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 Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at rshah21@delic.com.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  BIS5-05 
   
   
   
   
   
  Strange Bedfellows 
   
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Bissel Regional Adventure 
  Version 0.2 
   
  by Cameron Logan and Jay Babcock 
  Circle Reviewer: <Name> 
  Playtesters: Chris Babcock, Crystal Babcock, Gabe Bonder, Phil Bonder, Lee Burton, Jon Sedich 
   
  The honor of your presence is requested at the marriage of Baroness Jasmine Besselar and Baron Cainlain Rashedra on 
  the 20th day of Goodmonth, 595 CY; to occur when the sun drops below the horizon as viewed from Besselar Keep, 
  Calpius Craft. Formal attire requested. A Bissel regional adventure for PCs of APLs 2-12. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 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 step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 3 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  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. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
   
  In the Prophesies of Gasan Hextori-Nuir it is written 
  that the Chosen One would be the ruler of a nation at 
  war, and that he would be a worshipper of the Arch-Foe, 
  Heironeous. It is also written that the Chosen One would 
  leave his throne behind to go through the Phase of 
  Attrition. During this time, the Chosen of Hextor would 
  be tested with doubt, indecision, betrayal, torture, and 
  anguish. If the Chosen can weather through the Phase of 
  Attrition, then he will inherit the full power entitled to 
  Hextor’s messianic figure.  
   
  According to Hextorites operating in the Sheldomar 
  Valley, the Chosen of Hextor has been found - and his 
  name is Larrangin, Margrave of Bissel. Formerly a preist 
  of Heironeous; Larrangin transformed into an evil tyrant 
  due to an alignment-altering artifact. Larrangin embraced 
  the evil and made plans to crush his rival, the 
  Necromancer known as Evard. By 594, the Hextorites 
  recognized that Evard’s forces were better positioned and 
  decided to withdraw from the battlefield of Bissel, at least 
  temporarily. The current plan is to wait and confront the 
  weakened victor of the war between Bissel’s remaining 
  good-aligned Army and the forces of Evard.  
   
  The Hextorites hope to use most of CY 595 to 
  consolidate their forces and increase their power. As 
  such, high-ranking followers of Hextorism have decided 
  to accelerate the coming of the full powers of Hextor’s 
  chosen. With Larrangin’s consent, they are attempting to 
  # 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 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 4 
  bring about the “Phase of Attrition.” This necessitates the 
  Chosen of Hextor to be faced with serious inner turmoil, 
  and to facilitate this the Hextorites free Larrangin of the 
  alignment-altering crown. Its effects linger, and instead 
  of reverting to a Lawful Good alignment, Larrangin 
  instead drifts toward Neutral, representing the self-doubt 
  and indecision currently in his mind. The Hextorites 
  abandon Larrangin on the banks of the Realstream, 
  leaving him in only peasant’s clothes. Larrangin first 
  thinks that he should return to the Hextorites who 
  worship him, but he then realizes that he has given up 
  such rule and piety in Bissel; things he will likely not 
  regain. Nevertheless, he decides that he must return to 
  Bissel and warn the people he recently led of the 
  scheming of the Hextorites. Larrangin knows that he is 
  wanted for questioning and is likely to face harsh 
  treatment from his former order, the Knights of the 
  Watch. The Knights of the Watch live by a Precept of 
  Retribution that states “It is a duty of a Knight to ensure 
  that any Knight who has broken an oath is brought to 
  justice, lest all Knights’ words become meaningless.” 
  Larrangin doesn’t expect to get a fair hearing from the 
  Knights of the Watch, so he decides he must make 
  contact with a sympathetic ear, someone who is fair-
  minded and not prone to quick judgements. The best 
  choice for a fair hearing would be Baroness Jasmine 
  Besselar, a noble known for compassion and discretion.  
   
  The first challenge for Larrangin is to get back into 
  Bissel. For skilled infiltrators, making one’s way over the 
  borders of a war torn nation on high alert would be 
  extremely difficult. For Larrangin, who is unaccustomed 
  to stealth and covertness, it is impossible. Larrangin 
  needs help, so he arranges an unlikely alliance. Making 
  contact with a Priest of Fharlanghn named Tandrel 
  Velarn, Larrangin promises future compensation from 
  his reclaimed wealth and holdings in exchange for covert 
  passage into Bissel. Tandrel is unconcerned with the 
  challenge of getting Larrangin into the March, for he is a 
  member of a curious fraternity of adventurers known as 
  the Cult of the Daring Feat.  
   
  The Cult of the Daring Feat is a loose group of 
  worshippers of various luck gods. Due to the cult's 
  teaching of spiritual enlightenment through great 
  personal risk, most cultists are adventurers. The Cult of 
  the Daring Feat is a completely apolitical organization; 
  they care nothing about the morality of what Larrangin is 
  or the possible consequences of bringing him into Bissel. 
  All they see is an impenetrable task, which they view as 
  an appropriate challenge for their abilities. On the 11th 
  of Goodmonth, under the cover of darkness, the Cult 
  brings Larrangin over the border. He is taken to a 
  recently acquired (and not publicly known) Cult guild 
  house in the town of Beruak, situated at the foot of the 
  Barrier Peaks. There, Larrangin waits under the 
  protection of the Cult of the Daring Feat, which is 
  further contracted to aid in making contact with 
  Baroness Jasmine Besselar.  
   
  Baroness Besselar, for her part, has other things on 
  her mind. Her 18-month engagement to Baron Cainlan 
  Rashedra is about to end with their wedding, scheduled 
  to the 20th of Goodmonth. The wedding ceremony is to 
  be preceded by a week of festivities to which all the 
  nobility of Bissel has been invited. 
  ADVENTURE SUMMARY 
   
  The PCs come into the picture during the 
  celebrations of Baron Cainlan Rashedra and Baroness 
  Jasmine Besselar’s upcoming nuptials. Attending the 
  function as either invited guests or hired security; the 
  PCs get involved in the plot in a tangential way. 
   
  The events in this module occur over the space of 
  just a little over a day, from the evening of the 19th of 
  Goodmonth to the 20th of Goodmonth after the wedding 
  ceremony. Judges are to keep in mind these time 
  constraints. 
  Introduction: Getting Ready 
   
  The 
  PCs 
  are 
  introduced 
  to 
  the 
  festivities 
  surrounding the Besselar/Rashedra wedding. The 
  scenario opens on the rehearsal banquet, approximately 
  one day before the wedding.  
  Encounter 1: Keen Senses/Narrow Escapes 
   
  The PCs, who are in attendance at the rehearsal 
  banquet as either invited guests or hired security, witness 
  a disturbance caused by a member of the Cult of the 
  Daring Feat. Before he can be questioned, the Cultist 
  makes a daring escape.  
  Encounter 2: Another Day, Another Mission 
   
  While Baroness Besselar is seeing to the guests, 
  Cainlan meets with the PCs and asks them to investigate 
  the Cult of the Daring Feat. His information places the 
  Cult in Beruak, a day’s ride. He insists that PCs leave 
  immediately and ride through the night. 
  Encounter 3: Getting In To the Act 
   
  Before they leave, Jasmine gives the PCs a written 
  message that she insists must be delivered to a leader in 
  the Cult of the Daring Feat. PCs may also receive secret 
  orders due to their meta-org affiliations.   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 5 
  Encounter 4: Wind Walks, Teleports, and 
  Srinivan Steeds 
   
  The party makes it’s way to the town of Beruak. 
  Encounter 5: No Sleep ‘til Beruak! 
   
  The PCs arrive at Beruak and begin investigating the 
  Cult of the Daring Feat. They discover which house the 
  Cult is operating out of.  
  Encounter 6: House of Hazing 
   
  The PCs infiltrate the Cult of the Daring Feat’s 
  house. There they encounter a multitude of deadly traps 
  and pitfalls.  
  Encounter 7: Tea and Hey! 
   
  The PCs encounter a guild representative, who 
  assumes they are prospective members. Through 
  diplomacy or other means, the PCs convince this cultist 
  to lead them to her employer.  
  Encounter 8: Waiting In The Wings 
   
  The PCs are taken to Larrangin’s hiding place, where 
  they discover that he has left – presumably for the 
  Besselar/Rashedra wedding.  
  Encounter 9: Reporting (or Re-‘porting) 
   
  PCs arrive back at Besselar manor to find that, for the 
  first time in their careers they have been met with a bit of 
  good luck. Regent Markavan has been delayed, and it 
  would violate etiquette to start they wedding before she 
  arrived. Here the PCs have a choice; they can deliver 
  their intelligence to Lord Rashedra or Lady Jasmine, but 
  not both.  
  Encounter 10: Pompous Circumstance 
   
  The wedding ceremony proceeds without incident – 
  a notable first for the history books. 
  Encounter 11: The Wedding Crashers 
   
  The attendees retire to the celebration feast. Galen 
  Luchelyn, former suitor and current vampire, shows up 
  with some undead minions. Possessed of a preternatural 
  jealously, Galen has decided to exact revenge on his 
  former rival by kidnapping the bride and making her a 
  vampire. The PCs fend off undead while Cainlan 
  struggles against Galen. Larrangin makes his appearance. 
  Conclusion 
   
  The undead are destroyed, and Galen is driven off. 
  The attention of all present turns to the former Margrave. 
  INTRODUCTION: GETTING 
  READY 
   
  When the last of the Ketite troops withdrew 
  from Bissel a scant six years ago, celebrations and 
  festivals were commonplace throughout the March. 
  For over two years, Bisselites expressed their joy 
  through seemingly weekly celebrations, and though 
  not everyone in the March was content under the 
  new leadership, the men and women of Bissel began 
  to accrue a reputation as carefree revelers.  
   
  These days, there is little heart for relaxation 
  and merriment. Bissel is once again a land under 
  siege, and the hearts and minds of the citizens are 
  steeled against the threat that constantly advances. 
  No matter what small victory is scored, Evard’s 
  conquest seems undeterred. However, an equally 
  undeterred cause for delight and merrymaking has 
  blossomed in the face of this peril: the wedding of 
  Jasmine Besselar, now Baroness of Besselar, and 
  Cainlan Rashedra, now Baron of Parulla. And 
  although the couple’s upcoming nuptials have been 
  darkened with the sudden and violent deaths of 
  Jasmine’s father and Cainlan’s grandfather, they 
  have put on a week of celebrations here in Calpius’ 
  Craft, the location of Besselar Keep. Beginning with 
  a magnificent tourney on the 13
  th of Goodmonth, the 
  festivities have ranged from plays and musical 
  recitals, to large galas and feasts.  
   
  This evening, the 19
  th of Goodmonth, Jasmine 
  and Cainlan took part in a small and private 
  rehearsal of the ceremony to take place tomorrow at 
  sundown. They then offered a public remembrance 
  of the recently deceased Baron Darius Besselar and 
  Baron Zafar Rashedra. Jasmine gave a tearful 
  account of her father and Weavemaster Azhar, High 
  Priest of Istus, spoke blessings over the souls of the 
  dead, and blessed the couple. 
   
  After the tribute, all attendees retired to the gala 
  hall in Besselar Keep. There, another evening of 
  feasting waits, and more entertainment as well. It is 
  at this feast that you now find yourselves. 
  ENCOUNTER 1: KEEN 
  SENSES/NARROW ESCAPES 
   
  Ah, but in what state do the PCs find themselves? 
  That is the question that the judge must now pose to the 
  players. 
   
  PCs who carry noble status (not necessarily noble 
  status in the March of Bissel), officer rank in the Great 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 6 
  Army (at least Captain), or prolonged membership in the 
  Bissel Free Companies (membership of at least a year) 
  may attend this feast as an invited guest. PCs with special 
  certification as Protectors/Defenders of the March or 
  Knights of the Watch may also do so. An invited guest 
  MUST be dressed in at least a Courtier’s Outfit (with 
  jewelry) though may opt to dress in a Noble’s Outfit 
  (with jewelry). Also, any invited guest MUST bring a gift 
  for the couple, worth at least 50 gp. PCs who attend as 
  invited guests must maintain at least Rich upkeep for this 
  scenario – if PCs have already selected a lower upkeep 
  level, you may allow them to change to Rich given this 
  new information. 
   
  Lastly, anyone attending the feast as an invited guest 
  is NOT ALLOWED to carry any weapons or spell 
  components on them. This includes wands or other such 
  items. PCs may attempt a DC 20 Sleight of Hand Check 
  to hide a light weapon or spell component pouch (but not 
  both) on their person. PCs must have ranks in Sleight of 
  Hand; this check cannot be done untrained. 
   
  If any PCs opt to attend as invited guests, read the 
  following: 
   
  On this particular evening, you find yourself 
  chatting with a few of the other guests – as far as the 
  eye can see, the hall is full of men and women in 
  noble finery and Army officers in pristine uniforms. 
   
  You’ve spent the past hour listening to an aging 
  gentleman – apparently the patriarch of some minor 
  noble family – as he insists that he met you at a 
  previous social gathering. He doesn’t look familiar, 
  but with all the obligatory social gatherings your 
  lifestyle carries you to, you could easily have lost 
  track. 
   
  Taking a long look around the hall, you notice 
  that there are an unusually high number of guards 
  stationed around the hall – appropriate, given the 
  current state of affairs in the March. 
   
  PCs may decide to attend as hired security. In that 
  case, they are allowed to carry weapons and spell 
  components. They are, however, required to wear the 
  livery of House Besselar, a silver Pegasus on a field of red 
  and blue. Obviously, drawing weapons or casting spells 
  would cause a panic in the crowd, and hired security is 
  expected to act only in the direst of circumstances. Hired 
  Security is expected to stand near the entrances of the 
  gala hall or along the wall, taking care not to get in the 
  way. They are not allowed to sit or eat and are treated 
  much like any other household servant. Some ongoing 
  spells would be allowed, such as See Invisibility but not 
  Invisibility or other illusions. Also any divinations that 
  may inadvertently affect a noble are not allowed, this 
  includes Detect Evil, Detect Thoughts, etc. Judges must 
  use common sense in adjudicating what spells the hired 
  security PCs currently have cast. 
   
  If any PCs opt to attend as hired security, read the 
  following: 
   
  On this particular evening, you find yourself at 
  the edge of the gala hall, guarding the event – the 
  staff member that hired you seemed particularly 
  nervous about the safety of the attendees, and 
  looking at the number of notable figures present, 
  your fee seems like a wise investment. 
   
  While you’ve been strictly forbidden from 
  interacting with the guests, you’ve spent the past 
  hour listening to a young man – probably a scion of 
  some local noble family – as he makes comical 
  passes at a pretty serving girl. For all of the money, 
  power, and prestige that his family name likely 
  holds, he can barely talk to the lass without 
  stuttering. 
   
  Taking a long look around the hall, you wonder 
  if this could get any more boring. Everyone is so 
  caught up in the rigors of social grace that anything 
  out of the ordinary would stick out like a sore 
  thumb. 
   
  PCs who aren’t interested in attending the feast as 
  either invited guests or hired security will miss the 
  beginning of the adventure, up until the middle of 
  Encounter 2. 
   
  After the PCs status is determined, read or 
  paraphrase the following to PCs that are attending the 
  feast: 
   
  The gala hall is resplendent in candles, flowers 
  and other such magnificent and gay decorations. 
  Many prominent nobles are in attendance, seated at 
  large round tables laden with food and libations. On 
  the east side of the hall are two large entrances with 
  thick and richly decorated doors. The west wall is 
  covered almost entirely of large windows, which 
  shows the early dusk as it quickly transitions into a 
  beautiful night. Two entrances on the west wall lead 
  to a large yet empty balcony. As it is to be a warm 
  night, you would expect the balcony to fill with 
  revelers, after their meal is complete of course. 
   
  Baron Cainlan Rashedra, dressed in formal 
  attire, makes his way from table to table as he meets 
  and greets with other visiting nobles. You would 
  expect this allows Baroness Besselar to actually eat 
  something, and that she would relieve Cainlan soon. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 7 
   
  The following text is read only to PCs who are in 
  attendance as hired security. If all the PCs are in 
  attendance as invited guests then they don’t notice 
  anything until Calaran, the Cult of the Daring Feat 
  infiltrator, tumbles over the head table and uses a 
  Dimension Door effect to get away.  
   
  As you stand watch over all the feasting guests 
  your eyes fall on Baroness Jasmine Besselar seated at 
  the head table. You note the fine blue dress and 
  sparking necklace and tiara. You also notice 
  something strange. Standing next to Jasmine is a 
  slight and slender figure that seems out of place 
  wearing a gray cloak and hood. He seems to be 
  speaking to the Baroness. 
   
  PCs who are hired security have a chance to act. 
  Have each of the hired security PCs quickly declare their 
  actions. If they declare that they are doing anything other 
  than standing there and watching, then have them roll 
  initiative against Calaran. Note that Calaran can reroll his 
  intiative and take the better of the two rolls thanks to his 
  Danger Sense feat. 
  All APLs 
  � Calaran: Male high elf Rog3 / Div5 / Arcane 
  Trickster4 (Balance +7, Escape Artist +18, Jump +15, 
  Tumble +18); AL CN; hp 41. 
   
  PCs begin this encounter 50 feet from the head table. 
  Movement is at half speed, as PCs must dodge through 
  tables, servers, and tipsy nobles. Potential actions for PCs 
  might be moving toward the head table, casting a spell, 
  firing a ranged weapon, etc. PCs who fire a ranged 
  weapon or cast a spell with an obvious effect will receive 
  the “Reprimand” item on the Adventure Record. Since it 
  is imperative to the plot of the scenario that Calaran 
  escapes, he is counted as succeeding on every saving 
  throw, sidestepping all critical hit tanglefoot bags, or 
  generally avoiding any effect that could prevent his 
  escape.  
   
  If the PCs make a threatening move toward Calaran, 
  he will notice immediately. When his turn in the 
  initiative order comes up, read this:  
   
  Having noticed that he has been spotted, the 
  cloaked figure commits a daring act. In a flurry he 
  tumbles over the head table. The hall falls silent as 
  all eyes turn toward the intruder. Apparently, an 
  illusion drops, and instead of a gray cloak and hood 
  you see a male elf dressed in a fine red and gold cape. 
  The elf proclaims something in a strange language 
  and then vanishes in a puff of smoke.  
   
  If the PCs simply sit back and watch, or are all 
  attending as invited guests, read this instead: 
   
  You note that Cainlan takes a moment to look 
  back upon his fiancée seated at the head table. There 
  he sees a slight and slender figure, out of place in a 
  gray cloak and hood, standing next to Jasmine, 
  apparently conversing. Cainlain’s face runs an 
  emotional gamut, displaying puzzlement, terror, 
  and determination. 
   
  Having noticed that he has been spotted, the 
  cloaked figure commits a daring act. In a flurry he 
  tumbles over the head table. The hall falls silent as 
  all eyes fall on the intruder. Apparently, an illusion 
  drops, and instead of a gray cloak and hood you see a 
  male elf dressed in a fine red and gold cape. The elf 
  proclaims something in a strange language and then 
  vanishes in a puff of smoke. 
   
  Those PCs that understand Draconic who know that 
  the elf spoke the following phrase: “Always an escape.” 
   
  Allow PCs to make a Spot Check (DC APL + 12) to 
  note that the intruder got some item caught on the table 
  and that it now glistens in the candle light as it lies on the 
  floor. PCs who investigate can retrieve the item; it is a 
  silver medallion that bears the engraved image of a 
  burning bootprint. PCs that can make a successful 
  Knowledge [religion] or Bardic Knowledge check (DC 
  20) will know that this is the holy symbol of 
  Charmalaine, goddess of Keen Senses and Narrow 
  Escapes. 
   
  Once Calaran makes his disappearance, continue 
  with Encounter 2. 
  ENCOUNTER 2: ANOTHER 
  DAY, ANOTHER MISSION 
   
  There is a short but uncomfortable moment of 
  silence as the assembled nobles stare in disbelief at 
  each other, trying to comprehend what has just 
  occurred. The silence is ended by the Baroness, 
  whom stands and calls forth to the crowd. 
   
  “Pardon the excitement, honored guests, but 
  that was merely a prelude to the amazing 
  entertainments we have planned for you. Without 
  further preamble we present the talents of the 
  Dountham Jongleurs!” 
   
  Jasmine claps her hands three times and a pair 
  of brightly costumed gnomes tumbles from 
  whatever hiding place they had taken to the very 
  center of the hall. They begin tossing an amazing 
  array of flashing blades, brightly colored cudgels 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 8 
  and flaming torches between each other. The guests 
  applaud and cheer, completely mesmerized by the 
  act.  
   
  Allow the PCs Spot Checks (DC 12+APL) to notice 
  that shortly thereafter Cainlan and Jasmine discreetly 
  make their way to the balcony. A short portly man 
  wearing the Besselar livery accompanies them. Players 
  who completed BIS3-04 First Comes Marriage may 
  recognize the third fellow as Delmer, a servant of the 
  Besselars.  
   
  If the PCs try to hastily follow the Baron and 
  Baroness out onto balcony, the will be prevented by 
  Baroness Besselar’s personal guards. The PCs will be 
  rewarded for their patience, for after a short moment read 
  the following:  
   
  As the gnomes continue their juggling and 
  tumbling act, you note that Baroness Jasmine has 
  begun 
  making 
  the 
  rounds 
  between 
  tables, 
  conversing with the guests. Her fiancée is nowhere 
  to be seen in the hall.  
   
  “Excuse me” you hear a voice next to you and 
  turn quickly to see a short, portly man dressed in 
  Besselar livery standing beside you. You have no 
  idea how he was able to approach you without you 
  detecting it first - it must have been the distraction 
  of the juggling act. The man speaks: “Baron 
  Rashedra requests your company on the balcony 
  with all haste.” 
   
  Being a loyal and deferential servant, Delmer expects 
  the PCs to react in a similar way to the request of a Baron. 
  Thus he anticipates the PCs will immediately make their 
  way to the balcony. If the PCs ask Delmer what this 
  meeting is to be about, Delmer replies that “The purpose 
  of the meeting is between you and the Baron.” Any other 
  attempts to converse with Delmer will be forestalled, 
  Delmer replies “Apologies sir (or madam), but I have not 
  the time to converse.” 
   
  If the PCs are traveling separately then Delmer will 
  deliver his message to each of them in turn.  
   
  When the PCs have elected to gather on the balcony, 
  read or paraphrase the following: 
   
  Walking out on the balcony you are greeted by a 
  warm and dry summer night. The starry sky is 
  cloudless, and below in the distance you can see the 
  flickering hearth lights of Calpius’ Craft. 
   
  Baron Rashedra greets each one of you and 
  thanks you for answering his summons. “Some of 
  you have done services for me before, and others of 
  you I have only heard of through reputation. Do you 
  all know each other?” 
   
  Note that the PCs up to this point may or may not be 
  traveling together, so PC introductions may be in order. 
  Ever the politician, Baron Rashedra will introduce PCs he 
  knows. 
   
  Once introductions have been made, continue with 
  the following:  
   
  On the balcony you are joined by another 
  person, the short and portly man you spoke with 
  just earlier. He bows to the Baron and speaks in a 
  deferential manner. 
   
  “Milord, Lady Jasmine is seeing to the guests, 
  and I have instructed the guards that we are not to 
  be disturbed.” 
   
  “All the while, we should be quick. I don’t want 
  the guests to get distressed. But before we begin, I 
  want to make sure that everyone here knows 
  Delmer,” replies the Baron, gesturing towards the 
  oversized servant. “He has been with the Besselars 
  for a long time and is a man of many resources.” 
   
  Delmer bows again, “Milord is too kind.” 
   
  Baron Rashedra turns his attention to you, “Do 
  you know why I have asked to speak with you?” 
   
  Cainlan asks this question to gauge exactly how 
  apparent the disturbance by the Calaran was. 
   
  After the PCs have answered the Baron’s question, 
  he will impart everything he knows at this point to fill in 
  any holes that the PCs may have in their account of 
  events. Cainlan wants the PCs to be aware that the Cult of 
  the Daring Feat was involved in tonight’s infiltration, and 
  that he is worried they may have other plans for 
  disturbing the wedding. He wants them to investigate 
  the Cult and see what they are up to. 
   
  Cainlan can relate the following information. In 
  many ways this information is a recap of what was 
  discussed by Jasmine, Cainlan and Delmer on the 
  balcony. Judges should avoid reading this information 
  verbatim. Cainlan should impart the information to the 
  PCs in the context on an organic conversation, rather 
  than a long speech: 
  • 
  While Cainlan was meeting with the numerous 
  guests, an intruder somehow entered the hall 
  and made his way to the head table. 
  • 
  They are unsure how the intruder got into the 
  hall undetected. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 9 
  • 
  The intruder sought to speak with Cainlan’s 
  fiancée, Jasmine. When Cainlan spoke with her 
  out on the balcony she said that this infiltrator 
  spoke in non-sequitors. She couldn’t understand 
  at all what he was saying, except for a reference 
  to a goddess know as Charmalaine. For that 
  reason they believe this infiltrator was involved 
  with a group known as the Cult of the Daring 
  Feat. 
  • 
  The Cult of the Daring Feat is a very secretive 
  group, so very little is known about them.  What 
  is known is that they are a loose group of 
  worshippers of various luck gods who are 
  apparently known for doing highly dangerous 
  and not necessarily logical things. They are not 
  involved in politics, and until now have never 
  done anything to draw attention to themselves. 
  • 
  Within the last month, Delmer’s sources 
  reported that the Cult of the Daring Feat had 
  opened up a chapter-house in Beruak, which is 
  one day’s ride from here. They are normally 
  known for being based in the Barony of 
  Gerorgos, which is on the other side of the 
  March and several days away.” [Note: Delmer 
  will not specify who his sources are. If asked he 
  will respond obliquely that he has been serving 
  the Besselars for many generations in various 
  capacities and their protection had always been 
  his prime concern.] 
  • 
  While the Cult of the Daring Feat has been 
  harmless in the past, Cainlan can’t gamble on 
  this incident being isolated. He needs capable 
  people he can trust to go to Beruak and 
  investigate these cultists and make sure they 
  don’t have other plans for the wedding. He 
  needs this done quietly to avoid any further 
  embarrassment to the Baroness and himself. 
   
  At this point the PCs are free to accept or decline 
  this mission if they so choose. If they decline then the 
  module is not over; Those PCs will skip directly to the 
  next night and play through Encounter 8. 
   
  Regardless of acceptance, it is assumed that PCs will 
  have questions about this assignment. Below are a list of 
  probable questions and the appropriate answers.  
  How much are we getting paid for this? “If you are 
  successful then I will see to it you are adequately 
  compensated.” [Actual gp value per PC will be 25 gp x 
  APL] 
  What do you think the motives of the Cult of the Daring Feat 
  are? “I don’t know - that’s why I want you to 
  investigate them.” 
  When should we leave? / What kind of time table are we 
  looking at? “You should leave immediately, which 
  means you will have to ride through the night – 
  unless you are capable of travel magic. The wedding 
  ceremony is tomorrow night, so it is very important 
  that you investigate quickly and leave enough time 
  to return here and report to me what you have 
  learned before the ceremony.” 
  Do you like cake? “Yes.” 
  How are doing after the death of your grandfather? “I wish 
  that, after this wedding, I could dedicate my life to 
  finding his killers. Alas, the March and my family 
  require my attention. 
  How do you expect us to get to Beruak? “Well, if you have 
  travel magics at your disposal then I suggest you use 
  them. Otherwise you will have to leave now by 
  horseback.” 
  I don’t have a horse. “I’m sure something can be worked 
  out. In fact, Baron Azad Srinivasan made a team of 
  fine Srinivan steeds a gift to Jasmine and I. If it 
  means the safety of my fiancée then I will lend these 
  horses to you. Just make sure no one finds out.” 
  If we ride all night, then the horses won’t be fresh for an 
  immediate return trip. “What should we do? Those of you 
  who serve in the Army should be able to requisition 
  a riding horse in Beruak. Those of you who do not 
  serve in our military will have to rely on your own 
  resources.” 
  Do you trust Lady Jasmine? “Yes, of course. I know she 
  always has the best interests of the March in mind. 
  She is a valuable member of the Baron’s Council, 
  and I am looking forward to our marriage.” 
   
  The PCs do not currently have a chance to seek out 
  Baroness Besselar, but it is not important – she will find 
  them herself, very soon. 
   
  Once the PCs conclude their audience with Baron 
  Rashedra, continue with Encounter 3. 
  All APLs 
  � Baron Cainlan Rashedra: Male human Rng16; 
  AL NG. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 10 
  ENCOUNTER 3: GETTING IN 
  TO THE ACT 
   
  Before the PCs can depart, two notable events occur. 
  Special Instructions 
   
  While Baron Rashedra has tried to keep the PCs 
  mission a secret, certain interested power groups have 
  learned of the PCs task and wish to give them further 
  instructions. Through personal contacts, dead drops, 
  sendings or other means, PCs of certain meta-orgs receive 
  special instructions just before leaving for Beruak. 
   
  Note that it is possible for PCs to be members of 
  multiple meta-orgs. In this case, PCs are only allowed to 
  receive special instructions from one meta-org in which 
  they hold membership. That membership must be 
  current; that is the PC must have paid the associated TU 
  and gp costs for membership and have it listed on an AR 
  dated this year. 
   
  Special instructions are available from the following 
  meta-orgs: the Bardic Circle, the Company of the 
  Brightpath, the Cult of the Daring Feat, the Guild of the 
  Arcane Path, the Knights of the Watch, and the Monk 
  Orders. PCs who succeed in carrying out their special 
  instructions (as determined by you, the judge) receive the 
  “Mission Accomplished” favor on the AR. The Special 
  Instructions are listed in Player Handout 1 – Special 
  Instructions. 
   
  In Player Handout 1 there is also special information 
  that is given to members of the Mist Chameleons meta-
  org. This information can be given to any PC who is a 
  current member and can be given to a PC who has also 
  received special instructions from one of the other 
  concerned meta-orgs. The information should be freely 
  shared among all PCs who are members of the Mist 
  Chameleons. 
  Meeting with Jasmine 
   
  Just as the PCs are about to leave, read or paraphrase 
  the following (if the PCs are not traveling by horse, adapt 
  the text to fit the circumstances): 
   
  You have all gathered in the stables, ready to 
  leave and mindful of the fact that time is not on 
  your side. Just before you set off, a feminine voice 
  calls after you. “Please wait!” 
   
  Approaching you with all haste is Baroness 
  Jasmine Besselar. “When you arrive at Beruak, give 
  this message to a leader of this Cult of the Daring 
  Feat. This will prevent any further excitement. 
  Report to me when you have returned.” Jasmine 
  hands you a sealed letter and bids you good luck.  
   
  The letter is sealed with a wax seal bearing the 
  Besselar’s sigil. The judge should hand over Player 
  Handout 2 - Sealed Letter From the Baroness, but it should be 
  folded and taped shut. Judges interested in creating even 
  more atmosphere may want the letter placed into an 
  envelope with a wax seal, but this is certainly not 
  required. 
   
  PCs might attempt to question Baroness Besselar 
  about this letter. In response, she will remind the PCs 
  that time is of the essence and that she wants them to 
  succeed at this mission quickly so they can all partake in 
  the wedding festivities. If PCs are particularly petulant, 
  Baroness Besselar will pull rank on them. 
   
  Once the PCs are ready to leave for Beruak, continue 
  with Encounter 3. 
  All APLs 
  � Baroness Jasmine Besselar: Female human 
  Brd15; AL NG. 
  ENCOUNTER 4: WIND WALKS, 
  TELEPORTS, AND SRINIVAN 
  STEEDS 
   
  Time is a unique problem for PCs in this scenario. 
  Beruak is roughly sixty miles from Calpius’ Craft. The 
  meeting with Baron Rashedra outlined in Encounter 2 
  takes place around 8 PM on the 19th of Goodmonth. The 
  wedding ceremony is at approximately 8 PM on the 20th 
  of Goodmonth, allowing roughly 24 hours to travel to 
  Beruak, investigate, and then return to Calpius’ Craft. 
  Gathering Information 
   
  PCs may decide to take advantage of some local 
  sources of information before leaving. While Calpius’ 
  Craft is a small town, it by no means rolls up the streets at 
  sundown. This means paying a visit to the Bardic Circle, 
  the most prominent bardic college in the March of Bissel. 
  Bards can be found at every tavern in Calpius’ Craft, 
  though they are not allowed to drink wine due to town 
  ordinance. Bards can also be found on the actual grounds 
  of the Bardic Circle.  
   
  Listed below are the DCs and associated information 
  for Gather Information checks. PCs receive the 
  information for the highest check they achieved plus all 
  information for lower DCs. PCs who are members of the 
  Bardic Circle add a +4 circumstance bonus to this Gather 
  Information check because they know just the right 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 11 
  people to ask. PCs can also add an additional +2 bonus to 
  this check for every 5 gp they spread around. Gathering 
  Information takes one hour. 
  General Information 
  (DC 6 + APL):  Rumor has it that recently a trade caravan 
  leaving Dountham was found robbed and everyone 
  manning the caravan was slain. While the caravan had 
  listed its destination as Ebbernaut the road the wreckage 
  was found on would have put the caravan in the direction 
  of Thornward. [PC members of the Thieves Guild of 
  Dountham will know that this was one of their 
  operations.] 
  (DC 11 + APL): Recently several important priests of 
  Zilchus were found dead in Pellak. Letters found in their 
  residences implicate them as being spies for Evard.  [PC 
  members of the Mist Chameleons will know that this was 
  one of their operations.] 
  (DC 16 + APL): About a week ago, a troop of soldiers 
  patrolling the southwest border of the March turned up 
  with short-term memory loss. They were reprimanded 
  for drinking on duty. [This was the border patrol that 
  encountered the Cult of the Daring Feat as they brought 
  Larrangin over the border into Bissel. This operation will 
  not be known to PC members of the Cult of the Daring 
  Feat.] 
  The Cult of the Daring Feat 
  (DC 6 + APL): As near as anyone can tell, the Cult is a 
  loose association of adventures who began gathering to 
  dare each other to do appallingly dangerous things. They 
  are a cult only in jest; really they seem to operate more 
  like a fraternity or brotherhood. 
  (DC 11 + APL): A member of the Cult must worship one 
  of the following deities: Brandoboris, Charmalaine, 
  Fharlanghn, Norebo, Olidamarra, or Rudd. All of these 
  deities are associated with good fortune. 
  (DC 16 + APL): It is rumored that the Cult has moved 
  into a town on Bissel’s western border, probably Beruak. 
  Likely they are interested in testing their skills in the 
  wildly deadly Barrier Peaks.  
  (DC 21 + APL): It is rumored that the Cult sometimes 
  hires themselves out as mercenaries from time to time. 
  They are particularly sought after for dangerous tasks for 
  which a particular employer doesn’t want to risk his/her 
  own people. 
  (DC 26 + APL): Some Cult members were recently seen 
  celebrating in a Beruak tavern. Rumor has it that the Cult 
  recently undertook a very dangerous task for an 
  unknown personage, and that they were successful in 
  this task. 
  The Besselar/Rashedra wedding 
  (DC 6 + APL): Though every important noble in Bissel is 
  likely to be in attendance at the wedding ceremony, the 
  Regent, Viscountess Saralind declined the invitation. 
  (DC 11 + APL): Tomorrow’s ceremony is likely to be brief, 
  with much of the evening devoted to a large celebration 
  afterwards. 
  (DC 16 + APL): Rumor has it that Viscountess Saralind is 
  actually going to attend the ceremony. Her declination of 
  the invitation was announced for security reasons. 
  Mundane Travel 
   
  A light horse or light warhorse travels at six miles an 
  hour, presuming it has a light load. PCs traveling by light 
  horse have the following options:  
   
  The trip for the horse at normal speed will take ten 
  hours. This requires the animal being at a forced march 
  for two of these hours, requiring a Handle Animal check 
  (DC 25 for the first hour and DC 27 for the second hour). 
  The horse takes 1d6 points of lethal damage for each hour 
  it is on a forced march. A horse is fatigued if it takes 
  lethal damage during a forced march. If PCs are using the 
  Srinivan steeds then the Handle Animal DCs are 10 less.  
   
  A horse can also “hustle”, moving at 12 miles an 
  hour. It can hustle for one hour without a Handle Animal 
  check, but for the second hour a Handle Animal check 
  (DC 25) must be made. Hustling for a second hour in 
  between sleep cycles deals 1 point of lethal damage, and 
  each additional hour deals twice the damage taken 
  during the previous hour of hustling. Also, for every 
  additional hour after taking damage, the Handle Animal 
  check increases by 2. A horse is fatigued after taking 
  lethal damage during a hustle. If PCs are using the 
  Srinivan steeds then the Handle Animal DCs are 10 less. 
   
  Below is a table summarizing the total travel time, 
  the hours hustled to achieve that travel time, total 
  damage to the mount, and number of successful Handle 
  Animal checks needed.  
  Total 
  Travel 
  Time 
  Hours 
  Hustled 
  Total 
  Damage 
  Handle 
  Animal 
  Checks 
  8 hours 
  2 hours 
  1 point 
  1 check 
  7 hours 
  3 hours 
  3 points 
  2 checks 
  6 hours 
  4 hours 
  7 points 
  3 checks 
  5 hours 
  5 hours 
  15 points 
  4 checks 
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 12 
   
  Again, the options given above are only for a light 
  horse or light warhorse with a light load. For more 
  complete information on overland movement using 
  other mounts, consult page 164 in the Player’s 
  Handbook. Also note that whatever mounts are used to 
  carry the PCs to Beruak will be unusable for the return 
  trip to Calpius’ Craft. That means PCs will have to acquire 
  fresh mounts in Beruak for their return, unless they were 
  able to cast Traveler’s Mount (from Complete Divine), 
  which negates fatigue for a duration.  
  Magical Travel 
   
  PCs that have access to travel magic would be wise to 
  use them. A teleport spell makes the trip instantaneous, 
  meaning the PCs could all have an opportunity to sleep. 
  PCs whose home region is Bissel may treat Beruak as a 
  ‘Very Familiar’ location for the purposes of this spell. PCs 
  whose home region is not Bissel but is still within the 
  Sheldomar Valley treat Beruak as a ‘Seen Casually’ 
  location. All others are not familiar with Beruak at all. 
  PCs can request maps and use scrying spells to upgrade 
  their familiarity to Studied Carefully. 
   
  PCs who cast wind walk can make the trip in an hour, 
  which would also allow time to sleep and rest. PCs using 
  overland flight make the trip in just less than eight hours, 
  making scheduling sleep just as difficult as if they had 
  traveled by mount. Other spells should be adjudicated as 
  written.  
  Sleep and Exhaustion 
   
  Given the time constraints of the journey, it may be 
  difficult for PCs to schedule sleep. If the PCs plan to pull 
  an “all-nighter” and not sleep at all, they should begin 
  making hourly Constitution checks around 5 AM on the 
  20th of Goodmonth. The first check is DC 10 and the 
  DCs increase by one each hour. A failed Constitution 
  check means the PC is fatigued. A PC who is fatigued and 
  fails another constitution check is exhausted. A PC who 
  is exhausted and fails another constitution check 
  collapses unconscious. Another PC can, as a standard 
  action, awaken a PC who has fallen unconscious in this 
  way, but they revert back to being exhausted. Magic and 
  abilities that negate fatigue and exhaustion would be well 
  advised to PCs. Of course, eight hours of rest negates all 
  fatigue and one hour of rest makes a PC who is suffering 
  from exhaustion fatigued. 
   
  Once the PCs arrive in Beruak, continue with 
  Encounter 5. 
  ENCOUNTER 5: NO SLEEP ‘TIL 
  BERUAK! 
   
  Regardless of how the PCs travel to Beruak, read or 
  paraphrase the following to signal their arrival: 
   
  The town of Beruak lies along the Realstream 
  just at the foothills of the Barrier Peaks. Dwarven 
  miners and humans interested in the raw materials 
  from the mountains founded Beruak jointly and 
  several monuments around town stand to symbolize 
  the joint friendship between the two races.  
   
  Nonetheless, Beruak’s layout is largely built on 
  racial separation: with the humans living primarily 
  on the east side and dwarves and other demi-
  humans primarily residing on the west side. The 
  Realstream forms an imposing border between 
  these sections, which is where most business takes 
  place. The docks are a busy place as everyone is 
  interested in commerce from the river. Everyone 
  except you and your companions, as your interests 
  are more investigative in nature. Finding the Cult of 
  the Daring Feat in this town won’t be easy, as they 
  are unlikely to have hung a descriptive shingle 
  above their door. 
   
  The PCs have arrived in Beruak and have a few 
  options available to them. 
   
  They can, of course, forget about their mission, find a 
  tavern, buy some drinks, and rest easy. If they do so, 
  consider the adventure over.  
  Gathering General Information 
   
  More likely the PCs will want to work hard on their 
  investigations – they will probably know that their best 
  bet to find the Cult of the Daring Feat is to beat the street 
  and ask questions. Gather Information DCs and what 
  goodies they yield are listed below. PCs receive the 
  information for the highest check they achieved plus all 
  information for lower DCs. PCs can add +2 to this check 
  for every 5 gp they spread around. Gathering Information 
  takes one hour. 
   
  DC 4+APL: “Don’t know about this Cult of the 
  Daring Feat, but they sound like adventuring types. And 
  all adventuring types who pass through Beruak wind up 
  visiting Verdeek. He’s a famous alchemist, if you didn’t 
  know. His shop is near the docks, on the west side of 
  town.” 
   
  DC 21+APL: “Cult of the Daring Feat? That sounds 
  familiar. I remember some fellows at a tavern mentioned 
  it about a week ago. The name of the tavern is the Maiden 
  Moon. It’s near the docks, on the east side of town.” 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 13 
  The Maiden Moon 
   
  The Maiden Moon first appeared in BIS1-05 A Deadly 
  Bloom, so PCs who participated in that scenario have been 
  here before. The Maiden Moon is a rather upscale tavern 
  located on near the docks, on the east side of town. The 
  barkeep is a bearded, muscular Suel named Tuil. He has 
  owned and operated the Maiden Moon for more than 20 
  years. 
   
  PCs who are following up on the Maiden Moon lead 
  will likely wish to ask him some questions. Tuil is 
  brusque, cantankerous, and just a little bit arrogant, but 
  he will answer the PCs’ questions to the best of his ability. 
  Probable questions and Tuil’s answers are listed below. 
  All Tuil’s answers are truthful.  
   
  We heard you served some guys from the Cult of the 
  Daring Feat awhile back – is that true? “Where did you 
  here that? That’s in no way true. What is true is that 
  about a half dozen folks were in here buying drinks 
  and making toasts in a celebratory fashion, you see. 
  One of the toasts was to the Cult of the Daring Feat. 
  That’s a little unusual, so I guess some folks 
  remembered that. But they didn’t mention that 
  phrase again.” 
   
  When was it that these people were in here celebrating? “It 
  was a few days ago, the 14th of the Goodmonth, I 
  think.” 
   
  Can you describe the people who were in here celebrating? 
  “Sure, they were an odd bunch. There was a Oeridian 
  man, he was ordering the drinks. They all called him 
  Guidebrother. There were two halflings, a man and a 
  woman. There were two Baklunes, both men, and an 
  elf. Couldn’t tell you if that one was a man or 
  woman, it’s always hard to tell with those folk. I 
  didn’t get any of there names.” 
   
  Could you tell what it was they were celebrating about? 
  “The number of toasts they made they could have 
  been celebrating any number of things, including 
  the sun and moon and stars. They had never been in 
  here before or since, so I don’t know what they do 
  for living.” 
   
  Do you know where these people live? “Don’t know if 
  there locals or not. As far as I know they could hang 
  their hats anywhere between Ekbir and Rel Astra. 
  Who knows?” 
   
  Were you a former adventurer? “Of course. All tavern 
  owners are former adventurers.” 
   
  There isn’t anything more of use that the PCs can 
  learn here. Following up on the Maiden Moon lead takes 
  the PCs a half hour. 
  All APLs 
  � Tuil: Male human Ftr2; AL NG. 
  Verdeek’s Shop 
   
  When the PCs are ready to investigate the lead 
  involving Verdeek, read or paraphrase the following: 
   
  You arrive at a quaint little shop located just two 
  streets west of the waterfront. A sign over the door 
  reads, “Concoctions, Combustibles, and Wondrous 
  Compounds – Verdeek, proprietor.” When you enter 
  the shop the sound of sweet and soft ringing metal 
  announces your presence, though you noticed no 
  bell attached to the door. A gnome approaches the 
  counter. He wears intricately patterned clothing 
  under a black apron with many different colored 
  stains on it.  
   
  The gnome is Verdeek, a famed alchemist and 
  proprietor of this shop. PCs who went through BIS1-05 A 
  Deadly Bloom might remember Verdeek, as he played a 
  prominent role in round one of that module. 
   
  Verdeek is intelligent, verbose, friendly, and maybe 
  just a little bit didactic. He will ask the PCs what he can 
  do for them. He is especially interested in pushing 
  Healer’s Balm (10 gp, from Complete Adventurer) as he 
  has crafted a large supply of it. 
   
  The PCs may be interested in acquiring alchemical 
  items, but likely they are more interested in asking 
  questions relating to their investigation. Probable 
  questions and Verdeek’s answers are listed below. All 
  Verdeek’s answers are truthful. 
   
  How has business been? “Very good lately. However, 
  I must say that it dropped off quite a bit around 592 
  CY. Around that time it seemed every general store 
  started carrying alchemist’s fire and other things. 
  But now I’ve been able to corner the market on 
  specialty alchemical items that other people don’t 
  carry and are not readily available, so business has 
  been good.” 
   
  Can I buy some things? “Sure you can - but I’m 
  currently out of stock of my most interesting items. 
  Come back at the end of the week, once I’ve 
  restocked.” 
   
  Have you had any large or unusal orders lately? “Why 
  yes, I did have a rather large order over a week ago. 
  In fact, I had to special-deliver many of the items 
  because they were not ready for immediate pick up. 
  The exact items are written in my ledger, you can 
  examine it if you like.” 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 14 
   
  What do you know of the Cult of the Daring Feat? “I 
  can’t say I’ve ever heard of them. Is that some sort of 
  new performing group?”  
   
  Have you done business with a male elf with a bright red 
  and gold cape (or any other such description of Calaran, the 
  infiltrator from Encounter 1)? “Many elves patronize my 
  shop. The person you described could be any one of 
  a number of customers who have been through here 
  in the past month.” 
   
  Have you seen anyone in here wearing something like this 
  (the silver medallion from Encounter 1)? Verdeek examines 
  the medallion closely. “Ah yes, I do believe that I’ve 
  seen something like this before, though I’m unsure 
  what the symbol means…It was about two weeks 
  ago, a male elf was in here accompanied by a female 
  halfling. I believe the elf was wearing something 
  like this. I can’t rightly recall, I dealt primarily with 
  the halfling in their transaction.” 
   
  Was this halfling woman also wearing one of these 
  medallions? “A similar medallion you might say, but 
  the one she wore had a symbol I definitely 
  recognized. 
  It 
  was 
  the 
  horizon 
  symbol 
  of 
  Fharlanghn.” 
   
  Verdeek, what did this halfling and elf arrange to 
  purchase? “I can’t likely forget that order, it is one of 
  the largest I have had to fulfill in awhile. In fact, I 
  had to special-deliver many of the items because 
  they were not ready for immediate pick up. The 
  exact items are written in my ledger - you can 
  examine it if you like.” 
   
  What do the items listed on this ledger do? “Well, 
  blendcream and softfoot powder help one stay 
  hidden from nasty beasties, while the catstink 
  prevents nasty beasties from finding you with their 
  sensitive noses. Freeglide and lockslip are very 
  useful lubricants - as I recall the customer was 
  complaining about her key always getting stuck in 
  the lock at her home. The last thing is suregrip 
  paste, 
  which 
  aids 
  ones 
  grip 
  on 
  climbing 
  expeditions.” 
   
  Who made the delivery for you? “I make all my own 
  deliveries, of course, and I’ve been doing so for forty 
  years!”  
   
  Did you notice anything unusual about the house when 
  you made your delivery? “Nothing at all unusual. A two 
  story cottage, very common around here.” 
   
  What did you think of the special delivery instructions? 
  “Well, I was told that the customer’s uncle was a 
  truculent sort and hated disturbances, hence the 
  prohibition on knocking or entering. I respect those 
  wishes, if a person can’t have privacy at home then 
  where can they?” 
   
  If the PCs want to examine Verdeek’s ledger, the 
  gnome retrieves a large leather bound tome from behind 
  the counter. The book may easily weigh as much as him. 
  It thuds against the counter with a thunderous crash, and 
  Verdeek immediately opens the book to a series of pages 
  near the back. “Ah yes, here it is. Take a look for yourself.” 
  Give them Player Handout 3 - Entry from Verdeek’s Ledger. 
  They now have the location of the Cult of the Daring 
  Feat’s Beruak chapter house. If they wish to head there, 
  proceed to Encounter Four.  
   
  Following up on the Verdeek lead takes PCs a half 
  hour. 
  All APLs 
  � Verdeek: Male gnome Exp2; AL CG. 
  Magical Means 
   
  Clever, magic-using PCs may attempt scrying once 
  they know the name of a target - Salisa Tallowburn, from 
  Verdeek’s ledger. If they attempt this, or any other 
  divination, then they must make a caster level check DC 
  19, due to Salisa’s amulet of proof against detection and 
  location. A successful scrying shows the image of a halfling 
  woman sitting at a table in a windowless room. She is 
  drinking tea and reading a book. 
  ENCOUNTER 6: HOUSE OF 
  HAZING 
   
  This encounter details the house owned by the Cult 
  of the Daring Feat in Beruak. Please refer to DM Aid – 
  Map #1 – Cult House in Beruak. 
   
  It will take the PCs approximately a half-hour to 
  travel from the middle of Beruak to the cult house. When 
  they are ready to investigate the house, read or 
  paraphrase the following: 
   
  Pushing your way through the crowded docks, 
  you slowly make your way to the far northwest 
  corner of Beruak, an area known as the Gem 
  Quarter.  
   
  Some of the Barrier Peaks dwarven clans that 
  trade with merchants in Beruak refuse to go all the 
  way to the docks, so they trade their wares - 
  primarily precious gems - to kinsmen who are 
  permanently settled in Beruak. These jewelers, 
  primarily dwarves but also gnomes and a few 
  humans, sell these gems in storefronts in the Gem 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 15 
  Quarter or use them to craft astounding pieces of 
  jewelry. One or two taverns, shrines and other 
  establishments are located in the Gem Quarter, but 
  certainly far fewer than the relatively metropolitan 
  dock area. 
   
  On the outskirts of the Gem Quarter, near the 
  edge of town, there are a few new buildings that 
  have been constructed as residences.   
   
  It is one of these residences that has brought 
  you here, a two story cottage which you believe may 
  be currently used by members of the Cult of the 
  Daring Feat. Three steps lead from the street to the 
  large wooden door that serves as a front entrance. 
  You observe barred windows on both levels.  
   
  The streets around in front of and around this house 
  are deserted at this time of day; most people are in the 
  docks area conducting business. Therefore, there are no 
  observers or innocent bystanders nearby and summoning 
  the town watch (if the PCs are so inclined) takes 2 hours.  
   
  Note that PCs who are members of the Cult of the 
  Daring Feat should be awarded a +5 circumstance bonus 
  on Search and Disable Device checks against all the traps 
  listed in this section. While they don’t know all of the 
  Cult’s secrets, members are familiar enough with the 
  Cult’s methods and the circumstance bonus reflects that 
  familiarity.  
   
  Depending on how much the PCs explore, it could 
  take them anywhere from a half hour to 2 hours to 
  explore the house.  
  Random Traps 
   
  The Cult of the Daring Feat is a strange group, and 
  they have a curious habit of placing traps on innocuous 
  or mundane items. A lone member, who wishes to 
  surprise his or her colleagues with a new challenge, 
  precipitates this on most occasions, though sometimes 
  groups of Cultists conspire to place a trap, for example, 
  on another member’s favorite pair of boots. 
   
  Despite the often-deadly nature of these traps, no 
  fatalities occur and these acts are viewed as light-hearted 
  pranks. The PCs are not likely to view these traps in the 
  same way. Once the PCs are inside the house, every time 
  a PC decides to interact with an innocuous piece of 
  dungeon dressing described in the Read-Aloud Text 
  there is a 50% chance that it has been so trapped.  
   
  In the case that a trap is present, the judge is to select 
  an appropriate trap from the list below. 
  All APLs (Each EL 1/2) 
  � Alarm Trap: CR 1/2; mechanical device, touch 
  trigger; no reset; bells ring when triggered (nearby 
  creatures make a DC -5 Listen check, modified by 
  distance, to hear the bells); Search DC 15; Disable 
  Device DC 15. 
  � Hallucinogenic 
  Powder 
  Trap: 
  CR 
  1/2; 
  mechanical device, touch trigger; no reset; fragile 
  container of fine powder (Atk +5 melee touch, see 
  false images for 1d3 rounds, DC 12 Fortitude 
  negates); Search DC 15; Disable Device DC 15. 
  � Itching Powder Trap: CR 1/2; mechanical 
  device, touch trigger; no reset; fragile container of 
  fine powder (Atk +5 melee touch, itch constantly for 
  1d3 rounds, DC 12 Fortitude negates); Search DC 15; 
  Disable Device DC 15. 
  � Knockback Trap: CR 1/2; mechanical device, 
  touch trigger; no reset; heavy swinging weight 
  makes a bull rush attempt as a Medium creature with 
  14 Strength; Search DC 15; Disable Device DC 15. 
  � Musical Trap: CR 1/2; mechanical device, touch 
  trigger; no reset; small music box plays softly when 
  triggered; Search DC 15; Disable Device DC 15. 
  � Squirt of Oil Trap: CR 1/2; mechanical device, 
  touch trigger; no reset; stream of oil (Atk +6 touch, 
  may stain clothing); Search DC 15; Disable Device 
  DC 15. 
  � Tripline: CR 1/2; mechanical device, touch 
  trigger; no reset; trip cord makes a trip attempt as a 
  Medium creature with 14 Strength; Search DC 15; 
  Disable Device DC 15. 
  � Weapon Grabber Trap: CR 1/2; mechanical 
  device, touch trigger; no reset; bar or noose attempts 
  to disarm a held object or weapon (Atk +6 as a 
  Medium creature); Search DC 15; Disable Device DC 
  15. 
  Ambience 
   
  The house has no available indoor light source, and 
  all the windows are painted black. Find out what the PCs 
  are using for a light source before proceeding. 
  Window Entry 
   
  Adventurous PCs may be inclined to enter via a 
  window. This is a particularly difficult approach. 
   
  The 
  bars 
  and 
  shutters 
  have 
  the 
  following 
  characteristics. There is only enough space for one PC to 
  assist on a Break check. 
  � Iron Bars: 1 in. thick; hardness 10; hp 20; AC 5; 
  Break DC 27. 
  � Steel Shutters: 1 in. thick; hardness 10; hp 10; AC 5; 
  Break DC 22; Open Lock DC 32. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 16 
   
  As well, the iron bars are coated in a contact poison: 
  APL 2 (EL 2) 
  � Iron Bars Smeared with Contact Poison: CR 
  2; mechanical device; touch trigger (attached); 
  manual reset; poison (illithid spinal fluid, DC 15 
  Fortitude save resists, 1 Int/1d6 Int); Search DC 19; 
  Disable Device DC 19. 
  APL 4 (EL 3) 
  � Iron Bars Smeared with Contact Poison: CR 
  3; mechanical device; touch trigger (attached); 
  manual reset; poison (sassone leaf residue, DC 16 
  Fortitude save resists, 2d12 hp/1d6 Con); Search DC 
  20; Disable Device DC 20. 
  APL 6 (EL 4) 
  � Iron Bars Smeared with Contact Poison: CR 
  4; mechanical device; touch trigger (attached); 
  manual reset; poison (nitharit, DC 13 Fortitude save 
  resists, 0/3d6 Con); Search DC 21; Disable Device 
  DC 21. 
  APL 8 (EL 5) 
  � Iron Bars Smeared with Contact Poison: CR 
  5; mechanical device; touch trigger (attached); 
  manual reset; poison (terinav root, DC 16 Fortitude 
  save resists, 1d6 Dex/2d6 Dex); Search DC 22; 
  Disable Device DC 22. 
  APL 10 (EL 6) 
  � Iron Bars Smeared with Contact Poison: CR 
  6; mechanical device; touch trigger (attached); 
  manual reset; poison (dragon bile, DC 26 Fortitude 
  save resists, 3d6 Str/0); Search DC 23; Disable Device 
  DC 23.  
  APL 12 (EL 7) 
  � Iron Bars Smeared with Contact Poison: CR 
  7; mechanical device; touch trigger (attached); 
  manual reset; poison (basilisk saliva concentrate, DC 
  26 Fortitude save resists, 3d6 Con/1d6 Con); Search 
  DC 24; Disable Device DC 24. 
   
  Depending on which window the PCs come 
  through, they will end up in the corresponding area 
  indicated on the map.  
  Alternative Entry 
   
  The PCs may wish to bypass the traps on the front 
  door and windows altogether by making their own 
  entrance. In that case, the walls have the following 
  properties: 
  � Sturdy Wooden Walls: 1 ft. thick; hardness 5; hp 90; 
  AC 5; Break DC 30. 
  Interior Doors 
   
  All of the doors within the cult house share the 
  following properties, although not all of them are 
  currently locked: 
  � Strong Wooden Door: 2 in. thick; hardness 5; hp 20; 
  AC 5; Break DC 23; Open Lock DC 25. 
  Location A: Front Door 
   
  The most obvious way to enter the house is through 
  the locked front door. This is certainly the way any cult 
  member enters, though they know the command words 
  to speak to avoid the traps. Even if they forget the 
  command words, they enter without fear; their skills at 
  avoiding these types of things are just as the legends say. 
   
  The door has two traps; a first trap that is triggered 
  by merely touching the door, and a second trap that is 
  triggered by the door swinging open. These require 
  separate Disable Device checks. Note that a PC is not 
  counted as triggering any of the traps by merely 
  searching, but the PC does trigger a trap by failing at the 
  Disable Device check by five or more.  
  APL 2 (EL 2) 
  � Poison Needle Trap: CR 1; mechanical; touch 
  trigger; manual reset; Atk +8 ranged (1 + poison); 
  poison (greenblood oil, DC 13 Fortitude save resists, 
  1 Con/1d2 Con); Search DC 20; Disable Device DC 
  20. 
  � Basic Arrow Trap: CR 1; mechanical; proximity 
  trigger; manual reset; Atk +10 ranged (1d8/x3, 
  arrow); Search DC 20; Disable Device DC 20. 
  APL 4 (EL 3) 
  � Fusillade of Darts: CR 1; mechanical; touch 
  trigger; manual reset; Atk +14 ranged (1d4+1, dart); 
  multiple targets (fires 1d4 darts at each target in two 
  adjacent 5-ft squares); Search DC 15; Disable Device 
  DC 24. 
  � Magic Missile Trap: CR 2; magic device; 
  location trigger; automatic reset; spell effect (magic 
  missile, 1st-level wizard, 1d4+1, automatic hit); Search 
  DC 26; Disable Device DC 26. 
  APL 6 (EL 4) 
  � Flurry of Poison Needles: CR 2; mechanical; 
  touch trigger; manual reset; Atk +14 ranged (1 plus 
  poison); multiple targets (fires 1d4 needles at each 
  target in a 10-ft. by 10-ft. area); poison (greenblood 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 17 
  oil, DC 13 Fortitude save resists, 1 Con/1d2 Con); 
  Search DC 15; Disable Device DC 24. 
  � Magic Missile Trap: CR 2; magic device; 
  location trigger; automatic reset; spell effect (magic 
  missile, 1st-level wizard, 1d4+1, automatic hit); Search 
  DC 26; Disable Device DC 26. 
  APL 8 (EL 5) 
  � Poisoned Arrow Trap: CR 3; mechanical; touch 
  trigger; manual reset; Atk +14 ranged (1d8/x3 plus 
  poison, arrow); poison (giant wasp poison, DC 18 
  Fortitude save resists, 1d6 Dex/1d6 Dex); Search DC 
  24; Disable Device DC 15. 
  � Scorching Ray Trap: CR 3; magic device; 
  location trigger; automatic reset; Atk +2 ranged 
  touch; spell effect (scorching ray, 3rd-level wizard, 4d6 
  fire); Search DC 27; Disable Device DC 27. 
  APL 10 (EL 6) 
  � Flurry of Poisoned Needles: CR 4; mechanical; 
  touch trigger; manual reset; Atk +19 ranged (1 plus 
  poison); multiple targets (fires 1d4 needles at each 
  target in a 10-ft. by 10-ft. area); poison (small 
  monstrous centipede poison, DC 10 Fortitude save 
  resists, 1d2 Dex/1d2 Dex); Search DC 24; Disable 
  Device DC 24.  
  � Lightning Bolt Trap: CR 4; magic device; 
  location trigger; automatic reset; spell effect 
  (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 
  Reflex save half damage); Search DC 28; Disable 
  Device DC 28. 
  APL 12 (EL 7) 
  � Flurry of Poisoned Needles: CR 5; mechanical; 
  touch trigger; manual reset; Atk +19 ranged (1d4+4 
  plus poison, dart); multiple targets (fires 1d4 needles 
  at each target in a 10-ft. by 10-ft. area); poison (black 
  adder venom, DC 11 Fortitude save resists, 1d6 
  Con/1d6 Con); Search DC 24; Disable Device DC 24.  
  � Phantasmal Killer Trap: CR 5; magic device; 
  location trigger; automatic reset; spell effect 
  (phantasmal killer, 7th-level wizard, DC 16 Will save 
  for disbelief and DC 16 Fortitude save for partial 
  effect); Search DC 29; Disable Device DC 29. 
  Location B: Front Hallway  
   
  From the front entrance you find a narrow 
  hallway that extends about twenty feet. A decorative 
  rug runs for several feet on the floor and a curious 
  coat of arms hangs on the left side of the hall, about 
  fifteen feet in. 
   
  A PC that comes within 5 feet of the coat of arms can 
  clearly see that it is a plain, white shield with a curious 
  rune on it. If they succeed at a Knowledge [history] or 
  Bardic Knowledge check (DC 35) they can identify the 
  marking as the Rune of Melkyor. Melkyor was a 
  philosopher-priest who lived 400 years ago. Many of his 
  teachings are long forgotten, but his principal belief was 
  that spiritual enlightenment only comes at moments of 
  great danger. 
   
  Furthermore, any PC who looks at the rune (which 
  is every PC who passes by the coat of arms with their eyes 
  open) must succeed at a Will save (DC 13 + APL) or be 
  afflicted with ‘Insanity – Curiosity Compulsion’ on the 
  Adventure Record. The compulsion takes one day before 
  in completely takes hold of the PCs’ minds - so those PCs 
  failing the saving throw do not suffer the effects during 
  this scenario.  
   
  The door to Location D is locked, but not trapped. 
  Location C: Stairway  
   
  Beyond the open door you see a narrow and 
  ascending set of wooden stairs. A thin layer of dust 
  coats the staircase. 
   
  These stairs lead up to the second floor landing 
  (Location J). 
  Location D: Library 
   
  Beyond the door you see what appears to be 
  some kind of study or library. Covering the 
  southern wall are two sturdy bookcases that reach 
  almost to the ceiling. A small table surrounded by 
  comfortable looking chairs lies in the center of the 
  room. A wooden flute lies on a music stand in the 
  corner. Two well-made battleaxes rest on hooks on 
  the wall to your left.  
   
  For inquiring minds, the books in the bookcase are 
  mostly historical in nature. Holy texts for the six 
  principle deities associated with the Cult of the Daring 
  Feat (Brandoboris, Charmalaine, Fharlanghn, Norebo, 
  Olidamarra, and Rudd) are also present. The two 
  battleaxes and the wooden flute are all of masterwork 
  quality.  
   
  At APL 8 only, this room contains a trap: a number of 
  ceiling blocks are rigged to fall as soon as someone moves 
  within 5 feet of the bookshelves. 
  APL 8 (EL 5) 
  � Falling Block Trap: CR 5; mechanical; location 
  trigger; manual reset; Atk +15 melee (6d6); multiple 
  targets (all targets in the room); Search DC 20; 
  Disable Device DC 25. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 18 
   
  If the PCs succeed at a Search check (DC 18 + APL), 
  they find a hidden trap door in the floor. This DC is 
  increased by 5 if the PCs are searching without touching 
  anything – likely if they’ve already encountered random 
  traps throughout the house. 
   
  The trap door is not locked or trapped. Opening it 
  reveals a vertical tunnel leading downwards for about 10 
  ft. There is a ladder that leads downward.  
   
  The ladder is trapped. About 3 feet down is a touch 
  trigger that causes a disintegrate spell to go off, targeted at 
  the ladder. The ladder is counted as automatically failing 
  its save and it simply disappears, causing the PC to fall to 
  the ground below. The fall isn’t enough to harm a PC, but 
  it is quite embarrassing. 
  All APL s (EL 1/2) 
  � Disintegrating Ladder Trap: CR 1/2; magic 
  device; touch trigger; repair reset; no save; 10 ft. deep 
  (0 damage, fall); multiple targets (first two targets on 
  the ladder); Search DC 29; Disable Device DC 29. 
   
  Once the PCs reach the bottom of the ladder, 
  proceed to Encounter 5. 
   
  The doors to areas B and E are locked, but not 
  trapped. 
  Location E: Conservatory 
   
  The first thing you notice about this room is a 
  broken chandelier, covered in spots by melted wax 
  and lying in a tarnished heap in the center of the 
  room. A broken spot in the ceiling above shows 
  where the chandelier may have once hung. Placed 
  against one wall, as if in storage, is a large harp - 
  about 6 feet in height.  
   
  The harp is masterwork, but in a serious state of 
  disrepair.  
   
  At APL 6 only, this room contains a trap: a scythe 
  poised to spring from the ceiling. It targets the PC 
  nearest the center of the room when that individual 
  comes within 5 feet of that point.  
  APL 6 (EL 4) 
  � Ceiling Scythe Trap: CR 4; mechanical; 
  location trigger; automatic reset; Atk +20 melee 
  (2d4+8/x4 scythe); Search DC 21; Disable Device DC 
  18.  
   
  The doors to Locations D, H, and G are locked, but 
  not trapped. 
  Location F: Discarded Campsite 
   
  This room contains four simple sleeping bags 
  that seem to have had their last use ages in the past. 
  The floor is scattered with debris and detritus, 
  including pieces of weapons and armor, most of 
  which appear broken at first glance. 
   
  At APL 12 only, this room contains a truly dangerous 
  trap: when the Cult of the Daring Feat purchased this 
  house in Beruak, they began digging a secret passage 
  underneath it. They adjourned for an evening, and upon 
  returning found that a gelatinous cube had taken up 
  residence in their pit. They tried unsuccessfully to 
  exterminate the trapped vermin, before deciding that it 
  would make a great waste disposal system – and an even 
  better trap. They abandoned work on that tunnel, and 
  proceeded to excavate a new one below the library. 
   
  Amongst the interesting-looking items in the room 
  is a short sword, engraved with a few authentic-looking 
  runic characters. The sword is actually placed upon a very 
  sensitive trigger – even the slightest touch will activate 
  the trap. A heavy PC can even disturb it by simply 
  walking near it. PCs will likely be searching and 
  ransacking the room when they trigger the trap. Make 
  note of which PCs are assisting on any Search attempts, 
  as they are most definitely in the room.  
   
  The floor in the room is covered by a silent image that 
  looks exactly like the floor, but without the seams of the 
  trapdoor, making the trap difficult to detect. When the 
  trap is set off, all PCs in the room are unceremoniously 
  dumped into the pit below. If a PC is right next to the 
  doorway out of the room, they may attempt a Reflex save 
  to jump clear. Anyone else is out of luck as the walls are 
  featureless, and have nothing to grab on to. 
   
  Fortunately, the PCs do not take any damage from 
  the fall, as their landing is cushioned. Unfortunately, that 
  cushion is a gelatinous cube. Victims that fall into the 
  cube from the trap above plunge deep within the cube’s 
  body, are automatically engulfed (taking 1d6 damage plus 
  1d6 acid damage, as such), and must immediately make 
  saving throws versus the cube’s paralyzing effect. 
   
  Escape or rescue from the cube is a difficult 
  proposition. Engulfed inhabitants are considered to be 
  grappled.  The silent image above may make recognition of 
  the trap difficult to survivors. Finally, a previous meal was 
  carrying a stone of silence, which is still in effect – its radius 
  reaches just up to the bottom of the trap door, making 
  spellcasting and cries for help difficult,  
  
   
  BIS5-05 Strange Bedfellows 
   
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  APL 12 (EL 6 + 1 situational) 
  � Pit Trap: CR 5; mechanical; location trigger; DC 
  24 Reflex save avoids (special, see above); 20 ft. deep 
  (no damage, fall); multiple targets (affects everyone 
  within the room); Search DC 35; Disable Device DC 
  35. 
  � Gelatinous Cube: hp 62; see Monster Manual 
  page 201. 
  Location G: Wine Room  
   
  This room contains a small pile of broken glass 
  and metal lying in a pile in the center of the room. A 
  series of shelves covered by glass doors are built into 
  one of the walls. Sitting on the shelves are a number 
  of bottles. Otherwise this room is empty. 
   
  The bottles are marked with labels describing 
  various fine wines. In actuality, the bottles all contain 
  various poisons. If any PC tries to drink the contents of 
  the bottle, then they instead enjoy the effects of the dire 
  poison within:  
  All APLs 
  � Poisoned Wine: ingested; poison (dissolved 
  dark reaver powder, DC 18 Fortitude save resists, 
  2d6 Con/1d6 Con+1d6 Str). 
   
  The door to Location E is locked, but not trapped. 
   
  At APL 2 only, this room contains a trap: brown 
  mold has been allowed to grow within the wine cabinet, 
  keeping the wine well chilled. Any PC that opens the 
  cabinet or lingers nearby once it is opened is affected. 
  APL 2 (EL 2) 
  � Cabinet of Brown Mold: CR 2; mechanical; 
  touch trigger; automatic reset; 5-ft. cold aura (3d6, 
  cold nonlethal); Search DC 22; Disable Device DC 
  16. 
  Location H: Rear Hallway 
   
  This room is a wide hallway, with four doors 
  leading off of it. A rug lies near the center of the 
  chamber - seemingly made from the pelt of some 
  dark-furred feline. An odd painting hangs from the 
  back wall. 
   
  The rug, if anyone is curious, seems to have been 
  taken from a large, six-legged panther with bluish-black 
  fur and tentacles extruding from the back. Any PC who 
  can succeed at a Knowledge [nature] check (DC 21) can 
  correctly identify the creature as a displacer beast. 
  However, if the PCs succeed at an Appraise check (DC 
  25) they note that this displacer beast rug is, in fact, a 
  cleverly crafted fake.  
   
  For PCs who wish to investigate the painting, read or 
  paraphrase the following: 
   
  This painting depicts a very curious scene - a 
  group of individuals all seated around a round green 
  table. Around the table there is a tall-looking human 
  man with coppery-skin wearing fine looking chain 
  armor, a stunning Suel woman dressed in a 
  beautiful gown, a blonde-haired halfling woman 
  garbed in yellow and green, a handsome elven male, 
  a stern looking dwarf, and a gnome with a funny 
  looking hat. They all appear to be engaged in some 
  kind of strange game of chance involving cards.  
   
  If the PCs study the painting and succeed at a Spot 
  check (DC 10)  they notice that the gnome is cheating, 
  Furthermore, PCs who study the painting and succeed at 
  a Knowledge [religion] check (DC 15) may identify the 
  figures playing cards in the painting as representing 
  Heironeous, Wee Jas, Yondalla, Corellon Larethian, 
  Moradin, and Garl Glittergold. 
   
  The door to Location E is locked, but not trapped. 
   
  At APL 4 only, this room contains a trap: a razor 
  sharp pendulum that strikes at the first person to 
  approach the center of the room. 
  APL 4 (EL 3) 
  � Ceiling Pendulum; CR 3; mechanical; location 
  trigger; manual reset; Atk +15 melee (1d12+8/x3, 
  greataxe); Search DC 15; Disable Device 27. 
  Location I: Broken Barrels 
   
  You immediately notice the half-dozen broken 
  barrels turned on their side on the floor of this 
  room. The floor is covered in a thin layer of water.  
   
  At APL 10 only, this room contains a trap: a device 
  which fills the room with water. The trap is triggered as 
  soon as a PC enters the room. This first thing that 
  happens is the door slams shut, preventing escape. 
  Immediately after this a hidden spigot begins spewing 
  water into the room, filling it completely in 3 rounds. 
   
  PCs can attempt to escape through the window or by 
  breaking through the door or walls; all are described 
  above. 
   
  If the trap is sprung, please refer to Appendix 2 – 
  Underwater Combat Rules.  
  APL 10 (EL 6) 
  � Water-Filled Room; CR 6; mechanical; location 
  trigger; manual reset; multiple targets (all targets 
  within the room); never miss; onset delay (3 rounds); 
  water; Search DC 24; Disable Device DC 24. 
  
   
  BIS5-05 Strange Bedfellows 
   
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  Location J: Second Floor Landing 
   
  At the top of the stairs is a locked door. Right in 
  front of the door is a pit trap that is activated by a PC 
  standing in the 5-foot square in front of the door. The 
  trap is not deep enough to cause injury, but there is 
  another concern - once the trap is activated then breaking 
  down the door or picking the lock becomes impossible, 
  unless the PC can somehow hover in the adjacent square 
  or find a similar way to gain leverage. Note that PCs must 
  be searching the square in front of the door to locate the 
  trap; once the PC occupies that square it is too late. 
  All APLs (EL 1/2) 
  � Annoying Pit Trap: CR 1/2; mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids 10 ft. deep (no damage, fall); Search DC 24; 
  Disable Device DC 24. 
  Location K: Training Room  
   
  This room is huge, taking up the entire level. 
  Much of the floor here is covered with thick cloth 
  padding. 
   
  In one corner, suspended from the ceiling are 
  two iron rings hung by thick iron chains. Against 
  one wall is a long and narrow wooden beam, 
  suspended 5 feet from the floor by slender supports 
  on either end. Against another wall is a row of about 
  a half-dozen suits of well-worn armor of varying 
  sizes, ranging from gnome-size to ogre-size. Each set 
  of armor has been damaged, leading you to think 
  they have been set-up as practice dummies.  
   
  The ceilings in this room are 20 feet from the floor. 
  The rings are suspended 5 feet from the ceiling. 
   
  PCs who wish to suspend from the rings must first 
  make a Jump check (DC 8 for Medium characters, or DC 
  32 for Small characters) and then a Climb check (DC 15) 
  for each round they are wish to be suspended. 
   
  PCs who wish to walk on the balance beam must 
  succeed at a Balance check (DC 15) to keep from falling. 
  The balance beam is 25 feet long and 6 inches wide. It is 
  five feet off the ground. 
   
  If the PCs investigate the suits of armor, read or 
  paraphrase the following: 
   
  Examining the suits of armor, you note that 
  they seem to be propped up by wooden planks 
  allowing them to stand upright. You are mildly 
  surprised when one of the suits of armor turns to 
  you and speaks.  
   
  This suit of armor is not actually a suit of armor at all, 
  but a nimblewright named Kato. A nimblewright is a 
  kind of construct similar to a golem. Unlike most other 
  constructs, a nimblewright is possessed of intelligence 
  and has a distinct personality that makes it capable of 
  intuitive thought and responses. A nimblewright is 
  created from a hollow, humanoid shell that is made of 
  flexible precious metal alloys; it resembles a full suit of 
  armor. To this shell is bound an unwilling spirit from the 
  Elemental Plane of Water through a magical process that 
  subjects it to the will of its creator.  
   
  Kato serves the Cult of the Daring Feat as a 
  particularly deadly sparring partner. When instructed, 
  Kato will attack its owners with deadly prowess. Kato’s 
  signal to stop attacking is when an opponent says that he 
  or she will repair Kato. Kato has a very competitive 
  personality, and it will sometimes attack Cultists without 
  being instructed – a fact that delights its thrill-seeking 
  masters. Kato has been instructed not to leave this room, 
  and he will not.  
   
  The Cult of the Daring Feat is usually very diligent 
  about keeping Kato in good repair. However, their recent 
  mission to bring Larrangin into Bissel has distracted 
  them from their normal routine. So Kato has gone more 
  than a week without visitors. Kato is currently damaged, 
  and when it sees the PCs, it assumes they are members of 
  the Cult of the Daring Feat. Note that Kato knows its 
  creators as the ‘Scions of Melkyor’, it has no idea who the 
  ‘Cult of the Daring Feat’ is.  
   
  Kato first speaks to the PC or PCs who were 
  investigating the various suits of armor. It says only 
  “Repair.” Regardless of how the PCs respond Kato’s 
  second statement will be a question: “Will you repair 
  Kato?” 
   
  If the PCs’ answer is anything other than “Yes” then 
  two rapier-like blades will extend from Kato’s arms and it 
  will attack. Have everyone roll initiative and skip to the 
  combat description below.  
   
  If the PCs’ do say that they will repair Kato, then he 
  will not attack just yet. PCs will have a chance to interact 
  with Kato; examples of questions and answers are listed 
  below. After five minutes of interaction, there is a 25% 
  chance that he will attack the PCs anyway. 
  What are you? “I am Kato.” 
  Who are you? “I am Kato.” 
  What are you doing here? “I have standing orders to 
  attack and kill the Scions of Melkyor.” 
  Who are the Scions of Melkyor? “They are my creators.” 
  
   
  BIS5-05 Strange Bedfellows 
   
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  Come leave with us. “I cannot leave, I must wait for the 
  Scions.” 
  Who repairs you? “The Scions repair me. Then I wait 
  until it is time to kill them.” 
  How are you repaired? “Sometimes the Scions repair me 
  with tools. Sometimes they use magic. I like magic.” 
  We are the Scions. We’re commanding you to leave with us. 
  The creature’s only response is extending its rapiers 
  and leaping to the attack. 
  APL 2 (EL 3) 
  � Kato: medium animated object; hp 50; See 
  Appendix 1. 
  APL 4 (EL 5) 
  � Kato: large animated object; hp 90; See Appendix 
  1. 
  APL 6 (EL 7) 
  � Kato: nimblewright; hp 95; See Appendix 1. 
  APL 8 (EL 9) 
  � Kato: advanced nimblewright; hp 155; See 
  Appendix 1. 
  APL 10 (EL 11) 
  � Kato: advanced nimblewright; hp 195; See 
  Appendix 1. 
  APL 12 (EL 13) 
  � Kato: advanced nimblewright; hp 255; See 
  Appendix 1. 
   
  Tactics: Kato lives to fight and thus fights without 
  holding back. It will start out using its Expertise feat to 
  subtract two from its attack roll and add two to its Armor 
  Class, adjusting this figure during combat to respond to 
  how well the PCs are hitting it and how well it is hitting 
  the PCs. Kato will not stand around and allow PCs to 
  repeatedly use their full attacks on it - it will Spring 
  Attack to prevent this. 
   
  At higher APLs, Kato will begin combat by taking 
  advantage of its Quicken Spell-Like Ability feat to haste 
  itself as a free action. It will then make use of the 
  Improved Combat Expertise feat, which allows it to 
  subtract up to its full Base Attack Bonus and add it to his 
  Armor Class. Kato will not activate its defensive Spell-
  like abilities (Entropic Shield, Cat’s Grace) unless it feels it 
  has to, or it has the option of activating them as free 
  actions. If surrounded, Kato will Whirlwind attack on the 
  PCs.  
   
  PCs are free to use the environment to their 
  advantage. A PC suspended from the rings is out of Kato’s 
  reach (even when he is Large size at higher APLs). PCs 
  attacking Kato from the balance beam count as being on 
  higher ground (+1 on melee attack rolls). Of course, Kato 
  can easily navigate the balance beam and may use it for 
  higher ground, if given the opportunity.  
   
  PCs who defeat Kato can take his body for their 
  treasure. The body weighs 500 pounds and is worth 50 gp 
  per APL. 
  Treasure 
  APL 2: L: 100 gp; C: 0 gp; M: 0 gp. 
  APL 4: L: 200 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 300 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 400 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 500 gp; C: 0 gp; M: 0 gp. 
  APL 12: L: 600 gp; C: 0 gp; M: 0 gp. 
  ENCOUNTER 7: TEA AND HEY! 
   
  There is a tunnel underneath the Cult of the Daring 
  Feat’s House in Beruak, leading to a secret meeting room. 
  The tunnel is rough hewn stone and is five feet wide and 
  four feet high; taller characters will have to crouch. 
   
  When the PCs are ready to explore the tunnel, read 
  or paraphrase the following:  
   
  This narrow tunnel continues its made from 
  roughly hewn stone, and is very damp. It continues 
  for about 150 feet before terminating at a heavy 
  wooden door. 
   
  The door is trapped. It is rigged to cover the PC 
  opening the door in colorful dust. In all regards, this is 
  identical to a glitterdust spell with the targets 
  automatically making the Will save. 
  All APLs (EL 1/2) 
  � Glitterdust Trap: CR 1/2; magic device; 
  proximity trigger; no reset; spell effect (glitterdust, 3
  th-
  level wizard, Will save automatic); Search DC 27; 
  Disable Device DC 27. 
   
  When the PCs open the door, read or paraphrase the 
  following:  
   
  Beyond the door is a small twenty-foot by 
  twenty-foot room, brightly lit by candles sitting in 
  glass globes of various colors. In the center of the 
  room is a large wooden table that is set with a half-
  dozen place settings. There are empty cups resting 
  on saucers, a finely-decorated teapot, some clean 
  
   
  BIS5-05 Strange Bedfellows 
   
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  plates, and a large plate on which rests a delicious 
  looking cake. 
   
  Each place setting has a chair in front of it, and 
  in one of these chairs sits a light-haired halfling 
  woman. She is garbed in simple silver and blue 
  robes and smiles invitingly. “Welcome neophytes,” 
  she exclaims warmly. “You have passed through the 
  rigors, and it is with privilege that I, Salisa 
  Tallowburn, be the first to welcome you on your 
  journey 
  toward 
  membership 
  in 
  our 
  fine 
  organization. Please sit; I will pour you some tea. 
  Would you like some cake?”  
   
  Salisa serves the Cult of the Daring Feat as an official 
  greeter. This means she counsels aspiring members of the 
  Cult on issues with membership and often serves as the 
  mouthpiece for the Cult when dealing with other groups. 
  She is welcoming, polite, gregarious, disciplined and 
  selfless. She is quite knowledgeable, and genuinely wants 
  to answer the PCs questions as well as make them as 
  comfortable as possible. She is the consummate hostess, 
  and will ask several times if the PCs want more cake, or if 
  their tea is hot enough, etc. Toward the PCs, Salisa begins 
  with a Friendly attitude. 
   
  It is very likely that PCs will be mistrustful of Salisa. 
  If any particular PC doesn’t want to sit down, or drink 
  any tea or eat any cake then Salisa will take it as a 
  personal insult. Her attitude will be Indifferent toward 
  the offending PCs. Note that Salisa’s White Mask tattoo 
  makes her immune to detect thoughts, detect lies, and any 
  magical means of detecting her alignment.  
   
  Observant PCs can get an idea of Salisa’s capabilities 
  as she serves them tea and cake: 
  Spot Check DC 15+APL: As Salisa pours tea into your 
  cup, you note the image of a bat tattooed just above 
  her right wrist.  
  Spot Check DC 20+APL: As Salisa turns to serve cake 
  to the comrade opposite to you on the table, you 
  notice the tattoo of a butterfly on the left side of her 
  neck. This tattoo seems to be usually covered by her 
  long hair.  
  Spot Check DC 25+APL: Just before Salisa takes her 
  seat, you notice the tattoo of a white mask just below 
  her navel as her tunic lifts over the midriff and then 
  settles back as she sits. 
   
  Canny PCs can get quite a bit of information from 
  Salisa if they are polite. She will give them quite a bit of 
  information as long as she believes they are aspiring 
  members of the Cult of the Daring Feat. 
   
  If Salisa becomes aware that the PCs are not aspiring 
  members of the Cult, then her attitude automatically 
  shifts to Indifferent. In this case she will not voluntarily 
  give away any information. 
   
  PCs who are deliberately rude to Salisa will risk 
  shifting her attitude toward Unfriendly. She will tolerate 
  boorishness in one, possibly two PCs, as long as the rest 
  of the group is on their best behavior. If the offending 
  PCs continue to be obnoxious, then she will remind 
  them all that they are her guests and should behave as 
  such. She will only issue one such warning. If the rude 
  behavior continues then she will use her Cape of the 
  Mountebank to leave the area and this meeting will be 
  over. The PCs will have to be satisfied with whatever 
  information they received from her before they drove her 
  off.  
   
  Some likely questions and answers are given below. 
  Tailor Salisa’s responses depending on her current 
  attitude toward the PCs.  
  Why are you trying to kill us? “I have no intention of 
  killing you, quite the contrary actually. I want you to 
  succeed and excel in your time with us.” [If Friendly 
  in attitude, may volunteer information that answers the 
  questions “What’s up with all the traps?”] 
  What’s up with all the traps? “Oh, those piddling things 
  in the house. Even a child could get past those. 
  Believe me, we didn’t put those traps there for 
  security. If we had security in mind, then we would 
  have designed much more potent traps for the 
  house. No, those traps are simply for fun.” 
  You think deliberately walking into traps is fun? “Why yes, 
  don’t you?” 
  What is your function in the Cult of the Daring Feat? “I am 
  the official greeter, which means I tend to the 
  initiates and neophytes in our group, counseling 
  them on ways to ply their various trades. I also 
  represent our group in dealings with other 
  organizations or patrons.” [If Friendly in attitude, may 
  volunteer information that the Cult of the Daring Feat 
  recently succeeding at a lucrative job for someone very 
  important. She will not name this important person.] 
  As initiates in the Cult of the Daring Feat, what is expected of 
  us? “New members are required to pay a modest fee 
  to help our group’s operating costs. We also require 
  your attendance at special conclaves. There we 
  impart knowledge and hone our skills, something I 
  sense you are eager to do.” 
  What are is your training regimen like? “Well, our training 
  practices are quite complicated but I can give you a 
  
   
  BIS5-05 Strange Bedfellows 
   
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  simple outline. Our training requires much deep 
  meditation. It may seem backward to assert that 
  meditation, which forces one to block out outside 
  stimulus, helps to sharpens one’s perceptions – but 
  we find this to be true. Our physical training is quite 
  demanding, we often spar against each other, 
  constructs we have designed, or even captured 
  beasts. We also have a maze of our own design 
  hidden in the Lorridges, which contains many traps 
  and dangers against which we practice. Often our 
  more zealous members spar or run the maze in 
  complete darkness, their need for vision is minimal 
  since their other senses are so finely tuned.” 
  Why is the group called the Cult of the Daring Feat? “That 
  was a name given to us, but it seems appropriate and 
  we all have a good sense of humor about it. Some 
  less perceptive peoples think that because we are 
  called a Cult we are slaves to an extraplanar evil, but 
  this is not the case. The only thing we are slaves to is 
  the ever allure of danger.” [If Friendly in attitude, may 
  volunteer this information: “In house we prefer to be 
  called The Scions of Melkyor.”] 
  Who leads the Cult of the Daring Feat? “Operations and 
  interactions of behalf of the group are overseen by a 
  council of elite members. Otherwise members are 
  free to do as they please. However, sometimes when 
  we are contracted to do a specific job a small number 
  of us will organize into a cell, with a specific 
  command structure within that cell. That helps us 
  do our job better.” 
  What was that weird rune near the entrance? “That was the 
  Rune of Melkyor.” [If Friendly in attitude, may 
  volunteer information that answers the question “Who or 
  What is Melkyor?”] 
  Who or What is Melkyor? “Melkyor was a great man who 
  lived many generations ago. He was a priest, a poet, a 
  philosopher and a prophet. Little is known about 
  him beyond that, but his teachings survive in 
  obscure tomes and ancient scrolls. I could in no way 
  summarize the great wisdom of this man, but his 
  central teaching is that spiritual enlightenment 
  only comes at moments of great danger.” [If Friendly 
  in attitude, may volunteer information this information: 
  “In house we prefer to be called The Scions of Melkyor.”] 
  Who are the Scions of Melkyor? “We are. That is, in public 
  we are known as the Cult of the Daring Feat, and to 
  each other we are called the Scions of Melkyor.” 
  Did you know you have a psycho robot in your attic? “You 
  must be referring to Kato. It is quite useful to 
  practice combat techniques, but I’m afraid we’ve 
  neglected it of late. Was it in need of repairs when 
  you encountered it?” 
  We killed Kato. “That is unfortunate. It was quite 
  expensive to build.” 
  Did you recently make a purchase from Verdeek the alchemist? 
  “I did, he is a very pleasant gnome.” [If Friendly in 
  attitude, may volunteer information that answers the 
  question “Why did you purchase the things you did?”] 
  Why did you purchase the things you did? “Those items 
  were needed for a task we recently and successfully 
  completed.” [If Friendly in attitude, may volunteer 
  information that answers the question “What was the 
  nature of this task you recently and successfully 
  completed?”] 
  What was the nature of this task you recently and successfully 
  completed? “I am not at liberty to discuss the 
  particulars, but I will tell you that we were hired to 
  act as guides for someone who needed to travel a 
  long distance.” [If Friendly in attitude, may volunteer 
  information that answers the question “Who is it that 
  needed to talk to Jasmine so urgently?”] 
  What sorts of tasks do you normally do for others? “The nature 
  of our skills are well known, and sometimes we are 
  paid to do what I would call rather mundane things 
  that other people would regard as extremely 
  dangerous.” 
  We have a letter for you. “Oh thank you.” [If Jasmine’s 
  letter is unopened, then Salisa will open it, read it, and 
  then fold and place the letter in a belt pouch. If Jasmine’s 
  letter has been opened then Salisa will lecture the PCs on 
  politeness and respecting someone’s privacy. This will 
  cause her attitude to shift one degree in a negative 
  direction.] 
  Why did one of your members crash Baroness Besselar’s and 
  Baron Rashedra’s feast last night? “One of our members 
  was hired, as an individual, to deliver a message to 
  Baroness Besselar from someone very remorseful in 
  his absence.” 
  Who is it that needed to talk to Jasmine so urgently? “Well, 
  without naming names of course, say there was 
  person who was widely disliked throughout the 
  March, but wanted to improve his reputation. He 
  would need some help in this, and said disliked 
  individual thought that Baroness Besselar would be 
  best able to help, as well as possibly being 
  sympathetic to his plight, or at the very least open 
  hearing out his desperate story. Said disliked 
  individual, having been so pleased with how we 
  were able to bring him into Bissel without 
  
   
  BIS5-05 Strange Bedfellows 
   
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  detection, decided to contract one of us to deliver a 
  message for him. More tea?” [Salisa says a little too 
  much than she should have here, but she is rightly proud 
  of her group’s accomplishments in this matter.] 
  Have you been working for the former Margrave, Larrangin? If 
  we had, we never would admit to it.  
  Where is your employer right now? “Oh somewhere safe.” 
  [If Friendly in attitude, may volunteer to take the PCs to 
  this location.] 
   
  If this PCs want to be taken to her employer (i.e. 
  Larrangin’s hideout) and she is currently at a Friendly 
  attitude, then she will do exactly that. If not, then it will 
  require a Diplomacy check (DC 15 if she is currently 
  Indifferent to any of the PCs, or DC 25 if she is currently 
  Unfriendly).  
   
  Alternatively, if the PCs are emphatic about being 
  taken to the Cult’s mystery patron, Salisa will suggest that 
  if they can beat her at a game of her choosing then she 
  will take them. If the PCs accept this option, then read or 
  paraphrase the following: 
   
  Salisa flips a hidden switch that opens a 
  heretofore-unnoticed secret door. Stairs lead up and 
  sunlight pours into what was otherwise an oddly lit 
  room. She leads you up the stair to an open field. 
  Beruak can be seen nearby to the east, and to your 
  west is a magnificent view of the Barrier Peaks. 
  Salisa finds a stick on the ground and tosses it in 
  front of you. “You stay on that side of the stick until 
  the game begins,” she instructs. She then walks 
  about thirty feet away to a tree stump. From a belt 
  pouch she produces a curious item, a small glass 
  tube that has wooden discs on either side. The glass 
  tube is tapered in the middle and on one side there 
  is a small amount of sand. “When I turn this over,” 
  Salisa shouts, “It will take one minute for the sand 
  to drain from the top of the tube to the bottom. In 
  that time you have to tag me three times. If I tag one 
  of you three times then you’re out of the game. No 
  weapons or magic. Ready?” 
   
  When the PCs indicate that they are ready, have 
  everyone roll initiative. Salisa will immediately activate a 
  few of her magical tattoos, and will employ her Improved 
  Combat Expertise feat while fighting defensibly, giving 
  her a touch AC of 43. She will wade into combat and 
  make touch attacks against PCs with a +3 bonus. 
   
  As you can see, succeeding at this game should be 
  incredibly difficult. If the PCs win, then Salisa will praise 
  their skill and take them to Larrangin’s hideout. 
   
  If the PCs lose, then Salisa will not gloat, but will 
  congratulate them on a well-played game. Her attitude 
  will shift one step towards Friendly for the purpose of the 
  above-mentioned Diplomacy check. 
   
  Once Salisa agrees to take the PCs to Larrangin’s 
  hideout, proceed to Encounter 8. 
  All APLs 
  � Salisa Tallowburn: Female Halfling (lightfoot) 
  Mnk6/Tattooed Monk5/Thief Acrobat5 (Bluff +16, 
  Sense Motive +16); AL CN; hp 94. 
  ENCOUNTER 8: WAITING IN 
  THE WINGS 
   
  Traveling from Beruak to Larrangin’s hideout, a cave 
  in the foothills of the Barrier Peaks, takes approximately 
  45 minutes. While humanoids will not have problems 
  making this trip, mounts (and centaurs) will have a 
  difficult time ascending the steep slope of the trail. When 
  the PCs are ready to follow her, read or paraphrase the 
  following: 
   
  You have decided to follow Salisa to the location 
  of her group’s mysterious employer. The halfling 
  woman leads you and your group into the woods at 
  the base of the ominous Barrier Peaks. The forested 
  area here slopes up at steep angles, and the walking 
  here is quite difficult. After a few miles, you come to 
  an open cave entrance. Salisa turns and smiles 
  brightly. “I think you’re going to like this,” she says 
  cheerfully. “As we travel through the cave there are a 
  few hidden fonts of flame, a few very large rocks 
  rigged to fall, and a hidden trigger that casts a nasty 
  death spell. They’re all almost guaranteed to be fatal. 
  It’ll be really fun. Are you ready?” 
   
  If PCs balk at the traps listed, and tell Salisa, “Thanks 
  but no thanks. Is there a way we can turn off the traps?” 
  then Salisa will pout for a short moment before 
  triggering a hidden switch near the entrance of the cave 
  that turns off the traps. 
   
  Even if the PCs don’t think to have the traps 
  deactivated, Salisa will handle them… but let them sweat 
  it out anyways. 
   
  Salisa leads you through the cave, narrowly 
  avoiding a few pitfalls, before coming to a large, 
  natural chamber that appears to have had recent 
  habitation. Several bedrolls lie around the floor of 
  the cave and the smell of recently cooked food 
  lingers in the air. Light is provided by a fire carefully 
  placed within a ring of small stones in the center of 
  
   
  BIS5-05 Strange Bedfellows 
   
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  the chamber. Seated near is fire is a halfling man 
  who appears to be reading by the firelight.  
   
  “Greetings Arlo,” cries Salisa, “It is well to see 
  you this day!” 
   
  “Salutations and welcome,” replies the halfling 
  man, apparently named Arlo. “It is with unmixed 
  pleasure that I view your visitation, but prithee, who 
  are these other you have brought.” 
   
  “Ah,” replies Salisa, “These are some nice folk 
  who much desired to meet with our most illustrious 
  charge. Pray, where is our charge now.” 
   
  Arlo nods and laughs once to himself. “It is 
  unfortunate that your friends here did not come by 
  several hours ago. You see, our charge was becoming 
  more and more agitated. It seems that he much 
  preferred to be out and about instead of hiding in 
  this cave. I think he wished to attend an evening 
  wedding of some close friends.” 
   
  “Well, that is understandable,” replies Salisa, 
  “Weddings are the happiest of all wonderful and 
  happy occasions that come immediately to one’s 
  mind.” 
   
  “And lots of great food,” adds Arlo, “Do not, my 
  dear sister, forget the great and wonderful food.”  
   
  “Believe me dear brother, I have not forgotten,” 
  replies Salisa, “But again, you have not finished your 
  tale regarding the current whereabouts of our 
  impatient 
  but 
  nonetheless 
  eminent 
  charge.”
   
  “You are, of course, right as usual Salisa,” replies 
  Arlo.  “As I stated, much earlier our charge was quite 
  agitated, and very much wished to attend the 
  upcoming nuptials to which I just referred. So our 
  charge convinced Calaran…” 
   
  “Calaran!” interrupts Salisa. 
   
  “Why yes, Calaran,” replied her brother, Arlo. 
  “And if you don’t mind, would you please not 
  interrupt again. It is quite unlike you, dear sister, for 
  you are ever and always so polite in most cases.” 
   
  “Yes, of course Arlo,” replies Salisa, “You shame 
  me with your reproach. Will you not forgive me for 
  my curiosity in this matter?” 
   
  Arlo and Salisa will now continue with the following 
  lengthy dialogue. Continue reading it until the PCs, 
  annoyed with its length, decide to interrupt you. 
  ARLO: “Naturally I forgive you. Curiosity is a virtue 
  I hold dearly, as you know. But again, to my 
  narrative: Calaran accepted, with a little convincing 
  and the promise of extra pay, to safely guide our 
  charge to this marriage ceremony that he was so 
  keen on attending.  
  SALISA: “My, how impetuous some people can at 
  times be.” 
  ARLO: “Yes, it is quite wondrous. I would have gone 
  myself were I not thusly engaged with the reading of 
  this book.” 
  SALISA: “Ah, you have once again piqued my 
  curiosity dear brother. Prithee describe this book 
  that you are so enamored with that you would turn 
  down the opportunity for danger and excitement.” 
  ARLO: “Well, this book has quite a bit of all of that 
  and more. Quite useful on the information front 
  this is. The book is entitled “Marine Life of the Nyr 
  Dyv.” 
  SALISA: “An academic treatise! This is most 
  surprising dear brother. Who wrote this book and 
  how did you come by it?” 
  ARLO: “As to the latter, I was traveling through the 
  Misty Hills for to the east of here and came across 
  the camp of a few amiable fellows. They were quite 
  amused with the stories I told, though they 
  themselves were quite taciturn as to their own 
  origins. We shared a camp, and I only thought it fair 
  that in exchange for my stories I borrow one of their 
  books, for amusement. As to the former, this book 
  appears 
  to 
  have multiple authors and was 
  commissioned, in very official fashion it appears, by 
  the Royal Explorer’s Society of Keoland. Quite 
  interesting, wouldn’t you say?” 
  SALISA: “Oh my yes, please do go on. I wait with 
  baited breath to hear your review of the contents of 
  this book.” 
  ARLO: “Well sister, it is a most diverting and 
  factually interesting tome describing the various 
  creatures one might encounter underneath the 
  waves of the Nyr Dyv. May I read for you an 
  excerpt?” 
  SALISA: “Oh could you? It would be so thrilling to 
  learn something on this subject. And mother always 
  said you had the most pleasant of speaking voices, a 
  sentiment I must agree with.” 
  ARLO: “Why thank you, you flatter me with your 
  sentiments. Now, here is a particularly interesting 
  passage taken from page twenty-one of this 
  masterpiece. And I quote: ‘The deepest explored 
  portions of the Lake of Unknown Depths harbor a 
  great number of species, many of which are still 
  unknown. The greatest delves into the darkness 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 26 
  have gained us extraordinary information – that 
  entire life cycles of life happily survive together 
  without influence from our surface world. Since 
  there is no known authoritative inventory of the 
  fauna of the depths, our studies must be conducted 
  with the results of these expeditions. Although a 
  young science, the methods used by these intrepid 
  explorers to catalog the creatures of the underwater 
  deadlands has produced results of satisfactory 
  potential. Looking at these results, early archivists 
  rushed into the assumption that the lake depths 
  were no more populated than a river bed.’ I say dear 
  sister, isn’t ‘riverbed’ customarily shortened to one 
  word?” 
  SALISA: “I am not exactly sure, but I trust your 
  instincts on this. In fact, as I ponder the matter 
  further I am more convinced that your are correct: I 
  believe riverbed is, in fact, customarily shortened to 
  just one word.”  
  ARLO: “As I suspected. These Keolanders have a 
  little trouble with their writing, do they not?” 
  SALISA: “That I cannot comment on. Everything I 
  have heard runs contrary to that statement.” 
  ARLO: “Nonetheless, I hold the evidence right here. 
  Of course, one little grammatical mistake is 
  forgivable, especially on a disputed subject such as 
  this matter on whether ‘riverbed’ is one word or two 
  words. Shall we read further to discover if any more 
  such mistakes occur?” 
  SALISA: “I am, as you, enthralled by this subject 
  matter. Please continue. 
  ARLO: “Now then, where was I? This bit about the 
  riverbed I do believe. And I quote: ‘…early archivists 
  rushed into the assumption that the lake depths 
  were no more populated than a river bed. In modern 
  times, we realize that each exploration is but a 
  single ridge, in a mountain range of underlake life. 
  The third recorded expedition into the Nyr Dyv, for 
  example, explored a single overhang, where a large 
  plate of stone stretched from a stable flooring out 
  into open waters. No fewer than ten kinds of beast 
  were 
  discovered 
  living 
  within 
  this 
  domain. 
  Obviously, to assume those ten creatures to be the 
  only inhabitant of the lake would be folly. A much 
  safer – and more scientifically accurate – statement 
  would certainly be to state that we know of a 
  number of species noted in each individual 
  expedition, but that our understanding ends there.’” 
  SALISA: “Quite thrilling, I must say. Do you believe 
  it is true?” 
  ARLO: “Do I believe if what is true? That explorer’s 
  have 
  just 
  scratched 
  the 
  surface 
  on 
  their 
  understanding of the manner and nature of the 
  various creatures that inhabit the area far below the 
  surface of the Nyr Dyv?” 
  SALISA: “No, you silly. I was speculating on the 
  greater mystery here. You know, whether or not the 
  ‘Lake of Unknown Depths’ is really all that. A lake 
  that has no bottom.” 
  ARLO: That is quite a speculation dear sister. Most 
  people agree that it is a question that cannot be 
  answered. Those curious doublings who sail the 
  rivers and lakes, the Rhennfolk I believe they are 
  called, from what I know they believe emphatically 
  in the Nyr Dyv and even claim that the lake posseses 
  mystical powers. I have even heard of one account 
  that claims that the Nyr Dyv contain, far below its 
  surface, a portal continuously open to the Elemental 
  Plane of Water. If that were true, then it would 
  certainly be possible that the Lake’s depths do not, 
  from a certain standpoint, ever end.”    
  SALISA: “When we’re done with our business in 
  Beruak, we should travel to the Nyr Dyv. I’m sure we 
  could discover the mysteries of the lake better than 
  any stuffy old academics.” 
  ARLO: “That is a most excellent proposition. I 
  believe we have several members within our group 
  who have explored the depths of the Nyr Dyv. They 
  may be able to offer some advice.” 
  SALISA: “It is most fortuitous that you have found 
  this book Arlo! I am so looking forward to viewing 
  first-hand the plethora of underlake life described 
  in that most meager of passages that you have just 
  read to me. I very much wish to read this book with 
  the utmost haste.” 
  ARLO: “You will have to wait until I have finished 
  dear sister. Besides, as I have just alluded to, 
  accounts of the Nyr Dyv are not limited to this very 
  tome that has entertained you so greatly. Why 
  Calaran just earlier described to me a race of elves 
  that lives comfortably underneath the waves. Sea 
  elves, I believe he called them.” 
  SALISA: “Delightful! The wonders of this place seem 
  as unfathomable as the depths claim to me. I so wish 
  to meet with these sea elves, I am sure they are very 
  pleasant folk indeed. In fact, it leads me to speculate 
  on whether or not there are aquatic versions of our 
  people. What do you think Arlo?” 
  ARLO: “Aquatic hobniz? It is a most intriguing 
  theory. I suppose if there are such things as aquatic 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 27 
  elves then it would certainly be within the realm of 
  all possible possibilities that there could be aquatic 
  versions of us. Perhaps two of them are sitting in 
  some watery cave right now, discussing on the 
  possibility of folk like them, who live upon the 
  surface of the land.” 
  SALISA: “I am certain they would be the most 
  pleasant of folk, we just have to find a way to reach 
  them.” 
  ARLO: “No doubt we are more than capable to do 
  exactly that.” 
  SALISA: “This is most exciting Arlo! I will take up 
  this matter at the very next meeting of the council. 
  Perhaps we will be able to leave at summer’s end, 
  before it becomes too cold.” 
  ARLO: “I see that as a distinct possibility. Well, if 
  there is nothing further, I shall return to my reading 
  without further delay.” 
  SALISA: “Of course. Please accept my most humble 
  apologies for disturbing you in the middle of such a 
  wondrous narrative.” 
  ARLO: “No apology is required dear sister. As I 
  stated before, it is with unmixed pleasure that I 
  shall remember this conversation, as I do with all of 
  our conversations.” 
  SALISA: “It is well to hear. Well I shall thither to 
  Beruak, and ponder the Nyr Dyv as I go.” 
  ARLO: “Fare thee well, sister.” 
  SALISA: “Farewell, Arlo.” 
   
  After the dialogue, Salisa turns to leave. Presuming 
  the PCs have interrupted her conversation with Arlo, 
  both Salisa and her brother will be polite and sociable. 
  Neither one will disclose the name of their employer 
  under any circumstances. If asked about Calaran, Salisa 
  will explain that he is a member of their order - a male elf 
  matching the description of the elf whom appeared in 
  Encounter 1.  
   
  At this point, the PCs should at least have gotten that 
  the Cult of the Daring Feat’s employer, whoever he may 
  be, is headed for the Besselar/Rashedra wedding. This is 
  enough information for the PCs to want to head back to 
  Calpius’ Craft and report in. 
  All APLs 
  � Arlo Tallowburn: Male Halfling (lightfoot) 
  Rog7/Dungeon Delver5 (Bluff +12, Sense Motive 
  +11); AL CN; hp 82. 
  ENCOUNTER 9: REPORTING 
  (OR RE-‘PORTING) 
   
  Depending 
  on 
  the 
  PC’s 
  chosen 
  mode 
  of 
  transportation, they will be arriving in Calpius’ Craft 
  early, just in time, or late for the ceremony. 
  Dimensional Travel 
   
  If the PCs use magic such as teleport or plane shift to 
  return to Calpius’ Craft, special circumstances are 
  invoked. On the day of the wedding, Baroness Besselar 
  and Baron Rashedra have commissioned the casting of a 
  powerful abjuration that will prevent dimensional travel. 
  This ward is intended to prevent any of Evard’s forces 
  from suddenly ambushing a gathering of Bissel’s most 
  prominent nobles. It will also mess with any PCs who are 
  casting such dimensional travel magic. 
   
  Read or paraphrase the following text for PCs who 
  employ such methods to return to Calpius’ Craft. 
   
  You feel a sudden wrenching feeling. The 
  experience leaves you feeling sickened. Just as the 
  vile 
  and 
  stomach-turning 
  sensation 
  becomes 
  unbearable, it ceases and you appear on a forested 
  path. Your immediately recognize that you have 
  arrived somewhere other than your destination. It 
  seems that somehow, your spell has been interfered 
  with. 
   
  PCs will probably want to use Spellcraft or 
  Knowledge [arcana] to figure out the cause of this 
  disturbance. Unfortunately, all they can learn on a 
  successful check (DC 10 for either skill) is that there are 
  magical effects that can abort dimensional travel, and 
  they’ve apparently encountered one. 
   
  The PCs will likely be concerned with finding out 
  where they are. A Knowledge [geography] (DC 10) or 
  Knowledge [local – Sheldomar Valley Metaregion] (DC 
  15) or Survival check (DC 20) will allow the PCs to 
  recognize their location as Vintner’s Road, the road that 
  bridges the larger Ward Way to Calpius’ Craft. 
   
  PCs must walk 4 miles east to reach Calpius’ Craft. 
  Using the base speed for the slowest PC, calculate their 
  overland speed to determine at what point the PCs arrive 
  in Calpius’ Craft. If the PCs for some reason decide to 
  head west on Vintner’s Road then after 6 miles they will 
  come to the intersection of Vintner’s Road and Ward 
  Way. At that point they will see a sign that points back 
  the way they came and says “Calpius’ Craft 10 miles” - at 
  which point they will realize the error in their travel, and 
  should have stern words with their navigator.  
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 28 
  Early Arrival 
   
  If the PCs arrive in Calpius’ Craft before 7 PM on the 
  20th of Goodmonth, read or paraphrase the following:  
   
  Your arrival in Calpius’ Craft is challenged by a 
  Bissel military patrol comprised of a mixture of 
  young conscripts and veterans. Once your identities 
  are established, you learn that the patrols have been 
  explicitly ordered by General Rashedra to help 
  hasten your travel to Besselar Keep. Nonetheless, 
  you are stopped twice more, as Bissel soldiers swarm 
  around the town of Calpius’ Craft. It seems that the 
  security of this event has become a prime concern. 
   
  PCs that arrive at Besselar Keep early have enough 
  time to report to both Baron Rashedra and Baroness 
  Besselar before the wedding ceremony. 
  Prompt Arrival 
   
  If the PCs arrive in Calpius’ Craft around 7 or 8 PM 
  on the 20th of Goodmonth, read or paraphrase the 
  following:  
   
  As the sun nears the horizon, you finally arrive 
  in Calpius’ Craft. A Bissel military patrol comprised 
  of a mixture of young conscripts and veterans 
  challenges your arrival, but once your identities are 
  established, you learn that the patrols have been 
  explicitly ordered by General Rashedra to help 
  hasten your travel to Besselar Keep. Nonetheless, 
  you are stopped twice more, as Bissel soldiers swarm 
  around the town of Calpius’ Craft. It seems that the 
  security of this event has become a prime concern. 
  This seems logical, as you learn from the 
  conversations of the soldiers that Regent Saralind 
  Markavan will be in attendance. This fact was 
  apparently kept secret for security reasons, but it is a 
  secret no longer. The regent is not yet here, and you 
  surmise that the ceremony will not begin until her 
  arrival. 
   
  PCs that arrive at Besselar Keep just in time have 
  only enough time to report to either Baron Rashedra or 
  Baroness Besselar before the wedding ceremony. Canny 
  PCs might decide to split up so they can report to both 
  nobles. Paranoid PCs are not likely to consider this. 
  Late Arrival 
    
  If the PCs arrive in Calpius’ Craft between 8 and 10 
  PM on the 20th of Goodmonth, they have missed the 
  ceremony, but not the reception. They can still attend the 
  feast - where they will have a brief chance to speak with 
  Baron Rashedra and participate in the shenanigans 
  therein. Proceed to Encounter 11. 
  Really Late Arrival 
   
  If the PCs arrive after 10 PM on the 20th of 
  Goodmonth miss both the ceremony and reception, 
  learning about these events second hand. They have 
  failed in their mission, and the adventure is over for 
  them. 
  Reporting to Baron Rashedra 
   
  For PCs who choose to report their findings to Baron 
  Rashedra, read or paraphrase the following: 
   
  After some searching around Besselar Keep you 
  find a parchment marked “Groom” attached to a 
  heavy door. The door is slightly ajar and the sounds 
  of laughter can be heard. 
   
  As you enter you see Baron Rashedra standing 
  pensively near a window. He looks very nervous. An 
  older Oeridian man - Baron Steich Valiserat – sits 
  next to a much younger man of predominantly Suel 
  features - Sir Jerius Greenblade. All three men are 
  dressed in the dress uniform of the Great Army of 
  Bissel, and each man displays an impressive amount 
  of medals and awards. Within the room you notice 
  several empty bottles and the air in here is heavy 
  with smoke, evidently from the long bone and brass 
  pipe held by Baron Valiserat. 
   
  The older noble addresses you first: “Ah visitors. 
  Perhaps you can help us - we were just trying to talk 
  poor Cainlan here out of using his last moments of 
  freedom to leap from yonder window!” 
   
  Both Baron Valiserat and Sir Greenblade laugh 
  heartily at this, but Baron Rashedra only scowls. “I 
  love Jasmine, and am looking forward to this. I 
  would never dream of doing such a thing.” 
   
  Sir Greenblade smirks. “Apparently the dark 
  creatures of the land have absconded with Cainlan’s 
  sense of humor. Perhaps you have come to return 
  it?!” Baron Valiserat and Sir Greenblade laugh again, 
  but Baron Rashedra merely shakes his head. He 
  makes a move for the hall and motions for you to 
  follow him. 
   
  Once you are all in the hall, the Baron turns his 
  full attention to you. “Please, tell me what you have 
  learned…” 
   
  Cainlan has only had a little bit to drink (unlike his 
  friends), so he listens attentively and gravely. If the PCs 
  state that the Cult of the Daring Feat is returning with 
  someone else that evening, then Cainlan will be 
  concerned. If the PCs explain that this someone else is 
  likely former Margrave Larrangin, then Cainlan will be 
  extremely concerned and tell the PCs that he will replace 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 29 
  the ceremonial rapier he is wearing for something more 
  substantial. He will instruct Baron Valiserat and Sir 
  Greenblade to do the same. 
   
  If the PCs alert Cainlan to the letter that Baroness 
  Besselar instructed them to deliver, then Cainlan will 
  pretend that he knew about it, though he did not. If the 
  PCs call his bluff, then Cainlan admits that he and 
  Jasmine will need to discuss this subject at a more 
  convenient time, but that they are not to tell anyone of 
  this matter. 
   
  If the PCs mention that their teleport spell was 
  interfered with, Cainlan describes the powerful 
  abjuration over Besselar Keep. 
   
  Cainlan will also inform the PCs that Regent 
  Markavan will be in attendance, if they don’t already 
  know.  He will warn them that there have already been 
  three attempts on her life, and that another should be 
  expected. 
  Reporting to Baroness Besselar 
   
  For PCs who choose to report their findings to Baron 
  Besselar, read or paraphrase the following: 
   
  After some searching around Besselar Keep you 
  find a parchment marked “Bride” attached to a heavy 
  door. Two pike men - or more accurately, one pike 
  man and one pike woman are stationed outside the 
  door.  
   
  The pike men… er, pike persons… wear the livery 
  of House Besselar, and answer directly to Baroness 
  Jasmine. They will not allow any male PC to enter this 
  room under any circumstances, defending Baroness 
  Besselar’s modesty with their lives. If any male PCs are 
  able to disable these guards and push their way into the 
  room, they will be given the Reprimand favor after the 
  scenario as a start. They are also charged with Trespass 
  upon a Noble and Disrupting the Peace. These are usually 
  minor offences, but due to the circumstances, PCs will be 
  convicted and punished harshly - they will spend one 
  year (52 TU’s) in jail. There is no way to use any favors to 
  avoid this; Baroness Besselar personally makes sure that 
  the PCs’ sentence is carried out. Male PCs can negotiate 
  with a Diplomacy check (DC 15) to have the female pike 
  person deliver a written note to Jasmine. Jasmine, 
  however, is extremely busy, and will not have time to 
  respond before the following events take place.  
   
  On the other hand, female PCs are allowed to enter 
  provided they can convince the guards of their urgency 
  with a Diplomacy check (DC 15). If a female PCis able to 
  so gain entry, read or paraphrase the following: 
   
  As you enter, you are immediately aware of the 
  flurry of activity going on in this room. Hunched 
  over a table, three maidservants furiously work on 
  arranging a bouquet of flowers, constantly striving 
  for perfection.  Another stands in a corner, cradling 
  a dwarven infant in her arms. Seated next to her is a 
  matronly dwarven woman, dressed in a regal blue 
  gown. 
   
  On a successful Knowledge [nobility and royalty] or 
  Knowledge [local – Sheldomar Valley Metaregion] check 
  (DC 15), the PCs can identify the dwarven woman as 
  Elgrith Bright Eye, wife to Baron Albrecht True Sight. 
   
  “Now when Albrecht and I were married,” 
  pontificates the dwarven woman, “The ceremonies 
  lasted a full six months. All told I think we 
  entertained a dozen full clans visiting from all over, 
  some as far as Ulek.. It was pretty small for a 
  dwarven wedding, all things considered. I can still 
  remember the entire oath of Berronar, even though 
  it takes eleven hours to recite. All in all, I think you 
  folk get off light.” 
   
  From the look on Baroness Besseler’s face it 
  does not appear that she agrees with the matron. She 
  stands on a raised platform in the center of the 
  room while a half-dozen maidservants circle around 
  her. They cinch, tug, pull and make various 
  alterations to Jasmine’s gown, which is a stunning 
  white dress inlaid with pearls, diamonds, and mink 
  fur. A long white train lies folded over a chair, not 
  yet attached to the dress. 
   
  One of the maidservants turns to you, “You 
  there, have you got the bracelet?” 
   
  The maidservant thinks that the female PC(s) who 
  enter have come to deliver a bracelet that has not yet 
  arrived. Jasmine will, of course, recognize the PCs (unless 
  they are disguised). Continue with the following: 
   
  Baroness Besselar turns to the dwarven matron. 
  “Elgrith, would you mind taking a turn hunting for 
  the bracelet? I swear, it will be the death of us all, 
  today.” 
   
  The dwarf smiles, and motions to the servant 
  with the infant. “Of course… be back in a moment.” 
  The matron gives you a knowing nod as she and her 
  servant depart. 
   
  The Baroness turns to you – at least as much as 
  she can without disrupting the work of her 
  maidservants. “Please, tell me what you have 
  learned. To say I am anxious is a bit of an 
  understatement…” 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 30 
   
  If the PC(s) balk at the presence of the other 
  servants, Jasmine assures them that the servants are 
  extremely loyal and that any information is safe with 
  them. 
   
  Jasmine is quite distracted, but does her best to listen 
  attentively to the PCs’ information. If the PCs state that 
  the Cult of the Daring Feat is returning with someone 
  else that evening, then Jasmine will be disappointed and 
  concerned. If the PCs explain that this someone else is 
  likely former Margrave Larrangin, then Jasmine does not 
  act surprised, as she already knows the identity of the 
  Cult of the Daring Feat’s employer. Allow PCs who are 
  present a Sense Motive check (DC 32) to sense that 
  Jasmine is not surprised by this information. 
   
  If PCs mention that their teleport spell was interfered 
  with, the Jasmine describes the powerful abjuration over 
  Besselar Keep. 
   
  Jasmine also informs the PCs that Regent Markavan 
  will be in attendance, if they don’t already know. 
   
  If the PCs accuse Jasmine of being in cahoots with 
  Larrangin, Jasmine only states that she wishes to get to 
  the truth of these matters. She charges the PCs to do the 
  same in everything that they do, before dismissing them. 
  After reporting 
   
  PCs that have finished reporting and have run out of 
  time should proceed to the wedding ceremony. PCs 
  attend the wedding ceremony and the feast afterwards as 
  either Invited Guests or Hired Security, based on their 
  status from Encounter 1. When the PCs are ready to head 
  to the wedding ceremony, proceed to Encounter10. 
  ENCOUNTER 10: POMPOUS 
  CIRCUMSTANCE 
   
  The ballistae and catapults that normally rest 
  atop Besselar Keep are gone, replaced with a lavish 
  white altar in front of several rows of heavy wooden 
  pews. The ceremony starts just as the sun dips below 
  the horizon, bathing the top of Besselar Keep in a 
  beautiful orange and purple glow. 
   
  At the altar stands Baron Cainlan Rashedra, 
  with Sir Jerius Greenblade and Baron Steich 
  Valiserat to his left. 
   
  An elven woman begins playing soft and 
  beautiful must on a harp just as several young 
  maidens of noble birth enter this area from a 
  staircase behind the pews. They march solemnly 
  past the witnesses to take their places beside the 
  altar.  
   
  Finally, Baroness Jasmine Besselar enters. 
  Words cannot begin to describe her beauty as she 
  walks toward the altar. The only thing that can be 
  said is this: all the maidens of Bissel for five full 
  generations will lament to be compared to Jasmine 
  Besselar on the day of her wedding.  
   
  The ceremony is officiated by Weavemaster 
  Azhar, High Priest of Istus, and much of the rites are 
  given in the Ancient Baklunish tongue – without 
  translation. As Cainlan and Jasmine exchange vows 
  in the Common tongue, some of the assembled 
  witnesses begin to openly weep. 
   
  Weavemaster Azhar turns to the assembled 
  crowd. “We are gathered here today to witness that 
  these two people - Baroness Jasmine Besselar and 
  Baron Cainlan Rashedra - are joined in holy and 
  blessed union. Are there any here so gathered who 
  would voice objection to this union?” 
   
  Allow PCs a Spot check (DC 10) to notice that 
  Cainlan places his hand on his sword at the mention of 
  an objection. PCs now have their last chance to declare 
  their undying love for either Jasmine or Cainlan. Those 
  who do so will receive the Reprimand favor listed on the 
  Adventure Record. 
   
  Presuming things go smoothly, the ceremony ends 
  with a short but passionate kiss between Cainlan and 
  Jasmine. Allow PCs a Spot check (DC 10) to notice that as 
  the harp music begins again and the assembled audience 
  begins to applaud, Cainlan and Jasmine exchange a few 
  words. If the Spot check beat DC 25, they are able to read 
  Cainlan’s lips enough to divine one statement from 
  Cainlan to Jasmine: “I will always protect you.” If the 
  check fails by more than 5, they misinterpret his quote as 
  “I am tired of this zoo.” 
   
  After this, all assembled retire to the Great Hall for 
  the reception feast. Proceed to Encounter 11. 
  ENCOUNTER 11: THE 
  WEDDING CRASHERS 
   
  Once again you find yourselves in the Great 
  Hall of Besselar Keep. It has been only one day since 
  you were last here, but the Hall has been completely 
  redecorated. Around the walls hang banners 
  displaying the heraldry of all the various visiting 
  Baronial houses. At the head table hang two banners 
  - one displays the green and brown heraldry of the 
  Barony of Parulla, the other the blue and red of the 
  Barony of Besselar. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 31 
   
  The visiting nobles sit and dine; they talk and 
  make merry. Around them various musicians, 
  singers, jugglers, tumblers, and all types of 
  entertainers ply their craft.  
   
  The newlyweds attempt to speak with as many 
  of the guests as possible. It appears that a dwarven 
  noblewoman has caught Baroness Besselar as she sat 
  at the head table, and the two are conversing 
  amiably. Baron Rashedra is making the rounds as 
  quickly as possible. 
   
  He catches sight of you, and heads in your 
  direction. 
   
  Cainlan wishes speak with the PCs again; if they are 
  separated, he motions them all to gather and converse 
  with him. 
   
  If the PCs have not yet had a chance to report the 
  findings of their trip to Beruak to Cainlan, they now have 
  that opportunity. If the PCs have already reported in, 
  then he stresses the importance of constant vigilance and 
  asks the PCs if they’ve seen anything strange. 
   
  The PCs also have the opportunity to congratulate 
  Cainlan, who expresses simple relief that he and Jasmine 
  have finally gotten hitched. 
   
  As the PCs conclude their conversation with the 
  Baron, read or paraphrase the following: 
   
  Just as Baron Rashedra is about to take his leave, 
  you notice something very disturbing. Outside, on 
  the balcony, the guards stationed there are drop as if 
  lifeless. Suddenly, the windows crash and glass 
  sprays everywhere as a hoard of undead creatures 
  gain entry in the hall. Meanwhile, a sickly cloud of 
  gas begins to manifest around Jasmine. Cainlan 
  turns to you, a look of steeled determination on his 
  face. “You protect the guests, I’ll see to Jasmine.” 
  With that, Cainlan unsheathes his rapier, and 
  rushes through the panicked crowd toward his 
  bride. 
   
  Please refer to DM Aid – Map #2 - The Attack on the 
  Reception. 
   
  The PCs are responsible for defeating Byvet and 
  Untkof – two of Evard’s undead minions - while other 
  guards and adventurers deal with the balance of the 
  undead attack force. Cainlan Rashedra, Sir Jerius 
  Greenblade and others deal with the threat surrounding 
  Jasmine. 
   
  Byvet is a corpse creature, meaning that he looks like 
  a zombie, but is quicker and has retained his intelligence 
  and personality. Untkof is a bone creature, meaning he 
  looks like a skeletal undead, but has retained his 
  intelligence and personality. 
  APL 2 (EL 5) 
  � Byvet: corpse bugbear Ftr2; hp 18; See Appendix 
  1. 
  � Untkof: bone human sorcerer Sor2; hp 18; See 
  Appendix 1. 
  APL 4 (EL 7) 
  � Byvet: corpse bugbear Ftr4; hp 36; See Appendix 
  1. 
  � Untkof: bone human sorcerer Sor4; hp 36; See 
  Appendix 1. 
  APL 6 (EL 9) 
  � Byvet: corpse bugbear Ftr5/Dervish1; hp 54; See 
  Appendix 1. 
  � Untkof: bone human sorcerer Sor6; hp 54; See 
  Appendix 1. 
  APL 8 (EL 11) 
  � Byvet: corpse bugbear Ftr5/Dervish3; hp 72; See 
  Appendix 1. 
  � Untkof: bone human sorcerer Sor8; hp 72; See 
  Appendix 1. 
  APL 10 (EL 13) 
  � Byvet: corpse bugbear Ftr5/Dervish5; hp 90; See 
  Appendix 1. 
  � Untkof: bone human sorcerer Sor10; hp 107; See 
  Appendix 1. 
  APL 12 (EL 15) 
  � Byvet: corpse bugbear Ftr5/Dervish7; hp 108; 
  See Appendix 1. 
  � Untkof: bone human sorcerer Sor12; hp 125; See 
  Appendix 1. 
   
  Tactics: Byvet’s tactics are very simple - he will 
  tumble into combat and attempt to do lots of damage. If 
  he is not currently in melee with a PC, Byvet will likely 
  target a noble. Assume that if Byvet targets a noble he 
  will kill them, no attack roll or damage rolls are 
  necessary. If possible, Byvet will cleave through nobles, 
  killing as many as he can. He will happily do his dervish 
  dance through the crowd, attacking both PCs and NPCs. 
   
  Untkof is Byvet’s support and attempts to protect 
  him by taking possible threats out of the combat. He has 
  a number of precast spells, which are mentioned with 
  each version in Appendix 1. He will open up with either 
  scorching ray, slow, or unluck. Once he has determined 
  which PC is the greatest threat to Byvet, he will target 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 32 
  that PC with his most powerful spells, which at higher 
  APLs will be baleful polymorph or disintegrate. 
   
  Untkof will cast dispel magic if he sees that the PCs 
  have numerous spell effects going on, or he can try 
  Evard’s black tentacles to incapacitate large numbers of the 
  PCs. At higher APLs, Untkof has levels in fatespinner, 
  and he will use his fatespinner abilities to make it more 
  difficult for PCs to resist his most powerful spells. Also, 
  Untkof can fly and will do so to keep out of the way from 
  melee PCs. 
  Treasure 
  APL 2: L: 101 gp; C: 0 gp; M: cloak of charisma +2 (333 
  gp), ring of protection +1 (166 gp). 
  APL 4: L: 172 gp; C: 0 gp; M: arcane scroll of dimension 
  door (83 gp), cloak of charisma +2 (333 gp), lesser extend 
  metamagic rod (250 gp), ring of protection +1 (166 gp). 
  APL 6: L: 120 gp; C: 0 gp; M: +1 scimitars x2 (192 gp 
  each), dust of tracelessness (20 gp), arcane scroll of 
  dimension door (83 gp), cloak of charisma +2 (333 gp), 
  lesser extend metamagic rod (250 gp), ring of protection +1 
  (166 gp), ring of sustenance (208 gp), wand of inflict 
  moderate wounds (375 gp). 
  APL 8: L: 28 gp; C: 0 gp; M: +1 mithral chain shirt (175 
  gp), +1 scimitars x2 (192 gp each), dust of tracelessness 
  (20 gp), arcane scroll of dimension door (83 gp), circlet of 
  persuasion (375 gp), cloak of charisma +2 (333 gp), dust 
  of illusion (100 gp), lesser extend metamagic rod (250 gp), 
  ring of protection +1 (166 gp), ring of sustenance (208 gp), 
  wand of inflict moderate wounds (375 gp). 
  APL 10: L: 28 gp; C: 0 gp; M: +1 mithral chain shirt 
  (175 gp), +1 thundering scimitars x2 (859 gp each), dust 
  of tracelessness (20 gp), arcane scroll of dimension door (83 
  gp), circlet of persuasion (375 gp), cloak of charisma +2 
  (333 gp), dust of illusion (100 gp), dusty rose prism ioun 
  stone (416 gp), lesser extend metamagic rod (250 gp), ring 
  of protection +1 (166 gp), ring of sustenance (208 gp), 
  wand of inflict serious wounds (937 gp). 
  APL 12: L: 78 gp; C: 0 gp; M: +1 mithral chain shirt of 
  invulnerability (1508 gp), +1 thundering scimitars x2 
  (859 gp each), dust of tracelessness (20 gp), sacred 
  scabbard (366 gp), arcane scroll of dimension door 
  (83 gp), circlet of persuasion (375 gp), cloak of 
  charisma +2 (333 gp), dust of illusion (100 gp), dusty 
  rose prism ioun stone (416 gp), lesser extend 
  metamagic rod (250 gp), ring of free magic (3750 gp), 
  ring of protection +1 (166 gp), wand of inflict serious 
  wounds (937 gp). 
   
  Note that the ward protecting Besselar Keep is still 
  in effect. Spells like dimension door, teleport, and all 
  summon monster and summon nature’s ally spells 
  automatically fail. Other spells not listed here, but 
  involving instantaneous or dimensional transport (like 
  ethereal jaunt or even blink) also automatically fail. DM’s 
  are to use their best judgment in seeing which spells 
  work and which don’t.  
   
  It is possible that PCs decide to draw weapons and 
  roll initiative as soon as the minstrels start playing the 
  chicken dance. This is quite understandable, and the flow 
  of events should be modified accordingly. 
   
  After one round of combat, read or paraphrase the 
  following: 
   
  While you do have your own problems to deal 
  with, you take a quick moment to glance over and 
  see how Baron Rashedra is doing. He and Sir 
  Greenblade stand fast with swords drawn, but 
  helpless as the sickly cloud of vapor around Jasmine 
  coalesces into a humanoid form. 
   
  If the PCs can succeed at a Knowledge [nobility and 
  royalty] or Knowledge [local – Sheldomar Valley 
  Metaregion] check (DC 15), they notice that the creature 
  bears a striking resemblance to Galen Luchelyn, a Bissel 
  war hero and Knight of the Watch that was killed in the 
  Deluge. PCs that have played BIS3-04 First Comes Marriage 
  get a +5 circumstance bonus on this check. PCs that have 
  played BIS4-05 Darkest Depths do not need to make this 
  check, as they have dealt with his desecrated form before. 
   
  His claws already around Jasmine’s neck, the 
  creature begins to boast: “Well Cainlan, that which 
  you cheated out of me with guile and schemes shall 
  be mine after all! She will make a fine thrall, don’t 
  you think? After I’m done with her perhaps it will be 
  your own wife who delivers your final death bl…” 
   
  The vampire pauses for a moment, confused. A 
  hole erupts in the left shoulder of his black metal 
  armor followed shortly thereafter by a sword point. 
  He whirls around to face his attacker, releasing 
  Jasmine as he does.  
   
  The attacker is familiar to many in the room, 
  and though his head of dark brown hair bears no 
  crown, and though his tall frame is dressed not in 
  the regal finery of the Margrave of Bissel, most 
  would recognize Larrangin on any day. 
   
  “Hextorite!” his foe exclaims, “You will die this 
  day, I swear it!” Larrangin’s only reply is to swing his 
  sword in attack, a blow that the vampire just nearly 
  deflects. Sir Greenblade steps seamlessly into the 
  grim melee as Cainlan pulls his wife to safety. 
   
  PCs may, through the course of the battle, look to 
  see how the battle to fend off Galen is going. Between 
  Larrangin and Greenblade, and even later Cainlan, the 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 33 
  humans have a difficult time fending off the vampire. 
  Even so, Galen is at a disadvantage and will flee 
  eventually.  
   
  Once the PCs overcome their foes, proceed to the 
  Conclusion.  
  CONCLUSION 
   
  This conclusion assumes that the PCs were 
  victorious over their undead attackers. Read or 
  paraphrase the following: 
   
  The undead forces have been driven off. Seeing 
  defeat 
  as 
  inevitable, 
  even 
  Galen 
  Luchelyn 
  transforms into a vapor and makes his escape, 
  hissing epitaphs as he flees. 
   
  “Drop your sword, traitor!” cries Sir Jerius 
  Greenblade his blade now pointed at Larrangin. “By 
  the authority placed in me by both the Bissel Ruling 
  Council and the Knights of the Watch, I’m placing 
  you under arrest for treason. Larrangin says 
  nothing, though his sword is still drawn. 
   
  “Please, Jerius,” says Baron Rashedra, “He helped 
  save my wife. Show some mercy.”  
   
  “I don’t expect you to understand Cainlan, but 
  this traitor has sullied the reputation of us all. The 
  Precept of Retribution obliges me to bring this cur 
  to justice.” 
   
  Still Larrangin says nothing, his sword still 
  drawn and his gaze locked on Jerius, who continues 
  his rant. “My mercy is that the justice brought on 
  this dog won’t come right now by my blade.” 
   
  “No such thing shall occur here!” cries another 
  voice. A Suel woman dressed in regal finery with a 
  fresh cut on her face steps from the crowd. She is 
  Saralind Markavan, Regent of the March of Bissel. 
  She is accompanied by an entire troop of Bissel’s 
  soldiers. 
   
  “Larrangin,” she states in a regal fashion, before 
  adding a more personal addition: “My friend… It is 
  time to stand down. You are accused of treason, and 
  it is our will that the truth come forth… that justice 
  be done.” 
   
  Larrangin finally speaks: “Justice is dead,” he 
  states in a hoarse whisper. 
   
  “Larrangin,” pleads Regent Markavan, “I beg you 
  - surrender peacefully. No harm shall come to you, 
  unless it is legally decided. I promise this 
  personally.” 
   
  Larrangin 
  looks 
  around 
  him, 
  completely 
  surrounded by guards and soldiers. A tense silence 
  falls on the room, which is then ended by the sound 
  of metal ringing against stone. 
   
  As soon as Larrangin’s sword falls to the floor, a 
  dozen soldiers are upon him, and he is led away in 
  shackles. Led away with him is another intruder, a 
  male elf in a red and gold cape. You presume that 
  this is the member of the Cult of the Daring Feat 
  who helped Larrangin approach Besselar Keep 
  undetected. You muse for a moment on these two 
  unlikely allies: man and elf, knight and rogue. 
  Sometimes desperation does make for an odd 
  partnership. 
   
  Cainlan approaches your group, clasping your 
  shoulders each in turn. “Jasmine is a little shaken 
  up, but otherwise fine. It wasn’t exactly the wedding 
  day we had planned.” Cainlan forces a meek smile 
  and then thanks you for your efforts. 
   
  “I admit it - Galen’s presence this night now 
  means that it will soon be public knowledge that my 
  former rival – once a hero of our land, is a vampire 
  in Evard’s army.” 
   
  “Remember that Bissel’s enemies can strike 
  wherever they want, and that the only recourse now 
  is victory over the Necromancer. Anything less… 
  anything less will mean the annihilation of Bissel.” 
   
  With that, Baron Rashedra’s gaze lowers, and he 
  turns to tend to his guests. 
   
  PCs who were victorious receive the “Re-gift” and 
  “Bissel Military Commendation” favors listed on the 
  Adventure Record, as well as 25 gp per APL. 
   
  At your discretion, PCs that accomplished the 
  special instructions given to them by their meta-
  organization receive the “Mission Accomplished!” favor. 
  PCs that did not belong to an applicable meta-
  organization (and thus, did not receive special 
  instructions) do not receive this favor.  
   
  PCs that brought a gift of at least 50 gp in value to 
  the newly-married couple receive the “Thank You Card” 
  favor. 
  The End 
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 34 
  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 6 
  Survive the front door traps 
  OR 
  Survive the window bar traps 
  APL 2 – 60 xp. 
  APL 4 – 90 xp. 
  APL 6 – 120 xp. 
  APL 8 – 150 xp. 
  APL 10 – 180 xp. 
  APL 12 – 210 xp. 
   
  Survive the traps within the house rooms 
  APL 2 – 60 xp. 
  APL 4 – 90 xp. 
  APL 6 – 120 xp. 
  APL 8 – 150 xp. 
  APL 10 – 180 xp. 
  APL 12 – 210 xp. 
   
  Defeat Kato the nimblewright 
  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 11 
  Defeat the invading undead 
  APL 2 – 150 xp. 
  APL 4 – 210 xp. 
  APL 6 – 270 xp. 
  APL 8 – 330 xp. 
  APL 10 – 390 xp. 
  APL 12 – 450 xp. 
  Story Award 
  Return to Besselar Keep in time for the wedding 
  ceremony in Encounter 9 
  APL 2: 45 xp. 
  APL 4: 67 xp. 
  APL 6: 90 xp. 
  APL 8: 112 xp. 
  APL 10: 135 xp. 
  APL 12: 157 xp. 
  Discretionary roleplaying award 
  APL 2: 45 xp. 
  APL 4: 68 xp. 
  APL 6: 90 xp. 
  APL 8: 113 xp. 
  APL 10: 135 xp. 
  APL 12: 158 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 them 
  during the adventure.  Many times characters must cast 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 35 
  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 adventure, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 6: 
  APL 2: L: 100 gp; C: 0 gp; M: 0 gp. 
  APL 4: L: 200 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 300 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 400 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 500 gp; C: 0 gp; M: 0 gp. 
  APL 12: L: 600 gp; C: 0 gp; M: 0 gp. 
  Encounter 8: 
  APL 2: L: 101 gp; C: 0 gp; M: cloak of charisma +2 (333 
  gp), ring of protection +1 (166 gp). 
  APL 4: L: 172 gp; C: 0 gp; M: arcane scroll of dimension 
  door (83 gp), cloak of charisma +2 (333 gp), lesser extend 
  metamagic rod (250 gp), ring of protection +1 (166 gp). 
  APL 6: L: 120 gp; C: 0 gp; M: +1 scimitars x2 (192 gp 
  each), dust of tracelessness (20 gp), arcane scroll of 
  dimension door (83 gp), cloak of charisma +2 (333 gp), 
  lesser extend metamagic rod (250 gp), ring of protection +1 
  (166 gp), ring of sustenance (208 gp), wand of inflict 
  moderate wounds (375 gp). 
  APL 8: L: 28 gp; C: 0 gp; M: +1 mithral chain shirt (175 
  gp), +1 scimitars x2 (192 gp each), dust of tracelessness 
  (20 gp), arcane scroll of dimension door (83 gp), circlet of 
  persuasion (375 gp), cloak of charisma +2 (333 gp), dust 
  of illusion (100 gp), lesser extend metamagic rod (250 gp), 
  ring of protection +1 (166 gp), ring of sustenance (208 gp), 
  wand of inflict moderate wounds (375 gp). 
  APL 10: L: 28 gp; C: 0 gp; M: +1 mithral chain shirt 
  (175 gp), +1 thundering scimitars x2 (859 gp each), dust 
  of tracelessness (20 gp), arcane scroll of dimension door (83 
  gp), circlet of persuasion (375 gp), cloak of charisma +2 
  (333 gp), dust of illusion (100 gp), dusty rose prism ioun 
  stone (416 gp), lesser extend metamagic rod (250 gp), ring 
  of protection +1 (166 gp), ring of sustenance (208 gp), 
  wand of inflict serious wounds (937 gp). 
  APL 12: L: 78 gp; C: 0 gp; M: +1 mithral chain shirt of 
  invulnerability (1508 gp), +1 thundering scimitars x2 
  (859 gp each), dust of tracelessness (20 gp), sacred 
  scabbard (366 gp), arcane scroll of dimension door (83 gp), 
  circlet of persuasion (375 gp), cloak of charisma +2 (333 
  gp), dust of illusion (100 gp), dusty rose prism ioun stone 
  (416 gp), lesser extend metamagic rod (250 gp), ring of 
  free magic (3750 gp), ring of protection +1 (166 gp), wand 
  of inflict serious wounds (937 gp). 
  Conclusion: 
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp. 
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp. 
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp. 
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp. 
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 201 gp; C: 50 gp; M: 499 gp) – Total: 750 gp 
  (450 gp). 
  APL 4: L: 372 gp; C: 100 gp; M: 832 gp) – Total: 1304 
  gp (650 gp). 
  APL 6: L: 420 gp; C: 150 gp; M: 1819 gp) – Total: 2389 
  gp (900 gp). 
  APL 8: L: 428 gp; C: 200 gp; M: 2469 gp) – Total: 3097 
  gp (1300 gp). 
  APL 10: L: 528 gp; C: 250 gp; M: 4781 gp) – Total: 
  5559 gp (2300 gp). 
  APL 12: L: 678 gp; C: 300 gp; M: 10022 gp) – Total: 
  11000 gp (3300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Bissel Military Commendation: For valiant 
  defense of the gentry present at Besselar Keep, the Great 
  Army 
  of 
  Bissel 
  hereby 
  grants 
  you 
  a 
  military 
  commendation. Please contact the Bissel Triad for more 
  information.  
  � Insanity – Curiosity Compulsion: This PC has 
  looked upon the Rune of Melkyor and it has had a 
  strange effect on his mind. From this point forward the 
  PC has the irresistible urge to open every door he sees. 
  Even in times of great stress or peril, the PC will ignore 
  his own survival in order to satiate the compulsion. 
  While the PC may recognize that opening every viewed 
  door is senseless, the need to perform this action is 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 36 
  overpowering, and lasts for 1d10 rounds after viewing 
  such a door. Each round that the PC openly resists the 
  urge to carry out his compulsion, he must succeed at a 
  Willpower saving throw (DC 12) or do nothing else but 
  throw open the door. If the door is locked then another 
  saving throw is allowed. The compulsion extends to the 
  doors 
  of 
  private 
  residences 
  in 
  common 
  urban 
  environments, prison cell doors; any door is subject to 
  the PCs obsession. It does not extend to gates, 
  portcullises, or other similar portals, though a PC may 
  feel compelled to open these to get at a door he can see 
  beyond them. The Curiosity Compulsion can be removed 
  by the arcane version of Remove Curse cast by a caster of 
  at least 15th level. Also, a PC with the Curiosity 
  Compulsion is counted as having met all the 
  requirements for joining the Cult of the Daring Feat 
  meta-org, regardless of alignment, deity worshipped, etc.  
  � Mission Accomplished!: For accomplishing the 
  special instructions issued by your meta-organization, 
  your superiors arrange access to some special rewards. 
  This favor grants regional access to either a Badge of 
  Valor (CV) or a Medal of Gallantry (CV).  
  � Re-gift: As thanks for helping them, Baroness 
  Besselar and Baron Rashedra will allow this PC to 
  purchase one of the Srinivan Steeds that was given to 
  them as a wedding gift. A Srinivan Steed is a light 
  warhorse as on page 274 of the Monster Manual except as 
  follows: a Srinivan Steed has 33 hit points and the Handle 
  Animal DCs are 10 less to push the animal to Hustle or 
  go on a Forced March. The owner of a Srinivan Steed 
  gains a +2 circumstance bonus on Bluff, Diplomacy, and 
  Gather Information checks when dealing with the 
  Baklunes of the Horsehills barony of Bissel. If the horses’ 
  original owner, Baron Azad Srinivasan were to find out 
  how this PC came by this horse, it could be potentially 
  embarrassing for all involved. 
  � Reprimand!: Whether you were being reckless, 
  disrupting ceremonial events, or endangering the lives of 
  the guests in an unnecessary way, Baron Rashedra has 
  issued a reprimand on this PC. For PCs that are members 
  of the Great Army, this reprimand negates one Military 
  Commendationand may result in demotion. All other 
  PCs must pay 200 gp in tribute as an apology.  
  � Thank You Card: This PC has brought a gift to the 
  newly married couple and exactly 3 TU’s after this 
  adventure, a page hand delivers to the PC a finely made 
  parchment on which the following text is written in gold 
  leaf: “Cainlan and I wish to express our deepest gratitude 
  to you for helping us celebrate our recent nuptials with 
  your welcome attendance. In addition, your gift of 
  ______________(insert description of gift here) has greatly 
  brightened our new joint life. May the gods bless you in 
  all you do. Signed, Baroness Jasmine Besselar” This 
  entitles the PC to free Luxury Upkeep during any one 
  scenario set in the March of Bissel, as the PCs are invited 
  to stay at Besselar Keep. Mark this favor as USED once it 
  is expended. 
  � Thieves’ Tools of Silence: This PC had a peaceful 
  encounter with the Cult of the Daring Feat, and as a 
  result may now purchase these tools from them. This set 
  of gear functions in all respects like a set of masterwork 
  thieves’ tools (+2 circumstance bonus on Disable Device 
  and Open Lock checks), except that they are covered in a 
  permanent silence effect extending to a radius of six 
  inches, negating any noise that such activities might 
  generate. 
   
  Caster Level 3
  rd; Prerequisites: silence; Cost: 2,100 gp. 
  Item Access 
  APL 2: 
  • 
  Blendcream (Regional, CV) 
  • 
  Catstink (Regional, CV) 
  • 
  Freeglide (Regional, CV) 
  • 
  Lockslip Grease (Regional, CV) 
  • 
  Softfoot (Regional, CV) 
  • 
  Suregrip (Regional, CV) 
  • 
  Lockslip Grease (Regional, CV) 
  • 
  Thieves’ Tools of Silence (Regional, Special) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Mithral chain shirt (Adventure, DMG) 
  • 
  Arcane Scroll of Dimension Door (Adventure, DMG) 
  • 
  Lesser Extend Metamagic Rod (Adventure, DMG) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Dust of Tracelessness (Adventure, DMG) 
  • 
  Ring of Sustenance (Adventure, DMG) 
  • 
  Wand of Inflict Moderate Wounds (Adventure, DMG) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  +1 Mithral Chain Shirt (Adventure, DMG) 
  • 
  Circlet of Persuasion (Adventure, DMG) 
  • 
  Dust of Illusion (Adventure, DMG) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  +1 Thundering Scimitar (Adventure, DMG) 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 37 
  • 
  Dusty Rose Prism Ioun Stone (Adventure, DMG) 
  • 
  Wand of Inflict Serious Wounds (Adventure, DMG) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  Liquid Embers (Adventure, Planar Handbook) 
  • 
  +1 Mithral Chain Shirt of Invulnerability (Adventure, 
  DMG) 
  • 
  Ring of Free Magic (Adventure, Planar Handbook) 
  • 
  Sacred Scabbard (Adventure, DMG) 
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 38 
  APPENDIX 1 - MONSTER AND NPC STATISTICS 
   
  APL 2 
  ENCOUNTER 6 
   
   
   
   
  Kato: Medium Construct; CR 3; HD 4d10+20; hp 50; Init 
  +0; Spd 30 ft; AC 15 (+5 natural), touch 10, flat-footed 15; 
  Base Atk +3; Grapple +6; Atk +6 melee (1d8+4, slam); Full 
  Atk +6 melee (1d8+4, slam); SA -; SQ Construct traits, 
  darkvision 60 ft., low-light vision; AL CN; SV Fort +1, Ref 
  +1, Will -4; Str 16, Dex 10, Con -, Int 13, Wis 1, Cha 1. 
   
  Languages: Common. 
   
  ENCOUNTER 11 
   
   
   
   
  Byvet: 
  Corpse 
  Human 
  Ftr2; 
  Medium 
  Undead 
  (Augmented); CR 3; HD 2d12; hp 18; Init +4; Spd 30 ft; 
  AC 19 (+3 Dex, +2 natural, +4 chain shirt), touch 13, flat-
  footed 16; Base Atk +2; Grapple +7; Atk +9 melee (1d6+5, 
  18-19/x2, scimitar) or +7 melee (1d6+5 /x2, slam); Full 
  Atk +5/+5 melee (1d6+5, 18-20/x2, 2 scimitars) or +7 
  (1d6+5 /x2, 2 slams); SA -; SQ Darkvision 60 ft., undead 
  traits; AL CE; SV Fort +3, Ref +3, Will +0; Str 20, Dex 17, 
  Con -, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +8, Jump +8, Perform [dance] 
  +4, Sense Motive +2, Tumble +4; Dodge, Mobility, Two-
  Weapon Fighting, Weapon Focus [scimitar].  
   
  Languages: Common. 
   
  Possessions: 2 masterwork scimitars, masterwork 
  chain shirt. 
  Untkof: 
  Bone 
  Human 
  Sor2; 
  Medium 
  Undead 
  (Augmented); CR 3; HD 2d12; hp 18; Init +3; Spd 30 ft; 
  AC 21 (+3 Dex, +2 natural, +4 mage armor, +1 ring of 
  protection), touch 14, flat-footed 17; Base Atk +1; Grapple 
  +1; Atk +4 melee (1d4, x2, claw) or +4 ranged (1d8, 19-
  20/x2, masterwork light crossbow); Full Atk +4 (1d4, x2, 2 
  claws) or +4 ranged (1d8 19-20/x2, masterwork light 
  crossbow); SA Spells; SQ Darkvision 60 ft., undead traits, 
  immunity to cold, DR 5/bludgeoning; AL CE; SV Fort +0, 
  Ref +3, Will +4; Str 10, Dex 16, Con -, Int 10, Wis 12, Cha 
  21. 
   
  Skills and Feats: Concentration +10, Knowledge 
  [arcana] +5, Spellcraft +5. Combat Casting, Point Blank 
  Shot, Weapon Finesse [claw]. 
   
  Languages: Common. 
   
  Possessions: 50 crossbow bolts, masterwork light 
  crossbow, spell component pouch, cloak of charisma +2, 
  ring of protection +1. 
   
  Sorcerer Spells Per Day (6/6; base DC = 15 + spell level): 
  0-acid splash, arcane mark, detect magic, prestidigitation, ray of 
  frost; 1st-magic missile, mage armor, mage armor. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 39 
  APL 4 
  ENCOUNTER 6 
   
   
   
   
  Kato: Large Construct; CR 5; HD 8d10+30; hp 90; Init +0; 
  Spd 30 ft; AC 15 (+6 natural, -1 size), touch 9, flat-footed 
  15; Base Atk +6; Grapple +15; Atk +10 melee (2d6+7, 
  slam); Full Atk +10 melee (2d6+7, slam); Space/Reach: 10 
  ft./10 ft.; SA -; SQ Construct traits, darkvision 60 ft., low-
  light vision; AL CN; SV Fort +2, Ref +1, Will -3; Str 20, 
  Dex 10, Con -, Int 13, Wis 1, Cha 1. 
   
  Languages: Common. 
   
  ENCOUNTER 11 
   
   
   
   
  Byvet: 
  Corpse 
  Human 
  Ftr4; 
  Medium 
  Undead 
  (Augmented); CR 5; HD 4d12; hp 36; Init +4; Spd 30 ft; 
  AC 20 (+4 Dex, +2 natural, +4 chain shirt), touch 14, flat-
  footed 16; Base Atk +4; Grapple +9; Atk +11 melee (1d6+7, 
  18-20/x2, scimitar) or +9 melee (1d6+5 /x2, slam); Full 
  Atk +7/+7 melee (1d6+7, 18-20/x2, 2 scimitars) or +9 
  (1d6+5 /x2, 2 slams); SA -; SQ Darkvision 60 ft., undead 
  traits; AL CE; SV Fort +4, Ref +5, Will +1; Str 20, Dex 18, 
  Con -, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Jump +9, Perform [dance] 
  +6, Sense Motive +2, Tumble +7; Combat Expertise, 
  Dodge, Mobility, Two-Weapon Fighting, Weapon Focus 
  [scimitar], Weapon Specialization [scimitar].  
   
  Languages: Common. 
   
  Possessions: 2 masterwork scimitars, mithral chain 
  shirt. 
  Untkof: 
  Bone 
  Human 
  Sor4; 
  Medium 
  Undead 
  (Augmented); CR 5; HD 4d12; hp 36; Init +3; Spd 30 ft; 
  AC 21 (+3 Dex, +2 natural, +4 mage armor, +1 ring of 
  protection), touch 14, flat-footed 17; Base Atk +2; Grapple 
  +2; Atk +5 melee (1d4 /x2, claw) or +5 ranged (1d8 19-
  20/x2, masterwork light crossbow); Full Atk +5 (1d4 /x2, 
  2 claws) or +5 ranged (1d8 19-20/x2, masterwork light 
  crossbow); SA Spells; SQ Darkvision 60 ft., undead traits, 
  immunity to cold, DR 5/bludgeoning; AL CE; SV Fort +1, 
  Ref +4, Will +5; Str 10, Dex 16, Con -, Int 10, Wis 12, Cha 
  22. 
   
  Skills and Feats: Concentration +12, Knowledge 
  [arcana] +6, Spellcraft +6. Combat Casting, Point Blank 
  Shot, Precise Shot, Weapon Finesse [claw]. 
   
  Languages: Common. 
   
  Possessions: 50 crossbow bolts, masterwork light 
  crossbow, spell component pouch, arcane scroll of 
  dimension door, cloak of charisma +2, lesser extend metamagic 
  rod, ring of protection +1. 
   
  Sorcerer Spells Per Day (6/8/5; base DC = 16 + spell 
  level): 0-acid splash, arcane mark, detect magic, mage hand, 
  prestidigitation, ray of frost; 1st-magic missile, mage armor, 
  mage armor, ray of enfeeblement; 2nd-scorching ray. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 40 
  APL 6 
  ENCOUNTER 6 
   
   
   
   
  Kato: Nimblewright; Medium Construct; CR 7; HD 
  10d10+20; hp 95; Init +7; Spd 40 ft; AC 24 (+7 Dex, +7 
  natural), touch 17, flat-footed 17; Base Atk +7; Grapple 
  +11; Atk +11 melee (2d6+4, 12-20/x2, rapier); Full Atk +11 
  melee (2d6+4, 12-20/x2, rapier) and +11 melee (2d6+4, 12-
  20/x2, rapier); SA Spell-like abilities, tripping thrust; SQ 
  Augmented 
  critical, 
  construct 
  traits, 
  SR 
  27, 
  vulnerabilities; AL CN; SV Fort +3, Ref +10, Will +6; Str 
  19, Dex 24, Con -, Int 10, Wis 17, Cha 19. 
   
  Skills and Feats: Balance +9, Hide +12, Jump +18, 
  Move Silently +12, Tumble +14; Combat Expertise, 
  Combat Reflexes, Dodge, Improved Disarm, Mobility, 
  Spring Attack. 
   
  Languages: Common, Elven, Dwarven. 
   
  Spell-like Abilities: At will–alter self, cat’s grace, entropic 
  shield, feather fall, haste. Caster level 10th; save DC 14 + 
  spell level. The save DCs are Charisma based. 
   
  Tripping Thrust (Ex): A nimblewright’s rapier-hand 
  attacks are powerful enough to push over creatures its 
  own size or smaller. An opponent who is the target of a 
  successful critical hit from a nimblewright must make a 
  Reflex save (DC 19) or be knocked prone as if tripped. 
  The save DC is Strength based. 
   
  Augmented Critical: A nimblewright threatens a 
  critical hit on a natural attack roll of 12-20. On a 
  successful critical hit, its foe is subject to a tripping thrust 
  attack (see above). 
   
  Vulnerabilities: A cold effect slows a nimblewright for 
  3 rounds, and a fire effect stuns it for one round. 
   
  ENCOUNTER 11 
   
   
   
   
  Byvet: Corpse Human Ftr5/Dervish1; Medium Undead 
  (Augmented); CR 7; HD 6d12; hp 54; Init +4; Spd 30 ft; 
  AC 21 (+4 Dex, +2 natural, +4 chain shirt, +1 dervish), 
  touch 15, flat-footed 17; Base Atk +6; Grapple +11; Atk 
  +13 melee (1d6+8, 18-20/x2, scimitar) or +11 melee 
  (1d6+5 /x2, slam); Full Atk +11/+11/+6/+6 melee (1d6+8, 
  18-20/x2, 2 scimitars) or +11 (1d6+5 /x2, 2 slams); SA 
  Dervish dance 1/day; SQ Darkvision 60 ft., undead traits, 
  movement mastery, slashing blades; AL CE; SV Fort +4, 
  Ref +7, Will +3; Str 20, Dex 18, Con -, Int 13, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +7, Jump +8, Perform [dance] 
  +13, Sense Motive +2, Tumble +13; Combat Expertise, 
  Dodge, Improved Two-Weapon Fighting, Mobility, Two-
  Weapon Fighting, Weapon Focus [scimitar], Weapon 
  Specialization [scimitar].  
   
  Languages: Common. 
   
  Possessions: mithral chain shirt, +1 scimitars x2, dust of 
  tracelessness. 
   
  Dervish Dance (Ex): Byvet can become a whirling 
  dancer of death a certain number of times per day. While 
  in this dervish dance, he can take a full attack action (for 
  melee attacks only) and still move up to his speed. 
  However, the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and he 
  cannot return to a square he just exited (though he may 
  return to that square later during his full attack). The 
  dervish is subject to attacks of opportunity while 
  dancing, but may tumble normally as part of his move. A 
  dervish prevented from completing his move is also 
  prevented from finishing his full attack. 
   
  If a dervish wields a slashing weapon while in a 
  dervish dance, he gains a bonus on his attack and damage 
  rolls. This bonus is+1 at first level. 
   
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (he may use a double 
  weapon, or multiple weapons, only if both ends of the 
  weapon or all weapons are of the slashing type). He 
  cannot perform a dervish dance in any armor heavier 
  than light of if she is using a shield. While dancing, a 
  dervish cannot use skills or abilities that require 
  concentration or require him to remain still, such as 
  Move Silently, Hide, or Search. A dervish with the bardic 
  music ability can, however, sing while he dances and a 
  dervish can also use the Combat Expertise feat while in a 
  dance. A dervish cannot perform a dervish dance while 
  under the effects of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only once per 
  encounter. A dervish dance lasts 1 round for every two 
  ranks of Perform [dance] that the character has. At the 
  end of a dervish dance, the character becomes fatigued 
  for the duration of the encounter (unless he is a 9th-level 
  dervish, at which point this limitation no longer applies). 
  Byvet’s dance lasts for 4 rounds. 
   
  Movement Mastery (Ex): Byvet is so certain of his 
  movements that he is unaffected by adverse conditions. 
  When making a Jump, Perform [dance], or Tumble 
  check, he may take 10 even if stress and distraction 
  would normally prevent him from doing so. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 41 
   
  Slashing Blades: A dervish treats the scimitar as a light 
  weapon (rather than a one-handed weapon) for all 
  purposes including fighting with two weapons. 
  Untkof: 
  Bone 
  Human 
  Sor6; 
  Medium 
  Undead 
  (Augmented); CR 7; HD 6d12; hp 54; Init +3; Spd 30 ft; 
  AC 21 (+3 Dex, +2 natural, +4 mage armor, +1 ring of 
  protection), touch 14, flat-footed 17; Base Atk +3; Grapple 
  +3; Atk +6 melee (1d4, x2, claw) or +6 ranged (1d8, 19-
  20/x2, masterwork light crossbow); Full Atk +6 (1d4, x2, 2 
  claws) or +6 ranged (1d8, 19-20/x2, masterwork light 
  crossbow); SA Spells; SQ Darkvision 60 ft., undead traits, 
  immunity to cold, DR 5/bludgeoning; AL CE; SV Fort +2, 
  Ref +5, Will +6; Str 10, Dex 16, Con -, Int 10, Wis 12, Cha 
  22. 
   
  Skills and Feats: Concentration +13, Knowledge 
  [arcana] +7, Spellcraft +7. Combat Casting, Greater Spell 
  Focus [evocation], Point Blank Shot, Precise Shot, Spell 
  Focus [evocation], Weapon Finesse [claw]. 
   
  Languages: Common. 
   
  Possessions: 50 crossbow bolts, masterwork light 
  crossbow, spell component pouch, arcane scroll of 
  dimension door, cloak of charisma +2, lesser extend metamagic 
  rod, ring of protection +1, ring of sustenance, wand of inflict 
  moderate wounds. 
   
  Sorcerer Spells Per Day (6/8/8/5; base DC = 16 + spell 
  level, 17 + spell level for evocation spells marked with *): 
  0-acid splash, arcane mark, detect magic, mage hand, 
  prestidigitation, ray of frost*, resistance; 1st-lesser orb of 
  electricity, magic missile*, mage armor, mage armor, ray of 
  enfeeblement; 
  2nd-scorching 
  ray*, 
  see 
  invisibility, 
  see 
  invisibility; 3rd-fireball*. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 42 
  APL 8 
  ENCOUNTER 6 
   
   
   
   
  Kato: Advanced nimblewright; Medium Construct; CR 
  9; HD 18d10+20; hp 155; Init +7; Spd 40 ft; AC 25 (+8 
  Dex, +7 natural), touch 18, flat-footed 17; Base Atk +13; 
  Grapple +17; Atk +21 melee (2d6+4, 12-20/x2, rapier); Full 
  Atk +21 melee (2d6+4, 12-20/x2, rapier) and +21 melee 
  (2d6+4, 12-20/x2, rapier); SA Spell-like abilities, tripping 
  thrust; SQ Augmented critical, construct traits, SR 27, 
  vulnerabilities; AL CN; SV Fort +7, Ref +15, Will +10; Str 
  19, Dex 26, Con -, Int 10, Wis 17, Cha 19. 
   
  Skills and Feats: Balance +14, Hide +13, Jump +22, 
  Move Silently +13, Tumble +23; Ability Focus [tripping 
  thrust], Combat Expertise, Combat Reflexes, Dodge, 
  Improved Disarm, Mobility, Quicken Spell-Like Ability 
  [haste], Spring Attack, Weapon Finesse [rapier]. 
   
  Languages: Common, Elven, Dwarven. 
   
  Spell-like Abilities: At will–alter self, cat’s grace, entropic 
  shield, feather fall, haste. Caster level 10th; save DC 14 + 
  spell level. The save DCs are Charisma based. 
   
  Tripping Thrust (Ex): A nimblewright’s rapier-hand 
  attacks are powerful enough to push over creatures its 
  own size or smaller. An opponent who is the target of a 
  successful critical hit from a nimblewright must make a 
  Reflex save (DC 21) or be knocked prone as if tripped. 
  The save DC is Strength based. 
   
  Augmented Critical: A nimblewright threatens a 
  critical hit on a natural attack roll of 12-20. On a 
  successful critical hit, its foe is subject to a tripping thrust 
  attack (see above). 
   
  Vulnerabilities: A cold effect slows a nimblewright for 
  3 rounds, and a fire effect stuns it for one round. 
   
  ENCOUNTER 11 
   
   
   
   
  Byvet: Corpse Human Ftr5/Dervish3; Medium Undead 
  (Augmented); CR 9; HD 8d12; hp 72; Init +4; Spd 35 ft; 
  AC 22 (+4 Dex, +2 natural, +5 chain shirt, +1 dervish), 
  touch 15, flat-footed 18; Base Atk +8; Grapple +13; Atk 
  +15 melee (1d6+8, 18-20/x2, scimitar) or +13 melee 
  (1d6+5 /x2, slam); Full Atk +13/+13/+8/+8 melee (1d6+8, 
  18-20/x2, 2 scimitars) or +13 (1d6+5 /x2, 2 slams); SA 
  Dervish dance 2/day; SQ Darkvision 60 ft., undead traits, 
  movement mastery, slashing blades; AL CE; SV Fort +5, 
  Ref +8, Will +4; Str 21, Dex 18, Con -, Int 13, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +9, Escape Artist +9, Jump +9, 
  Perform [dance] +14, Sense Motive +2, Tumble +15; 
  Combat Expertise, Dodge, Improved Two-Weapon 
  Fighting, 
  Mobility, 
  Spring 
  Attack, 
  Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  [scimitar], 
  Weapon 
  Specialization [scimitar].  
   
  Languages: Common. 
   
  Possessions: +1 mithral chain shirt, +1 scimitars x2, dust of 
  tracelessness. 
   
  Dervish Dance (Ex): Byvet can become a whirling 
  dancer of death a certain number of times per day. While 
  in this dervish dance, he can take a full attack action (for 
  melee attacks only) and still move up to his speed. 
  However, the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and he 
  cannot return to a square he just exited (though he may 
  return to that square later during his full attack). The 
  dervish is subject to attacks of opportunity while 
  dancing, but may tumble normally as part of his move. A 
  dervish prevented from completing his move is also 
  prevented from finishing his full attack. 
   
  If a dervish wields a slashing weapon while in a 
  dervish dance, he gains a bonus on his attack and damage 
  rolls. This bonus is+1 at first level. 
   
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (he may use a double 
  weapon, or multiple weapons, only if both ends of the 
  weapon or all weapons are of the slashing type). He 
  cannot perform a dervish dance in any armor heavier 
  than light of if she is using a shield. While dancing, a 
  dervish cannot use skills or abilities that require 
  concentration or require him to remain still, such as 
  Move Silently, Hide, or Search. A dervish with the bardic 
  music ability can, however, sing while he dances and a 
  dervish can also use the Combat Expertise feat while in a 
  dance. A dervish cannot perform a dervish dance while 
  under the effects of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only once per 
  encounter. A dervish dance lasts 1 round for every two 
  ranks of Perform [dance] that the character has. At the 
  end of a dervish dance, the character becomes fatigued 
  for the duration of the encounter (unless he is a 9th-level 
  dervish, at which point this limitation no longer applies). 
  Byvet’s dance lasts for 5 rounds. 
   
  Movement Mastery (Ex): Byvet is so certain of his 
  movements that he is unaffected by adverse conditions. 
  When making a Jump, Perform [dance], or Tumble 
  check, he may take 10 even if stress and distraction 
  would normally prevent him from doing so. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 43 
   
  Slashing Blades: A dervish treats the scimitar as a light 
  weapon (rather than a one-handed weapon) for all 
  purposes including fighting with two weapons. 
  Untkof: 
  Bone 
  Human 
  Sor8; 
  Medium 
  Undead 
  (Augmented); CR 9; HD 8d12; hp 72; Init +3; Spd 30 ft; 
  AC 27 (+3 Dex, +2 natural, +6  greater mage armor, +4 shield, 
  +1 ring of protection), touch 14, flat-footed 23; Base Atk +4; 
  Grapple +4; Atk +7 melee (1d4, x2, claw) or +7 ranged 
  (1d8, 19-20/x2, masterwork light crossbow); Full Atk +7 
  (1d4, x2, 2 claws) or +7 ranged (1d8, 19-20/x2, 
  masterwork light crossbow); SA Spells; SQ Darkvision 60 
  ft., undead traits, immunity to cold, DR 5/bludgeoning; 
  AL CE; SV Fort +2, Ref +5, Will +7; Str 10, Dex 16, Con -, 
  Int 10, Wis 12, Cha 23. 
   
  Skills and Feats: Concentration +20, Knowledge 
  [arcana] +8, Spellcraft +8. Combat Casting, Greater Spell 
  Focus [evocation], Point Blank Shot, Precise Shot, Spell 
  Focus [evocation], Weapon Finesse [claw]. 
   
  Languages: Common. 
   
  Possessions: 50 crossbow bolts, masterwork light 
  crossbow, spell component pouch, arcane scroll of 
  dimension door, circlet of persuasion, cloak of charisma +2, dust 
  of illusion, lesser extend metamagic rod, ring of protection +1, 
  ring of sustenance, wand of inflict moderate wounds. 
   
  Sorcerer Spells Per Day (6/8/8/6/4; base DC = 16 + spell 
  level, 18 + spell level for evocation spells marked with *): 
  0-acid splash, arcane mark, detect magic, flare, mage hand, 
  prestidigitation, ray of frost*, resistance; 1st-lesser orb of 
  electricity, magic missile*, mage armor, mage armor, ray of 
  enfeeblement, shield, shield; 2nd- mirror image, mirror image, 
  scorching ray*, see invisibility, see invisibility; 3rd-fireball*, 
  greater mage armor, greater mage armor; 4th-Evard’s black 
  tentacles. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 44 
  APL 10 
  ENCOUNTER 6 
   
   
   
   
  Kato: Advanced nimblewright; Large Construct; CR 11; 
  HD 22d10+30; hp 195; Init +6; Spd 40 ft; AC 25 (+7 Dex, 
  +9 natural, -1 size), touch 16, flat-footed 18; Base Atk +16; 
  Grapple +29; Atk +25 melee (3d6+9, 12-20/x2, rapier); Full 
  Atk +25 melee (3d6+9, 12-20/x2, rapier) and +25 melee 
  (3d6+9, 12-20/x2, rapier); Space/Reach 10 ft./10 ft.; SA 
  Spell-like abilities, tripping thrust; SQ Augmented 
  critical, construct traits, SR 27, vulnerabilities; AL CN; SV 
  Fort +8, Ref +15, Will +11; Str 28, Dex 24, Con -, Int 10, 
  Wis 17, Cha 19. 
   
  Skills and Feats: Balance +15, Hide +12, Jump +29, 
  Move Silently +12, Tumble +26; Ability Focus [tripping 
  thrust], Awesome Blow, Combat Expertise, Combat 
  Reflexes, Dodge, Improved Disarm, Improved Bull Rush, 
  Mobility, Power Attack, Quicken Spell-Like Ability 
  [haste]. 
   
  Languages: Common, Elven, Dwarven. 
   
  Spell-like Abilities: At will–alter self, cat’s grace, entropic 
  shield, feather fall, haste. Caster level 10th; save DC 14 + 
  spell level. The save DCs are Charisma based. 
   
  Tripping Thrust (Ex): A nimblewright’s rapier-hand 
  attacks are powerful enough to push over creatures its 
  own size or smaller. An opponent who is the target of a 
  successful critical hit from a nimblewright must make a 
  Reflex save (DC 26) or be knocked prone as if tripped. 
  The save DC is Strength based. 
   
  Augmented Critical: A nimblewright threatens a 
  critical hit on a natural attack roll of 12-20. On a 
  successful critical hit, its foe is subject to a tripping thrust 
  attack (see above). 
   
  Vulnerabilities: A cold effect slows a nimblewright for 
  3 rounds, and a fire effect stuns it for one round. 
   
  ENCOUNTER 11 
   
   
   
   
  Byvet: Corpse Human Ftr5/Dervish5; Medium Undead 
  (Augmented); CR 11; HD 10d12; hp 90; Init +4; Spd 40 ft; 
  AC 23 (+4 Dex, +2 natural, +5 chain shirt, +2 dervish), 
  touch 15, flat-footed 18; Base Atk +10; Grapple +15; Atk 
  +17 melee (1d6+8, 15-20/x2, scimitar) or +15 melee 
  (1d6+5 /x2, slam); Full Atk +15/+15/+10/+10 melee 
  (1d6+8, 15-20/x2, 2 scimitars) or +15 (1d6+5 /x2, 2 slams); 
  SA Dervish dance 3/day, dance of death; SQ Darkvision 
  60 ft., undead traits, movement mastery, slashing blades; 
  AL CE; SV Fort +5, Ref +9, Will +5; Str 21, Dex 18, Con -, 
  Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Escape Artist +15, Jump +9, 
  Perform [dance] +16, Sense Motive +3, Tumble +17; 
  Combat Expertise, Dodge, Improved Critical [scimitar], 
  Improved Two-Weapon Fighting, Mobility, Spring 
  Attack, Two-Weapon Fighting, Weapon Focus [scimitar], 
  Weapon Specialization [scimitar].  
   
  Languages: Common. 
   
  Possessions: +1 mithral chain shirt, +1 thundering 
  scimitars x2, dust of tracelessness. 
   
  Dervish Dance (Ex): Byvet can become a whirling 
  dancer of death a certain number of times per day. While 
  in this dervish dance, he can take a full attack action (for 
  melee attacks only) and still move up to his speed. 
  However, the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and he 
  cannot return to a square he just exited (though he may 
  return to that square later during his full attack). The 
  dervish is subject to attacks of opportunity while 
  dancing, but may tumble normally as part of his move. A 
  dervish prevented from completing his move is also 
  prevented from finishing his full attack. 
   
  If a dervish wields a slashing weapon while in a 
  dervish dance, he gains a bonus on his attack and damage 
  rolls. This bonus is+1 at first level. 
   
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (he may use a double 
  weapon, or multiple weapons, only if both ends of the 
  weapon or all weapons are of the slashing type). He 
  cannot perform a dervish dance in any armor heavier 
  than light of if she is using a shield. While dancing, a 
  dervish cannot use skills or abilities that require 
  concentration or require him to remain still, such as 
  Move Silently, Hide, or Search. A dervish with the bardic 
  music ability can, however, sing while he dances and a 
  dervish can also use the Combat Expertise feat while in a 
  dance. A dervish cannot perform a dervish dance while 
  under the effects of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only once per 
  encounter. A dervish dance lasts 1 round for every two 
  ranks of Perform [dance] that the character has. At the 
  end of a dervish dance, the character becomes fatigued 
  for the duration of the encounter (unless he is a 9th-level 
  dervish, at which point this limitation no longer applies). 
  Byvet’s dance lasts for 6 rounds. 
   
  Movement Mastery (Ex): Byvet is so certain of his 
  movements that he is unaffected by adverse conditions. 
  When making a Jump, Perform [dance], or Tumble 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 45 
  check, he may take 10 even if stress and distraction 
  would normally prevent him from doing so. 
   
  Slashing Blades: A dervish treats the scimitar as a light 
  weapon (rather than a one-handed weapon) for all 
  purposes including fighting with two weapons. 
   
  Dance of Death: Byvet gains the benefit of the Cleave 
  feat while performing a dervish dance, even if he does 
  not meet the prerequisites for the feat. He does not have 
  to move 5 feet before making the extra attack granted by 
  this ability. 
  Untkof: Bone Human Sor8/Fatespinner2; Medium 
  Undead (Augmented); CR 11; HD 10d12; hp 107 (17 
  from false life); Init +7; Spd 30 ft; AC 28 (+3 Dex, +2 
  natural, +6 greater mage armor, +4 shield, +1 ring of protection, 
  +1 ioun stone), touch 15, flat-footed 24; Base Atk +5; 
  Grapple +5; Atk +8 melee (1d4, x2, claw) or +8 ranged 
  (1d8, 19-20/x2, masterwork light crossbow); Full Atk +8 
  (1d4, x2, 2 claws) or +8 ranged (1d8, 19-20/x2, 
  masterwork light crossbow); SA Spells; SQ Darkvision 60 
  ft., undead traits, immunity to cold, DR 5/bludgeoning, 
  spin fate, fickle finger of fate; AL CE; SV Fort +2, Ref +5, 
  Will +9; Str 10, Dex 16, Con -, Int 10, Wis 12, Cha 23. 
   
  Skills and Feats: Concentration +17, Knowledge 
  [arcana] +6, Profession [gambler] +6, Spellcraft +7. 
  Combat Casting, Greater Spell Focus [evocation], 
  Improved Initiative, Point Blank Shot, Precise Shot, Spell 
  Focus [evocation], Weapon Finesse [claw]. 
   
  Languages: Common. 
   
  Possessions: 50 crossbow bolts, masterwork light 
  crossbow, spell component pouch, arcane scroll of 
  dimension door, circlet of persuasion, cloak of charisma +2, dust 
  of illusion, dusty rose prism ioun stone, lesser extend metamagic 
  rod, ring of protection +1, ring of sustenance, wand of inflict 
  serious wounds. 
   
  Sorcerer Spells Per Day (6/8/8/7/6/4; base DC = 16 + 
  spell level, 18 + spell level for evocation spells marked 
  with *): 0-acid splash, arcane mark, detect magic, flare, mage 
  hand, prestidigitation, ray of frost*, resistance, touch of fatigue; 
  1st-lesser orb of electricity, magic missile*, mage armor, mage 
  armor, true strike, shield, shield; 2nd- false life, false life, mirror 
  image, mirror image, scorching ray*, see invisibility, see 
  invisibility; 3rd-fireball*, greater mage armor, greater mage 
  armor, slow; 4th-Evard’s black tentacles, unluck; 5th-baleful 
  polymorph. 
   
  Spin Fate (Ex): As a free action, Unkof can use stored 
  spin to boost the save Dc of a spell he casts, adding some 
  or all of his spin to the DC, on a point-for-point basis. 
  Untkof has three points of stored spin.  
   
  Fickle Finger of Fate (Ex): Once per day, as an 
  immediate action, Untkof can force any other creature – 
  friend or enemy – to reroll a roll that it has just made. 
  Untkof must have line of sight to the creature to be 
  affected. That creature must abide by the result of the 
  reroll, whether it’s higher or lower than the original roll. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 46 
  APL 12 
  ENCOUNTER 6 
   
   
   
   
  Kato: Advanced nimblewright; Large Construct; CR 13; 
  HD 30d10+30; hp 255; Init +6; Spd 40 ft; AC 25 (+7 Dex, 
  +9 natural, -1 size), touch 17, flat-footed 18; Base Atk +22; 
  Grapple +35; Atk +31 melee (4d6+9, 12-20/x2, rapier); Full 
  Atk +31 melee (4d6+9, 12-20/x2, rapier) and +31 melee 
  (4d6+9, 12-20/x2, rapier); Space/Reach 10 ft./10 ft.; SA 
  Spell-like abilities, tripping thrust; SQ Augmented 
  critical, construct traits, SR 27, vulnerabilities; AL CN; SV 
  Fort +10, Ref +17, Will +14; Str 28, Dex 24, Con -, Int 10, 
  Wis 18, Cha 20. 
   
  Skills and Feats: Balance +19, Hide +12, Jump +33, 
  Move Silently +12, Tumble +34; Ability Focus [tripping 
  thrust], Awesome Blow, Combat Expertise, Combat 
  Reflexes, Dodge, Improved Disarm, Improved Bull Rush, 
  Improved Natural Attack, Mobility, Power Attack, 
  Quicken Spell-Like Ability [haste], Spring Attack, 
  Whirlwind Attack. 
   
  Languages: Common, Elven, Dwarven. 
   
  Spell-like Abilities: At will–alter self, cat’s grace, entropic 
  shield, feather fall, haste. Caster level 10th; save DC 15 + 
  spell level. The save DCs are Charisma based. 
   
  Tripping Thrust (Ex): A nimblewright’s rapier-hand 
  attacks are powerful enough to push over creatures its 
  own size or smaller. An opponent who is the target of a 
  successful critical hit from a nimblewright must make a 
  Reflex save (DC 26) or be knocked prone as if tripped. 
  The save DC is Strength based. 
   
  Augmented Critical: A nimblewright threatens a 
  critical hit on a natural attack roll of 12-20. On a 
  successful critical hit, its foe is subject to a tripping thrust 
  attack (see above). 
   
  Vulnerabilities: A cold effect slows a nimblewright for 
  3 rounds, and a fire effect stuns it for one round. 
   
  ENCOUNTER 11 
   
   
   
   
  Byvet: Corpse Human Ftr5/Dervish7; Medium Undead 
  (Augmented); CR 13; HD 12d12; hp 108; Init +10; Spd 40 
  ft; AC 23 (+4 Dex, +2 natural, +5 chain shirt, +2 dervish), 
  touch 15, flat-footed 18; Base Atk +12; Grapple +17; Atk 
  +19 melee (1d6+8, 15-20/x2, scimitar) or +17 melee 
  (1d6+5 /x2, slam); Full Atk +17/+17/+12/+12/+7 melee 
  (1d6+8, 15-20/x2, 2 scimitars) or +17 (1d6+5 /x2, 2 slams); 
  SA Dervish dance 4/day, dance of death; SQ Darkvision 
  60 ft., undead traits, movement mastery, slashing blades, 
  elaborate parry, DR 5/magic; AL CE; SV Fort +6, Ref +10, 
  Will +6; Str 21, Dex 18, Con -, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Escape Artist +18, Jump 
  +12, Perform [dance] +18, Sense Motive +4, Tumble +19; 
  Combat Expertise, Dodge, Improved Critical [scimitar], 
  Improved Initiative, Improved Two-Weapon Fighting, 
  Mobility, Spring Attack, Two-Weapon Fighting, Weapon 
  Focus [scimitar], Weapon Specialization [scimitar].  
   
  Languages: Common. 
   
  Possessions: +1 mithral chain shirt of invulnerability, +1 
  thundering scimitars x2, dust of tracelessness, sacred scabbard. 
   
  Dervish Dance (Ex): Byvet can become a whirling 
  dancer of death a certain number of times per day. While 
  in this dervish dance, he can take a full attack action (for 
  melee attacks only) and still move up to his speed. 
  However, the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and he 
  cannot return to a square he just exited (though he may 
  return to that square later during his full attack). The 
  dervish is subject to attacks of opportunity while 
  dancing, but may tumble normally as part of his move. A 
  dervish prevented from completing his move is also 
  prevented from finishing his full attack. 
   
  If a dervish wields a slashing weapon while in a 
  dervish dance, he gains a bonus on his attack and damage 
  rolls. This bonus is+1 at first level. 
   
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (he may use a double 
  weapon, or multiple weapons, only if both ends of the 
  weapon or all weapons are of the slashing type). He 
  cannot perform a dervish dance in any armor heavier 
  than light of if she is using a shield. While dancing, a 
  dervish cannot use skills or abilities that require 
  concentration or require him to remain still, such as 
  Move Silently, Hide, or Search. A dervish with the bardic 
  music ability can, however, sing while he dances and a 
  dervish can also use the Combat Expertise feat while in a 
  dance. A dervish cannot perform a dervish dance while 
  under the effects of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only once per 
  encounter. A dervish dance lasts 1 round for every two 
  ranks of Perform [dance] that the character has. At the 
  end of a dervish dance, the character becomes fatigued 
  for the duration of the encounter (unless he is a 9th-level 
  dervish, at which point this limitation no longer applies). 
  Byvet’s dance lasts for 7 rounds. 
   
  Movement Mastery (Ex): Byvet is so certain of his 
  movements that he is unaffected by adverse conditions. 
  When making a Jump, Perform [dance], or Tumble 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 47 
  check, he may take 10 even if stress and distraction 
  would normally prevent him from doing so. 
   
  Slashing Blades: A dervish treats the scimitar as a light 
  weapon (rather than a one-handed weapon) for all 
  purposes including fighting with two weapons. 
   
  Dance of Death: Byvet gains the benefit of the Cleave 
  feat while performing a dervish dance, even if he does 
  not meet the prerequisites for the feat. He does not have 
  to move 5 feet before making the extra attack granted by 
  this ability. 
   
  Elaborate Parry (Ex): Byvet gains an extra +4 bonus to 
  Armor Class when he chooses to fight defensibly or use 
  all-out defense in melee combat. 
  Untkof: Bone Human Sor8/Fatespinner4; Medium 
  Undead (Augmented); CR 13; HD 12d12; hp 125 (17 
  from false life); Init +7; Spd 30 ft; AC 28 (+3 Dex, +2 
  natural, +6 greater mage armor, +4 shield, +1 ring of protection, 
  +1 ioun stone), touch 15, flat-footed 24; Base Atk +6; 
  Grapple +6; Atk +9 melee (1d4, x2, claw) or +9 ranged 
  (1d8, 19-20/x2, masterwork light crossbow); Full Atk 
  +9/4 (1d4, x2, 2 claws) or +9 ranged (1d8, 19-20/x2, 
  masterwork light crossbow); SA Spells; SQ Darkvision 60 
  ft., undead traits, immunity to cold, DR 5/bludgeoning, 
  spin fate, fickle finger of fate, spin destiny, deny fate, 
  resist fate; AL CE; SV Fort +3, Ref +6, Will +10; Str 10, 
  Dex 16, Con -, Int 10, Wis 12, Cha 24. 
   
  Skills and Feats: Concentration +20, Knowledge 
  [arcana] +7, Profession [gambler] +5, Spellcraft +8. 
  Combat Casting, Greater Spell Focus [evocation], 
  Improved Initiative, Point Blank Shot, Precise Shot, Spell 
  Focus [evocation], Spell Penetration, Weapon Finesse 
  [claw]. 
   
  Languages: Common. 
   
  Possessions: 50 crossbow bolts, liquid embers, 
  masterwork light crossbow, spell component pouch, 
  arcane scroll of dimension door, circlet of persuasion, cloak of 
  charisma +2, dust of illusion, dusty rose prism ioun stone, lesser 
  extend metamagic rod, ring of free magic, ring of protection +1, 
  wand of inflict serious wounds. 
   
  Sorcerer Spells Per Day (6/8/8/8/7/6/4; base DC = 16 + 
  spell level, 18 + spell level for evocation spells marked 
  with *): 0-acid splash, arcane mark, detect magic, flare, mage 
  hand, prestidigitation, ray of frost*, resistance, touch of fatigue; 
  1st-lesser orb of electricity, magic missile*, mage armor, mage 
  armor, true strike, shield, shield; 2nd- darkness*, false life, false 
  life, mirror image, mirror image, scorching ray*, see invisibility, 
  see invisibility; 3rd- fireball*, greater mage armor, greater mage 
  armor, haste, slow; 4th-Evard’s black tentacles, phantasmal 
  killer, unluck; 5th-baleful polymorph, cone of cold*; 6th-
  disintegrate. 
   
  Spin Fate (Ex): As a free action, Unkof can use stored 
  spin to boost the save Dc of a spell he casts, adding some 
  or all of his spin to the DC, on a point-for-point basis. 
  Untkof has three points of stored spin.  
   
  Fickle Finger of Fate (Ex): Once per day, as an 
  immediate action, Untkof can force any other creature – 
  friend or enemy – to reroll a roll that it has just made. 
  Untkof must have line of sight to the creature to be 
  affected. That creature must abide by the result of the 
  reroll, whether it’s higher or lower than the original roll. 
   
  Spin Destiny (Ex): Untkof can add stored spin to any 
  skill check, attack roll, or saving throw that he attempts 
  on a point-for-point basis. However, the spin comes from 
  the same limited reservoir of karma that allows him to 
  adjust the DC of his spells. He must apply the bonus 
  before making the roll. 
   
  Deny Fate (Ex): Untkof has a better chance of beating 
  the odds should he ever be rendered unconscious and 
  dying. Once per day, on the first occasion when a 
  fatespinner must make a check to become stable when 
  dying, the check automatically succeeds. Other such 
  checks called for in the same 24-hour period are made 
  normally. 
   
  Resist Fate (Ex): Untkof embraces his extraordinary 
  good luck. Once per day, he can reroll one roll that he has 
  just made. He must abide by the result of the reroll, even 
  if it’s worse than the original roll. 
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 48 
  APPENDIX 2– UNDERWATER COMBAT RULES 
  COMBAT ADJUSTMENTS UNDERWATER 
  Condition 
  Slashing or 
  Bludgeoning 
  Atk/Dmg 
  Claw, Bite or Tail 
  Atk/Dmg 
  Movement 
  Off Balance?
  4 
  Freedom of Movement 
  Normal / Normal 
  Normal / Normal 
  Normal 
  No 
  Has a swim speed 
  -2 / Half 
  Normal 
  Normal 
  No 
  Successful 
  Swim 
  Check 
  -2 / Half
  1 
  -2 / Half 
  Quarter or Half
  2 
  No 
  Firm footing
  3 
  -2 / Half 
  -2 / Half 
  Half 
  No 
  None of the above 
  -2 / Half 
  -2 / Half 
  Normal 
  Yes 
   
  1 A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but 
  deals damage normally when grappling. 
  2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-
  round action 
  3 Creatures have firm footing when walking along the bottom, braced against a ship’s hull or the like.  A creature can 
  only walk along the bottom if it wars or carries enough gear to weigh itself down – at least 16 pounds for Medium 
  creatures, twice that for each size category larger than Medium, half that for each size category smaller than Medium 
  4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting 
  effectively.  An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gains a +2 bonus on attacks 
  against it 
  DROWNING 
   
  Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this period 
  of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each 
  round, the DC increases by 1.  
   
  When the character finally fails her Constitution check, she begins to drown. In the first round, she falls 
  unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns. 
   
   
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 49 
   APPENDIX 3 – NEW TEMPLATES 
   
  BONE TEMPLATE 
  Source: Book of Vile Darkness, page 184. 
   
  “Bone” is a template that can be added to any 
  nonundead, corporeal creature that has a skeletal system 
  (referred to hereafter as the base creature). The creature’s 
  type changes to undead. It retains all type modifiers and 
  subtypes, if applicable. 
   
  The bone creature uses all the base creature’s 
  statistics and special abilities except as noted here. 
   
  Hit Dice: Increase to d12 
   
  Speed: Winged bone creatures retain the ability to 
  fly. Now, however, the flight is magical, as the fly spell, 
  but it still uses the creature’s original fly speed. 
   
  AC: Natural armor bonus changes to a number based 
  on the bone creature’s size. 
  Size 
  Bonus 
  Size 
  Bonus 
  Tiny or smaller 
  +0 
  Huge 
  +4 
  Small 
  +1 
  Gargantuan 
  +6 
  Medium-size 
  +2 
  Colossal 
  +10 
  Large 
  +3 
   
   
   
  Attacks: A bone creature retains all the natural 
  attacks and weapon proficiencies of the base creature, 
  except for attacks that can’t work without flesh, such as a 
  mind flayer’s tentacle attacks. A creature with hands 
  gains one claw attack per hand; a bone creature can strike 
  with all of them at its full attack bonus. If the creature 
  already had claw attacks with its hands, use the bone 
  creature attack format and damage, if they’re better. The 
  base creature’s base attack bonus does not change. 
   
  Damage: Natural, and manufactured weapons deal 
  normal damage. A claw attack deals damage depending 
  on the bone creature’s size. 
  Size 
  Damage 
  Size 
  Damage 
  Diminutive or Fine 
  1 
  Large 
  1d6 
  Tiny 
  1d2 
  Huge 
  2d4 
  Small 
  1d3 
  Gargantuan 
  2d6 
  Medium-size 
  1d4 
  Colossal 
  2d8 
  Use the base creature’s claw damage if it’s greater. 
   
  Special Qualities: Same as the base creature. In 
  addition, all bone creatures gain darkvision with a range 
  of 60 feet, undead traits, and various immunities. 
   
  Immunities (Ex): Bone creatures have cold 
  immunity. Because they lack flesh or internal organs, 
  they have DR 5/bludgeoning. 
   
  Saves: Same as base creature, modified by ability 
  score adjustments. 
   
  Abilities: Modify the base creature as follows: Str 
  +0, Dex +4, Con -, Int +0, Wis +0, Cha +0. 
   
  Skills: Same as the base creature, modified by ability 
  score adjustments. 
   
  Feats: Same as the base creature, plus the bone 
  creature gets Weapon Finesse feat for free. 
   
  Challenge Rating: As character level +1. 
   
  Alignment: Always evil. 
   
  CORPSE TEMPLATE 
  Source: Book of Vile Darkness, page 185. 
   
  “Corpse” is a template that can be added to any 
  nonundead, nonconstruct, nonplant corporeal creature 
  (referred to hereafter as the base creature). The creature’s 
  type changes to undead. It retains all type modifiers and 
  subtypes, if applicable. 
   
  The corpse creature uses all the base creature’s 
  statistics and special abilities except as noted here. 
   
  Hit Dice: Increase to d12 
   
  Speed: Winged corpse creatures retain the ability to 
  fly. However, their maneuverability becomes clumsy. 
   
  AC: The corpse creature gains a natural armor bonus 
  based on its size. 
  Size 
  Bonus 
  Size 
  Bonus 
  Tiny or smaller 
  +0 
  Huge 
  +4 
  Small 
  +1 
  Gargantuan 
  +6 
  Medium-size 
  +2 
  Colossal 
  +11 
  Large 
  +3 
   
   
  The corpse creature keeps the natural armor bonus of the 
  base creature if it’s better. 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 50 
   
  Attacks: A corpse creature retains all the natural 
  attacks and weapon proficiencies of the base creature. A 
  corpse creature also gains a slam attack. The base 
  creature’s base attack bonus does not change. 
   
  Damage: Natural, and manufactured weapons deal 
  normal damage. A slam attack deals damage depending 
  on the corpse creature’s size. 
  Size 
  Damage 
  Size 
  Damage 
  Diminutive 
  1 
  Large 
  1d8 
  Fine 
  1d2 
  Huge 
  2d6 
  Tiny 
  1d3 
  Gargantuan 
  2d8 
  Small 
  1d4 
  Colossal 
  4d6 
  Medium-size 
  1d6 
   
   
  Use the base creature’s slam damage if it’s greater. 
   
  Special Qualities: Same as the base creature. In 
  addition, all corpse creatures gain darkvision with a range 
  of 60 feet, and undead traits. 
   
  Saves: Same as base creature, modified by ability 
  score adjustments. 
   
  Abilities: Modify the base creature as follows: Str 
  +4, Dex -2, Con -, Int +0, Wis +0, Cha +0. 
   
  Skills: Same as the base creature, modified by ability 
  score adjustments. 
   
  Challenge Rating: As character level +1. 
   
  Alignment: Always evil. 
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 51 
  APPENDIX 4 – NEW SPELLS 
   
  GREATER MAGE ARMOR 
  Source: Complete Arcane page 114 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 Standard Action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 bonus to Armor 
  Class.  
   
  Material Component: A tiny platinum shield worth 25 
  gp. 
   
  LESSER ORB OF ACID 
  Source: Complete Arcane page 115 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 Standard Action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid about 2 inches across shoots from 
  your palm at its target, dealing 1d8 points of acid damage. 
  You must succeed at a ranged touch attack to hit your 
  target.  
   
  For very two caster levels beyond 1
  st, your orb does 
  an additional 1d8 points of damage: 2d8 at 3
  rd level, 3d8 at 
  5
  th level, 4d8 at 7
  th level, and the maximum of 5d8 at 9
  th 
  level or higher.  
  LESSER ORB OF ELECTRICITY 
  Source: Complete Arcane page 116 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of electricity 
   
  This spell functions like lesser orb of acid, except that it 
  deals electricity damage. 
   
  UNLUCK 
  Source: Complete Arcane page 128 
  Divination 
  Level: Bard 4, sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 Standard Action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  When you cast this spell, you negatively influence 
  the randomness of fortune for the target. Whenever if 
  affected creature takes an action involving random 
  chance (specifically, whenever any die roll is made for 
  the creature, including attack rolls, damage rolls, saving 
  throws) two separate rolls are made and the worse result 
  applies.  
   
  A creature carrying a stone of good luck is immune to 
  the effect of unluck, but the stone’s effects do not function 
  for the duration of the spell if the creature fails its save 
   
  Material Component: A piece of a broken mirror.
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 52 
   APPENDIX 5 – NEW ITEMS 
   
  LIQUID EMBERS 
  Source: Planar Handbook page 76. 
   
  Liquid embers is a sticky adhesive goo not unlike 
  alchemist’s fire, except that liquid embers contains ash or 
  soot of an object burned with fire from the Elemental 
  Plane of Fire. A flask of liquid embers can be thrown as a 
  splash weapon. Treat this attack as a ranged touch attack 
  with a range increment of 10 feet. A direct hit deals 3d6 
  points of fire damage. Every creature within 5 feet of the 
  point where the flask hits takes 1d6 points of fire damage 
  from the splash. On the round following a direct hit, the 
  target takes an additional 3d6 points of damage. If 
  desired, the target can use a full-round action to attempt 
  to extinguish the flames before taking this additional 
  damage. Extinguishing the flames requires a DC 17 
  Reflex save. Rolling on the ground provides the target a 
  +2 bonus on the save. Leaping into a lake or magically 
  extinguishing the flames automatically smothers the fire. 
   
  Nonmagical; Price 600 gp. 
   
  RING OF FREE MAGIC 
  Source: Planar Handbook page 80. 
   
  This platinum ring, etched with arcane symbols, is 
  designed to counteract the effects of planes with the 
  limited magic trait. By expending charges from a ring of 
  free magic, the wearer can cast spells of the prohibited 
  school, subschool, descriptor, or level as if the limited 
  magic trait didn’t exist. The number of charges expended 
  is equal to the level of the spell the wearer wishes to cast. 
   
  A newly created ring of free magic has 50 charges. 
  When all the charges are expended, the ring becomes a 
  nonmagical item. 
   
  Strong evocation; CL 12th; Forge Ring, imbue with 
  spell ability; Price 45,000 gp. 
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 53 
  DM AID – MAP #1 – CULT HOUSE IN BERUAK 
   
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 54 
  DM AID – MAP #2 - THE ATTACK ON THE RECEPTION 
   
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 55 
  PLAYER HANDOUT 1 – SPECIAL INSTRUCTIONS 
   
  Cut along the dotted lines, and distribute to members of the mentioned meta-organizations. 
  ------------------------------------------------------------------------------------------------------------------------------------------------ 
  From the Bardic Circle: “Very little is known about the Cult of the Daring Feat. Many are curious about how they are 
  organized, what deeds they have done, and what their beliefs are. Find out as much as you can about the Cult of the 
  Daring Feat. Try to establish friendly contact with a prominent member of their organization.” 
  ------------------------------------------------------------------------------------------------------------------------------------------------ 
  From the Company of the Bright Path: “The Cult of the Daring Feat is an unknown element, possibly a threat to the 
  community of Beruak. Because of their mercenary status, they may be associated with the enemies of Bissel. Investigate 
  the Cult of the Daring Feat, and ascertain the nature of what threat, if any, they pose to Beruak. If they are involved in 
  criminal activities, report that activity to us and to any nobles you trust. Do not engage them in combat or attempt to 
  place any one of them under arrest.” 
  ------------------------------------------------------------------------------------------------------------------------------------------------ 
  From the Cult of the Daring Feat: “Members of our order have recently undertook a very dangerous task for 
  someone not well liked in the March. Because of this, we may be publicly implicated in criminal activities. Prevent this 
  from happening. Do not allow any prominent nobles to know what we are up to. By whatever means necessary, make 
  sure this investigation puts our order in the most positive possible light. Be subtle.” 
  ------------------------------------------------------------------------------------------------------------------------------------------------ 
  From the Guild of the Arcane Path: “While it is not publicly known, the Cult of the Daring Feat is one of our most 
  reliable customers for magic items and divinations. It would not be profitable if the Cult were to be implicated in 
  criminal activities. By whatever means necessary, make sure your investigation puts the Cult of the Daring Feat in the 
  most positive possible light. Be subtle.” 
  ------------------------------------------------------------------------------------------------------------------------------------------------ 
  From the Knights of the Watch: “The Cult of the Daring Feat is a band of irascible scoundrels, and possibly a threat to 
  Bissel. Because of their mercenary status, they may be associated with the enemies of Bissel. Investigate the Cult of the 
  Daring Feat, and ascertain the nature of what threat, if any, they pose to the March. If they are involved in criminal 
  activities, report that activity to us and to any nobles you trust. Do not engage them in combat or attempt to place any 
  one of them under arrest.” 
  ------------------------------------------------------------------------------------------------------------------------------------------------ 
  From the Mist Chameleons: “ Be aware: while it has been publicly stated that Regent Saralind will not be in 
  attendance for the Besselar/Rashedra wedding, this is a deliberate deception for security needs. Regent Saralind will be 
  in attendance. Also, on the day of the wedding, a powerful abjuration will be in effect over Besselar Keep. This ward will 
  prevent out enemies from using magic to instantaneously appear at Calpius’ Craft and surprise us. The ward disrupts all 
  such spells; it does not distinguish between friend and foe.  
  ------------------------------------------------------------------------------------------------------------------------------------------------ 
  From the Order of the Path of Honor/Order of the Serene Thought/Order of the Silver Scythe: “Very little is 
  known about the Cult of the Daring Feat, but rumor has it their skills at avoiding death are tremendous. Find out as 
  much as you can about the Cult of the Daring Feat, especially about their training regimen. Try to establish friendly 
  contact with a prominent member of their organization.” 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 56 
  PLAYER HANDOUT 2 – SEALED LETTER FROM THE BARONESS 
   
  The following letter was given to you by the Baroness Jasmine Besselar before you left Calpius Craft. It was intended to 
  remain sealed, but you have callously opened it. 
   
  Tandrel Velarn (or one of his representatives), 
   
   
  I am writing you this sealed message to request that you cease trying to make 
  contact on behalf of your most sensitive charge. For the sake of us all, please 
  wait one week until the wedding ceremonies have ended before trying to contact 
  me again. 
   
   
  Calaran explained your situation perfectly, but there cannot be that kind of 
  disruption again. However, I am interested in learning more of your charge’s 
  situation, and possibly providing what help I can. That is, if I am satisfied of 
  your charge’s good intentions, of which I am still not sure. 
   
   
  Contact me in two weeks time. 
    
   
   
   
   
   
   
   
   
   
   
   
  -JB 
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 57 
  PLAYER HANDOUT 3 – ENTRY FROM VERDEEK’S LEDGER 
   
  This is a bill of sale is recorded in Verdeek’s very large ledger. 
   
  Concoctions, Combustibles, and Wondrous Compounds – Verdeek, proprietor 
   
  Date of transaction: Goodmonth 9, 595 CY 
  Customer’s name: Salisa Tallowburn 
  Delivery address: 172 Soulforged Lane, Gem Quarter, West Side 
  Special Delivery Instructions: Customer will meet delivery outside of house. If customer is 
  not present, wait five minutes - but do not knock on door or try to enter. 
   
  Quantity 
  Item 
  Per Unit
  Total
  12 Suregrip Paste 
  20 
  240 
  6 Freeglide Gel 
  20 
  120 
  3 Catstink 
  50 
  150 
  6 Blendcream 
  50 
  300 
  6 Softfoot Powder - Out of Stock, will deliver by the evening 
  of the 10th of this month. 
  50 
  300 
  2 Lockskip Grease - Out of Stock, will deliver by the evening 
  of the 10th of this month. 
  50 
  100 
   
  Total: 1210  
  Payment: Paid in Full, 9th of Goodmonth, 595 CY 
   
  The UNDERSIGNED Agrees that the quality of product is at its highest upon receipt. 
  Proprietor takes no liability for diminished effect due to misuse.  
  Signed: 
  Salisa Tallowburn 
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 58 
  PLAYER HANDOUT 4 – CURIOUS RUNE 
   
   
   
   
   
  
   
  BIS5-05 Strange Bedfellows 
   
  Page 59 
  BIS5-05 Strange Bedfellows - Critical Events Summary 
   
   
  1) Did the PCs report the Cult of the Daring Feat’s criminal 
  activities to persons of authority? 
   
   
   
  2) Did the PCs tell Cainlan about Jasmine’s note? 
   
   
   
   
  3) Were any nobles killed during the undead attack? If so, 
  how many? 
   
   
   
  4) Were the PCs able to repel the undead forces? 
   
   
   
   
   
   
  If you run this event in November or December of 2005, please e-mail the results from this sheet to a member of the 
  Bissel Triad by January 1st, 2006, or have the Senior DM of your event do so. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS5-05 Strange Bedfellows (3E).pdf