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.  
   
  BIS4-05 
   
   
   
   
   
   
  Darkest Depths 
   
  A One-Round D&D LIVING GREYHAWK®  
  Bissel Regional Adventure 
  Version 1.2 
   
  by Raj Shah and Tanis O’Connor 
  Concept by: Raj Shah, Noplazin Torres, Chad Brown and Tanis O’Connor 
   
   
  The March is still in shock from an unforeseen attack.  Now, as it rebuilds, it appears that the worst is yet 
  to come.  How can that which you have already lost be used against you?  Part two of the Cataclysm Arc. 
    PCs must have played BIS4-04 prior to playing this module.  A Bissel regional adventure for APLs 4-12. 
   
  
  BIS4-04 Darkest Depths 
   
  Page 2 
  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 four 
  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. 
  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, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  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 
  
  BIS4-04 Darkest Depths 
   
  Page 3 
  # 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 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or sometimes 
  even five 1st-level characters may find difficulty 
  with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two 
  things that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal 
  or Charisma check (DC 10). Failure indicates that 
  the animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard 1-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. 
   
  
  BIS4-04 Darkest Depths 
   
  Page 4 
  Adventure Background 
  It is now early fall CY 594 in the March.  At the end 
  of the summer, the Ur-Flan and Evard the 
  Necromancer pulled off a daring attack against the 
  March.  Using a diversionary attack, Evard drew 
  the Army of Bissel into the fields around Clunther. 
   After allowing the Army of Bissel to easily defeat 
  the army [OGC Interactive: Muster in Clunther], 
  the Ur-Flan released a massive flood down the 
  Shaala River that reached the Army encampment 
  in Clunther before anyone could react [BIS4-04, 
  Such a Great Weight of Water].  The flood, now 
  called the Deluge, resulted in the loss of almost 
  4500 souls, and the creation of Lake Hasra over 
  the ruins of the city of Clunther. 
  In the chaos following the attack, the Margrave of 
  Bissel has activated the entire Army of Bissel, and 
  is amassing his troops with the intent of marching 
  into the Dim Forest to attack Evard the 
  Necromancer, who he believes is the sole force 
  behind the Deluge. 
  PCs who successfully played BIS4-04 will know 
  that General Cainlan Rashedra believes that 
  Evard was not acting alone, based on evidence 
  that the PCs recovered.  General Rashedra has 
  been placed in charge of the cleanup and 
  protecting the Clunther area, where the Army will 
  muster one more time for the attack on Dim 
  Forest.  
  The presence of the Army troops has delayed the 
  execution of the second phase of the Ur-Flan / 
  Evard plan.  The original plan was to position a set 
  of relics in the city of Clunther which would amplify 
  the necromantic spells of the Ur-Flan and Evard, 
  allowing them to create undead more quickly than 
  normally.  However, due to Evard’s mistrust of the 
  Ur-Flan, he failed to move all of the relics into 
  Clunther prior to the Deluge.   The heightened 
  Army patrols around Lake Hasra have further 
  complicated the movement of the relics into the 
  ruins of Clunther. 
  Now, three months after the Deluge, the last of the 
  relics is en route to Clunther.  Evard and the Ur-
  Flan have spent the time creating the more 
  powerful variants of undead from the heroes of 
  Bissel that lost their lives in the Deluge.  Khemtar, 
  the leader of the Ur-Flan in Bissel and Evard have 
  a simple plan.  Once the relics are in place, they 
  will raise the dead of Clunther at the bottom of 
  Lake Hasra.  Evard will launch an attack with his 
  remaining forces from the Dim Forest, and while 
  the Bissel Army is engaging that force, the undead 
  army of Clunther will simply march out of Lake 
  Hasra and surprise the Army’s rear.   
  DM’s Notes 
  A pre-requisite for all PCs wishing to play this 
  module is that the PCs have played BIS4-04 
  “Such a Great Weight of Water”.  DMs may also 
  want to check with PCs to see if they have played 
  any of the following modules prior to starting the 
  game: 
  BIS3-04 “First Comes Marriage” 
  BIS4-02 “Two Halves of a Whole” 
  Also, DMs should make notes of the Spot skills of 
  PCs, as there are a few locations where the DM 
  should make these checks without the PCs being 
  alerted. 
  Finally, as the majority of combat in this module 
  takes place underwater, the DM should be aware 
  of the rules for underwater combat (presented in 
  an abbreviated form in Appendix 2, and on pages 
  92-93 of the DMG)  
  Adventure Summary 
  Introduction: The introduction sets the timeframe 
  and recent events for the PCs 
  Encounter One: While on routine patrol, the PCs 
  encounter a group of Ur-Flan who are up to no 
  good.  With help from Lady Jasmine Besselar and 
  General Cainlan Rashedra, they uncover the plot. 
  Encounter Two: A non-combat encounter, the 
  PCs will need to determine how to get to the 
  underwater ruins of Clunther 
  Encounter Three: The PCs will need to visit two 
  out of the three locations where the other Relics of 
  Night have been placed, defeat the guards and 
  solve the riddles of the chests  
  Encounter Four: The PCs square off against 
  Khemtar and an old friend. 
  Conclusion: The PCs return to the camp and are 
  rewarded by General Rashedra 
  Introduction 
  Twelve weeks have passed since the Deluge 
  destroyed Clunther, and with it, took the lives 
  of forty five hundred souls.  Lake Hasra’s 
  placid surface does no justice to the violent 
  death of those who lie at its bottom. 
  
  BIS4-04 Darkest Depths 
   
  Page 5 
  The banks of the lake teem with activity.   The 
  four battles of the Army of Bissel that are 
  located here have a divided duty.   One battle 
  is aiding the survivors of the Deluge in the 
  construction of a new town.  One battle has 
  taken a forward position, some ten miles away, 
  watching the exits from the Dim Forest, for the 
  forces of the Necromancer that are rumored to 
  be gathering there.  The other two battles are 
  preparing the encampment for the Army of 
  Bissel, which is expected to muster here and 
  launch a strike into the Dim Forest to deal the 
  death blow to the Necromancer. 
  The Margrave has activated the entire Army of 
  Bissel.  He has made his plan well known – 
  before the first snows of the winter, he will 
  lead the Army into the Dim Forest, hunt down 
  the Necromancer and return to Pellak with the 
  Necromancer’s head.  The people of Bissel 
  have rallied to his call, which has even drawn 
  citizens of other nations, and are readying 
  wage war once more upon the darkness that 
  threatens Bissel. 
  There are, however, those that do not believe 
  that everything is as it seems.  Rumors float 
  about the encampment that the Margrave does 
  not have the full support of two of his key 
  generals – General Cainlan Rashedra, leader of 
  the Bissel Free Companies, and Sir Jerius 
  Greenblade, the field commander of the 
  Knights of the Watch in Bissel.  As the 
  commanders of the military forces in the area 
  of Clunther, they have ordered numerous 
  patrols of the shores on Lake Hasra.  Publicly, 
  they have stated that these patrols are to 
  ensure that no looters have a chance to defile 
  the graves of the dead on the shores of the 
  lake.  However, there are those that speculate 
  that the generals are preparing for something 
  else – some other unseen threat. 
  Encounter One: Clash on the 
  Beach 
  Allow the PCs to introduce themselves if they have 
  not already.  They have all been serving in the 
  same platoon, after reporting for duty, or 
  volunteering at the encampment at Lake Hasra.  
  Encounter One opens with the PCs on a routine 
  patrol on the western shores of Lake Hasra.  Read 
  the following when the PCs are ready: 
  It is a bright, crisp fall day in the March.  
  Normally, you would use the word ‘peaceful’ to 
  describe this day, but the sound of the small 
  waves lapping on the shores of Lake Hasra 
  remind you that the March has known no 
  peace as of late.  Two days have passed since 
  you left the Army encampment on the southern 
  shore of the lake, circling the lake from east to 
  west.  After running off a small group of 
  looters yesterday, you have reached the 
  western most point of the lake, and are looking 
  for a good place to camp for the last night of 
  your patrol.  As you turn towards the lake 
  shore, you notice a set of wagon tracks in the 
  soft earth.  The ruts are recent, and it would 
  seem that another set of looters is trying to 
  make a dash towards Clunther.  
  PCs with the Track feat can make a Survival skill 
  check to examine the wagon tracks, and based on 
  the result, learn some interesting information. 
  Survival check results: 
  Greater than (10 + APL): The wagon trail leads 
  towards the lake shore 
  Greater than (15 + APL): The wagon appears to 
  be heavily loaded.  There are no other tracks or 
  footprints around the wagon 
  Greater than (20 + APL): The tracks were made 
  no more than twenty minutes ago 
  The PCs should have a few minutes to prepare if 
  they wish. Once they decide to follow the wagon 
  tracks, proceed with the following text: 
  Following the wagon tracks towards the shore, 
  you enter a small copse of trees at the edge of 
  the lake.  Taking caution to be quiet, you 
  crouch behind some bushes and survey the 
  scene on the shore, about 30 feet away 
  A group of five figures, all clad in black, have 
  partially unloaded the wagon you have been 
  following.  Two of the figures are apparently 
  acting as lookouts Two others are moving 
  items from the wagon to a small boat, while a 
  final figure appears to be overseeing the whole 
  operation.  
  As you watch, one of the figures unloading 
  cargo from the wagon drops a small chest 
  onto the ground, apparently by mistake.  
  Swiftly, the overseer backhands the worker. 
  “You fool.  If any one of those potions broke, 
  I’ll make sure you’re the one that short – we’ll 
  see how long you can hold your breath 
  
  BIS4-04 Darkest Depths 
   
  Page 6 
  underwater without one!  Now hurry up, 
  Khemtar and the Necromancer are waiting for 
  our final shipment!” 
  Players who successfully completed BIS4-04 
  “Such a Great Weight of Water” will recognize the 
  name Khemtar as the leader of the Ur-Flan, who 
  were behind the Deluge.  The Necromancer, of 
  course, refers to Evard the Necromancer.   The 
  exchange above should make it evident to the 
  PCs that the group on the beach is up to no good. 
  It is now up to the PCs to act before being spotted. 
  The PCs have two rounds to act before the 
  sentries on the beach spot them.  They are thirty 
  feet away from the wagon and the six figures.  
  Should they decide to charge the wagon before 
  being spotted, they will surprise their opponents.  
  If they gain surprise, only the sentries will have 
  weapons in their hands at the beginning of 
  combat.  
  If the PCs spend more than two rounds before 
  attacking, the sentries will be alerted to the PCs 
  presence and will alert the others on the beach.  
  The PC s will not be able to gain surprise, and will 
  be subject to ranged attacks by the enemy part on 
  the beach.  
  If the PCs do not engage the party on the beach, 
  then General Rashedra will arrive on the scene 
  and he will not hesitate in engaging the enemy.  If 
  the PCs do not engage the enemy party, he will 
  arrive five rounds after the PCs.  If the PCs do 
  engage the enemy, General Rashedra will arrive 
  after the PCs finish the battle.   
  The battle on the beach should be fairly easy for 
  the PCs at all APLs.  The patrols that the Bissel 
  Army has protecting the lake have taken their toll 
  in terms of underlings available to Khemtar, and 
  Trollan and his men were Khemtar’s last available 
  choice for this mission.  
  APL 4 (EL 5) 
  Guards (4): male humans; War 1; hp 8 (each); 
  See Appendix 1 
  Trollan: male human; Clr 1; hp 6; See Appendix 1 
  APL 6 (EL 5) 
  Guards (4): male humans; War 1; hp 8 (each); 
  See Appendix 1 
  Trollan: male human; Clr 2; hp 12; See Appendix 1 
  APL 8 (EL 5) 
  Guards (4): male humans; Ftr 1; hp 9 (each); See 
  Appendix 1 
  Trollan: male human; Clr 2; hp 12; See Appendix 
  1 
  APL 10 (EL 6) 
  Guards (4): male humans; Ftr 1; hp 9 (each); See 
  Appendix 1 
  Trollan: male human; Clr 3; hp 18; See Appendix 
  1 
  APL 12 (EL 7) 
  Guards (4): male humans; Ftr 2; hp 18 (each); 
  See Appendix 1 
  Trollan: male human; Clr 3; hp 18; See Appendix 
  1 
  When the PCs dispatch the last of the enemies, 
  read the following (adjust as necessary if General 
  Rashedra is already on the beach): 
  As the last of your opponents falls in front of 
  you, your hear the sound of horses galloping 
  through the forest towards the shore.  You 
  wheel around, preparing for an ambush, but 
  are relieved to see two familiar figures 
  approaching on horseback – General Cainlan 
  Rashedra, and his fiancée, Lady Jasmine 
  Besselar.   When they see that you have been 
  victorious, they slow to a walk, and raise their 
  hands in greeting.    
  “We saw the fighting and came as quickly as 
  possible.  Is anyone hurt?  What happened?” 
  asks 
  Lady 
  Jasmine, 
  dismounting 
  and 
  approaching. 
  ALL APLS:  
  Lady Jasmine Besselar: Bard 12 
  General Cainlan Rashedra: Ranger 13 
  Lady Jasmine will provide any injured party 
  member with healing, if needed.  General 
  Rashedra will work with the PCs to search the 
  bodies and question any prisoners if there are 
  any.  As Lady Jasmine will sing during her casting, 
  PCs should become aware that she is a bard. 
  Once the aftermath of the battle has started, the 
  PCs have three tasks to accomplish: 
  1.) Find the note on Trollan with Khemtar’s 
  instructions 
  
  BIS4-04 Darkest Depths 
   
  Page 7 
  2.) Determine, with Lady Jasmine’s help, that 
  one of the crates contains a number of 
  potions of water breathing 
  3.) Open the last crate in the wagon and 
  allow Lady Jasmine to identify the Relic of 
  Night and explain its history 
  1.) The note - Anyone who searches Trollan’s 
  body will discover a note in his pouch belt.  The 
  note is detailed in Player’s Handout #1, which 
  should be given to the PCs when they find it.  The 
  note details Khemtar’s instructions to Trollan, and 
  the fact that the PCs will need to head to the 
  bottom of the lake to deal with the situation. 
  2.) The potions - Prior to the skirmish, Trollan’s 
  party had transferred the majority of the cargo 
  from the wagon to the skiff.   Most of the boxes in 
  the skiff, if opened, contain mundane items such 
  as food, wine, water, clothing and camping gear.  
  The one item of interest is a small box that 
  contains a number potions (this is the box that was 
  dropped in the box text above).  The potions are 
  potions of water breathing, but the party will need 
  to rely on Lady Jasmine to help them realize what 
  they are.  There are 3 potions in the box per PC at 
  the table (so 12 potions if there are 4 PCs, 15 if 
  there are 5 PCs and 18 if there are 6 PCs).  Each 
  potion will last for 10 hours.  The box also contains 
  a wand of light, that is clearly labeled as such by a 
  piece of paper wrapped around it.   
  If Lady Jasmine is done healing the injured from 
  the fight and is not actively engaged in examining 
  the Relic of Night, she will use her bardic abilities 
  to attempt to determine the purpose of the potions 
  by examining the marks on the potions’ labels.  
  She will relate the following to the PCs 
  The marks on the label are symbols in the style 
  of the Old Baklunish. My father has some of 
  their books in his library, and I have seen a few 
  items 
  pass 
  through 
  Bissel 
  with 
  similar 
  markings.  I do not know what all of the 
  symbols mean, but I know two of them – the 
  first stands for “water” and the second stands 
  for “breath”.  Given where we are, I think we 
  can all figure out what these potions might be. 
  A PC with the Bardic Knowledge skill can make a 
  DC (17+APL) check to verify that Lady Jasmine is 
  correct.   A PC may also use the Decipher Script 
  skill at a DC of (20+APL) to gather the same 
  information.   A comprehend languages spell, or 
  someone who can read Old Baklunish will reveal 
  the full text “These liquids allow the drinker to 
  breathe like fish under water but for only ten 
  hours.” 
  3.) The Relic of Night - Trollan’s party had not 
  managed to unload one large crate from the 
  wagon prior to being interrupted.  When a PC 
  begins to examine the contents of the wagon, read 
  the following: 
  The sole crate left in the wagon is about 3 feet 
  in width, 6 feet in length and about 2 feet deep. 
   It is covered with a heavy black blanket.  
  When you get into the wagon, you feel a cold 
  shiver race down your spine.  The crate is 
  emanating a cold, menacing feeling towards 
  you.  You know you are in the presence of evil. 
  Looking up from what she is doing, Lady 
  Jasmine yells, “Get away from that!  I don’t 
  know what it is, but it’s not good!”  She swiftly 
  moves towards the wagon, singing gently 
  under her breath.  After a moment, she 
  continues “And it’s highly magical.  Stand 
  back.  I’m going to take the blanket covering it 
  off so we can get a better look at it.” 
  If no one interferes, Lady Jasmine will cast mage 
  hand and pull the blanket off the crate and drop it 
  on the ground. 
  After the blanket is removed, it is clear that 
  what you thought to be a crate under the 
  blanket is actually a highly polished chest, 
  with intricate runes carved over all of its 
  surface.  Lady Jasmine climbs into the wagon 
  before General Rashedra can say anything. 
  “These appear to be magical inscriptions, 
  which intend to keep the power of whatever is 
  contained in the chest under control…. Yes, 
  here is the sign of Pelor and here is the sign of 
  Heironeous both used as wards… Gods 
  protect us!  This is one of the Relics of Night!” 
  Lady Jasmine quickly hops out of the wagon, 
  seemingly stunned.   
  “’The Relic of Night’?  What’s that?” asks 
  General Rashedra. 
  “There are actually more than one.  They are a 
  set of relics created through the joint power of 
  the evil gods.  Rumor said that Evard had 
  spent many years tracking them down prior to 
  the uprising, and that he had managed to find 
  four of them and brought them to Bissel to aid 
  with his rebellion. The ones Evard had found 
  were supposed to be in Castle Calignosus 
  during his last stand there.  It’s said that Evard 
  did not manage to master their powers, but 
  that they could help evil priests to raise more 
  
  BIS4-04 Darkest Depths 
   
  Page 8 
  powerful undead than they normally would 
  normally be able to.” 
  “Right.  Well, there’s one now. How do we 
  destroy it?” 
  “You can’t.  You shouldn’t even try – not a 
  relic.  The stories say that each of the Relics of 
  Night were bound in a chest that was designed 
  to isolate their power and prevent undead from 
  migrating towards it.  The best you can do is to 
  seal it in its chest and keep it out of the reach 
  of evil.  And since that one is in its chest now, I 
  suggest that it stays that way.” 
  Once the PCs have the note, the potions and have 
  discovered the crate, proceed to Encounter Two. 
  Encounter Two:  Going for a 
  Swim. 
  General Rashedra looks at you with a furrowed 
  brow. 
  “Well, I hate to say this, but I’m going to need 
  you to extend your patrol duty and well, take a 
  detour.  It’s pretty obvious that Trollan here 
  was attempting to deliver this relic to the ruins 
  of Clunther.  And it seems like Khemtar and 
  Evard are fairly close to launching their next 
  attack.  I’d like you to go down there and see 
  what you can do to stop them. Stop the ritual 
  by sealing two of the chests and then stopping 
  Khemtar, then the March will be in your debt.  
  Take the potions if you need them.  Jasmine 
  and I will return to the camp with this relic and 
  make sure that the troops are ready for battle if 
  you don’t succeed.  We will be back here with 
  reinforcements in a few hours, if we can.” 
  The PCs will now have a chance to prepare for 
  their journey to the bottom of Lake Hasra.  If there 
  is any equipment they wish to leave behind due to 
  weight, General Rashedra will tell them to put it in 
  the cart, which he and Jasmine will drive back to 
  the Army’s encampment.  Consult Appendix 2 for 
  more information about movement and combat 
  underwater.   
  The PCs basically have two options to get to the 
  ruins of Clunther.  The first is to simply walk down 
  the beach, into the water and walk or swim over 
  the submerged ground to Clunther.  From the spot 
  that they are standing to the closest relic location 
  (Encounter 3a – The Warehouse) is approximately 
  5 miles.    Use the rules for water movement in 
  Appendix 2 along with the overland movement 
  rules on pp. 162 of the Player’s Handbook to 
  determine how long it will take a player to cover 
  the distance.  The waters of Lake Hasra are calm 
  and non-flowing water, requiring only a DC 10 
  Swim check to move in.  Remember that each 
  potion that a PC consumes last for 10 hours.  
  Another option that PCs have is to follow Trollan’s 
  original plan and row across the lake to a position 
  roughly over Clunther and then swim (or sink) to 
  the right location in town.  The waters of Lake 
  Hasra are calm, non flowing water, requiring only 
  a DC 10 Swim check to move in.  Characters with 
  the Survival skill who played BIS4-04 can roll a DC 
  (15+APL) check to attempt to figure out the 
  optimal location to which to row.  Once in the 
  water, it is fairly trivial to get to any of the key 
  locations in Clunther. 
  Higher level PCs may be able to use spells to 
  reach the encounter locations quicker, as well as 
  to aid in underwater travel and dealing with 
  underwater conditions.  Use your discretion as the 
  DM to rule on how long travel will take and how it 
  benefits / hinders the PCs. 
  Encounter Three: Clunther 
  Encounter three is divided into four sections: 
  1.) General conditions in Clunther 
  2.) Encounter 3a – The Warehouse 
  3.) Encounter 
  3b 
  – 
  The 
  Temple 
  of 
  Heironeous 
  4.) Encounter 3c – The Market 
  General Conditions 
  The city of Clunther is under a hundred feet of 
  water at this point in time.  As light does not 
  penetrate to that level, the PCs will need 
  appropriate light sources (a wand of light was 
  provided to the PCs in Encounter 1, if needed).   
  Sounds are also muffled underwater, making 
  discussions difficult.  Point out to PCs that having 
  detailed verbal conversations is tough.   
  In order to prevent Khemtar from successfully 
  completing the ritual, the PCs will need to visit two 
  of the three sites where the Relics of Night have 
  been positioned.  PCs who visit all three will not 
  receive an XP bonus, but will receive a special 
  reward.   At each location, they will have to beat 
  the guards protecting the Relic of Night and then 
  solve a riddle to close the chest. 
  
  BIS4-04 Darkest Depths 
   
  Page 9 
  For the DM’s reference, a closed chest can safely 
  be moved by a PC.  Each chest and Relic of Night 
  weights twenty five pounds. 
  Once the PCs arrive in Clunther, read the 
  following text to them, modifying it as appropriate: 
  As you swim through the dark, cold waters of 
  Lake Hasra, your eyes begin to adjust and you 
  can make out details of the city, now in ruins.  
  The water here is extremely still and clear, with 
   no current to speak of. Although there are 
  plenty of fish and other aquatic wildlife in the 
  lake, here at the edge of the city there is no 
  movement, and no visible life.  The water 
  muffles 
  sounds, 
  making 
  communication 
  difficult – you now mostly rely on hand signals 
  to communicate with your peers. 
  As you enter the ruins of the city, the force of 
  the flood waters is evident.  Only the strongest 
  of the buildings remain upright – everything 
  else is simply a devastated ruin.   
  PC who make a DC (20+APL) Spot check will 
  notice something odd – there are no bodies 
  amongst the rubble.   
  Using your memory of the city of Clunther, you 
  believe you remember the locations of the 
  three sites that were mentioned in the notes.  
  Picking one, you begin traversing the ruins of 
  Clunther in that direction. 
  Proceed to the appropriate sub-encounter based 
  on the location that the PCs have chosen to visit.  
  Encounter 3a – The Warehouse 
  Approaching the area where Clunther’s docks 
  once used to be, you make your way towards 
  the one building left relatively intact – the long, 
  low warehouse of the old Guardam family.  The 
  structure is two stories high, but is about 200 
  feet on each side.  The doors, which face the 
  road you are following, have been wrenched 
  from their hinges, allowing you easy access 
  inside.   
  From the doorway, the PCs will not be able to see 
  the Relic of Night, which is located in the center of 
  the empty warehouse.  The Relic is, again, stored 
  within a chest that is 6 feet long by 3 feet wide, 
  covered with runes.  As they make their way 
  across the warehouse, the Ur-Flan’s guards will 
  try to stay out of their vision, by either retreating to 
  the corners of the warehouse, or by using the 
  beams of the warehouse’s roof for cover (giving 
  them a +5 to their Hide checks).  Roll a DC 
  (22+APL) Spot check for the PCs when they enter 
  the warehouse, and another DC (22+APL) Spot 
  check when the PCs reach the Relic of Night.   If a 
  PC succeeds at either, alert them to the fact that 
  something is moving in the warehouse.   
  If the PCs spread out with enough light sources, 
  they will be able to discover the guards.  At that 
  point, the guards attack, selecting the nearest PC 
  to start with.   
  If the PCs do not detect the guards, the guards 
  attack when the PCs close to within five feet of the 
  Relic. 
  Warehouse guards 
  APL 4 (EL 3) 
  Shark, Medium: hp 16; See Monster Manual p. 
  279  
  Shark, Large: hp 38; See Monster Manual p. 279 
  APL 6 (EL 5) 
  Shark, Medium (2): hp 16 (each); See Monster 
  Manual p. 279  
  Shark, Large (2): hp 38 (each); See Monster 
  Manual p. 279 
  APL 8 (EL 7) 
  Shark, Large (3): hp 38 (each); See Monster 
  Manual p. 279 
  Shark, Huge: hp 65; See Monster Manual p. 279 
  APL 10 (EL 9) 
  Shark, Dire: hp 147; See Monster Manual p. 64 
  APL 12 (EL 10) 
  Shark, Huge (3): hp 65 (each); See Monster 
  Manual p. 279 
  Shark, Dire: hp 147; See Monster Manual p. 64 
  Once the PCs have finished off the guards, read 
  the following description 
  With the attackers dispatched, you turn your 
  attention back to the Relic.  The crate 
  containing the relic is similar to the one you 
  saw in the wagon on the beach – however this 
  time it is open, and the feeling of evil is 
  oppressive.  Peering into the chest, you see a 
  polished black skull laying on a plush black 
  cushion  
  
  BIS4-04 Darkest Depths 
   
  Page 10 
  If the PCs attempt to close the chest by shutting 
  the lid, the lid will not budge – some force seems 
  to be holding the hinges open.  A detect magic will 
  reveal the presence of a strong abjuration spell, as 
  well as the presence of enchanted writing on the 
  outside lid.  A Spot Check (DC 10+APL) will also 
  allow a PC to notice the message carved into the 
  lid.  When a PC reads the message, hand them 
  Players’ Handout #2.    The only way to close the 
  lid is to solve the riddle and say the answer 
  (“Glove”), at which point the lid smoothly closes.  
  Saying the answer again will cause the chest to 
  reopen. 
  The Relic of Night is a highly evil object, which is 
  infused with energies from the Negative Plane.  A 
  PC who touches the skull is immediately affected 
  by one of the following spells 
  APL 4 – Inflict Moderate Wounds 
  APL 6 – Inflict Serious Wounds 
  APL 8 – Inflict Critical Wounds 
  APL 10 – Slay Living 
  APL 12 - Harm 
  There is no way to destroy the skull. 
  Once the PCs have closed the lid of the chest, 
  there is nothing more for them to do at this 
  location.  Proceed to Encounter 3b, 3c or 
  Encounter 4 as appropriate.  
  Encounter 3b – The Temple of 
  Heironeous 
  The temple of Heironeous was the biggest and 
  tallest building in the city of Clunther.  The 
  main chamber of the temple was well over a 
  hundred feet long, fifty feet wide, capped by a 
  dome five stories over the floor.  The massive 
  empty space once resonated with the prayers 
  of the followers of the god, and the temple was 
  considered to be one of the greatest buildings 
  in the March. 
  Now, it lies under a hundred feet of water.  As 
  you approach, the doors lie open, and the 
  inside is dark and appears lifeless. 
  In the temple, the chest containing the Relic of 
  Night lies on the altar of the temple, at the far end 
  of the temple.  As with the other locations, the 
  Relic is guarded by the Ur-Flan, and the guards 
  are in their native habitat.  The elementals will wait 
  until the PCs are about 60 feet from the Relic 
  (which should put the Relic at the edge of the PCs 
  light source) before attacking them from above.  
  PCs have a chance to Spot the elementals, with a 
  DC (30+APL) Spot check (the DC includes the fact 
  that the elementals are well hidden and in their 
  natural habitat). 
  APL 4 (EL 3) 
  Water Elemental, Small (3): hp 11 (each); See 
  Monster Manual p. 100 
  APL 6 (EL 5) 
  Water Elemental, Medium (2): hp 30 (each); See 
  Monster Manual p. 100 
  APL 8 (EL 7) 
  Water Elemental, Large (2): hp 68 (each); See 
  Monster Manual p. 100 
  APL 10 (EL 9) 
  Water Elemental, Huge (2): hp 152 (each); See 
  Monster Manual p. 100 
  APL 12 (EL 10) 
  Water Elemental, Greater: hp 199; See Monster 
  Manual p. 100 
  Water Elemental, Huge: hp 152; See Monster 
  Manual p. 100 
  Once the PCs have deal with the guards, they can 
  examine the chest holding the Relic of Night. 
  Profaning the altar of Heironeous is another chest 
  similar to the one you saw on the beach.  This one 
  has its lid open, and you can feel the malignant 
  touch of evil emanating from its contents.  Sitting 
  on a red cushion, at the bottom of the chest is a 
  ruby the size of a man’s head, glowing a baleful, 
  dark crimson.  
  If the PCs attempt to close the chest by shutting 
  the lid, the lid will not budge – some force seems 
  to be holding the hinges open.  A detect magic will 
  reveal the presence of a strong abjuration spell, as 
  well as the presence of enchanted writing on the 
  outside lid.  A Spot Check (DC 10+APL) will also 
  allow a PC to notice the message carved into the 
  lid.  When a PC reads the message, hand them 
  Players’ Handout #3.    The only way to close the 
  lid is to solve the riddle and say the answer 
  (“Stable”), at which point the lid smoothly closes.  
  Saying the answer again will cause the chest to 
  reopen. 
  
  BIS4-04 Darkest Depths 
   
  Page 11 
  The Relic of Night is a highly evil object, which is 
  infused with energies from the Negative Plane.  A 
  PC who touches the ruby is immediately affected 
  by one of the following spells 
  APL 4 – Inflict Moderate Wounds 
  APL 6 – Inflict Serious Wounds 
  APL 8 – Inflict Critical Wounds 
  APL 10 – Slay Living 
  APL 12 - Harm 
  There is no way to destroy the ruby. 
  Once the PCs have closed the lid of the chest, 
  there is nothing more for them to do at this 
  location.  Proceed to Encounter 3a, 3c or 
  Encounter 4 as appropriate.  
  Encounter 3c – The Market 
  The Market of Clunther is not really a building – it 
  was once a large, open plaza surrounded by the 
  shops and offices of the merchants of Clunther.  
  Now, after the deluge, the buildings have been 
  obliterated, but the circular plaza remains as a 
  large, relatively rubble free.   It is about 100 feet in 
  diameter, and the chest containing this Relic of 
  Night has been placed on a large stone in the 
  center of the plaza.   
  PCs can approach the plaza from any direction 
  they wish.  With an appropriate light source, they 
  should be able to see the chest in the center of the 
  plaza. 
  When the PCs are ready for the Encounter, read 
  the following, modifying as appropriate 
  Before the Deluge, the central market of 
  Clunther was a spot one could go to and find 
  almost anything one desired.  The large, 
  circular plaza was filled with traders, buying 
  and selling their wares, and the plaza was 
  ringed by buildings, containing stores and 
  offices of the most prosperous merchants in 
  the March.  Now the buildings lie in ruin, 
  collapsed by the great weight of water.  
  However, the plaza is clear of rubble, and now 
  it holds something of interest to you. 
  Approaching one of the entrances to the plaza, 
  your light reveals that you are not alone.  Slow 
  moving shapes are clustered near the center of 
  the plaza, apparently guarding the Relic of 
  Night here. 
  A number of zombies have been placed here as 
  guards of the Relic of Night.  Treat the zombies as 
  having “firm footing” when it comes to applying the 
  underwater combat rules 
  APL 4 (EL 3) 
  Zombie, Human Commoner (6): hp 16 (each); 
  See Monster Manual p. 266 
  APL 6 (EL 5) 
  Zombie, Trogdolyte (6): hp 29 (each); See 
  Monster Manual p. 266 
  APL 8 (EL 7) 
  Zombie, Ogre (4): hp 55 (each); See Monster 
  Manual p. 267 
  APL 10 (EL 8) 
  Zombie, Minotaur (4): hp 81 (each); See Monster 
  Manual p. 267 
  APL 12 (EL 10) 
  Zombie, Umber Hulk (6): hp 107 (each); See 
  Monster Manual p. 267 
  Water Elemental, Huge: hp 152; See Monster 
  Manual p. 100 
  Once the PCs have deal with the guards, they can 
  examine the chest holding the Relic of Night. 
  Sitting atop a large stone that looks to have been 
  dragged to the center of the plaza is a chest 
  similar to the one you saw on the beach. This one 
  has its lid open, and you can feel the malignant 
  touch of evil emanating from its contents.  Sitting 
  on a pristine white cushion at the bottom is a 
  dagger, that appears to be encrusted with blood.  
  If the PCs attempt to close the chest by shutting 
  the lid, the lid will not budge – some force seems 
  to be holding the hinges open.  A detect magic will 
  reveal the presence of a strong abjuration spell, as 
  well as the presence of enchanted writing on the 
  outside lid.  A Spot Check (DC 10+APL) will also 
  allow a PC to notice the message carved into the 
  lid.  When a PC reads the message, hand them 
  Players’ Handout #4.    The only way to close the 
  lid is to solve the riddle and say the answer 
  (“Coffin”), at which point the lid smoothly closes.  
  Saying the answer again will cause the chest to 
  reopen. 
  The Relic of Night is a highly evil object, which is 
  infused with energies from the Negative Plane.  A 
  
  BIS4-04 Darkest Depths 
   
  Page 12 
  PC who touches the ruby is immediately affected 
  by one of the following spells 
  APL 4 – Inflict Moderate Wounds 
  APL 6 – Inflict Serious Wounds 
  APL 8 – Inflict Critical Wounds 
  APL 10 – Slay Living 
  APL 12 - Harm 
  There is no way to destroy the dagger. 
  Once the PCs have closed the lid of the chest, 
  there is nothing more for them to do at this 
  location.  Proceed to Encounter 3a, 3b or 
  Encounter 4 as appropriate. 
  Encounter Four: Stopping 
  the ritual 
  Once the PCs have closed at least two of the 
  chests containing the Relics of Night, they can 
  proceed to where Khemtar is readying to finish the 
  ritual.   
  Khemtar is on a hill in the center of town, where 
  the mayor’s hall used to stand.  That area is now 
  clear of rubble, and has been smoothed down in 
  preparation for his ritual.  Over the past week, he 
  has also modified the properties of the water so 
  that spoken words can be heard clearly.  
  The area on top of the hill is a square clear of 
  rubble and any cover, measuring one hundred feet 
  on a side.  Khemtar and his allies are at the center 
  of the square, and the PCs will approach from the 
  southern side of the square.   
  If the PCs bypassed closing the act of closing two 
  of the chests, then Encounter 4 will be significantly 
  more difficult for them, as described below 
  If the PCs closed two of the chests: 
  � The area is under the effect of a bane 
  spell 
  � Only Khemtar is under the effects of a 
  protection from good spell (cast at his 
  caster level, see Appendix 1) 
  � None of the Khemtar’s optional allies are 
  present 
  If the PCs failed to close two of the chests prior to 
  Encounter 4: 
  � The area is under the effect of a desecrate 
  spell 
  � Khemtar and Galen are under the effects 
  of a protection from good spell (cast at 
  Khemtar’s caster level, see Appendix 1) 
  � Khemtar’s optional allies are present.  The 
  PCs will get no XP for defeating the 
  optional guards, as they were supposed to 
  follow orders and deal with at least two of 
  the Relics of Night first. 
  The PCs should have time to prep for the 
  encounter prior to the start of Encounter 4.  When 
  they are ready, read the following, modifying as 
  needed (especially for the number of shapes in 
  the clearing): 
  Following the instructions of the note, you 
  make your way to the center of town, where 
  the mayor of Clunther’s residence once stood 
  on a small hill overlooking the city.  From the 
  base of the hill, you can see that no building 
  stands there now.  Approaching the hill, you 
  are surprised to hear that you can hear voices 
  – the water here apparently carries sound. 
  Sneaking forward, you make your way to the 
  last cover available – a low wall which barely 
  covers your crouching forms.  In front of you, 
  a large square measuring approximately a 
  hundred feet to a side has been cleared of 
  rubble.  Stones shedding a low red light have 
  been placed along the perimeter, allowing you 
  to see across the clearing. 
  In the center of the clearing stand a pair of 
  figures. The one facing you is familiar – 
  Khemtar, leader of the Ur-Flan, who you last 
  saw on a ledge in the Barrier Peaks.  The 
  other’s back is facing you, dressed in a black 
  cloak of some sort.   
  “Why isn’t your master here?” Khemtar barks 
  at the other figure. 
  “That is not for you to ask.  He has sent me – 
  that is all you need to know,” responds the 
  other figure in a calm low voice.   
  “I have risked everything!  Everything!  All of 
  my followers are dead!  I have used all of my 
  powers! I have every right to ask!  Now, 
  moments away from our crowning moment, 
  Evard is off dealing with some Hextorites!   
  They are an annoyance – something we can 
  swat away like flies with our new power.”  
  Khemtar says accusingly. 
  “My master has drawn on all his resources as 
  well.  Even now, a diversionary force is 
  attacking the Army, softening them up so that 
  
  BIS4-04 Darkest Depths 
   
  Page 13 
  we may deliver the final blow” says the black 
  cloaked figure.  “If you do not raise the dead of 
  Clunther, we will not have another undead 
  army to destroy them from behind.  So I 
  suggest you start.” 
  “I take no orders from you,” retorts Khemtar.  
  “Then consider it a suggestion.  I am growing 
  impatient Khemtar.  I have business to attend 
  to on the surface, and I need that army.” 
  “Yes, your so-called wife – will you make 
  her…” 
  “Wait!” interrupts the black cloaked figure.  His 
  head turns, scanning the square.   As his 
  glance sweeps over the southern portion of 
  the square, his red glowing eyes stop, and you 
  know he has detected your presence.  “We 
  have visitors.   I may even know some of them. 
   Well, let us see if they wish to join our army.”  
  Shrugging back his cloak, he reveals his heavy 
  plate armor and draws his longsword. 
  “Permit me to introduce myself – or re-
  introduce myself – my name was Galen 
  Luchelyn.  I will be the last thing you see when 
  you were alive, and the first thing you see 
  when I make you my servants.” 
  Behind him, Khemtar raises his hands, and 
  begins to recite the words to a ritual. 
  Tactics: 
  APL 4: Galen and Khemtar are not foolish enough 
  to close with the PCs party.  Khemtar will use this 
  summon spell to cause the party to move closer. 
  Once the party is dealing with the additional 
  attackers, Galen will wade into the melee.  If the 
  DM feels that the battle is too lopsided, have 
  Khemtar cast his dispel magic at the party, which 
  has the possibility of dispelling the water breathing 
  effects that should be present on the PCs. 
  Also, at APL 4 Galen will not use his dominate or 
  energy drain special attacks 
  APL 6: Again, Galen and Khemtar will not 
  immediately engage with the PCs.  If the PCs hold 
  back, Galen will begin using his elemental gems to 
  summon water elemental to engage the party.  
  Once the elementals are engaged, Galen will 
  enter into melee with the PCs.   
  Also at APL 6, Galen will not use his energy drain 
  special attacks 
  APLs 8 – 12: At APLs 8+, Galen and Khemtar are 
  wearing rings of freedom of movement, and will 
  use their mobility to their advantage.  Again, 
  Khemtar will use his elemental gems to summon 
  allies to aid in the melee.  At these APLs, Galen 
  and Khemtar will use all of their abilities. 
  APL 4 (EL 7) 
  Khemtar: male human; Clr 6; hp 36; See 
  Appendix 1 
  Galen Luchelyn: male vampire spawn; hp 29; 
  See Appendix 1 
  Optional Allies: Medium water elementals (2); hp 
  30 (each); See Monster Manual p. 100 
  APL 6 (EL 9) 
  Khemtar: male human; Clr 7; hp 42; See 
  Appendix 1 
  Galen Luchelyn: male vampire; Ftr 5; hp 49; See 
  Appendix 1 
  Optional Allies: Large water elementals (2); hp 
  68 (each); See Monster Manual p. 100 
  APL 8 (EL 11) 
  Khemtar: male human; Clr 9; hp 54; See 
  Appendix 1 
  Galen Luchelyn: male vampire; Ftr 7; hp 68; See 
  Appendix 1 
  Optional Allies: Large water elementals (4); hp 
  68 (each); See Monster Manual p. 100 
  APL 10 (EL 13) 
  Khemtar: male human; Clr 11; hp 66; See 
  Appendix 1 
  Galen Luchelyn: male vampire; Ftr 9; hp 88; See 
  Appendix 1 
  Optional Allies: Huge water elementals (2); hp 
  152 (each); See Monster Manual p. 100 
  APL 12 (EL 15) 
  Khemtar: male human; Clr 13; hp 78; See 
  Appendix 1 
  Galen Luchelyn: male vampire; Ftr 11; hp 107; 
  See Appendix 1 
  Optional Allies: Greater water elementals (2); hp 
  199 (each); See Monster Manual p. 100 
  Immediately after the characters have defeated 
  Galen and Khemtar read the following: 
  
  BIS4-04 Darkest Depths 
   
  Page 14 
  As the last of your foes fall, the water becomes 
  murky, almost as if a fog were settling in.  You 
  hear the voice of Galen from somewhere 
  beside you. 
  “Well, well, well.  Enjoy your little victory for 
  now.  My master and I shall return soon 
  enough.  And when we will, it will not just be 
  with the undead he has given to me to 
  command.  Until then…” 
  As the fog lifts, you scan the area – Khemtar is 
  where you left him, but Galen’s body is no 
  where to be found.  It appears you have made 
  another enemy. 
  With the ritual interrupted, the PCs task here is 
  done.  If they wish, and if time permits, they may 
  head to the location of any of the Relics of Night 
  that they did not previously visit and deal with the 
  guards there.  If they have the means, they may 
  be able to transport the chests to the surface.  
  There is no reward or penalty for doing so.   
  Conclusion: Aftermath 
  The PCs may swim or walk back to the shore, 
  return to the boat, or use other means of returning 
  to the shore.  Read the following when they return 
  to dry land. 
  Wet and exhausted after your underwater 
  adventure, you return to shore.  Galen’s 
  discussion with Khemtar are fresh in your 
  mind, and over the southern shore of Lake 
  Hasra, you see columns of smoke rising from 
  the location of the Army encampment.  With no 
  time to rest, you gather your belongings and 
  head for the camp. 
  By the time you get there, the worst is over.  
  Evard’s forces are in retreat, although certainly 
  not routed.   A patrol intercepts you on your 
  way into camp, and tells you that General 
  Rashedra has left orders that you are to report 
  to him as soon as you arrive at the camp. 
  Once again, you report to the tent of General 
  Rashedra, and once again, it is a study of the 
  chaos of leading a battle.  Generals Rashedra 
  and Greenblade are ordering units from the 
  four battles that they command into position to 
  attempt to cut off Evard’s retreat, but after an 
  hour it is clear that Evard was conservative 
  enough in his planning to not lose the bulk of 
  his force. 
  Finally, General Rashedra motions to you to 
  approach. 
  “So, what did you find?” 
  At this point, allow the PCs to give a report on 
  what they found.  General Rashedra will ask 
  enough probing questions to put together what 
  Galen and Khemtar were doing, even if the PCs 
  have not fully realized what has happened.  Once 
  the PCs are done, read the following: 
  After listening to your report and asking his 
  questions, General Rashedra looks both relieved 
  and concerned. 
  “Well done.  Once again, the March is in your 
  debt for your actions.  If Khemtar had managed 
  to raise an undead army and march them out 
  of the lake, we would surely have been caught 
  off guard.  Now I understand why Evard 
  retreated – without the surprise attack from the 
  force in the lake, he would not have been able 
  to win this battle.   
  I will speak to the Margrave and the Margrave’s 
  Council  - and I am sure that they will see you 
  well rewarded for your efforts today. 
  I do however, ask for your discretion in one 
  matter.  I do not think that it would be wise to 
  let the populace in general know that Galen 
  Luchelyn has risen as a vampire.  He was a 
  great hero, and, well, the effect of hearing 
  something like this would be a shock to the 
  people.  I am not asking you to swear silence 
  in this matter – just do not go announcing it in 
  the taprooms you may find yourselves in. 
  Now, thank you once again.  Go and rest.  Your 
  work here is done, and the battle has been 
  won.  You will be needed again, but until then, 
  be safe.” 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
  Did the PCs defeat Trollan and his henchmen on 
  the beach? 
   
  APL 4 – 150 xp. 
   
  APL 6 – 150 xp. 
  
  BIS4-04 Darkest Depths 
   
  Page 15 
   
  APL 8 – 150 xp. 
   
  APL 10 – 180 xp. 
   
  APL 12 – 210 xp. 
  Encounter Three – The Warehouse * 
  Did the PCs defeat the guards and close the chest 
  containing the Relic of Night? 
   
  APL 4 – 90 xp. 
   
  APL 6 – 150 xp. 
   
  APL 8 – 210 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 300 xp. 
  Encounter 
  Three 
  – 
  The 
  Temple 
  of 
  Heironeous * 
  Did the PCs defeat the guards and close the chest 
  containing the Relic of Night? 
   
  APL 4 – 90 xp. 
   
  APL 6 – 150 xp. 
   
  APL 8 – 210 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 300 xp. 
  Encounter Three –  The Marketplace * 
  Did the PCs defeat the guards and close the chest 
  containing the Relic of Night? 
   
  APL 4 – 90 xp. 
   
  APL 6 – 150 xp. 
   
  APL 8 – 210 xp. 
   
  APL 10 – 240 xp. 
   
  APL 12 – 300 xp. 
  Encounter Four 
  Did the PCs defeat Khemtar and Galen? 
   
  APL 4 – 210 xp 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
   
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good 
  role-playing 
   
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
   
  Total Possible Experience 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1125 xp. 
   
  APL 10 – 1350 xp. 
   
  APL 12 – 1575 xp. 
  * - PCs can only receive XP for two out of the 
  three portions of Encounter 3. 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  
  BIS4-04 Darkest Depths 
   
  Page 16 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One: 
   
  APL 4: L: 20 gp; C: 40 gp; M: potion of cure 
  light wounds (4 gp) 
   
  APL 6: L: 20 gp; C: 40 gp; M: potion of cure 
  light wounds (4 gp) 
   
  APL 8: L: 20 gp; C: 40 gp; M: potion of cure 
  light wounds (4 gp) 
   
  APL 10: L: 20 gp; C: 40 gp; M: potion of cure 
  light wounds (4 gp) 
   
  APL 12: L: 20 gp; C: 40 gp; M: potion of cure 
  light wounds (4 gp) 
  Encounter Four: 
   
  APL 4: L: 0 gp; C: 200 gp; M: +1 full plate 
  armor (221 gp), 2 potions of cure serious wounds 
  (125 gp), 2 potions of water breathing (125 gp) 
   
  APL 6: L: 0 gp; C: 350 gp; M: +1 full plate 
  armor (221 gp), 2 potions of cure serious wounds 
  (125 gp), 2 potions of water breathing (125 gp), 2 
  elemental gems – water (375 gp) 
   
  APL 8: L: 0 gp; C: 500 gp; M: 2 +1 full plate 
  armors (442 gp), +1 heavy steel shield (181 gp), 
  +1 greatsword (196 gp), 3 potions of cure serious 
  wounds (188 gp), 2 potions of water breathing 
  (126 gp), 4 elemental gems – water (750 gp), 
  potion of haste (63 gp), ring of protection +1 (167 
  gp), 2 rings of freedom of movement (6667 gp), 
  cloak of resistance +1 (83 gp)  
   
  APL 10: L: 0 gp; C: 1000 gp; M: +2 full plate 
  armor (471 gp), +1 full plate armor (221 gp), +1 
  heavy steel shield (181 gp), +1 greatsword (196 
  gp), 4 potions of cure serious wounds (250 gp), 2 
  potions of water breathing (126 gp), 5 elemental 
  gems – water (938 gp), potion of haste (63 gp), 
  ring of protection +1 (167 gp), 2 rings of freedom 
  of movement (6667 gp), cloak of resistance +1 (83 
  gp), periapt of wisdom +2 (333 gp) 
   
  APL 12: L: 0 gp; C: 2000 gp; M: +2 full plate 
  armor (471 gp), +1 full plate armor (221 gp), +1 
  heavy steel shield (181 gp), +1 greatsword (196 
  gp), 4 potions of cure serious wounds (250 gp), 2 
  potions of water breathing (126 gp), 5 elemental 
  gems – water (938 gp), potion of haste (67 gp), 2 
  rings of protection +1 (333 gp), 2 rings of freedom 
  of movement (6667 gp), cloak of resistance +1 (83 
  gp), periapt of wisdom +2 (333 gp), gauntlets of 
  ogre power (333 gp) 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 4: L: 20 gp; C: 240 gp; M: 475 gp) – 
  Total: 650 gp (650 gp). 
   
  APL 6: L: 20 gp; C: 390 gp; M: 850 gp) – 
  Total: 900 gp (900 gp). 
   
  APL 8: L: 20 gp; C: 540 gp; M: 8863 gp) – 
  Total: 1300 gp (1300 gp). 
   
  APL 10: L: 20 gp; C: 1040 gp; M: 9696 gp) – 
  Total: 2300 gp (2300 gp). 
   
  APL 12: L: 20 gp; C: 3040 gp; M: 10195 gp) – 
  Total: 3300 gp (3300 gp). 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 4: 
  � None 
   
  APL 6 (all items from APL 4 plus): 
  � Water Elemental Gem (DMG, Adventure) 
   
  APL 8 (all items from APL 4, 6 plus): 
  � Ring of Freedom of Movement (DMG, 
  Adventure) 
   
  APL 10 (all items from APL 4, 6, 8 plus): 
  � None 
  
  BIS4-04 Darkest Depths 
   
  Page 17 
   
  APL 12 (all items from APL 4, 6, 8, 10 plus): 
  � None 
   
  Items for the Adventure 
  Record (Specials) 
  Influence 
  with 
  the 
  Bissel 
  Free 
  Companies  (ALL APLs) 
  For completing this mission, if the PC is, or in the 
  future becomes a member of the Bissel Free 
  Companies, he or she may spend this Influence 
  Point (mark it as used) during any adventure to 
  gain access (Freq: Adventure) to purchase any 
  single magic item in the DMG (other than a Bag of 
  Tricks) valued at 1500 gp or less.  Access is only 
  granted to items that are legal in the Living 
  Greyhawk campaign.  A PC may spend multiple 
  Influence Points with the Bissel Free Companies 
  simultaneously to receive access to an item of 
  value less than or equal to the sum of the value 
  limits on the individual Influence Points. Influence 
  Points with no explicit gp value associated with 
  them cannot be combined with this Influence 
  Point. 
   
  These 
  Influence 
  Points 
  are 
  non-
  transferable and can only be spent by the 
  individual who received them. 
  Special Reward of the Army of Bissel 
  (ALL APLs) 
  If the PCs managed to close all three of the chests 
  containing the Relics of Night in Encounter 3, 
  General Rashedra will reward them with a special 
  boon. 
  The Army will arrange for special training for the 
  PC, which will grant access to any Feat or Spell in 
  the Living Greyhawk Sourcebook that has been 
  marked “Restricted”.  When a PC uses this boon, 
  the Feat or Spell should be noted below, and this 
  reward should be crossed off the AR.  Access: 
  Any 
  Feat / Spell Taken: ____________________ 
  The Margrave’s Honor 
  For defense of the March against the threat posed 
  by the Ur-Flan and the Necromancer, the 
  Margrave has bestowed upon you the reward of 
  access to one of the following items: 
  The item is available for purchase after any Bissel 
  regional or Sheldomar Valley regional adventure 
  and the PC must still purchase the item at the 
  market price listed.   Once the PC has used this 
  access reward, it should be crossed off the AR 
  permanently 
  � Figure of Wondrous Power, Onyx Dog 
  (DMG) 
  � Ring of Force Shield (DMG) 
  � Slippers of Spider Climbing (DMG) 
  � Rod of Metamagic, Silent, Lesser (DMG) 
  � Nolzur’s Marvelous Pigments (DMG)  
   
  
  BIS4-04 Darkest Depths 
   
  Page 18 
  Appendix 1  - NPCs 
  Encounter 1 
  APL 4 
  Human Warriors : Male Human War1(x4); 
  CR1; Medium Humanoid; HD 1d8+2 hp 8 
  (each); Init +5; Spd Walk 20 ft.; AC 18, touch 11, 
  flat-footed 17;  Base Atk+1; Atk +4 melee 
  (1d8+2/19-20,  longsword) or +1 ranged 
  (1d8/19-20, crossbow);  Full Atk +4 melee 
  (1d8+2/19-20, longsword) or +1 ranged (1d8/19-
  20, crossbow); SA --; SQ --; AL LE; SV Fort +4, 
  Ref +1, Will +1; Str 15, Dex 12, Con 14, Int 11, 
  Wis 12, Cha 11 
  Skills and Feats: Handle Animal +5, Intimidate 
  +1, Ride +5; Improved Initiative, Weapon Focus 
  (longsword) 
  Possessions: chainmail, large wooden shield, 
  longsword; crossbow; 20 bolts 
  Trollan: Male human Cleric 1 CR 1; Medium 
  Humanoid; HD 1d8 hp: 6; Init +0; Spd 20 ft.; AC: 
  19 (touch: 10; flatfooted 19); Base Atk: +0; Grp 
  +2; Atk +4 melee (1d8+2/19-20, masterwork 
  flail); 
  Full 
  Atk 
  +4 
  melee 
  (1d8+2/19-20, 
  masterwork flail); SA: smite (1x/day +4 to hit, +1 
  to damage for 1 attack); SQ Spells; AL: LE; SV: 
  Fort: +3, Ref: +0, Will: +5; Str 14, Dex 10, Con 
  13, Int 11, Wis 16, Cha 10 
  Skills and Feats: Concentration +3, Diplomacy 
  +2, Heal +5, Spellcraft +5, Spot +5; Combat 
  Casting, 
  Power 
  Attack, 
  Martial 
  Weapon 
  Proficiency (Flail), Weapon Focus (Flail) 
  Possessions: Half-Plate Mail, Heavy Steel 
  Shield, masterwork flail, potion of cure light 
  wounds 
  Cleric Spells Memorized: (domains: Destruction, 
  War; Spells per day 4/2+1 save DC 13+Spell 
  Level): 0 – Inflict Minor Wounds (x2), Cure Minor 
  Wounds 
  (x2); 
  1st- 
  Cure 
  Light 
  Wounds, 
  Obscuring Mist, domain: Inflict Light Wounds 
  APL 6 
  Human Warriors : Male Human War1(x4); 
  CR1; Medium Humanoid; HD 1d8+2 hp 8 
  (each); Init +5; Spd Walk 20 ft.; AC 18, touch 11, 
  flat-footed 17;  Base Atk+1; Atk +4 melee 
  (1d8+2/19-20,  longsword) or +1 ranged 
  (1d8/19-20, crossbow);  Full Atk +4 melee 
  (1d8+2/19-20, longsword) or +1 ranged (1d8/19-
  20, crossbow); SA --; SQ --; AL LE; SV Fort +4, 
  Ref +1, Will +1; Str 15, Dex 12, Con 14, Int 11, 
  Wis 12, Cha 11 
  Skills and Feats: Handle Animal +5, Intimidate 
  +1, Ride +5; Improved Initiative, Weapon Focus 
  (longsword) 
  Possessions: chainmail, large wooden shield, 
  longsword; crossbow; 20 bolts 
  Trollan: Male human Cleric 2 CR 2; Medium 
  Humanoid; HD 2d8 hp: 12; Init +0; Spd 20 ft.; 
  AC: 19 (touch: 10; flatfooted 19); Base Atk: +1; 
  Grp +3; Atk +5 melee (1d8+2/19-20, masterwork 
  flail); 
  Full 
  Atk 
  +5 
  melee 
  (1d8+2/19-20, 
  masterwork flail); SA: smite (1x/day +4 to hit, +2 
  to damage for 1 attack); SQ Spells; AL: LE; SV: 
  Fort: +4, Ref: +0, Will: +6; Str 14, Dex 10, Con 
  13, Int 11, Wis 16, Cha 10 
  Skills and Feats: Concentration +4, Diplomacy 
  +3, Heal +6, Spellcraft +4, Spot +4; Combat 
  Casting, 
  Power 
  Attack, 
  Martial 
  Weapon 
  Proficiency (Flail), Weapon Focus (Flail) 
  Possessions: Half-Plate Mail, Heavy Steel 
  Shield, masterwork flail, potion of cure light 
  wounds 
  Cleric Spells Memorized: (domains: Destruction, 
  War; Spells per day 4/3+1 save DC 13+Spell 
  Level): 0 – Inflict Minor Wounds (x2), Cure Minor 
  Wounds 
  (x2); 
  1st-Command, 
  Cure 
  Light 
  Wounds, Obscuring Mist, domain: Inflict Light 
  Wounds 
  APL 8 
  Human Fighters: Male Human Ftr1(x4); CR1; 
  Medium Humanoid; HD 1d10+2 hp 9 (each); Init 
  +5; Spd Walk 20 ft.; AC 18, touch 11, flat-footed 
  17;  Base Atk+1; Atk +4 melee (1d8+2/19-20,  
  longsword) or +1 ranged (1d8/19-20, crossbow); 
   Full Atk +4 melee (1d8+2/19-20, longsword) or 
  +1 ranged (1d8/19-20, crossbow); SA --; SQ --; 
  AL LE; SV Fort +4, Ref +1, Will +1; Str 15, Dex 
  12, Con 14, Int 11, Wis 12, Cha 11 
  Skills and Feats: Handle Animal +5, Intimidate 
  +1, Ride +5; Improved Initiative, Weapon Focus 
  (longsword) 
  Possessions: chainmail, large wooden shield, 
  longsword; crossbow; 20 bolts 
  Trollan: Male human Cleric 2 CR 2; Medium 
  Humanoid; HD 2d8 hp: 12; Init +0; Spd 20 ft.; 
  
  BIS4-04 Darkest Depths 
   
  Page 19 
  AC: 19 (touch: 10; flatfooted 19); Base Atk: +1; 
  Grp +3; Atk +5 melee (1d8+2/19-20, masterwork 
  flail); 
  Full 
  Atk 
  +5 
  melee 
  (1d8+2/19-20, 
  masterwork flail); SA: smite (1x/day +4 to hit, +2 
  to damage for 1 attack); SQ Spells; AL: LE; SV: 
  Fort: +4, Ref: +0, Will: +6; Str 14, Dex 10, Con 
  13, Int 11, Wis 16, Cha 10 
  Skills and Feats: Concentration +4, Diplomacy 
  +3, Heal +6, Spellcraft +4, Spot +4; Combat 
  Casting, 
  Power 
  Attack, 
  Martial 
  Weapon 
  Proficiency (Flail), Weapon Focus (Flail) 
  Possessions: Half-Plate Mail, Heavy Steel 
  Shield, masterwork flail, potion of cure light 
  wounds 
  Cleric Spells Memorized: (domains: Destruction, 
  War; Spells per day 4/3+1 save DC 13+Spell 
  Level): 0 – Inflict Minor Wounds (x2), Cure Minor 
  Wounds 
  (x2); 
  1st-Command, 
  Cure 
  Light 
  Wounds, Obscuring Mist, domain: Inflict Light 
  Wounds 
  APL 10 
  Human Fighters: Male Human Ftr1(x4); CR1; 
  Medium Humanoid; HD 1d10+2 hp 9 (each); Init 
  +5; Spd Walk 20 ft.; AC 18, touch 11, flat-footed 
  17;  Base Atk+1; Atk +4 melee (1d8+2/19-20,  
  longsword) or +1 ranged (1d8/19-20, crossbow); 
   Full Atk +4 melee (1d8+2/19-20, longsword) or 
  +1 ranged (1d8/19-20, crossbow); SA --; SQ --; 
  AL LE; SV Fort +4, Ref +1, Will +1; Str 15, Dex 
  12, Con 14, Int 11, Wis 12, Cha 11 
  Skills and Feats: Handle Animal +5, Intimidate 
  +1, Ride +5; Improved Initiative, Weapon Focus 
  (longsword) 
  Possessions: chainmail, large wooden shield, 
  longsword; crossbow; 20 bolts 
  Trollan: Male human Cleric 3 CR 3; Medium 
  Humanoid; HD 3d8 hp: 18; Init +0; Spd 20 ft.; 
  AC: 19 (touch: 10; flatfooted 19); Base Atk: +2; 
  Grp +4; Atk +6 melee (1d8+2/19-20, masterwork 
  flail); 
  Full 
  Atk 
  +6 
  melee 
  (1d8+2/19-20, 
  masterwork flail); SA: smite (1x/day +4 to hit, +3 
  to damage for 1 attack); SQ Spells; AL: LE; SV: 
  Fort: +4, Ref: +0, Will: +6; Str 14, Dex 10, Con 
  13, Int 11, Wis 16, Cha 10 
  Skills and Feats: Concentration +5, Diplomacy 
  +5, Heal +7, Spellcraft +5, Spot +5; Combat 
  Casting, 
  Power 
  Attack, 
  Martial 
  Weapon 
  Proficiency (Flail), Weapon Focus (Flail) 
  Possessions: Half-Plate Mail, Heavy Steel 
  Shield, masterwork flail, potion of cure light 
  wounds 
  Cleric Spells Memorized: (domains: Destruction, 
  War; Spells per day 4/3+1/3+1 save DC 
  13+Spell Level): 0 – Inflict Minor Wounds (x2), 
  Cure Minor Wounds (x2); 1st-Command, Cure 
  Light Wounds, Obscuring Mist, domain: Inflict 
  Light Wounds; 2nd – Cure Moderate Wounds, 
  Hold person, domain: Spiritual Weapon 
  APL 12 
  Human Fighters: Male Human Ftr2(x4); CR2; 
  Medium Humanoid; HD 2d10+4 hp 18 (each); 
  Init +5; Spd Walk 20 ft.; AC 18, touch 11, flat-
  footed 17;  Base Atk+2; Atk +5 melee 
  (1d8+2/19-20,  longsword) or +2 ranged 
  (1d8/19-20, crossbow);  Full Atk +5 melee 
  (1d8+2/19-20, longsword) or +2 ranged (1d8/19-
  20, crossbow); SA --; SQ --; AL LE; SV Fort +5, 
  Ref +1, Will +1; Str 15, Dex 12, Con 14, Int 11, 
  Wis 12, Cha 11 
  Skills and Feats: Handle Animal +6, Intimidate 
  +2, Ride +6; Improved Initiative, Weapon Focus 
  (longsword) 
  Possessions: chainmail, large wooden shield, 
  longsword; crossbow; 20 bolts 
  Trollan: Male human Cleric 3 CR 3; Medium 
  Humanoid; HD 3d8 hp: 18; Init +0; Spd 20 ft.; 
  AC: 19 (touch: 10; flatfooted 19); Base Atk: +2; 
  Grp +4; Atk +6 melee (1d8+2/19-20, masterwork 
  flail); 
  Full 
  Atk 
  +6 
  melee 
  (1d8+2/19-20, 
  masterwork flail); SA: smite (1x/day +4 to hit, +3 
  to damage for 1 attack); SQ Spells; AL: LE; SV: 
  Fort: +4, Ref: +0, Will: +6; Str 14, Dex 10, Con 
  13, Int 11, Wis 16, Cha 10 
  Skills and Feats: Concentration +5, Diplomacy 
  +5, Heal +7, Spellcraft +5, Spot +5; Combat 
  Casting, 
  Power 
  Attack, 
  Martial 
  Weapon 
  Proficiency (Flail), Weapon Focus (Flail) 
  Possessions: Half-Plate Mail, Heavy Steel 
  Shield, masterwork flail, potion of cure light 
  wounds 
  Cleric Spells Memorized: (domains: Destruction, 
  War; Spells per day 4/3+1/3+1 save DC 
  13+Spell Level): 0 – Inflict Minor Wounds (x2), 
  Cure Minor Wounds (x2); 1st-Command, Cure 
  Light Wounds, Obscuring Mist, domain: Inflict 
  Light Wounds; 2nd – Cure Moderate Wounds, 
  Hold person, domain: Spiritual Weapon 
  
  BIS4-04 Darkest Depths 
   
  Page 20 
  Encounter  4 
  APL 4 
  Khemtar: Male Human Cleric 6; CR 6; Medium 
  Humanoid; HD 6d8; hp 36; Init +0; Spd 20 ft.; 
  AC 21, touch 10, flat-footed 21; Base Atk +4; 
  Grp +3; Atk -1 Melee (1d4-1/20/x2, Shield, 
  Heavy); Atk +3 Melee (1d6-1/20/x2, Masterwork 
  Light Mace); Full Atk -1 Melee (1d4-1/20/x2, 
  Shield, Heavy); Atk +3 Melee (1d6-1/20/x2, 
  Masterwork Light Mace); SA Rebuke Undead 
  (Su) 9/day (turn level 6) (turn damage 2d6+8), 
  Spontaneous casting; AL NE; SV Fort +5, Ref 
  +2, Will +9; Str 9, Dex 10, Con 11, Int 14, Wis 
  18, Cha 14 
  Skills and Feats: Concentration +9, Heal +9, 
  Knowledge (Arcana) +10, Knowledge (Nature) 
  +5, Knowledge (Religion) +9, Spellcraft +13, 
  Armor Proficiency (Heavy), Armor Proficiency 
  (Light), Armor Proficiency (Medium), Combat 
  Casting, Extra Turning, Divine Spell Power, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Finesse. 
  Possessions: +1 full plate armor, masterwork 
  light mace, heavy steel shield, 2 potions of cure 
  serious wounds, 2 potions of water breathing 
  Cleric Domains: Death (You may use a death 
  touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells). When you touch, roll 1d6 per 
  cleric level you possess. If the total at least 
  equals the creature's current hit points, it dies 
  (no save)); Evil (You cast evil spells at +1 caster 
  level.) 
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC 
  = 14 + spell level): 0 – Detect Magic, Guidance, 
  Inflict Minor Wounds (x2), Resistance; 1st – 
  Cause Fear, Protection from Good, Inflict Light 
  Wounds, 
  Cure 
  Light 
  Wounds, 
  domain: 
  Protection from Good;  2nd – cure moderate 
  wounds, hold person, spiritual weapon, summon 
  monster II,  domain: desecrate; 3rd – blindness, 
  dispel magic, inflict serious wounds, domain: 
  magic circle against good 
  Galen Luchelyn – Vampire Spawn; CR 4; 
  Medium Undead; HD: 4d12+3; hp 35; Init: +6; 
  Spd 30 ft.; AC 22 (+1 Dex, +3 natural, +8 
  armor), touch 11, flat-footed 22; Base Atk +2; 
  Grp: +5; Atk: +6 Melee (2d6+3/19-20/x2, 
  Masterwork Greatsword); Full Attack: +6 Melee 
  (2d6+3/19-20/x2, Masterwork Greatsword); SA: 
  Blood drain, domination, energy drain; SQ: +2 
  turn resistance, damage reduction 5/silver, 
  darkvision 60 ft., fast healing 2, gaseous form, 
  resistance to cold 10 and electricity 10, spider 
  climb, undead traits; AL LE;  SV Fort +1, Ref +5, 
  Will +5; Str 16, Dex 14, Con —, Int 13, Wis 13, 
  Cha 14 
  Skills and Feats :Bluff +6, Climb +8, Craft or 
  Profession (soldier) +4, Diplomacy +4, Hide +10, 
  Jump +8, Listen +11, Move Silently +10, Search 
  +8, Sense Motive +11, Spot +11; Alertness, 
  Combat Reflexes, Improved Initiative, Lightning 
  Reflexes 
  Possessions: Full Plate, Masterwork Greatsword 
   
   
  Blood Drain (Ex): A vampire spawn can suck 
  blood from a living victim with its fangs by 
  making a successful grapple check. If it pins the 
  foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round. On each such 
  successful drain attack, the vampire spawn 
  gains 5 temporary hit pints. 
  Domination (Su): A vampire spawn can crush an 
  opponent’s will just by looking onto his or her 
  eyes. This is similar to a gaze attack, except that 
  the vampire must take a standard action, and 
  those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a 
  DC 14 Will save or fall instantly under the 
  vampire’s influence as though by a dominate 
  person spell from a 5thlevel caster. The ability 
  has a range of 30 feet. The save DC is 
  Charisma-based. (Galen will not use this attack 
  at APL 4) 
  Energy Drain (Su): Living creatures hit by a 
  vampire spawn’s slam attack gain one negative 
  level. The DC is 14 for the Fortitude save to 
  remove a negative level. The save DC is 
  Charisma-based. For each such negative level 
  bestowed, the vampire spawn gains 5 temporary 
  hit points. (Galen will not use his slam attack at 
  APL 4) 
  Fast Healing (Ex): A vampire spawn heals 2 
  points of damage each round so long as it has 
  at least 1 hit point. If reduced to 0 hit points in 
  combat, it automatically assumes gaseous form 
  and attempts to escape. It must reach its coffin 
  home within 2 hours or be utterly destroyed. (It 
  can travel up to nine miles in 2 hours.) Once at 
  rest in its coffin, it is helpless. It regains 1 hit 
  point after 1 hour, then is no longer helpless and 
  
  BIS4-04 Darkest Depths 
   
  Page 21 
  resumes healing at the rate of 2 hit points per 
  round. 
  Gaseous Form (Su): As a standard action, a 
  vampire spawn can assume gaseous form at will 
  as the spell (caster level 6th), but it can remain 
  gaseous indefinitely and has a fly speed of 20 
  feet with perfect maneuverability. (Galen cannot 
  turn gaseous under water) 
  Spider Climb (Ex): A vampire spawn can climb 
  sheer surfaces as though with a spider climb 
  spell. 
  Skills: Vampire spawn have a +4 racial bonus on 
  Bluff, Hide, Listen, Move Silently, Search, Sense 
  Motive, and Spot checks. 
  VAMPIRE SPAWN WEAKNESSES 
  Vampire spawn are vulnerable to all attacks and 
  effects that repel or slay vampires. For details, 
  see the Vampire entry in the Monster Manual 
  (pp. 250) 
  APL 6 
  Khemtar: Male Human Cleric 7; CR 7; Medium 
  Humanoid; HD 7d8; hp 42; Init +0; Spd 20 ft.; 
  AC 21, touch 10, flat-footed 21; Base Atk +5; 
  Grp +4; Atk +0 Melee (1d4-1/20/x2, Shield, 
  Heavy); Atk +4 Melee (1d6-1/20/x2, Masterwork 
  Light Mace); Full Atk +0 Melee (1d4-1/20/x2, 
  Shield, Heavy); Atk +4 Melee (1d6-1/20/x2, 
  Masterwork Light Mace); SA Rebuke Undead 
  (Su) 9/day (turn level 7) (turn damage 2d6+9), 
  Spontaneous casting; AL NE; SV Fort +5, Ref 
  +2, Will +9; Str 9, Dex 10, Con 11, Int 14, Wis 
  18, Cha 14 
  Skills and Feats: Concentration +10, Heal +9, 
  Knowledge (Arcana) +10, Knowledge (Nature) 
  +6, Knowledge (Religion) +10, Spellcraft +14, 
  Armor Proficiency (Heavy), Armor Proficiency 
  (Light), Armor Proficiency (Medium), Combat 
  Casting, Extra Turning, Divine Spell Power, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Finesse. 
  Possessions: +1 full plate armor, masterwork 
  light mace, heavy steel shield, 2 potions of cure 
  serious wounds, 2 water elemental gems; 2 
  potions of water breathing 
  Cleric Domains: Death (You may use a death 
  touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells). When you touch, roll 1d6 per 
  cleric level you possess. If the total at least 
  equals the creature's current hit points, it dies 
  (no save)); Evil (You cast evil spells at +1 caster 
  level.) 
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; 
  base DC = 14 + spell level): 0 – Detect Magic, 
  Guidance, 
  Inflict 
  Minor 
  Wounds 
  (x3), 
  Resistance; 1st – Obscuring Mist, Protection 
  from Good, Inflict Light Wounds (x2), Cure Light 
  Wounds, domain: Protection from Good; 2nd – 
  cure moderate wounds, hold person, spiritual 
  weapon, 
  summon 
  monster 
  II, 
  domain: 
  desecrate; 3rd – blindness, dispel magic, inflict 
  serious wounds, domain: magic circle against 
  good; 4th- cure critical wounds, poison, domain: 
  unholy blight 
  Galen Luchelyn, Male vampire Ftr 5; CR 7; 
  Medium Undead (augmented humanoid); HD 
  5d12+5 hp 49; Init +7; Spd Walk 20’; AC 29 
  (touch 13, flatfooted 26); Base Atk: +5; Grp: +11; 
   Atk +13 melee (2d6+6/19-20, masterwork 
  greatsword); Full Atk: +13 melee (2d6+6/19-20 
  masterwork 
  greatsword) 
  SA 
  blood 
  drain, 
  children of the night, create spawn, dominate, 
  energy drain; SQ alternate form, damage 
  reduction 10 / silver and magic, darkvision 60 ft., 
  gaseous form, resistance to cold 10 and 
  electricity 10, spider climb; undead traits, 
  vampire weaknesses AL LE; SV: Fort +4, Ref 
  +6, Will +1; Str 23, Dex 17, Con --, Int 12, Wis 
  12, Cha 16 
  Skills and Feats:  Bluff +11, Climb +9, Handle 
  Animal +9, Hide +11, Intimidate +7, Jump +9, 
  Listen +11, Move Silently +11, Ride +9, Search 
  +8, Sense Motive +9, Spot +9, Swim +10; 
  Alertness, Cleave, Combat Reflexes, Dodge, 
  Improved Initiative, Lightning Reflexes, Mounted 
  Combat, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Greatsword) 
  Possessions: Full Plate, masterwork greatsword 
  Special Abilities: 
  The saving throw for Galen’s abilities (where 
  noted) is DC 16 
  Blood Drain (Ex): A vampire can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it 
  drains blood, dealing 1d4 points of Constitution 
  drain each round the pin is maintained. On each 
  such successful attack, the vampire gains 5 
  temporary hit points. 
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per 
  
  BIS4-04 Darkest Depths 
   
  Page 22 
  day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard 
  action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar 
  power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her 
  eyes. This is similar to a gaze attack, except that 
  the vampire must use a standard action, and 
  those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a 
  Will save or fall instantly under the vampire’s 
  influence as though by a dominate person spell 
  (caster level 12th). The ability has a range of 30 
  feet.  
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain 
  rises as a vampire spawn (see the Vampire 
  Spawn entry) 1d4 days after burial.  
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if 
  it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the 
  vampire that created it and remains enslaved 
  until its master’s destruction. At any given time a 
  vampire may have enslaved spawn totaling no 
  more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created 
  as free-willed vampires or vampire spawn. A 
  vampire that is enslaved may create and 
  enslave spawn of its own, so a master vampire 
  can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an 
  enslaved spawn in order to enslave a new 
  spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural 
  weapon the vampire might possess) gain two 
  negative 
  levels. 
  For 
  each 
  negative 
  level 
  bestowed, the vampire gains 5 temporary hit 
  points. A vampire can use its energy drain ability 
  once per round. (Galen will not use this ability / 
  attack at APL 6) 
  Special Qualities: A vampire retains all the 
  special qualities of the base creature and gains 
  those described below. 
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a 
  polymorph spell cast by a 12th-level character, 
  except that the vampire does not regain hit 
  points for changing form and must choose from 
  among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the 
  natural weapons and extraordinary special 
  attacks of its new form. It can remain in that form 
  until it assumes another or until the next sunrise. 
  (If the base creature is not terrestrial, this power 
  might allow other forms.) 
  Damage Reduction (Su): A vampire has 
  damage reduction 10/silver and magic. A 
  vampire’s natural weapons are treated as magic 
  weapons for the purpose of overcoming damage 
  reduction. 
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 
  hit point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home 
  within 2 hours or be utterly destroyed. (It can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the 
  spell (caster level 5th), but it can remain 
  gaseous indefinitely and has a fly speed of 20 
  feet with perfect maneuverability. (Galen is 
  unable to become gaseous underwater) 
  Resistances (Ex): A vampire has resistance to 
  cold 10 and electricity 10. 
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
  APL 8 
  Khemtar: Male Human Cleric 9; CR 9; Medium 
  Humanoid; HD 9d8; hp 54; Init +0; Spd 20 ft.; 
  AC 23, touch 11, flat-footed 23; Base Atk +6/+1; 
  Grp +5/+0; Atk +1 Melee (1d4-1/20/x2, Shield, 
  Heavy); Atk +6 Melee (1d6-1/20/x2, Masterwork 
  Light Mace); Full Atk +1/-4 Melee (1d4-1/20/x2, 
  Shield, Heavy); Atk +6/+1 Melee (1d6-1/20/x2, 
  Masterwork Light Mace); SA Rebuke Undead 
  (Su) 9/day (turn level 9) (turn damage 2d6+11), 
  Spontaneous casting; AL NE; SV Fort +6, Ref 
  
  BIS4-04 Darkest Depths 
   
  Page 23 
  +3, Will +10; Str 9, Dex 10, Con 11, Int 14, Wis 
  19, Cha 14 
  Skills and Feats: Concentration +12, Heal +13, 
  Knowledge (Arcana) +10, Knowledge (Nature) 
  +7, Knowledge (Religion) +11, Spellcraft +16, 
  Armor Proficiency (Heavy), Armor Proficiency 
  (Light), Armor Proficiency (Medium), Combat 
  Casting, Extra Turning, Divine Spell Power, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Finesse. 
  Possessions: +1 full plate armor, +1 heavy steel 
  shield, masterwork light mace, potion of haste, 3 
  potions of cure serious wounds, ring of 
  protection +1, ring of freedom of movement, 4 
  water elemental gems; 2 potions of water 
  breathing 
  Cleric Domains: Death (You may use a death 
  touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells). When you touch, roll 1d6 per 
  cleric level you possess. If the total at least 
  equals the creature's current hit points, it dies 
  (no save)); Evil (You cast evil spells at +1 caster 
  level.) 
  Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; 
  base DC = 14 + spell level): 0 – Detect Magic, 
  Guidance, 
  Inflict 
  Minor 
  Wounds 
  (x3), 
  Resistance; 1st – Obscuring Mist, Protection 
  from Good, Inflict Light Wounds (x2), Cure Light 
  Wounds, domain: Protection from Good;  2nd – 
  cure moderate wounds (x2), hold person, 
  spiritual weapon, summon monster II, domain: 
  desecrate; 3rd – blindness, cure serious wounds, 
  dispel magic, inflict serious wounds, domain: 
  magic circle against good; 4th- cure critical 
  wounds, poison, summon monster IV, domain: 
  unholy blight; 5th – flame strike, domain: slay 
  living 
  Galen Luchelyn, Male vampire Ftr 7; CR 9; 
  Medium Undead (augmented humanoid); HD 
  7d12+7 hp 68; Init +7; Spd Walk 20’; AC 30 
  (touch 13, flatfooted 27); Base Atk: +7/+2; Grp: 
  +13; Atk +15 melee (2d6+9/19-20, greatsword 
  +1); Full Atk: +15/+10 melee (2d6+9/19-20 
  greatsword +1) SA blood drain, children of the 
  night, create spawn, dominate, energy drain; SQ 
  alternate form, damage reduction 10 / silver and 
  magic, 
  darkvision 
  60 
  ft., 
  gaseous 
  form, 
  resistance to cold 10 and electricity 10, spider 
  climb; undead traits, vampire weaknesses AL 
  LE; SV: Fort +6, Ref +8, Will +2; Str 23, Dex 17, 
  Con --, Int 12, Wis 12, Cha 16 
  Skills and Feats:  Bluff +11, Climb +10, Handle 
  Animal +11, Hide +11, Intimidate +8, Jump +9, 
  Listen +11, Move Silently +11, Ride +11, Search 
  +8, Sense Motive +9, Spot +9, Swim +10; 
  Alertness, Cleave, Combat Reflexes, Dodge, 
  Improved 
  Initiative, 
  Leadership, 
  Lightning 
  Reflexes, Mounted Combat, Power Attack, 
  Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization (Greatsword) 
  Possessions: +1 Full Plate, +1 greatsword, 
  cloak of resistance +1, ring of freedom of 
  movement 
  Special Abilities: 
  The saving throw for Galen’s abilities (where 
  noted) is DC 17 
  Blood Drain (Ex): A vampire can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it 
  drains blood, dealing 1d4 points of Constitution 
  drain each round the pin is maintained. On each 
  such successful attack, the vampire gains 5 
  temporary hit points. 
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per 
  day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard 
  action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar 
  power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her 
  eyes. This is similar to a gaze attack, except that 
  the vampire must use a standard action, and 
  those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a 
  Will save or fall instantly under the vampire’s 
  influence as though by a dominate person spell 
  (caster level 12th). The ability has a range of 30 
  feet.  
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain 
  rises as a vampire spawn (see the Vampire 
  Spawn entry) 1d4 days after burial.  
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if 
  it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the 
  
  BIS4-04 Darkest Depths 
   
  Page 24 
  vampire that created it and remains enslaved 
  until its master’s destruction. At any given time a 
  vampire may have enslaved spawn totaling no 
  more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created 
  as free-willed vampires or vampire spawn. A 
  vampire that is enslaved may create and 
  enslave spawn of its own, so a master vampire 
  can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an 
  enslaved spawn in order to enslave a new 
  spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural 
  weapon the vampire might possess) gain two 
  negative 
  levels. 
  For 
  each 
  negative 
  level 
  bestowed, the vampire gains 5 temporary hit 
  points. A vampire can use its energy drain ability 
  once per round. (Galen will not use this ability / 
  attack at APL 6) 
  Special Qualities: A vampire retains all the 
  special qualities of the base creature and gains 
  those described below. 
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a 
  polymorph spell cast by a 12th-level character, 
  except that the vampire does not regain hit 
  points for changing form and must choose from 
  among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the 
  natural weapons and extraordinary special 
  attacks of its new form. It can remain in that form 
  until it assumes another or until the next sunrise. 
  (If the base creature is not terrestrial, this power 
  might allow other forms.) 
  Damage Reduction (Su): A vampire has 
  damage reduction 10/silver and magic. A 
  vampire’s natural weapons are treated as magic 
  weapons for the purpose of overcoming damage 
  reduction. 
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 
  hit point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home 
  within 2 hours or be utterly destroyed. (It can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the 
  spell (caster level 5th), but it can remain 
  gaseous indefinitely and has a fly speed of 20 
  feet with perfect maneuverability. (Galen is 
  unable to become gaseous underwater) 
  Resistances (Ex): A vampire has resistance to 
  cold 10 and electricity 10. 
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance. 
  APL 10 
  Khemtar: Male Human Cleric 11; CR 11; 
  Medium Humanoid; HD 11d8; hp 66; Init +4; 
  Spd 20 ft.; AC 23, touch 11, flat-footed 23; Base 
  Atk +8/+3; Grp +7/+2; Atk +3 Melee (1d4-
  1/20/x2, Shield, Heavy); Atk +8 Melee (1d6-
  1/20/x2, Masterwork Light Mace); Full Atk +3/-2 
  Melee (1d4-1/20/x2, Shield, Heavy); Atk +8/+3 
  Melee (1d6-1/20/x2, Masterwork Light Mace); 
  SA Rebuke Undead (Su) 9/day (turn level 11) 
  (turn damage 2d6+13), Spontaneous casting; 
  AL NE; SV Fort +7, Ref +3, Will +12; Str 9, Dex 
  10, Con 11, Int 14, Wis 21(19), Cha 14 
  Skills and Feats: Concentration +14, Heal +17, 
  Knowledge (Arcana) +10, Knowledge (Nature) 
  +7, Knowledge (Religion) +14, Spellcraft +18, 
  Armor Proficiency (Heavy), Armor Proficiency 
  (Light), Armor Proficiency (Medium), Combat 
  Casting, Extra Turning, Divine Spell Power, 
  Improved Initiative, Shield Proficiency, Simple 
  Weapon Proficiency, Weapon Finesse. 
  Possessions: +1 full plate armor, +1 heavy steel 
  shield,  masterwork light mace,  potion of haste, 
  4 potions of cure serious wounds, ring of 
  protection +1, ring of freedom of movement, 
  periapt of wisdom +2,  5 water elemental gems, 
  2 potions of water breathing, periapt of wisdom 
  +2 
  Cleric Domains: Death (You may use a death 
  touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells). When you touch, roll 1d6 per 
  cleric level you possess. If the total at least 
  equals the creature's current hit points, it dies 
  
  BIS4-04 Darkest Depths 
   
  Page 25 
  (no save)); Evil (You cast evil spells at +1 caster 
  level.) 
  Cleric 
  Spells 
  Prepared  
  (6/7+1/5+1/5+1/4+1/3+1/1+1; base DC = 15 + 
  spell level): 0 – Detect Magic, Guidance, Inflict 
  Minor Wounds (x3), Resistance; 1st – Obscuring 
  Mist, Protection from Good, Inflict Light Wounds 
  (x3), Cure Light Wounds, Sanctuary domain: 
  Protection from Good;  2nd – cure moderate 
  wounds (x2), hold person, spiritual weapon, 
  summon monster II, domain: desecrate; 3rd – 
  blindness, bestow curse,  
  cure 
  serious 
  wounds, dispel magic, inflict serious wounds, 
  domain: magic circle against good; 4th- cure 
  critical wounds (x2), poison, summon monster 
  IV, domain: unholy blight; 5th – command 
  (greater), flame strike (x2), domain: slay living; 
  6th – harm, domain: create undead 
  Galen Luchelyn, Male vampire Ftr 9; CR 11; 
  Medium Undead (augmented humanoid); HD 
  9d12+9 hp 88; Init +7; Spd Walk 20’; AC 31 
  (touch 13, flatfooted 28); Base Atk: +9/+4; Grp: 
  +16; Atk +19 melee (2d6+10/19-20, greatsword 
  +1); or +16 melee (1d6+7 + energy drain, slam) 
  Full 
  Atk: 
  +19/+14 
  melee 
  (2d6+9/19-20 
  greatsword +1) or +16/+11 melee (1d6+7 + 
  energy drain, slam);  SA blood drain, children of 
  the night, create spawn, dominate, energy drain; 
  SQ alternate form, damage reduction 10 / silver 
  and magic, darkvision 60 ft., gaseous form, 
  resistance to cold 10 and electricity 10, spider 
  climb; undead traits, vampire weaknesses AL 
  LE; SV: Fort +7, Ref +9, Will +3; Str 24, Dex 17, 
  Con --, Int 12, Wis 12, Cha 16 
  Skills and Feats:  Bluff +11, Climb +12, Handle 
  Animal +12, Hide +11, Intimidate +8, Jump +11, 
  Listen +11, Move Silently +11, Ride +13, Search 
  +8, Sense Motive +9, Spot +9, Swim +11; 
  Alertness, Cleave, Combat Reflexes, Dodge, 
  Greater Weapon Focus (Greatsword), Improved 
  Initiative, 
  Leadership, 
  Lightning 
  Reflexes, 
  Mounted Combat, Power Attack, Ride By Attack, 
   Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization (Greatsword) 
  Possessions: +2 Full Plate, +1 greatsword, 
  cloak of resistance +1, ring of freedom of 
  movement 
  Special Abilities: 
  The saving throw for Galen’s abilities (where 
  noted) is DC 17 
  Blood Drain (Ex): A vampire can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it 
  drains blood, dealing 1d4 points of Constitution 
  drain each round the pin is maintained. On each 
  such successful attack, the vampire gains 5 
  temporary hit points. 
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per 
  day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard 
  action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar 
  power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her 
  eyes. This is similar to a gaze attack, except that 
  the vampire must use a standard action, and 
  those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a 
  Will save or fall instantly under the vampire’s 
  influence as though by a dominate person spell 
  (caster level 12th). The ability has a range of 30 
  feet.  
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain 
  rises as a vampire spawn (see the Vampire 
  Spawn entry) 1d4 days after burial.  
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if 
  it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the 
  vampire that created it and remains enslaved 
  until its master’s destruction. At any given time a 
  vampire may have enslaved spawn totaling no 
  more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created 
  as free-willed vampires or vampire spawn. A 
  vampire that is enslaved may create and 
  enslave spawn of its own, so a master vampire 
  can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an 
  enslaved spawn in order to enslave a new 
  spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural 
  weapon the vampire might possess) gain two 
  negative 
  levels. 
  For 
  each 
  negative 
  level 
  bestowed, the vampire gains 5 temporary hit 
  points. A vampire can use its energy drain ability 
  once per round.  
  
  BIS4-04 Darkest Depths 
   
  Page 26 
  Special Qualities: A vampire retains all the 
  special qualities of the base creature and gains 
  those described below. 
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a 
  polymorph spell cast by a 12th-level character, 
  except that the vampire does not regain hit 
  points for changing form and must choose from 
  among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the 
  natural weapons and extraordinary special 
  attacks of its new form. It can remain in that form 
  until it assumes another or until the next sunrise. 
  (If the base creature is not terrestrial, this power 
  might allow other forms.) 
  Damage Reduction (Su): A vampire has 
  damage reduction 10/silver and magic. A 
  vampire’s natural weapons are treated as magic 
  weapons for the purpose of overcoming damage 
  reduction. 
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 
  hit point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home 
  within 2 hours or be utterly destroyed. (It can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the 
  spell (caster level 5th), but it can remain 
  gaseous indefinitely and has a fly speed of 20 
  feet with perfect maneuverability. (Galen is 
  unable to become gaseous underwater) 
  Resistances (Ex): A vampire has resistance to 
  cold 10 and electricity 10. 
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance. 
  APL 12 
  Khemtar: Male Human Cleric 13; CR 13; 
  Medium Humanoid; HD 13d8; hp 78; Init +4; 
  Spd 20 ft.; AC 23, touch 11, flat-footed 23; Base 
  Atk +9/+4; Grp +9/+4; Atk +5 Melee (1d4/20/x2, 
  Shield, Heavy); Atk +10 Melee (1d6+2/20/x2, 
  Light 
  Mace 
  +1); 
  Full 
  Atk 
  +5/+0 
  Melee 
  (1d4/20/x2, Shield, Heavy); Atk +10/+5 Melee 
  (1d6+2/20/x2, Light Mace +1); SA Rebuke 
  Undead (Su) 13/day (turn level 13) (turn 
  damage 2d6+15), Spontaneous casting; AL NE; 
  SV Fort +8, Ref +4, Will +14; Str 11(9), Dex 10, 
  Con 11, Int 14, Wis 22(20), Cha 14 
  Skills and Feats: Concentration +16, Heal +19, 
  Knowledge (Arcana) +13, Knowledge (Nature) 
  +7, Knowledge (Religion) +16, Spellcraft +20, 
  Armor Proficiency (Heavy), Armor Proficiency 
  (Light), Armor Proficiency (Medium), Combat 
  Casting, Extra Turning (x2), Divine Spell Power, 
  Improved Initiative, Shield Proficiency, Simple 
  Weapon Proficiency, Weapon Finesse. 
  Possessions: +1 full plate armor, +1 heavy steel 
  shield, +1 light mace, potion of haste, 4 potions 
  of cure serious wounds, ring of protection +1, 
  ring of freedom of movement, periapt of wisdom 
  +2, gauntlets of ogre power, 5 water elemental 
  gems, 2 potions of water breathing 
  Cleric Domains: Death (You may use a death 
  touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells). When you touch, roll 1d6 per 
  cleric level you possess. If the total at least 
  equals the creature's current hit points, it dies 
  (no save)); Evil (You cast evil spells at +1 caster 
  level.) 
  Cleric 
  Spells 
  Prepared 
  (6/7+1/7+1/5+1/5+1/4+1/3+1; base DC = 16 + 
  spell level): 0 – Detect Magic, Guidance, Inflict 
  Minor Wounds (x3), Resistance; 1st – Obscuring 
  Mist, Protection from Good, Inflict Light Wounds 
  (x3), Cure Light Wounds, Sanctuary domain: 
  Protection from Good; 2nd – cure moderate 
  wounds (x3), hold person (x2), spiritual weapon, 
  summon monster II, domain: desecrate; 3rd – 
  blindness, bestow curse,  
  cure 
  serious 
  wounds, dispel magic, inflict serious wounds, 
  domain: magic circle against good; 4th- cure 
  critical wounds (x2), poison (x2), summon 
  monster IV, domain: unholy blight; 5th – 
  command (greater), flame strike (x3), domain: 
  slay living; 6th – antilife shell, dispel magic 
  (greater), harm, domain: create undead; 7th – 
  summon monster VII domain: blasphemy 
  Galen Luchelyn, Male vampire Ftr 11; CR 13; 
  Medium Undead (augmented humanoid); HD 
  
  BIS4-04 Darkest Depths 
   
  Page 27 
  11d12+11 hp 107; Init +7; Spd Walk 20’; AC 32 
  (touch 14, flatfooted 29); Base Atk: +11/+6/+1; 
  Grp: +18; Atk +21 melee (2d6+10/17-20, 
  greatsword +1); or +18 melee (1d6+7 + energy 
  drain, slam) Full Atk: +21/+16/+11 melee 
  (2d6+9/17-20 greatsword +1) or +18/+13 melee 
  (1d6+7 + energy drain, slam);  SA blood drain, 
  children of the night, create spawn, dominate, 
  energy drain; SQ alternate form, damage 
  reduction 10 / silver and magic, darkvision 60 ft., 
  gaseous form, resistance to cold 10 and 
  electricity 10, spider climb; undead traits, 
  vampire weaknesses AL LE; SV: Fort +8, Ref 
  +9, Will +3; Str 24, Dex 17, Con --, Int 12, Wis 
  12, Cha 16 
  Skills and Feats:  Bluff +11, Climb +12, Handle 
  Animal +13, Hide +11, Intimidate +9, Jump +13, 
  Listen +11, Move Silently +11, Ride +15, Search 
  +8, Sense Motive +9, Spot +9, Swim +11; 
  Alertness, Cleave, Combat Reflexes, Dodge, 
  Greater Weapon Focus (Greatsword), Improved 
  Critical 
  (Greatsword), 
  Improved 
  Initiative, 
  Leadership, 
  Lightning 
  Reflexes, 
  Mounted 
  Combat, 
  Power 
  Attack, 
  Ride 
  By 
  Attack,  
  Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization (Greatsword) 
  Possessions: +2 Full Plate, +1 greatsword, 
  cloak of resistance +1, ring of freedom of 
  movement, ring of protection +1 
  Special Abilities: 
  The saving throw for Galen’s abilities (where 
  noted) is DC 17 
  Blood Drain (Ex): A vampire can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it 
  drains blood, dealing 1d4 points of Constitution 
  drain each round the pin is maintained. On each 
  such successful attack, the vampire gains 5 
  temporary hit points. 
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per 
  day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard 
  action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar 
  power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her 
  eyes. This is similar to a gaze attack, except that 
  the vampire must use a standard action, and 
  those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a 
  Will save or fall instantly under the vampire’s 
  influence as though by a dominate person spell 
  (caster level 12th). The ability has a range of 30 
  feet.  
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain 
  rises as a vampire spawn (see the Vampire 
  Spawn entry) 1d4 days after burial.  
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if 
  it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the 
  vampire that created it and remains enslaved 
  until its master’s destruction. At any given time a 
  vampire may have enslaved spawn totaling no 
  more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created 
  as free-willed vampires or vampire spawn. A 
  vampire that is enslaved may create and 
  enslave spawn of its own, so a master vampire 
  can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an 
  enslaved spawn in order to enslave a new 
  spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural 
  weapon the vampire might possess) gain two 
  negative 
  levels. 
  For 
  each 
  negative 
  level 
  bestowed, the vampire gains 5 temporary hit 
  points. A vampire can use its energy drain ability 
  once per round.  
  Special Qualities: A vampire retains all the 
  special qualities of the base creature and gains 
  those described below. 
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a 
  polymorph spell cast by a 12th-level character, 
  except that the vampire does not regain hit 
  points for changing form and must choose from 
  among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the 
  natural weapons and extraordinary special 
  attacks of its new form. It can remain in that form 
  until it assumes another or until the next sunrise. 
  (If the base creature is not terrestrial, this power 
  might allow other forms.) 
  Damage Reduction (Su): A vampire has 
  damage reduction 10/silver and magic. A 
  
  BIS4-04 Darkest Depths 
   
  Page 28 
  vampire’s natural weapons are treated as magic 
  weapons for the purpose of overcoming damage 
  reduction. 
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 
  hit point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home 
  within 2 hours or be utterly destroyed. (It can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the 
  spell (caster level 5th), but it can remain 
  gaseous indefinitely and has a fly speed of 20 
  feet with perfect maneuverability. (Galen is 
  unable to become gaseous underwater) 
  Resistances (Ex): A vampire has resistance to 
  cold 10 and electricity 10. 
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance. 
   
   
  
  BIS4-04 Darkest Depths 
   
  Page 29 
  Appendix 2– Underwater Combat Rules 
  Combat Adjustments Underwater 
  Condition 
  Slashing or 
  Bludgeoning 
  Atk/Dmg 
  Claw, Bite or Tail 
  Atk/Dmg 
  Movement 
  Off Balance?4 
  Freedom of 
  Movement 
  Normal / Normal 
  Normal / Normal 
  Normal 
  No 
  Has a swim speed 
  -2 / Half 
  Normal 
  Normal 
  No 
  Successful Swim 
  Check 
  -2 / Half1 
  -2 / Half 
  Quarter or Half2 
  No 
  Firm footing3 
  -2 / Half 
  -2 / Half 
  Half 
  No 
  None of the above 
  -2 / Half 
  -2 / Half 
  Normal 
  Yes 
  1 A creature without a freedom of movement effects or a swim speed makes grapple checks underwater 
  at a –2 penalty, but deals damage normally when grappling. 
  2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its 
  speed as a full-round action 
  3 Creatures have firm footing when walking along the bottom, braced against a ship’s hull or the like.  A 
  creature can only walk along the bottom if it wars or carries enough gear to weigh itself down – at least 16 
  pounds for Medium creatures, twice that for each size category larger than Medium, half that for each 
  size category smaller than Medium 
  4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time 
  fighting effectively.  An off-balance creature loses its Dexterity bonus to Armor Class, and opponents 
  gains a +2 bonus on attacks against it 
   
  For the purposes of this module, the water in Encounters Three, Four and Five should be considered to 
  be rough, nonflowing water, requiring a Swim Check of DC 15. 
  Drowning 
  Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this 
  period of time, the character must make a DC 10 Constitution check every round in order to continue 
  holding her breath. Each round, the DC increases by 1.  
  When the character finally fails her Constitution check, she begins to drown. In the first round, she falls 
  unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she 
  drowns. 
    
  
  BIS4-04 Darkest Depths 
   
  Page 30 
  Appendix 3 – New Feats 
  Divine Spell Power [Divine] 
  Source: Complete Divine, p.80 
  You can channel positive or negative energy to enhance your divine spellcasting ability 
  Prerequisites: Ability to turn or rebuke undead, able to cast 1st level divine spells 
  Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special 
  +3 bonus, plus any modifiers you’d normally apply to your turning check). Treat the result of the turning 
  check as a modifier to your caster level on the next divine spell you cast in that round. 
  For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus to 
  his caster level for the next divine spell he casts in the round.  Had he rolled an 8, he would instead apply 
  a   -1 penalty to his caster level for the next divine spell he cast in the round. 
  If you don’t cast a divine spell before your next turn, you lose the effect of the check result.  This feat has 
  no effect on you arcane spellcasting ability. 
   
   
   
  
  BIS4-04 Darkest Depths 
   
  Page 31 
  Player Handout 1 
  Trollan 
  Much as I am loathe to put my trust in you, newest of the followers of the Ur-Flan, I have no 
  choice.  Think of this as an opportunity to prove your worth in my eyes.  The time to complete our 
  strike at the heart of Bissel is nigh.  The Army of Bissel in still camped on the shores of our new 
  lake, and the Necromancer has once again made his forces ready in the Dim Forest.  When we are 
  ready, he will mount another attack with his forces on the camp.  Although that force will not be 
  able to defeat the Army, his newest force, supplied by us, will deliver the surprise crushing blow.  
  Although I already have three of the Relics of Night in position, and only two are needed to raise 
  the dead of Clunther, with four in place, I will be able to extend the ritual over the Army camp 
  itself, meaning those that our undead army kill will rise again as undead under our control, and 
  the undead that fall on the field will simply rise over and over again. 
  The hour of Bissel’s fall is at hand.  You must deliver the final Relic to its destination – the 
  barracks of the Army in Clunther.  Use the potions in the crate that I left behind to get it there.  
  When you have it in place, come and find me on the hill in the center of the ruin. 
  Fail me an your fate will be worse than your previous master’s.  Impress me, and your reward will 
  be beyond your simple mind’s capabilities. 
   
  Khemtar 
  
  BIS4-04 Darkest Depths 
   
  Page 32 
  Player Handout 2   
  Inscribed on the lid of the heavy oaken chest are the following words: 
  Only those that can divine the meaning of the gods may open or close the chest.  Speak the 
  answer, and if you are true, I will do your bidding: 
  When I am filled 
  I can point the way, 
  When I am empty 
  Nothing moves me, 
  I have two skins 
  One without and one within. 
  
  BIS4-04 Darkest Depths 
   
  Page 33 
  Player Handout 3 
  Inscribed on the lid of the heavy oaken chest are the following words: 
  Only those that can divine the meaning of the gods may open or close the chest.  Speak the 
  answer, and if you are true, I will do your bidding: 
  As a whole, I am both safe and secure. 
  Behead me, and I become a place of meeting. 
  Behead me again, and I am the partner of ready. 
  Restore me, and I become the domain of beasts. 
  What am I? 
  
  BIS4-04 Darkest Depths 
   
  Page 34 
  Player Handout 4 
  Inscribed on the lid of the heavy oaken chest are the following words: 
  Only those that can divine the meaning of the gods may open or close the chest.  Speak the 
  answer, and if you are true, I will do your bidding: 
  Who makes it, has no need of it. 
  Who buys it, has no use for it. 
  Who uses it can neither see nor feel it. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/594/Normal Scenarios/BIS4-05 - Darkest Depths (APL 4-12)/BIS4-05 - Darkest Depths.pdf