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.  
   
  BIS5-IS2 
   
   
   
   
   
   
  A Day at the GAP 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bissel Regional Introductory Adventure 
  Version 1.0 
   
  By Mike Rosenberg 
  Edited by Jay Babcock 
  Playtested by Crystal Babcock, Jay Babcock, Willi Burger, Jon Machnicz, Aimee Toms, and Mary Toms 
   
   
   
  The Guild of the Arcane Path has been the premier school and haven for Arcane Spellcasters in Bissel for as long as 
  anyone can remember. One professor has wishes to continue on in his duties, but needs the help of a few brave souls to 
  accomplish this task. Will you be up for the challenge? An introductory LG adventure set in the March of Bissel. 
   
  
  BIS5-IS2 A Day at the GAP 
   
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  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 table tracking form, 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 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. 
  
  BIS5-IS2 A Day at the GAP 
   
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  # 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 
  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 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  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. 
  INTRODUCTORY ADVENTURES  
  Welcome to Living Greyhawk and the March of Bissel. 
  This document is an introductory adventure designed to 
  introduce characters and players to Living Greyhawk in 
  general and the Bissel campaign in particular. As such, it 
  can only be played by 1
  st level characters. Higher level 
  characters must play standard regional, meta-regional, or 
  core adventures. This adventure is only playable at APL 2. 
  TIME UNITS AND UPKEEP  
   
  This is a standard one-round introductory Regional 
  adventure, set in the March of 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. 
  ADVENTURE BACKGROUND 
   
  The Guild of the Arcane Path is the largest and most 
  well-respected public association of arcane spell casters in 
  all of Bissel. Although its membership is comprised 
  entirely of sorcerers and wizards, bards are welcome. 
   
  Members of the Guild meet at the Arcane Path Guild 
  Tower in the Township of Sareden to share ideas, 
  compare techniques, and to study and practice all forms 
  of arcane magic. The promise of a safe place to cast and 
  share spells has brought many to the Guild, and the ranks 
  of the Arcane Path have grown considerably since its 
  founding. 
   
  Professor Sal’lasterious Ugumondil, or Sal as he is 
  known to both his friends and colleagues, has been 
  teaching Illusions at the Guild of the Arcane Path for the 
  past seventy years. Prior to that, he was a traveling 
  adventurer who traveled throughout the Sheldomar 
  Valley. 
   
  Sal is just entering his 200
  th year on the face of Oerth. 
  His fellow professors are urging him to retire from 
  teaching, so that he may enjoy the twilight of his life. 
  After having taught for so long, Sal’lasterious does not 
  know what else to do with his life, and retirement would 
  bring him that much closer to Garl Glittergold that much 
  faster. The other professors have begun to insist, as Sal 
  has become slightly absentminded over the past decade 
  and they worry for him and his students. 
  
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  The professor has come to realize that life will not be 
  easy after retirement, and he feels that he must prove his 
  talents to his colleagues in order to keep his job. He is 
  willing to allow another to run the department - he is 
  aware of his diminishing memory - and the bureaucratic 
  end of things was never his favorite. However, he knows 
  nothing else to do with his time other than teach, and is 
  not willing to give that up. 
   
  In order to try and save his job, Sal has set up a little 
  test of his abilities, and a way to show off his talents to 
  that his superiors. Now that classes have ended for the 
  semester and the students are not around, he has taken 
  the opportunity to set his plan into motion. He has set 
  up, in an empty portion of the basement of the guild 
  tower, a number of illusory challengers. Now he just 
  needs a few guinea pigs to run through it and prove that 
  he is still very capable. 
  ADVENTURE SUMMARY 
   
  Our heroes are walking through the streets of 
  Sareden, when they stumble across a sad, little gnome 
  named Sal’lasterious. He lays his burdens and a job offer 
  at their feet. 
   
  They are led through the streets of Sareden to the 
  Guild Tower. In the basement, Sal has set a few illusory 
  foes for the PCs to fight. If the PCs are unable to 
  recognize his work as illusion, Sal will be confident 
  enough in his abilities to continue his work at the Guild. 
  Introduction: Welcome to Sareden - The PCs find 
  themselves in Sareden, home of the Guild of the Arcane 
  Path. 
  Encounter 
  1: 
  Sal’lasterious 
  - 
  The 
  PCs 
  meet 
  Sal’lasterious. He asks them to help him out. 
  Encounter 2: Classrooms - The PCs are led through the 
  streets of Sareden to the guild tower, and into 
  Sal’lasterious’ office. 
  Encounter 3: Hallways - Now that the heroes are ready 
  to set off, they are led down to the illusionary basement. 
  Sal gives some last minute instructions, and then leaves 
  them to their work. He returns to his office to begin 
  scrying on them. 
  Encounter 4: Basement - The heroes take their first 
  steps into the basement of the guild hall. 
  Encounter 5: Chamber A - In one chamber, they find 
  an illusion of Evard the Necromancer, who commands a 
  group of illusory undead to kill the heroes. 
  Encounter 6: Chamber B - In the next chamber, Sal has 
  placed a group of illusory kobolds, just for comedic 
  purposes. 
  Encounter 7: Chamber C - A group of real rats have 
  taken up residence in the final chamber. The PCs can 
  find the item they seek here. 
  Conclusion A: Overwhelmed by Illusion – The heroes 
  are overcome by Sal’s illusions. 
  Conclusion B: Recognizing the Illusions – The 
  heroes recognize Sal’s illusions for what they are, and 
  confront him. 
  Conclusion C: Success – The heroes overcome Sal’s 
  illusions and the rats swarms, and safely leave the 
  chambers. 
   
  INTRODUCTION: WELCOME 
  TO SEREDAN 
   
  The heroes begin the adventure in the city of 
  Sareden, the home of the Guild of the Arcane Path. This 
  city is, and has historically been, a refuge for Arcane Spell 
  casters in Bissel – with the exception of Necromancers. 
  This has to do with the attitude of all Bisselites where 
  Necromancy is concerned, after the terrible insurrection 
  led by the dread necromancer, Evard. 
   
  Begin the adventure with this section: 
   
  Sareden is a large and beautiful town, located 
  near the southeastern corner of the March. It has 
  been a safe haven for arcane spell casters for many 
  generations, and is the home of the Guild of the 
  Arcane Path, the premier institution for arcane 
  practitioners. 
   
  As you travel through the cobblestone streets, 
  there is activity all around the bustling market 
  square. All manner of goods can be purchased from a 
  number of colorful individuals, representing many 
  of the different races that can be seen in Sareden. 
   
  The glow of the magical streetlights is dim now, 
  their violet glow fading in the late morning 
  sunlight. 
   
  All around you, the streets seem filled with 
  activity, as soldiers in Great Army uniforms prepare 
  to head for the front lines, to join the war against 
  Evard the Necromancer. The Battlecaster insignia 
  on many of the uniforms is unmistakable, and 
  brings feelings of hope to your hearts. 
  
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  Since the PCs likely have not played with each other 
  in the past, this would be a good time for them to 
  introduce themselves and their characters. 
   
  When the heroes are fully acquainted with each 
  other, continue with Encounter 1. 
  ENCOUNTER 1: 
  SAL’LASTERIOUS 
   
  Now that you have come to know those around 
  you, you come to the decision that it is time to find 
  work, and supplement your military income. To 
  make some coin is fine, but you also have ideals of 
  making a name for yourself in the March. The 
  spring sun hangs high in the sky, and this seems as 
  good a time as any to begin your search. 
   
  Hunting around, though, it seems that there is 
  little employment to be found here, and it seems 
  that it would be much easier to find a cold drink 
  than a job. 
   
  Wandering through the streets, you notice how 
  clean the city appears. There is no litter to be seen 
  anywhere, and it amazes you. That is, until you see a 
  floating broom coming down one of the side streets, 
  sweeping as it goes. The broom pauses for a 
  moment, and an empty sack appears. The broom and 
  the sack work together to pick up some refuse, and 
  it ends up inside of the sack. Once the ground seems 
  satisfactorily clean, the broom continues down 
  another street, moving away from you. 
   
  If the PCs make a Spellcraft check (DC21) they can 
  identify the invisible janitor as an unseen servant working 
  at its task. The wizards at the guild have created a number 
  of permanent servants that wander around the city, 
  cleaning things up and picking up any garbage left on the 
  streets. This garbage is collected and incinerated every 
  night. 
   
  After wandering aimlessly for a while, you 
  finally ask a few of the locals where good food and 
  drink can be found. You are told about a place called 
  “The Familiars’ Perch”, a tavern not far outside the 
  gates of the guild tower, frequented by the students 
  from the school. 
   
  You easily make your way to the tavern, as the 
  directions that you were given were rather simple. 
  As you turn the last corner that will take you to the 
  front entrance of the tap house, you spy a small 
  figure huddled on the stoop, its head in its hands. 
  You hear the obvious sound of crying coming from 
  its direction 
   
  It is plain for the PCs to see just how distraught the 
  gnome is by the loud crying and the tears running down 
  his face. 
   
  If the PCs investigate further, continue: 
   
  The small figure looks up at you, revealing 
  gnomish features. The tears he has been crying are 
  still smeared along his ruddy cheeks, and his bright 
  blue eyes are red and puffy. His hair and beard are 
  both quite long but well kept, and the gray color 
  insists that he is not a youngster. He is dressed in 
  what would be considered an extremely fashionable 
  outfit, except for the mixed and matched colors of 
  all of the various pieces of clothing. Looking up at 
  you, a tiny glimmer of hope sparks in his dreary 
  eyes. 
   
  “I, I have been a teacher at the Guild of the 
  Arcane Path for the past six . . . uh, sixty . . . uhmmm, 
  seventy years,” he says, his voice cracked slightly 
  from all of his crying. “Prior to that, I was an 
  adventurer, but that was a long time ago. For the 
  longest time, all I have known is the Guild and my 
  students.” 
   
  “Just a few days ago, I was informed that because 
  of my age, my fellow professors think that I should 
  retire from teaching, and spend my twilight years 
  with my family.” 
   
  His face saddens once more, but he continues. 
  “My family is no longer with me. They have passed 
  on to the next world, and are with Garl Glittergold 
  now. All I have known for the longest time is the 
  guild, magic and my students. While I have seen 
  that my memory is not what it used to be, if I were to 
  stop teaching, what would I have left?” 
   
  Once again, the gnome breaks down into tears. 
   
  If the PCs can make a Knowledge [religion] check 
  (DC 10), they can identify Garl Glittergold as the chief 
  deity of the gnome pantheon. 
   
  If the PCs leave Sal here - alone and distraught, 
  dwelling on his problems - he will find others to help 
  him. The adventure is over for them. 
   
  The heroes can try what they like to calm down Sal, 
  but it will take a Diplomacy check (DC 15) to get him 
  calm enough to continue. Once they have done so, he 
  will continue with the following. Remember to role-play 
  this, and award up to a +2 bonus for creative ideas that fit 
  the situation. 
   
  Wiping the tears from his face with the sleeve of 
  his elegant looking shirt, the Gnome continues. 
  
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  “Uhmmm, where was I? Oh, yes… I don’t know 
  what to do with the rest of my days if I cannot 
  continue teaching, but they are persistent. I have 
  come up with a way to show them that I am still 
  capable of doing my job, but with so many students 
  off fighting the war, it is difficult to find anyone to 
  help me.” 
   
  The Gnome looks up at you, a pleading look in 
  his sky-blue eyes, and seriousness suddenly comes 
  over his face. 
   
  “You all look like you would be more than 
  capable. Perhaps you would be willing to help out an 
  old gnome?” 
   
  Up until this point, Sal’lasterious has not yet 
  introduced himself to the heroes. This is not out of any 
  rudeness. It has simply slipped his mind. This should be 
  played up, as a way of showing the heroes just how 
  absentminded Sal truly is. 
   
  The PCs may be brimming with questions, and Sal 
  will do his best to answer them. As a point of reference, 
  anything that does not specifically involve his job or 
  magic, he will appear to be a little confused with, as if he 
  is having trouble remembering. The GAP and Magic are 
  the only things that his memory is clear about, and how 
  Sal answers the heroes should reflect that he is already in 
  the grips of senility. 
   
  This is a list of possible questions that the heroes 
  might ask, and a rough idea of some of the answers. 
  “Who are you?” 
   
  To this question, Sal will look extremely confused, as 
  he thought that he has introduced himself already. Being 
  reminded that he has not is a sad reminder of his 
  condition. He will say the following in a very humble 
  voice: 
   
  “I am very sorry. I thought that I had already 
  introduced myself. I am Sal’lasterious Udumondil, 
  but please, call me Sal.” Looking to the side of the 
  building, he calls out in a strange language. A 
  moment later, an orange tabby comes from around 
  the corner, stretches itself, as if has just awoken, and 
  jumps into the Gnomes’ lap. “And this fat cat” he 
  says has he gently scratches it between the ears “is 
  Tabitha.” 
  “What do you need us to do?” 
   
  “It is rumored that somewhere, in the basement 
  of the guild tower, is a small magical device, that 
  may have the power to aid my failing memory and 
  help me keep my job. I need for someone to get this 
  item for me.” (This is a lie. He needs someone to wander 
  through his illusions, showing that he is still capable.) 
  “Why don’t you get it yourself?” 
  “The item is kept downstairs, in the basement, and 
  there are rats down there. I have a little problem 
  with rats. It is a childhood fear that I have not been 
  able to overcome.” (True) 
  “What is the item? / What does it look like?” 
  “It is a simple necklace. It is a large, blue stone 
  hanging from a silver chain. The magic of the stone 
  increases the memory and mental capacity of the 
  wearer.” (False – the item is a fake pendant with no 
  properties) 
   
  If the PCs succeed at a Knowledge [arcana] check 
  (DC 23) they realize that item described might be a 
  periapt of wisdom, but it is unclear. 
  “What kind of dangers could we expect?” 
   
  “We do keep a few trinkets downstairs, and 
  there are a few storage boxes towards the back. You 
  probably would be wise to stay away from those, as 
  you don’t want to mess around with the playthings 
  of wizards.” 
   
  “Otherwise, the only other thing down there is a 
  nest of . . . of rats.” The gnome shudders at even the 
  mention of the words. 
  “What will we be paid for this service?” 
   
  “Right now, there is little that I can offer you as 
  compensation. I can put in a good word for you with 
  the guild, and can offer my endearing gratitude. 
  Perhaps I can scrape together a few coins, but I don’t 
  know how much.” 
   
  “If you are able to help me find the item, and 
  help keep my position in the guild, than I will be in 
  a much better position to reward you for your 
  efforts.” 
   
  Once the PCs are satisfied with the answers that they 
  get from Sal’lasterious, and they agree to the task, 
  continue with Encounter 2. 
  All APLs 
  � Sal’lasterious Ugumondil: Male Gnome Sor 16 
  (Bluff +17, Diplomacy +18); hp 49; see Appendix 
  One. 
  
  BIS5-IS2 A Day at the GAP 
   
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  ENCOUNTER 2: CLASSROOMS 
   
  “Your offer of help is absolutely more than I 
  could have hoped for,” Sal says, with a little more 
  hope in his voice. “If you are truly serious about it, 
  we should be off now, back to the guild hall.”  
   
  Sal’lasterious leads you from deep in the heart 
  of town towards its eastern edges. Far off in the 
  distance, you can see the top of a spire, and it seems 
  that you are walking directly towards it. 
   
  It takes roughly twenty minutes to walk the 
  distance to the guild tower. You arrive at a lush, 
  green garden with beautifully sculpted topiary 
  statues, each one of different animals and beasts. 
  Before your very eyes, the beasts move of their own 
  accord, shifting position, and coming to rest a few 
  moments later a few feet away from where they 
  originally were. 
   
  These creatures are topiary guardians (see Monster 
  Manual III, page 173). They are not described here in 
  more detail as they severely outclass the PCs. If the PCs 
  try and attack the guardians, they will be killed, plain and 
  simple. 
   
  You continue along a small, well-worn path 
  towards a pair of ornate double doors. The doors are 
  twenty feet tall, and each one is ten feet wide. Above 
  the doors is an ornate carving of a bestial head. 
   
  As you get a few feet away from the statue, the 
  eyes open suddenly, and stare at each of you with a 
  strange amber glow. Upon noticing the gnome 
  walking alongside you the gargoyle opens his mouth 
  and speaks in a high-pitched, almost comical voice. 
   
  “Welcome, professor. Fine day, isn’t it?” 
   
  “It’s looking better. We’d like to go inside, 
  please.” 
   
  The gargoyle nods, and then emits a rough 
  sound, reminiscent of stone shifting and grating. A 
  moment later, the door opens of its own accord. 
   
  If any of the PCs understand Terran, they will realize 
  that the gargoyle said “open” in that language. 
   
  Sal’lasterious leads you through the doors into a 
  dark foyer. Once inside, the door silently closes 
  behind you and a globe of light flares to life above 
  your heads. You can now make out the details of the 
  antechamber that you’re standing in, but there is 
  little to see. 
   
  The door that you have just stepped through 
  seems very different, as it has shrunk down to an 
  ordinary sized single door, just as intricately carved 
  as the doors you saw before. It sits in the middle of a 
  fifteen-foot wide by fifteen-foot tall wall, and the 
  other three walls of this chamber match it in size. 
  There are three large paintings, each one covering a 
  different wall. Amazingly, the images inside each 
  painting shift, as if you were looking through a 
  window into somewhere else. 
   
  One painting depicts a group of humans 
  wandering through a set of hills, looking very 
  similar to the foothills of the Lorridges, just outside 
  of Sareden. The humans meet up with a band of 
  dwarves, and as you watch, the landscape becomes 
  much more familiar until they arrive at the gates of 
  town. 
   
  The second shows images of the various schools 
  of magic. Abjuration is depicted as protective 
  barriers coming up to defend against the elemental 
  attacks of Evocation. Creatures from the outer 
  planes spring up from Conjuration spells, and they 
  change form and size as Transmutation takes over, 
  and eventually change color and even disappear as 
  Illusion finishes the creatures off. Small pockets of 
  sight are revealed, indicating that Divination has 
  come to the forefront, and you see the creatures 
  acting strangely as Enchantment washes over them. 
   
  If any of the heroes raise the question of a missing 
  school of magic, Sal will tell them that Necromancy was 
  intentionally left out, due to the emotional attachment 
  generated by the Insurrection. 
   
  The final painting shifts between images of 
  Sareden, Pellak, Thornward, and many other 
  locations in the March. All of these images have one 
  thing in common; there are always images of 
  soldiers in the Great Army, all of them bearing the 
  symbols of the Battlecasters. 
   
  Now that you have had the opportunity to enjoy 
  the spectacle, the professor informs you that he will 
  lead you to his office, “Stick close to me, and please, 
  do not wander off. There are a large number of ways 
  for you to get lost, and it will take a long time for 
  you to find yourself clear again.” 
   
  The gnome looks at you, and asks if you are 
  ready. Without waiting for a response, he speaks a 
  few words in his native tongue and the door you 
  stepped though opens once more. He steps through, 
  and you can see that the open door leads down a 
  hallway that bears no resemblance to the topiary 
  garden you originally came from. 
  
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  If any of the PCs understand Gnomish, they will 
  realize that Sal said “My office, please” in that language. 
   
  Following Sal’lasterious, you walk through 
  various corridors. It is easy to see how you could get 
  lost forever in this maze of moving staircases, 
  illusionary floor and walls, and vanishing walls, 
  doors and pretty much, everything else. This place 
  seems to not only house magic, but seems to have 
  been built of and embody magic itself. 
   
  If any of the heroes stray from their guide they will 
  become hopelessly lost. 
   
  After a few minutes of walking, which seems 
  like hours, you are finally led to a smaller hallway. 
  Both sides are lined with doors, which appear to 
  lead to small offices. He heads off to one of the 
  doors, and begins fumbling in his pocket. His search 
  becomes a little frantic, and be begins emptying the 
  contents of his pockets onto the floor.  
   
  List off a bunch of useless items - things like bits of 
  string, small animal bones, and other inconsequential 
  items. These are just reminders that he is becoming 
  senile, and his sense of value is being lost. 
   
  Finally, realizing that he has no key, and 
  looking a little embarrassed, he turns to you. “It’s 
  arcane locked. I need no key – ha, silly me.” With 
  that, he turns the handle, and walks into the room, 
  inviting you to join him. 
   
  Pointing to a few chairs in the far corner, he 
  beckons you to take a seat. He goes to the far end, 
  and retrieves a decanter of what appears to be wine, 
  and a handful of goblets. He pours each of you a 
  glass, as well as one for himself. Taking a sip from 
  his goblet, he walks around to the other side of his 
  desk, and sits himself down. 
   
  Looking around the chamber, you can tell that it 
  has been occupied for a long time, for not only are 
  there a large quantity of scrolls and tomes lining the 
  bookshelves around the room, but there are bottles, 
  beakers and all manner of alchemical equipment as 
  well. 
   
  Sal’lasterious 
  begins 
  searching 
  frantically 
  through the drawers of his desk. Every few 
  moments, he mutters something like “Where did I 
  put it?” or “What did I do with the thing?” Finally, 
  his head straightens back up. in his hand is a 
  weathered piece of parchment. He unrolls it, and 
  hands it to you. 
   
  Give the PCs Player Handout 1 - Sal’lasterious’ Map. 
   
  “This map is a rough layout of the basement, and 
  in particular, this where the item is supposed to be 
  kept.” With a feathered quill, Sal makes two ‘X’s on 
  the map. 
   
  “The journey to the basement is rather a short 
  one. If there is anything that you carry with you now 
  you feel you may not need, I can offer you a corner of 
  my office, and I can guarantee its safety.” 
   
  “I apologize if this sounds rude, and I don’t 
  mean to rush you, but I am rather anxious to get a 
  hold of this item. There is little else that I can offer 
  you, in terms of information. Would you be able to 
  start, immediately?” 
   
  Wait for the PCs to agree, before continuing: 
   
  “Before you go, there is one more thing that I 
  must tell you. There are many old items kept down 
  in the basement, many of them of a magical nature. 
  All of these may be difficult to deal with, so it is 
  recommended that you do not stray too far from the 
  path outlined on the map, nor should you play 
  around with the things down there.” 
   
  “Also - and I do hesitate to mention this, but it 
  must be said, and I do apologize for having to say 
  this. We have collected a fair number of trinkets 
  over the years, and some of them are indeed stored 
  down in the basement. If anyone has any ideas of 
  removing these items without permission . . . then 
  the Guild will not be pleased. Punishment can be 
  severe, so it would be better to leave things as they 
  are.” 
   
  Continue on with Encounter 3. 
  ENCOUNTER 3: HALLWAYS 
   
  Sal’lasterious leads you out of his office, and 
  down the hall towards the door he insists will lead 
  you to the basement. As you move down the hall, 
  you notice that he seems a little more anxious, and it 
  seems like he keeps looking back every now and 
  again, as if he expects something to just leap out. 
   
  “We’re not far now,” he says. Looking around the 
  corner, towards the next passageway, he continues, 
  his voice rimmed with a touch of anxiety. “I can not 
  wait for this to be finished. I won’t have to think 
  about those vile creatures down in the basement. 
  Now, very important, when you are finished 
  downstairs, just make your way back to my office. 
  I’ll leave Tabitha at the top of the stairs, and she’ll 
  guide you back to me. Oh, and if possible, would you 
  be willing to get rid of those rats as well for me?” 
  
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  “Take these… some of those rats can get mighty 
  big. Mighty big, I tell ya.” He hands you a bundle of 
  bottles, each filled with a clear liquid. “Run into 
  trouble, and these will patch you right up.” 
   
  Sal’lasterious gives the PCs six potions of cure light 
  wounds. 
   
   “The door to the basement stairs is just at the 
  end of the hall.” As he finishes his comment, he 
  seems to leap in the air, his face white, as all of the 
  color seems to drain out of it. “There . . . is that a . . . a 
  . . . aaah, a rat.?” The next thing you know, he emits a 
  high pitched scream, and turns and runs back in the 
  direction of his office. 
   
  This is the distraction that Sal has been waiting to 
  use to return to his office and begin scrying on them. 
   
  When the PCs head for the basement, continue with 
  this: 
   
  You make it down the remaining fifty feet to the 
  door. As you are about to reach out for the handle, 
  you notice that Tabitha is winding herself around 
  each of your legs, in turn, almost as if she’s waiting 
  for something. She lets out a playful purr. 
   
  Knowing her masters’ plan, and trying to help him 
  gain a few more moments to start up his spell, Tabitha is 
  trying to get a little snack out of the heroes, and waste a 
  little more of their time. This is a minor ploy, and not 
  something to spend too much time on. 
   
  When the PCs have satisfied the cat, continue: 
   
  Once you have satisfied the cat, she curls in the 
  corner, and her content purring is enough to let you 
  know that she has already started her nap. It seems a 
  good time to start your job, and make your way into 
  the basement. 
   
  Continue with Encounter 4. 
  ENCOUNTER 4: BASEMENT 
   
  Once the PCs pass the door, they will be trapped 
  within a number of illusions that are meant to confuse 
  the heroes. The illusions are harmless, and will not cause 
  too much stress to the heroes, but they are meant to show 
  that Sal still has what it takes to stay on in the guild. 
   
  If the PCs interact with anything within the 
  basement, they may be allowed a Will save (DC 24) to 
  notice that there is something wrong with the walls, floor 
  and ceiling, and a Will save (DC 26) to realize that the 
  rest of the items down in the basement are completely 
  illusory. Walking on the floor does not count as enough 
  interaction to allow a saving throw. 
   
  Most of the rooms have been left empty, to allow for 
  the illusion of this being an empty basement, but there 
  are three rooms of particular note. These rooms have 
  been outlined on DM Aid – Map #1 – The Challenges. All of 
  the other rooms have little more than a few storage 
  crates.  
   
  If the PCs cast any sort of divination spells, here is a 
  list of possible outcomes: 
  • 
  Detect Poison: There are no traces of poison in 
  any of the illusionary crates in the unmarked 
  rooms. 
  • 
  Detect Magic: The entire room is composed of 
  magic, and the caster must succeed at a 
  Fortitude save (DC 15) or be stunned for one 
  round, due to the immense amount of magic 
  being viewed. If the caster wishes to continue 
  with the scan, here is what they find round by 
  round: 
  1
  st Round – Yes, there is the presence of magic 
  2
  nd Round – There are over fifty magical auras, 
  with the strongest one being a “strong” aura. 
  3
  rd Round – If the caster wishes to start making 
  Spellcraft checks (DC 15), Sal has left the auras 
  of possible items, so list off a bunch of different 
  schools, except he has not placed either Illusory 
  or Necromantic auras. 
  • 
  Detect Secret Doors: There are no secret doors to 
  be found in this part of the basement, and the 
  spell cannot penetrate the stone walls to find 
  any that may be behind. There are none that 
  concern this adventure. 
  • 
  Detect Undead: Since the only “undead” creatures 
  in the basement are illusory, the spell will not 
  detect anything. 
  • 
  Detect Chaos/Good/Evil/Law: The entire place is 
  one giant illusion, and it has been set up to 
  confuse everyone. These spells will simply give 
  random 
  results 
  that 
  have 
  no 
  meaning. 
  Randomly determine whether there is anything 
  that will confuse the caster, otherwise, there is 
  nothing to detect in the basement with this 
  spell. 
   
  From here, where the adventure progresses depends 
  on where the PCs go. Please refer to DM Aid – Map #1 – 
  The Challenges. 
  
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  If the PCs enter chamber A, continue with 
  Encounter 5. 
   
  If the PCs enter chamber B, continue with 
  Encounter 6. 
   
  If the PCs enter chamber C, continue with 
  Encounter 7. 
   
  ENCOUNTER 5: CHAMBER A 
   
  If the PCs want to try and listen through the wooden 
  door to this chamber, it may be possible, but it will take a 
  DC 23 Listen check to hear through the wood. The words 
  will not be clear, so no language can be determined, but it 
  will be enough to let them know that there is someone 
  inside speaking. 
   
  As the door opens to this chamber, the 
  unmistakable sound of voices is clear to all of you. 
  You can see a tall figure, concealed within dark black 
  robes, talking to a group of four nearly naked 
  humanoid shapes in a decidedly male voice. 
   
  “. . . at all costs, slay whoever enters this 
  chamber, and find me that necklace. It is imperative 
  to the mission. Without it we cannot . . . “ 
   
  Upon seeing the door open, and you standing in 
  the light from the room behind, the figure stops in 
  mid-sentence. A wicked gleam in his eye, he turns to 
  the four creatures surrounding him, and speaks, the 
  evil in his voice unmistakable. 
   
  “These are your first test, my minions. Tear the 
  flesh from their bones before adding them to the 
  ranks of my forces.” 
   
  As he finishes, the man mutters a few cryptic 
  words, and in a flash, he vanishes from sight. The 
  four creatures turn to face you, and for the first 
  time, you notice that there is nothing human about 
  them. They are foul-looking - their skin has a 
  definite violet tinge to it, and their glowing red eyes 
  are filled with malice. Opening their mouths, you 
  can see long, sickly looking tongues writhe hungrily 
  in your direction, as it plays over long, wicked 
  looking fangs. Raising their clawed hands, they 
  attack. 
   
  The dark figure is an illusion intended to resemble 
  the Necromancer Evard. Sal has completely forgotten 
  that he has made this illusion, and will be shocked to 
  hear about Evard in the basement of the GAP. 
   
  If the PCs succeed on a Spellcraft check (DC 20) 
  they can identify the spell cast by the illusory Evard as 
  teleport. 
  APL2 (EL 4) 
  � Ghouls (4): hp 13 each; see Monster Manual page 
  119. 
   
  Tactics: The illusory ghouls have a simple tactic: 
  They will try and paralyze everyone in the party, before 
  they feast. 
   
  Note: Since the undead creatures are all illusionary, 
  Sal had originally set them up so that they will react to 
  turning attempts, and they will react to positive energy as 
  well (such as from a cure spell). There is no chance of 
  being affected with the ghoul fever disease, but the 
  heroes struck by the ghouls’ bite must still make the save 
  against it. 
   
  All of the damage dealt by the Ghouls is considered 
  non-lethal. If the Ghouls ‘kill’ the entire party, proceed to 
  Conclusion A. 
   
  During the combat, the PCs will interact directly 
  with the illusions. They should be allowed a Will save 
  (DC 26) to notice that something is not right. If they 
  succeed, continue with Conclusion C. 
   
  A thorough search of this room will not reveal 
  anything special. 
  ENCOUNTER 6: CHAMBER B 
   
  As you enter into this large chamber the scent of 
  something awful assaults your senses immediately. 
  You can also make out the sounds of a battle 
  heading your way. 
   
  As you turn your heads to see what it is that is 
  heading towards you, you cannot help but laugh for 
  a 
  moment. 
  There 
  are 
  nine 
  small 
  reptilian 
  humanoids coming towards you. The fear in their 
  eyes is evident as they charge. 
   
  The gang is comprised of a sorceress (in a way of 
  showing off his own abilities), and her eight guards. Sal is 
  not expecting this to be much of a challenge, and he has 
  set up his illusion with a lot of cowardice. 
   
  Knowing that the heroes will need to come here 
  before looking at either of the two chambers he’s marked 
  as containing the item, he finds it funny that it should be 
  kobolds to stand up to this challenge. 
  
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  APL2 (EL 4) 
  � Kobolds (8): hp 4 each; see Monster Manual page 
  161. 
  � Knobby: Female kobold Sor2; hp 9; see Appendix 
  One. 
   
  Tactics:  Having absolutely not love for kobolds, Sal 
  has made these guys absolute cowards. The sorceress will 
  fight to the “death”, but if she falls, the others will run. 
   
  The kobold warriors will do their best to keep the 
  sorceress safe, but they will run if they feel that they are 
  completely outmatched. 
   
  Knobby will use charm person on everyone she can, 
  but she’ll start with those in the heaviest armors first. If 
  anyone gets close to her, she’ll use burning hands and try 
  to get as many foes as possible. 
   
  All of the damage dealt by the kobolds is non-lethal. 
  If the entire party is ‘killed’ by the kobolds, proceed to 
  Conclusion A. 
   
  During the combat, the PCs will interact directly 
  with the illusions. They should be allowed a Will save 
  (DC 26) to notice that something is not right. If they 
  succeed, continue with Conclusion C. 
   
  A thorough search of this room will not reveal 
  anything special. 
  ENCOUNTER 7: CHAMBER C 
   
  Opening the door to this room, you hear the 
  sound of many tiny feet walking around. Looking 
  down at the floor, you can see hundreds, even 
  thousands of rats swarming around the room. All of 
  those tiny faces turn in your direction, and en 
  masse, they rush towards you. 
   
  This is the room where the “necklace” that 
  Sal’lasterious is searching for is located in. The necklace is 
  located on the DM maps, and “X” does indeed mark the 
  spot. 
   
  Unfortunately, over the course of time, this is the 
  one room in the basement that has any kind of inhabitant 
  that does not belong to the Guild. There are hundreds of 
  rats living in the one room, and they have swarmed 
  together for better hunting. 
   
  There are two rat swarms in here that have made this 
  place their home, and they will not give it up without a 
  fight. Since the creatures are of such low intelligence, 
  they will continue to fight until either they are dead, of 
  the intruders are dinner. 
  APL2 (EL 4) 
  � Rat Swarm (2): hp 16 each; see Monster Manual 
  page 239. 
   
  Tactics: The Rat Swarms are just hungry, and they 
  will fight to the bitter end. They will target the hero in 
  the front, and try to eat him before moving on to the 
  next. 
   
  Once the heroes have dealt with the rat swarms, they 
  will most likely start searching through the crates to find 
  the necklace that Sal is looking for. This will take a 
  Search check (DC 23) to find. Once they find it, continue 
  with this: 
   
  Looking through all of the crates, you finally 
  come across the object that you have been searching 
  for. Hidden behind one of the crates you find a 
  beautiful heart shaped blue gem at the end of an 
  intricate silver chain. 
   
  The necklace, like everything else in the dungeon, is 
  an illusion. A plain steel chain has been made to look like 
  a periapt of wisdom. If the PCs suspect that the necklace is 
  a fake, they can attempt a Will save (DC 27) to see past 
  the illusion. 
   
  If the PCs have completed all three chambers 
  without dying, and have found the necklace, continue 
  with Conclusion B. 
  CONCLUSION A: 
  OVERWHELMED BY 
  ILLUSION 
   
  The PCs have fallen to the power of Sal’s illusions, 
  and he thinks that he will be able to keep his job. He 
  thanks the PCs for all of their help and apologizes for the 
  ruse. 
   
  You wake in the office of Sal’lasterious, 
  surprised to find that you are not dead. It is curious, 
  but the wounds that you sustained are all gone, and 
  there are not ill effects that you can tell. 
   
  If the PCs want to perform a Heal check (DC 15), it 
  will reveal that they are indeed fine, and all of the damage 
  that they took was non-lethal. 
   
  Surprised by this strange turn of events, you 
  look upon the smiling face of the gnome professor. 
  Your minds fill with millions of questions, but most 
  importantly, what happened is foremost in your 
  thoughts. 
  
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  “I am sorry for the ruse my friends, and I meant 
  you no harm. The entire trip down into the 
  basement was an illusion. I needed to prove to my 
  colleagues and superiors that I was still capable of 
  teaching, and that my talents are still there.” 
   
  “Please, do not be angry. I was watching you the 
  entire time, through my scrying mirror.” He points 
  to a large, ornate mirror sitting in the corner. 
   
  “I must say, my illusions faired pretty well 
  against you. Quite the victory, if you don’t mind my 
  saying so. With this, I think that I will be able to 
  retain my position here, and it is all thanks to you. 
  Please do not be angry, you have done me a great 
  service. Had I told you earlier of my plans, it would 
  have tainted the result, as you would have 
  continually tried to break trough my illusions.” 
   
  If the heroes say anything about the illusory Evard 
  that they met down in the basement, add the following: 
   
  Upon hearing of the strange man that you met 
  down in the basement, Sal’s face once again drains 
  of color. His voice is a little shaky as he continues 
  with the next few words. 
   
  “Are you sure that you saw such a man 
  downstairs? This is indeed serious. I will need to 
  speak to the higher ranks of the Battlecasters, and 
  let them know that he has been seen here. This is 
  indeed serious.” 
   
  Sal will not go into any further details on what he is 
  so worried about, other than to say that he fears for the 
  entire March. 
   
  Once the PCs have gone through all of their stories 
  for Sal, continue with this: 
   
  “My friends, you have done more for me that I 
  can ever repay you for. To start, I will speak to my 
  superiors and colleagues tomorrow morning, and 
  try and get my job secured. For this, you will always 
  have a friend here in the guild. And if any of you 
  wish to become members, I would be more than 
  honored to sponsor your membership.” 
   
  For reaching this point, the PCs earn the Favor of 
  Professor Sal’Lasterious on the Adventure Record. 
   
  A few weeks later, you receive a letter and a 
  small leather sack. Inside the pouch you find a 
  handful of gold coins. The letter is from Sal. He has 
  indeed retained his job at the Guild, and has sent 
  you all a thank you gift for helping him out. 
   
  The sack contains 125 gp per defeated combat 
  encounter, plus a 50 gp bonus if all three encounters 
  were completed. 
   
  The End 
   
  CONCLUSION B: 
  RECOGNIZING THE 
  ILLUSIONS 
   
  If the PCs have all been able to penetrate Sal’s 
  illusions at one time or another while in the basement, he 
  will resign to the fact that he has stayed on beyond his 
  years. 
   
  Once all of the PCs have saved, Sal will immediately 
  dismiss the illusions, and make his way down to the 
  basement to confront his destiny. 
   
  Before your eyes, the walls, floor, ceiling and all 
  of the contents of the chamber suddenly shift. There 
  are no crates and the walls, floor and ceiling all look 
  the same, but different, as if an illusion had just 
  been lifted. 
   
  A few minutes later, the door behind you opens, 
  and in steps Sal, his eyes looking at his shoes, and 
  his eyes filled with an immense sadness. 
   
  “I am sorry for the ruse my friends, and I meant 
  you no harm. The entire trip down into the 
  basement was an illusion. I needed to prove to my 
  colleagues and superiors that I was still capable of 
  teaching, and that my talents are still there. Please, 
  do not be angry. I was watching you the entire time, 
  through my scrying mirror.” 
   
  “It seems that my talents are not what they used 
  to be, and it seems that I have outstayed my 
  usefulness. I will speak to my superiors in the 
  morning, and I will resign my position. It saddens 
  me to admit this, but I would like to thank you for 
  showing me that I am just a silly old man holding 
  on to the memories of my youth.” 
   
  For this outcome, the PCs do not earn the Favor of 
  Professor Sal’Lasterious on the Adventure Record. 
   
  A few weeks later, you receive a letter and a 
  small leather sack. Inside the pouch you find a 
  handful of gold coins. The letter is from Sal. He has 
  retired, and sent you all a few coins to thank you for 
  
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  your help. He has little left, but he wanted to thank 
  you anyways. 
   
  The sack contains 125 gp per defeated combat 
  encounter, plus a 50 gp bonus if all three encounters 
  were completed. 
   
  The End 
   
  CONCLUSION C: SUCCESS 
   
  The heroes have been successful in their search of 
  the basement, and have returned to Sal with the necklace, 
  he will be pleased beyond belief. His illusions have held 
  up, and he thinks that he will be able to keep his job. 
   
  You make your way back up to the top of the 
  stairs, and once again, are greeted with a familiar 
  purring sound as your footsteps have just awoken 
  Tabitha from a peaceful dream. Seeing you, she leads 
  you back down the winding halls, and back to Sal’s 
  office. 
   
  As you step through the door, you are greeted 
  with a loud and gleeful ‘hello’. Sitting before a very 
  large mirror is Sal, his face brighter than you’ve ever 
  seen it, completely the opposite of how you left him. 
   
  “Please, my friends, tell me everything that 
  happened. Did you find the necklace? Did you get 
  rid of those accursed rats? Did you encounter 
  anything strange down there? Why aren’t you telling 
  me anything?” 
   
  The stream of questions is difficult to separate, 
  as the gnome speaks very rapidly. Eventually, you 
  are able to calm him enough to tell him of your 
  adventures. 
   
  Allow the heroes this opportunity to role-play their 
  retelling of the events to Sal. 
   
  If they return the necklace to him, add the 
  following: 
   
  “Thank you very much my friends. I will take a 
  few days to study this, and make certain that it is 
  indeed the item that I was looking for.” 
   
  If the heroes say anything about the illusory Evard 
  that they met down in the basement, add the following: 
   
  Upon hearing of the strange man that you met 
  down in the basement, Sal’s face once again drains 
  of color. His voice is a little shaky as he continues 
  with the next few words. 
   
  “Are you sure that you saw that man downstairs? 
  This is indeed serious. I will need to speak to the 
  higher ranks of the Battlecasters, and let them know 
  that he has been seen here. This is indeed serious.” 
   
  Sal will not go into any further details on what he is 
  so worried about, other than to say that he fears for the 
  entire March. 
   
  Once the heroes have gone through all of their 
  stories for Sal, continue with this: 
   
  “My friends, you have done more for me that I 
  can ever repay you for. To start, I will speak to my 
  superiors and colleagues tomorrow morning, and 
  try and get my job secured. For this, you will always 
  have a friend here in the guild. And if any of you 
  wish to become members, I would be more than 
  honored to sponsor your membership.” 
   
  For reaching this point, the PCs earn the Favor of 
  Professor Sal’Lasterious on the Adventure Record. 
   
  A few weeks later, you receive a letter and a 
  small leather sack. Inside the pouch you find a 
  handful of gold coins. The letter is from Sal. He has 
  indeed retained his job at the guild, and has sent you 
  all a thank you gift for helping him out. 
   
  The sack contains 125 gp per defeated combat 
  encounter, plus a 50 gp bonus if all three encounters 
  were completed. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 5 
  Defeat the ghouls 
   
  APL 2: 120 xp. 
  Encounter 6 
  Defeat the kobolds 
   
  APL 2: 120 xp. 
  
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  Encounter 7 
  Defeat the rat swarms 
   
  APL 2: 120 xp. 
  Discretionary Roleplaying Award 
   
  APL2: 90 xp. 
  Total possible experience 
   
  APL2: 450 xp. 
  TREASURE SUMMARY 
  During an adventure, characters come upon treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), characters may return to retrieve 
  loot.  If the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter totals 
  given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  In the case of potions, 
  they may use Spellcraft to identify them.  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 3: 
  APL 2: L: 0 gp; C: 0 gp; M: potion of cure light wounds 
  x6 (4 gp each). 
  Conclusion: 
  APL 2: L: 0 gp; C: 425 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed): 
  APL 2: L: 0 gp; C: 425 gp; M: 25 gp – Total: 450 gp. 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Favor of Professor Sal’Lasterious: You have done a 
  good turn for Professor Sal’Lasterious, the instructor of 
  Illusions at the Guild of the Arcane Path. This favor 
  counts as an Influence Point with the Guild of the 
  Arcane Path. Please contact the Bissel Triad for further 
  details. 
   
  You may also expend this favor to have Professor 
  Sal’Lasterious speak on your behalf to the Guild Council. 
  This fulfills the sponsorship requirement of joining the 
  Guild of the Arcane Path. You must immediately mark 
  this favor as USED if you expend it this way. 
   
   
  
  BIS5-IS2 A Day at the GAP 
   
  Page 15 
   
  APPENDIX ONE – MONSTER AND NPC STATISTICS 
   
  APL 2 
  ENCOUNTER 1 
   
   
   
   
  Sal’lasterious Ugumondil: Male Gnome Sor 16; CR 
  16; Small humanoid (Gnome); HD 16d4; hp 49; Init +2; 
  Spd 20 ft.; AC 17, touch 13, flat-footed 15; Base Atk 
  +8/+3; Grp +2/-3; Atk +9 melee (1d3-3/19-20/x2, 
  masterwork silver dagger); Full Attack +9/+4 melee 
  (1d3-3/19-20/x2, masterwork silver dagger); SA +1 
  attack vs. kobolds and goblinoids, spell-like abilities; 
  SQ +4 dodge bonus to AC vs. giants, low-light vision, 
  weapon familiarity; AL CG; SV Fort +5, Ref +7, Will +8 
  (+10 vs. illusions); Str 6, Dex 15, Con 11, Int 13, Wis 6, 
  Cha 26. 
   
  Skills and Feats: Bluff +17, Concentration +19, 
  Diplomacy +18, Spellcraft +20; Alertness, Combat 
  Casting, Greater Spell Focus [Illusion], Greater Spell 
  Penetration, Non-Lethal Substitution, Spell Focus 
  [Illusion], Spell Penetration. 
   
  Spell-like Abilities (Save DC 18 + spell level, caster 
  level 1
  st.): 1/Day: Speak with Animals (burrowing 
  mammals 
  only), 
  Dancing 
  Lights, 
  Ghost 
  Sound, 
  Prestidigitation. 
   
  Sorcerer/Bard Spells Known (6/8/8/8/8/7/7/6/4; 
  save DC 18 + spell level/ save DC 21 + spell level for 
  Illusion spells): 0 – Acid Splash, Detect Magic, Detect 
  Poison, Disrupt Undead, Light, Mage Hand, Open/Close, 
  Read Magic, Resistance; 1
  st – Color Spray, Disguise Self, 
  Grease, Mage Armor, Ventriloquism; 2
  nd – Alter Self, Blur, 
  Invisibility, Knock, Web; 3
  rd – Dispel Magic, Haste, Mirror 
  Image, Tongues; 4
  th – Hallucinatory Terrain, Illusory Wall, 
  Scrying, Stone Shape; 5
  th – Overland Flight, Persistent Image, 
  Teleport, Wall of Force; 6
  th – Permanent Image, Programmed 
  Illusion, True Seeing; 7
  th – Ethereal Jaunt, Spell Turning; 8
  th 
  - Screen 
   
  Possessions: cloak of charisma +4, masterwork 
  courtiers outfit (multicolored, with the 100gp worth of 
  jewels to complete the outfit), masterwork silver 
  dagger, scrying mirror 
   
  Languages: Common, Gnome, Draconic 
  Tabitha: Female Cat Familiar; CR 8; Tiny Magical 
  Beast; HD 8d4; hp 24; Init +4; Spd 30 ft.; AC 23, touch 
  15, flat-footed 20; Base Atk +8/+3; Grp –3/-8; Atk +13 
  melee (1d2-3, claw); Full Attack +13 melee (1d2-3, 2 
  claws) and +11 melee (1d3-3, bite); Space/Reach 2 1/2 
  ft./0 ft.; SQ Empathic link, deliver touch spells, 
  improved evasion, low-light vision, scent, scry on 
  familiar, speak with animals, speak with master, SR 21; 
  AL CN; SV Fort +6, Ref +8, Will +11; Str 4, Dex 16, Con 
  12, Int 13, Wis 12, Cha 7. 
   
  Skills and Feats: Balance +11, Climb +9, Hide +17, 
  Jump +11, Listen +12, Move Silently +11, Spot +12; 
  Alertness, Dodge, Mobility, Stealthy, Weapon Finesse. 
   
  ENCOUNTER 6 
   
   
   
   
  Knobby: Female Kobold, Sor 2; CR 2; Small humanoid 
  (Reptilian); HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 13, 
  touch 13, flat-footed 11 (+1 Size, +2 Dex); Base Atk +1; 
  Grp -5; Atk +1 melee (1d3-2/19-20, dagger); Full Atk +1 
  melee (1d3-2/19-20, dagger); SA Spells; SQ Darkvision 
  60 ft., light sensitivity; AL LE; SV Fort +1, Ref +2, Will 
  +2; Str 6, Dex 14, Con 12, Int 10, Wis 8, Cha 15. 
   
  Skills and Feats: Concentration +6, Spellcraft +5; 
  Combat Casting. 
   
  Sorcerer/Bard Spells Known (6/5; save DC 12 + spell 
  level): 0 – Acid Splash, Detect Magic, Detect Poison, Mage 
  Hand, Resistance; 1
  st – Burning Hands, Charm Person 
   
  Possessions: dagger 
  
  BIS5-IS2 A Day at the GAP 
   
  Page 16 
   
  DM AID – MAP #1 – THE CHALLENGES 
   
   
   
  
  BIS5-IS2 A Day at the GAP 
   
  Page 17 
   
  PLAYER HANDOUT 1 - SAL’LASTERIOUS’ MAP 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/595/Intro mods/BIS5-IS2 - A Day at the GAP/BIS5-IS2 - A Day At the GAP.pdf