TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  BIS3-04 
   
   
   
   
   
   
  First Comes Marriage 
   
  A One-Round D&D LIVING GREYHAWK®  
  Bissel Regional Adventure 
  Version 1.1 – Use at AnonyCon 2003 Premiere only 
   
  by Adam Morse, Anise Strong, Rebecca Slitt, and Raj Shah 
   
   
   
  Lord Darius of Bessellar is holding his annual Grand Festival, but rumors fly that this year will finally be 
  the year that Lady Jasmine, his sole daughter, marries.  Suitors have come from all across the March to 
  aim for her heart, but for what reasons?  A Living Greyhawk investigative adventure for parties of APL 2-
  12.  Part 1 of the Council of Barons Arc. 
   
   
  
  BIS3-04 First Comes Marriage 
   
  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. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  
  BIS3-04 First Comes Marriage 
   
  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 
  type, and animals with different CRs are 
  added separately. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. 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. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in 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. 
   
  
  BIS3-04 First Comes Marriage 
   
  Page 4 
  Adventure Background 
  DM;s Note: This module is a “heavy on the 
  roleplaying” module – characters cannot use brute 
  force to achieve their objectives, and must instead 
  rely on problem solving and creativity.  This, of 
  course, means that you, as the DM, need to be 
  flexible and think on your feet in order to keep the 
  PCs on track and moving.  This module does not 
  have a linear flow, and therefore, make sure that 
  you familiarize yourself with the major players and 
  their personalities so that you can react to 
  whatever your players do.  Wherever possible, we 
  have attempted to flesh out the personalities of the 
  major players and provide possible scenarios – 
  however, all player groups vary, and every 
  outcome can not be predicted – your flexibility and 
  creativity will play a major part in how much your 
  players enjoy this module. 
  Adventure Summary 
  In this adventure, Lady Jasmine, daughter of the 
  Darius, Baron of Besselar, asks the PCs to test 
  the character of the two suitors that are seeking 
  Lady Jasmine’s hand in marriage.  After test, an 
  unknown force will attempt to abduct Lady 
  Jasmine, and the PCs must stop the kidnapping. 
  The timeline for the module (including suggested 
  playing times for each section is as follows) 
  • 
  Morning, 
  Day 
  1 
  – 
  The 
  PCs 
  are 
  approached by Lady Jasmine’s maid, 
  Cecilia, with a request for aid (Encounter 
  1) – 10 minutes 
  • 
  Mid-day through afternoon, Day 1 – The 
  PCs have an audience with Lady Jasmine 
  and work with Delmer to lay their plans 
  (Encounter 2) – 45 minutes 
  • 
  Evening of Day 1 – The PCs can perform 
  their 
  first 
  test 
  on 
  the 
  two 
  suitors 
  (Encounter 3) – 30 minutes 
  • 
  Night of Day 1 – The PCs deliver a letter 
  on behalf of Lady Jasmine to Grace and 
  are 
  ambushed 
  by 
  parties 
  unknown 
  (Encounters 4 and 5) – 30 minutes 
  • 
  Morning of Day 2 – The PCs can continue 
  their tests of the suitors (Encounter 6) – 
  30 minutes 
  • 
  Afternoon of Day 2 – The PCs are 
  approached by the suitors (Encounter 7) – 
  30 minutes 
  • 
  Evening of Day 2 (the evening of the 
  grand 
  ball) 
  – 
  After 
  delivering 
  their 
  recommendation to Lady Jasmine, the 
  PCs return to their inn to find a crime 
  scene, and must rush to Lady Jasmine’s 
  aid (Encounter 8) –15 minutes  
  • 
  Night of the Ball (the night of the ball) – 
  During the ball, kidnappers will infiltrate 
  the Besselar keep and attempt to kidnap 
  Lady Jasmine.  The PCs must gain entry 
  to the keep and stop the abduction 
  (Encounter 9 and Conclusion) – 45 
  minutes 
   
  Introduction 
  You have come from far and wide, to attend 
  the annual Grand Festival of Lord Darius of 
  Bessellar, 
  which 
  will 
  culminate 
  in 
  a 
  magnificent ball at his keep.  Rumors are 
  rampant that the Lord’s daughter, Lady 
  Jasmine, 
  will 
  have 
  her 
  wedding 
  date 
  announced 
  at 
  the 
  end 
  of 
  the 
  Festival.  
  However, other rumors you have heard on the 
  road indicate that Lady Jasmine has not yet 
  selected a potential mate. There is even 
  speculation that many of the nobles gathered 
  for the Festival will use the competitions of the 
  Festival to gain her favor, or the favor of her 
  father.  
   
  The Bessellar you see makes you less than 
  delighted however.  The people have put on 
  happy faces – but the untended farms you 
  pass on the road, the less-than-occasional 
  unthatched roof, the many patches on clothing 
  that should have been replaced long ago, the 
  turnip stew at the empty inn last night – all 
  point to a time of less than perfect economic 
  success in the barony.  It saddens you to see 
  the near poverty that engulfs much of the 
  populace, and you wonder how long it will be 
  before despair or worse follows.  It is clear that 
  while the Margrave’s decision to make military 
  service mandatory for citizens of Bissel has 
  strengthened Bissel’s fragile borders, it has 
  left many holes in the March. 
   
  Still, perhaps the festival will help.  You cannot 
  allow your spirits to be dampened, just before 
  
  BIS3-04 First Comes Marriage 
   
  Page 5 
  a festival, particularly one that has traditionally 
  been full of pomp, pageantry and excess. 
  Lord Darius of Bessellar would like to retire 
  sometime soon, and see his daughter married: it 
  can only broaden Bessellar’s influence and the 
  Baron hopes that marriage will help Jasmine curb 
  her flighty ways and settle down. Two main suitors 
  have emerged: the son of Lord Cainlan of Tevra 
  and the son of Lord Galen of Sandera. 
  Rumors: 
  As part of their background research on the 
  suitors, or as part of settling into town in 
  anticipation of the Festival, the PCs may want to 
  put out feelers for information.  The following are 
  some of the pieces of information that they may 
  hear: 
  (Gather Information DC 10+APL) 
  • 
  The harvest this year is in doubt – last 
  year’s good weather has not carried 
  through to this year, and heavy rains have 
  flooded fields.   (true) 
  • 
  Patrols have been increased because a 
  cell of Evard’s agents were discovered in 
  the city two weeks ago (untrue) 
  • 
  Baron Darius and Lady Jasmine have 
  settled on two final suitors for Lady 
  Jasmine’s hand, and there will be an 
  announcement the morning after the ball 
  at the end of the Grand Festival (true) 
  (Gather Information DC 15+APL) 
  • 
  Because of recent troubles, many nobles 
  have brought personal guards into the city 
  for the Festival.  Baron Darius has warned 
  nobles in the city that they must be on 
  their best behavior, or face possible 
  expulsion from the city and festival (true) 
  • 
  The 
  Margrave 
  may 
  actually 
  be 
  in 
  attendance at the Festival, possibly in 
  disguise (untrue) 
  (Gather Information DC 20+APL) 
  • 
  Lady Jasmine is unhappy with her father’s 
  decision that she must marry.  She would 
  prefer to marry for love, or not marry at all. 
   However, her father feels that marriage 
  will strengthen his political hand, and he 
  has forced her into making a decision 
  (partially untrue – any marriage would 
  probably increase Baron Darius’ political 
  strength, however, he has not forced his 
  daughter into making a decision) 
  • 
  The supposed cell of Evard’s agents 
  discovered two weeks ago had detailed 
  plans of the ball, and may have been 
  planning an assassination attempt of the 
  Baron. (untrue) 
   
  Encounter 1: A plea for help 
  (The Morning of Day 1) 
  The journey to Besselar, while uneventful, has 
  been tiring, and after a good night’s rest and 
  breakfast, you are about to head out when you 
  are surprised by a discretely dressed lady who 
  approaches and speaks to you. “Most noble 
  fellows and dames, I apologize for the 
  interruption, but I entreat you to accompany 
  me to my employer, who has need of your 
  help.” 
  At this point, if the PCs have influence with Lord 
  Bessellar, the woman proceeds to entreat them as 
  follows: 
  “Indeed, Lady Jasmine is in dire need of your 
  assistance, and I must hope that you will once 
  again be willing to help the ruling family.” 
  DM: If the PCs do NOT have influence with Lord 
  Bessellar, the woman proceeds as follows:   
  “I ask that you accompany me and perform the 
  tasks my employer asks of you, based on your 
  concern for the March.  If you feel that the 
  March is not your concern, then I am sure that 
  the reward my employer will bestow upon you 
  upon completion of the task will more than 
  make up for the imposition placed upon you.” 
  The woman is Cecilia, maid to Lady Jasmine.  
  Lady Jasmine has asked Cecilia to find the party, 
  (either based on their past interactions and 
  reputation, or based on a random sighting as they 
  arrived in town) Should the PCs not be responsive 
  to the offer, the woman will plead with them, 
  flattering their egos, calling it a case of a damsel in 
  distress, again mentioning the probability of a 
  reward, but should the PCs continue to refuse to 
  accompany her, she will depart, defeated, you are 
  on your own.  Any questions about what the 
  reward is will be met with a response of “My 
  employer did not entrust me with the particulars, 
  but as my employer is of import and high birth, you 
  may assume that it is appropriate to the task at 
  
  BIS3-04 First Comes Marriage 
   
  Page 6 
  hand.”   Questions about what the task is will be 
  met with an answer that Cecilia does not know, 
  but her employer will divulge all the details at the 
  meeting. 
  Presuming that the PCs accompany the woman, 
  they are led to the Besselar keep, and to the 
  chambers of a young woman of gentle bearing 
  and troubled countenance.  She rises to her feet 
  immediately and advances to clasp the hand of 
  the nearest of the heroes. 
  “Ah, gentles, it is so kind of you to come to me in 
  this time, when the activities of the Festival and 
  the comforts to be had in the city are surely more 
  attractive to you than a mysterious request for 
  help. 
  If the players have not met Lady Jasmine before, 
  then she will introduce herself as “Lady Jasmine, 
  daughter of Darius the Baron of Bessellar, and a 
  maiden in most serious need of your assistance.” 
   “My father is most concerned for the health of 
  Bessellar and has told me that he considers 
  my choice of suitor vital to the future health of 
  my beloved land.  My marriage will hopefully 
  bring some aid to the barony in this difficult 
  time.  And although my marriage is realistically 
  for political gain and not for love, I must 
  ensure that my choice is the right one - but, 
  how do I even get the type of information that I 
  need to make an informed choice?   
  “Oh, of course they fawn upon me and bow 
  and kiss my hand and give me presents, but it 
  is not by drooping head and manners at the 
  table that I must judge them, but by the health 
  and the care that they will bring to my people – 
  and yes the wealth they will add to the 
  Besselar. I must know their hearts and their 
  true thoughts, and I have not had the means to 
  know these things based simply upon my 
  introduction to them.  What I need is a study of 
  these men, some way to discern their true 
  character.  But alas, the damned etiquette and 
  behavior that nobility are expected to follow 
  with will not even permit me to be alone with 
  them for even a moment!  How am I to make a 
  decision by the morning after the ball? 
  “And then, in my desperation I conceived of a 
  perfect plan, and sent Cecelia, my maid 
  servant, to bring you – most welcome friends – 
  so that it could be carried out. 
  “I need you to test them!  Yes, test them!!!  
  Test their honesty, their nobility, their sense of 
  justice, their mercy, their chivalry, and most 
  importantly, their charity. 
  “To that end I have spoken to the guard 
  commander, whom I fear is smitten with me, 
  even though I am far beyond his station – and 
  he has agreed to give you some freedom with 
  the two – as long as you keep your actions 
  within acceptable bounds.  I beg you, test them 
  for me.  Be my eyes, that I may make the best 
  choice for my people.  I know that hardship 
  walks amongst us, and my choice must be 
  true. 
  “The two of them, the two suitors between 
  whom my father has said that I must choose 
  from, are the Lord Cainlan Rashehdra, Lord of 
  Tevra, grandson of Baron Zafar Rashehdra of 
  Parulla, and Lord Galen Luchelyn, Lord of 
  Sandera, nephew of the Baroness Elina 
  Luchelyn of the Burning Stalks.   Both are 
  handsome men in their own ways, and of noble 
  birth. 
  ‘If you are willing to do this thing for me then I 
  can offer you free lodging at one of the local 
  Inns - which I have already arranged – and 
  most of all, my undying gratitude and the 
  gratitude of my house.   Once you have 
  finished the tests, return here so that I may 
  hear your counsel, and I will compensate you 
  for your time and efforts.  I ask only one other 
  small, trifling errand – I need a letter delivered 
  privately to a friend this very night.  The 
  person to whom you are to deliver it to – Grace 
  - will be at the address on the outside of the 
  packet late tonight.” 
  Role-play from this point in the encounter until the 
  PCs are convinced or leave determined not to aid 
  the lady.  If the PC’s agree, give them Player 
  Handout 1.  Make sure to tape it closed (as they 
  have to break a wax seal if they wish to violate 
  Lady Jasmine’s privacy and read it).  DMs that 
  value roleplaying may want to seal the letter in an 
  envelope and even seal the envelope with wax.  If 
  the 
  PCs 
  push 
  for 
  exact 
  term 
  of 
  their 
  compensation, Jasmine states that she has a 
  small allowance for each of them, which she will 
  pay them when she hears their recommendations 
  the evening of the ball.  The amounts are listed at 
  the end of the module in the Treasure section.  
  Jasmine will not negotiate for larger sums, or other 
  compensation, and if the PCs refuse to perform 
  the task for the compensation at hand, then she 
  will end the audience and DMs should end the 
  module. 
  The players may ask what types of tests Jasmine 
  
  BIS3-04 First Comes Marriage 
   
  Page 7 
  would like to administer, and how they can find the 
  two suitors.  Jasmine will tell that once they 
  accept, she will send one of her trusted servants 
  with the group, as he knows both her personality 
  and equally important, the personality of her 
  father, the Baron.   
  Once the players agree, Jasmine asks them to 
  return tomorrow evening (the night of the ball at 
  the end of the Festival) so that she can hear their 
  report and get their advice.  After that, she exits, 
  asking them to wait for one of her servants. 
   
  Encounter 2 
  (that morning, continued from Encounter 1) 
  A short, portly man wearing the livery of one of 
  Lady Jasmine's servants enters immediately 
  after Lady Jasmine exits.  He smiles crookedly 
  at you, while tugging at a beard whose 
  bushiness 
  compensates 
  for 
  his 
  pate’s 
  baldness. "Hello, permit me to introduce 
  myself – I am Delmer, a servant of the Lady 
  Jasmine.  Her Ladyship tells me that I'm to 
  help you set up your tests.  So if you'll tell me 
  what your thinking, I can take care of making 
  sure the town guard don't interfere, and 
  arranging for any villagers you might need to 
  play roles, or what-have-you." He waits 
  expectantly. 
  Delmer is an old servant of Lord Darius Besselar.  
  In recent years, he's worked for Lady Jasmine, 
  taking care of odd tasks that she needs done.  He 
  is 
  deferential, 
  resourceful, 
  competent, 
  and 
  discreet. 
  At this point, the PCs may want time to plan their 
  tests to determine which of the suitors in worthier 
  of Lady Jasmine’s hand.  If they wish privacy, 
  Delmer will retire to the hallway, but cautions them 
  that time is short, and that to ensure that both 
  suitors are tested equally and fairly, the PCs 
  should be quick and put their plan in motion soon. 
    
  Wise PCs will include Delmer in their planning, 
  asking him questions about what they can do, 
  what they should do and what traits they should be 
  looking for in the suitors.  Delmer will be honest 
  with them, and will attempt to aid them as much as 
  possible.  Being a loyal servant, he has ideas of 
  his own – but he will only share them if asked.  
  DMs should use Delmer as their voice, guiding the 
  PCs, offering advice and cutting off bad ideas. 
  Common questions 
  What can you help us with? 
  Delmer will start off with an offer to help with 
  “logistics” – he will use his considerable pull and 
  contact of networks, combined with the resources 
  (cash) at his disposal to make any reasonable test 
  the PCs come up with happen.  If the PCs ask 
  Delmer for equipment or cash, he will ask them to 
  explain what it is for.  If the PCs can reasonably 
  explain what the resources will be used for, 
  Delmer will get them access to it.  (Delmer’s 
  Sense Motive is a 21, and his Bluff is a 23, so 
  lying to him will be difficult at best).  If the PCs 
  involve Delmer in the planning process (or explain 
  all of their tests to him once they have planned 
  them), Delmer will readily offer access to 
  resources that may be difficult.  DMs should make 
  sure that the PCs do not attempt to double cross 
  Delmer and walk off with the Baron’s treasury – at 
  the end of the adventure, he will reclaim any 
  resources not consumed.   
  How many tests should we perform? 
  Delmer will respond “It's really a matter of time.  I 
  figure you should be able to run one set of tests 
  this afternoon, and another tomorrow morning.  To 
  be fair to the suitors, you should run the same 
  tests on both of them.  So you need two different 
  tests."  If the PCs come up with more, and you feel 
  that their plan is reasonable, then let them run with 
  it.  If the PCs are overly ambitious, or only plan for 
  one test, use Delmer to guide them to something 
  more reasonable. 
  What virtues should we test for? 
  This is probably the key question for the PCs to 
  ask Delmer.  Unless the PCs are absolutely 
  stumped as to what to do, DMs should not directly 
  answer the question.  A good approach may be to 
  let Delmer talk for a while about the Baron and 
  Lady Jasmine. 
  Darius, Baron of Bessellar 
  “I’ve served the Baron for many years before he 
  asked me to look after his daughter, my Lady 
  Jasmine.  There is no greater man in the March, I 
  can tell you that.  Aside from his wife and 
  daughters, the baron’s greatest loves are his 
  people and the arts.  The Grand Festival is itself a 
  combination of his loves – a way for him to give 
  back to all the people of the Bessellar – no matter 
  what their origin, race, or station in life.  A more 
  honorable, fairer man you will not meet in all of the 
  March, or even in all of the Flanaess.  And, even 
  
  BIS3-04 First Comes Marriage 
   
  Page 8 
  though he has grown old, and is ready to retire, he 
  continues to lead, as he feels that without his 
  calming hand, the poor times and the influence of 
  those who do not truly care about his people may 
  cause rough times to turn into turbulent times.” 
  Lady Jasmine 
  “Six years ago, the Baron asked me to look after 
  his eldest daughter, Jasmine, and I have grown to 
  love her as the daughter I have never had.  My 
  love for her does not blind me to her willfulness 
  and, at times, disregard for how a true noble lady 
  should act.  But like her father, she loves her 
  people, and knows what her duty is to them.  
  Although she has long ago given up hope for a 
  marriage based on romance, I think that she still 
  holds out hope that her future husband will be 
  someone that she can be happy with until she 
  grows old, as her father and mother have. I only 
  hope that whoever her future husband is, he will 
  have the patience to see past her strong will and 
  see the compassionate, loving woman she is at 
  heart.” 
  Based on these descriptions and Jasmine’s 
  introduction, the PCs should be able to glean four 
  virtues 
  that 
  they 
  can 
  test 
  for: 
  Honor, 
  Temperament, 
  Wisdom 
  / 
  Leadership, 
  and 
  Compassion.  Potential tests for these virtues are 
  listed below.  The PCs may come up with equally 
  valid virtues to test for, in which case it is up to 
  you, the DM, to gauge how well their tests 
  measure those virtues.  
  If the PCs still cannot come up with virtues they 
  believe would be important for Lady Jasmine and 
  the Baron, Delmer will ask advise them to choose 
  virtues they think are appropriate for what the 
  suitor will become (a leader and a husband). 
  What do you know about the suitors? 
  Delmer has never personally met the suitors, so 
  his only information is second-hand.  He will gladly 
  share what he knows (the Public Information 
  section under the descriptions of the suitors). 
  Other than that, he is as interested as Jasmine is 
  in what the suitors are truly like. 
  If the PCs come up with an idea for a test that's 
  totally unlike the rough ideas laid out in Encounter 
  3, run with it if you can.  Do your best to figure out 
  how the suitors would perform and reward the 
  PCs for their creativity.  If the suggested test is too 
  outlandish, or if you do not know how to run the 
  suitors' responses, Delmer can steer the PCs 
  away from the idea, giving some reason why he 
  cannot set up a particular test, or calling into 
  question whether the virtue is truly important to 
  Lady Jasmine. 
  If the PCs have chosen virtues to test but cannot 
  come up with ways of testing them, Delmer 
  suggests one of the tests listed below that is 
  related to the virtues the PCs want to test.  While 
  Delmer ultimately suggests possible tests, do not 
  have him do so unless the PCs are stymied or 
  frustrated.  The point of the encounter is for the 
  PCs to develop and execute the tests.  DMs 
  should use Delmer to keep PCs on track and on 
  schedule, provide key insights and keep the tests 
  within realistic bounds. 
  DM’s Note – Pacing this section is crucial to the 
  ability of the PCs to finish all of the tasks in the 
  module.  Hopefully, at the one hour mark of the 
  module, the players will have settled on the tests 
  they wish to perform and the details of the 
  scenario.  DMs should use Delmer to set the level 
  of urgency and keep the players moving. 
   
   
  
  BIS3-04 First Comes Marriage 
   
  Page 9 
  The Suitors 
  The two suitors are detailed below for the DM.  
  DMs should use this information to help the PCs 
  gain a better understanding of the suitors and also 
  help determine how suitors may react in any given 
  situation.    
  The 
  information 
  in 
  this 
  section 
  in 
  more 
  informational in nature.  Full stat blocks on the 
  suitors for each APL can be found in Appendix I.   
  The information is broken down as follows: 
  • 
  Physical Description – What each suitor looks 
  like physically 
  • 
  Public Information – Information about each 
  suitor that PCs can find out from public 
  sources.  Some information is generally 
  known, and it can be assumed that someone 
  in the PC party has heard the information.  
  Other information can be received from 
  Delmer (through appropriate roleplay), or 
  through a medium difficulty Gather Information 
  check (talk in taverns, gossip among nobles, 
  etc.).  Some very confidential information may 
  be gathered only through Gather Information 
  checks. 
  • 
  DM’s Notes – this information is for the DM’s 
  eyes only, and should help the DM understand 
  the characteristics of the suitors and their 
  potential reactions 
  Cainlan Rashedra, Lord of Tevra (CG) 
  Lord Cainlan Rashedra is the grandson of Baron 
  Zafar Rashehdra of Parulla.  Because Cainlan’s 
  father is dead (see below), he is next in the 
  succession line to the Barony of Parulla.  As the 
  current Baron, Zafar, is older than Baron Darius, it 
  is likely that Cainlan will become Baron of Parulla 
  in the near future. 
  Physical Description 
  The Rashedra clan is Baklunish, and Cainlan 
  physically fits the description.  Standing a shade 
  over six feet and with the traditional olive skin, 
  green eyes, and black hair (which he wears in a 
  ponytail) the twenty seven year old is universally 
  considered to be a younger version of his father 
  and grand-father.  He usually dresses in an 
  unassuming manner, preferring an unadorned 
  green cloak over his simple, but high quality, 
  studded leather armor.  He wears a holy symbol of 
  Istus on a chain under his armor. 
  Public Information 
  Well-Known Information 
  • 
  Cainlan divides his time between patrols 
  in Parulla with his grandfather’s men and 
  the army, and diplomatic travels on behalf 
  of his grandfather.   
  • 
  Zafar’s political influence on the Baron’s 
  Council is second only to the influence of 
  Darius, Baron of Besselar. 
  • 
  Cainlan holds the rank of 1st Lieutenant in 
  the Grand Army of the March.  
  • 
  Cainlan’s father, Lial Rashedra, Baron 
  Zafar’s son-in-law, died fighting off the 
  forces of Ket in the Greyhawk Wars. 
  • 
  Like his grandfather, Cainlan does not like 
  the recent treatment aimed at those of 
  Baklunish decent.  He believes that all 
  citizens of the March should be treated 
  equally and fairly.  He is well known in 
  Bissel for his tolerance and fairness when 
  dealing with all races. 
  Rumors (information can be seeded by the DM 
  through Delmer, or discovered by PCs with 
  appropriate 
  Gather 
  Information 
  checks 
  – 
  difficulties indicated) 
  • 
  (Gather 
  Information 
  DC: 
  10+APL) 
  Because of Baron Zafar’s history of 
  putting what is good for Bissel ahead of 
  what could be better for Parulla, Zafar has 
  more enemies within his barony than most 
  other barons do.  Apparently, this feeling 
  has also spread to Cainlan, who has 
  recently increased his personal guard to 
  seven when traveling outside of the 
  March. 
  • 
  (Gather 
  Information 
  DC: 
  15+APL) 
  Although a warrior by nature, Cainlan is 
  also known to be a gentleman and a 
  noble.  A passable dancer, and more than 
  adept at the ways of court and etiquette, 
  Cainlan is considered by many to be the 
  most eligible bachelor in Bissel.  There are 
  many rumors of dalliances and affairs with 
  women across the Sheldomar Valley and 
  even 
  in 
  Greyhawk, 
  but 
  Cainlan’s 
  discretion is well known, and nothing can 
  be positively confirmed. 
  • 
  (Gather Information DC: 20+APL) Three 
  months ago, the normally calm and 
  discreet Cainlan showed a chink in his 
  
  BIS3-04 First Comes Marriage 
   
  Page 10 
  armor.  Returning from Greyhawk, he and 
  his traveling party spent the night in an inn 
  in Pellak.  In the common room, an 
  especially drunk noble singled Cainlan out 
  and launched into a series of insults about 
  the Baklunish.  Cainlan maintained his 
  calm and did not respond until the noble 
  insulted 
  Cainlan’s 
  father, 
  calling 
  his 
  disloyal to the March and questioning 
  whether he actually died fighting the 
  Kettites, or was actually killed by a Bissel 
  patriot in the midst of betraying his 
  command (untrue).  At that point, Cainlan 
  had to be physically restrained by his 
  entire traveling party and some other 
  patrons of the inn.  The next morning, 
  however, the foolish noble was found 
  unconscious 
  and 
  beaten 
  severely.  
  Cainlan and his party claimed to have no 
  knowledge 
  of 
  the 
  assault, 
  and 
  an 
  investigation by local authorities led to no 
  charges 
  Confidential Information (available only through 
  appropriate contacts the PCs may have): 
  • 
  (Gather Information – All APLs: DC 35) 
  Recently, Cainlan has mentioned to close 
  friends that there should be some type of 
  balancing force to the Knights of the 
  Watch.  What exactly he has in mind is 
  unknown, but a comment like that from a 
  man like Cainlan is usually not an idle 
  thought.  
  DMs Notes 
  Cainlan Rashehdra, Lord of Tevra, is a smart, 
  caring, young man, who is loyal to his grandfather 
  and Bissel.  Although ambitious, his sense of 
  honor, generosity and piety guide him to doing the 
  right thing for the longer term over short-term gain. 
   He strives to remain calm and fair in all situations, 
  though open racism or questions about his 
  family’s loyalty to Bissel will cause his temper to 
  rise, and eventually, break.  Cainlan views force 
  as a last resort only, and if needed, will walk away 
  from fights he feels are unnecessary or pointless.  
  As per his title, Cainlan is the Lord of Tevra, which 
  is a village in Parulla.  He enjoys the duties 
  associated with being the responsible for the 
  village, and is a well-liked and able ruler who is 
  involved in the day-to-day lives of his people. 
  Lord Cainlan is deeply aware of the problems with 
  the Margrave's rule.  The Margrave's mandatory 
  military service causes too many farms to be 
  short-handed.  While there is certainly enough 
  food for the nobles, Lord Cainlan spends enough 
  time among the common folk that he rules to know 
  that a bad harvest could result in substantial 
  starvation.  Last year had fine weather and an 
  adequate harvest despite the number of farmers 
  who neglected parts of their land because of the 
  need to serve in the military.  The signs this year 
  are much less promising.  As if that weren't bad 
  enough, the Margrave's increased tax on the 
  Baklunish causes many who would otherwise be 
  loyal to the March to wonder whether things would 
  be better under Ketite rule.  While Lord Cainlan is 
  decidedly not one of these people, he fears that 
  the Margrave will continue to stir up divisions and 
  tensions between Bissel's Baklunish and Oeridian 
  peoples. 
  PCs who are members of the Knights of the 
  Watch, or have strong anti-Baklunish leanings 
  may lean against recommending Lord Cainlan to 
  Jasmine.  This is perfectly fine, and players who 
  roleplay the appropriate sentiments well should be 
  rewarded by DMs. 
  Lord Cainlan worships Istus 
   
  Stalwart Vigil, Lord Galen Luchelyn, Lord of 
  Sandera (LN) 
  Lord Galen Luchelyn is the nephew of the 
  Baroness Elina Luchelyn of the Burning Stalks.  
  The Baroness is without a male heir, which puts 
  Galen next in the line of succession.  The 
  Baroness is still in her prime, so an heir is still a 
  possibility, and even without one, it is unlikely that 
  Galen could become Baron for at least a decade.   
  Physical Description 
  Lord Galen is tall and well-built, with broad-
  shoulders and casual athleticism. His mixed 
  Oeridian and Suelese ancestry is fairly clear to 
  any observer, with his blue eyes, blond hair and 
  strong jaw line.  Lord Galen invariably wears a 
  tabard emblazoned with his arms (two swords 
  crossed over a field of black) over his armor shirt. 
  Public Information 
  Well Known Information 
  • 
  Like his aunt, Lord Galen is a Knight of the 
  Watch.  He was knighted on the field at 
  the Battle of Burning Stalks, where he 
  served as Baroness Elina’s squire, and 
  where she also received the Barony of 
  Burning Stalks in honor of her victory.  His 
  
  BIS3-04 First Comes Marriage 
   
  Page 11 
  acts of valor and prowess on the field are 
  well known, some of them even having 
  made it into some popular tales being told 
  by bards throughout the Sheldomar 
  Valley. 
  • 
  The Baroness Elina also granted Galen 
  the small fief of Sandera when she 
  knighted him 
  • 
  Lord Galen is the captain in command of 
  the cavalry troop of the 1st Burning Stalks 
  battle in the Great Army 
  Rumors (information can be seeded by the DM 
  through Delmer, or discovered by PCs with 
  appropriate 
  Gather 
  Information 
  checks 
  – 
  difficulties indicated) 
  • 
  (Gather Information DC 10+APL) Lord 
  Galen believes firmly that the Knights of 
  the Watch are the most honorable knights 
  in the Flanaess, and that without the 
  Knights, Bissel would be an oppressed 
  province of Ket. 
  • 
  (Gather Information DC 15+APL) Lord 
  Galen has a reputation of being a noble’s 
  noble – he maintains a finely stocked 
  stable at his home in Pellak, for his 
  horses, and is usually spends most of his 
  nights at the nobles’ inns and parties of 
  that city. Lord Galen visits Sandera a few 
  times each year, leaving the day to day 
  administration to a steward while he 
  engages in more knightly pursuits 
  • 
  (Gather 
  Information 
  DC 
  20+APL)  
  Although Galen is well-meaning, and 
  leaps forward, at any opportunity to 
  perform acts of heroism, he can also be 
  somewhat curt with those of lower rank.  
  Unfortunately, 
  Galen 
  views 
  his 
  membership in the Knights of the Watch 
  as an enhancement to his rank, and he 
  has recently been curt with a number of 
  the Barons of the March.  One rumor has 
  him 
  demanding 
  Jasmine’s 
  hand 
  in 
  marriage directly to the Baron earlier this 
  week, as Galen believes himself to be the 
  most powerful suitor. The demand with a 
  polite, but equally direct refusal, claiming 
  that Lady Jasmine and Baron Darius were 
  still in the process of determining the best 
  suitor (partially true: Galen did not directly 
  demand Jasmine’s hand, but did let 
  Darius know that he feels himself to be by 
  far the best political match) 
  Confidential Information (available only through 
  appropriate contacts the PCs may have): 
  • 
  (Gather Information – All APLs: DC 35) 
  Lord Galen has made it known that he 
  believes the Knights of the Watch should 
  go on a tour of force in Bissel, especially 
  in the northern and western Baronies with 
  significant Baklunish populations.  This 
  tour would have two purposes – first it 
  would be responsible for collecting the tax 
  levied 
  on 
  Baklunish 
  citizens, 
  and 
  secondly, he believes it will scatter some 
  of the rumored resistance and rebellious 
  factions. 
   
  Although 
  this 
  was 
  first 
  considered to be the foolish suggestion of 
  a none-to-bright Galen, the endorsement 
  of Galen’s aunt and rumor that the 
  Margrave has provided tentative approval 
  of the plan have made many rethink their 
  view of Galen. 
  DM’s Notes: 
  Stalwart Vigil Lord Galen Luchelyn is chivalric, 
  gallant, brave, and somewhat arrogant.  Lord 
  Galen is fairly intelligent, though by no means 
  brilliant.  He has a by-the-book approach to 
  problems, which at times can make him look 
  (rightly) unimaginative and uncaring. Lord Galen is 
  touchy about points of honor and has a somewhat 
  short temper.  His world-view is that the nobles are 
  there to govern, and that the commoners are there 
  to be governed – commoners who disagree with 
  him to his face or who disobey his orders can find 
  them on the wrong side of his whip, or worse, on 
  the wrong side of his sword.  As stated, Lord 
  Galen believes firmly that the Knights of the Watch 
  are the most honorable knights in the Flanaess, 
  and anyone who says otherwise, openly or 
  through hearsay, will become a target for Lord 
  Galen’s ire.  
  Lord Galen is vaguely aware that the Margrave's 
  policies have contributed to the poverty of many of 
  the common folks of Bissel.  However, he believes 
  that it is no more the place of the nobility to 
  question the sovereign's will than it is for 
  commoners to question the nobility. Besides, as 
  far as Lord Galen is concerned, worries about 
  crops and trade are minor matters compared to 
  battling the forces of evil that still threaten Bissel, 
  both outside the March (should the giants of Geoff 
  or similar forces become more aggressive) and 
  within, as dark secrets from the past rise up to 
  threaten the March. 
  Lord Galen worships Heironeous. 
  
  BIS3-04 First Comes Marriage 
   
  Page 12 
  Encounter 3: The Tests 
  (evening of the first day, and morning of the 
  second day) 
  Allow the PCs to draw whatever conclusions they 
  wish from the tests. There is no right answer, 
  although Lord Cainlan is a slightly better match.  
  Each sample test, however, lists the expected 
  conclusion for the PCs to draw.   
  Four tests are outlined in this section to give DMs 
  an understanding of what the suitors will do, and 
  possibly to use in game (by making suggestions 
  through Delmer, DMs may be able to guide PCs to 
  one or more of the following tests) 
  Remember that the PCs should make every 
  attempt to administer the same tests, under the 
  same 
  conditions 
  to 
  both 
  of 
  the 
  suitors.  
  Realistically, the PCs have time to administer two 
  tests to each suitor – by the time the PCs have 
  finished planning, and Delmer has spoken to all 
  the people he needs to in order to have the 
  logistics in place, it will be early evening.   
  The Example Tests 
  • 
  Test of Valor: Do the suitors rescue an 
  innocent in trouble?  How well can they 
  fight? 
  • 
  Test of Temperament: Do the suitors allow 
  themselves to be goaded into losing their 
  temper? 
  • 
  Test of Wisdom: How well do the suitors 
  resolve a conflict between two peasants? 
  • 
  Test of Compassion: How do the suitors 
  react to the plight of a farmer who is 
  overwhelmed? 
  Test of Valor: 
  The set-up: The obvious way to test the suitors’ 
  valor, heroism, bravery, or similar virtue is by 
  setting up a fake robbery.  If the PCs pretend to be 
  thugs robbing an innocent townsperson, they can 
  find out whether the suitors are brave, and then 
  whether the suitors can fight. 
  Delmer arranges for a suitable victim: one of Lady 
  Jasmine's maidservants dressed up in common 
  clothes.  He also suggests a suitable alley for the 
  robbery to take place in, and promises that he can 
  arrange for the city guard to be far away and for 
  each suitor to pass by the alley.  The PCs can 
  then handle it from there.  Delmer cautions the 
  PCs to be careful not to kill either suitor.  Allow the 
  PCs to have fun setting up the bait and pretending 
  to be robbers before the suitors arrive. 
  Testing Lord Cainlan  
  Lord Cainlan is traveling with three comrades, who 
  are both servants and guards.  When he sees the 
  robbery in progress, he notes that the PCs 
  outnumber him and immediately orders one of his 
  guards to run to find the city watch.  He then 
  advances on the PCs with his other two guards.  
  He fights cautiously, somewhat defensively, and 
  carefully stays with his allies to avoid being 
  flanked.  If it becomes clear that he cannot win, he 
  attempts to retreat with the robbery victim, 
  ordering his guards to retreat with him if they are 
  still 
  conscious 
  or 
  surrenders 
  if 
  retreat 
  is 
  impossible.  He and his guards will begin battle by 
  doing nonlethal damage (-4 to attack rolls), in the 
  hopes that they can subdue the attackers and turn 
  them over to the city watch.  If it appears that this 
  will not work, they will switch to lethal damage at 
  Lord Cainlan’s command.   
  After a few minutes, his third guard returns with 
  some of the city watch.  If the PCs are smart, they 
  will run, and the city watch (under orders from 
  Delmer) will give up the chase quickly.  If the PCs 
  do not run, or are unconscious, Delmer will take 
  charge of the "prisoners" as the watch escorts the 
  PCs away.  If necessary, he will provide healing 
  (through potions) to revive any unconscious PCs.   
  APL 2: 
  μ Lord Cainlan: male human Rgr 1, hp 8; See 
  Appendix I 
  μ Guards (2): male human War 1, hp 8,8; See 
  Appendix I 
  APL 4: 
  μ Lord Cainlan: male human Rgr 3, hp 17; See 
  Appendix I 
  μ Guards (2): male human Ftr 2, hp 19,19; See 
  Appendix I 
  APL 6: 
  μ Lord Cainlan: male human Rgr 5, hp 30; See 
  Appendix I 
  μ Guards (2): male human Ftr 4, hp 37,37; See 
  Appendix I 
  
  BIS3-04 First Comes Marriage 
   
  Page 13 
  APL 8: 
  μ Lord Cainlan: male human Rgr 7, hp 45 
  (Diehard); See Appendix I 
  μ Guards (2): male human Ftr 6, hp 51,51; See 
  Appendix I 
  APL 10: 
  μ Lord Cainlan: male human Rgr 9, hp 58 
  (Diehard); See Appendix I 
  μ Guards (2): male human Ftr 8, hp 66,66; See 
  Appendix I 
  APL 12: 
  μ Lord Cainlan: male human Rgr 11, hp 70 
  (Diehard); See Appendix I 
  μ Guards (2): male human Ftr 10, hp 79,79 
  (Diehard); See Appendix I 
   
  Testing Lord Galen 
  Lord Galen travels with only two guards as 
  companions.  As soon as he sees the altercation, 
  he draws his weapon and charges, throwing 
  caution to the wind.  He fights effectively and 
  professionally, but makes some tactical errors 
  such as leaving his guards and thus opening up 
  flanking possibilities.  Lord Galen fights until 
  unconscious, and inflicts nonlethal damage (-4 to 
  attack rolls) as long as none of his companions 
  are killed. After a few minutes, the city watch will 
  arrive, led by Delmer.  Again if PCs are smart, 
  they will run, but if Galen is still standing he will 
  pursue.  DMs should have fun with the chase 
  scene, and Galen will give up the chase only after 
  five minutes, when Delmer’s “backup” plan goes 
  into effect, and a large cart will roll between the 
  PCs and Galen.  If the PCs do not run, or are 
  unconscious, Delmer will take charge of the 
  "prisoners" as the watch escorts the PCs away.  If 
  necessary, he will provide healing (through 
  potions) to revive any unconscious PCs.   
  APL 2: 
  μ Lord Galen: male human Ftr 3, hp 31; See 
  Appendix I 
  μ Guards (2): male human War 1, hp 8,8; See 
  Appendix I 
  APL 4: 
  μ Lord Galen: male human Ftr 5, hp 42; See 
  Appendix I 
  μ Guards (2): male human Ftr 2, hp 19,19; See 
  Appendix I 
  APL 6: 
  μ Lord Galen: male human Ftr 7, hp 62; See 
  Appendix I 
  μ Guards (2): male human Ftr 4, hp 37,37; See 
  Appendix I 
  APL 8: 
  μ Lord Galen: male human Ftr 9, hp 76; See 
  Appendix I 
  μ Guards (2): male human Ftr 6, hp 51,51; See 
  Appendix I 
  APL 10: 
  μ Lord Galen: male human Ftr 11, hp 87; See 
  Appendix I 
  μ Guards (2): male human Ftr 8, hp 66,66; See 
  Appendix I 
  APL 12: 
  μ Lord Galen: male human Ftr 13, hp 102; See 
  Appendix I 
  μ Guards (2): male human Ftr 10, hp 79,79 
  (Diehard); See Appendix I 
   
  Expected conclusion: The PCs should be able to 
  fend off (or beat) both suitors decisively.  The 
  expected conclusion is that both suitors are 
  basically heroic and are competent fighters, but 
  Lord Galen is a better fighter, and was willing to 
  come to the aid of another quickly and without 
  hesitation.  If the PCs manage to make Lord 
  Cainlan surrender, this should also work to his 
  disadvantage.  While Lord Cainlan showed better 
  tactical expertise and judgment is sending for the 
  guard immediately, Galen is by far the better 
  fighter. 
   
  
  BIS3-04 First Comes Marriage 
   
  Page 14 
  Test of Temperament: 
  Set up: The PCs pretend to be drunk (or simply 
  boorish) and insult and harass each of the suitors 
  to see how well they control themselves. 
   
  Testing Lord Cainlan 
  When confronted with insults, in public. Lord 
  Cainlan reacts calmly and genially.  He tries to 
  excuse himself from the situation and refuses to 
  be goaded.  If the PCs begin insulting either his 
  ethnicity or his loyalty to the March, he sets his 
  mouth in a tight line and glares at the offending 
  PCs.  "My father died defending the March and I 
  will defend it with my life as well.  What more do 
  you want to show loyalty?" However, even if they 
  harp on those issues, he remains coldly angry, 
  refusing to cause trouble.  The more the PCs taunt 
  him, the more he tries to simply leave.  If, for some 
  reason, the PCs manage to prevent him from 
  leaving the area, Cainlan will put his hand to his 
  sword, and remains calm until an opportunity to 
  leave gracefully presents itself.  No goad (however 
  bad) will make him draw his weapon (unless he is 
  attacked first.  If he his, see the Test of Valor for 
  how he will fight).   
   
  Testing Lord Galen  
  Lord Galen is also touchy about his honor.  When 
  the PCs begin insulting him, he scornfully belittles 
  them in response, and makes comments about 
  not needing to take insults from commoners 
  (assuming none of the PCs are knights or lords).  
  If the PCs imply that he is dishonorable or insult 
  the Knights of the Watch, Lord Galen explodes in 
  anger.  He backhands the PC who has most 
  offended him and harangues them all about being 
  ungrateful wretches who aren't worthy to serve a 
  Knight of the Watch.  He then storms off, yelling as 
  he goes. 
  If one of the PCs is noble (including knights), 
  instead of striking the PCs, Lord Galen challenges 
  the PC to a duel. 
  Expected conclusion: Lord Cainlan performs 
  substantially better at this test.  One of Lord 
  Galen's major flaws is his temper and arrogance, 
  and this test reveals both.  While Lord Cainlan 
  can, as with most people, be angered, he never 
  loses control. 
   
  Test of Wisdom or Judgment: 
  Set up: The PCs should pretend to be a group of 
  commoners (e.g. farmers), two of whom are 
  quarrelling (e.g. possibly over livestock).  Their 
  friends (the other PCs) suggest that they ask a 
  visiting nobleman to settle the issue.  The PCs 
  agree to accept the suitor's judgment, describe the 
  facts, answer any questions, and then the suitor 
  makes a decision.  Delmer will help disguise the 
  PCs to make them look like peasants. 
   
  If the PCs develop this sort of test on their own, 
  they are likely to come up with a wide set of 
  details.  Use the description here as a guide for 
  how the suitors respond.  Both suitors have 
  reasonable responses. 
  Lord Cainlan's solution is more elegant and 
  ultimately fairer.  Lord Galen's is harsher and more 
  "law and order."  If you are stumped on what the 
  “correct” ruling is, have Delmer ask the PCs what 
  they expect as a rational solution. 
   
  Of Sheep and Cows (a livestock dispute) 
  The PCs pretend to be two farmers.  One of the 
  farmers has a small herd of cattle while the other 
  has a small flock of sheep.  Each farmer maintains 
  the fence around his own herd.  Their enclosures 
  are separated by a small path.  One of the bulls 
  broke through the fence around its enclosure, 
  which was poorly maintained, crossed the path, 
  broke through the fence into the sheep pen, and 
  gored a ewe, killing it.  The shepherd saw this, 
  was enraged, and stabbed the cow with a 
  pitchfork, killing it.  Each farmer blames the other 
  for his animal's deaths.  If the other farmer had 
  had a better fence, neither animal would have 
  died. 
   
  Testing Lord Cainlan 
  Lord Cainlan responds happily, almost eagerly, to 
  the request to mediate. He initially pushes to be 
  taken to the scene of the incident, but eventually 
  acquiesces if the PCs make excuses.  (Of course, 
  there is no actual scene).  He questions the PCs 
  carefully, asking both farmers about the details of 
  the story.  He also questions the other PCs, who 
  are pretending to be the farmers' friends, to 
  confirm important points.  After he is satisfied that 
  he completely understands the situation, he 
  makes his ruling, explaining his reasoning as 
  
  BIS3-04 First Comes Marriage 
   
  Page 15 
  follows.  The cow owner is primarily to blame.  If 
  his fence hadn't failed, neither animal would have 
  been harmed.  At the same time, the sheep owner 
  bears some blame.  His fence was meant to hold 
  sheep in, not to keep cows out.  But if his fence 
  had been stronger, the problem could have been 
  averted.  And he could have driven the cow out of 
  his enclosure without killing it.  By killing it, he only 
  made a bad situation worse.  Cows are worth 
  more than sheep anyway. 
  Because of the shared blame, weighted towards 
  the cow owner, he makes the following ruling: 
  Each farmer must repair his own fence, and make 
  it strong enough to stop a cow.  Furthermore, the 
  cow owner must give a calf to the shepherd as 
  compensation.  He is, however, entitled to the 
  meat from his cow's carcass, which still has a lot 
  of value.  The shepherd is also required to give the 
  cattle rancher a lamb: it's worth less than the calf, 
  but most of the fault was on the part of the cattle 
  rancher.  And by punishing each in turn, he 
  teaches them to both be more careful.  Lord 
  Cainlan also works to make sure each farmer 
  accepts his judgment, because he doesn't want to 
  leave a feud behind. 
   
  Testing Lord Galen 
  Lord Galen grudgingly agrees to mediate the 
  dispute.  He tells each farmer to tell his story, 
  listens with a bored expression, and then makes 
  his decision without asking any questions.  He 
  rules that the whole incident happened because 
  the cattle rancher did not take sufficient care.  As 
  such, he orders the cow owner to repair both 
  fences and to pay for the replacement of the dead 
  ewe.  Furthermore, he orders that the shepherd 
  can keep the meat of the cow carcass: after all, a 
  farmer is entitled to defend his own livestock. 
   
  Expected conclusions: Both suitors do adequate 
  jobs.  However, Lord Cainlan's higher willingness, 
  enthusiasm, and effort speaks in his favor. His 
  decision is also fairer, and sorts out the blame 
  equitably, leaving less hard feelings.  Should the 
  PCs think to check, they find that there are legal 
  precedents for either outcome.  The weight of 
  Bissel law supports Lord Cainlan's judgment. 
   
  Test of Compassion: 
  Set up: The PCs pretend to be a group of farmers 
  who desperately need an excuse from military 
  service to work their fields.  Delmer sets up a farm 
  that thy can pretend is theirs.  This season has 
  been less productive than prior years, and there is 
  a very real danger that farmers may starve if they 
  are required to leave parts of their fields fallow 
  because of the obligations of military service.  The 
  PCs can claim that their sergeant will not let them 
  skip their training obligation for a week or two 
  without a note from an officer, but either noble 
  could give them that. 
   
  Testing Lord Cainlan 
  Lord Cainlan is obviously saddened by their plight. 
   He requires them to show him their fields and 
  sees that they are likely to have a terrible harvest 
  if they do not spend time working the fields 
  immediately.  He requires the PCs to promise to 
  spend some of their time if they are excused 
  working the fields of their neighbors, who have not 
  been excused. He then writes the note they need. 
   
  Testing Lord Galen 
  Lord Galen gives the PCs a lecture on service and 
  sacrifice and refuses to help them.  "When your 
  sovereign gives an order, you obey, regardless of 
  the burden it places on you.  Even if it means your 
  death, you must obey. The farmers all over Bissel 
  are feeling the pain of the orders; why should you 
  be treated differently?  Simply serve like everyone 
  else and then tighten your belt when the winter 
  comes." 
   
  Expected 
  conclusions: 
  Lord 
  Cainlan 
  shows 
  decidedly more compassion for the common folk.  
  While Lord Galen's points about service are 
  defensible, he is, at a minimum, unnecessarily 
  harsh. 
  Encounter 4: Grace 
  (around 10 PM of the first day) 
  You feel a bit odd as you approach the address 
  given on the envelope.  The house is one of 
  those that you noted that needed a coat of 
  whitewash.  Nevertheless, your word is your 
  word – although it seems odd that the 
  daughter of a ruling lord would have friends in 
  such low surroundings. 
  Nevertheless, you knock on the door of the 
  building, and are rewarded by the door 
  opening quietly a few moments later.  A young 
  
  BIS3-04 First Comes Marriage 
   
  Page 16 
  woman, lute in hand stands, her eyebrows 
  uplifted at the sight of you, just beyond the 
  door.  After a second’s hesitation she shrugs 
  and says, “come in,” stepping back to give you 
  entrance into the sparse but clean room 
  beyond.  A small fire in the hearth takes any 
  bite off the early harvest chill and provides 
  about half of the light in the room, the rest 
  coming from two oil lamps. 
  If the PCs make small talk before handing over the 
  letter, the woman - Grace - will become more 
  confused as time goes by, but will continue to 
  respond politely to whatever they have to say.  
  Once the letter is handed over, she will thank the 
  heroes politely and then open the missive. 
  Grace begins to read the letter to herself.  Her 
  brow clouds, and then she bursts into tears. “I 
  don’t understand... How could she?”  She 
  drops the letter to the table and collapses, 
  crying. 
  Place Players’ Handout 1 on the table as Grace 
  drops it.  Do not prompt the PCs to pick it up, but 
  allow them to if they wish. 
  Grace cries for some time.  She then looks up 
  suddenly.  “No.  I won’t let this happen.  I can 
  make her remember our love.”  Grace begins 
  to calmly, quickly place some small items into 
  tiny pouches at her belt. 
  A Spellcraft DC 12 check reveals that many of the 
  items Grace is collecting are spell components for 
  enchantment spells. 
  Grace has decided to visit Lady Jasmine.  She 
  plans on using magic to compel Jasmine to give 
  up her planned marriage and instead run off with 
  Grace.  If the PCs do not intervene, Grace will be 
  captured while attempting to cast a spell on the 
  heir of a baron, for which she will be hanged.  Her 
  entire plan is irrational, based on her distress at 
  the end of her relationship.  If the PCs reason with 
  her, they can convince her to abandon her plan. 
  The PCs can help Grace by convincing her that 
  doing something drastic won’t help.  If the PCs 
  question her, she will freely admit her plan.  They 
  can point out that the plan almost certainly won’t 
  work; Grace knows that there are always guards 
  protecting Jasmine, even when they’re alone 
  together.  And even if she managed to 
  successfully cast a spell, it would not last forever 
  and Jasmine would never forgive her once the 
  spell wore off.  The PCs can also gently remind 
  Grace that she always knew that Jasmine would 
  need to marry someday.  Grace grudgingly admits 
  this when pressed, but talks about how she never 
  thought it would be so soon.  General comfort, and 
  efforts to help Grace grieve also help move Grace 
  out of her desperate plan. 
  Some players may ask to make a Diplomacy 
  check.  Require them to role-play their efforts to 
  help Grace, and then have them roll the check.  In 
  order to convince Grace to give up her mad plan, 
  they must get a Diplomacy check of DC 12+APL.  
  The PCs may retry the Diplomacy by continuing to 
  remonstrate with Grace. 
  When (if) the PCs convince Grace to abandon her 
  plan, she begins to simply cry. 
   “Thank you for your help.  My plan was crazy. 
   I was just ... so distraught over losing 
  Jasmine.”  Tears continue to run down Grace’s 
  face.  “I know I’ll get over this some day.  But it 
  will take a while.  I think I’d like to be alone 
  with my memories now.”  As you walk away 
  from the small house, you can hear a quiet, 
  mournful tune played on a lute. 
  At all APLs, Grace Rogue 4/ Bard 4; hp: 39;  init 
  +8; Spd Walk 30; AC 16 (dex + 4, leather armor 
  +2); SQ: Sneak attack +2d6, Evasion, Uncanny 
  Dodge (dex. bonus to AC), bardic music, bardic 
  knowledge. (For bardic music Grace has 8 ranks 
  in Perform SV: Fort +3, Ref +12, Will +5; Str 10 
  Dex 19 Con 13 Int 14 Wis 11 Chr 18  
  Skills / Feats Appraise +12; Balance +14; Bluff +5; 
  Climb +10; Disable Device +7; Disguise +13; 
  Gather Information +9; Hide +14; Listen +7; Move 
  Silently +14; Open Locks +10; Perform +12; 
  Search +6; Spot +7; Tumble +9; Alertness; 
  Improved Initiative; Dodge; Run 
   
  Spells: 0th level: ghost sound, mage hand, 
  open/close, detect magic 1st Level: charm person, 
  silent 
  image, 
  sleep 
  2nd 
  Level: 
  suggestion.
   
  Special Power/Skills: Sneak attack +2d6, 
  Evasion, Uncanny Dodge (dex. bonus to AC), 
  bardic music, bardic knowledge. (For bardic music 
  Grace has 8 ranks in Perform). 
   
  Encounter 5: Ambush? 
  (immediately following Encounter 4): 
   
  Encounter 4 occurs after the PCs have left Grace. 
   En-route to their next destination that night 
  (probably their inn), they are ambushed. 
  As you round a corner, figures step from the 
  
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  inky shadows.  With weapons at the ready, and 
  without a word of challenge, they begin their 
  attack. 
  The group attacking the PCs should have surprise 
  on their side (At APL 4+, the attackers attack first 
  in the round, catching PCs flat footed.  At APL 2, 
  have the ambushers roll for initiative), and, unless 
  the PCs have noted otherwise, the added bonus of 
  the PCs not having weapons out.   The group will 
  fight to death, and will take any means necessary 
  to prevent capture, should it appear they have lost 
  the battle.  PCs following Grace will lose her 
  during the ambush, and she does not return to 
  help the PCs 
  APL2 (EL4): 
  μ Rog1 (4): male humans hp: 7, 6, 5(x2); See 
  Appendix I 
  APL4 (EL5): 
  μ Ftr2 (2): male humans hp: 19, 18; See Appendix 
  I 
  μ Rog2 (2): male humans hp: 12, 10; See 
  Appendix I 
  APL6 (EL7): 
  μ Ftr3 male human hp 25; See Appendix I 
  μ Rog3 (2) male humans hp: 20, 18; See 
  Appendix I 
  μ Sor3 male human hp: 14; See Appendix I 
  APL8 (EL9): 
  μ Ftr5 male human hp 43; See Appendix I 
  μ Rog5 (2) male humans hp: 33, 30; See 
  Appendix I  
  μ Sor5 male human hp: 22; See Appendix I 
  APL10 (EL11): 
  μ Ftr7 male human hp 57; See Appendix I 
  μ Rog7 (2) male humans hp: 43, 37; See 
  Appendix I 
  μ Sor5/Rog2 male human hp: 30; See Appendix I 
  APL12 (EL13): 
  μ Ftr9 male human hp 70; See Appendix I 
  μ Rog9 (2) male humans hp: 57, 52; See 
  Appendix I 
  μ Sor7/Rog2 male human hp: 37; See Appendix I 
  After the PCs have dispatched their attackers, 
  read them the following: 
  After dispatching your attackers, you take a 
  moment to catch your breath and examine 
  your attackers.  However, clues as to who they 
  are and why they attacked you are hard to 
  come by.  They bear no other identifying 
  marks, and have nothing but the weapons they 
  attacked you with and the clothes they wear.  
  Who are these people? 
  If the party does manage to capture one of the 
  ambushers, he/she will not talk.  Higher level party 
  members may attempt to Speak with Dead, which 
  if successful, will allow them to learn that the 
  ambusher is a member of the Ebon Claw Thieves’ 
  Guild, and that they received their instructions in 
  the normal manner – through a dead drop in the 
  city market, and that they know neither their 
  employer nor who sent the instructions.   Their 
  instructions were explicit – find the PCs tonight 
  and attack them.   
  If the PCs turn over prisoners or the dead bodies 
  to the city watch, Delmer will come find them and 
  ensure that the city watch knows that the PCs are 
  to be trusted.   If the PCs leave the bodies in the 
  street, then the attackers will be ruled to be 
  cutpurses or outlaws that were dealt with by the 
  people they ambushed, and nothing more will be 
  made of the matter. 
   
  Encounter 6: Tests  
  (The morning of the second day – the day of the 
  ball) 
   
  The second set of tests should occur at this time. 
  See Encounter 3 for details on the various 
  suggested tests, or go along with whatever the 
  PCs come up with.  
  When the PCs begin the second test with Lord 
  Cainlan, he looks at them pensively and then 
  participates in the test.  He is not positive that he 
  recognizes the PCs, and in any event, thinks that 
  he should play along. 
  Lord Galen does not recognize the PCs during the 
  second test, but will eventually come to the same 
  realization that Lord Cainlan does.   
  
  BIS3-04 First Comes Marriage 
   
  Page 18 
  Encounter 7: May I have a 
  word?  
  (After the second test) 
   
  With the final test now completed, you head 
  back towards your inn to discuss the suitors' 
  merits. 
   
  You 
  will 
  need 
  to 
  make 
  your 
  recommendation to Lady Jasmine soon.  As 
  you walk, you hear hoof beats, and Lord 
  Cainlan rides up to you and dismounts.  "Good 
  sirs, I would speak with you before you head 
  on.  It took me some time to figure out what 
  was happening, but I realized you must have 
  been sent to test Lord Galen and myself.  
  Some of my men saw you speaking with Lord 
  Galen, on the same subjects as you had lately 
  spoken with me.  I presume Lady Jasmine, or 
  perhaps her father, has sent you to determine 
  which of us would be the better match?" 
  The PCs can admit or deny their mission.  If they 
  deny it, Lord Cainlan presses them on the issue 
  for a little while-- he smiles his thin, hard smile, 
  and says "We all understand the situation; you can 
  dispense with the facade"-- but then proceeds on 
  as if they had admitted it: 
  Lord Cainlan holds up a hand.  "Before you 
  make 
  your 
  recommendation, 
  you 
  must 
  understand that there is more at stake than a 
  simple marriage.  While Lady Jasmine is a 
  brilliant, beautiful woman, and I would be 
  honored to be her husband, this marriage may 
  determine the fate of the entire March of 
  Bissel.  As you have no doubt noticed, the 
  Margrave's rule is growing crueler with each 
  passing year.  My grandfather, Baron Zafar, 
  seeks to use the Council of Barons to restore 
  prosperity to the land.  The influence of 
  Besselar will be key in determining whether 
  the Council of Barons can be convinced to act 
  decisively." 
  Lord Cainlan discusses the issue with the PCs 
  candidly, answering any of their questions. 
  How is the Margrave's rule cruel?  Is there 
  really a problem? 
  "Perhaps the most obvious sign is through the 
  crushing burden of military service.  As you well 
  know, every able-bodied adult is required to spend 
  half of each year in military service.  The March 
  needs that labor for peaceful purposes.  Farms 
  are lying fallow while the farmers spend their time 
  marching and drilling, and the guildhalls produce 
  only half as much as they did in more prosperous 
  times.  Last year we were blessed with a rich 
  harvest; even with the lost crops, there was 
  sufficient food.  But if the harvest is poor this year, 
  starvation will come to the March.  We have no 
  complaint about requiring some drilling for the 
  people and establishing a small military, so we are 
  ready if war threatens again.  But these 
  requirements are too much. 
  "Another example is the tax on all Baklunish 
  Bisselites.  Not only does it hurt some subjects of 
  the March whose only crime is their ancestry, but it 
  fosters resentment and anger.  Only by treating all 
  Bisselites as part of the March can we ensure the 
  loyalty and solidarity of all of the March's 
  subjects." 
  What do you plan to do about the Margrave? 
  "The Council of Barons has always been a 
  powerful force for justice within the March.  
  Indeed, by rights the Council should have chosen 
  Walgar's successor when he died without an heir, 
  instead of the Knights of the Watch appointing a 
  Margrave for us.  Baron Zafar plans to present the 
  Margrave with a united face within the Council.  If 
  the Margrave refuses to moderate his policies, we 
  will ask the Council to request that the Margrave 
  abdicate." 
  Isn't this treason?  Will this lead to a civil war? 
  "Certainly not.  It is the role of the Ruling Council 
  to set policy for Bissel and to ensure that the 
  Margrave rules well.  We have no intention of 
  raising arms against the Margrave, and we are 
  confident that it would not come to that.  If things 
  go well, we will not even be forced to ask the 
  Margrave to step aside.  My family and our allies 
  have proven our loyalty to the March time and 
  again through service, and when necessary have 
  even died for the March.  We only seek to 
  preserve the March from the Margrave's misrule." 
  How do we know this isn't just an attempt to 
  seize power? 
  "Because my family knows that a Baklunish noble 
  family would never be accepted as Margrave.  You 
  can be sure that we have no love for Ket after all 
  of the harm that that land has inflicted on us.  We 
  would never betray Bissel to any foreign power.  
  But we could also never seek to rule Bissel 
  ourselves.  Our only goal is to support the March 
  and to ensure that it is ruled well and fairly." 
   
  
  BIS3-04 First Comes Marriage 
   
  Page 19 
  After Lord Cainlan has answered the PCs 
  questions, he turns to leave.   
  "Thank you for listening to me.  I hope that you 
  will consider the interests of the whole March 
  when you make your recommendation.  And 
  although our discussion has centered on 
  politics,  I want you to know this – that I will 
  truly care for and honor Lady Jasmine should I 
  be her husband.  I cannot speak of love 
  without knowing her mind, but I would do 
  everything in my power to see her happy." 
   
  As Lord Cainlan mounts his horse, Lord Galen 
  approaches.  "So, Lord Cainlan, I see you seek 
  to sway our judges with private arguments." 
  Lord Cainlan simply smiles.  "By all means, 
  speak to them yourself.  I am confident that 
  when they compare us fairly, having heard 
  each of our arguments and examined each of 
  us with their tests, they will side with the better 
  choice." Lord Cainlan leaves you to discuss 
  matters with his rival in private. 
   
  Lord 
  Galen 
  remains 
  fairly 
  bombastic 
  and 
  aggressive.  He is eager to win the PCs' support, 
  however, and answers their questions as fully as 
  he can. 
  Why should we side with you? 
  "My aunt, the Baroness Elina of Burning Stalks, 
  leads the nobles within the Council who wish to 
  ensure that we remain loyal in our duties to the 
  Margrave.  The Margrave is our sovereign; while 
  the Council may advise him, it must always heed 
  his orders.  If Besselar allies with Burning Stalks 
  through this marriage, the Council is unlikely to 
  presume to act beyond its place.  This is a 
  dangerous world.  Only strong, stable rule can 
  keep the March safe, and only loyalty to a strong 
  Margrave can provide that stability." 
  Is Lord Cainlan right about the Margrave's 
  misrule? 
  "Not all of the Margrave's decisions are the ones 
  that I would have made.  The military service 
  obligation is high, and there are those whose 
  crops suffer because of that.  But it is no more the 
  place of the Barons to question the Margrave's 
  rule than it is for a peasant to question a baron." 
  Why do we need such a large military? 
  "We live in a dangerous world.  There are signs 
  that Evard moves against the March once more.  
  And several of our neighbors would like nothing 
  better than to control the March, either through 
  threat of arms or through outright conquest.  We 
  need to be ready to defend the March." 
   
  After he finishes answering your questions, 
  Lord Galen nods to you.  "I trust you will 
  remember your duties to your sovereign 
  Margrave 
  when 
  you 
  make 
  your 
  recommendations.  Please give my regards to 
  the Lady Jasmine as well, and tell her that I am 
  at her service." With that, he mounts up and 
  rides off, leaving you to discuss your decision 
  in private. 
   
  Encounter 8: Decision Time 
  (The evening of the second day) 
  That evening, Cecilia meets you at the gate of 
  the keep.  She nods to you and says: “The lady 
  is thankful for your discretion and awaits your 
  report, so that she can announce her decision 
  in the morning.” 
  The PCs are once again led to the waiting room 
  where they met  Lady Jasmine.  If they met with 
  her last night after the ambush, Jasmine looks 
  considerably more calm and composed. 
  Cecilia once again shows you to the waiting 
  room where you previously met Lady Jasmine. 
   Seated on a couch, dressed in an exquisite 
  gown for tonight’s ball, she looks every inch 
  the beautiful daughter of the most powerful 
  Baron in the March.  Delmer stands by the 
  fireplace, in formal dress as well. Lady 
  Jasmine smiles at you warmly, asks you to sit 
  and offers you drinks, before turning to matter 
  at hand. 
  “So, my friends, please, tell me what you have 
  learned, and give me your counsel.” 
  Lady Jasmine will listen to the details of the tests, 
  asking clarifying questions as needed.  She 
  expects the PCs to make a recommendation as to 
  which suitor the party thinks is the better one.   If 
  the PCs are not unanimous in their decision, she 
  will ask each PC what they think, and will ask any 
  PCs with a contrary opinion as to their reasons. 
  This is not a long encounter, however, as the 
  judge you can stretch it out for a few minutes to 
  take up time that hasn’t been spent in real life. 
  
  BIS3-04 First Comes Marriage 
   
  Page 20 
  After the PCs have given their recommendation 
  and Jasmine has asked her questions, read the 
  following: 
  Lady 
  Jasmine 
  rises, 
  indicating 
  that 
  the 
  conversation has drawn to a close.  “My 
  friends, I thank you for your help, and your 
  generous counsel.  My father and I will speak 
  tonight after the ball, and your words will 
  heavily influence our decision.”  She motions 
  to Delmer, who picks up a box from a side 
  table and brings it to her.  Opening it, she 
  reveals a set of rings.  “These rings bear the 
  coat of Besselar, and have my own mark on 
  the inside.  If you are ever in need, and believe 
  that my family can be of help, simply show this 
  ring to one of my family’s agents, and they will 
  lend their aid to you.  Delmer will also see that 
  you receive the compensation that I received.  
  However, for now, I must go and finish my 
  preparations for the ball.  Thank you again for 
  everything that you have done, and your 
  discretion in this matter.”  Lady Jasmine hugs 
  each one of you in turn, and then leaves. 
  Delmer will pay each of the PCs as agreed, and 
  will then thank them personally for the help they 
  have rendered the family.  He will then escort 
  them back to the gate of the keep and bid them 
  farewell. 
  Encounter 9: To the Rescue!  
  (The night of the ball) 
  DM: This encounter requires a little preparation, 
  just to get the names right.  You will need to insert 
  the correct names for the recommended suitor 
  and the other suitor (the one the PCs did not 
  recommend) at the right points.   The entire 
  encounter should also have a sense of urgency 
  about it, as the PCs need to move quickly to 
  prevent the kidnapping of Lady Jasmine. 
  You return to your inn, the Lazy Dragon, which 
  is oddly silent.  As you enter it, you notice a 
  figure, collapsed near the foot of the stairs.  As 
  you approach the figure you realize that it is 
  the innkeeper, Emelio and he is lying in a pool 
  of blood.  A trail of blood leads up the stairs. 
  Let the PCs have a round to react.  Some PCs will 
  sprint up the stairs, some will check the body of 
  Emelio.  When they do check Emelio’s body, 
  continue to the next box text 
  At first you think he is dead, but then his eyes 
  spring open and grip you.  The nearness of his 
  death is apparent in them, as well as his 
  determination.  Leaning forward and seizing 
  you by an arm he says: 
  “I overheard them *cough*, up in room 6.  They 
  were plotting – plotting against milady and her 
  man – that {DM: insert name of the PC 
  recommended suitor here}.  Gonna kidnap her, 
  kidnap her the leader said. *cough* I was 
  cleaning, just cleaning, and I heard them 
  talking about kidnapping milady. {cough and 
  choke theatrically here}.  I must have made a 
  noise, cause then the door slammed open, and 
  it all went black, I found myself by the door a 
  few minutes ago, and I crawled down here – 
  please you have to do something to save 
  milady – we’re counting on her, all of us are.” 
  If the PCs have a cleric or if they summon a cleric 
  from one of the churches in town within the first 2 
  rounds of the following 10 rounds, then the 
  innkeeper is saved.  If they do not, the innkeeper 
  will die after 10 rounds. 
  If the PCs check, then they will find that the 
  innkeeper’s blood leads by a trail back to Room 6, 
  which is totally empty. 
  If the PCs ask those outside they are told that a 
  large group exited the inn a few minutes ago, 
  dressed in the livery of the suitor that the PCs did 
  NOT recommend. The PCs need to head directly 
  to the keep and the ball, in order to prevent the 
  kidnapping.   At the keep, they will need to 
  convince the guards to let them into the ball 
  without an invitation – this is easily accomplished 
  by showing the rings Lady Jasmine presented 
  them.  If the PCs resort on having a guard find 
  Delmer, this will take time, and the DM should feel 
  free to increase the tension around the table if this 
  is the approach used. 
  Once in the keep, the guard or Delmer will tell the 
  PCs that Lady Jasmine is running late and has not 
  yet left her apartments for the ball.  The guards 
  (and Delmer) will run to raise the alarm, leaving 
  the PCs to head to Jasmine’s rooms.  Jasmine’s 
  rooms are on the third floor of the keep, and the 
  PCs are familiar with the antechamber, as that is 
  where they have met with Jasmine twice already. 
  “As you race through the keep to Lady 
  Jasmine’s rooms, you fear the worst.  Who 
  would be rash enough to attempt to kidnap the 
  Lady Jasmine from within the Besslear keep 
  on the very night of the ball?  You reach the 
  door to her rooms, and opening the first door 
  to her antechamber, you find the bloodied 
  bodies of her two guards on the floor.  The 
  
  BIS3-04 First Comes Marriage 
   
  Page 21 
  door to her bedchamber, on the opposite wall 
  is open, and through it you can see the Lady 
  Jasmine, 
  with 
  a 
  long 
  sword 
  in 
  hand, 
  attempting to fend off a man in black, 
  Surprisingly, or perhaps not, the man in 
  black’s companions are all dressed in the 
  livery of Lord (DM: insert name of the suitor the 
  PCs did NOT recommend here) 
  Lady Jasmine is not a good fighter, and Labrim 
  (the man in black) will backhand her across the 
  face before initiative starts in order to knock her 
  out.   The door between the antechamber and the 
  bedroom is an ornate sliding door, 10 feet wide 
  and fully open.  
  APL2 (EL5) 
  μ Labrim of Hextor: human male Clr2 hp: 18; 
  See Appendix I 
  μ Khorim: human male Ftr 2 hp: 19; See 
  Appendix I 
  μ Jantea: human female Rog2 hp: 13; See 
  Appendix I 
  μ Gareth: human male Sor2 hp: 11; See 
  Appendix I 
  APL4 (EL8) 
  μ Labrim of Hextor: human male Clr4, hp: 30; 
  See Appendix I 
  μ Khorim: human male Ftr4, hp: 38; See 
  Appendix I  
  μ Jantea: human female Rog4, hp: 24; See 
  Appendix I 
  μ Gareth: human male Sor4, hp: 23; See 
  Appendix I 
  APL6 (EL10) 
  μ Labrim of Hextor: human male Clr6, hp: 44 
  (diehard); See Appendix I 
  μ Khorim: human male Ftr6, hp: 57; See 
  Appendix I  
  μ Jantea: human female Rog6, hp: 35; See 
  Appendix I 
  μ Gareth: human male Sor6, hp: 34; See 
  Appendix I 
  APL8 (EL 12) 
  μ Labrim of Hextor: human male Clr8, hp: 60; 
  See Appendix I 
  μ Khorim: human male Ftr8, hp: 77; See 
  Appendix I  
  μ Jantea: human female Rog8, hp: 46; See 
  Appendix I 
  μ Gareth: human male Sor8, hp: 45; See 
  Appendix I 
  APL10 (EL 14) 
  μ Labrim of Hextor: human male Clr10, hp: 72; 
  See Appendix I 
  μ Khorim: human male Ftr10, hp: 92; See 
  Appendix I  
  μ Jantea: human female Rog10, hp: 59; See 
  Appendix I 
  μ Gareth: human male Sor10, hp: 56; See 
  Appendix I 
  APL12 (EL 16) 
  μ Labrim of Hextor: human male Clr12, hp: 84; 
  See Appendix I 
  μ Khorim: human male Ftr12, hp: 106; See 
  Appendix I  
  μ Jantea: human female Rog12, hp: 70; See 
  Appendix I 
  μ Gareth: human male Sor12, hp: 67; See 
  Appendix I 
  For ALL APLs 
  Lady Jasmine: Female Aristocrat2: hp: 14 Attack 
  +1 (see DMG p108) 
  The attackers fight to the death, as it is clear that 
  the alarm has been raised.  The NPCs will not 
  attempt to kill Jasmine, as they are there to kidnap 
  her.  However, it is quite possible that the PCs will 
  do something that will end up killing or hurting 
  Jasmine.  Injuring Jasmine will draw a rebuke from 
  Delmer at the end of the encounter (see below), 
  but Jasmine will defend the PCs actions.  Killing 
  Jasmine is a Really Bad Idea – the module will 
  end with the Baron exiling the PCs from Besselar, 
  the PCs will lose the favor they just received from 
  Jasmine, and they will not receive a favor from 
  either suitor.  As Jasmine is not conscious, the 
  PCs will either have to go into the room and pull 
  
  BIS3-04 First Comes Marriage 
   
  Page 22 
  her out, or will have to refrain from using area of 
  effect spells that could potentially harm her. 
   
  If any of the attackers are captured, they will not 
  answer the PCs questions.  At the end of the fight, 
  Delmer arrives with the guards, and Lord Cainlan 
  and Lord Galen, all with swords drawn.  Delmer 
  will immediately move to revive Lady Jasmine (if 
  the PCs have not done so already), while the 
  guards, seeing the livery that the attackers wear, 
  will immediately move to circle the suspect lord 
  and take his weapon (which he will surrender 
  without issue).   They will then move him from 
  Lady Jasmine’s room to another part of the keep.  
  If the PCs managed to capture any of the 
  attackers alive, Delmer will turn them over to the 
  guards, and will tell any PC who moves to 
  question them (or Speak with Dead) that the 
  Baron’s advisers will handle the situation. 
   
  Smart PCs will search the bodies, and will find a 
  note on Labrim’s body.  Read the box text below 
  for the content of the note: 
  “The note you find on the man in black reads 
  as follows: 
  Labrim – the agents of the Claw that I put in 
  motion last night have failed, and I must now 
  entrust this to you.  Tonight, before the ball, 
  retrieve Lady Jasmine and bring her to CP.  
  He will arrange for her to be brought to me.  
  You must act before the die is cast.  Do this, 
  and your reward will be great.  –W ” 
  If questioned, neither Jasmine nor Delmer, nor the 
  successful suitor knows to who or what “CP” or 
  “W” refers.  The guards will not allow the PCs 
  access to the other suitor, who is under guard “for 
  his own protection.” 
  Conclusion 
  After a few minutes, Baron Darius of Bessellar is 
  escorted into the room.  He moves immediately to 
  Jasmine, and makes sure that she is safe and 
  unharmed.  Assured of her safety, he will speak 
  quietly with Delmer for a moment, and then turns 
  to the PCs 
  Darius, Baron of Besselar turns to you 
  “According to Delmer, this is the second time 
  today that you have provided a service to the 
  House of Bessellar.  Along with my daughter’s 
  gratitude, let me add my own.  I am not sure as 
  to the motives of these men, or of who was 
  behind them, but I give you my word, I will 
  reach the bottom of this matter, and quickly.  
  Again, you have my thanks.  But now, I must 
  get back to my guests before the rumors get 
  out of hand.”  
  As the Baron leaves, Delmer also ushers you 
  out of Lady Jasmine’s quarters and into the 
  hall.  “Forgive me, but Cecilia needs to see to 
  Jasmine at this moment.   Although she will be 
  okay, Jasmine needs to see to her appearance, 
  and be ready to join her father at the ball.  We 
  will question (DM: insert the name of the suitor 
  the PC did NOT recommend), but, based on the 
  note you found, it appears that there is a 
  chance he was not behind this.  Again, you 
  have my thanks – I have a feeling that should 
  we need aid again, we know to whom to turn.” 
  As Delmer once again brings you to the gate 
  keep, you hear a call and turn to see Lord (DM: 
  insert the recommended suitor’s name here).  
  He approaches, and nods.  “Let me add my 
  thanks as well,” he starts, “for both saving 
  Lady Jasmine and preventing a political 
  catastrophe, as well as for recommending me 
  to Lady Jasmine – she told me herself of your 
  recommendation.  Although there is still some 
  chance for the Baron and Lady Jasmine’s 
  decision to go the other way, your words will 
  go a long way.  You may have made an enemy 
  of my rival, but let me say that you have 
  earned my favor.  I will make it known to all of 
  my people, and if you are ever in my land, they 
  will treat you well and see to your needs.  For 
  now, farewell – if our paths cross again, let us 
  hope it is in less stressful times.” 
  If the PCs saved Jasmine, they earn a Permanent 
  Influence Point with the Baron of Besselar.  
  Otherwise, they gain a Debt to the Baron of 
  Besselar.  PCs earn an Influence Point with the 
  Sponsor of whichever suitor they recommended, 
  but can not gain Influence Points from both of 
  them.  All of these items are described in the 
  Treasure Summary and are listed on the AR. 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  
  BIS3-04 First Comes Marriage 
   
  Page 23 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounters Three and Six and Eight 
  Testing 
  the 
  suitors 
  and 
  delivering 
  a 
  recommendation to Lady Jasmine 
  APL 2 – 90 XP 
  APL 4 – 150 XP 
  APL 6 – 210 XP 
  APL 8 – 270 XP 
  APL 10 – 330 XP 
  APL 12 – 390 XP 
  Encounter Four 
  Successfully convincing Grace to not do anything 
  rash 
  APL 2 – 40 XP 
  APL 4 – 65 XP 
  APL 6 – 90 XP 
  APL 8 – 110 XP 
  APL 10 – 135 XP 
  APL 12 – 155 XP 
  Encounter Five 
  Defeat the ambushers 
  APL 2 – 120 XP 
  APL 4 – 150 XP 
  APL 6 – 210 XP 
  APL 8 – 270 XP 
  APL 10 – 330 XP 
  APL 12 – 390 XP 
  Encounter Nine 
  Defeat Lady Jasmine’s kidnappers and ensuring 
  that Lady Jasmine lives 
  APL 2 – 150 XP 
  APL 4 – 240 XP 
  APL 6 – 300 XP 
  APL 8 – 360 XP 
  APL 10 – 420 XP 
  APL 12 – 480 XP 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good 
  role-playing or devising creative tests for the 
  suitors  
   
  APL 2 – 50 XP 
  APL 4 – 70 XP 
  APL 6 – 90 XP 
  APL 8 – 115 XP 
  APL 10 – 135 XP 
  APL 12 – 160 XP 
  Total Possible Experience 
   
  APL 2 – 450 XP 
  APL 4 – 675 XP 
  APL 6 – 900 XP 
  APL 8 – 1,125 XP 
  APL 10 – 1,350 XP 
  APL 12 – 1,575 XP 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  
  BIS3-04 First Comes Marriage 
   
  Page 24 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter X: 
   
  APL X: L: X gp; C: Y gp; M: magic item (Z gp); 
  magic item (Z gp); magic item (Z gp). 
  Encounter 2 – Lady Jasmine’s Reward (coin 
  only) 
  APL 2 – L: 0 gp; C: 150 gp; M: 0 gp 
  APL 4 – L: 0 gp; C: 200 gp; M: 0 gp 
  APL 6 – L: 0 gp; C: 300 gp; M: 0 gp 
  APL 8 – L: 0 gp; C: 400 gp; M: 0 gp 
  APL 10 – L: 0 gp; C: 750 gp; M: 0 gp 
  L: 0 gp; C: APL 12 – 1100 gp; M: 0 gp 
  Encounter 5  
  APL 2 – L: 90 gp; C: 10 gp; M: 0 gp  
  APL 4 – L: 135 gp; C: 30 gp; M: 0 gp 
  APL 6 – L: 175 gp; C: 50 gp; M: 0 gp 
  APL 8 – L: 245 gp; C: 80 gp; M: 0 gp 
  APL 10 – L: 500 gp; C: 100 gp; M: 0 gp 
  APL 12 – L: 705 gp; C: 120 gp; M: 0 gp 
  Encounter 9 –  
  APL 2 – L: 150 gp; C: 50 gp; M: 0 gp 
  APL 4 – L:  235 gp; C: 50 gp; M: 0 gp 
  APL 6 – L: 225 gp; C: 50 gp; M: 100 gp 
  APL 8 – L: 325 gp; C: 50 gp; M: 200 gp 
  APL 10 – L: 450 gp; C: 50 gp; M: 450 gp 
  APL 12 – L: 775 gp; C: 50 gp; M: 550 gp 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2 – L: 240 gp; C: 210 gp; M: 0 gp – total: 450 
  gp 
  APL 4 – L: 280 gp; C: 370 gp; M: 0 gp – total: 650 
  gp 
  APL 6 – L: 400 gp; C: 400 gp; M: 100 gp – total: 
  900 gp 
  APL 8 – L: 570 gp; C: 530 gp; M: 200 gp – total: 
  1,300 gp 
  APL 10 – L: 950 gp; C: 900 gp; M: 450 gp – total: 
  2,300 gp 
  APL 12 – L: 1,480 gp; C: 1,270 gp; M: 550 gp – 
  total: 3,300 gp 
  Special 
  ο Permanent Influence Point with the Baron 
  Besselar 
   By aiding his daughter and saving her from 
  potential kidnappers, the character has earned 1 
  permanent influence point with the Baron of 
  Besslear and the Barony of Besselar that does not 
  get consumed when used.  Please contact the 
  Bissel Triad for details. 
  ο Debt to the Baron Besselar 
  The character is partially responsible for the death 
  of oldest daughter of the Baron of Besslear.  It is 
  now commonly known that the character owes a 
  debt of honor to the baron that will need to be 
  repaid in the future. Please contact the Bissel 
  Triad for details 
   
  υ Influence Point with the Baron Zafar Rashedra 
  of Parulla 
   By recommending his grandson, Lord Cainlan 
  Rashedra, as the better suitor for the hand of 
  Lady Jasmine, the character has 1 influence 
  point with the Baron of Parulla and the Barony of 
  Parulla. Please contact the Bissel Triad for 
  details.   
    
  υ Influence Point with the Baroness Elina 
  Luchelyn of the Burning Stalks 
  
  BIS3-04 First Comes Marriage 
   
  Page 25 
   
  By recommending her nephew, Lord Galen 
  Luchelyn, as the better suitor for the hand of Lady 
  Jasmine, the character has 1 influence point with 
  the Baroness of the Burning Stalks and the Barony 
  of the Burning Stalks. Please contact the Bissel 
  Triad for details 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
   
  APL 4 (APL 2 Items plus): 
   
  APL 6 (APL 2, 4 Items plus): 
  � Potion of Haste (Adventure, DMG) 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � Wand of Magic Missile (Adventure, 1st 
  level caster, DMG) 
  � +2 Full Plate (Adventure, DMG) 
  � Potion 
  of 
  Cure 
  Serious 
  Wounds 
  (Adventure, DMG) 
  � Potion 
  of 
  Displacement 
  (Adventure, 
  DMG) 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � Periapt of Wisdom +2 (Adventure, DMG) 
  � Ring of Protection +2 (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 3rd 
  level caster, DMG) 
   
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � +2 Studded Leather Armor (Adventure, 
  DMG) 
  � Cloak of Resistance +2 (Adventure, 
  DMG) 
  � +2 Longsword (Adventure, DMG) 
  � Gloves of Dexterity +2 (Adventure, DMG) 
  � +2 
  Greatsword 
  (Adventure, 
  DMG)
  
  BIS3-04 First Comes Marriage 
   
  Page 26 
  Appendix I - NPCs 
   
  Encounter  3 – Lord Cainlan 
  Rashedra 
  APL2 
  Lord Cainlan Rashedra Male Human Rgr1; CR 
  1; Medium-sized humanoid (human); HD 1d8 hp 
  8; Init +4; Spd Walk 30'; AC 13 (touch 10, 
  flatfooted 
  13); 
  Atk 
  +0,+0 
  melee 
  (1d8+2,1d8+1/19-20, masterwork two-bladed 
  sword) or +4 melee (1d8+2/19-20, one head of 
  two-bladed sword) or +1 ranged (1d8+2, 
  Composite Longbow [Str 14]); SA: favored 
  enemy (orc), Wild Empathy (Ex); SQ --; AL: CG; 
  SV: Fort +2, Ref +2, Will +2; Str 14, Dex 10, Con 
  10, Int 14, Wis 14, Cha 14 
  Skills and Feats:  Climb +5, Diplomacy +4, 
  Gather Information +4, Handle Animal +4, Jump 
  +4, Knowledge (Geography) +4, Ride +2, 
  Search +5, Sense Motive +4, Spot +6, Survival 
  +6, Swim +4; 1st Favored Enemy (Humanoid 
  (orc)), Exotic Weapon Proficiency, Improved 
  Initiative  
  Possessions:   Composite Longbow (Str 14), 20 
  arrows, 
  masterwork 
  studded 
  leather, 
  masterwork two-bladed sword, potion of cure 
  light wounds 
  Lord 
  Cainlan’s 
  Guards: 
  Male 
  Human 
  War1(x2); 
  CR1; 
  Medium-sized 
  humanoid 
  (human); HD 1d8 +2 hp 8,8; Init +5; Spd Walk 
  20’; AC 18 (touch 11, flat-footed 17);  Atk +4 
  melee (1d8+2/19-20,  longsword); SA --; SQ --; 
  AL LG; 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  
  APL4 
  Lord Cainlan Rashedra Male Human Rgr3; CR 
  3; Medium-sized humanoid (human); HD 3d8 hp 
  17; Init +4; Spd Walk 30'; AC 13 (touch 10, 
  flatfooted 
  13); 
  Atk 
  +5,+5 
  melee 
  (1d8+2,1d8+1/19-20, masterwork two-bladed 
  sword) or +7 melee (1d8+2/19-20, one head of 
  two-bladed sword) or +3 ranged (1d8+2, 
  Composite Longbow [Str 14]); SA: favored 
  enemy (orc), Combat Style – Ranger Two 
  Weapon Fighting, Wild Empathy,; SQ --; AL: 
  CG; SV: Fort +3, Ref +3, Will +3; Str 14, Dex 10, 
  Con 10, Int 14, Wis 14, Cha 14 
  Skills and Feats:  Climb +6, Diplomacy +5, 
  Gather Information +5, Handle Animal +7, Jump 
  +4, Knowledge (Geography) +5, Ride +6, 
  Search +5, Sense Motive +5, Spot +8, Survival 
  +8, Swim +5; 1st Favored Enemy (Humanoid 
  (orc)), Exotic Weapon Proficiency, Improved 
  Initiative, Two Weapon Fighting, Weapon Focus 
  (Sword (Two-Bladed)) 
  Possessions:   Composite Longbow (Str 14), 20 
  arrows, 
  masterwork 
  studded 
  leather, 
  masterwork two-bladed sword, potion of cure 
  light wounds x2 
  Lord Cainlan’s Guards: Male Human Ftr2(x2); 
  CR2; Medium-sized humanoid (human); HD 
  2d10+4 hp 19,19; Init +5; Spd Walk 20’; AC 18 
  (touch 11, flat-footed 17);  Atk +6 melee 
  (1d8+2/19-20,  masterwork longsword); SA --; 
  SQ --; AL LG; SV: Fort +5, Ref +1, Will +1; Str 
  15, Dex 12, Con 14, Int 11, Wis 12, Cha 11 
  Skills and Feats: Climb +3, Handle Animal +5, 
  Intimidate +2, Ride +7; Combat Reflexes, 
  Improved Initiative, Power Attack, Weapon 
  Focus (longsword) 
  Possessions: chainmail, heavy steel shield, 
  masterwork longsword  
  APL6 
  Lord Cainlan Rashedra Male Human Rgr5; CR 
  5; Medium-sized humanoid (human); HD 5d8 hp 
  30; Init +4; Spd Walk 30'; AC 14 (touch 10, 
  flatfooted 
  14); 
  Atk 
  +7,+7 
  melee 
  (1d8+2,1d8+1/19-20, masterwork two-bladed 
  sword) or +9 melee (1d8+2/19-20, one head of 
  two-bladed sword) or +5 ranged (1d8+2, 
  Composite Longbow [Str 15]); SA: favored 
  enemy (orc +4) favored enemy (undead +2), 
  Combat Style – Ranger Two Weapon Fighting, 
  Wild Empathy,; SQ --; AL: CG; SV: Fort +5, Ref 
  +5, Will +4; Str 15, Dex 10, Con 10, Int 14, Wis 
  14, Cha 14 
  Skills and Feats:  Climb +8, Diplomacy +6, 
  Gather Information +5, Handle Animal +10, 
  Jump +6, Knowledge (Geography) +5, Ride +8, 
  Search +8, Sense Motive +5, Spot +9, Survival 
  +10, Swim +6; 1st Favored Enemy (Humanoid 
  (orc)), 2nd Favored Enemy (Undead), Exotic 
  
  BIS3-04 First Comes Marriage 
   
  Page 27 
  Weapon Proficiency, Improved Initiative, Two 
  Weapon Fighting, Weapon Focus (Sword (Two-
  Bladed))  
  Possessions:   +1 studded leather armor, cloak 
  of resistance +1, Composite Longbow (Str 15), 
  20 arrows, masterwork two-bladed sword, potion 
  of cure moderate wounds x2 
  Ranger’s Spells (Spells / day – 1 save DC: 
  12+spell level) 1st- Endure Elements 
  Lord Cainlan’s Guards: Male Human Ftr4(x2); 
  CR4; Medium-sized humanoid (human); HD 
  4d10+8 hp 37,37; Init +5; Spd Walk 20’; AC 19 
  (touch 10, flat-footed 19);  Atk +9 melee 
  (1d8+5/19-20,  masterwork longsword); SA --; 
  SQ --; AL LG; SV: Fort +6, Ref +2, Will +2; Str 
  16, Dex 12, Con 14, Int 11, Wis 12, Cha 11 
  Skills and Feats: Climb +6, Handle Animal +6, 
  Intimidate 
  +4, 
  Ride 
  +7; 
  Cleave, 
  Combat 
  Reflexes, Improved Initiative, Power Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword) 
  Possessions: Half plate, heavy steel shield, 
  masterwork longsword 
  APL8 
  Lord Cainlan Rashedra Male Human Rgr7; CR 
  7; Medium-sized humanoid (human); HD 7d8 hp 
  45 (Diehard); Init +4; Spd Walk 30'; AC 14 
  (touch 10, flatfooted 14); Atk +9/+4,+9/+4 melee 
  (1d8+3,1d8+2/19-20, masterwork two-bladed 
  sword) or +11/+6 melee (1d8+3/19-20, one 
  head of two-bladed sword) or +7/+2 ranged 
  (1d8+2, Composite Longbow [Str 15]); SA: 
  favored enemy (orc +4) favored enemy (undead 
  +2), Improved Combat Style – Ranger Two 
  Weapon Fighting, Wild Empathy , Woodland 
  Stride, Spells; SQ --; AL: CG; SV: Fort +6, Ref 
  +6, Will +5; Str 15, Dex 10, Con 10, Int 14, Wis 
  14, Cha 14 
  Skills and Feats:  Climb +8, Diplomacy +7, 
  Gather Information +6, Handle Animal +12, 
  Jump +7, Knowledge (Geography) +7, Ride +8, 
  Search +10, Sense Motive +6, Spot +11, 
  Survival +12, Swim +7; 1st Favored Enemy 
  (Humanoid 
  (orc)), 
  2nd 
  Favored 
  Enemy 
  (Undead), Diehard, Exotic Weapon Proficiency, 
  Improved Initiative, Improved Two Weapon 
  Fighting, Two Weapon Fighting, Two Weapon 
  Fighting, Weapon Focus (Sword (Two-Bladed))  
  Possessions:   +1 studded leather armor, cloak 
  of resistance +1, two-bladed sword +1,+1 
  Composite Longbow (Str 15), 20 arrows, potion 
  of cure moderate wounds x2, potion of haste 
  Ranger’s Spells (Spells / day – 2 save DC: 
  12+spell level) 1st- Calm Animals, Endure 
  Elements 
  Lord Cainlan’s Guards: Male Human Ftr6(x2); 
  CR6; Medium-sized humanoid (human); HD 
  6d10+12 hp 51,51; Init +5; Spd Walk 20’; AC 21 
  (touch 11, flat-footed 21);  Atk +11/+6 melee 
  (1d8+5/19-20,  masterwork longsword); SA --; 
  SQ --; AL LG; SV: Fort +7, Ref +3, Will +3; Str 
  16, Dex 12, Con 14, Int 11, Wis 12, Cha 11 
  Skills and Feats: Climb +7, Handle Animal +8, 
  Intimidate 
  +5, 
  Ride 
  +9; 
  Cleave, 
  Combat 
  Reflexes, Endurance, Great Cleave, Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), Weapon Specialization (longsword) 
  Possessions: Half plate, heavy steel shield, 
  masterwork longsword 
  APL10 
  Lord Cainlan Rashedra Male Human Rgr9; CR 
  9; Medium-sized humanoid (human); HD 9d8 hp 
  58; Init +4; Spd Walk 30'; AC 14 (touch 10, 
  flatfooted 
  14); 
  Atk 
  +12/+7,+12/+7 
  melee 
  (1d8+4,1d8+3/19-20, masterwork two-bladed 
  sword) or +14/+9 melee (1d8+4/19-20, one 
  head of two-bladed sword) or +10/+5 ranged 
  (1d8+4, Composite Longbow +1 Str 16); SA: 
  favored enemy (orc +4) favored enemy (undead 
  +2), Evasion, Improved Combat Style – Ranger 
  Two Weapon Fighting,  Swift Tracker, Wild 
  Empathy, Woodland Stride, Spells; SQ --; AL: 
  CG; SV: Fort +7, Ref +7, Will +6; Str 16, Dex 10, 
  Con 10, Int 14, Wis 14, Cha 14 
  Skills and Feats:  Climb +9, Diplomacy +10, 
  Gather Information +7, Handle Animal +14, 
  Jump +9, Knowledge (Geography) +8, Ride +9, 
  Search +12, Sense Motive +7, Spot +13, 
  Survival +14, Swim +9; 1st Favored Enemy 
  (Humanoid 
  (orc)), 
  2nd 
  Favored 
  Enemy 
  (Undead), Combat Reflexes, Diehard, Exotic 
  Weapon 
  Proficiency, 
  Improved 
  Initiative, 
  Improved Two Weapon Fighting, Improved Two 
  Weapon Fighting, Improved Two Weapon 
  Fighting, Two Weapon Fighting, Two Weapon 
  Fighting, Two Weapon Fighting, Two Weapon 
  Fighting, Weapon Focus (Sword (Two-Bladed))  
  Possessions: +1 studded leather armor, cloak of 
  resistance +1, two-bladed sword +1,+1 +1 
  Composite Longbow (Str 16), 20 arrows, potion 
  of cure serious wounds x2, potion of haste 
  
  BIS3-04 First Comes Marriage 
   
  Page 28 
  Ranger’s Spells (Spells / day – 2/1 save DC: 
  12+spell level) 1st- Calm Animals, Endure 
  Elements; 2nd- Cure Light Wounds 
  Lord Cainlan’s Guards: Male Human Ftr8(x2); 
  CR8; Medium-sized humanoid (human); HD 
  8d10+16 hp 66,66; Init +5; Spd Walk 20’; AC 21 
  (touch 11, flat-footed 21);  Atk +14/+9 melee 
  (1d8+6/19-20,  longsword +1); SA --; SQ --; AL 
  LG; SV: Fort +8, Ref +3, Will +3; Str 17, Dex 12, 
  Con 14, Int 11, Wis 12, Cha 11 
  Skills and Feats: Climb +7, Handle Animal +11, 
  Intimidate +6, Ride +11; Cleave, Combat 
  Reflexes, Endurance, Great Cleave, Greater 
  Weapon Focus (Longsword), Improved Initiative, 
  Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword) 
  Possessions: Half plate, heavy steel shield, 
  longsword +1 
  APL12 
  Lord Cainlan Rashedra Male Human Rgr11; 
  CR 11; Medium-sized humanoid (human); HD 
  11d8 hp 70; Init +5; Spd Walk 30'; AC 16 (touch 
  11, flatfooted 15); Atk +14/+9/+4,+14/+9/+4 
  melee (1d8+4,1d8+3/19-20, masterwork two-
  bladed sword) or +16/+11/+6 melee (1d8+4/19-
  20, one head of two-bladed sword) or +13/+8/+3 
  ranged (1d8+4, Composite Longbow +1 Str 16); 
  SA: favored enemy (orc +4), favored enemy 
  (undead +4), favored enemy (giant +2), Evasion, 
  Combat Style Mastery – Ranger Two Weapon 
  Fighting, 
   
  Swift 
  Tracker, 
  Wild 
  Empathy, 
  Woodland Stride, Spells; SQ --; AL: CG; SV: 
  Fort +9, Ref +10, Will +7; Str 16, Dex 10 (12), 
  Con 10, Int 14, Wis 14, Cha 14 
  Skills and Feats:  Climb +10, Diplomacy +11, 
  Gather Information +8, Handle Animal +16, 
  Jump +10, Knowledge (Geography) +10, Ride 
  +11, Search +12, Sense Motive +9, Spot +13, 
  Survival +16, Swim +10; 1st Favored Enemy 
  (Humanoid 
  (orc)), 
  2nd 
  Favored 
  Enemy 
  (Undead), 3rd Favored Enemy (Giant), Combat 
  Reflexes, Diehard, Exotic Weapon Proficiency, 
  Greater 
  Two 
  Weapon 
  Fighting, 
  Improved 
  Initiative, Improved Two Weapon Fighting, Two 
  Weapon 
  Fighting, 
  Two 
  Weapon 
  Fighting, 
  Weapon Focus (Sword (Two-Bladed))  
  Possessions:   +2 studded leather armor, cloak 
  of resistance +2, two-bladed sword +1,+1 +1 
  Composite 
  Longbow 
  (Str 
  16), 
  gloves 
  of 
  dexterity,  20 arrows, potion of cure serious 
  wounds x2, potion of haste 
  Ranger’s Spells (Spells / day – 2/2 save DC: 
  12+spell level) 1st- Calm Animals, Endure 
  Elements; 2nd- Cat’s Grace, Cure Light Wounds 
  Lord Cainlan’s Guards: Male Human Ftr10(x2); 
  CR10; Medium-sized humanoid (human); HD 
  10d10+20 hp 79,79 (Diehard); Init +5; Spd Walk 
  20’; AC 21 (touch 11, flat-footed 21);  Atk 
  +16/+11 melee (1d8+6/17-20,  longsword +1); 
  SA --; SQ --; AL LG; SV: Fort +9, Ref +4, Will 
  +4; Str 17, Dex 12, Con 14, Int 11, Wis 12, Cha 
  11 
  Skills and Feats: Climb +8, Handle Animal +11, 
  Intimidate +8, Ride +13; Cleave, Combat 
  Reflexes, Diehard, Endurance, Great Cleave, 
  Greater Weapon Focus (Longsword), Improved 
  Critical (longsword), Improved Initiative, Power 
  Attack, Weapon Focus (longsword), Weapon 
  Specialization (longsword) 
  Possessions: Half plate, heavy steel shield, 
  longsword +1 
   
  Encounter  3 – Lord Galen Luchelyn 
  APL 2 
  Lord Galen Luchelyn, Male human Ftr 3; CR 3; 
  Medium-sized humanoid (human); HD 3d10+3 
  hp 31; Init +1; Spd Walk 20’; AC 21 (touch 11, 
  flatfooted 20); Atk +8 melee (1d8+3/19-20, 
  masterwork longsword) or + 5 ranged (1d8/19-
  20, masterwork crossbow); SA --; SQ --; AL LN; 
  SV: Fort +4, Ref +2, Will +1; Str 16, Dex 13, Con 
  13, Int 10, Wis 10, Cha 12 
  Skills and Feats: Climb +5, Handle Animal +5, 
  Intimidate +3, Jump +6, Ride +5, Swim +6; 
  Cleave, Combat Reflexes, Mounted Combat, 
  Power Attack, Weapon Focus (Longsword) 
  Possessions: Full Plate, Heavy Steel Shield, 
  masterwork longsword, masterwork crossbow, 
  20 bolts, potion of cure light wounds 
  Lord Galen’s Guards: Male Human War1(x2); 
  CR1; Medium-sized humanoid (human); HD 1d8 
  +2 hp 8,8; Init +5; Spd Walk 20’; AC 18 (touch 
  11, flat-footed 17);  Atk +4 melee (1d8+2/19-20, 
   longsword); SA --; SQ --; AL LG; 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) 
  
  BIS3-04 First Comes Marriage 
   
  Page 29 
  Possessions: chainmail, large wooden shield, 
  longsword 
  APL 4 
  Lord Galen Luchelyn, Male human Ftr 5; CR 5; 
  Medium-sized humanoid (human); HD 5d10+5 
  hp 42; Init +5; Spd Walk 20’; AC 21 (touch 11, 
  flatfooted 20); Atk +10 melee (1d8+3/19-20, 
  masterwork longsword) or + 7 ranged (1d8/19-
  20, masterwork crossbow); SA --; SQ --; AL LN; 
  SV: Fort +5, Ref +2, Will +1; Str 17, Dex 13, Con 
  13, Int 10, Wis 10, Cha 12 
  Skills and Feats:  Climb +6, Handle Animal +7, 
  Intimidate +5, Jump +6, Ride +7, Swim +7; 
  Cleave, Combat Reflexes, Improved Initiative, 
  Mounted Combat, Power Attack, Weapon Focus 
  (Longsword) 
  Possessions: Full Plate, Heavy Steel Shield, 
  masterwork longsword, masterwork crossbow, 
  20 bolts, potion of cure light wounds x2 
  Lord Galen’s Guards: Male Human Ftr2(x2); 
  CR2; Medium-sized humanoid (human); HD 
  2d10+4 hp 19,19; Init +5; Spd Walk 20’; AC 18 
  (touch 11, flat-footed 17);  Atk +6 melee 
  (1d8+2/19-20,  masterwork longsword); SA --; 
  SQ --; AL LG; SV: Fort +5, Ref +1, Will +1; Str 
  15, Dex 12, Con 14, Int 11, Wis 12, Cha 11 
  Skills and Feats: Climb +3, Handle Animal +5, 
  Intimidate +2, Ride +7; Combat Reflexes, 
  Improved Initiative, Power Attack, Weapon 
  Focus (longsword) 
  Possessions: chainmail, heavy steel shield, 
  masterwork longsword 
  APL 6 
  Lord Galen Luchelyn, Male human Ftr 7; CR 7; 
  Medium-sized humanoid (human); HD 7d10+7 
  hp 62; Init +5; Spd Walk 20’; AC 22 (touch 11, 
  flatfooted 21); Atk +12/+7 melee (1d8+6/19-20, 
  longsword +1) or + 9/+4 ranged (1d8/19-20, 
  masterwork crossbow); SA --; SQ --; AL LN; SV: 
  Fort +7, Ref +4, Will +3; Str 17, Dex 13, Con 13, 
  Int 10, Wis 10, Cha 12 
  Skills and Feats: Climb +7, Handle Animal +9, 
  Intimidate +6, Jump +6, Ride +9, Swim +7; 
  Cleave, Combat Reflexes, Improved Initiative, 
  Leadership, Mounted Combat, Power Attack, 
  Weapon 
  Focus 
  (Longsword), 
  Weapon 
  Specialization (Longsword) 
  Possessions: +1 Full Plate, longsword +1, cloak 
  of 
  resistance 
  +1, 
  Heavy 
  Steel 
  Shield, 
  masterwork crossbow, 20 bolts, potion of cure 
  moderate wounds x2 
  Lord Galen’s Guards: Male Human Ftr4(x2); 
  CR4; Medium-sized humanoid (human); HD 
  4d10+8 hp 37,37; Init +5; Spd Walk 20’; AC 19 
  (touch 10, flat-footed 19);  Atk +9 melee 
  (1d8+5/19-20,  masterwork longsword); SA --; 
  SQ --; AL LG; SV: Fort +6, Ref +2, Will +2; Str 
  16, Dex 12, Con 14, Int 11, Wis 12, Cha 11 
  Skills and Feats: Climb +6, Handle Animal +6, 
  Intimidate 
  +4, 
  Ride 
  +7; 
  Cleave, 
  Combat 
  Reflexes, Improved Initiative, Power Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword) 
  Possessions: Half plate, heavy steel shield, 
  masterwork longsword 
  APL 8 
  Lord Galen Luchelyn, Male human Ftr 9; CR 9; 
  Medium-sized humanoid (human); HD 9d10+9 
  hp 76; Init +5; Spd Walk 20’; AC 24 (touch 11, 
  flatfooted 23); Atk +16/+11 melee (1d8+7/19-20, 
  longsword +1) or + 11/+6 ranged (1d8/19-20, 
  masterwork crossbow); SA --; SQ --; AL LN; SV: 
  Fort +8, Ref +5, Will +4; Str 18, Dex 13, Con 13, 
  Int 10, Wis 10, Cha 12 
  Skills and Feats: Climb +9, Handle Animal +10, 
  Intimidate +6, Jump +8, Ride +11, Swim +9; 
  Cleave, Combat Reflexes, Greater Weapon 
  Focus 
  (Longsword), 
  Improved 
  Initiative, 
  Leadership, Mounted Combat, Power Attack, 
  Ride By Attack, Weapon Focus (Longsword), 
  Weapon Specialization (Longsword) 
  Possessions: +2 Full Plate, +1 Heavy Steel 
  Shield, longsword +1, cloak of resistance +1, 
  masterwork crossbow, 20 bolts, potion of cure 
  moderate wounds x2  
  Lord Galen’s Guards: Male Human Ftr6(x2); 
  CR6; Medium-sized humanoid (human); HD 
  6d10+12 hp 51,51; Init +5; Spd Walk 20’; AC 21 
  (touch 11, flat-footed 21);  Atk +11/+6 melee 
  (1d8+5/19-20,  masterwork longsword); SA --; 
  SQ --; AL LG; SV: Fort +7, Ref +3, Will +3; Str 
  16, Dex 12, Con 14, Int 11, Wis 12, Cha 11 
  Skills and Feats: Climb +7, Handle Animal +8, 
  Intimidate 
  +5, 
  Ride 
  +9; 
  Cleave, 
  Combat 
  Reflexes, Endurance, Great Cleave, Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), Weapon Specialization (longsword) 
  Possessions: Half plate, heavy steel shield, 
  masterwork longsword 
  
  BIS3-04 First Comes Marriage 
   
  Page 30 
  APL 10 
  Lord Galen Luchelyn, Male human Ftr 11; CR 
  11; Medium-sized humanoid (human); HD 
  11d10+11 hp 87; Init +5; Spd Walk 20’; AC 25 
  (touch 12, flatfooted 24); Atk +18/+13/+8 melee 
  (1d8+7/17-20, longsword +1) or + 13/+8/+3 
  ranged (1d8/19-20, crossbow +1); SA --; SQ --; 
  AL LN; SV: Fort +8, Ref +5, Will +4; Str 18, Dex 
  13, Con 13, Int 10, Wis 10, Cha 12 
  Skills and Feats: Climb +9, Handle Animal +11, 
  Intimidate +7, Jump +10, Ride +13, Swim +9; 
  Cleave, Combat Reflexes, Greater Weapon 
  Focus 
  (Longsword), 
  Improved 
  Critical 
  (Longsword), Improved Initiative, Leadership, 
  Mounted Combat, Power Attack, Ride By Attack, 
  Weapon 
  Focus 
  (Longsword), 
  Weapon 
  Specialization (Longsword) 
  Possessions: +2 Full Plate, +1 Heavy Steel 
  Shield, longsword +1, crossbow +1, cloak of 
  resistance +1, ring of protection +1, 20 bolts, 
  potion of cure serious wounds x2 
  Lord Galen’s Guards: Male Human Ftr8(x2); 
  CR8; Medium-sized humanoid (human); HD 
  8d10+16 hp 66,66; Init +5; Spd Walk 20’; AC 21 
  (touch 11, flat-footed 21);  Atk +14/+9 melee 
  (1d8+6/19-20,  longsword +1); SA --; SQ --; AL 
  LG; SV: Fort +8, Ref +3, Will +3; Str 17, Dex 12, 
  Con 14, Int 11, Wis 12, Cha 11 
  Skills and Feats: Climb +7, Handle Animal +11, 
  Intimidate +6, Ride +11; Cleave, Combat 
  Reflexes, Endurance, Great Cleave, Greater 
  Weapon Focus (Longsword), Improved Initiative, 
  Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword) 
  Possessions: Half plate, heavy steel shield, 
  longsword + 
  APL 12 
  Lord Galen Luchelyn, Male human Ftr 13; CR 
  13; Medium-sized humanoid (human); HD 
  13d10+13 hp 102; Init +5; Spd Walk 20’; AC 25 
  (touch 12, flatfooted 24); Atk +21/+16/+11 melee 
  (1d8+10/17-20, longsword +2) or + 15/+10/+5 
  ranged (1d8/19-20, crossbow +1); SA --; SQ --; 
  AL LN; SV: Fort +11, Ref +7, Will +6; Str 19, 
  Dex 13, Con 13, Int 10, Wis 10, Cha 12 
  Skills and Feats: Climb +9, Handle Animal +13, 
  Intimidate +8, Jump +10, Ride +15, Swim +10; 
  Cleave, Combat Reflexes, Greater Weapon 
  Focus 
  (Longsword), 
  Greater 
  Weapon 
  Specialization (Longsword), Improved Critical 
  (Longsword), Improved Initiative, Leadership, 
  Mounted Combat, Power Attack, Ride By Attack, 
  Spirited Charge, Weapon Focus (Longsword), 
  Weapon Specialization (Longsword)  
  Possessions: +2 Full Plate, +1 Heavy Steel 
  Shield, longsword +2, crossbow +1, cloak of 
  resistance +2, ring of protection +1, 20 bolts, 
  potion of cure serious wounds x2 
  Lord Galen’s Guards: Male Human Ftr10(x2); 
  CR10; Medium-sized humanoid (human); HD 
  10d10+20 hp 79,79 (Diehard); Init +5; Spd Walk 
  20’; AC 21 (touch 11, flat-footed 21);  Atk 
  +16/+11 melee (1d8+6/17-20,  longsword +1); 
  SA --; SQ --; AL LG; SV: Fort +9, Ref +4, Will 
  +4; Str 17, Dex 12, Con 14, Int 11, Wis 12, Cha 
  11 
  Skills and Feats: Climb +8, Handle Animal +11, 
  Intimidate +8, Ride +13; Cleave, Combat 
  Reflexes, Diehard, Endurance, Great Cleave, 
  Greater Weapon Focus (Longsword), Improved 
  Critical (longsword), Improved Initiative, Power 
  Attack, Weapon Focus (longsword), Weapon 
  Specialization (longsword) 
  Possessions: Half plate, heavy steel shield, 
  longsword +1 
  Encounter  5 
  APL2 (EL4) 
  Ambusher: Male human Rogue1(x4); CR 1; 
  Medium-sized humanoid (human); HD 1d6+1 
  hp: 7, 6, 5, 5; Init +8; Spd Walk 30’; AC 18 
  (touch 14, flat-footed 14); Atk +1 melee 
  (1d6+1/18-20, rapier) or +4 ranged (1d8/19-20 
  crossbow); 
  SA 
  Sneak 
  Attack 
  +1d6; 
  SQ 
  Trapfinding AL NE; SV: Fort +1, Ref +6, Will –1; 
  Str 12, Dex 18, Con 12, Int 12, Wis 8, Cha 8 
  Skills and Feats:  Climb +5, Disable Device +5, 
  Hide +8, Jump +5, Listen +3, Move Silently +8, 
  Open Lock +8, Search +5, Spot +3, Tumble +8, 
  Improved Initiative, Shield Proficiency 
  Possessions:  masterwork studded leather, 
  masterwork buckler, rapier, crossbow, 20 bolts, 
  thieves’ tools, potion of cure light wounds,  
  APL4 (EL5) 
  Ambusher (Fighter) Male human Fighter2; CR 
  2; 
  Medium-sized 
  humanoid 
  (human); 
  HD 
  2d10+4 hp: 19, 18; Init +5; Spd Walk 20’; AC 19 
  (touch: 11, flat-footed 18); Atk +6 melee 
  (1d8+2/18-20, masterwork long sword) or +5 
  ranged (1d8/19-20 crossbow); SA --; AL NE; SV: 
  Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, 
  Int 10, Wis 12, Cha 8 
  
  BIS3-04 First Comes Marriage 
   
  Page 31 
  Skills and Feats: Climb +1; Jump +2, Alertness, 
  Improved Initiative, Power Attack, Weapon 
  Focus (long sword), 
  Possessions: Half-plate, heavy steel shield, 
  masterwork long sword, masterwork crossbow, 
  potion of cure light wounds x2 
  Ambusher (Rogue) Male human Rogue2;(x2); 
  CR2; Medium-sized humanoid (human); HD 
  2d6+2 hp: 12, 10; Init +8; Spd Walk 30’; AC 18 
  (touch 14; flat-footed 14); Atk +3 melee 
  (1d6+1/18-20 masterwork rapier) or +6 ranged 
  (1d8/19-20, masterwork crossbow); SA Sneak 
  Attack +1d6; SQ Evasion, Trapfinding; AL NE; 
  SV: Fort +1; Ref +7, Will –1; Str 12, Dex 18, Con 
  12, Int 12, Wis 8, Cha 8 
  Skills and Feats: Climb +6, Disable Device +6, 
  Hide +9, Jump +6, Listen +4, Move Silently +9, 
  Open Lock +9, Search +6, Spot +3, Tumble +9, 
  Improved Initiative, Shield Proficiency  
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork 
  buckler, 
  masterwork 
  rapier, 
  masterwork crossbow, 20 bolts, thieves’ tools, 
  potion of cure light wounds x2,  
  APL6 (EL7) 
  Ambusher (Fighter) Male human Fighter3; CR 
  3; 
  Medium-sized 
  humanoid 
  (human); 
  HD 
  3d10+6 hp: 25; Init +5; Spd Walk 20’; AC 21 
  (touch: 21, flat-footed 20); Atk +7 melee 
  (1d8+4/18-20, masterwork longs word) or +5 
  ranged (1d8/19-20 masterwork crossbow); SA --
  ; AL NE; SV: Fort +5, Ref +2, Will +2; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Skills and Feats: Climb +2; Jump +3, Alertness, 
  Improved Initiative, Power Attack, Weapon 
  Focus (long sword), Weapon Specialization 
  (long sword),  
  Possessions:  Full plate, heavy steel shield, 
  masterwork long sword, masterwork crossbow, 
  potion of bull’s strength, potion of cure moderate 
  wounds 
  Ambusher (Rogue) Male human Rogue3;(x2); 
  CR3; Medium-sized humanoid (human);  HD 
  3d6+3 hp: 20, 18; Init +8; Spd Walk 30’; AC 18 
  (touch 14; flat-footed 14); Atk +7 melee 
  (1d6+1/18-20 masterwork rapier) or +7 ranged 
  (1d8/19-20, masterwork crossbow); SA Sneak 
  Attack +2d6; SQ Evasion, Trapfinding, trap 
  sense +1; AL NE; SV: Fort +2; Ref +7, Will 0; Str 
  12, Dex 18, Con 12, Int 12, Wis 8, Cha 8 
  Skills and Feats: Climb +7, Disable Device +7, 
  Hide +10, Jump +7, Listen +5, Move Silently 
  +10, Open Lock +10, Search +7, Spot +4, 
  Tumble 
  +10, 
  Improved 
  Initiative, 
  Shield 
  Proficiency, Weapon Focus (Rapier)  
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork 
  buckler, 
  masterwork 
  rapier, 
  masterwork crossbow, 20 bolts, thieves’ tools, 
  potion of cure light wounds x2,  
  Ambusher (Sorcerer) Male human Sorcerer3; 
  CR 3; Medium-sized humanoid (human); HD 
  3d4+ 3; hp: 14; Init +6; Spd Walk 30’; AC:16/17 
  (mage armor/dodge touch: 16, flat-footed: 14); 
  Atk: +0 melee (1d6-1/19-20, shortspear) or +4 
  ranged (1d8/19-20, masterwork crossbow); SA -
  -; SQ spells; AL NE; SV: Fort +2, Ref +3, Will 
  +4; Str 8, Dex 14, Con 13; Int 10; Wis 12; Cha 
  15 
  Skills 
  and 
  Feats: 
  Concentration: 
  +6/+10; 
  Spellcraft: +6; Listen +1, Improved Initiative, 
  Combat Casting, Dodge 
  Possessions: 
  Shortspear, 
  masterwork 
  crossbow, 10 bolts, potion of cure light wounds 
  x2, potion of cat’s grace,  
  Sorcerer Spells (Spells per day - 6/5* save DC 
  12 + Spell Level): 0 – daze, ghost sound, mage 
  hand, read magic, ray of frost; 1st –mage armor, 
  magic missile, burning hands 
  * - the sorcerer has already cast one mage 
  armor spell prior to the ambush – this is already 
  accounted for in his spells per day numbers 
  APL8 (EL9) 
  Ambusher (Fighter) Male human Fighter5; CR 
  5; 
  Medium-sized 
  humanoid 
  (human); 
  HD 
  5d10+10 hp: 43; Init +5; Spd Walk 20’; AC 21 
  (touch: 11, flat-footed 20); Atk +10 melee 
  (1d8+4/18-20, masterwork long sword) or +7 
  ranged (1d8/19-20 masterwork crossbow); SA --
  ; AL NE; SV: Fort +6, Ref +2, Will +2; Str 16, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Skills and Feats: Climb +5; Jump +6, Alertness, 
  Improved Initiative, Power Attack, Weapon 
  Focus (long sword), Weapon Specialization 
  (long sword), Cleave  
  Possessions:  Full plate, heavy steel shield, 
  masterwork long sword, masterwork crossbow, 
  potion of bull’s strength, potion of cure moderate 
  wounds x2  
  Ambusher (Rogue) Male human Rogue5;(x2); 
  CR5; Medium-sized humanoid (human); HD 
  
  BIS3-04 First Comes Marriage 
   
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  5d6+5 hp: 33, 30; Init +8; Spd Walk 30’; AC 18 
  (touch 14; flat-footed 18); Atk +8 melee 
  (1d6+1/18-20 masterwork rapier) or +8 ranged 
  (1d8/19-20, masterwork crossbow); SA Sneak 
  Attack +3d6; SQ Evasion, Uncanny Dodge, 
  Trapfinding, trap sense +1; AL NE; SV: Fort +2; 
  Ref +8, Will 0; Str 12, Dex 19, Con 12, Int 12, 
  Wis 8, Cha 8 
  Skills and Feats: Climb +9, Disable Device +9, 
  Hide +12, Jump +9, Listen +7, Move Silently 
  +12, Open Lock +12, Search +9, Spot +6, 
  Tumble 
  +12, 
  Improved 
  Initiative, 
  Shield 
  Proficiency, Weapon Focus (Rapier)  
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork 
  buckler, 
  masterwork 
  rapier, 
  masterwork crossbow, 20 bolts, thieves’ tools, 
  potion of cure moderate wounds x2,  potion of 
  cat’s grace 
  Ambusher (Sorcerer) Male human Sorcerer5; 
  CR 5; Medium-sized humanoid (human); HD 
  5d4+ 5; hp: 22; Init +6; Spd Walk 30’; AC:16/17 
  mage armor/dodge (touch: 16, flat-footed: 14); 
  Atk: +1 melee (1d6-1/19-20, shortspear) or +5 
  ranged (1d8/19-20, masterwork crossbow); SA -
  -; SQ spells; AL NE; SV: Fort +2, Ref +3, Will 
  +5; Str 8, Dex 14, Con 13; Int 10; Wis 12; Cha 
  16 
  Skills 
  and 
  Feats: 
  Concentration: 
  +6/+10; 
  Spellcraft: +6; Listen +1, Improved Initiative, 
  Combat Casting, Dodge 
  Possessions: 
  Shortspear, 
  masterwork 
  crossbow, 10 bolts, potion of cure moderate 
  wounds x2, potion of cat’s grace, scroll of 
  protection from arrow, wand of magic missiles 
  (1st level)  
  Sorcerer Spells (Spells per day - 6/6*/5 save DC 
  13 + Spell Level): 0 – daze, ghost sound, mage 
  hand, read magic, ray of frost, touch of fatigue; 
  1st –mage armor, magic missile, burning hands, 
  obscuring mist; 2nd – Blur, Flaming Sphere 
  * - the sorcerer has already cast one mage 
  armor spell prior to the ambush – this is already 
  accounted for in his spells per day numbers 
  APL10 (EL11) 
  Ambusher (Fighter) Male human Fighter7; CR 
  7; 
  Medium-sized 
  humanoid 
  (human); 
  HD 
  7d10+14; hp: 57; Init +5; Spd Walk 20’; AC 22 
  (touch: 11, flat-footed 21); Atk +12/+7 melee 
  (1d8+5/16-20, long sword +1) or +9/+4 ranged 
  (1d8/19-20 masterwork crossbow); SA --; AL 
  NE; SV: Fort +7, Ref +3, Will +3; Str 16, Dex 13, 
  Con 14, Int 10, Wis 12, Cha 8 
  Skills and Feats: Climb +6; Jump +7, Ride +3 
  Alertness, Improved Initiative, Power Attack, 
  Weapon 
  Focus 
  (long 
  sword), 
  Weapon 
  Specialization (long sword), Cleave, Improved 
  Critical (longsword), Combat Reflexes 
  Possessions:  +1 full plate, heavy steel shield, 
  long sword +1, masterwork crossbow, potion of 
  bull’s strength, potion of cure serious wounds x2 
  Ambusher (Rogue) Male human Rogue7;(x2); 
  CR7; Medium-sized humanoid (human); HD 
  7d6+7 hp: 43, 37; Init +8; Spd Walk 30’; AC 20 
  (touch 14; flat-footed 20); Atk +10 melee 
  (1d6+1/18-20 masterwork rapier) or +10 ranged 
  (1d8/19-20, masterwork crossbow); SA Sneak 
  Attack +4d6; SQ Evasion, Uncanny Dodge, 
  Trapfinding, trap sense +2; AL NE; SV: Fort +3; 
  Ref +9, Will +1; Str 12, Dex 19, Con 12, Int 12, 
  Wis 8, Cha 8 
  Skills and Feats: Climb +11, Disable Device 
  +11, Hide +14, Jump +11, Listen +9, Move 
  Silently +14, Open Lock +14, Search +11, Spot 
  +8, Tumble +14, Improved Initiative, Shield 
  Proficiency, Weapon Focus (Rapier), Dodge  
  Possessions: +1 studded leather, +1 buckler, 
  masterwork rapier, masterwork crossbow, 20 
  bolts, thieves’ tools, potion of cure moderate 
  wounds x2,  potion of cat’s grace 
  Ambusher 
  (Sorcerer/Rogue) 
  Male 
  human 
  Sorcerer5/Rogue2 
  CR 
  7; 
  Medium-sized 
  humanoid (human); HD (2d6)+(5d4); hp 31; Init 
  +7; Spd Walk 30'; AC 17 mage armor (touch 17: 
  flatfooted 14); Atk: +4 melee (1d6+1/18-20, 
  masterwork rapier), +7 ranged (1d8+1/19-20, +1 
  crossbow) 
  SA: 
  Sneak 
  Attack 
  1d6; 
  SQ: 
  trapfinding, Evasion, Spells; AL: NE; SV: Fort 
  +1, Ref +7, Will +4; Str 10, Dex 16, Con 11, Int 
  10, Wis 10, Cha 16 
  Skills and Feats:  Climb +5, Concentration +10, 
  Escape Artist +8, Hide +8, Jump +7, Listen +3, 
  Move Silently +8, Open Lock +8, Pick Pocket 
  +7, Search +1, Spellcraft +5, Spot +2, Tumble 
  +10; Improved Initiative, Point Blank Shot, 
  Precise Shot, Combat Casting  
  Possessions:   +1 light crossbow, masterwork 
  rapier, potion of cat’s grace, potion of cure 
  moderate woundsx2  
  Sorcerer Spells (Spells per day - 6/6*/5 save DC 
  13 + Spell Level): 0 – daze, ghost sound, mage 
  hand, read magic, ray of frost, touch of fatigue; 
  
  BIS3-04 First Comes Marriage 
   
  Page 33 
  1st –mage armor, magic missile, burning hands, 
  obscuring mist; 2nd – Blur, Flaming Sphere 
  * - the sorcerer has already cast one mage 
  armor spell prior to the ambush – this is already 
  accounted for in his spells per day numbers 
  APL12 (EL13) 
  Ambusher (Fighter) Male human Fighter9; CR 
  9; 
  Medium-sized 
  humanoid 
  (human); 
  HD 
  9d10+18; hp: 70; Init +5; Spd Walk 20’; AC 23 
  (touch: 11, flat-footed 22); Atk +16/+11 melee 
  (1d8+5/16-20, long sword +1) or +11/+6 ranged 
  (1d8+1/19-20 crossbow +1); SA --; AL NE; SV: 
  Fort +8, Ref +4, Will +4; Str 17, Dex 13, Con 14, 
  Int 10, Wis 12, Cha 8 
  Skills and Feats: Climb +7; Jump +7, Ride +4 
  Alertness, Improved Initiative, Power Attack, 
  Weapon 
  Focus 
  (long 
  sword), 
  Weapon 
  Specialization (long sword), Cleave, Improved 
  Critical (long sword), Combat Reflexes, Greater 
  Weapon Focus (long sword), Great Cleave 
  Possessions:  +1 full plate, +1 heavy steel 
  shield, long sword +1, crossbow +1, potion of 
  bull’s strength, potion of cure serious wounds x4 
  Ambusher (Rogue) Male human Rogue9;(x2); 
  CR9; Medium-sized humanoid (human); HD 
  9d6+9 hp: 57, 52; Init +8; Spd Walk 30’; AC 21 
  (touch 15; flat-footed 21); Atk +12/+6 melee 
  (1d6+2/18-20 rapier +1) or +12/+6 ranged 
  (1d8+1/19-20, crossbow+1); SA Sneak Attack 
  +5d6; SQ Evasion, Improved Uncanny Dodge, 
  Trapfinding, trap sense +3; AL NE; SV: Fort +4; 
  Ref +10, Will +2; Str 12, Dex 20, Con 12, Int 12, 
  Wis 8, Cha 8 
  Skills and Feats: Climb +13, Disable Device 
  +13, Hide +16, Jump +13, Listen +11, Move 
  Silently +17, Open Lock +17, Search +13, Spot 
  +10, Tumble +17, Improved Initiative, Shield 
  Proficiency, Weapon Focus (Rapier), Dodge  
  Possessions: +1 studded leather, +1 buckler, 
  rapier +1, crossbow +1, 20 bolts, thieves’ tools, 
  potion of cure moderate wounds x2, potion of 
  cat’s grace, potion of cure serious wounds 
  Ambusher 
  (Sorcerer/Rogue) 
  Male 
  human 
  Sorcerer7/Rogue2 CR 
  9; 
  Medium-sized 
  humanoid (human); HD (2d6)+(7d4); hp 37; Init 
  +7; Spd Walk 30'; AC 18 mage armor (touch 18: 
  flatfooted 15); Atk: +5 melee (1d6+2/18-20, 
  rapier 
  +1), 
  +7 
  ranged 
  (1d8+1/19-20, 
  +1 
  crossbow) 
  SA: 
  Sneak 
  Attack 
  1d6; 
  SQ: 
  trapfinding, Evasion, Spells; AL: NE; SV: Fort 
  +2, Ref +8, Will +5; Str 10, Dex 16, Con 11, Int 
  10, Wis 10, Cha 17 
  Skills and Feats:  Climb +5, Concentration +12, 
  Escape Artist +8, Hide +8, Jump +7, Listen +3, 
  Move Silently +8, Open Lock +8, Pick Pocket 
  +7, Search +1, Spellcraft +9, Spot +2, Tumble 
  +10; Improved Initiative, Point Blank Shot, 
  Precise Shot, Combat Casting, Scribe Scrolls  
  Possessions:   light crossbow +1, rapier +1, 
  amulet of protection +1, potion of cat’s grace, 
  potion of cure moderate wounds x2  
  Sorcerer Spells (Spells per day - 6/6*/7/5 save 
  DC 13 + Spell Level): 0 – daze, flare, ghost 
  sound, mage hand, read magic, ray of frost, 
  touch of fatigue; 1st –mage armor, magic missile, 
  burning hands, obscuring mist, spider climb; 2nd 
  – Blur, Flaming Sphere, Mirror Image 3rd- 
  Lightning Bolt, Haste 
  * - the sorcerer has already cast one mage 
  armor spell prior to the ambush – this is already 
  accounted for in his spells per day numbers 
  Encounter  9 
  APL2 (EL5) 
  Labrim of Hextor: Male human Clr2 (of Hextor) 
  CR 2; Medium-sized humanoid (human); HD 
  2d8 hp: 18; Init +0; Spd Walk 20’; AC: 19 (touch: 
  10; flatfooted 19); 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 
  Khorim: Male human Ftr2 CR 2; Medium-sized 
  humanoid (human); HD 2d10+4 hp: 19; Init +5; 
  Spd Walk 20’; AC: 17 (touch: 11; flatfooted 17); 
  Atk 
  +7 
  melee 
  (2d6+3/19-20, 
  masterwork 
  greatsword); SA: --; SQ --; AL: LE; SV: Fort +5, 
  
  BIS3-04 First Comes Marriage 
   
  Page 34 
  Ref: +1, Will: +0; Str 17, Dex 13, Con 14, Int 9, 
  Wis 10, Cha 9 
  Skills and Feats: Climb +8, Jump +6, Spot +1; 
  Improved Initiative, Combat Reflexes, Power 
  Attack, Weapon Focus (Greatsword) 
  Possessions: 
  Half-Plate, 
  masterwork 
  greatsword, potion of cure light wounds  
  Jantea: Female human Rog2 CR2; Medium-
  sized humanoid (human); HD 2d6+2; hp: 13; Init 
  +7; Spd Walk 30’; AC: 16 (touch: 13; flatfooted 
  13); Atk +5 melee (1d6+1/18-20, masterwork 
  rapier) or +5 ranged (1d8/19-20 masterwork 
  crossbow); SA Sneak Attack +1d6; SQ Evasion, 
  Trapfinding; AL NE; SV: Fort: +1, Ref: +6, Will: 
  +0; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 
  9 
  Skills and Feats: Balance +10, Disable Device 
  +7, Escape Artist +6, Hide +8, Listen +5, Move 
  Silently +8, Open Lock +8, Pick Pocket +8, 
  Search +7, Spot +5, Tumble +8, Use Rope +5; 
  Improved Initiative, Weapon Finesse (Rapier)  
  Possessions: 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork 
  rapier, 
  masterwork 
  crossbow, 20 bolts, thieves’ tools, potion of cure 
  light wounds, potion of spider climb 
  Gareth: Male human Sor2 CR2; Medium-sized 
  humanoid (human); HD 2d4`+4; hp 11; Init: +6; 
  Spd Walk 30’; AC 16 (mage armor) (touch: 16, 
  flatfooted 14); Atk: +0 melee (1d6-1/19-20 
  shortspear) 
  or 
  +4 
  ranged 
  (1d8/19-20 
  masterwork crossbow); SA --; SQ Spells; AL LE; 
  SV: Fort +2, Ref +2, Will +4; Str 8, Dex 14, Con 
  14, Int 10, Wis 12, Cha 16 
  Skills and Feats: Concentration +5, Disguise +5, 
  Listen +2, Spellcraft +4, Spot +2; Combat 
  Casting, Improved Initiative 
  Possessions:   Masterwork light crossbow, 20 
  bolts, shortspear, potion of cure light wounds 
  Sorcerer Spells (Spells per day - 6/4* save DC 
  13 + Spell Level): 0 – daze, detect magic, 
  prestidigitation, read magic, ray of frost; 1st –
  mage armor, magic missile 
  * - Gareth has already cast one mage armor 
  spell prior to the encounter – this is already 
  accounted for in his spells per day numbers 
  APL4 (EL8) 
  Labrim of Hextor: Male human Clr4 (of Hextor) 
  CR 4; Medium-sized humanoid (human); HD 
  4d8 hp: 30; Init +0; Spd Walk 20’; AC: 20 (touch: 
  10; flatfooted 20); Atk +7 melee (1d8+2/19-20, 
  masterwork flail); SA: smite (1x/day +4 to hit, +4 
  to damage for 1 attack); SQ Spells; AL: LE; SV: 
  Fort +5, Ref: +1, Will: +7; Str 14, Dex 10, Con 
  13, Int 11, Wis 17, Cha 10 
  Skills and Feats: Concentration +8, Diplomacy 
  +3, Heal +8, Spellcraft +4, Spot +4; Combat 
  Casting, Power Attack; Endurance, Martial 
  Weapon Proficiency (Flail), Weapon Focus 
  (Flail) 
  Possessions: Full Plate, Heavy Steel Shield, 
  masterwork flail, potion of cure light wounds x3, 
  potion of bull’s strength 
  Cleric Spells Memorized: (domains: Destruction, 
  War) Spells per day 5/4+1/3+1 save DC 
  13+Spell Level): 0 – Inflict Minor Wounds (x2), 
  Cure Minor Wounds (x3); 1st-Cause Fear, 
  Command, Cure Light Wounds, Obscuring Mist, 
  domain: Inflict Light Wounds; 2nd – Cure 
  Moderate Wounds, Hold Person, Sound Burst, 
  domain: Spiritual Weapon 
  Khorim: Male human Ftr4 CR 4; Medium-sized 
  humanoid (human); HD 4d10+8 hp: 38; Init +5; 
  Spd Walk 20’; AC: 19/20 (dodge) (touch: 11; 
  flatfooted 18); Atk +10 melee (2d6+6/19-20, 
  masterwork greatsword); SA: --; SQ --; AL: LE; 
  SV: Fort +6, Ref: +2, Will: +1; Str 18, Dex 13, 
  Con 14, Int 9, Wis 10, Cha 9 
  Skills and Feats: Climb +11, Jump +9, Spot +1; 
  Combat Reflexes, Dodge, Improved Initiative, 
  Power Attack, Weapon Focus (Greatsword), 
  Weapon Specialization (Greatsword) 
  Possessions: 
  Full 
  Plate, 
  masterwork 
  greatsword, potion of cure light wounds x2, 
  potion of bull’s strength 
  Jantea: Female human Rog4 CR4; Medium-
  sized humanoid (human); HD 4d6+4; hp: 24; Init 
  +7; Spd Walk 30’; AC: 16 (touch: 13; flatfooted 
  16); Atk +7 melee (1d6+1/18-20, masterwork 
  rapier) or +7 ranged (1d8/19-20 masterwork 
  crossbow); SA Sneak Attack +2d6; SQ Evasion, 
  Trapfinding, Trap Sense +1, Uncanny Dodge; 
  AL NE; SV: Fort: +2, Ref: +7, Will: +1; Str 12, 
  Dex 17, Con 13, Int 14, Wis 10, Cha 9 
  Skills and Feats: Balance +11, Disable Device 
  +9, Escape Artist +9, Hide +10, Listen +6, Move 
  Silently +10, Open Lock +10, Pick Pocket +10, 
  Search +9, Spot +6, Tumble +10, Use Rope +7; 
  Combat Reflexes, Improved Initiative, Weapon 
  Finesse (Rapier) 
  
  BIS3-04 First Comes Marriage 
   
  Page 35 
  Possessions: 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork 
  rapier, 
  masterwork 
  crossbow, 20 bolts, thieves’ tools, potion of cure 
  light wounds x2, potion of cat’s grace, potion of 
  spider climb 
  Gareth: Male human Sor4 CR4; Medium-sized 
  humanoid (human); HD 4d4+8; hp 23; Init: +6; 
  Spd Walk 30’; AC 17 (mage armor) (touch: 17, 
  flatfooted 15); Atk: +1 melee (1d6-1/19-20 
  shortspear) 
  or 
  +5 
  ranged 
  (1d8/19-20 
  masterwork crossbow); SA --; SQ Spells; AL LE; 
  SV: Fort +3, Ref +3, Will +5; Str 8, Dex 14, Con 
  14, Int 10, Wis 12, Cha 17 
  Skills and Feats: Concentration +8, Disguise +5, 
  Listen +3, Spellcraft +5, Spot +2; Combat 
  Casting, Improved Initiative, Scribe Scroll 
  Possessions:   Masterwork light crossbow, 20 
  bolts, shortspear, ring of protection +1, potion of 
  cure light wounds 
  Sorcerer Spells (Spells per day - 6/6*/4 save DC 
  13 + Spell Level): 0 – daze, detect magic, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance; 1st –cause fear, mage armor, magic 
  missile; 2nd – Flaming Sphere 
  * - Gareth has already cast one mage armor 
  spell prior to the encounter – this is already 
  accounted for in his spells per day numbers 
  APL6 (EL10) 
  Labrim of Hextor: Male human Clr6 (of Hextor) 
  CR 6; Medium-sized humanoid (human); HD 
  6d8 hp: 44 (diehard); Init +0; Spd Walk 20’; AC: 
  21 (touch: 10; flatfooted 21); Atk +8 melee 
  (1d8+2/19-20, masterwork flail); SA: smite 
  (1x/day +4 to hit, +6 to damage for 1 attack); SQ 
  Spells; AL: LE; SV: Fort +6, Ref: +2, Will: +8; Str 
  14, Dex 10, Con 13, Int 11, Wis 17, Cha 10 
  Skills and Feats: Concentration +9, Diplomacy 
  +3, Heal +8, Spellcraft +7, Spot +5; Combat 
  Casting, Power Attack, Endurance, Diehard, 
  Martial Weapon Proficiency (Flail), Weapon 
  Focus (Flail) 
  Possessions: +1 Full Plate, Heavy Steel Shield, 
  masterwork flail, potion of cure moderate 
  wounds x2, potion of cure serious woundsx2, 
  potion of bull’s strength 
  Cleric Spells Memorized: (domains: Destruction, 
  War) Spells per day 5/4+1/4+1/3+1 save DC 
  13+Spell Level): 0 – Inflict Minor Wounds (x2), 
  Cure Minor Wounds (x3); 1st-Cause Fear, 
  Command, Cure Light Wounds, Obscuring Mist, 
  domain: Inflict Light Wounds; 2nd – Cure 
  Moderate Wounds, Hold Person, Sound Burst, 
  Bull’s Strength, domain: Spiritual Weapon; 3rd – 
  Cure Serious Wounds, Prayer, Inflict Serious 
  Wounds domain: Contagion 
  Khorim: Male human Ftr6 CR 6; Medium-sized 
  humanoid (human); HD 6d10+12 hp: 57; Init +5; 
  Spd Walk 20’; AC: 20/21 (dodge) (touch: 11; 
  flatfooted 19); Atk +12/+7 melee (2d6+6/19-20, 
  masterwork greatsword); SA: --; SQ --; AL: LE; 
  SV: Fort +7, Ref: +3, Will: +2; Str 18, Dex 13, 
  Con 14, Int 9, Wis 10, Cha 9 
  Skills and Feats: Climb +13, Jump +11, Spot +1; 
  Cleave, Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Power Attack, Weapon Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword) 
  Possessions: 
  +1 
  Full 
  Plate, 
  masterwork 
  greatsword, potion of cure moderate wounds x2, 
  potion of bull’s strength  
  Jantea: Female human Rog6 CR6; Medium-
  sized humanoid (human); HD 6d6+6; hp: 35; Init 
  +7; Spd Walk 30’; AC: 16 (touch: 13; flatfooted 
  16); Atk +8 melee (1d6+1/18-20, masterwork 
  rapier) or +8 ranged (1d8/19-20 masterwork 
  crossbow); SA Sneak Attack +3d6; SQ Evasion, 
  Trapfinding, Trap Sense +2, Uncanny Dodge; 
  AL NE; SV: Fort: +3, Ref: +8, Will: +2; Str 12, 
  Dex 17, Con 13, Int 14, Wis 10, Cha 9 
  Skills and Feats: Balance +13, Disable Device 
  +11, Escape Artist +11, Hide +12, Listen +8, 
  Move Silently +12, Open Lock +12, Pick Pocket 
  +11, Search +10, Spot +8, Tumble +12, Use 
  Rope +9; Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Finesse (Rapier) 
  Possessions: 
  Masterwork 
  leather 
  armor, 
  masterwork rapier, masterwork crossbow, 20 
  bolts, thieves’ tools, potion of cure moderate 
  wounds x2, potion of cat’s grace, potion of 
  haste, potion of spider climb 
  Gareth: Male human Sor6 CR6; Medium-sized 
  humanoid (human); HD 6d4+12; hp 34; Init: +6; 
  Spd Walk 30’; AC 17 (mage armor) (touch: 17, 
  flatfooted 15); Atk: +2 melee (1d6-1/19-20 
  shortspear) 
  or 
  +6 
  ranged 
  (1d8/19-20 
  masterwork crossbow); SA --; SQ Spells; AL LE; 
  SV: Fort +4, Ref +4, Will +6; Str 8, Dex 14, Con 
  14, Int 10, Wis 12, Cha 17 
  Skills and Feats: Concentration +11, Disguise 
  +5, Listen +3, Spellcraft +8, Spot +2; Combat 
  Casting, Dodge, Improved Initiative, Scribe 
  Scroll 
  
  BIS3-04 First Comes Marriage 
   
  Page 36 
  Possessions:   Masterwork light crossbow, 20 
  bolts, shortspear, ring of protection +1, potion of 
  cure moderate wounds, potion of spider climb 
  Sorcerer Spells (Spells per day - 6/6*/6/4 save 
  DC 13 + Spell Level): 0 – daze, detect magic, 
  flare, prestidigitation, ray of frost, read magic, 
  resistance; 1st –burning hands, cause fear, 
  mage armor, magic missile; 2nd – Blur, Flaming 
  Sphere; 3rd- Lightning Bolt 
  * - Gareth has already cast one mage armor 
  spell prior to the encounter – this is already 
  accounted for in his spells per day numbers 
  APL8 (EL 12) 
  Labrim of Hextor: Male human Clr8 (of Hextor) 
  CR 8; Medium-sized humanoid (human); HD 
  8d8 hp: 60 (diehard); Init +0; Spd Walk 20’; AC: 
  22 (touch: 10; flatfooted 22); BAB: +6/+1; Atk 
  +10/+5 melee (1d8+2/19-20, masterwork flail); 
  SA: smite (1x/day +4 to hit, +8 to damage for 1 
  attack); SQ Spells; AL: LE; SV: Fort +7, Ref: +2, 
  Will: +10; Str 14, Dex 10, Con 13, Int 11, Wis 18, 
  Cha 10 
  Skills and Feats: Concentration +11, Diplomacy 
  +3, Heal +11, Spellcraft +9, Spot +6; Combat 
  Casting, Power Attack, Endurance, Diehard, 
  Martial Weapon Proficiency (Flail), Weapon 
  Focus (Flail) 
  Possessions: +1 Full Plate, +1 Heavy Steel 
  Shield, masterwork flail, potion of cure moderate 
  wounds x2, potion of cure serious wounds x3, 
  potion of bull’s strength 
  Cleric Spells Memorized: (domains: Destruction, 
  War) Spells per day 6/5+1/4+1/4+1/3+1 save 
  DC 14+Spell Level): 0 – Inflict Minor Wounds 
  (x2), Cure Minor Wounds (x4); 1st-Bane, Cause 
  Fear, Command, Cure Light Wounds, Obscuring 
  Mist, domain: Inflict Light Wounds; 2nd – Cure 
  Moderate Wounds, Hold Person, Sound Burst, 
  Bull’s Strength, domain: Spiritual Weapon; 3rd – 
  Cure 
  Serious 
  Wounds(x2), 
  Prayer, 
  Inflict 
  Serious Wounds domain: Contagion; 4th – Cure 
  Critical Wounds (x2),  Poison, domain: Divine 
  Power 
  Khorim: Male human Ftr8 CR 8; Medium-sized 
  humanoid (human); HD 8d10+16 hp: 77; Init +5; 
  Spd Walk 20’; AC: 20/21 (dodge) (touch: 11; 
  flatfooted 19); Atk +15/+10 melee (2d6+7/17-20, 
  greatsword +1); SA: --; SQ --; AL: LE; SV: Fort 
  +8, Ref: +3, Will: +2; Str 19, Dex 13, Con 14, Int 
  9, Wis 10, Cha 9 
  Skills and Feats: Climb +13, Jump +13, Spot +2; 
  Cleave, Combat Reflexes, Dodge, Improved 
  Critical, Improved Initiative, Mobility, Power 
  Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword), Greater Weapon 
  Focus (greatsword) 
  Possessions: +1 Full Plate, greatsword +1, 
  potion of cure serious wounds x2, potion of 
  haste, potion of bull’s strength 
  Jantea: Female human Rog8 CR8; Medium-
  sized humanoid (human); HD 8d6+8; hp: 46; Init 
  +8; Spd Walk 30’; AC: 18 (touch: 14; flatfooted 
  18); 
  Atk 
  +11/+6 
  melee 
  (1d6+1/18-20, 
  masterwork rapier) or +11/+6 ranged (1d8/19-20 
  masterwork crossbow); SA Sneak Attack +4d6; 
  SQ Evasion, Trapfinding, Trap Sense +2, 
  Uncanny Dodge, Improved Uncanny Dodge 
  (cannot be flanked); AL NE; SV: Fort: +3, Ref: 
  +10, Will: +2; Str 12, Dex 18, Con 13, Int 14, Wis 
  10, Cha 9 
  Skills and Feats: Balance +17, Disable Device 
  +13, Escape Artist +13, Hide +15, Listen +10, 
  Move Silently +15, Open Lock +15, Pick Pocket 
  +13, Search +12, Spot +10, Tumble +15, Use 
  Rope +11; Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Finesse (Rapier) 
  Possessions: 
  +1 
  studded 
  leather 
  armor, 
  masterwork rapier, masterwork crossbow, 20 
  bolts, thieves’ tools, potion of cure moderate 
  wounds x2, potion of cat’s grace, potion of 
  haste, potion of spider climb 
  Gareth: Male human Sor8 CR8; Medium-sized 
  humanoid (human); HD 8d4+16; hp 45; Init: +6; 
  Spd Walk 30’; AC 17 (mage armor) (touch: 17, 
  flatfooted 15); Atk: +3 melee (1d6-1/19-20 
  shortspear) 
  or 
  +7 
  ranged 
  (1d8/19-20 
  masterwork crossbow); SA --; SQ Spells; AL LE; 
  SV: Fort +4, Ref +4, Will +7; Str 8, Dex 14, Con 
  14, Int 10, Wis 12, Cha 18 
  Skills and Feats: Concentration +12, Disguise 
  +6, Listen +4, Spellcraft +11, Spot +2; Combat 
  Casting, Dodge, Improved Initiative, Scribe 
  Scroll 
  Possessions:   Masterwork light crossbow, 20 
  bolts, shortspear, ring of protection +1, potion of 
  cure moderate wounds, potion of spider climb, 
  potion of displacement, wand of magic missiles 
  (1st level) 
  Sorcerer Spells (Spells per day - 6/6*/7/6/4 save 
  DC 14 + Spell Level): 0 – daze, detect magic, 
  flare, mage hand, prestidigitation, ray of frost, 
  read magic, resistance; 1st –burning hands, 
  
  BIS3-04 First Comes Marriage 
   
  Page 37 
  cause fear, charm person, mage armor, magic 
  missile; 2nd – Blur, Flaming Sphere, Web; 3rd- 
  Haste, Lightning Bolt; 4th- Minor Globe of 
  Invulnerability 
  * - Gareth has already cast one mage armor 
  spell prior to the encounter – this is already 
  accounted for in his spells per day numbers 
  APL10 (EL 14) 
  Labrim of Hextor: Male human Clr10 (of 
  Hextor) 
  CR 
  10; 
  Medium-sized 
  humanoid 
  (human); HD 10d8 hp: 72 (diehard); Init +0; Spd 
  Walk 20’; AC: 23 (touch: 11; flatfooted 23); BAB: 
  +7/+2; 
  Atk 
  +11/+6 
  melee 
  (1d8+2/19-20, 
  masterwork flail); SA: smite (1x/day +4 to hit, 
  +10 to damage for 1 attack); SQ Spells; AL: LE; 
  SV: Fort +8, Ref: +5, Will: +12; Str 14, Dex 10, 
  Con 13, Int 11, Wis 18 (20), Cha 10 
  Skills and Feats: Concentration +12, Diplomacy 
  +4, Heal +14, Spellcraft +9, Spot +8; Combat 
  Casting, Power Attack, Endurance, Diehard, 
  Martial Weapon Proficiency (Flail), Weapon 
  Focus (Flail), Lightning Reflexes 
  Possessions: +1 Full Plate, +1 Heavy Steel 
  Shield, ring of protection +1, periapt of wisdom 
  +2, masterwork flail, potion of cure moderate 
  wounds x2, potion of cure serious woundsx3, 
  potion of haste, potion of bull’s strength 
  Cleric Spells Memorized: (domains: Destruction, 
  War) Spells per day 6/6+1/5+1/4+1/4+1/3+1 
  save DC 15+Spell Level): 0 – Inflict Minor 
  Wounds (x2), Cure Minor Wounds (x4); 1st-
  Bane, Cause Fear, Command, Cure Light 
  Wounds(x2), Obscuring Mist, domain: Inflict 
  Light Wounds; 2nd – Cure Moderate Wounds, 
  Hold Person(x2), Sound Burst, Bull’s Strength, 
  domain: Spiritual Weapon; 3rd – Cure Serious 
  Wounds(x2), Prayer, Inflict Serious Wounds 
  domain: Contagion; 4th – Cure Critical Wounds 
  (x2),  Poison(x2), domain: Divine Power; 5th – 
  Flame Strike, Greater Command, Slay Living,  
  domain: Circle of Doom 
  Khorim: Male human Ftr10 CR 10; Medium-
  sized humanoid (human); HD 10d10+20 hp: 92; 
  Init +5; Spd Walk 20’; AC: 22/23 (dodge) (touch: 
  13; 
  flatfooted 
  21); 
  Atk 
  +17/+12 
  melee 
  (2d6+7/17-20, greatsword +1); SA: --; SQ --; AL: 
  LE; SV: Fort +9, Ref: +4, Will: +3; Str 19, Dex 
  13, Con 14, Int 9, Wis 10, Cha 9 
  Skills and Feats: Climb +14, Jump +14, Spot +3; 
  Cleave, Combat Reflexes, Dodge, Improved 
  Critical Improved Initiative, Mobility, Power 
  Attack, 
   
  Spring 
  Attack, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword), 
  Greater 
  Weapon 
  Focus 
  (greatsword) 
  Possessions: +2 Full Plate, greatsword +1, ring 
  of protection +1, potion of cure serious wounds 
  x2, potion of haste, potion of bull’s strength 
  Jantea: Female human Rog10 CR10; Medium-
  sized humanoid (human); HD 10d6+10; hp: 59; 
  Init +8; Spd Walk 30’; AC: 18 (touch: 14; 
  flatfooted 18); Atk +12/+7 melee (1d6+2/18-20, 
  rapier +1) or +12/+7 ranged (1d8+1/19-20 
  crossbow 
  +1); 
  SA 
  Sneak 
  Attack 
  +5d6, 
  Opportunist; SQ Evasion, Trapfinding, Trap 
  Sense +3, Uncanny Dodge, Improved Uncanny 
  Dodge (cannot be flanked); AL NE; SV: Fort: +4, 
  Ref: +11, Will: +3; Str 12, Dex 18, Con 13, Int 
  14, Wis 10, Cha 9 
  Skills and Feats: Balance +19, Disable Device 
  +15, Escape Artist +17, Hide +17, Listen +10, 
  Move Silently +17, Open Lock +17, Pick Pocket 
  +15, Search +13, Spot +11, Tumble +17, Use 
  Rope +13; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Weapon Finesse (Rapier) 
  Possessions: +1 studded leather armor, rapier 
  +1, crossbow +1, 20 bolts, thieves’ tools, potion 
  of cure moderate wounds, potion of cure serious 
  wounds, potion of cat’s grace, potion of haste, 
  potion of spider climb 
  Gareth: Male human Sor10 CR10; Medium-
  sized humanoid (human); HD 10d4+20; hp 56; 
  Init: +6; Spd Walk 30’; AC 18 (mage armor) 
  (touch: 18, flatfooted 16); Atk: +4 melee (1d6-
  1/19-20 shortspear) or +8 ranged (1d8/19-20 
  masterwork crossbow); SA --; SQ Spells; AL LE; 
  SV: Fort +5, Ref +5, Will +8; Str 8, Dex 14, Con 
  14, Int 10, Wis 12, Cha 18 
  Skills and Feats: Concentration +14, Disguise 
  +6, Listen +4, Spellcraft +13, Spot +4; Combat 
  Casting, Craft Wand, Dodge, Improved Initiative, 
  Scribe Scroll 
  Possessions:   Masterwork light crossbow, 20 
  bolts, shortspear, ring of protection +2, potion of 
  cure serious wounds, potion of spider climb, 
  potion of displacement, wand of magic missiles 
  (3rd level) 
  Sorcerer Spells (Spells per day - 6/6*/7/7/6/3 
  save DC 14 + Spell Level): 0 – dancing lights, 
  daze, 
  detect 
  magic, 
  flare, 
  mage 
  hand, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance; 1st –burning hands, cause fear, 
  charm person, mage armor, magic missile; 2nd – 
  
  BIS3-04 First Comes Marriage 
   
  Page 38 
  Blur, Flaming Sphere, Invisibility, Web; 3rd- 
  Fireball, Haste, Lightning Bolt; 4th- Ice Storm, 
  Minor Globe of Invulnerability; 5th – Cone of Cold 
  * - Gareth has already cast one mage armor 
  spell prior to the encounter – this is already 
  accounted for in his spells per day numbers 
  APL12 (EL 16) 
  Labrim of Hextor: Male human Clr12 (of 
  Hextor) 
  CR 
  12; 
  Medium-sized 
  humanoid 
  (human); HD 10d8 hp: 84 (diehard); Init +4; Spd 
  Walk 20’; AC: 24 (touch: 12; flatfooted 24); BAB: 
  +9/+4; Atk +14/+9 melee (1d8+3/19-20, flail +1); 
  SA: smite (1x/day +4 to hit, +10 to damage for 1 
  attack); SQ Spells; AL: LE; SV: Fort +9, Ref: +6, 
  Will: +13; Str 14, Dex 10, Con 13, Int 11, Wis 19 
  (21), Cha 10 
  Skills and Feats: Concentration +13, Diplomacy 
  +4, Heal +14, Intimidate +2, Spellcraft +10, Spot 
  +8; Combat Casting, Power Attack, Endurance, 
  Diehard, Martial Weapon Proficiency (Flail), 
  Weapon Focus (Flail), Lightning Reflexes, 
  Improved Initiative 
  Possessions: +1 Full Plate, +1 Heavy Steel 
  Shield, ring of protection +1, periapt of wisdom 
  +2, amulet or natural armor +1, flail +1, potion of 
  cure moderate wounds x2, potion of cure 
  serious woundsx3, potion of haste, potion of 
  bull’s strength 
  Cleric Spells Memorized: (domains: Destruction, 
  War) Spells per day 6/7+1/5+1/5+1/4+1/4+1 
  /2+1 save DC 15+Spell Level): 0 – Inflict Minor 
  Wounds (x2), Cure Minor Wounds (x4); 1st-
  Bane, Cause Fear, Command(x2), Cure Light 
  Wounds(x2), Obscuring Mist, domain: Inflict 
  Light Wounds; 2nd – Cure Moderate Wounds, 
  Hold Person(x2), Sound Burst, Bull’s Strength, 
  domain: Spiritual Weapon; 3rd – Blindness, Cure 
  Serious Wounds(x2), Prayer, Inflict Serious 
  Wounds domain: Contagion; 4th – Cure Critical 
  Wounds (x2),  Poison(x2), domain: Divine 
  Power; 
  5th 
  – 
  Flame 
  Strike(x2), 
  Greater 
  Command, Slay Living,  domain: Circle of Doom; 
  6th – Blade Barrier, Heal, domain: Harm 
  Khorim: Male human Ftr12 CR 12; Medium-
  sized humanoid (human); HD 12d10+24 hp: 
  106; Init +5; Spd Walk 20’; AC: 22/23 (dodge) 
  (touch: 13; flatfooted 21); Atk +21/+16/+11 
  melee (2d6+9/17-20, greatsword +2); SA: --; SQ 
  --; AL: LE; SV: Fort +10, Ref: +5, Will: +4; Str 20, 
  Dex 13, Con 14, Int 9, Wis 10, Cha 9 
  Skills and Feats: Climb +18, Jump +16, Spot +3; 
  Cleave, Combat Reflexes, Dodge, Great Cleave, 
  Improved 
  Bull 
  Rush, 
  Improved 
  Initiative, 
  Mobility, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword), 
  Greater 
  Weapon 
  Focus 
  (greatsword), Improved Bull Rush, Improved 
  Critical 
  Possessions: +2 Full Plate, greatsword +2, ring 
  of protection +1, potion of cure serious wounds 
  x2, potion of haste, potion of bull’s strength 
  Jantea: Female human Rog12 CR12; Medium-
  sized humanoid (human); HD 12d6+12; hp: 70; 
  Init +9; Spd Walk 30’; AC: 20 (touch: 16; 
  flatfooted 20); Atk +15/+10 melee (1d6+2/18-20, 
  rapier +1) or +15/+10 ranged (1d8+1/19-20 
  crossbow +1); SA Sneak Attack +4d6; SQ 
  Evasion, Trapfinding, Trap Sense +4, Uncanny 
  Dodge, Improved Uncanny Dodge (cannot be 
  flanked); AL NE; SV: Fort: +5, Ref: +13, Will: +4; 
  Str 12, Dex 19 (21), Con 13, Int 14, Wis 10, Cha 
  9 
  Skills and Feats: Balance +22, Disable Device 
  +17, Escape Artist +20, Hide +20, Listen +12, 
  Move Silently +20, Open Lock +20, Pick Pocket 
  +19, Search +15, Spot +12, Tumble +20, Use 
  Rope +14; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Spring Attack, Weapon 
  Finesse (Rapier)  
  Possessions: 
  +1 
  studded 
  leather 
  armor, 
  masterwork rapier, masterwork crossbow, 20 
  bolts, thieves’ tools, potion of cure serious 
  wounds x2, potion of cat’s grace, potion of 
  haste, potion of spider climb 
  Gareth: Male human Sor12 CR12; Medium-
  sized humanoid (human); HD 12d4+24; hp 67; 
  Init: +6; Spd Walk 30’; AC 18 (mage armor) 
  (touch: 18, flatfooted 16); Atk: +5/+0 melee (1d6-
  1/19-20 shortspear) or +9/+4 ranged (1d8/19-20 
  masterwork crossbow); SA --; SQ Spells; AL LE; 
  SV: Fort +6, Ref +6, Will +9; Str 8, Dex 14, Con 
  14, Int 10, Wis 12, Cha 18 
  Skills and Feats: Concentration +16, Disguise 
  +6, Listen +4, Spellcraft +15, Spot +4; Combat 
  Casting, Craft Wand, Dodge, Forge Ring, 
  Improved Initiative, Scribe Scroll 
  Possessions:   Masterwork light crossbow, 20 
  bolts, shortspear, ring of protection +2, potion of 
  cure serious wounds x2, potion of spider climb, 
  potion of displacement, wand of magic missiles 
  (3rd level) 
  
  BIS3-04 First Comes Marriage 
   
  Page 39 
  Sorcerer Spells (Spells per day - 6/6*/7/7/7/4/3 
  save DC 14 + Spell Level): 0 – dancing lights, 
  daze, 
  detect 
  magic, 
  flare, 
  mage 
  hand, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance; 1st –burning hands, cause fear, 
  charm person, mage armor, magic missile; 2nd – 
  Blur, Flaming Sphere, Invisibility, Mirror Image, 
  Web; 
  3rd- 
  Dispel 
  Magic, 
  Fireball, 
  Haste, 
  Lightning Bolt; 4th- Ice Storm, Minor Globe of 
  Invulnerability, Stoneskin; 5th – Cone of Cold, 
  Feeblemind; 6th- Chain Lightning 
  * - Gareth has already cast one mage armor 
  spell prior to the encounter – this is already 
  accounted for in his spells per day numbers 
  
  BIS3-04 First Comes Marriage 
   
  Page 40 
  Appendix II - The Town of Bessellar:
  The Shingle: The shingle is a local tavern.  It 
  has plentiful, palatable, cheap, food – fair wine 
  and ale, and plentiful, though lousy beer.  It also 
  has 6 rooms above the common room, which its 
  owner, Francious DeBois rents out to travelers 
  very inexpensively (2 sps per week without food, 
  4 sps per week with food – or equivalent in kind 
  working for the house.)  Francious is beloved by 
  the local populace as well.  Everyone knows that 
  Francious will listen to all your problems, for as 
  long as you want to talk.  He has even been 
  known to have ideas that are helpful. 
  Francious employs 2 young bar keeps and 3 
  even younger bar backs during the course of the 
  week.  These are: Conor and Caighan with bar 
  backs: Grover, Halbert and Erle. 
   
  The Great Library: Normally bustling with 
  travelers, it is overfull during festival, when many 
  travelers come to gape at the collection of over a 
  thousand books gathered together by Lord 
  Darius.  Who could use so many?  A single 
  librarian, Miss Todshunter, tends the stacks.  
  She knows the books like the back of her hand, 
  although conversing with her on anything more 
  present day is futile. 
   
  Security: Abandoned normally, this building is 
  manned during festival, and there is always 
  someone in one of the three cells at night, 
  sleeping off their indulgences. 
   
  Temple of Pelor: This is the regular temple, 
  overseen by Father Coughlin. The temple is 
  immaculately clean, and most of the town 
  attends high holy day services, although the 
  good father has despaired of getting the vast 
  majority to give more than lip-service. 
  [Father Coughlin DuBois, hm, C3;hp 20; AL LG; 
  initiative +1; Spd Walk 30; ac 11 ( dex + 1); 
  saves fort +4, ref +2, will + 5; str 13 dex 12 con 
  13 int 11 wis 15 chr 14; concentration +5, 
  diplomacy +6, heal +8, knowledge - religion +4; 
  alertness, scribe scroll, brew potion; 
  domains are good and healing; bonus spells are 
  cure light wounds, cure moderate wounds 
   
  Spells: 
  detect 
  magic, 
  detect 
  poison, 
  guidance, light First Level: bless, command, 
  comprehend languages Second Level: delay 
  poison, augury 
   
  Magic Items: Holy symbol of Pelor, blessed 
  by the patriarch of the faith, can bestow a  bless 
  and protection from evil once per week by touch. 
   
  Special 
  Power/Skills: 
  Performance 
  of 
  ceremony can sanctify a place, the dead, or the 
  newly born to Pelor. 
   
  Young and earnest, charming in his naivety, 
   Father Coughlin is dedicated to his vocation, 
  and to this parish.  He at least has managed to 
  help a few of the families in the area, and his 
  giving spirit has filled the temple on holy days, 
  and brought most of the folk in the village who 
  develop problems to the temple, where troubled 
  folk should be going. If what is going on is 
  explained to him, he will suspect the Inquisition, 
  which he has little respect for, but he will only 
  share his suspicions if he is asked by the 
  president or the sister.  He is loyal to his parish 
  and will be as helpful as possible, without 
  betraying the temple itself.] 
   
  Home-Board is a boarding house ran by a 
  pleasant older woman, Gerda Heffshen.  Gerda 
  provides good food, warm atmosphere, lots of 
  cleanliness, and pithy advice to all of her 
  charges – mostly young travelers from far away 
  indeed.  During the regular year, Home-Board 
  runs full at between 3 and 6 travelers housed 
  and fed, now however there is a full house of 35. 
   
  Chapel This is a chapel to Istus, where many of 
  the travelers drop in for a word with its homey 
  and friendly Rector.   
  Mother Yvonne Mendelstein, hf,C2;hp 14; AL 
  LG;  initiative +2; Spd Walk 30; ac 12 ( dex + 2); 
  saves fort +4, ref +2, will + 5; str 10 dex 14 con 
  12 int 12 wis 15 chr 13; concentration +5, 
  diplomacy +4, heal +8, knowledge - religion +5, 
  profession herbalist +7; alertness, scribe scroll; 
  domains are law and healing; bonus spell is 
  cure light wounds 
   
  Spells: 
  detect 
  magic, 
  detect 
  poison, 
  guidance, light  First Level: bless, command, 
  comprehend languages  
  
  BIS3-04 First Comes Marriage 
   
  Page 41 
   
  Special 
  Power/Skills: 
  Performance 
  of 
  ceremony can sanctify a place, the dead, or the 
  newly born to Istus. 
   
  The Lookout Inn Owned by Frank and Lilly-
  Mae Hoffman, this Inn hosts as many as 6 
  dozen travelers from time to time, and has one 
  of three eateries in town open to the general 
  public during the off-festival season as well as 
  during the fete.  Frank and Lilly-Mae charge 
  inexpensive prices, and provide inexpensive 
  service, as one might expect.  This is the 
  tavern/restaurant favored by the local farmers 
  and woodcutters when they come into town.  
  Even in the dead of winter, a few are always 
  there.  
   
  The Lazy Dragon Run by Emelio, the Lazy 
  Dragon is probably the best inn in Besselar.  
  The inn is large, and the kitchen, run by Emelio’s 
  wife, Annie, is extremely good.  Visiting nobles 
  usually reside here, if they are not invited to stay 
  at the keep by the Baron.  During the festival,  
  the inn is at full capacity, but Lady Jasmine has 
  somehow managed to reserve good rooms for 
  the PCs to stay here.  
   
  The Gryphon’s Feast This popular eatery and 
  stables is close to the entrance to the bailey, 
  and gets huge crowds in the evenings at week’s 
  end.  Owner Billy Billows is very happy with the 
  profit he makes here.  Food is moderately priced 
  and drink variable. All of it is down home good 
  though.  During Festival Billy also sets up tables 
  outside for visitors. 
   
  Healer’s Hall and Hospital This place is always 
  open, although there are only a few travelers 
  staffing it now, it is available if anyone in the 
  town needs help, they know where to go. 
   
  Appraisal Hall is closed, as are the Scriptorium 
  and the Hall 
   
  Herbarium, is open, heated, and maintained, as 
  always.  Two employees: Marvin Kildred and 
  Brenda Billings are watching  the plants are 
  present, and are intent on their work nearly any 
  hour of the day one enters the Herbarium.  
  Medicinal herbs of all kinds may be gotten here. 
   Healing herbs will cure 1d3 pts of damage per 
  bundle and cost 4 sp 
   
  At the edge of town: 
  The Billings Farm The Billings  farm has been 
  made into a larder for the festivities.  Most of the 
  Billings clan is presently in town delivering food 
  –  Ms. Georgiana  Billings is the only one at 
  home at the moment, she is the grandmother of 
  the clan and is 87 years old and a great grand 
  mother many times over.   
  Ms Billings is a commoner level 3 and an expert 
  level 4; hp 22; initiative -2; Spd Walk 30; ac 8   ( 
  dex - 2); saves fort +3, ref +0, will + 10; str 8 dex 
  6 con 8 int 14 wis 16 chr 16; handle animal +7, 
  listen +15, profession farmer +9, spot +15, craft 
  quilting +8, craft weaving +8, bluff +7, gather 
  information 
  +7, 
  heal 
  +7, 
  intimidate 
  +7, 
  knowledge 
  nature 
  +6, 
  sense 
  motive 
  +7; 
  alertness, iron will, toughness, great fortitude. 
    
  I 
  
  BIS3-04 First Comes Marriage 
   
  Page 42 
  Appendix III - Standard NPCs
   
  For setting up the tests, Delmer will usually use 
  commoners or experts to fill in any roles 
  needed.  Below are the standard commoner and 
  expert stats for DMs that may need them 
   
  Standard commoner: commoner 1; hp 3; ac 10 
  saves fort +0, ref +0, will +0; str 12 dex 10 con 
  11 int 10 wis 10 chr 10; skills profession ( as 
  appropriate) +6, others as needed; skill focus 
  profession, alertness. 
   
  Standard expert: expert 1; hp 6; ac 10 saves 
  fort +1, ref +0, will +2; str 12 dex 10 con 12 int 
  12 wis 11 chr 11; skills profession ( as 
  appropriate) +6, others as needed; skill focus 
  profession, alertness. 
   
  If the PCs (for some reason) decide to tangle 
  with the guards at the keep or a member of the 
  city watch, the following are their stats: 
   
  Standard Guard Warrior hm, Warrior 1 hp 13; 
  AL LG; initiative +0; Spd Walk 30; ac 16 ( +4 
  chain shirt, +2 large wooden shield); saves fort 
  +4, ref +0, will +1; str 15 dex 10 con 14 int 10 
  wis 12 chr 10.  Intimidate +4; Spot +4; Climb +2; 
  Toughness;  Alertness.  Truncheon +3 dmg 
  1d6+2 or Longsword +3, dmg 1d8+2. 
  
  BIS3-04 First Comes Marriage 
   
  Page 43 
  Map I – Jasmine’s Rooms 
   
   
  
  BIS3-04 First Comes Marriage 
   
  Page 44 
  Players Handout I 
   
  My Dearest Grace, 
  I have always feared that one day this time would come.  I am sorry my 
  beloved, but it will no longer be possible for us to see one another.  For the 
  good of the territory I am taking a husband from among the best of the suitors 
  that my father has gathered for me.  It is not for myself that I do this 
  thing, nor out of any desire to harm you – but rather for the greater good of 
  the people, as is always the duty of those in power. 
   
  I will love you always, silently – and my heart will bleed for the times that 
  we cannot have.  Unfortunately, our love cannot be.  I have my duty and I must 
  attend to it, much as I would not.  We’ve always known that this day would 
  eventually come.  Though I loathe to say it, we must never see each other 
  again. 
   
  Always with my love, 
  Jaz 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/593/Normal Scenarios/BIS3-04 - First Comes Marriage (APL 2-12)/BIS3-04 - First Comes Marriage.pdf