack is treated a magical weapon for 
  the purpose of overcoming damage reduction. 
   
  Blood Drain (Ex): Viola can suck blood from a 
  living victim with her fangs by making a successful 
  grapple check.  If she pins her foe, she drains blood, 
  dealing 1d4 points of Constitution drain each round the 
  pin is maintained.  On each such successful attack, she 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Viola can command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action.  These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
   
  Dominate (Su): Viola can crush an opponent’s will 
  just by looking into his or her eyes.  This is similar to a 
  gaze attack, except that the vampire must use a standard 
  action, and those merely looking at her are not affected.  
  Anyone the vampire targets must succeed on a Will save 
  (DC 18) or fall instantly under the vampire’s influence as 
  though by a dominate person spell (caster level 12
  th).  The 
  ability has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by Viola’s 
  slam attack gain two negative levels.  For each negative 
  level bestowed, the vampire gains 5 temporary hit points. 
   Viola can use her energy drain ability once per round. 
   
  Alternate Form (Su): Viola can assume the shape of 
  a bat, dire bat, wolf, or dire wolf as a standard action.  This 
  ability is similar to a polymorph spell cast by a 12
  th level 
  character, except that the vampire does not regain hit 
  points for changing form and must choose from among 
  the forms listed here.  While in her alternate form, Viola 
  loses her natural slam attack and dominate ability, but 
  gains the natural weapons and extraordinary special 
  attacks of her new form.  She can remain in that form 
  until she assumes another or until the next sunrise. 
   
  Fast Healing (Ex): Viola heals 5 points of damage 
  each round, as long as she has at least 1 hit point.  If she is 
  reduced to 0 hit points or lower, she automatically 
  assumes gaseous form and attempt to escape. 
   
  Gaseous Form (Su): As a standard action, Viola can 
  assume gaseous form at will, as the spell (caster level 5
  th), 
  but she can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): Viola can climb sheer surfaces as 
  though with a spider climb spell. 
   
  Spells Prepared (6/7/5/5/4; base DC = 15 + spell 
  level): 0—cure minor wounds, detect magic (x3), read 
  magic, resistance; 1st—deathwatch, divine favor(2), 
  obscuring mist, protection from good*, sanctuary, shield 
  of faith; 2
  nd – bull’s strength, death knell, darkness, eagle’s 
  splendor, invisibility*; 3
  rd—deeper darkness, magic circle 
  against good*, magic vestment(2), protection from 
  energy; 4
  th - confusion*, divine power, greater magic 
  weapon, spell immunity (magic missle and searing light). 
   
  *Domain spells. Trickery (Bluff, Disguise, and Hide 
  are class skills); Evil (Evil spells are cast at +1 caster level). 
   
  Possessions: Masterwork breastplate (+2 magic 
  vestment), large steel shield (+2 magic vestment), 
  masterwork morningstar, light crossbow, iron holy 
  symbol of Iuz, spell component pouch, 20 bolts, dagger, 
  periapt of wisdom +2, divine scroll of inflict critical 
  wounds (7
  th level caster), potion of haste, pearl of power 
  (1
  st level), pouch containing coins worth 84 gp. 
   
  Physical Description: Viola is a slight 5 ft. 6 in. 
  woman with black hair and green eyes. 
   
  BDK04-06 Torrock’s Legacy 
   
  Page 27 
  
  Power-up Suite (with divine favor, divine power, and 
  shield o  faith):  hp 60; AC 33 (touch 16, flat-footed 
  30)[+3 Dex, +7 armor, +4 shield, +6 natural, +3 deflection]; 
  BA/G: +8/+16; Atk +20 melee (1d8+16, +2 morningstar) 
  or +13 ranged (1d8+2 [19-20/x2], light crossbow) or +18 
  melee (1d6+12 plus energy drain, slam); Full Atk +20/+15 
  melee (1d8+16, +2 morningstar) or +13 ranged (1d8+2 
  [19-20/x2], light crossbow) or +18 melee (1d6+12 plus 
  energy drain, slam); Str 26. 
  f
   
  APL 10 
  Viola: Female Human Vampire Clr10; CR 12; Medium 
  Undead (Augmented Humanoid); HD 10d12; hp 65; Init 
  +7; Spd 20 ft; AC 30 (touch 13, flat-footed 27) [+7 armor, 
  +4 shield, +3 Dex, +6 natural]; BA/G +7/+12; Atk +13 
  melee (1d8+5, masterwork morningstar) or +10 ranged 
  (1d8 [19-20/x2], light crossbow) or +12 melee (1d6+7 plus 
  energy drain, slam); Full Atk +13/+8 melee (1d8+5, 
  masterwork morningstar) or +10 ranged (1d8 [19-20/x2], 
  light crossbow) or +12 melee (1d6+7 plus energy drain, 
  slam); SA Blood drain, children of the night, create 
  spawn, domination, energy drain, rebuke / command 
  undead, spells, spontaneous casting (inflict);  SQ: 
  Alternate form, damage reduction 10 / silver and magic, 
  fast healing 5, gaseous form, immunity to acid (120 
  points), spell immunity (magic missle, searing light), turn 
  resistance +4, resistance to cold 10 and electricity 10, 
  spider climb, turn resistance +4, undead traits, vampire 
  weaknesses; AL CE; SV Fort +7, Ref +8, Will +12; Str 20, 
  Dex 16, Con -, Int 12, Wis 20, Cha 18. 
   
  Skills and Feats: Bluff +17, Concentration +16, 
  Diplomacy +8, Hide +6, Intimidate +5, Knowledge 
  (arcana) +6, Knowledge (religion) +6, Listen +14, Move 
  Silently +6, Search +8, Sense Motive +12, Spellcraft +7, 
  Spot +14; Alertness, Combat Reflexes, Divine Might, 
  Divine Shield, Dodge, Extra Turning (11/day), Improved 
  Initiative, Lightning Reflexes, Power Attack, Quicken 
  Spell. 
   
  Viola’s slam attack is treated a magical weapon for 
  the purpose of overcoming damage reduction. 
   
  Blood Drain (Ex): Viola can suck blood from a 
  living victim with her fangs by making a successful 
  grapple check.  If she pins her foe, she drains blood, 
  dealing 1d4 points of Constitution drain each round the 
  pin is maintained.  On each such successful attack, she 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Viola can command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action.  These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
   
  Dominate (Su): Viola can crush an opponent’s will 
  just by looking into his or her eyes.  This is similar to a 
  gaze attack, except that the vampire must use a standard 
  action, and those merely looking at her are not affected.  
  Anyone the vampire targets must succeed on a Will save 
  (DC 19) or fall instantly under the vampire’s influence as 
  though by a dominate person spell (caster level 12
  th).  The 
  ability has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by Viola’s 
  slam attack gain two negative levels.  For each negative 
  level bestowed, the vampire gains 5 temporary hit points. 
   Viola can use her energy drain ability once per round. 
   
  Alternate Form (Su): Viola can assume the shape of 
  a bat, dire bat, wolf, or dire wolf as a standard action.  This 
  ability is similar to a polymorph spell cast by a 12
  th level 
  character, except that the vampire does not regain hit 
  points for changing form and must choose from among 
  the forms listed here.  While in her alternate form, Viola 
  loses her natural slam attack and dominate ability, but 
  gains the natural weapons and extraordinary special 
  attacks of her new form.  She can remain in that form 
  until she assumes another or until the next sunrise. 
   
  Fast Healing (Ex): Viola heals 5 points of damage 
  each round, as long as she has at least 1 hit point.  If she is 
  reduced to 0 hit points or lower, she automatically 
  assumes gaseous form and attempt to escape. 
   
  Gaseous Form (Su): As a standard action, Viola can 
  assume gaseous form at will, as the spell (caster level 5
  th), 
  but she can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): Viola can climb sheer surfaces as 
  though with a spider climb spell. 
   
  Spells Prepared (6/7/6/5/5/4; base DC = 15 + spell 
  level): 0—cure minor wounds, detect magic (x3), read 
  magic, resistance; 1st—deathwatch, divine favor(2), 
  obscuring mist, protection from good*, sanctuary, shield 
  of faith; 2
  nd – bull’s strength, death knell, darkness, eagle’s 
  splendor, invisibility*, silence; 3
  rd—deeper darkness, 
  magic circle against good*, magic vestment(2), protection 
  from energy; 4
  th – airwalk, confusion*, divine power, 
  greater magic weapon, spell immunity (magic missle and 
  searing light); 5
  th 
   
   
  – dispel good*, quickened divine favor, 
  quickened shield of faith, righteous might. 
  *Domain spells. Trickery (Bluff, Disguise, and Hide 
  are class skills); Evil (Evil spells are cast at +1 caster level). 
   
  Possessions: Masterwork breastplate (+2 magic 
  vestment), large steel shield (+2 magic vestment), 
  masterwork morningstar (+2 greater magic weapon), 
  light crossbow, iron holy symbol of Iuz, spell component 
  pouch, 20 bolts, dagger, incandescent blue sphere ioun 
  stone, ring of counterspells (with heal cast into the ring),
  potion of haste, pearl of power (1
  st level), pouch 
  containing coins worth 108gp. 
   
   
  Physical Description: Viola is a slight 5 ft. 6 in. 
  woman with black hair and green eyes. 
   
  BDK04-06 Torrock’s Legacy 
   
  Page 28 
  
  Power-up Suite (with divine favor, divine power, 
  righteous might, and shield of faith):  Large Undead 
  (Augmented Humanoid); hp 75; AC 34 (touch 15, flat-
  footed 31)[-1 size, +3 Dex, +7armor, +4 shield, +8 natural, 
  +3 deflection]; BA/G: +10/+24; Atk +24 melee (2d6+15, +2 
  morningstar) or +15 ranged (2d6+3 [19-20/x2], light 
  crossbow) or +22 melee (1d8+15 plus energy drain, slam); 
  Full Atk +24/+19 melee (2d6+15, +2 morningstar) or +15 
  ranged (2d6+3 [19-20/x2], light crossbow) or +22 melee 
  (1d8+15 plus energy drain, slam); SQ Damage reduction 
  3/good; Str 30. 
   
  APL 12 
  Viola: Female Human Vampire Clr12; CR 14; Medium 
  Undead (Augmented Humanoid); HD 12d12; hp 78; Init 
  +7; Spd 20 ft; AC 32 (touch 13, flat-footed 29) [+8 armor, 
  +5 shield, +3 Dex, +6 natural]; BA/G +9/+14; Atk +18 
  melee (1d8+8, +3 morningstar) or +12 ranged (1d8 [19-
  20/x2], light crossbow) or +14 melee (1d6+7 plus energy 
  drain, slam); Full Atk +13/+8 melee (1d8+8, +3 
  morningstar) or +12 ranged (1d8 [19-20/x2], light 
  crossbow) or +14 melee (1d6+7 plus energy drain, slam); 
  SA Blood drain, children of the night, create spawn, 
  domination, energy drain, rebuke / command undead, 
  spells, spontaneous casting (inflict);  SQ: Alternate form, 
  damage reduction 10 / silver and magic, fast healing 5, 
  gaseous form, immunity to acid (120 points), immunity 
  to sonic (120 points), spell immunity (hold monster, 
  magic missle, searing light), turn resistance +4, resistance 
  to cold 10 and electricity 10, spider climb, turn resistance 
  +4, undead traits, vampire weaknesses; AL CE; SV Fort 
  +11, Ref +12, Will +17; Str 20, Dex 16, Con -, Int 12, Wis 
  21, Cha 18. 
   
  Skills and Feats: Bluff +17, Concentration +18, 
  Diplomacy +8, Hide +6, Intimidate +5, Knowledge 
  (arcana) +6, Knowledge (religion) +9, Listen +15, Move 
  Silently +6, Search +8, Sense Motive +13, Spellcraft +8, 
  Spot +15; Alertness, Combat Reflexes, Divine Metamagic 
  (Quicken), Divine Might, Divine Shield, Dodge, Extra 
  Turning 
  (11/day), 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, Power Attack, Quicken Spell. 
   
  Viola’s slam attack is treated a magical weapon for 
  the purpose of overcoming damage reduction. 
   
  Blood Drain (Ex): Viola can suck blood from a 
  living victim with her fangs by making a successful 
  grapple check.  If she pins her foe, she drains blood, 
  dealing 1d4 points of Constitution drain each round the 
  pin is maintained.  On each such successful attack, she 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Viola can command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action.  These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
   
  Dominate (Su): Viola can crush an opponent’s will 
  just by looking into his or her eyes.  This is similar to a 
  gaze attack, except that the vampire must use a standard 
  action, and those merely looking at her are not affected.  
  Anyone the vampire targets must succeed on a Will save 
  (DC 20) or fall instantly under the vampire’s influence as 
  though by a dominate person spell (caster level 12
  th).  The 
  ability has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by Viola’s 
  slam attack gain two negative levels.  For each negative 
  level bestowed, the vampire gains 5 temporary hit points. 
   Viola can use her energy drain ability once per round. 
   
  Alternate Form (Su): Viola can assume the shape of 
  a bat, dire bat, wolf, or dire wolf as a standard action.  This 
  ability is similar to a polymorph spell cast by a 12
  th level 
  character, except that the vampire does not regain hit 
  points for changing form and must choose from among 
  the forms listed here.  While in her alternate form, Viola 
  loses her natural slam attack and dominate ability, but 
  gains the natural weapons and extraordinary special 
  attacks of her new form.  She can remain in that form 
  until she assumes another or until the next sunrise. 
   
  Fast Healing (Ex): Viola heals 5 points of damage 
  each round, as long as she has at least 1 hit point.  If she is 
  reduced to 0 hit points or lower, she automatically 
  assumes gaseous form and attempt to escape. 
   
  Gaseous Form (Su): As a standard action, Viola can 
  assume gaseous form at will, as the spell (caster level 5
  th), 
  but she can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): Viola can climb sheer surfaces as 
  though with a spider climb spell. 
   
  Spells Prepared (6/8/6/6/5/5/4; base DC = 16 + spell 
  level): 0—cure minor wounds, detect magic (x3), read 
  magic, resistance; 1st—deathwatch, divine favor(2), 
  obscuring mist, protection from good*, sanctuary, shield 
  of faith (2); 2
  nd – bull’s strength, death knell, darkness, 
  eagle’s 
  splendor, 
  invisibility*, 
  silence; 3
  rd—deeper 
  darkness, magic circle against good*, magic vestment(2), 
  protection from energy (2); 4
  th – airwalk, confusion*, 
  divine power, greater magic weapon, spell immunity; 5
  th 
   
  – dispel good*, quickened divine favor, quickened shield 
  of faith, righteous might, spell resistance; 6
  th – blade 
  barrier, harm, mislead*, summon monster VI. 
  *Domain spells. Trickery (Bluff, Disguise, and Hide 
  are class skills); Evil (Evil spells are cast at +1 caster level). 
   
  Possessions: Masterwork breastplate (+3 magic 
  vestment), large steel shield (+3 magic vestment), 
  masterwork morningstar (+3 greater magic weapon), 
  light crossbow, iron holy symbol of Iuz, spell component 
  pouch, 20 bolts, dagger, incandescent blue sphere ioun 
  stone, cloak of resistance +3, ring of counterspells (with 
  heal cast into the ring), potion of haste, pearl of power 
  (2
  nd level), pouch containing coins worth 108gp. 
  BDK04-06 Torrock’s Legacy 
   
  Page 29 
  
   
  Physical Description: Viola is a slight 5 ft. 6 in. 
  woman with black hair and green eyes. 
   
  Power-up Suite (with divine favor, divine power, 
  righteous might, and shield of faith):  Large Undead 
  (Augmented Humanoid); hp 90; AC 37 (touch 15, flat-
  footed 34)[-1 size, +3 Dex, +8 armor, +5 shield, +8 natural, 
  +4 deflection]; BA/G: +12/+26; Atk +27 melee (2d6+16, +3 
  morningstar) or +17 ranged (2d6+3 [19-20/x2], light 
  crossbow) or +24 melee (1d8+15 plus energy drain, slam); 
  Full Atk +27/+22/+17 melee (2d6+16, +3 morningstar) or 
  +17 ranged (2d6+3 [19-20/x2], light crossbow) or +24 
  melee (1d8+15 plus energy drain, slam); SQ Damage 
  reduction 6 / good; Str 30. 
   
   
   
   
  BDK04-06 Torrock’s Legacy 
   
  Page 30 
  
  Encounter 4: Guards 
   
  APL 2 
  Guards (3): Male Human War1; CR ½; Medium 
  Humanoid (human); HD 1d8+1; hp 6; Init +0; Spd 20 ft.; 
  AC 15 (touch 10, flat-footed 15) [+5 armor]; BA/G +1/+2; 
  Atk +3 melee (1d8+1 [x3], longspear) or +2 melee (1d8+1 
  [19-20/x2], longsword) or +1 ranged (1d8 [19-20/x2], light 
  crossbow); Full Atk; +3 melee (1d8+1 [x3], longspear) or 
  +2 melee (1d8+1 [19-20/x2], longsword) or +1 ranged 
  (1d8 [19-20/x2], light crossbow); AL CN; SV Fort +3, Ref 
  +0, Will +0; Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8.  
   
  Skills and Feats: Handle Animal +2, Intimidate +2, 
  Listen +0, Ride +2, Spot +0; Point Blank Shot, Weapon 
  Focus (longspear). 
   
  Possessions: Longspear, light crossbow, bolts (20), 
  longsword, chainmail.  
   
  APL 4 
  Guard (2): Male Human Ftr2; CR 2; Medium Humanoid 
  (human); HD 2d10+4; hp 15; Init +1; Spd 20 ft.; AC 16 
  (touch 11, flat-footed 15) [+5 armor, +1 Dex]; BA/G +2/+4; 
  Atk +6 melee (1d8+3 [x3], longspear) or +5 melee (1d8+2 
  [19-20/x2], longsword) or +3 ranged (1d8, light 
  crossbow); Full Atk; +6 melee (1d8+3 [x3], longspear) or 
  +5 melee (1d8+2 [19-20/x2], longsword) or +3 ranged 
  (1d8 [19-20/x2], light crossbow); AL CN; SV Fort +5, Ref 
  +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Listen +1, Ride +8, Spot +1; Point Blank Shot, Power 
  Attack, Precise Shot, Weapon Focus (longspear). 
   
  Possessions: Masterwork longspear, light crossbow, 
  bolts 
  (20), 
  masterwork 
  longsword, 
  masterwork 
  breastplate.  
   
  APL 6 & up 
  Guard (2): Male Human Ftr4; CR 4; Medium Humanoid 
  (human); HD 4d10+8; hp 30; Init +1; Spd 20 ft.; AC 16 
  (touch 11, flat-footed 15) [+5 armor, +1 Dex]; BA/G +4/+7; 
  Atk +9 melee (1d8+4 [x3], longspear) or +8 melee (1d8+3 
  [19-20/x2], longsword) or +5 ranged (1d8, light 
  crossbow); Full Atk; +9 melee (1d8+4 [x3], longspear) or 
  +8 melee (1d8+3 [19-20/x2], longsword) or +5 ranged 
  (1d8 [19-20/x2], light crossbow); AL CN; SV Fort +6, Ref 
  +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +2, Handle Animal +4, 
  Intimidate +6, Jump +2, Listen +1, Ride +8, Spot +1; 
  Cleave, Point Blank Shot, Power Attack, Precise Shot, 
  Rapid Reload, Weapon Focus (longspear). 
   
  Possessions: Masterwork longspear, light crossbow, 
  bolts 
  (20), 
  masterwork 
  longsword, 
  masterwork 
  breastplate.  
   
   
  BDK04-06 Torrock’s Legacy 
   
  Page 31 
  
  Provarian 
   
  APL 2 
  Provarian: Male Half-Fiend Human Rgr4; Medium 
  Outsider (Native); CR 5; HD 4d8+12; hp 30; Init +4; Spd 
  30 ft, fly 30 ft (average); AC 20 (touch 14, flat-footed 16) 
  [+5 chain shirt, +4 Dex, +1 natural]; BA/G: +4/+7; Atk +9 
  ranged (1d8+3 [x3], composite longbow (+3)) or +8 melee 
  (1d12+4 [x3], greataxe), or +7 melee (1d4+3, claw); Full 
  Atk +9 ranged (1d8+3 [x3], composite longbow (+3)) or 
  +7/+7 ranged (1d8+3 [x3], composite longbow (+3)) or +8 
  melee (1d12+4 [x3], greataxe), or +7 melee (1d4+3, 2 
  claws) and +2 melee (1d6+1, bite); SA Combat style 
  (archery), favored enemy humans +2, smite good, spells, 
  spell-like abilities; SQ: animal companion (link, share 
  spells), DR 5/magic, darkvision 60 ft., immune to poison, 
  resistance to acid 10, cold 10, electricity 10, and fire 10, 
  wild empathy +6; SR 14; AL CE; SV Fort +7, Ref +8, Will 
  +3; Str 16, Dex 18, Con 16, Int 16, Wis 14, Cha 10.  
   
  Skills and Feats: Handle Animal +7, Hide +11, 
  Knowledge (nature) +12, Listen +9, Move Silently +11, 
  Search +10, Spot +9, Survival +9, Swim +10, Use Rope 
  +11; Endurance, Hover, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track. 
   
  Animal Companion (Ex): Provarian has an wolf as 
  an animal companion (see Monster Manual, page 283). 
  Provarian’s wolf enjoys the link and share spells special 
  qualities. 
   
  Link (Ex): Provarian can handle his eagle as a free 
  action.  He also gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding his eagle. 
   
  Share Spells (Ex): Provarian may have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  Provarian may also cast 
  a spell with a target of “you” on his animal companion. 
   
  Favored Enemy (Ex): Provarian gains a +2 bonus on 
  his Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against humans.  He gains the 
  same bonus on weapon damage. 
   
  Smite Good (Su): Once per day Provarian can make 
  a normal melee attack to deal 4 extra damage to a good 
  foe. 
   
  Spell Like Abilities: 3/day - darkness, 1/day 
  desecrate. Caster Level 4th.  The save DCs are Charisma-
  based. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  entangle. 
   
  Possessions: +1 mithral shirt, masterwork greataxe, 
  masterwork composite longbow (+3), spell component 
  pouch, holly and mistletoe, purse containing coins worth 
  48 gp. 
   
  Physical Description: Provarian is a six-foot tall 
  muscular man with reddish scales, small horns, glowing 
  red eyes, and bat wings. 
   
  APL 4 
  Provarian: Male Half-Fiend Human Rgr5; Medium 
  Outsider (Native); CR 7; HD 5d8+15; hp 38; Init +4; Spd 
  30 ft, fly 30 ft (average); AC 20 (touch 14, flat-footed 16) 
  [+5 chain shirt, +4 Dex, +1 natural]; BA/G: +5/+8; Atk +10 
  ranged (1d8+4 [x3], +1 composite longbow (+3)) or +9 
  melee (1d12+4 [x3], greataxe), or +8 melee (1d4+3, claw); 
  Full Atk +10 ranged (1d8+4 [x3], +1 composite longbow 
  (+3)) or +8/+8 ranged (1d8+4 [x3], +1 composite longbow 
  (+3)) or +9 melee (1d12+4 [x3], greataxe), or +8 melee 
  (1d4+3, 2 claws) and +3 melee (1d6+1, bite); SA Combat 
  style (archery), favored enemy elves +2, favored enemy 
  humans +4, smite good, spells, spell-like abilities; SQ: 
  animal companion (link, share spells), DR 5/magic, 
  darkvision 60 ft., immune to poison, resistance to acid 10, 
  cold 10, electricity 10, and fire 10, wild empathy +7; SR 
  15; AL CE; SV Fort +7, Ref +8, Will +3; Str 16, Dex 18, 
  Con 16, Int 16, Wis 14, Cha 10.  
   
  Skills and Feats: Handle Animal +8, Hide +12, 
  Knowledge (nature) +13, Listen +10, Move Silently +12, 
  Search +11, Spot +10, Survival +10, Swim +11, Use Rope 
  +12; Endurance, Hover, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track. 
   
  Animal Companion (Ex): Provarian has an wolf as 
  an animal companion (see Monster Manual, page 283). 
  Provarian’s wolf enjoys the link and share spells special 
  qualities. 
   
  Link (Ex): Provarian can handle his eagle as a free 
  action.  He also gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding his eagle. 
   
  Share Spells (Ex): Provarian may have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  Provarian may also cast 
  a spell with a target of “you” on his animal companion. 
   
  Favored Enemy (Ex): Provarian gains a +4 bonus on 
  his Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against humans.  He gains the 
  same bonus on weapon damage. 
   
  Against elves, he gains a +2 bonus on these skills and 
  on damage rolls. 
   
  Smite Good (Su): Once per day Provarian can make 
  a normal melee attack to deal 5 extra damage to a good 
  foe. 
   
  Spell Like Abilities: 3/day - darkness, 1/day - 
  desecrate, unholy blight (DC 14). Caster Level 5th.  The 
  save DCs are Charisma-based. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1
  st - 
  entangle. 
  BDK04-06 Torrock’s Legacy 
   
  Page 32 
  
   
  Possessions: +1 mithral shirt, masterwork greataxe, 
  +1 composite longbow (+3), spell component pouch, 
  holly and mistletoe, purse containing coins worth 48 gp. 
   
  Physical Description: Provarian is a six-foot tall 
  muscular man with reddish scales, small horns, glowing 
  red eyes, and bat wings. 
   
  APL 6 
  Provarian: Male Half-Fiend Human Rgr7; Medium 
  Outsider (Native); CR 9; HD 7d8+21; hp 53; Init +4; Spd 
  30 ft, fly 30 ft (average); AC 20 (touch 14, flat-footed 16) 
  [+5 chain shirt, +4 Dex, +1 natural]; BA/G: +7/+10; Atk 
  +12 ranged (1d8+4 [x3], +1 composite longbow (+3)) or 
  +11 melee (1d12+4 [x3], greataxe), or +10 melee (1d4+3, 
  claw); Full Atk +12/+10 ranged (1d8+4 [x3], +1 composite 
  longbow (+3)) or +10/+10/+5 ranged (1d8+4 [x3], +1 
  composite longbow (+3)) or +11 melee (1d12+4 [x3], 
  greataxe), or +10 melee (1d4+3, 2 claws) and +5 melee 
  (1d6+1, bite); SA Combat style (archery), favored enemy 
  elves +2, favored enemy humans +4, smite good, spells, 
  spell-like abilities; SQ: animal companion (link, share 
  spells), DR 5/magic, darkvision 60 ft., immune to poison, 
  resistance to acid 10, cold 10, electricity 10, and fire 10, 
  wild empathy +9, woodland stride; SR 17; AL CE; SV Fort 
  +8, Ref +9, Will +4; Str 16, Dex 18, Con 16, Int 16, Wis 14, 
  Cha 10.  
   
  Skills and Feats: Handle Animal +10, Hide +14, 
  Knowledge (nature) +15, Listen +12, Move Silently +14, 
  Search +13, Spot +12, Survival +12, Swim +13, Use Rope 
  +14; Endurance, Far Shot, Hover, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track. 
   
  Animal Companion (Ex): Provarian has an wolf as 
  an animal companion. Provarian and his wolf enjoy the 
  link and share spells special qualities. 
  Wolf: CR 1; Medium Animal; HD 4d8+8; hp 26; Init 
  +3; Spd 50 ft.; AC 18 (touch 13, flat-footed 15) [+3 
  Dex, +5 natural]; BA/G +3/+5; Atk +6 melee (1d6+3, 
  bite); Full Atk; +6 melee (1d6+3, bite); SA Trip; SQ 
  Evasion, low-light vision, scent; AL N; SV Fort +5, 
  Ref +5, Will +1; Str 14, Dex 16, Con 15, Int 2, Wis 12, 
  Cha 6.  
   
  Skills and Feats: Hide +4, Listen +3, Move 
  Silently +4, Spot +3, Survival +2 (+6 when tracking 
  by scent); Improved Natural Armor, Track, Weapon 
  Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or 
  provoking an attack of opportunity.  If the attempt 
  fails, the opponent cannot react to trip the wolf. 
   
  Evasion (Ex): If the eagle is subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, it takes no damage if it makes a 
  successful saving throw. 
   
  Link (Ex): Provarian can handle his wolf as a free 
  action.  He also gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding his eagle. 
   
  Share Spells (Ex): Provarian may have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  Provarian may also cast 
  a spell with a target of “you” on his animal companion. 
   
  Favored Enemy (Ex): Provarian gains a +4 bonus on 
  his Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against humans.  He gains the 
  same bonus on weapon damage. 
   
  Against elves, he gains a +2 bonus on these skills and 
  on damage rolls. 
   
  Smite Good (Su): Once per day Provarian can make 
  a normal melee attack to deal 7 extra damage to a good 
  foe. 
   
  Spell Like Abilities: 3/day - darkness, poison (DC 
  14), 1/day - desecrate, unholy blight (DC 14). Caster Level 
  7th.  The save DCs are Charisma-based. 
   
  Woodland Stride: Provarian can move through 
  natural thorns, briars, etc. at full speed and without 
  suffering damage or impairment. 
   
  Spells Prepared (2; base DC = 12 + spell level): 1
  st - 
  entangle (2). 
   
  Possessions: +1 mithral shirt, masterwork greataxe, 
  +1 composite longbow (+3), lens of detection, spell 
  component pouch, holly and mistletoe, purse containing 
  coins worth 60 gp. 
   
  Physical Description: Provarian is a six-foot tall 
  muscular man with reddish scales, small horns, glowing 
  red eyes, and bat wings. 
   
  Advanced Owlbear: CR 5; Large Magical Beast; HD 
  8d10+40; hp 84; Init +1; Spd 30 ft.; AC 15 (touch 10, flat-
  footed 14) [-1 size, +1 Dex, +5 natural]; BA/G +8/+18; Atk 
  +13 melee (1d6+6, claw); Full Atk +13 melee (1d6+6, 2 
  claws) and +8 melee (1d8+3, bite); SA Improved grab; SQ 
  Scent; SV Fort +11, Ref +7, Will +3; Str 22, Dex 12, Con 
  21, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8, Survival +2; 
  Alertness, Track, Power Attack. 
   
  Improved Grab (Ex): To use this ability, the owlbear 
  must hit with a claw attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. 
   
  APL 8 
  Provarian: Male Half-Fiend Human Rgr8; Medium 
  Outsider (Native); CR 10; HD 8d8+24; hp 60; Init +4; Spd 
  30 ft, fly 30 ft (average); AC 20 (touch 14, flat-footed 16) 
  [+5 chain shirt, +4 Dex, +1 natural]; BA/G: +8/+11; Atk 
  +13 ranged (1d8+4 [x3], +1 composite longbow (+3)) or 
  +12 melee (1d12+4 [x3], greataxe), or +11 melee (1d4+3, 
  BDK04-06 Torrock’s Legacy 
   
  Page 33 
  
  claw); Full Atk +13/+8 ranged (1d8+4 [x3], +1 composite 
  longbow (+3)) or +11/+11/+6 ranged (1d8+4 [x3], +1 
  composite longbow (+3)) or +11/+6 melee (1d12+4 [x3], 
  greataxe), or +11 melee (1d4+3, 2 claws) and +6 melee 
  (1d6+1, bite); SA Combat style (archery), favored enemy 
  elves +2, favored enemy humans +4, smite good, spells, 
  spell-like abilities; SQ: animal companion (link, share 
  spells), DR 5/magic, darkvision 60 ft., immune to poison, 
  resistance to acid 10, cold 10, electricity 10, and fire 10, 
  swift tracker, wild empathy +10, woodland stride; SR 18; 
  AL CE; SV Fort +9, Ref +10, Will +4; Str 17, Dex 18, Con 
  16, Int 16, Wis 14, Cha 10.  
   
  Skills and Feats: Handle Animal +11, Hide +15, 
  Knowledge (nature) +16, Listen +13, Move Silently +15, 
  Search +14, Spot +13, Survival +13, Swim +14, Use Rope 
  +15; Endurance, Far Shot, Hover, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track. 
   
  Animal Companion (Ex): Provarian has an wolf as 
  an animal companion. Provarian and his wolf enjoy the 
  link and share spells special qualities. 
  Wolf: CR -; Medium Animal; HD 4d8+8; hp 26; Init 
  +3; Spd 50 ft.; AC 18 (touch 13, flat-footed 15) [+3 
  Dex, +5 natural]; BA/G +3/+5; Atk +6 melee (1d6+3, 
  bite); Full Atk; +6 melee (1d6+3, bite); SA Trip; SQ 
  Evasion, low-light vision, scent; AL N; SV Fort +5, 
  Ref +5, Will +1; Str 14, Dex 16, Con 15, Int 2, Wis 12, 
  Cha 6.  
   
  Skills and Feats: Hide +4, Listen +3, Move 
  Silently +4, Spot +3, Survival +2 (+6 when tracking 
  by scent); Improved Natural Armor, Track, Weapon 
  Focus (bite). 
   
  Tricks: Attack, Attack (all), Come, Guard, Stay. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or 
  provoking an attack of opportunity.  If the attempt 
  fails, the opponent cannot react to trip the wolf. 
   
  Evasion (Ex): If the eagle is subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, it takes no damage if it makes a 
  successful saving throw. 
   
  Link (Ex): Provarian can handle his wolf as a free 
  action.  He also gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding his eagle. 
   
  Share Spells (Ex): Provarian may have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  Provarian may also cast 
  a spell with a target of “you” on his animal companion. 
   
  Favored Enemy (Ex): Provarian gains a +4 bonus on 
  his Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against humans.  He gains the 
  same bonus on weapon damage. 
   
  Against elves, he gains a +2 bonus on these skills and 
  on damage rolls. 
   
  Smite Good (Su): Once per day Provarian can make 
  a normal melee attack to deal 8 extra damage to a good 
  foe. 
   
  Spell Like Abilities: 3/day - darkness, poison (DC 
  14), 1/day - desecrate, unholy blight (DC 14). Caster Level 
  8th.  The save DCs are Charisma-based. 
   
  Woodland Stride: Provarian can move through 
  natural thorns, briars, etc. at full speed and without 
  suffering damage or impairment. 
   
  Spells Prepared (2/1; base DC = 12 + spell level): 1
  st - 
  entangle (2); 2
  nd – bear’s endurance. 
   
  Possessions: +1 mithral shirt, masterwork greataxe, 
  +1 seeking composite longbow (+3), lens of detection, 
  spell component pouch, holly and mistletoe, purse 
  containing coins worth 84 gp. 
   
  Physical Description: Provarian is a six-foot tall 
  muscular man with reddish scales, small horns, glowing 
  red eyes, and bat wings. 
   
  Advanced Owlbear (2): CR 6; Huge Magical Beast; HD 
  9d10+63; hp 123; Init +0; Spd 30 ft.; AC 16 (touch 8, flat-
  footed 18) [-2 size, +8 natural]; BA/G +9/+27; Atk +17 
  melee (2d6+10, claw); Full Atk +17 melee (2d6+10, 2 
  claws) and +12 melee (2d6+5, bite); SA Improved grab; 
  SQ Scent; SV Fort +13, Ref +6, Will +4; Str 30, Dex 10, 
  Con 25, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8, Survival +2; 
  Alertness, Improved Natural Attack (claws), Track, Power 
  Attack. 
   
  Improved Grab (Ex): To use this ability, the owlbear 
  must hit with a claw attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. 
   
  APL 10 
  Provarian: Male Half-Fiend Human Rgr10; Medium 
  Outsider (Native); CR 12; HD 10d8+30; hp 75; Init +4; 
  Spd 30 ft, fly 30 ft (average); AC 21 (touch 14, flat-footed 
  17) [+6 chain shirt, +4 Dex, +1 natural]; BA/G: +10/+13; 
  Atk +15 ranged (1d8+4 [x3], +1 composite longbow (+3)) 
  or +14 melee (1d12+4 [x3], greataxe), or +13 melee 
  (1d4+3, claw); Full Atk +15/+15/+10 ranged (1d8+4 [x3], 
  +1 composite longbow (+3)) or +13/+8 melee (1d12+4 
  [x3], greataxe), or +13 melee (1d4+3, 2 claws) and +8 
  melee (1d6+1, bite); SA Combat style (archery), favored 
  enemy elves +2, favored enemy humans +6, favored 
  enemy magical beasts +2, smite good, spells, spell-like 
  abilities; SQ: animal companion (link, share spells), DR 
  5/magic, darkvision 60 ft., evasion, immune to poison, 
  resistance to acid 10, cold 10, electricity 10, and fire 10, 
  swift tracker, wild empathy +12, woodland stride; SR 20; 
  BDK04-06 Torrock’s Legacy 
   
  Page 34 
  
  AL CE; SV Fort +10, Ref +11, Will +5; Str 17, Dex 18, Con 
  16, Int 16, Wis 14, Cha 10.  
   
  Skills and Feats: Handle Animal +13, Hide +17, 
  Knowledge (nature) +18, Listen +15, Move Silently +17, 
  Search +16, Spot +15, Survival +15, Swim +16, Use Rope 
  +15; Endurance, Far Shot, Hover, Improved Rapid Shot, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track. 
   
  Animal Companion (Ex): Provarian has an wolf as 
  an animal companion. Provarian and his wolf enjoy the 
  link and share spells special qualities. 
  Wolf: CR 1; Medium Animal; HD 4d8+8; hp 26; Init 
  +3; Spd 50 ft.; AC 18 (touch 13, flat-footed 15) [+3 
  Dex, +5 natural]; BA/G +3/+5; Atk +6 melee (1d6+3, 
  bite); Full Atk; +6 melee (1d6+3, bite); SA Trip; SQ 
  Evasion, low-light vision, scent; AL N; SV Fort +5, 
  Ref +5, Will +1; Str 14, Dex 16, Con 15, Int 2, Wis 12, 
  Cha 6.  
   
  Skills and Feats: Hide +4, Listen +3, Move 
  Silently +4, Spot +3, Survival +2 (+6 when tracking 
  by scent); Improved Natural Armor, Track, Weapon 
  Focus (bite). 
   
  Tricks: Attack, Attack (all), Come, Guard, Stay. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or 
  provoking an attack of opportunity.  If the attempt 
  fails, the opponent cannot react to trip the wolf. 
   
  Evasion (Ex): If the eagle is subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, it takes no damage if it makes a 
  successful saving throw. 
   
  Link (Ex): Provarian can handle his wolf as a free 
  action.  He also gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding his eagle. 
   
  Share Spells (Ex): Provarian may have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  Provarian may also cast 
  a spell with a target of “you” on his animal companion. 
   
  Favored Enemy (Ex): Provarian gains a +6 bonus on 
  his Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against humans.  He gains the 
  same bonus on weapon damage. 
   
  Against elves or magical beasts, he gains a +2 bonus 
  on these skills and on damage rolls. 
   
  Smite Good (Su): Once per day Provarian can make 
  a normal melee attack to deal 10 extra damage to a good 
  foe. 
   
  Spell Like Abilities: 3/day –darkness, poison (DC 
  14), 1/day - contagion (DC 14), desecrate, unholy blight 
  (DC 14). Caster Level 10th.  The save DCs are Charisma-
  based. 
   
  Woodland Stride: Provarian can move through 
  natural thorns, briars, etc. at full speed and without 
  suffering damage or impairment. 
   
  Spells Prepared (2/2; base DC = 12 + spell level): 1
  st - 
  entangle (2); 2
  nd – barkskin, bear’s endurance. 
   
  Possessions: +2 mithral shirt, masterwork greataxe, 
  +1 seeking composite longbow (+3), lens of detection, 
  spell component pouch, holly and mistletoe, purse 
  containing coins worth 108 gp. 
   
  Physical Description: Provarian is a six-foot tall 
  muscular man with reddish scales, small horns, glowing 
  red eyes, and bat wings. 
   
  Advanced Owlbear (2): CR 8; Huge Magical Beast; HD 
  14d10+112; hp 189; Init +0; Spd 30 ft.; AC 16 (touch 8, 
  flat-footed 18) [-2 size, +8 natural]; BA/G +14/+32; Atk 
  +22 melee (2d6+10, claw); Full Atk +22 melee (2d6+10, 2 
  claws) and +17 melee (2d6+5, bite); SA Improved grab; 
  SQ Scent; SV Fort +17, Ref +9, Will +5; Str 30, Dex 10, 
  Con 26, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +10, Spot +10, Survival +3; 
  Alertness, Cleave, Improved Natural Attack (claws), 
  Track, Power Attack. 
   
  Improved Grab (Ex): To use this ability, the owlbear 
  must hit with a claw attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. 
   
  APL 12 
  Provarian: Male Half-Fiend Human Rgr12; Medium 
  Outsider (Native); CR 15; HD 12d8+48; hp 114; Init +4; 
  Spd 30 ft, fly 30 ft (average); AC 21 (touch 14, flat-footed 
  17) [+6 chain shirt, +4 Dex, +1 natural]; BA/G: +12/+16; 
  Atk +18 ranged (1d8+5 [x3], +1 composite longbow (+4)) 
  or +16 melee (1d12+6 [x3], greataxe), or +16 melee 
  (1d4+4, claw); Full Atk +18/+18/+13/+8 ranged (1d8+5 
  [x3], +1 composite longbow (+4)) or +16/+11/+6 melee 
  (1d12+6 [x3], greataxe) or +16 melee (1d4+4, 2 claws) and 
  +11 melee (1d6+2, bite); SA Combat style (archery), 
  favored enemy elves +2, favored enemy humans +6, 
  favored enemy magical beasts +2, smite good, spells, 
  spell-like abilities; SQ: animal companion (link, share 
  spells), DR 10/magic, darkvision 60 ft., evasion, immune 
  to poison, resistance to acid 10, cold 10, electricity 10, and 
  fire 10, swift tracker, wild empathy +14, woodland stride; 
  SR 22; AL CE; SV Fort +11, Ref +12, Will +6; Str 18, Dex 
  18, Con 16, Int 16, Wis 14, Cha 10.  
   
  Skills and Feats: Handle Animal +15, Hide +19, 
  Knowledge (nature) +20, Listen +17, Move Silently +19, 
  Search +18, Spot +17, Survival +17, Swim +19, Use Rope 
  +15; Endurance, Far Shot, Hover, Improved Precise Shot, 
  Improved Rapid Shot, Improved Toughness, Manyshot, 
  Point Blank Shot, Precise Shot, Rapid Shot, Track. 
  BDK04-06 Torrock’s Legacy 
   
  Page 35 
  
   
  Animal Companion (Ex): Provarian has an wolf as 
  an animal companion (see Monster Manual, page 272). 
  Provarian and his wolf enjoy the link and share spells 
  special qualities. 
   
  Possessions: +2 mithral shirt, masterwork greataxe, 
  +1 seeking composite longbow (+4), lens of detection, 
  lesser bracers of archery, spell component pouch, holly 
  and mistletoe, purse containing coins worth 108 gp. 
  Wolf: CR 1; Medium Animal; HD 6d8+12; hp 39; 
  Init +3; Spd 50 ft.; AC 20 (touch 13, flat-footed 17) 
  [+3 Dex, +7 natural]; BA/G +4/+6; Atk +7 melee 
  (1d6+3, bite); Full Atk; +7 melee (1d6+3, bite); SA 
  Trip; SQ Evasion, low-light vision, scent; AL N; SV 
  Fort +7, Ref +8, Will +3; Str 15, Dex 17, Con 15, Int 2, 
  Wis 12, Cha 6.  
   
  Advanced Owlbear (2): CR 8; Huge Magical Beast; HD 
  15d10+120; hp 203; Init +0; Spd 30 ft.; AC 16 (touch 8, 
  flat-footed 18) [-2 size, +8 natural]; BA/G +15/+33; Atk 
  +23 melee (2d6+10, claw); Full Atk +23 melee (2d6+10, 2 
  claws) and +21 melee (2d6+5, bite); SA Improved grab; 
  SQ Scent; SV Fort +17, Ref +9, Will +6; Str 30, Dex 10, 
  Con 26, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +4, Move 
  Silently +4, Spot +4, Survival +2 (+6 when tracking 
  by scent); Blind-Fight, Improved Natural Armor, 
  Track, Weapon Focus (bite). 
   
  Skills and Feats: Listen +10, Spot +10, Survival +3; 
  Alertness, Cleave, Improved Natural Attack (claws), 
  Multiattack, Track, Power Attack. 
   
  Improved Grab (Ex): To use this ability, the owlbear 
  must hit with a claw attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. 
   
  Tricks: Attack, Attack (all), Come, Guard, Stay. 
   
  Devotion (Ex): The wolf gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a 
  free action without making a touch attack or 
  provoking an attack of opportunity.  If the attempt 
  fails, the opponent cannot react to trip the wolf. 
   
  Evasion (Ex): If the eagle is subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, it takes no damage if it makes a 
  successful saving throw. 
   
  Link (Ex): Provarian can handle his wolf as a free 
  action.  He also gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding his eagle. 
   
  Share Spells (Ex): Provarian may have any spell he 
  casts on himself also affect his animal companion if the 
  latter is within 5 feet at the time.  Provarian may also cast 
  a spell with a target of “you” on his animal companion. 
   
  Favored Enemy (Ex): Provarian gains a +6 bonus on 
  his Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against humans.  He gains the 
  same bonus on weapon damage. 
   
  Against elves or magical beasts, he gains a +2 bonus 
  on these skills and on damage rolls. 
   
  Smite Good (Su): Once per day Provarian can make 
  a normal melee attack to deal 12 extra damage to a good 
  foe. 
   
  Spell Like Abilities: 3/day –darkness, poison (DC 
  14), 1/day – blasphemy, contagion (DC 14), desecrate, 
  unholy blight (DC 14). Caster Level 12th.  The save DCs 
  are Charisma-based. 
   
  Woodland Stride: Provarian can move through 
  natural thorns, briars, etc. at full speed and without 
  suffering damage or impairment. 
   
  Spells Prepared (2/2/1; base DC = 12 + spell level): 1
  st 
  - entangle (2); 2
  nd – barkskin, bear’s endurance; 3
  rd – cure 
  moderate wounds. 
  BDK04-06 Torrock’s Legacy 
   
  Page 36 
  
  Appendix II: New Rules 
   
  Divine Metamagic [Divine]  
  You can channel energy into some of your divine spells 
  to make them more powerful. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat (that you already have- as per Circle 
  ruling).  This feat applies only to that metamagic feat.  As 
  a free action, you can take the energy from turning or 
  rebuking undead and use it to apply a metamagic feat to 
  spells that you know.  You must spend one turn or 
  rebuke attempt, plus an additional attempt for each level 
  increase in the metamagic feat that you are using.  For 
  example, Jozan the cleric could sacrifice three turn 
  attempts to empower a holy smite he’s casting.  Because 
  you are using positive or negative energy to augment 
  your spells, the spell slot for the spell does not change. 
   
  Special: This feat may be taken multiple times, Each 
  time you take this feat, choose a different metamagic feat 
  to which to apply it. 
  (Source: Complete Divine p.80) 
   
  Divine Might [Divine] 
  You can channel energy to increase the damage that you 
  deal in combat  
   
  Prerequisites: Str 13, turn or rebuke undead undead 
  ability, Power Attack. 
   
  Benefit: As a free action, spend one of your 
  turn/rebuke undead attempts to add your Charisma 
  bonus to your weapon damage for one full round. 
  (Source: Complete Warrior p. 106) 
   
  Divine Shield [Divine] 
  You can channel energy to make your shield more 
  effective for either offense or defense. 
   
  Prerequisites: Turn or rebuke undead ability, 
  proficiency with a shield. 
   
  Benefit: As a standard action, spend one of your 
  turn/rebuke undead attempts to channel energy into 
  your shield, granting it a bonus equal to your Charisma 
  modifier.  This bonus applies to the shield’s bonus to 
  Armor Class and lasts for a number of rounds equal to 
  half your character level. 
  (Source: Complete Warrior p. 106) 
   
  Improved Rapid Shot [General] 
  You are an expert at firing weapons with exceptional 
  speed. 
   
  Prerequisites: Manyshot, Point Blank Shot, Rapid 
  Shot. 
   
  Benefit: 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. 
  (Source: Complete Warrior p.101) 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice.  Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point.  If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
  (Source: Complete Warrior p.101) 
   
   
   
   
   
   
  BDK04-06 Torrock’s Legacy 
   
  Page 37 
  
  Appendix III: Bluff Hills Map 
   
   
   
   
  BDK04-06 Torrock’s Legacy 
   
  Page 38 
  
  Appendix IV: Red Stag Inn (Encounter 1 & 3) 
   
   
  BDK04-06 Torrock’s Legacy 
   
  Page 39 
  
  Appendix V: Villa (Encounter 4) 
   
  BDK04-06 Torrock’s Legacy 
   
  Page 40 
  
  Appendix VI: Villa Interior (Encounter 4) 
   
  BDK04-06 Torrock’s Legacy 
   
  Page 41 
  
  Player Handout 
   
  The following are excerpts from a collection of documents found hidden by the spy Blackjack: 
   
  Lover, 
   
  Although the debacle at Perdition has weakened our access to the necessary silver, I have located sufficient stock 
  that we should be able to maintain our tithes until the mines can be placed under a firm heel.  In addition, I may have 
  located a suitable gift for the Lord, should it become necessary to curry his favor in the Material… 
   
   
  Commander Blackstone, 
   
  I have received the confirmation of your arrival in the Griff’s.  It will be necessary to keep your forces there for 
  several months, due to the possibility of interference from Grosskopf.  Your griffon riders are not to engage any 
  incoming forces, however, if there is a sizable force coming from the north, you are to notify the Nightwatch 
  immediately.  My allies should be able to take care of the Boneheart’s minions… 
   
   
  Veth, 
   
  As our time nears, it will be necessary to take more drastic measures against outsider interference.  You have 
  permission to enlarge your brood to maintain order within Groucester as well as to serve as a strike force against our 
  enemies, should the need arise… 
   
  In addition to the letters, there are maps showing troop movements – units marked with the seal of Groucester are 
  shown moving from the south and east to the border with Grosskopf. 
   
   
   
   
  BDK04-06 Torrock’s Legacy 
   
  Page 42 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/594/Normal Scenarios/BDK4-05 - Torrock's Legacy (APL 2-12)/BDK4-05 - Torrock's Legacy.pdf