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.  
   
  BIS3-01 
   
   
   
   
   
   
  Old Friends and Fens 
   
  A Two-Round Continuous D&D LIVING GREYHAWK
  ®  
  Bissel Regional Adventure 
  Version 1.0 
   
  by Kevin P. Hogan 
   
   
  An undead menace in the Fetid Fens was defeated only to reveal a powerful item of Evard’s evil creation.  After the 
  artifact is stolen, it appears the forces of evil are as active as ever and the signs point back to Arvenshire … this can’t be 
  good?  A Bissel two-round regional adventure for APLs 4-10 and Part Two in the Fetid Fens saga. 
  
  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, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least 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. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  BIS3-01 Old Friends and Fens 
   
  Page 2 
  
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  # 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 
  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. 
  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 three things that you can do to help even 
  the score. 
  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 
   
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  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): 
  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. 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely 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. 
  Time Units and Upkeep 
   
   
   
  This is a continuous two-round Regional adventure, set 
  in Bissel.  Characters native to Bissel pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  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. 
  BIS3-01 Old Friends and Fens 
   
  Page 3 
  
  Is It a Full Moon?  
  Since the hazards of lycanthropy are a current part of the 
  LIVING GREYHAWK campaign, it may be necessary to 
  determine if this adventure takes place during a full 
  moon.  For game purposes, the full moon lasts three days 
  of each month. For a given scenario that does not state 
  the phase of the moon, roll 1d10 before play begins. On a 
  result of 1, the first day of the scenario is a night of the 
  full moon (roll 1d3 to determine where in the sequence 
  of three nights it falls). 
  Adventure Background & 
  Summary 
  This scenario is the second part of the Fetid Fens series.  
  The evil necromancer Evard constructed a research 
  laboratory in the Fetid Fens in the barony of Cullen Drae 
  many years ago.  There he performed strange and 
  dangerous experiments and tested potent magic.  In 
  recent years, Sezarhanin, a black dragon, came to settle in 
  the swamp.  She found Evard’s decaying tower, 
  abandoned when Evard fled Bissel, and took it for her 
  home.  She also, unintentionally, placed a powerful magic 
  item back into the hands of evil, Evard’s staff of withering 
  death. 
  At the conclusion of the previous scenario in this series 
  (All that Withers), the staff was stolen back by agents of 
  Evard.  In this scenario, the PCs are back in Cullen Drae.  
  The PCs are unaware that Evard’s minions have also 
  moved into the fens in search of the tower and any items 
  left behind.  The dragon used her great strength to hide 
  the tower by sinking it deep into the swamp.  The magic 
  of the tower keeps it intact despite being almost 
  completely submerged in the stagnant water.  Under no 
  circumstances will the PCs encounter the dragon in this 
  scenario. 
  The PCs are in Cullen Drae because of rumors of 
  adventure or because of their military service when a 
  disguised agent of Evard contacts them.  The agent is a 
  relatively incompetent lackey and has mistaken the PCs 
  for a band of adventurers hired to search for the tower.  
  The agent knows relatively little about the operations of 
  the others and presents the mission as a young nobleman 
  who’s down on his luck and looking to salvage a lost plot 
  of titled land.  He has a forged ancient looking title to 
  some of the lands in the fens.  He offers fifty percent of 
  any treasure salvaged from the ruins and acreage on his 
  lands to the south should they find his family’s lost keep.  
  The PCs have a strange encounter when they come across 
  Oz, an extraordinarily gifted ogre hermit.  Oz left his clan 
  after he caused some commotion experimenting with his 
  “gift” (Oz is a sorcerer.)  He now lives in quiet 
  contemplation in the fens (Oz is True Neutral) and on 
  occasion visits with local priestesses of Geshtai.  Oz often 
  travels around the fens invisibly in order to observe 
  nature without being seen and causing creatures to flee.  
  He has seen humans in the fens recently and can 
  describe them but he demands the PCs help before 
  divulging too much information. 
  A pack of trolls has begun to intrude on his area and he 
  fears that soon he will have to move.  He asks the PCs to 
  deal with the trolls so that he may stay in peace.  If they 
  do this, he will tell them anything they need to know. 
  About a mile from Oz’s hovel, the fens are an area of small 
  rolling hills covered with decaying trees and black murky 
  water.  Travel to the trolls’ area is miserable and arduous.  
  Once there, the PCs will find two distinct packs of trolls.  
  One pack is working for the agents of Evard and has 
  taken on the form of a cult, with each having a black skull 
  tattooed on their forehead.  The other trolls are simply 
  denizens of the swamps and if left alone pose no threat to 
  the PCs or Oz.  If the PCs defeat the Blackskull trolls they 
  can find clues to their involvement with Evard. 
  The PCs return to find Oz has been attacked by agents of 
  Evard who found out about the mix up by their lackey 
  and are looking to destroy the PCs.  Oz was fortunate 
  enough to turn invisible and escape shortly after the 
  attack.  He can describe the villains to the PCs and more 
  importantly the presence of the staff in the group that 
  attacked him.  PCs may recognize the staff from their 
  previous contact with it, based on the description given 
  by Oz. 
  Should the PCs press on in the Fens, a particularly 
  vicious denizen of the fens will beset them.  After a few 
  days of wandering about aimlessly in the fens, the PCs 
  should be moving back to town to find some leads.  The 
  interior of a tendriculos or greenvise will reveal its last 
  victims.  The bones of two trolls are inside. 
  A number of possibilities are possible in town.  The PCs 
  may 
  learn 
  from 
  various 
  sources 
  that a number of hobgoblins were seen outside town and 
  a group of strange humans came into town with a 
  hobgoblin in fine clothes.  There are also reports that the 
  hobgoblins were seen heading southwest and people 
  believe the humans went with them.   
  As the PCs are wrapping up their investigations in town, 
  a report comes to them of another group of hobgoblins 
  camped just outside of town.  These hobgoblins have 
  been left behind to “discourage” anyone wishing to 
  follow the group that left days ago.  A confrontation with 
  the hobgoblins reveals that they are part of the clan that 
  fought at Arvenshire and are in league with the forces of 
  BIS3-01 Old Friends and Fens 
   
  Page 4 
  
  Evard.  Something special is being planned according to 
  their sub-chief.  None of the hobgoblins here know what 
  is going down but they know of a lot of activity in the 
  area near Pellak. 
  Information regarding the hobgoblins of Arvenshire, the 
  reappearance of Evard’s staff, and the activity around 
  Pellak will lead the PCs south to the capital township in 
  round two. 
  In round two, the PCs will also run into some old friends 
  and foes.  The DM should survey which if any of the PCs 
  took part in the Battle of Arvenshire (Bissel Interactive 
  event from Weekend in Bissel CY591) and BIS1-06 A 
  Baron’s Tax (retired CY591 scenario.)  This will help the 
  DM determine some of the NPCs attitudes towards the 
  PCs. 
  The PCs take up rooms at the Eagle’s Nest.  Shortly after 
  their evening meal, a page of Sir Larin arrives and asks 
  the PC’s to join his master for lunch at highsun tomorrow 
  at Falcon Hall. 
  PCs who ask locals about hobgoblin activities will learn 
  that patrols were increased since the attacks against 
  Arvenshire but little activity has been reported in recent 
  days.  Some believe the humanoids have been run off 
  while others think they are regrouping. 
  The following day, the PCs are treated to a nice feast with 
  Sir Larin.  He tells of an encounter with Sareveris (the 
  half-fiend who plotted his assassination while posing as 
  his fiancé) while patrolling a few weeks past.  Sareveris 
  came to him and hinted of impending doom.  She 
  vanished before he could move or summon help. 
  Sir Larin can provide the PCs the approximate location of 
  the encounter so they may investigate for themselves.  
  He tells them a scout who knows the lands will meet 
  them at the Eagle’s Nest in the morning. 
  The PCs find that allies are not the only ones who 
  remember them.  Word of their arrival has also reached 
  high-ranking members of the Ebon Claw in Pellak and a 
  welcome is planned for them.  During the night, two 
  members of the Claw will be in disguise at the Eagle’s 
  Nest.  One poses as a traveling bard looking for a room 
  and meal in exchange for a night’s performance.  The 
  other is disguised as a simple merchant.  The merchant 
  will offer to purchase a round of the house reserve ale for 
  the “heroes” who have returned to town.  He will lace the 
  ale with a poison.  PCs may be suspicious, as he does not 
  stay to witness their enjoyment as the serving maid 
  brings it over.  The bard is present to watch the back of 
  the merchant as he carries out the poisoning.  PCs who 
  manage to capture either the bard or the merchant will 
  find that they are extremely loyal, fearing the guild more 
  than the PCs.  They will not divulge information about 
  guild activities but will make no mistake about letting the 
  PC’s know the Ebon Claw wants them dead.   
  The PCs are brought to the valley area about 10 miles 
  west of Arvenshire.  There, they find recent evidence of 
  humanoid passing (hobgoblins).  Following the tracks 
  leads to a small wooded area in the foothills.  The PCs 
  encounter a passing hobgoblin patrol.  It may be possible 
  to hide from the patrol but the PCs are best served 
  confronting the patrol and finding out what they are up 
  against. 
  The morning after the patrol, the PCs can see wisps of 
  smoke on the horizon.  Some five miles east of them, the 
  hobgoblins and agents of Evard have overrun the hamlet 
  of Bensik, a small farming community.  The folk of 
  Bensik would have moved when the conflicts began 
  except that Silverroot, a very aromatic spice they harvest, 
  grows only in the limestone rich soil of the valley.  The 
  village has been burned badly, but a handful of Knights 
  of the Watch have been stationed there and were able to 
  run the intruders off.  Of the four knights, two were 
  killed.  They fear the return of the hobgoblins and feel 
  someone must return to Pellak with news of the attack 
  immediately.  If she is still alive, Sir Larin’s scout will 
  volunteer to go. 
  PCs will learn that the hobgoblins fought alongside some 
  undead and there appeared to be a beautiful woman in 
  black leather armor commanding them.  The Knights 
  were unable to approach her as the enemy overwhelmed 
  them.  If anyone asks, they do recall seeing her carrying a 
  staff. 
  If the PCs stay in Bensik and help them rebuild, 
  Sareveris’ forces return.  She sends in the undead first 
  and then hobgoblins if the undead are being destroyed 
  too quickly.  If over ½ the hobgoblins are destroyed, she 
  will fly away invisibly.  Sareveris is not calculated in the 
  EL as she will not take any active combat actions and the 
  two Knights will make up for her actions outside of 
  combat. 
  After the battle, the PCs can find the location of the 
  hobgoblin lair.  It is about two miles north of Bensik.  
  There the PCs will find the remaining hobgoblins as well 
  as a few of the humans working with them under Evard.  
  When she flees the battle at Bensik, Sareveris leaves, 
  taking the staff with her, to tell her compatriots of the 
  PCs’ interference in her attempts to find the tower and 
  reclaim the staff.  She will not return to the hobgoblin 
  lair. 
  If the PCs save the hamlet and defeat the hobgoblin 
  menace, the Knights of the Watch will be most grateful.  
  Sir Larin will be happy to have thwarted the plot but 
  BIS3-01 Old Friends and Fens 
   
  Page 5 
  
  concern will be brewing as to the whereabouts of 
  Sareveris and Evard’s Staff.  PCs should have sufficient 
  cause to celebrate but also be wary of what is to come.  Sir 
  Larin asks them to speak before a special council of the 
  Knights of the Watch and relate their experiences to 
  better gauge the threat posed to Pellak.  PCs who are 
  under military service may receive a commendation if 
  the DM feels their actions were of particular note and 
  worthiness. 
  Introduction 
  Ah, Cullen Drae, one of the most breathtaking 
  baronies in all of the March.  Traveling the 
  countryside once again, you can’t help but be 
  impressed by the pleasant meadows and crystal clear 
  pools, brooks and ponds.  The blessings of Geshtai are 
  surely strong in this place.  It would be one of the 
  most pleasant places in all of Bissel to be if it wasn’t 
  for one small problem, the Fetid Fens. 
  The area is a blight on this region as well as the entire 
  March. As you walk along the outskirts of the Fens, 
  it is almost as if the place is saturated with evil.  Just 
  looking in the direction of the fens you see the mists 
  whispering up among the stagnant fens and l feless 
  trees.  It’s been said that long ago this was a vibrant 
  area, teeming with life, but now its only inhabitants 
  are foul creatures of the shadows and fog that prefer 
  to be unseen.   
    
  i
  l
  f
  l
  It was only a few months ago that the evil of the fens 
  reared its ugly head once again.  The peaceful 
  lizardfolk of the nearby area were cursed by an object 
  of evil crafted by Evard himself.  Heroes of Bissel 
  overcame the curse and took possession of Evard’s 
  staff of withering death.   
  But Evil never sleeps, and once word got out of the 
  staff’s discovery, it was stolen.  Some believe Evard 
  himself has reclaimed his property, whi e others 
  think it was enemies of Bissel, seeking to keep any 
  item of power out of the hands of the Margrave and 
  the Knights of the Watch.   
  The machinations o  Evil are a quandary for another 
  day though as you near the end of your journey and 
  approach the township of Shaeja, capital of Cullen 
  Drae.  The day has been long and a warm meal and 
  bed are the first order of business in this town.  A 
  familiar sign greets you on the road at the edge of 
  town.  It reads “The Glades Inn.” 
  Entering the inn you notice a number of men in 
  hunting leathers sitting around the bar drinking arge 
  tankards of ale.  Moments later they stand and cheer 
  their approval as the barkeep, accompanied by no less 
  than four other people carrying trays of meat come in 
  from the back door. 
  “What a beast!”  One of the men shouts.  “I thought it 
  was gonna take my head off as it charged us.”  The 
  smell of roasted pork and spices overwhelms your 
  senses as the meat is brought in.  The barkeep places 
  the trays on the bar and bellows.  “There’s plenty to go 
  round so be sure to grab something to wash it down 
  with.” 
  The men in leathers are a group of hunters who had the 
  fortune of coming upon a dire boar and not only 
  surviving, but also bringing the beast down.  They have 
  given much of the meat to Rensk, the Oeridian owner of 
  the Glades Inn in exchange for several weeks of lodging. 
  The PCs may wish to make small talk and ask about local 
  events, particularly the Fens or Evard’s staff.  Either role-
  play the information exchange or have the PCs make 
  Gather Information checks (see below).  Not all of the 
  rumors given are true. 
  Rumors: 
  DC 10 
  • 
  The sage who was studying the staff was killed 
  with a serrated dagger coated in poison, a sign of 
  Evard’s minions. 
  • 
  The town is much more heavily patrolled by the 
  watch and units from the Grand Army. 
  • 
  The agents of Evard have infiltrated the baron’s 
  personal guard and keep the black one informed 
  of everything. 
  DC 15 
  • 
  The Baron allowed the staff to be stolen 
  • 
  Evard is hiding in an invisible tower deep in the 
  fens. 
  • 
  A huge man lives in the Fens. 
  DC 20 
  • 
  There are strange plants in the fens that eat 
  living creatures. 
  • 
  The staff has the power to grant its wielder 
  immortality. 
  DC 25 
  • 
  A group of adventures left town yesterday 
  talking about going into the fens.  They were 
  grumbling about a job that they got stiffed on.  
  BIS3-01 Old Friends and Fens 
   
  Page 6 
  
  • 
  A village on the southeastern edge of Cullen 
  Drae has been seeing more hobgoblin raids 
  again, some feel that Evard’s agents are back in 
  the area working with the hobgoblins. 
  DC 30+ 
  • 
  A young boy from a nearby farm claims to have 
  seen a dragon flying over his farm heading 
  towards the Fens. 
  Encounter One: 
  Mistaken Identity 
  As the night wears on, the meat is gradually devoured 
  and word spreads to the nearby homes, causing 
  townsfolk to drop by for some of the free bounty.  
  The ales are flowing and the taproom of the Glades 
  Inn is as lively as it has been in a decade.   
  As the crowd begins to diminish, you notice a man in
  a dark traveling cloak enter.  It must have begun to 
  rain, as he is dripping wet.  As you look on, you note 
  the intricate inlay of silver thread around the hood of 
  his cloak, sewn into the pattern of dragon’s head.  As 
  he pulls back the cowl, you see that he is an older 
  man, with a not altogether pleasant looking visage.  
  He shakes off the rain and scans the room as if 
  looking for a familiar face before heading to the bar. 
  After a brief moment you see the barkeep point your 
  group out to the man, who sighs in relief and makes 
  his way over to your table carrying a tankard of ale. 
   
   
   
   
  i
   
   
  He takes a deep draw from the tankard as he 
  approaches and then takes a chair from the next table, 
  dragging it to yours.  “I must truly apologize for my 
  delay, but the bridge was washed out by Nereena’s 
  Pass and I had to cross on my horse.  The creature 
  drowned and I was forced to make the rest of the trip 
  on foot.  Are you ready for your trip into the fens?” 
  � Jard, Male Human (OS) Sor1: hp 8; see Appendix I. 
  Jard has mistaken the PCs for the group of adventurers 
  he had lined up to search the fens for the tower.  He is 
  three days late, and the actual party has already moved 
  on.  At this point he is desperate and even if the PCs 
  reveal that they are not the adventurers he is looking for, 
  he will ask them to take the job anyway. 
  Jard gives the PCs his bogus story: 
  “I am a noble from the Reseford house in Bissel.  
  Unfortunately, due to some back taxes and gambling 
  debts, I stand to lose my estate if I can’t pay up. I have 
  discovered in the family archives that I own a plot of 
  land in the fens that once housed a stone keep from 
  my great, great uncle Cheseter.  Cheseter was a well-
  established adventurer and I believe he amassed a 
  sizeable fortune. It is quite likely that h s keep still 
  sits on the plot and some of his fortune with it.   
  I ask that you travel to the fens and find the keep or 
  whatever remains.  In return I shall pay you a 
  handsome share of whatever riches still reside within
  and acreage of your own on the land.  Shall we say 
  twenty percent?” 
  Jard’s story is complete hogwash.  He is a lackey of Evard 
  but is portraying himself as a minor noble from the 
  barony who is down on his luck and looking for a lost 
  family plot of land in the fens.  He has a forged official 
  looking title (Forgery check [DC 28] to notice something 
  is amiss).   
  Jard really needs the PCs to leave at once, for if word 
  reaches back that he has yet to send anyone looking he 
  will be in dire straits with his masters.  His desperation 
  will only help his ruse as the PCs can sense he is 
  obviously desperate and really needs someone to look for 
  this land.  He is willing to offer as much as 50% of the 
  take if the PCs will take the job but has no coin to 
  advance the party. 
  If the PCs agree, he gives them general directions.  From 
  Shaeja, walk northwest until you reach the fens and the 
  land should be about three miles due west.  There should 
  be stone markers every hundred yards or so marking the 
  land’s edge.  He asks that they leave at first light. 
  Encounter Two: 
  The Fens 
  The edge of the fens and the trail are about ten miles 
  from Shaeja. 
  As you make your way through the fens, it’s as if even 
  the sun is powerless against the foul nature of this 
  place.  The mists thicken and the sky overhead 
  becomes obscured in a gray haze.  Your path thus far 
  has only been about a mile but it seems like much 
  more.  A large black pool looms in your path ahead. 
  As you approach, the lake of black water becomes 
  larger and larger until you realize wading through is 
  probably not an option.  
  A successful Wilderness Lore check (DC 5) will reveal 
  that the water is leech infested and not very healthy to 
  cross.  The PCs will see that they are much close to the 
  southern shore of the lake than the north so that 
  traveling south would be the quicker route. 
  The PCs will reach encounter three by going either way, 
  though going south is quicker. Allow them to stew and 
  BIS3-01 Old Friends and Fens 
   
  Page 7 
  
  worry about the possible dangers (nonexistent) of going 
  one way or another. Feel free to encourage their paranoia. 
  Encounter Three: 
  Oz 
  After circumventing the black lake you make your 
  way back toward the west.  After searching for the 
  land markers for quite some time, you spy a rather 
  large hovel on the other side.  It appears well built 
  and kept up.  Wisps of smoke emanate from a small 
  hole in the top. 
  The mud hovel is the home of Oz, a strange creature.  Oz 
  is an ogre with the gift of Sorcery.  He was expelled from 
  his home by his fellow ogres who feared his talents, so he 
  makes his home here in the fens.  Oz is not an aggressive 
  creature but he is suspicious of outsiders.   
  � Oz, Male Ogre Sor5: hp 65; see Appendix I. 
  � Wilthea, Toad Familiar: hp 32; see Appendix I. 
  If the PCs approach cautiously and quietly, they can 
  catch Oz unaware.  He will not attack unless attacked 
  first.  If the PCs can demonstrate that they are peaceful 
  Oz will help them however he can.  They will most likely 
  ask for directions, or if Oz knows about the keep.  He will 
  offer to provide whatever assistance he can if the PCs will 
  do a favor in return. 
  “Oz has lived here for three years, no problem.  This 
  winter, things must have been changed.  Troll gang 
  with black skulls on heads started coming round.  
  They mess up my house.  Oz go invisible and they not 
  notice, but mess up my house.  If you help Oz get rid 
  of troll gang, Oz help you find what you looking for.” 
  If the PCs agree, Oz will give them directions to the 
  Blackskull trolls’ lair below.  If the PCs refuse to help, Oz 
  will tell them, “Oz never seen keep before, sorry,” and 
  pay them no more attention. 
  Encounter Four: 
  The Blackskull Trolls 
  If the PCs decide to help Oz, he tells them the 
  Blackskulls have a lair to the southwest around the fallen 
  root of a great tree.  Only a half-mile or so from Oz’s 
  dwelling, the PCs come upon the pack.  Their first 
  indication of the trolls is easy to find. 
  You work your way southwest among the moldy 
  ponds and bizarre plants until a sight even more 
  disheartening grabs your attention.  The rotting head 
  of a troll rests atop a makeshift spear protruding from 
  the mucky ground.  A quick glance around reveals 
  several more such skulls in the immediate area. 
  PCs examining the heads for the markings will note that 
  they do not have the Blackskull tattoo.  The PCs should 
  be on their guard at this point but if not, allow the trolls 
  to make a listen check to hear the PCs in the area.  If the 
  trolls hear the PCs they come to attack.  If not, the PCs 
  may surprise them if they approach their encampment 
  quietly.   
  If the trolls are caught unaware: 
  As you approach cautiously, your eyes catch the 
  protruding branches of the roots of a great tree that 
  has been uprooted and nearly petrified long ago.  At 
  the base of the tree, two trolls seem to be wrestling 
  over some creature.  The argument quickly ends as 
  whatever it was is snapped in half during the struggle 
  and each begins to devour its’ half. 
  The trolls are eating a lizard they found.  At first sight of 
  the PCs they move to attack. 
  APL 4 (EL 6) 
  � Trolls (2): hp 63, 32; see Monster Manual. 
  One troll has lost one arm to a tendriculos, and is still 
  wounded from the plant-creature’s acid. This troll has the 
  lower hp total and may only make one claw attack and 
  cannot rend. 
  APL 6 (EL 8)  
  � Troll: hp 63; see Monster Manual page 180.  
  � Troll Barbarian, Male Troll Bbn2: hp 107; see 
  Appendix I. 
  APL 8 (EL 10)  
  � Trolls (3): hp 63 each; see Monster Manual. 
  � Troll Barbarian, Male Troll Bbn2 (2): hp 107 each; 
  see Appendix I. 
  APL 10 (EL 12)  
  � Troll Barbarian, Male Troll Bbn2 (3): hp 107 each; 
  see Appendix I. 
  � Troll Cleric, Male Troll Clr5: hp 127; see Appendix I. 
  If the PCs defeat the trolls they will find a clue that 
  things are not as they seem.  The trolls have in their 
  possession a crudely drawn map of the area.  PCs 
  examining the map closely may notice the area drawn is 
  roughly the shape of the area they were sent to search. 
  BIS3-01 Old Friends and Fens 
   
  Page 8 
  
  Treasure: The treasure consists of the trolls’ meager 
  possessions. 
  After the fire, Oz will pack up what little he can salvage 
  and tell the PCs that he is going to go see his friend, the 
  priestess of Geshtai at a shrine in an old ruin in the fens.  
  If the PCs wish to join him, they can get some meager 
  healing from the priestess (if they were helpful to Oz).  
  Her shrine is four miles to the south and not far from the 
  edge of the fens.  She knows nothing relevant to the PCs 
  dilemma.   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 5 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 10 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 15 gp; C: 0 gp; M: +1 full plate (221 gp).   
  Encounter Five: 
  If the PCs stay in the fens to look around for another day, 
  they will stumble upon the tendriculos in the following 
  encounter, otherwise proceed to encounter seven. 
  Where’s Oz? 
  The PCs return to Oz’s hovel, only to find that it has been 
  ransacked and is burning: 
  Encounter Six: 
  Approaching where you expect to find Oz’s hovel, 
  you see the small dwelling ablaze.  Sudden y, from 
  thin air, the Ogre appears in front of you.  “Oz home 
  all gone.  Strange men come and burn my home.  
  Strange men these were!  Oz lucky he was out for 
  walk when they come or Oz probably be dead.”  
  l
   
  i
  Fun in the Fens 
  The Fetid Fens are truly living up to the name.  The 
  stench of decay and stagnation pervades your senses. 
  Sounds of bubbling gases, and creatures croaking, 
  shrieking and moaning prov de an uneasy symphony 
  or rather cacophony that chills the spirit.  The 
  swirling mists of the fens provide visual deception as 
  well.  It is as if there is movement all around you.  
  Oz’s home was burned by agents of Evard looking for the 
  PCs.  Jard realized his mistake in asking the PCs for help 
  when he reported the situation to his superiors.  His boss 
  was quite adamant about hiring a group of adventurers he 
  knew he could push around.  When he learned of the 
  mix up, he insisted that they go into the fens and check 
  on the PCs.   
  As you move deeper into the fens, things begin to 
  change.  The noises begin to dwindle and it’s almost 
  as if the air has begun to stand still. 
  As is often the case in nature, the native creatures of the 
  swamp are avoiding this area because of particularly nasty 
  resident, a tendriculos (or greenvise(s) at higher APL).  
  The omnivorous plant has settled in to rest for a bit after 
  its last meal, a pair of trolls, but will be heading out in 
  search of more food soon.  Unfortunately for the PCs, it 
  doesn’t have to go very far. 
  Fortunately, they missed the PCs and after no sign of 
  them near the area where they believed the tower to be, 
  they gave up and departed using a teleport spell.  PCs 
  with the Track feat who make a successful Wilderness 
  Lore check (DC 10 + the APL) will be able to track them 
  into the west until the tracks just disappear.  If the PCs 
  make a DC 30 on the check, they notice that the tracks 
  are in an expanding circular pattern, indicative of a 
  methodical search. 
  Allow the PCs a Wilderness Lore check (DC 15 + the 
  APL) to see the signs of the creature’s presence and avoid 
  being surprised by the lumbering plant.   
  Oz can describe the men to the PCs.  He noted six 
  individuals.  Three of the men looked like soldiers, 
  another was a really fat man who sweated a lot and 
  smelled like onions.  Another man was smaller but had a 
  strange cloak that looked like a dog to Oz.  The last man 
  looked really old but strong and carried a staff that made 
  Oz feel uncomfortable just looking at it.  
  APL 4 (EL 6) 
  � Tendriculos: hp 94; see Monster Manual. 
  APL 6 (EL 8)  
  � Tendriculos, Advanced:  hp 228; see Appendix I. 
  If the PCs discuss it further, Oz will agree to any 
  suggestions that the silver inlaid cloak looked like a 
  dragon rather than a dog.  If asked about the staff, Oz 
  describes it as resembling a long piece of black iron with 
  a deep violet crystal on top that seemed to pulsate with 
  energy.  Oz overheard them talking about some “damned 
  fools looking for a keep that isn’t there.”  He also heard 
  them say “tower can wait, the master will be pleased to 
  see his staff returned.” 
  APL 8 (EL 10)  
  � Greenvise: hp 142; see Appendix I. 
  APL 10 (EL 12)  
  � Greenvises (2): hp 142 each; see Appendix I. 
  BIS3-01 Old Friends and Fens 
   
  Page 9 
  
  Encounter Eight: 
  The tendriculos/greenvise appears to be a large mound of 
  moldy and overgrown earth not unlike other parts of the 
  fens.  It waits until the PCs come within its reach (15 ft.) 
  and then attacks relentlessly devouring as much as it can. 
   If a PC is grabbed by the bite attack it will attempt to use 
  the ability to swallow whole whatever is in its mouth.   
  Strangers in Town 
  If the creature is defeated and cut open, the devoured and 
  half digested skeletal remains of two trolls killed a few 
  days ago are found inside. 
  Encounter Seven: 
  Back to Shaeja 
  After a rather miserable excursion into the fens, the PCs 
  will most likely head back to town to follow up on the 
  strange men and their would-be employer.  Asking 
  around town no one recalls details of the agents of Evard, 
  other than vague recollections of a man with a dragon-
  cowled cloak.  If the PCs drop back into the Glades Inn, 
  there is no sign of Jard and his room is packed up and 
  empty.  The innkeeper recalls he met with an older man 
  but doesn’t recall seeing a staff.  After a bit of thinking, he 
  remembers the man walking out with a large walking 
  stick covered over with burlap.  He thought it might have 
  been to make it softer on the hand but it did make a 
  heavy sound when he walked with it, almost like metal 
  striking the planks of the floor. 
  As the evening comes, the PCs overhear some 
  commotion.  A farmer is pleading with a town guardsman 
  to go out to his farmland.  
  “I was bringing in my herd when I saw these fellows 
  riding up the road.  They mustn’t have seen me but 
  when Yardley, my farmhand hailed them to ask f 
  they’s lost, one of them shot out a bolt of magic and 
  killed h m dead.  The cows went crazy and I crouched 
  down with the herd so they wouldn’t see me.   
  i
  i
   
   
  f
  The cool night air carries a light mist as the rains have 
  begun to fall once again.  As you reach Rebuen’s 
  property marker you sense spying eyes watching.  A 
  bloodcurdling scream con irms your suspicions.    
  The hobgoblins have been left behind to discourage 
  anyone wishing to follow the group of Evard’s followers.  
  They fight relentlessly and if captured will not cooperate 
  unless magically coerced.  The hobgoblins are aware of 
  the staff and its power.  They are from the Nugak tribe 
  from the Lortmils and their chieftain was part of the 
  alliance at Arvenshire.  PCs who fought at the Battle of 
  Arvenshire (A Weekend in Bissel Interactive event from 
  CY591) are allowed an Int check DC 12 to recognize the 
  tattooing of these hobgoblins as matching those who 
  fought at Arvenshire. 
  One of the hobgoblins acts as the lead and has in his 
  possession an item of note, a rough drawn map of eastern 
  Bissel with three conspicuous markings: 
  • 
  The goblin words “kutak mus” are written near 
  Cullen Drae.  The words mean, “meet here.” 
  • 
  A circle is drawn around the township of Pellak. 
  • 
  A crude object resembling a dagger or sword is 
  drawn piercing the circle.   
  APL 4 (EL 4)  
  � Male Hobgoblin Bbn1 (4); hp 14 each; see Appendix 
  I. 
  APL 6 (EL 6)  
  � Male Hobgoblin Bbn1 (4); hp 14 each; see Appendix 
  I. 
  As I was getting back to the house I saw a bunch of 
  them hobgoblins going into my barn.  That was when
  I decided to run for it.  You gotta get a militia 
  together and get out there!” 
  � Male Hobgoblin Bbn3 (2); hp 29 each; see Appendix 
  I.  
  APL 8 (EL 8)  
  The man is Rebuen, a farmer from the outskirts of Shaeja. 
   His farm is about three miles east of town.  The 
  guardsman explains that he will go to his captain but it 
  may take some time before there is a squad ready to go 
  out to the farm, and probably not before first light.  He 
  suggests that the PCs might try and keep tabs on the farm 
  and assess the enemy’s strength. 
  � Male Hobgoblin Bbn3 (2); hp 29 each; see Appendix 
  I. 
  � Male Hobgoblin Bbn5 (2); hp 45 each; see Appendix 
  I. 
  APL 10 (EL 10)  
  � Male Hobgoblin Bbn4 (3); hp 43 each; see Appendix 
  I. 
  BIS3-01 Old Friends and Fens 
   
  Page 10 
  
  � Male Hobgoblin Bbn6 (3); hp 53 each; see Appendix 
  I. 
  Treasure: The treasure consists of the hobgoblins’ 
  possessions. 
  APL 4: L: 44 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 66 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 110 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 216 gp; C: 0 gp; M: 0 gp. 
  Once the hobgoblins are defeated the PCs will probably 
  think to investigate back in Pellak.  If they are unsure of 
  where to go next they will receive word of a caravan 
  being ransacked by undead on the road south to Pellak a 
  day or two after the followers of Evard leave Shaeja.  
  Once again, the encounter includes a description of a 
  man wielding a powerful staff and commanding the 
  undead with its might. 
  If the PCs failed to defeat the hobgoblins, they will wait a 
  day or two to ensure their human counterparts are not 
  disturbed on their journey south. 
  Either way, the PCs are on their way to Pellak for round 
  two. 
  End Round One 
  Introduction: Round Two 
  The road to Pellak is a lonely and wet one.  A 
  rainstorm grows stronger and stronger as you head 
  south.  A couple more miserable hours and you see 
  the torch beacons of the Capital Township of Pellak 
  glimmering in the murky n ght.  The township walls 
  stand an impressive 20 feet high and the gate is sealed 
  up tight.  Silhouetted against the stormy sky, archers 
  and lookouts patrol the ramparts.  They focus their 
  attention at your approach.  You call out your 
  presence and a panel in the gate slides open for a 
  watchman who asks your business. 
   
  i
  Getting into Pellak is a simple affair.  The watch is only 
  looking for anyone or anything out of the ordinary.  If 
  the PCs ask the watch about anyone out of the ordinary 
  or hobgoblins, they haven’t seen or heard of much of 
  anything lately.  They’ve heard a rumor about a caravan 
  that was attacked far north of the town.  The watchmen 
  suggest lodgings at the Eagle’s Nest across the bridge in 
  Old Town.  It’s cheap and has seen quite a boon these 
  days. 
  Passing through the gate, you make your way towards 
  Old Town.  Old Pellak lies on the other bank of the 
  Sudlor River across the Grand Pellak Bridge.  The 
  bridge spans the river nearly 250 feet across and at its’ 
  highest span, allows even the tallest riverboats to pass 
  beneath it. 
  Crossing into Old Town you can see the history of the 
  town in the architecture.  The streets are muddy and 
  narrow, passing among simply build homes and 
  shops.  You spy the sign you’re looking for but those 
  who’ve been here before note that it is brand new.  
  The carved figure of an eagle carrying a tankard 
  foaming over sits atop the lettering, which reads 
  “Eagles Nest Inn.” 
  Encounter Nine: 
  Welcome to the Eagle’s Nest 
  Entering the Eagle’s Nest you see it is a bustle of 
  activity.  A young woman sings to the accompaniment 
  of a half-elven lyrist.  Her voice carries over the 
  pervasive noise of at least 50 rowdy patrons.  The far 
  wall houses an intricately carved oak bar with a 
  number of tapped kegs racked behind it.  Those 
  who’ve been here before don’t recall a taproom being 
  here.  
  If the PCs played A Baron’s Tax, Trendor the innkeeper 
  will recognize the PCs as the ones who helped put his 
  place back on the map.  After word got out about the 
  events that took place, the inn got very popular with 
  adventurers and others passing through Pellak.  It grew 
  in popularity to the point where Trendor bought the 
  building next door and built this taproom.  He hired the 
  brewer from the now defunct Boar and Brew that used to 
  be across the street and business has been booming ever 
  since. 
  Events in Pellak have been rather chaotic lately.  Stories 
  abound of Underdark caverns, the ever-growing 
  influence of Evard, and a number of increasingly brazen 
  crimes in the capital itself.    
  If the PCs wish to ask about Arvenshire or the 
  hobgoblins, they learn that a number of patrols from the 
  army have run into small numbers of them on occasion, 
  but not in the numbers that would suggest anything 
  other than the usual wandering bands.  The area has been 
  highly patrolled since the attacks of several seasons ago.  
  The village of Arvenshire itself has been fairly quiet.  A 
  couple of farmers reported seeing some humanoids on 
  the edge of their land but they didn’t stay or cause any 
  problems.  Many people believe that the army has 
  succeeded in driving off the creatures while some think 
  that recent events only strengthen the position that evil 
  is growing in Bissel.   
  As the PCs are enjoying the evening’s festivities, a young 
  man who appears to be an official page enters bearing the 
  BIS3-01 Old Friends and Fens 
   
  Page 11 
  
  standard of Sir Larin Tomwell, a high ranking Knight of 
  the Watch, on his tunic.  After surveying the room, he 
  spots the PCs and approaches.   
  His liege has heard of their exploits from the Baron in 
  Cullen Drae.  If the PCs have an influence point with the 
  Knights of the Watch in Bissel, Sir Larin orders the page 
  to ensure that the PCs rooms are taken care of.  (PCs are 
  considered living one lifestyle better for this round of the 
  scenario.)  The page has been instructed to present a 
  sealed message to the PCs (Player Handout #1). 
  If the PCs accept the invitation, the page will return in 
  the morning and escort the PCs to Falcon Hall in Pellak.  
  The page has no knowledge of his master’s intent or why 
  he wishes to speak with the PCs. 
  Encounter Ten: 
  What a Nice Spread 
  The page arrives promptly, as scheduled.  He is 
  dressed more formally today and waits patiently until 
  you are ready.  Heading back across the bridge, you 
  make your way up the broad cobble stoned street into 
  the heart o  Pellak.  Atop a small hill, a number of 
  official buildings mark the political center of the 
  township.   
  f
  f
  t
  i
  i
   
  t
  i
   
   
   
  Once the main course is finished, the room captain 
  brings out a tray of tea and another brings out a small 
  plate of cakes.  After he places them on the table, Sir 
  Larin pours a cup of tea.  He then nods at the page 
  who rings a small bell.  The servants quickly finish 
  dropping off whatever they were serving and exit 
  through the kitchen door.  The page exi s out the 
  main door, closing it beh nd h m. 
  Sir Larin offers the tea to anyone else and then sits 
  back in his chair.  “I am so relieved that you have 
  decided to assist once again.  I fear the situation may 
  be more serious than was previously believed.”  The 
  Knight then places his tea upon the table and looks 
  stone faced as he continues. 
  “Just over a year ago, it was revealed that my fiancé 
  had enspelled me and was in fact a half-fiend in the 
  service of some unknown enemy.  Shortly after, we 
  were attacked at Arvenshire by a hobgoblin horde 
  claiming to be in league with Evard.  At first we 
  believed it to be posturing but our agents soon 
  learned the claims might have merit. 
  I had believed Sareveris gone forever after she fled 
  the failed assassination attempt in the banquet hall, in
  this very building, but I was wrong.   A few weeks 
  past, I was leading a patrol in the nearby foo hills 
  when I was awakened from my camp.  I heard her 
  laugh ng wickedly. She said ‘My love, your time will 
  soon be at an end.  You roam these lands to rid it of 
  petty creatures when you are the true nuisances here. 
  My father will soon show you the error of your ways. 
   His time is coming.  I leave you alive this night so 
  you may witness the greatness you passed up when I 
  offered it to you, but the next time we meet, mine 
  will be the last face you see’. 
  One of these buildings is a large stone structure with 
  great granite carved pillars.  A set o  wide steps 
  ascend into the structure under the watching eyes of 
  a pair of eight foot high-carved falcons that flank the 
  entrance.  You take a quick left once in the door, and 
  the page ushers you to a small room where a finely 
  lacquered oak table is laid out for a fine meal.  The 
  page gestures to the table and eight accompanying 
  chairs and asks you to sit while he informs Sir Larin 
  that you have arrived. 
  I was unable to stop her before she left my tent and 
  when I went outside she was gone.” 
  The table is already covered in dates, cheeses, fruits and 
  other delights to pick at while the PCs await their host.  A 
  number of carafes are filled with wine as well.   After 
  about ten minutes, Sir Larin enters and greets the PCs.  
  He informs them that he has much to talk about but it is 
  rare that he can offer his hospitality to those who strive 
  so hard for Bissel, so they should enjoy the meal first. 
  Sir Larin then takes a moment to sip some tea and 
  looks at the cake tray but doesn’t take one. He wipes 
  the corner of his lip with a napkin and continues.  “I 
  believe her appearance in the same area as the 
  hobgoblins is no coincidence and that she is part of a 
  larger plot against Bissel.  I need you to investigate 
  the area and see if there are any clues to this threat.” 
  Sir Larin gestures to the room captain, who orders the 
  main course brought in.  The staff returns with a silver 
  tray with twelve stuffed game birds on it.  A number of 
  other trays of potatoes, turnip, carrots and other dishes 
  follow right after.  The scent of the spices and roasted 
  birds is overpowering and hard to resist.  Sir Larin grabs a 
  bird off the tray and proceeds to eat.  He will make small 
  talk but if the PCs ask about his problem, he will insist it 
  wait until after they’ve eaten.   
  Sir Larin can provide the PCs with the approximate 
  location of the encounter so they may investigate for 
  themselves.  It was in an area of wooded hills just east of 
  Arvenshire.  He can tell them that there was no contact 
  with the hobgoblins during that patrol but two of his 
  men were killed the night he saw Sareveris. 
  BIS3-01 Old Friends and Fens 
   
  Page 12 
  
  Encounter Eleven: 
  If the PCs have any questions about Arvenshire, the 
  hobgoblins or Sareveris, he can will do his best to answer. 
   What he knows follows: 
  More Old Friends 
  Note:  This encounter is as written assuming one or more 
  of the PCs took part in BIS1-06 A Baron’s Tax and 
  thwarted the efforts of the Ebon Claw.   If none of the 
  PCs has interfered with any plots by the Ebon Claw, run 
  the encounter as a simple warning from the Ebon Claw 
  to stop investigating Sareveris and Evard. 
  Arvenshire: 
  A small village of less than 500 northeast of Pellak.  It has 
  no inn, but does have a boarding house for farm laborers. 
   There is a spit and sawdust tavern called the 
  “Ploughman’s Feast” that has been frequented by off duty 
  guards in the area. The village was overrun by a band of 
  hobgoblins with some strange humans a little over a year 
  ago.  The raid came only days after the announcement of 
  the forming of the grand army of Bissel.  There are even 
  those who think that somehow, it was a staged event to 
  gather support for the army.  Since the battle, the area has 
  been heavily patrolled and very few encounters have 
  taken place. 
  Word has reached Pellak of the PCs’ activities in Cullen 
  Drae and the Ebon Claw has once again been employed 
  to dissuade the would-be heroes. 
  Back at the Eagle’s Nest, the taproom is packed with 
  patrons and no one has yet taken to the small riser 
  that passes for a stage in an effort to entertain the 
  locals.  You see a svelte Oeridian man with a long 
  braided blonde ponytail speaking to Trendor about 
  performing some epic songs with his lyre, in 
  exchange for a meal and room for the night.  Since 
  the house is full o  reveling patrons, Trendor agrees 
  for a spot in the common room and all the ales he can 
  handle, to which the performer smiles widely, “For all 
  the ales I can handle, I probably won’t make it to the 
  common room,” he laughs and begins to tune up 
  despite the clamor of the room. 
  Hobgoblins: 
  The 
  hobgoblins 
  that 
  attacked 
  Arvenshire 
  were 
  exceptionally well disciplined.  The hobgoblins were led 
  by a chieftain who wore a mark resembling the black 
  skull that has been associated with Evard.  Hobgoblins 
  usually keep deep in the Lortmils unless the weather 
  gives them cause to seek food elsewhere but since the 
  raid, a number of hobgoblins have been in the area. 
  f
   
   
  The musician begins his performance with a tale of a 
  hero from Geoff who traveled to the deepest caverns 
  of the Barrier Peaks hunting giants.  The story is 
  rather heroic until he breaks into the verse where the 
  hero is broken in two and used as an appetizer before
  some even juicer heroes are munched.  The crowd 
  applauds boisterously and a short, portly man brings 
  an oversized tankard to the musician.  After handing 
  it off, the man spots your table and eagerly makes his 
  way over. 
  Sareveris: 
  Sir Larin met Sareveris when she was performing at 
  Castle Oversight calling herself Alharke.  She was a 
  member of a traveling troupe of performers from 
  Greyhawk called the Azure Company.  Sir Larin was 
  smitten with her beauty and as she played the harp he 
  could not take his eyes off her.  During the reception that 
  followed, he was introduced to her and he felt that they 
  were meant for each other.  When the company left three 
  days later, she stayed behind.  They were together for 
  about two months before he asked her to marry him.  A 
  few weeks later at the reception for Baron Nanjari of 
  Bandalar, he found out her true nature when she tried to 
  kill him and implicate the Baron with his ceremonial 
  jambiya.  She escaped when her plot was revealed and 
  flew off the balcony and into the night.  After she was 
  gone, Sir Larin began to realize his feelings had been 
  manipulated magically.   
  “Oh, you!  It’s you!  You must allow me to buy you 
  heroes a round of ales, you must!” 
  The man is Daess, an assassin in league with the Ebon 
  Claw.  He is an expert in poisons and uses his lack of a 
  threatening appearance to his advantage in gaining the 
  confidence of his marks.  Daess is posing as a merchant 
  who is relieved that his shipments are in less danger.  
  If the PCs simply accept the tankards, he goes over to the 
  barmaid and drops the poison in with one hand while 
  offering her a tip with the other as a distraction.  The 
  barmaid brings the tankards over alone.  Daess does not 
  stick around to see the results.  He will get that 
  information later from his guild contact Hisuth, the 
  performer, later.  Daess gave the tankard to Hisuth to 
  Sir Larin will send a scout who knows the lands will meet 
  them at the Eagle’s Nest in the morning. 
  BIS3-01 Old Friends and Fens 
   
  Page 13 
  
  establish a precedent to avoid suspicion when he offers it 
  to the PCs.   
  PCs who manage to capture either the bard or the 
  merchant will find that they are extremely loyal, fearing 
  the guild more than the PCs.  They will not divulge 
  information about guild activities but will make no 
  mistake about letting the PCs know the Ebon Claw wants 
  them dead for their past indiscretions. 
  All APLs  
  � Poisoned Tankards of Ale: poison (dark reaver 
  powder, Fort save [DC 18] resists, 2d6 Con/1d6 Con + 
  1d6 Str). 
  Encounter Twelve: 
  East of Arvenshire 
  The faint whispers of the sun are breaking the 
  darkness for dawn as you receive a knock on the door. 
   The scout Sir Larin sent has arrived and he is not 
  quite what you would expect from someone working 
  with the highest echelon of the Knights of the Watch 
  in Bissel.  A gnomish woman wearing darkened 
  leathers stands in front of her wel -packed pony. 
   
  l
   “Good morning to you.  I trust you slept well after a 
  meal at Falcon Hall?” 
  The scout is Vanderstankle, a member of the Company of 
  the Brightpath in Bissel.  She began to keep an eye on the 
  foothills of the Lortmils after the attack last year.  
  Vanderstankle was working in the Dim Forest 
  previously, but has found that the hills are more to her 
  tastes.   
  Vanderstankle has tracked several bands of hobgoblins in 
  recent weeks and she knows the site where Sir Larin’s 
  camp was when he encountered Sareveris.  She brings 
  the PCs to the valley area about 10 miles west of 
  Arvenshire.   
  If the PCs are without a tracker, Vanderstankle will offer 
  to help for a short while but she has pressing concerns 
  about a pack of wolves that have been feeding on local 
  livestock at a farm on the edge of Arvenshire. 
  Recent evidence of humanoid passing is readily apparent 
  in the area around the site (Wilderness Lore or Search 
  check DC 8).  A PC with goblinoids as a species enemy or 
  the Track feat (who also makes a Wilderness Lore check 
  DC 15) will recognize the tracks as hobgoblins.  The 
  tracks seem to head down a small lightly worn trail.  
  Following the tracks leads to a small wooded area in the 
  foothills.  There is a roving patrol of hobgoblins in the 
  area.  If the PCs are moving cautiously, they may be able 
  to avoid the patrol since they are not expecting anyone 
  insider the wooded area.  (The army patrols hardly ever 
  enter the forested area.)  It may be possible to hide from 
  the patrol but the PCs are best served confronting the 
  patrol and finding out what they are up against.  
  APL 4 (EL 4)  
  � Male Hobgoblin Bbn1 (4); hp 14 each; see Appendix 
  I. 
  APL 6 (EL 6)  
  � Male Hobgoblin Bbn1 (4); hp 14 each; see Appendix 
  I. 
  � Male Hobgoblin Bbn3 (2); hp 29 each; see Appendix 
  I.  
  APL 8 (EL 8)  
  � Male Hobgoblin Bbn3 (2); hp 29 each; see Appendix 
  I. 
  � Male Hobgoblin Bbn5 (2); hp 45 each; see Appendix 
  I. 
  APL 10 (EL 10)  
  � Male Hobgoblin Bbn4 (3); hp 43 each; see Appendix 
  I. 
  � Male Hobgoblin Bbn6 (3); hp 53 each; see Appendix 
  I. 
  Treasure: The treasure consists of the hobgoblins’ 
  possessions. 
  APL 4: L: 44 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 66 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 110 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 216 gp; C: 0 gp; M: 0 gp. 
  Encounter Thirteen: 
  Smoking Hamlet 
  As you top a small hill, you can see through a break in
  the canopy of trees.  The morning sun appears hazy as 
  you look to the east.  It seems there are wisps of 
  smoke on the horizon in that direction. Judging from 
  the time of season and the amount of smoke, i  is 
  unlikely to be from a controlled fire. 
   
   
   
  t
  Some five miles east of them, the hobgoblins and agents 
  of Evard have overrun the hamlet of Bensik, a small 
  farming community.   
  BIS3-01 Old Friends and Fens 
   
  Page 14 
  
  As you head east, the sun has crested overhead and 
  the winds are blowing the smoke in your direction.  
  The haze begins to sting your eyes and breathing 
  becomes laborious.  You get no relief as you find the 
  source of the smoke.  A short distance up ahead, you 
  see a small village ablaze.  A number of people are 
  running back and forth from the nearby brook with 
  buckets in an attempt to put out the already nearly 
  burned out buildings.   
  At your approach, a man on horseback, most certainly 
  a Knight of the Watch by his dress chal enges you.  
  “Ho there, if your business here in Bensik be 
  peaceable, I ask you to lend what hand you can.” 
  l
  The knight is Sir Purnell.  He, along with three other 
  Knights, has been detached to Bensik to patrol and keep 
  Castle Oversight informed of any activity in the region.  
  This area was attacked when Arvenshire was, just over a 
  year ago, but only a small number of humanoids were 
  here, compared to the horde that attacked to the west.   
  The folk of Bensik would have moved when the conflicts 
  began, except that Silverroot, a very aromatic spice they 
  harvest. grows only in the limestone rich soil of the 
  valley.  The village is badly burned but a number of 
  structures still stand, leading Sir Purnell and Sir Holt to 
  believe the hobgoblins will return at nightfall.  The other 
  two knights, Sir Warner and Sir Bulger were killed in the 
  attack last night.  They fear the attack, but also feel 
  someone must go to Pellak with news of the attack 
  immediately.  If she is still around, Vanderstankle will 
  volunteer to ride west to Pellak. 
  Shortly before nightfall, if the PCs have not questioned 
  them already, Sir Purnell will brief them on the attack 
  last night.  The PCs will learn that the hobgoblins fought 
  alongside some undead and there appeared to be a 
  beautiful woman in black leather armor commanding 
  them.  The Knights were unable to approach her, as the 
  enemy overwhelmed them.  If anyone asks, they do recall 
  seeing her carrying a staff. 
  Encounter Fourteen: 
  Sareveris’ Return 
  If the PCs agree to stay and help, Sareveris’ forces do 
  indeed return.  Just before midnight, she commands her 
  undead to enter the village.  If the undead are being dealt 
  with quickly, she will send the troops in right away, 
  otherwise she bolsters the hobgoblins with her spells 
  before sending them in. 
  Once over half the hobgoblins are destroyed, she will fly 
  away invisibly.  Sareveris is not calculated in the EL, as 
  she will not take any active combat actions and the two 
  Knights will make up for her actions outside of combat.  
  She will bolster the hobgoblins with spells such as 
  invisibility, protection from good and haste before 
  sending them into battle.  Sareveris herself will go 
  invisible as soon as the battle begins. 
  APL 4 (EL6) 
  � Zombies, Medium (6): hp 10 each; see Monster 
  Manual. 
  � Male Hobgoblin Bbn1 (5): hp 14 each; see Appendix 
  I. 
  APL 6 (EL8) 
  � Zombies, Medium (8): hp 10 each; see Monster 
  Manual. 
  � Male Hobgoblin Bbn1 (4): hp 14 each; see Appendix 
  I. 
  � Male Hobgoblin Bbn4 (2): hp 43 each; see Appendix 
  I.  
  APL 8 (EL 10) 
  � Ghouls (6): hp 14 each; see Monster Manual. 
  � Male Hobgoblin Bbn4 (6): hp 43 each; see Appendix 
  I. 
  � Male Hobgoblin Bbn6 (2): hp 53 each; see Appendix 
  I. 
  APL 10 (EL 12) 
  � Ghouls (10): hp 14 each; see Monster Manual. 
  � Male Hobgoblin Bbn4 (6): hp 43 each; see Appendix 
  I. 
  � Male Hobgoblin Bbn6 (4): hp 53 each; see Appendix 
  I. 
  � Male Hobgoblin Bbn7: hp 73; see Appendix I. 
  ALL APLs 
  � Sareveris, Female Half-Elf/Half Fiend Bard8; hp 43; 
  see Appendix I. 
  Treasure: The treasure consists of the hobgoblins’ 
  possessions. 
  APL 4: L: 55 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 116 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 304 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 392 gp; C: 0 gp; M: +1 greataxe (193 gp), +1 
  breastplate (113 gp). 
  BIS3-01 Old Friends and Fens 
   
  Page 15 
  
  Encounter Fifteen: 
  � Dipalt, Male Human (Oeridian) Ftr2/Rog3: hp 33; 
  see Appendix I. 
  Hobgoblin Lair 
  � Clay, Male Human (Suloise) Clr4: hp 31; see 
  Appendix I. 
  If the PCs choose to track the hobgoblins, it is not 
  difficult to follow their trails back to their lair.  The trails 
  are well worn and even marked with primitive trail 
  markings to help the hobgoblins find their way.   
  � Wilhelm, Male Human (Oeridian) Nec3: hp 16; see 
  Appendix I. 
  APL 8  (EL11) 
  Following the well-worn trail is relatively simple.  
  Crude markings on trees along the trail mark the way 
  in a manner only the most ignorant would be unable 
  to follow.  After a couple of miles rough y north of 
  the village, you come upon an area of granite 
  outcroppings.  
  � Male Hobgoblin Bbn4 (6): hp 43 each; see Appendix 
  I. 
  l
  � Dipalt, Male Human (Oeridian) Ftr2/Rog3: hp 33; 
  see Appendix I. 
  Among the granite outcroppings are a series of caverns, 
  one of which is a roughly oval shaped 50 x 25 chamber 
  that the hobgoblins have been using as a base of 
  operations. The entrance is watched by a single guard 
  who sits just inside the crevice and keeps an eye on the 
  surrounding area.  The outlying area is rough and 
  difficult to watch because of the number of boulders and 
  large rocks among the broken hills.  It would not be 
  difficult for PCs approaching cautiously to get within 40 
  feet before the guard has a chance to notice them.  
  � Clay, Male Human (Suloise) Clr7: hp 52; see 
  Appendix I. 
  � Wilhelm, Male Human (Oeridian) Nec5: hp 26; see 
  Appendix I. 
  APL 10 (EL13)  
  � Male Hobgoblin Bbn4 (10): hp 43 each; see 
  Appendix I. 
  � Dipalt, Male Human (Oeridian) Ftr2/Rog5: hp 44; 
  see Appendix I. 
  Inside the cavern the PCs will find the remaining 
  hobgoblins as well as a few of the humans working with 
  them under Evard.  When she fled the battle at Bensik, 
  Sareveris left, taking the staff with her, to tell her 
  compatriots of the PCs’ interference in her attempts to 
  find the tower and reclaim the staff.  She will not return 
  to the hobgoblin lair under any circumstances, since she 
  knows the value of the staff and can’t risk the PCs taking 
  it back. 
  � Clay, Male Human (Suloise) Clr9: hp 66; see 
  Appendix I. 
  � Wilhelm, Male Human (Oeridian) Nec7: hp 36; see 
  Appendix I. 
  Treasure: The treasure consists of the hobgoblins and 
  lackeys’ possessions, plus the spoils of their raids and 
  attacks on the neighboring towns and villages. 
  The cronies of Evard are part of a group sent to cause 
  chaos in the area.  If captured they will resist efforts to 
  get information.  They don’t know where Sareveris went, 
  but they do know she has the staff. 
  APL 4: L: 93 gp; C: 700 gp; M: potion of invisibility (25 
  gp), +1 breastplate (113 gp), +1 heavy mace (193 gp). 
  APL 6: L: 93 gp; C: 700 gp; M: potion of invisibility (25 
  gp), +1 breastplate (113 gp), +1 heavy mace (193 gp), 
  +1 bastard sword (195 gp), wand of color spray (63 
  gp). 
  APL 4 (EL 7) 
  � Male Hobgoblin Bbn1 (5): hp 14 each; see Appendix 
  I. 
  APL 8: L: 255 gp; C: 700 gp; M: potion of invisibility (25 
  gp), +1 halfplate (146 gp), +1 heavy mace (193 gp), +2 
  bastard sword (695 gp), wand of color spray (63 gp), 
  +1 chain shirt (104 gp), +1 large steel shield (98 gp), 
  bracers of armor +1 (83 gp). 
  � Dipalt, Male Human (Oeridian) Ftr2/Rog1: hp 23; 
  see Appendix I. 
  � Clay, Male Human (Suloise) Clr4: hp 31; see 
  Appendix I. 
  APL 10: L: 399 gp; C: 1,700 gp; M: potion of invisibility 
  (25 gp), +1 halfplate (146 gp), +1 shock heavy mace 
  (693 gp), +2 bastard sword (695 gp), wand of color 
  spray (63 gp), +1 chain shirt (104 gp), +1 large steel 
  shield (98 gp), bracers of armor +2 (333 gp). 
  APL 6 (EL 9) 
  � Male Hobgoblin Bbn3 (4): hp 21 each; see Appendix 
  I. 
  BIS3-01 Old Friends and Fens 
   
  Page 16 
  
  Conclusion 
  Encounter Twelve 
  Defeat the hobgoblin patrol (award ½ xp if the PCs 
  simply avoid the patrol) 
   
  If the PCs save the hamlet and defeat the hobgoblin 
  menace, the Knights of the Watch will be most grateful.  
  Sir Larin will be happy to have thwarted the plot but will 
  continue to be concerned as to the whereabouts of 
  Sareveris and Evard’s Staff.  PCs should have sufficient 
  cause to celebrate, but also be wary of what is to come.  
  Sir Larin asks them to speak before a special council of 
  the Knights of the Watch and relate their experiences to 
  better gauge the threat posed to Pellak.  If any of the 
  successful PCs is a member of Bissel’s military and 
  showed particular courage or ability (their actions were 
  particularly noteworthy), they might be awarded a Joint 
  Commendation by the Brigadiers of Snake and Falcon 
  Battles (judge’s discretion).  If the PCs successfully 
  provided Oz with assistance with dealing with his troll 
  problem, he offers them access to a supply of Dwarfblind 
  stones he possesses after the scenario. 
   
  APL 4 – 120 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 240 xp; 
   
  APL 10 – 300 xp. 
  Encounter Fourteen 
  Defeat Sareveris’ attack 
   
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp. 
  Encounter Fifteen 
  Defeat the hobgoblins and lackeys of Evard 
   
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp. 
   
  Discretionary Role-playing Award 
   
  Judge may allocate up to the following for good role-
  playing 
  The End 
   
  APL 4 – 270 xp; 
  Experience Point Summary 
   
  APL 6 – 360 xp; 
   
  APL 8 – 450 xp; 
  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. 
   
  APL 10 – 540 xp. 
  Total Possible Experience 
   
  APL 4 – 1,350 xp; 
   
  APL 6 – 1,800 xp; 
  Encounter Four 
   
  APL 8 – 2,250 xp; 
  Defeat the trolls  
   
  APL 10 – 2,700 xp. 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
  Treasure Summary 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp. 
  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. 
  Encounter Six 
  Defeat the plant creature(s)  
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp. 
  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 
  Encounter Eight 
  Defeat the hobgoblins 
   
   
  APL 4 – 120 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 240 xp; 
   
  APL 10 – 300 xp. 
  Encounter Eleven 
  Avoid the poison or successfully save against it 
   
   
  All APLs – 90 xp. 
  BIS3-01 Old Friends and Fens 
   
  Page 17 
  
   
  APL 10: L: 108 gp; C: 0 gp; M: 0 gp. 
  the loot is subtracted from the encounter totals given 
  below. 
  Encounter Fourteen: 
  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. 
   
  APL 4: L: 55 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 116 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 304 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 392 gp; C: 0 gp; M: 306 gp. 
  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. 
  Encounter Fifteen: 
   
  APL 4: L: 93 gp; C: 700 gp; M: 331 gp. 
   
  APL 6: L: 93 gp; C: 700 gp; M: 589 gp. 
   
  APL 8: L: 255 gp; C: 700 gp; M: 1,407 gp. 
   
  APL 10: L: 399 gp; C: 1,700 gp; M: 2,157 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  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. 
  APL 4: L: 236 gp; C: 700 gp; M: 331 gp  - Total: 1,267 
  gp (1,200 gp). 
  APL 6: L: 346 gp; C: 700 gp; M: 589 gp  - Total: 1,635 
  gp (1,600 gp). 
  APL 8: L: 789 gp; C: 700 gp; M: 1,407 gp  - Total: 2,896 
  gp (2,500 gp). 
  APL 10: L: 1,022 gp; C: 1,700 gp; M: 2,684 gp  - Total: 
  4,384 gp (4,200 gp). 
  L:  Looted gear from enemy 
  Special 
  C:  Coin, Gems, Jewelry, and other valuables 
  � Influence Point with the Knights of the Watch 
  M:  Magic Items (sell value)  
   
  This PC possesses an influence point with the 
  Knights of the Watch in Bissel.  Please contact the 
  Bissel triad for additional information. 
  Encounter Four: 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp. 
  � Bissel Military Commendation 
   
  APL 6: L: 5 gp; C: 0 gp; M: 0 gp. 
   
  The PC (a member of the Bissel military) is awarded 
  a joint commendation by the Brigadiers of Snake and 
  Falcon Battles. Please contact the Bissel Triad for details. 
   
  APL 8: L: 10 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 15 gp; C: 0 gp; M: 221 gp. 
  � Dwarfblind 
  Encounter Eight: 
   
  As thanks for your assistance dealing with the troll 
  infestation in his area, Oz offers to sell your PC some 
  dwarfblind stones he has lying around. 
   
  APL 4: L: 44 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 66 gp; C: 0 gp; M: 0 gp. 
   
  Dwarfblind stones are small stones treated with 
  alchemical substances, giving them a faint, purple 
  sheen.  You can throw a dwarfblind stone as a 
  grenadelike weapon.  When it strikes a hard surface, it 
  releases a burst of violet light.  The light illuminates a 
  20-foot wide area for an instant and temporarily 
  interferes with the darkvision of those caught in its 
  effects.  Creatures within a 10-foot radius of the stone’s 
  impact point must succeed on a Reflex save (DC 15) or 
   
  APL 8: L: 110 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 108 gp; C: 0 gp; M: 0 gp. 
  Encounter Twelve: 
   
  APL 4: L: 44 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 66 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 110 gp; C: 0 gp; M: 0 gp. 
  BIS3-01 Old Friends and Fens 
   
  Page 18 
  
  lose their darkvision ability for 10 minutes.  Dwarfblind 
  has no effect on normal and low-light vision. 
   
  Market Price: 50 gp; Weight: 1 lb. 
   
  From Arms & Equipment Guide, page 34. 
  � Wilhelm’s Spellbook 
   
  1
  st—[cause fear, chill touch, color spray, expeditious 
  retreat, magic missile, shocking grasp]; 2
  nd—[bull’s 
  strength, darkness, ghoul touch, scare, spectral hand]; 
  3
  rd—[dispel magic, fireball, magic circle against good, 
  summon monster III, vampiric touch]; 4
  th—[enervation, 
  Evard’s black tentacles, fear, summon monster IV]. 
   
  Market Price: 470 gp; Weight: 3 lbs. 
  Items for the Adventure Record 
  Item Access 
  APL 4: 
  � Dwarfblind (Adventure, see above) 
  APL 6 (APL 4 Items plus): 
  � Wand of Color Spray (Adventure, 1
  st level caster, 
  DMG) 
  � Wilhelm’s Spellbook (Adventure, see above) 
  APL 8 (APL 4 & 6 Items plus): 
  � +2 Bastard Sword (Adventure, DMG) 
  APL 10 (APL 4 & 6 & 8 Items plus): 
  � Bracers of Armor +2 (Adventure, DMG) 
  � +1 Shock Heavy Mace (Adventure, DMG) 
   
   
   
  BIS3-01 Old Friends and Fens 
   
  Page 19 
  
  Appendix I: NPCS 
  Major NPCs: 
  Jard Male Human(O/S) Sor1; Medium Humanoid ; HD 1d4+1 ; hp 8; Init +2; Spd 30 ft.; AC 12 (flatfooted 10, touch 12); 
  Atk Melee -1 (1d4-1, Dagger); +2 Ranged (1d8, Crossbow, light); AL LE; SV Fort +1, Ref +2, Will +3; STR 8, DEX 14, 
  CON 13, INT 10, WIS 12, CHA 15. 
   
   
  Skills and Feats: Concentration+5, Spellcraft+4; Toughness, Spell Focus (necromancy). 
   
  Possessions: Light Crossbow, Dagger, Crossbow bolts x10. 
   
  Spells Known (5/4; base DC = 12 + spell level, 14 + spell level for necromancy spells): 0 – [Disrupt Undead, Light, 
  Ray of Frost, Resistance]; 1st – [Enlarge, Reduce]. 
  Oz: Male Ogre Sor5; Large Giant; HD 4d8+5d4+36; hp 65; Init +2; Spd 30 ft; AC 12 (flatfooted 12, touch 7); Atk +8 
  (1d8+4, Shortspear) or -2 (2d6, Crossbow, large heavy); AL N; SV Fort +9, Ref +0, Will +7; STR 18, DEX 6, CON 18, INT 
  10, WIS 10, CHA 14. 
  Skills and Feats: Concentration+12, Spellcraft+8; Improved Initiative, Iron Will, Toughness.  
   
  Possessions: Shortspear, large; Crossbow, large heavy, scroll: Invisibility (4); Potion of Cure Moderate Wounds (3). 
   
  Spells Known (6/7/5; base DC = 12 + spell level): 0 – [Daze, Detect Magic, Disrupt Undead, Light, Ray of Frost, 
  Resistance]; 1st – [Burning Hands, Enlarge, Ray of Enfeeblement, Reduce]; 2nd – [Flaming Sphere, Invisibility]. 
   
  Wilthea; Toad familiar ; CR 0;Diminutive Animal ; HD 1/4; hp 32; Init +1; Spd 30 ft; AC 18; AL N; SV Fort +2, Ref 
  +3, Will +2; STR 1, DEX 12, CON 11, INT 1, WIS 14, CHA 4. Skills: Hide+20, Listen+5, Spot+5. 
  Sareveris, Female Half-Elf/Half Fiend Brd8: Medium Outsider; HD 8d6+8; hp 43; Init +8 ; Spd 30 ft, Fly 30 ft; AC 20; 
  Atk  Melee +12/+7 (Rapier +2, 1d6+4); SA: Spell-like abilities; SQ: Acid/Cold/Electrical/Fire Resistance 20, Bardic 
  knowledge (+11), Bardic music 8/day, Elven Blood, Immune to poison, Immunity to sleep, save +2 vs enchantment 
  spells, Low-light vision, Darkvision 60 ft.; AL: NE; Sv: Fort +3, Ref +10, Will +7; Str 14, Dex 18, Con 12, Int 16, Wis 12, 
  Cha 20 
   
  Skills and Feats:  Bluff +16, Disguise +16, Listen +7, Move Silently +10, Perform +16, Sense Motive +7, Spellcraft 
  +14, Tumble +15; Improved Initiative, Spell Focus (Enchantment), Weapon Finesse (Rapier). 
   
  Spell-like abilities: 3/day darkness, poison; 1/day desecrate, unholy blight. As 8
  th level caster. 
   
  Possessions:   Rapier +2, Studded Leather +2, Potion of Fly , Evard’s Staff of Withering Death 
   
  Spells Known (3/5/4/2; base DC = 15 + spell level, 17 + spell level for enchantment spells): 0-[Dancing Lights, 
  Detect Magic, Fine-Tuning, Ghost Sound, Prestidigitation, Resistance]; 1
  st-[Charm Person, Hypnotism, Protection from 
  Good, Sleep]; 2
  nd-[Tasha’s Hideous Laughter, Invisibility, Hold Person, Suggestion]; 3
  rd-[Confusion, Dispel Magic, 
  Haste]. 
  Trolls: 
  Troll Barbarian: Male Troll Bbn2; Large Giant; HD 6d8+2d12+56 ; hp 107; Init +4; Spd 30 ft; AC 23 (flatfooted 19, touch 
  13); Atk Melee +13/+13(1d6+8, 2 Claws) and Melee +8 (1d6+4, Bite) OR +14/+9 (1d10+12, Greatclub); SA: Rend; SQ: 
  Regeneration 5, Scent, Darkvision; AL CE; SV Fort +15, Ref +6, Will +2; STR 27, DEX 18, CON 25, INT 6, WIS 10, CHA 
  4. 
   
   
   
  Skills and Feats: Climb+12, Jump+10, Listen+5, Wilderness Lore+5; Alertness, Iron Will, Weapon Focus: Greatclub. 
   
  Possessions: Greatclub, Studded Leather Armor. 
  Troll Cleric: Male Troll Clr5; Large Giant; HD 6d8+4d8+80; hp 127; Init +1; Spd 20ft.; AC 26 (flatfooted 25, touch 10); 
  Atk Melee +12/+12(1d6+7, 2 Claws) and Melee +7 (1d6+3, Bite); SA: Rend; SQ: Regeneration 5, Scent, Darkvision; AL 
  CE; SV Fort +17, Ref +4, Will +9; STR 25, DEX 12, CON 26, INT 6, WIS 14, CHA 8. 
  Skills and Feats: Concentration+15, Spellcraft+5; Alertness, Brew Potion, Iron Will, Scribe Scroll. 
  Possessions: Full Plate +1. 
   
  Spells Prepared (5/4+1/3+1/1+1; Base DC= 12 + Spell Level): 0 – [Cure Minor Wounds, Guidance, Inflict Minor 
  Wounds, Light, Resistance]; 1st – [*Cause Light Wounds, Doom, Obscuring Mist, Protection from Good, Shield of 
  Faith]; 2nd – [Bull's Strength*, Endurance, Hold Person, Sound Burst]. 
   
  *Domain Spell. Deity: Vaprak; Domains: Destruction (Smite +4 Hit/+5 Damage, 1xDay), Strength (+5 to Strength, 
  1xDay). 
  BIS3-01 Old Friends and Fens 
   
  Page 20 
  
  Tendriculos and Greenvise: 
  Tendriculos, Advanced: CR 8; Gargantuan Plant; HD 18d8+144; hp 228; Init –1 (Dex); Spd 20 ft.; AC 18 (touch 5, flat-
  footed 19) [-4 size, -1 Dex, +13 natural]; Atk +22 melee (4d6+13, bite) and +17 melee (1d8+6, 2 tendrils); Face/Reach 10 ft. 
  by 40 ft./15 ft.; SA improved grab, swallow whole, paralysis; SQ plant traits, regeneration 10; AL NE; SV Fort +19, Ref +5, 
  Will +5; Str 36, Dex 9, Con 26, Int 3, Wis 8, Cha 3. 
   
  Improved Grab (Ex): To use this ability, the tendriculos must hit with its bite attack.  If it gets a hold, it 
  automatically deals bite damage and can try to swallow the opponent.  A tendriculos that hits with a tendril attack grabs 
  as above.  If it gets a hold, it picks up the opponent and transfers it to the mouth as a partial action, automatically dealing 
  bite damage as above. 
   
  Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a grabbed opponent of Large or smaller size by 
  making a successful grapple check.  Once inside the plant’s mass, the opponent must succeed at a Fortitude save (DC 19) 
  or be paralyzed for 3d6 rounds by the tendriculos’ digestive juices, taking 2d6 points of acid damage per round.  A new 
  save is required for each round in the plant.  A swallowed creature that avoids paralysis can climb out of the mass with a 
  successful grapple check.  This returns it to the plant’s maw, where another successful grapple check is needed to get 
  free.  A swallowed creature can also cut its way out by using a light piercing or slashing weapon to deal 25 points of 
  damage to the tendriculos’ interior (AC 15).  Once the creature exits, the plant’s amazing regenerative capacity closes the 
  hole; another swallowed opponent must again cut its way out.  The tendriculos’ interior can hold two Large, four Small, 
  16 Tiny, or 64 Diminutive or smaller opponents. 
   
  Plant Traits (Ex): The creature is immune to poison, sleep, paralysis, stunning, and polymorphing.  Not subject to 
  critical hits or mind-affecting effects.  The creature has lowlight vision. 
   
  Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos.  A tendriculos that loses 
  part of its body mass can regrow it in 1d6 minutes.  Holding the severed portion against the mass enables it to reattach 
  instantly. 
   
  Greenvise: CR 10; Huge Plant; HD 12d8+48; hp 102; Init +0; Spd 10 ft.; AC 16 (touch 8, flat-footed 16) [-2 size, +8 
  natural]; Atk +16 melee (2d4+9, 4 slams) and +11 melee (1d6+4, bite); Face/Reach 10 ft. by 10 ft./15 ft.; SA death fog, 
  improved grab, swallow whole; SQ acid immunity, plant traits, woodsense; AL N; SV Fort +12, Ref +4, Will +4; Str 29, 
  Dex 10, Con 18, Int 3, Wis 11, Cha 6. 
   
  Death Fog (Su): Twice per day, a greenvise can emit an acidic fog that functions like an acid fog spell, except as 
  follows.  The death fog’s area is a 40-foot-high spread with a 60-foot radius.  Within this area, all sight, including 
  darkvision, is limited to 5 feet.  A creature within 5 feet has one-half concealment (attacks against it have a 20% miss 
  chance).  Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the 
  target).  Any creature attempting to move through the death fog progresses at one-tenth normal speed, and each of its 
  melee attack and melee damage rolls incurs a –2 circumstance penalty.  A death fog prevents effective ranged weapon 
  attacks, except for magic rays and the like.  In addition to obscuring sight, a death fog is highly acidic.  Each round the 
  fog deals 3d8 points of acid damage to every creature and object within it (no saving throw).  A severe wind (31+ mph) 
  disperses these vapors in 1d2 rounds; otherwise, the effect lasts for 3d6+1 rounds.  The greenvise is not impeded by its 
  own death fog, so it can move and fight within the fog freely. 
   
  Improved Grab (Ex): If a greenvise hits an opponent that is at least one size category smaller than itself with a slam 
  attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity 
  (grapple bonus +26).  If it gets a hold, it can transfer the opponent to its maw with another successful grapple check, 
  dealing automatic bite damage, then try to swallow in the next round.  Alternatively, the greenvise has the option to 
  conduct the grapple normally, or simply use its tendrils or maw to hold the opponent (-20 penalty on grapple check, but 
  the greenvise is not considered grappled).  In either case, each successful grapple check it makes during successive 
  rounds automatically deals slam or bite damage, as appropriate. 
   
  Swallow Whole (Ex): A greenvise can swallow a single creature that is at least one size category smaller than itself 
  by making a successful grapple check (grapple bonus +26) provided it already has the opponent in its maw (see 
  Improved Grab above).  Once inside the greenvise, the opponent takes 2d6+9 points of bludgeoning damage and 2d4 
  points of acid damage per round from the plant’s stomach.  A successful grapple check allows the swallowed creature to 
  climb out of the stomach and return to the greenvise’s maw, where another successful grapple check is needed to get 
  free.  Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing 
  weapon. Dealing at least 20 points of damage to the stomach (AC 18) in this way creates an opening large enough to 
  BIS3-01 Old Friends and Fens 
   
  Page 21 
  
  permit escape.  Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed 
  opponent must cut its own way out.  A greenvise’s stomach can hold 1 Large, 4 Medium, 16 Small, or 64 Tiny or smaller 
  opponents. 
   
  Plant Traits (Ex): The creature is immune to poison, sleep, paralysis, stunning, and polymorphing.  Not subject to 
  critical hits or mind-affecting effects.  The creature has lowlight vision. 
   
  Woodsense (Ex): A greenvise can automatically sense the location of anything within 60 feet that is in contact 
  with vegetation, even objects or creatures that are not in contact with the same vegetation as it is. 
  Hobgoblin Barbarians: 
  Male Hobgoblin Bbn1: Medium Humanoid (Goblin); HD 1d12+2; hp 14; Init +3; Spd 40 ft; AC 17 (flatfooted 14, touch 
  13); Atk  +5 Melee (1d10+4, Bastard sword) or +4 Ranged (1d6+3, Javelin); SA: Rage; SQ: Darkvision; AL NE; SV Fort +4, 
  Ref +3, Will +1; STR 16, DEX 16, CON 15, INT 10, WIS 12, CHA 8. 
   
  Skills and Feats: Climb +5, Jump +5, Listen +5, Move Silently +5, Wilderness Lore +5; Weapon Focus: Bastard 
  Sword. 
   
  Possessions: Bastard sword, Javelin, Chain shirt. 
  Male Hobgoblin Bbn3: Medium Humanoid (Goblin); HD 3d12+6; hp 29; Init +3; Spd 40 ft; AC 17 (flatfooted 14, touch 
  13); +7 melee (1d10+4 Bastard sword) or +6 Ranged (1d6+3, Javelin); SA Rage; SQ: Darkvision, Uncanny Dodge (Dex to 
  AC); AL NE; SV Fort +5, Ref +4, Will +2; STR 16, DEX 16, CON 15, INT 10, WIS 12, CHA 8. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +7, Move Silently +5, Wilderness Lore +7; Dodge, Weapon Focus: 
  Bastard sword. 
   
  Possessions: Bastard sword, Javelin, Chain shirt. 
  Male Hobgoblin Bbn4: Medium Humanoid (Goblin); HD 4d12+8; hp 43; Init +3; Spd 40 ft; AC 17 (flatfooted 14, touch 
  13); +8 Melee (1d8+4, Bastard sword) or +7 Ranged (1d6+3, Javelin); SA: Rage SQ: Darkvision, Uncanny Dodge (Dex to 
  AC); AL NE; SV Fort +6, Ref +4, Will +2; STR 16, DEX 16, CON 15, INT 10, WIS 12, CHA 8. 
   
  Skills and Feats: Climb +8, Jump +8, Listen +8, Move Silently +5, Wilderness Lore +8; Dodge, Weapon Focus: 
  Bastard sword. 
   
  Possessions: Masterwork Bastard sword, Javelin, Chain shirt. 
  Male Hobgoblin Bbn5: Medium Humanoid (Goblin); HD 5d12+10; hp 45; Init +3; Spd 30 ft; AC 18 (flatfooted 15, 
  touch 13); +10 Melee (1d12+4, Greataxe); SA: Rage; SQ: Darkvision, Uncanny Dodge (Dex to AC, Can’t Be Flanked); AL 
  NE; SV Fort +6, Ref +4, Will +2; STR 16, DEX 16, CON 15, INT 10, WIS 12, CHA 8. 
   
  Skills and Feats: Climb+ 10, Jump+ 8, Listen+ 9, Move Silently +4, Wilderness Lore +9; Dodge, Weapon Focus: 
  Greataxe. 
   
  Possessions: Masterwork Greataxe, Breastplate. 
  Male Hobgoblin Bbn6: Medium Humanoid (Goblin); HD 6d12+12; hp 53; Init +3; Spd 30 ft; AC 18 (flatfooted 15, 
  touch 13); +10/+5 Melee(1d12+4, Greataxe); SA: Rage; SQ: Darkvision, Uncanny Dodge (Dex to AC, Can’t Be Flanked); 
  AL NE; SV Fort +7, Ref +5, Will +3; STR 16, DEX 16, CON 15, INT 10, WIS 12, CHA 8. 
   
  Skills and Feats: Climb +11, Jump +9, Listen +10, Move Silently +4, Wilderness Lore +10; Dodge, Track, Weapon 
  Focus: Greataxe. 
   
  Possessions: Masterwork Greataxe, Breastplate. 
  Male Hobgoblin Bbn7: Medium Humanoid (Goblin); HD 7d12+12; hp 73; Init +3; Spd 30 ft; AC 19 (flatfooted 16, 
  touch 13); +13/+8 Melee (1d12+7, Greataxe+1); SA: Rage; SQ: Darkvision, Uncanny Dodge (Dex to AC, Can’t Be 
  Flanked); AL NE; SV Fort +7, Ref +5, Will +3; STR 18, DEX 16, CON 15, INT 10, WIS 12, CHA 8. 
   
  Skills and Feats: Climb +11, Jump +9, Listen +11, Move Silently +5, Wilderness Lore +11; Dodge, Track, Weapon 
  Focus: Greataxe. 
   
  Possessions: Greataxe+1, Breastplate+1. 
  BIS3-01 Old Friends and Fens 
   
  Page 22 
  
  Evard’s Lackeys: 
  APL 4 
  Dipalt, Male Human (Oeridian) Ftr2/Rog1; Medium Humanoid; HD 2d10+1d6+3; hp 23; Init +7; Spd 30 ft; AC 17 
  (flatfooted 14, touch 13), Melee +7 (1d10+4, Bastard sword); SA: Sneak Attack +1d6; AL: CE; Sv: Fort +4, Ref +5, Will +0; 
  Str 16, Dex 16, Con 12, Int 10, Wis 10, Cha 8. 
   
   
   
   
   
  Skills and Feats:  Climb +6, Hide +4, Jump +8, Ride +8, Tumble +9; Blind-Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Focus (Bastard Sword). 
   
  Possessions: Chain Shirt, Masterwork Bastard Sword, Potion of Invisibility. 
  Clay Male Human (Suloise) Clr4 of Erythnul: Medium Humanoid; HD 4d8+8; hp 31; Init +0; Spd 20 ft; AC 18 
  (flatfooted 16, touch 10), +7 Melee (d8+3, Heavy mace +1); SA: Rebuke Undead 4/day, Spontaneous casting; AL: NE; Sv: 
  Fort +6, Ref +1, Will +9; Str 14, Dex 10, Con 14, Int 8, Wis 16, Cha 13. 
  Skills and Feats:  Concentration +9, Spellcraft +6; Combat Casting, Iron Will, Spell Focus (Necromancy). 
   
  Possessions: Heavy Mace +1, Breastplate +1, large steel shield.  
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell level, 15 + spell level for necromancy spells): 0 – [Detect Magic, 
  Guidance, Light, Resistance, Virtue]; 1st – [Bless, Command, Doom, Entropic Shield, *Protection From Good]; 2nd – 
  [Aid, Bull's Strength, Hold Person, *Spiritual Weapon]. 
   
  *Domain spell. Domains:  Evil (Cast Evil spells at +1 caster level), War (Free Weapon Focus in Heavy Mace). 
  APL 6 
  Dipalt, Male Human (Oeridian) Ftr2/Rog3: Medium Humanoid; HD 2d10+3d6+5; hp 33; Init +7; Spd 30 ft; AC 17 
  (flatfooted 17, touch 13); +9 Melee (1d10+5, Bastard sword +1); SA: Sneak Attack +2d6; SQ: Evasion, Uncanny Dodge 
  (Dex bonus to AC); AL: CE; Sv: Fort +5, Ref +6, Will +1; Str 16, Dex 17, Con 12, Int 10, Wis 10, Cha 8 
  Skills and Feats:  Bluff +7, Climb +6, Hide +9, Jump +8, Move Silently +4, Ride +8, Tumble +11; Blind-Fight, Combat 
  Reflexes, Dodge, Improved Initiative, Weapon Focus (Bastard Sword). 
   
  Possessions:  Chain Shirt, Bastard Sword +1, Potion of Invisibility. 
  Clay Male Human (Suloise) Clr4 of Erythnul: Medium Humanoid; HD 4d8+8; hp 31; Init +0; Spd 20 ft; AC 18 
  (flatfooted 16, touch 10), +7 Melee (d8+3, Heavy mace +1); SA: Rebuke Undead 4/day, Spontaneous casting; AL: NE; Sv: 
  Fort +6, Ref +1, Will +9; Str 14, Dex 10, Con 14, Int 8, Wis 16, Cha 13. 
  Skills and Feats:  Concentration +9, Spellcraft +6; Combat Casting, Iron Will, Spell Focus (Necromancy). 
   
  Possessions: Heavy Mace +1, Breastplate +1, large steel shield.  
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell level, 15 + spell level for necromancy spells): 0 – [Detect Magic, 
  Guidance, Light, Resistance, Virtue]; 1st – [Bless, Command, Doom, Entropic Shield, *Protection From Good]; 2nd – 
  [Aid, Bull's Strength, Hold Person, *Spiritual Weapon]. 
   
  *Domain spell. Domains:  Evil (Cast Evil spells at +1 caster level), War (Free Weapon Focus in Heavy Mace). 
  Wilhelm, Male Human (Oeridian) Nec3:  Medium Humanoid; HD 3d4+6; hp 16; Init +2 ; Spd 30 ft; AC 12 (flatfooted 
  10, touch 12); AL: NE; Sv: Fort +3, Ref +3, Will +5; Str 8, Dex 14, Con 14, Int 16, Wis 14, Cha 8. 
  Skills and Feats:  Concentration +9, Knowledge (Arcana) +8, Knowledge (Local) +9, Knowledge (Undead) +9, Scry 
  +9, Spellcraft +9; Brew Potion, Combat Casting, Spell Focus (Necromancy). 
   
  Possessions: Wand of Color Spray. 
   
  Spells Prepared: (4/3+1/2+1; base DC= 13 + spell level, 15 + spell level for necromancy (*) spells): 0-[Daze, Light, 
  Ray of Frost, Disrupt Undead]; 1st-[*Cause Fear, *Chill Touch, Magic Missile x2]; 2nd-[Bull’s Strength, *Spectral Hand, 
  *Ghoul Touch]. 
   
  Spellbook: 1
  st—[cause fear, chill touch, color spray, expeditious retreat, magic missile, shocking grasp]; 2
  nd—[bull’s 
  strength, darkness, ghoul touch, scare, spectral hand]; 3
  rd—[dispel magic, fireball, magic circle against good, summon 
  monster III, vampiric touch]; 4
  th—[enervation, Evard’s black tentacles, fear, summon monster IV]. 
  APL 8 
  Dipalt, Male Human (Oeridian) Ftr2/Rog3: Medium Humanoid; HD 2d10+3d6+5; hp 33; Init +7; Spd 30 ft; AC 18 
  (flatfooted 18, touch 13); +10 Melee (1d10+6, Bastard sword +2); SA: Sneak Attack +2d6; SQ: Evasion, Uncanny Dodge 
  (Dex bonus to AC); AL: CE; Sv: Fort +5, Ref +6, Will +1; Str 16, Dex 17, Con 12, Int 10, Wis 10, Cha 8 
  BIS3-01 Old Friends and Fens 
   
  Page 23 
  
   
   
   
   
  Skills and Feats:  Bluff +7, Climb +6, Hide +9, Jump +8, Move Silently +4, Ride +8, Tumble +11; Blind-Fight, Combat 
  Reflexes, Dodge, Improved Initiative, Weapon Focus (Bastard Sword). 
   
  Possessions:  Chain Shirt +1, Bastard Sword +2, Potion of Invisibility. 
  Clay Male Human (Suloise) Clr7 of Erythnul: Medium Humanoid; HD 7d8+14; hp 52; Init +4; Spd 20 ft; AC 21 
  (flatfooted 18, touch 10), +9 Melee (d8+3, Heavy mace +1); SA: Rebuke Undead 4/day, Spontaneous casting; AL: NE; Sv: 
  Fort +7, Ref +2, Will +10; Str 14, Dex 10, Con 14, Int 8, Wis 16, Cha 13. 
   
  Skills and Feats:  Concentration +12, Spellcraft +8; Combat Casting, Improved Initiative, Iron Will, Spell Focus 
  (Necromancy). 
   
  Possessions: Heavy Mace +1, Halfplate +1, Large steel shield +1. 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level, 15 + spell level for necromancy spells): 0 – [Detect 
  Magic, Guidance, Inflict minor Wounds, Light, Resistance, Virtue]; 1st – [Bless, Command, Doom, Entropic Shield, 
  *Protection From Good, Shield of Faith]; 2nd -  [Bull's Strength, Hold Person x2, Sound Burst, *Spiritual Weapon]; 3rd- 
  [Blindness/Deafness, Bestow Curse, Deeper Darkness, *Magic Circle Against Good]; 4
  th- [*Divine Power, Unholy 
  Blight]. 
   
  *Domain spell. Domains:  Evil (Cast Evil spells at +1 caster level), War (Free Weapon Focus in Heavy Mace). 
  Wilhelm, Male Human (Oeridian) Nec5: Medium Humanoid; HD 5d4+10; hp 26; Init +2 ; Spd 30 ft; AC 13 
  (flatfooted 11, touch 12); AL: NE; Sv: Fort +3, Ref +3, Will +5; Str 8, Dex 14, Con 14, Int 17, Wis 14, Cha 8. 
  Skills and Feats:  Concentration +11, Knowledge (Arcana) +10, Knowledge (Local) +11, Knowledge (Undead) +11, 
  Scry +11, Spellcraft +11; Brew Potion, Craft Wand, Combat Casting, Spell Focus (Necromancy). 
  Possessions:  Wand of Color Spray, Bracers of Armor +1.  
   
  Wizard Spells Prepared: (4/4+1/4+1/2+1; base DC = 13 + spell level, 15 + spell level for necromancy (*) spells): 0-
  [Daze, Light, Ray of Frost, Disrupt Undead]; 1st-[*Cause Fear, *Chill Touch, Expeditious Retreat, Magic Missile x2]; 
  2nd-[Bull’s Strength, Darkness, Endurance, *Spectral Hand, *Ghoul Touch]; 3rd-[Fireball, Summon Monster III, 
  *Vampiric Touch]. 
   
  Spellbook: 1
  st—[cause fear, chill touch, color spray, expeditious retreat, magic missile, shocking grasp]; 2
  nd—[bull’s 
  strength, darkness, ghoul touch, scare, spectral hand]; 3
  rd—[dispel magic, fireball, magic circle against good, summon 
  monster III, vampiric touch]; 4
  th—[enervation, Evard’s black tentacles, fear, summon monster IV]. 
  APL 10 
  Dipalt, Male Human (Oeridian) Ftr2/Rog5: Medium Humanoid; HD 2d10+5d6+7; hp 44; Init +7; Spd 30 ft; AC 18 
  (flatfooted 18, touch 13); +11/+6 Melee (1d10+6, Bastard sword +2); SA: Sneak Attack +3d6; SQ: Evasion, Uncanny 
  Dodge (Dex bonus to AC); AL: CE; Sv: Fort +5, Ref +7, Will +1; Str 16, Dex 17, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats:  Bluff +9, Climb +5, Hide +10, Jump +12, Move Silently +10, Ride +8, Tumble +12; Blind-Fight, 
  Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (Bastard Sword). 
   
  Possessions:  Chain Shirt+1, Bastard Sword +2, Potion of Invisibility. 
  Clay Male Human (Suloise) Clr9 of Erythnul: Medium Humanoid; HD 9d8+18; hp 66; Init +4; Spd 20 ft; AC 21 
  (flatfooted 18, touch 10), +10/+5 Melee (d8+3+d6, Shock Heavy mace +1); SA: Rebuke Undead 4/day, Spontaneous 
  casting; AL: NE; Sv: Fort +8, Ref +3, Will +11; Str 14, Dex 10, Con 14, Int 8, Wis 17, Cha 13. 
   
  Skills and Feats:  Concentration +14, Spellcraft +10; Combat Casting, Improved Initiative, Iron Will, Spell Focus 
  (Necromancy), Spell Focus (Transmutation). 
   
  Possessions: Shock Heavy Mace +1, Halfplate +1, Large steel shield +1. 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 + spell level, 15 + spell level for necromancy and 
  transmutation spells): 0 – [Detect Magic, Guidance, Inflict minor Wounds, Light, Resistance, Virtue]; 1st – [Bless, 
  Command, Doom, Entropic Shield, *Protection From Good, Shield of Faith]; 2nd -  [Bull's Strength, Endurance, Hold 
  Person x2, Sound Burst, *Spiritual Weapon]; 3rd- [Blindness/Deafness, Bestow Curse x2, Deeper Darkness, *Magic 
  Circle Against Good]; 4
  th- [*Divine Power, Inflict Critical Wounds, Unholy Blight]; 5
  th-[*Flame Strike, Slay Living]. 
   
  *Domain spell. Domains:  Evil (Cast Evil spells at +1 caster level), War (Free Weapon Focus in Heavy Mace). 
  Wilhelm, Male Human (Oeridian) Nec7:  Medium Humanoid; HD 7d4+14; hp 36; Init +2; Spd 30 ft; AC 14 
  (flatfooted 12, touch 14); AL: NE; Sv: Fort +4, Ref +4, Will +7; Str 8, Dex 14, Con 14, Int 17, Wis 14, Cha 8. 
  Skills and Feats:  Concentration +13, Knowledge (Arcana) +12, Knowledge (Local) +13, Knowledge (Undead) +13, 
  Scry +13, Spellcraft +13; Brew Potion, Craft Wand, Combat Casting, Empower Spell, Spell Focus (Necromancy). 
  BIS3-01 Old Friends and Fens 
   
  Page 24 
  
   
  Possessions: Wand of Color Spray, Bracers of Armor +2. 
   
  Spells Prepared: (4/5+1/4+1/3+1/1+1; base DC = 13 + spell level, 15 + spell level for necromancy (*) spells): 0-[Daze, 
  Light, Ray of Frost, Disrupt Undead]; 1st-[*Cause Fear, *Chill Touch x2, Expeditious Retreat, Magic Missile x2]; 2nd-
  [Bull’s Strength, Darkness, Endurance, *Spectral Hand, *Ghoul Touch]; 3rd-[Dispel Magic, Fireball, Summon Monster 
  III, *Vampiric Touch]; 4
  th-[Evard’s Black Tentacles, *Enervation]. 
   
  Spellbook: 1
  st—[cause fear, chill touch, color spray, expeditious retreat, magic missile, shocking grasp]; 2
  nd—[bull’s 
  strength, darkness, ghoul touch, scare, spectral hand]; 3
  rd—[dispel magic, fireball, magic circle against good, summon 
  monster III, vampiric touch]; 4
  th—[enervation, Evard’s black tentacles, fear, summon monster IV]. 
   
   
   
  BIS3-01 Old Friends and Fens 
   
  Page 25 
  
  Appendix II:  Evard’s staff of withering death 
  Evard’s staff of withering death: 
  The PCs do not have the opportunity to possess this staff during this scenario.  Not all of its powers are known at this 
  time; the following are the known powers.  Anyone who intentionally uses any of the powers of the staff immediately 
  shifts to evil alignment and is struck by the curse of the staff (no saving throw); anyone touching this staff is 
  immediately aware of the staff’s evil.  The wielder can rebuke or command undead as an evil cleric of 10
  th level, three 
  times per day.  The wielder gains a +4 profane bonus to Charisma while wielding the staff.  Once per day, the wielder 
  can animate dead as a cleric of 10
  th level.  The staff surrounds the wielder with unholy energy, generating an effect as per 
  an unhallow spell cast by a cleric of 10
  th level which emanates from and moves with the staff. 
  The staff bears a horrible curse.  Anyone who holds the staff for more than 1 minute must make a Will save DC 25 or 
  suffer the curse.  Victims of the curse will never willingly relinquish the staff.  Victims suffer 1 point of permanent 
  Constitution damage after every 4 TUs spent (1 month of time) until the curse is lifted (even if they are separated from 
  the staff).  Attempts to raise or resurrect a character are impossible while the victim is under the curse.  If a victim dies 
  from Constitution damage, he immediately transforms into a staff-lich (see below).  The curse can only be removed by a 
  remove curse from a caster of 10
  th level or higher. 
  Staff-Lich:  Staff-lich is a creature template that can be added to any humanoid creature provided they died from the 
  curse of Evard’s staff of withering death (see above).  It is identical to the lich template in the Monster Manual with the 
  following changes: 
  • 
  Instead of the Paralyz ng Touch special attack, the staff-lich has a Withering special attack (as per the Ghost 
  template in Monsters of Faerun): 
  i
  Withering (Su):  The staff-lich’s touch acts as a rod of withering, dealing 1d4 points of temporary Str 
  damage and 1d4 points of temporary Con damage with a successful touch attack.  If the staff-lich scores a 
  critical hit, the damage is actually permanent ability drain instead.  A Fortitude save (DC 10 + half the 
  staff-lich’s HD + its Cha modifier) negates the effect. 
  • 
  A staff-lich has no phylactery and will not reappear if slain. 
  A creature slain by a staff-lich returns as a zombie in 24 hours unless it was slain by Constitution damage from the staff-
  lich’s Withering special attack.  In that case, it returns as a wight in 1d4 rounds. 
  BIS3-01 Old Friends and Fens 
   
  Page 26 
  
  BIS3-01 Old Friends and Fens 
   
  Page 27 
  Player Handout #1 
  The Invitation of Sir Larin Tomwell 
   
  Faithful heroes, 
   
  Your service to this great nation is not unrecognized.  In these trying days, it is the 
  strength of heroes that keeps the forces of evil at bay.  The denizens of Iuz, the 
  forces of the diabolic and the dark denizens of shadowy caverns within our own 
  fair borders are an ever-present danger that we must be ever vigilant against. 
  It is from this sense of vigilance that I call upon you for help.  Events have 
  transpired recently that have given me cause for great alarm.  A dark power I had 
  figured out of my life has returned to torment me yet again.  Whether this threat 
  has basis or not, I cannot be sure, but prudence demands I investigate.  Please come 
  to my Falcon Hall on the morrow and I will discuss the details of my recent 
  encounter. 
  If you choose to hear my plea, inform the page.  He will return in the morning to 
  escort you to Falcon Hall.  I shall plan to receive you for lunch at highsun. 
     
  May Heironeous shine upon you, 
   
  Sir Larin Tomwell 
  Knight Champion of the Watch, Pellak 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS3-01 Old Friends and Fens (3E).pdf