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 jay@viceandvillainy.org.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  BIS6-02 
   
   
   
   
  Seeking Refuge 
  A One-Round D&D® LIVING GREYHAWKTM  
  Bissel Regional Adventure 
  Version 1.0 
   
  by Christopher Ravlin and Jay Babcock 
  Reviewer: Bissel Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Chris Babcock, Lee Burton, Brian Eberhardt, Heather Eberhardt, Derek Knutsen, and Jon Sedich 
   
   
   
  Evard has been vanquished and the ancient capital of Bissel is once again under control of the March. But these grand 
  things mean very little to the common folk. The dispossessed, the disenfranchised, and those just tired of seeing their 
  lives in ruin seek something - anything to make their lives whole once again. They seek refuge.  A Bissel regional 
  adventure for APLs 2-12, and Part 2 of the Rebuilding the March series. 
   
   
   
  
  BIS6-02 Seeking Refuge 
   
  Page 1 
  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, 2007.  
   
  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 to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  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.  
  
  BIS6-02 Seeking Refuge 
   
  Page 2 
   
  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 1st-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 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp 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 
  For three years, war has ravaged the March of Bissel. 
  Evard’s 
  dark 
  threat 
  proved 
  real, 
  and 
  political 
  machinations and treachery have left the entire March in 
  turmoil. Recent events have, however, seen a turn for the 
  better; the Necromancer has been slain, and the capital 
  city of Thornward reclaimed. 
  To many of the common citizens of Bissel, these grander 
  issues are of little importance. What is of interest to them 
  is the effect of the war upon their daily lives. Military 
  conscription had stripped the countryside of its men. 
  Entire baronies had been deprived of craftsmen and 
  laborers, productivity was low, and so was morale. Trust 
  in the government and the nobility was at an all time low 
  - and some had had enough. These proud folk decided, at 
  the low tide, to take matters into their own hands. 
  Once such group decided to simply desert. Near the 
  beginning of 595 CY, three semi-retired adventurers - 
  Purvis Valyr, Silas Foulke, and Aleister Zimm - had been 
  deployed together. They were forced to flee from a 
  doomed battlefield, taking shelter in the remnants of a 
  village laid to ruin during the war. 
  Eventually, Evard’s hordes moved away from the village. 
  The three chose not to return home, and instead started 
  fixing up parts of the town. Over time, other folk came 
  upon the village, and decided to remain. They came from 
  all walks of life - military and common, merchant and 
  man at arms, discontented or displaced. Out of necessity, 
  they formed a working society, which they named 
  Refuge. 
  Refuge has existed for about a year now and things have 
  gone very well. The community is now over a hundred 
  strong. They have their own crops, animals, fodder and 
  security. The town has instituted strict rules and 
  guidelines that have brought peace, prosperity and 
  contentment to all its citizens. Through various friends 
  and allies, Refuge has managed to stay out of sight from 
  those government officials that would bristle at the news 
  of a village operating outside the normal rules. 
  ADVENTURE SUMMARY 
  The PCs are hired by the Department of Tax Collection to 
  search for a missing tax collector. They track down a 
  guide that agrees to take them to the refugee settlement 
  where he was last seen. Along the way, the party is 
  attacked by unusual animals. 
  Upon reaching the settlement, the PCs learn that the tax 
  collector arrived, and seemingly disappeared a day later. 
  They question inhabitants of the town, and gradually 
  unearth a conspiracy to upset the peacefully community. 
  # 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 
  
  BIS6-02 Seeking Refuge 
   
  Page 3 
  The agents of the local baron get desperate, and launch an 
  attack on the town. A tense standoff ensues, as the body 
  of the missing tax collector is found. 
  INTRODUCTION: MISSING IN ACTION 
  Estimated Time: 10 minutes 
  The PCs are summoned to the Department of Tax 
  Collection, where they learn about the missing tax 
  collector. 
  ENCOUNTER 1: COCK & BULL 
  Estimated Time: 5 minutes 
  The PCs question the merchants that carried the 
  threatening message back to Thornward. 
  ENCOUNTER 2: LOOKING TO THE OPEN ROAD 
  Estimated Time: 5 minutes 
  The PCs question the clerics of Fharlanghn that guided 
  the merchants to Refuge, and convince the clerics to take 
  them to the settlement. 
  ENCOUNTER 3: OR TWO IN THE BUSH 
  Estimated Time: 45 minutes 
  Along the way to Refuge, the PCs are attacked by some 
  rather unusual animals. 
  ENCOUNTER 4: FINDING REFUGE 
  Estimated Time: 10 minutes 
  The PCs arrive at Refuge, and talk their way past the gate 
  guards. 
  ENCOUNTER 5: PUT YOUR RIGHT FOOT IN 
  Estimated Time: 15 minutes 
  The PCs stay for a night in the Threshold Inn. 
  ENCOUNTER 6: TAKE YOUR RIGHT FOOT OUT 
  Estimated Time: 5 minutes 
  The PCs are interviewed by a member of the Refuge 
  Triumvirate. 
  ENCOUNTER 7: DARK SIDE OF THE RAINBOW 
  Estimated Time: 5 minutes 
  The PCs explore the village of Refuge. 
  ENCOUNTER 8: MIDDLE OF THE MATTER 
  Estimated Time: 10 minutes 
  The PCs investigate the Refuge town hall. 
  ENCOUNTER 9: THE TROUBLE I’VE SEEN 
  Estimated Time: 10 minutes 
  The PCs investigate the Refuge jail. 
  ENCOUNTER 10: SO MOTE IT BE 
  Estimated Time: 10 minutes 
  The PCs investigate the Refuge temple. 
  ENCOUNTER 11: SECRETS AND SOLUTIONS 
  Estimated Time: 15 minutes 
  The PCs investigate the Refuge alchemist shop. 
  ENCOUNTER 12: NOTHING TO SEE HERE 
  Estimated Time: 5 minutes 
  The PCs investigate the Refuge mill. 
  ENCOUNTER 13: BACK AT THE INN 
  Estimated Time: 10 minutes 
  The PCs return to the inn, and are accosted by another 
  Triumvirate member. They also overhear two merchants 
  discussing something suspicious. 
  ENCOUNTER 14: CATCH! 
  Estimated Time: 40 minutes 
  The Threshold Inn is attacked. The PCs escape, and 
  confront the agents of the Baron. 
  ENCOUNTER 15: SHOWDOWN 
  Estimated Time: 15 minutes 
  The body of the tax collector is located, and a tense 
  standoff ensues between the townsfolk and agents of the 
  Baron. 
  CONCLUSION A: THE HOME TEAM 
  Estimated Time: 5 minutes 
  The PCs side with the townsfolk. They return to 
  Thornward with the tax collector’s body. 
  CONCLUSION B: LOOSE ENDS 
  Estimated Time: 5 minutes 
  The PCs side with the agents of the baron. They return to 
  Thornward with the tax collector’s body. 
  PREPARATION FOR PLAY 
  The expected running time of this adventure is 3 hours, 
  30 minutes. If this is running during a standard 4-hour 
  convention slot, this allows 25 minutes for marshalling, 
  and 5 minutes for paperwork distribution. 
  
  BIS6-02 Seeking Refuge 
   
  Page 4 
  INTRODUCTION: MISSING IN 
  ACTION 
  As the adventure begins, the characters are contacted by 
  Colin Aurus, an undersecretary to the Federal Exchequer 
  who wishes to engage the party in a matter of grave 
  importance. 
   
  “Evard is dead! “ The cries of joy still echo in 
  your mind. “The necromancer is fallen! Long stand 
  the March of Bissel!” 
   
  The last month of CY 595 began with dire 
  tidings. A horde of undead abominations pushed 
  south from Thornward and was on the doorstep of 
  Pellak, itself. But in a mere matter of weeks, the 
  situation went from certain defeat to unbelievable 
  victory – the horde was destroyed, and the Great 
  Army assaulted Evard’s defenses. After a tense 
  battle, the necromancer was defeated. 
   
  It has been several months, and the revels of 
  Needfest are still apparent – banners of the Bissel 
  crest still hang from many buildings, and the 
  general tenor is much more upbeat. It is a rebirth 
  for the March. 
   
  Since the liberation of Thornward, things have 
  quieted down. All across the March, men have gone 
  home to pick up the tools of trades left behind due 
  to military conscription. Many lives have been lost 
  and many more ruined. In the aftermath of the war, 
  the March has begun to rebuild. 
   
  As adventurers, life is seldom boring, but even 
  your lives have quieted down as of late. You and 
  some comrades are just discussing this very issue 
  over a few bowls of the Prancing Pixie’s house stew, 
  a welcome and warming contrast to the numbing 
  chill that has settled over Thornward. 
   
  At this point, allow the PCs a few moments to briefly 
  introduce themselves to each other. 
   
  The PCs may wish to gather some information and 
  rumors before beginning the adventure. The following 
  are rumors they can pick up with a Gather Information 
  check that beats the DC listed. The truth or falsehood of 
  each rumor will be revealed with the passage of time. 
  DC 15 
  • 
  Following the fall of Evard, the Bissel government 
  has rapidly moved the capital back to the city of 
  Thornward. 
  • 
  Many of Evard’s agents escaped from Thornward, 
  and are living among the common citizenry. All 
  spellcasters are required to sign an Oath of Loyalty, 
  stating that they are not necromancers. 
  • 
  Lady Saralind Markavan, the Regent of Bissel, has 
  died. This leaves the March leaderless during these 
  troubling times. 
  DC 20 
  • 
  Evard’s undead forces were obliterated by a ‘great 
  light in sky’, rumored to be a weapon developed in 
  secret from Evard’s own research. 
  • 
  Adventurers snuck into Thornward via the Plane of 
  Shadow, and closed a secret gate that the 
  necromancer was using to bolster his forces. 
  • 
  The two adventurers that slew Evard were 
  obliterated in the resulting explosion. Nym 
  Greenbottle and Mason “Grandpa” DeVillars have 
  been declared Martyrs of the March. 
  • 
  Thornward Keep is being repaired extraordinarily 
  quickly. The government is preparing to receive a 
  delegation from the Court of the Land. 
  DC 25 
  • 
  The Evard that terrorized Bissel for so long was not 
  really the Baron Evard Markavan, just someone that 
  stole his identity. 
  • 
  Evard the necromancer was not necessarily killed. 
  There was a great explosion, and no body was found. 
  Divinations trying to ascertain the truth have failed. 
  • 
  The Barony of Nightwatch is healing itself following 
  the death of Evard. The grass is greener, the air is 
  cleaner, and the people go about their daily business 
  with a newfound bounce in their step. 
  DC 30 
  • 
  A man arrested for suspicion of being a necromancer 
  developed odd black marks on his skin while in jail, 
  and finally died from the unknown malady. The 
  incident was explained away as some sort of mishap 
  that occurred while messing around with forbidden 
  magic.  
  • 
  Many of the Barons would like to seize the vacant 
  Margrave’s seat, which will be voted upon at the next 
  Council in Sunsebb of CY 596. The wheels of politics 
  have already begun turning, though no one can 
  predict who will come out on top. 
   
  When they are finished with introductions and 
  rumors, continue: 
   
  A young man enters the common room of the 
  tavern He seems flustered, almost panicked, as he 
  surveys the occupants. Spying your table, he hustles 
  over. 
   
  If the PCs succeed at a Knowledge [nobility & 
  royalty] or Knowledge [local - Sheldomar Valley 
  Metaregion] check (DC 15) they recognize his livery as 
  
  BIS6-02 Seeking Refuge 
   
  Page 5 
  that of the Ministry of the Exchequer. If the result is 
  higher (DC 20) they recognize it specifically as that of the 
  Department of Tax Collection. 
   
  “Greetings! I have been sent to find adventurers 
  with some experience working for the government. 
  Gads! I hoped to find you hours ago. I never realized 
  how many taverns and bars are in this city! Anyhow, 
  I have been sent by my boss, Colin Aurus, a 
  government official who would like to speak to you 
  in regards to a matter of some importance. I was told 
  to inform you that the job pays quite well, but you 
  must come with me immediately, if you are 
  interested.” With that, the young man awaits your 
  decision. 
   
  The young man has very little information about the 
  request. He will answer any questions posed; however he 
  grows more and more impatient. He can relate the 
  following: 
  • 
  His name is Logan Stewart. He is a junior auditor in 
  the Department of Tax Collection. 
  • 
  Colin Aurus is his boss. He is an Undersecretary to 
  the Exchequer of the federal government, and is an 
  impatient taskmaster. 
  • 
  Colin was rather insistent that he find individuals to 
  assist him as soon as possible. 
   
  Once the PCs have agreed to follow him, continue 
  with the following: 
   
  Logan leads you at a break neck pace across the 
  central square of Thornward towards one of the 
  many 
  large 
  municipal 
  buildings 
  that 
  flank 
  Thornward Keep. The office is on the 3rd floor and 
  the young man takes the stairs two at a time. 
   
  You are not in the hallway for one second before 
  you hear a booming voice from down the hall yell, “I 
  don’t care what you do! Find Stewart and find out 
  where those adventurers are! If he is lollygagging in 
  some tavern somewhere, I’ll have his hide!” 
   
  An impeccably dressed woman comes out into 
  the hallway as you approach. Upon seeing you, she 
  turns right back around, her demeanor noticeably 
  calmer. 
   
  “I have found them Sir.” 
   
  As you enter the front office, you see the woman 
  now sitting at the desk reading some papers. 
  Through the door to the interior office, you see a 
  rotund, red-faced man with a thick, waxed 
  moustache. He is standing behind a desk glowering 
  at your guide. 
   
  “Are these them!?! Hrmph. Stewart you wait 
  outside for me to finish this meeting, and then you 
  and I are going to have a little chat. And close the 
  door on your way out!” 
   
  Logan leaves and gently closes the door. With an 
  exasperated sigh, Colin Aurus collapses into a chair 
  that threatens to crumple with every squeak. 
   
  “Now 
  then, 
  I 
  am 
  Colin 
  Aurus, 
  CHIEF 
  Undersecretary to the Minister of the Exchequer. 
  And of course, I know of you - You have come highly 
  recommended to me as… people… of some skill and 
  experience. However, I must tell you upfront that I 
  wary of using “outsiders” on such a sensitive matter. 
  Never the less, it seems I must - so here are the 
  particulars. 
   
  It has come to our attention that a number of 
  citizens have been displaced by the war, and have 
  formed 
  new 
  settlements. 
  These 
  people 
  are 
  uncounted and their tax debt unaccounted in our 
  ledgers. 
   
  Obviously, this cannot be tolerated. We’ve sent 
  our tax collectors out to assess the situation. One of 
  our men, Bernard Fletcher by name, was assigned to 
  a section of the Barony of Bandalar. He was 
  supposed to report back nearly a week ago. His 
  tardiness, 
  though 
  vexing, 
  was 
  somewhat 
  understandable – we don’t know exactly how many 
  refugees are out there. 
   
  Unfortunately, our wait has come to an abrupt 
  end. Yesterday morning we received… this:” 
   
  Aurus reaches into a desk drawer and pulls out a 
  worn leather bag. He then unceremoniously dumps 
  its contents on to the desk. Two severed hands land 
  with a sickening thud. They appear to be the hands 
  of a human adult. On one hand is a signet ring with 
  the same heraldic device born by the employees of 
  the Exchequer. A small piece of parchment falls out 
  of the bag, as well, a phrase written upon it: ‘SEEK 
  NOT REFUGE”. 
   
  If the PCs can make a Heal check (DC 15) they can 
  tell that the hands belonged to a lean male human, in his 
  mid-adult years. If the check is higher (DC 20), they can 
  tell that the hands were removed while the victim was 
  still alive. 
   
  “We cannot let such an egregious act of defiance 
  to go unpunished. I would like for you to investigate 
  this deed, so that justice may be done. Oh, and if you 
  have time, recover Fletcher’s body, his wife might 
  want it back.” 
   
  The undersecretary can relate the following 
  information, if questioned: 
  • 
  The Department will pay the PCs 50 gp each, upon 
  successfully returning with a useful report.  
  • 
  The missing tax collector sent back early reports via 
  merchants he encountered in the area. This is a 
  common practice for non-sensitive materials and 
  messages. 
  
  BIS6-02 Seeking Refuge 
   
  Page 6 
  • 
  The severed hands were delivered in the same 
  manner. 
  • 
  The merchants that delivered the package were 
  pretty shaken up when they learned about the grisly 
  contents. They agreed to remain at the Cock & Bull, 
  a tavern and inn near the Eastern Gate, until the 
  Department could send someone to question them. 
   
  Once the PCs decide to head to the Cock & Bull, 
  continue with Encounter 1. 
  All APLs 
  � Logan Stewart: Male human Com2 (Bluff +1, 
  Sense Motive +1); AL LG. 
  � Chief Undersecretary Colin Aurus: Male 
  human Ari4 (Bluff +2, Sense Motive +1); AL LN. 
  ENCOUNTER 1: COCK & BULL 
  The Cock & Bull is set just inside the Eastern Gate of 
  Thornward, along the Fals River. The simple 
  wooden sign bears a carving of a rooster standing on 
  the back of a bull. The entrance is a high arched 
  wooden door between two leaded-glass windows. 
  The ruddy light of several oil lamps indicates that 
  the business is open. 
   
  Upon entry, you see that the Cock & Bull is 
  quite busy, even at this early hour. There are several 
  groups eating and talking. Two men are wagering 
  over darts. There are still a few tables open as well as 
  a couple of stools at the bar. 
   
  If the PCs ask around, they quickly learn that the 
  two men at the dart board are the merchants they seek. 
  They can provide the following information: 
  • 
  They are Stannis Gleason and Brandon Foulke, 
  merchants out of Dountham. 
  • 
  They trade in all sorts of goods – anything that will 
  garner them a profit. 
  • 
  They always try to take a Guidebrother of 
  Fharlanghn along with them for luck on their 
  journeys. 
  • 
  On their last journey, the cleric with them was 
  particularly knowledgeable of some of the refugee 
  settlements, and led them to some fairly profitable 
  locations. 
  • 
  At one of these unscheduled stops – a fairly large 
  settlement – they were paid to carry a few packages 
  to Thornward. The grisly package that was delivered 
  to the Undersecretary was among them. 
  • 
  They do not recall who gave them any particular 
  package. It didn’t seem important at the time. 
  • 
  The cleric that guided them on this last trip was 
  Guidebrother Francilis. 
  • 
  If the PCs want to catch up with the Guidebrother, 
  they should head to the Shrine of Fharlanghn near 
  the Watchtower Gate… but they’d better hurry. The 
  clerics of the Traveler don’t stay in one place for very 
  long. 
   
  Once the PCs decide to head to the Temple of 
  Fharlanghn, continue with Encounter 2. 
  All APLs 
  � Stannis Gleason: Male human Com4 (Bluff +4, 
  Sense Motive +2); AL LG. 
  � Brandon Foulke: Male human Com4 (Bluff +3, 
  Sense Motive +3); AL LG. 
  ENCOUNTER 2: LOOKING TO 
  THE OPEN ROAD 
  You make your way down through the boroughs of 
  the city to the southern-most gate. A steady flow of 
  merchants and common travelers bustle about here, 
  either coming or going on the Watchtower Road. 
   
  Alongside the main thoroughfare lies the 
  Shrine of Fharlanghn. More like a market plaza than 
  a traditional temple, the structure is open to the sky. 
   
  If the PCs succeed at a Knowledge [religion] check 
  (DC 10) they can identify Fharlanghn as an Oeridian 
  deity of roads and travel. Known as the Dweller on the 
  Horizon, his clerics act as guides, caravan guards, and 
  nomads. 
   
  As you enter the shrine, you notice a number of 
  men standing around a glowing brazier, warming 
  their hands. They notice you, and one walks over 
  towards you. Beneath his traveling cloak, you can 
  see the glint of a holy symbol – a wooden disk 
  bearing a curved line and crescent. 
   
  “My fellow travelers! Welcome! Please, come 
  join us. It is far too cold to stand on ceremony.” 
   
  The cleric can provide the following information, if 
  questioned: 
  • 
  He is Francilis, a Guidebrother of Fharlanghn. If the 
  PCs played BIS5-IS4 Faith No More, they have 
  traveled with him before. 
  • 
  Guidebrothers are often hired as guides and escorts 
  for caravans. 
  • 
  He was engaged in Dountham as a guide for the 
  merchants that the PCs met at the Cock & Bull. 
  • 
  He has extensively traveled the northern reaches of 
  Bissel. He has encountered numerous refugees – 
  folks displaced by the ravages of war. 
  
  BIS6-02 Seeking Refuge 
   
  Page 7 
  • 
  He led the merchants to a refugee village. The village 
  isn’t well known, and doesn’t receive much in the 
  way of commercial traffic. 
  • 
  Before departing, a few villagers gave the merchants 
  parcels to carry to Thornward – a fairly common 
  occurrence. 
   
  Francilis will, under no circumstances reveal the 
  location of Refuge. However, if the PCs succeed at a 
  Diplomacy check (DC 10) he can be persuaded to take 
  the PCs to it, without revealing its location to them… for 
  a price. He will charge the PCs each 5 gp. A successful 
  Bluff, Diplomacy, or Intimidate check (DC 15) will allow 
  a PC to reduce their fee to only 3 gp each. 
   
  Once the PCs convince Francilis to escort them, 
  continue with Encounter 3. 
  All APLs 
  � Guidebrother Francilis: Male human Clr5 
  (Bluff +7, Sense Motive +4); AL NG. 
  ENCOUNTER 3: OR TWO IN 
  THE BUSH 
  “Well then, no time to waste.” Francilis looks you 
  over with a smile. “Get yourselves ready, and meet 
  me back here in an hour. I’ll procure a few mounts.” 
   
  The PCs have an hour to make any special 
  preparations. If they wish to purchase equipment or 
  services, they are in luck – Thornward is the heart of 
  trade in the March. They can purchase anything from the 
  following PHB tables: Table 7-3: Trade Goods, Table 7-5: 
  Weapons (small & medium sized), Table 7-6: Armor and 
  Shields, Table 7-8: Goods and Services (except they can’t 
  have spells cast by NPCs). They may not purchase llamas 
  smaller than medium size. They may purchase any 
  potion, oil, or scroll from the DMG Tables 7-17, 7-23, or 7-
  24 with a market price of 750 gp or less, and any standard 
  spell components up to 2,000 gp in value.  
   
  Once they have made any preparations, continue: 
   
  True to his word, when you return to the shrine, 
  Guidebrother Francilis is waiting with a number of 
  mounts. He secures a final saddlebag, and leads you 
  out through the Watchtower Gate. Within minutes, 
  you are on your way. 
   
  The rest of the day passes quickly. You travel 
  west through the lowlands of the Fals river valley, 
  along the Ward Way towards Dountham. 
   
  As the sun creeps low on the horizon, you leave 
  the valley and enter the plains of Nightwatch. Even 
  though it is still winter, the land is a vibrant green, 
  as if it were the middle of spring. As you progress 
  further, the grassy plains give way to dense forest. 
   
  “Oh, good… glad I’m not the only one,” Francilis 
  says to no one in particular as he looks around at the 
  terrain. “Ever since ol’ Evard met his end, the land 
  has been reacting. These trees, for instance… I’ve 
  been walking this land all my days… this forest 
  wasn’t here before. It’s like the land is coming back 
  to life…” 
   
  If the PCs succeed at a Knowledge (nature) or 
  Survival check (DC 10) they realize that this growth is 
  clearly unnatural. If they succeed at a Knowledge 
  (arcana) check (DC 15) they know that druids and 
  rangers can influence the growth of plants, but the sheer 
  scope of the growth here would require an impossibly 
  large and powerful group to accomplish.  
   
  The sun rapidly disappears behind the tree 
  cover, and your guide locates a decent clearing to 
  camp for the night. The moon is full, but barely 
  penetrates the forest ceiling, casting a plethora of 
  eerie shadows. As you huddle around your campfire, 
  you can’t help but feel that something is watching 
  you. After a few hours, it strikes you: there is no 
  sound – no howl of wind, no woodland foragers. 
   
  Suddenly, the Guidebrother cocks his head and 
  looks around. 
   
  “Did you hear that?” 
   
  Have the PCs make Listen checks (DC 10 + APL). If 
  they succeed, they may act during the surprise round. 
   
  If the PCs are playing at APL 2 or 4, read the 
  following: 
   
  Near the edge of the clearing, the brush 
  shudders for a moment before several squat 
  creatures burst from within. The beasts charge at 
  you, teeth bared and growling. 
   
  If the PCs are playing at APL 6 or 8, read the 
  following: 
   
  Near the edge of the clearing, the brush 
  shudders for a moment – and then disappears – 
  beneath the feet of several large creatures that burst 
  from within. The huge bears charge at you, teeth 
  bared and growling. 
   
  If the PCs are playing at APL 10 or 12, read the 
  following: 
   
  Near the edge of the clearing, you see several 
  small trees falling towards you. After a split second 
  of confusion, you realize the trees are actually being 
  uprooted by the antlers of massive beasts that have 
  just trampled through where the copse once stood. 
  Their forms cast huge shadows on the ground as 
  they charge at you. 
  APL 2 (EL 5) 
  � Dire Badgers (3): hp 33 each; see Monster 
  Manual, page 62. 
  
  BIS6-02 Seeking Refuge 
   
  Page 8 
  APL 4 (EL 7) 
  � Dire Wolverines (3): hp 53 each; see Monster 
  Manual, page 66. 
  APL 6 (EL 9) 
  � Dire Bears (2): hp 123 each; see Monster Manual, 
  page 63. 
  APL 8 (EL 11) 
  � Dire Bears (4): hp 123 each; see Monster Manual, 
  page 63. 
  APL 10 (EL 13) 
  � Dire Elk of Legend (4): hp 198 each; see 
  Appendix 5. 
  APL 12 (EL 15) 
  � Advanced Dire Elk of Legend (4): hp 344 each; 
  see Appendix 6. 
   
  Tactics: The beasts will straightforwardly attack, 
  charging the nearest opponent, and attacking him until 
  he falls. Guidebrother Francilis will not fight in this 
  combat. 
   
  Developments: 
  If 
  the 
  animals 
  manage 
  to 
  incapacitate a PC, and the remaining PCs retreat, the 
  animals will not pursue. Instead, they will drag the 
  incapacitated PCs back to their lair, where they will be 
  slain and devoured. 
   
  If the PCs succeed in the combat, and can make a 
  Search check (DC 20) or Survival check with the Track 
  feat (DC 15) they can backtrack along the animals’ route, 
  and find their lair – an unstable sinkhole. Read the 
  following if the PCs stumble into it: 
   
  The tracks lead you a short distance through the 
  woods. Suddenly, the ground beneath you collapses! 
  APL 2 (EL 2) 
  � Camouflaged Pit Trap: CR 2; mechanical; 
  location trigger; repair reset; DC 20 Reflex save 
  avoids, 20 ft. deep (2d6, fall); Search DC 24; Disable 
  Device DC 19. 
  APL 4 (EL 3) 
  � Camouflaged Pit Trap: CR 3; mechanical; 
  location trigger; repair reset; DC 21 Reflex save 
  avoids, 30 ft. deep (3d6, fall); multiple targets (first 
  target in each of two adjacent squares); Search DC 
  24; Disable Device DC 18. 
  APL 6 (EL 4) 
  � Camouflaged Pit Trap: CR 4; mechanical; 
  location trigger; repair reset; DC 22 Reflex save 
  avoids, 40 ft. deep (4d6, fall); multiple targets (first 
  target in each of two adjacent squares); Search DC 
  26; Disable Device DC 20. 
  APL 8 (EL 5) 
  � Camouflaged Pit Trap: CR 5; mechanical; 
  location trigger; repair reset; DC 23 Reflex save 
  avoids, 50 ft. deep (5d6, fall); multiple targets (first 
  target in each of two adjacent squares); Search DC 
  28; Disable Device DC 22. 
  APL 10 (EL 6) 
  � Camouflaged Pit Trap: CR 6; mechanical; 
  location trigger; repair reset; DC 24 Reflex save 
  avoids, 60 ft. deep (6d6, fall); multiple targets (first 
  target in each of two adjacent squares); Search DC 
  29; Disable Device DC 24. 
  APL 12 (EL 7) 
  � Camouflaged Pit Trap: CR 7; mechanical; 
  location trigger; repair reset; DC 29 Reflex save 
  avoids, 70 ft. deep (7d6, fall); multiple targets (all 
  targets within a 10-ft.-by-10-ft. area); Search DC 29; 
  Disable Device DC 26. 
   
  If the PCs survive the trap, they can find a few 
  trinkets from past meals within the sinkhole. 
  Treasure: 
  APL 2: L: 0 gp, C: 2 gp, M: pearl of power (1st level spell) 
  (83 gp), Quaal's feather token (tree) (33 gp). 
  APL 4: L: 0 gp, C: 2 gp, M: chime of opening (250 gp), 
  horn of hog (166 gp), pearl of power (1st level spell) (83 
  gp), Quaal's feather token (tree) (33 gp). 
  APL 6: L: 0 gp, C: 2 gp, M: candle of truth (208 gp), 
  chime of opening (250 gp), horn of hog (166 gp), pearl of 
  power (1st level spell) (83 gp), Quaal's feather token (tree) 
  (33 gp). 
  APL 8: L: 0 gp, C: 2 gp, M: candle of truth (208 gp), 
  chime of opening (250 gp), horn of hog (166 gp), pearl of 
  power (1st level spell) (83 gp), pipes of sounding (150 gp), 
  Quaal's feather token (tree) (33 gp). 
  APL 10: L: 0 gp, C: 2 gp, M: candle of truth (208 gp), 
  chime of opening (250 gp), circlet of persuasion (375 gp), 
  horn of hog (166 gp), pearl of power (1st level spell) (83 
  gp), pipes of sounding (150 gp), Quaal's feather token 
  (tree) (33 gp), stone salve (333 gp). 
  APL 12: L: 0 gp, C: 2 gp, M: candle of truth (208 gp), 
  chime of opening (250 gp), circlet of persuasion (375 gp), 
  horn of hog (166 gp), pearl of power (1st level spell) (83 
  gp), pipes of sounding (150 gp), Quaal's feather token 
  (tree) (33 gp), stone salve (333 gp). 
  Also within the sinkhole is the body of a dead traveler. If 
  the PCs spend the time to retrieve the body from the 
  sinkhole, and give it a proper burial, they earn the 
  ‘Respect of the Wayward Son’ favor on the Adventure 
  Record. 
  Once the PCs are ready to proceed on their journey, 
  continue with Encounter 4. 
  
  BIS6-02 Seeking Refuge 
   
  Page 9 
  ENCOUNTER 4: FINDING 
  REFUGE 
  The rest of your trip continues without incident. 
  Around noon, Francilis breaks off of the Ward Way, 
  and leads you north into the Barony of Bandalar. 
   
  As the shadows of dusk advance across your 
  path, you find yourself cresting a hill and looking 
  down upon a large clearing. A tall fieldstone farm 
  wall is surrounded by sharp pickets driven into the 
  ground, forming a meager first line of defense. The 
  worn path you are on leads you towards a makeshift 
  gate in the stone wall. A tall, three-story stone and 
  wood building straddles the wall to the left of the 
  gate. 
   
  “Well, here we are…” Guidebrother Francilis 
  surveys the village before you with a satisfied gaze. 
  “Welcome to Refuge… A place of hopes and dreams, 
  weathering out the storm.”  
   
  Nearing the gate, the two guards posted there 
  come to attention and await your approach. Both 
  men are burly and each carries an unadorned pike. 
   
  If the PCs succeed at a Spot check (DC 22) they 
  notice that there is a pair of camouflaged platforms 
  hidden in the trees at the edge of the clearing. Each holds 
  an archer, who is training a bow upon the party with an 
  arrow knocked. If they succeed at a Survival check (DC 
  15) they realize that these blinds are positioned so that 
  the archers would see approaching visitors before they 
  could themselves be easily noticed.  
   
  Once the PCs decide to approach the gate, continue: 
   
  As you arrive in front of the posted guards, one 
  of them holds out a hand and speaks. 
   
  “Halt! Who are you, and what business do you 
  have in the village of Refuge?” 
   
  The guards will ask basic questions about the party’s 
  intentions (intent, point of origin, length of stay, etc.). 
  They have an initial attitude of Indifferent. To gain 
  admittance through Diplomacy, the PCs must shift their 
  attitude to Friendly (PHB, page 71). If the PCs are 
  particularly cooperative, and provide believable answers 
  to the guards’ questions, you may award them a 
  circumstance bonus up to +5. If their answers sound 
  suspicious, you may apply a penalty up to -5. If the PCs 
  attempt to lie, allow the guards a Sense Motive check 
  against the speaker’s Bluff check. If the PCs are caught in 
  a lie or act in a hostile manner, you may apply a penalty 
  up to -15. 
   
  The PCs may also attempt to bully their way past the 
  guards with an Intimidate check (DC 1d20 + 4). 
  However, if they attempt this, they automatically receive 
  a penalty to Diplomacy checks for hostile actions, as 
  above. If they fail the Intimidate check by 5 or more, they 
  are denied access to Refuge, and the adventure is 
  effectively over. 
   
  If the PCs manage to talk their way past the guards, 
  continue with the following: 
   
  “Very well, then. It is law in Refuge that all 
  travelers must spend their first night at the 
  Threshold Inn. No exceptions. You will meet with a 
  member of the Triumvirate in the morning. Follow 
  me…” 
   
  The speaker leaves his post, and heads towards 
  the large building to the left of the gate. He opens a 
  large iron-shod door, and gestures for you to enter. 
   
  “Enjoy your stay in Refuge.” 
   
  Without further pause, he closes the door 
  behind you. 
   
  Once the PCs are inside the Threshold Inn, continue 
  with Encounter 5. 
  All APLs 
  � Town Guards (2): Male human Ftr3 (Bluff +2, 
  Sense Motive +4); AL NG. 
  ENCOUNTER 5: PUT YOUR 
  RIGHT FOOT IN 
  Entering the inn, your senses are overloaded – the 
  smell of freshly cooked meat lingers in your nose, 
  the sound of laughter echoes in your ears. A 
  beautiful woman sitting by the fireplace - whose red 
  hair seems aglow with reflections of the flames - 
  catches your eye. 
   
  There are several patrons seated around the 
  common room. Many appear to be either local 
  farmers or craftsmen. They look up at your entrance, 
  take stock of you, and then turn back to their 
  friends. 
   
  “Hello, travelers!” From behind the bar, a short, 
  wide man waves at you. “Welcome to the Threshold. 
  What can I get for ye? We have a fine roast o’ venison 
  on tonight and a fine soup, if you’d rather.” 
   
  The 
  innkeeper 
  can 
  provide 
  the 
  following 
  information, if questioned: 
  • 
  His name is Riley Cross. He is the proprietor of this 
  inn. 
  • 
  The Threshold Inn is the first stop for all those 
  desiring entrance to Refuge for the first time. 
  • 
  Cost of a room is 3 sp per night. 
  • 
  One of the Triumvirate members will be here in the 
  morning to question them. He will decide if the PCs 
  will be allowed admittance into Refuge. 
  
  BIS6-02 Seeking Refuge 
   
  Page 10 
  • 
  He remembers the tax collector coming to town not 
  that long ago. He remembers him being denied 
  entrance, but that he was very interested in Refuge. 
  If he had to guess, it sounded like the man wanted to 
  stay. 
  • 
  The tax collector never checked out of his room. The 
  innkeeper was forced to gather up his belongings, so 
  he could reuse the room. 
  • 
  There is one other visitor in Refuge tonight – Eve 
  Mirron. She sells reagents and chemicals to the 
  alchemist shop. 
  • 
  The only way out of the inn and into Refuge is 
  through the door on the other side of the common 
  room. They will only be allowed to enter if they are 
  approved by the Triumvirate. 
  The PCs may look through the tax collector’s 
  belongings. There is nothing of consequence. It appears 
  that the tax collector was planning to return – none of 
  the ‘essentials’ are missing. 
   
  The PCs may also wish to gather additional 
  information from the other patrons of the inn. The 
  following items are available, with the required DCs for 
  Gather Information checks: 
  General 
  • 
  (DC 10) Refuge has received an unusually high 
  number of visitors lately. 
  • 
  (DC 15) Eve Mirron – one of the inn patrons - has 
  some sort of sinister agenda. She has made five 
  recent trips to Refuge. 
  • 
  (DC 25) A couple of people have died recently of 
  some unknown ailment. Those stricken have been 
  quarantined in the temple infirmary. 
  • 
  (DC 30) Millicent Porter is the latest victim of the 
  disease. 
  Village of Refuge 
  • 
  (DC 10) Refuge has one cow, bull, lamb and sheep 
  for every man, woman and child, in addition to two 
  chickens, a goat, and one bushel of whey and corn. 
  • 
  (DC 15) The best thing a newcomer to Refuge can do 
  is not to rock the boat. Just follow the admission 
  procedure and everything will be smooth. 
  • 
  (DC 20) The Triumvirate are the founding members 
  of the village. They built the settlement upon the 
  remains of a ruined village, sacked during the war. 
  Missing Tax Collector 
  • 
  (DC 10) A federal tax collector arrived in town about 
  a month ago. 
  • 
  (DC 15) “If they have sent one tax collector, who is 
  to say that more are not on the way? Or what if they 
  send soldiers instead?” 
  • 
  (DC 15) The official seemed a likeable person, but 
  was irked at having to spend the night in the 
  Threshold as it was still early in the day. He did not 
  understand why he was not allowed into the village 
  proper. 
  • 
  (DC 18) Instead of simply leaving, Fletcher stayed on 
  an extra day here in the inn. 
  • 
  (DC 20) Purvis Valyr, one of the Triumvirate, 
  interviewed Fletcher. Valyr politely told Fletcher 
  that Refuge was not part of Bissel, and as such did 
  not acknowledge his authority to collect taxes. 
   
  The lovely woman by the window is Eve Mirron. 
  She can provide the following information, if questioned: 
  • 
  This is her fifth trip to Refuge. 
  • 
  She doesn’t trouble herself with most of the 
  residents of town – she generally deals only with the 
  innkeeper for lodging and the alchemists to sell her 
  reagents and chemicals. This has sparked some nasty 
  rumors about her. 
  • 
  Otto and Ida Uller are the village alchemists. Their 
  shop is called ‘Uller’s Ointments and Unguents’. 
   
  The night will go without event if the PCs choose to 
  retire for the night. The only doors out of the inn are 
  accessed by going through the main area, so they cannot 
  sneak out without being seen. 
   
  Once the PCs have decided to retire for the evening, 
  continue to Encounter 6. 
  All APLs 
  � Riley Cross: Male human Com5 (Bluff +2, Sense 
  Motive +2); AL LG. 
  � Eve Mirron: Male human Com2 (Bluff +2, Sense 
  Motive +0); AL N. 
  ENCOUNTER 6: TAKE YOUR 
  RIGHT FOOT OUT 
  Morning comes quickly after the best night of sleep 
  you have had in quite some time. Breakfast is served 
  buffet-style in the large main room. A variety of 
  breads are offered along with a selection of cheeses, 
  smoked and dried meats, pickles and boiled eggs. 
  Watered wine, beer, cider and tea are offered as 
  drinks. 
   
  You are just finishing your meal when a striking 
  figure enters the inn. He is a tall man dressed in 
  traveling leathers. A fine axe rests in a loop on his 
  belt and a short sword is on the opposite hip. His 
  
  BIS6-02 Seeking Refuge 
   
  Page 11 
  movements are lithe and sure as his long steps bring 
  him over to your table. 
   
  He grabs a chair and spins it around. He sits 
  down with the back of the chair facing you. Taking 
  his hat off, he looks you over quickly, “Well met, 
  travelers. Welcome to Refuge. My name is Purvis 
  Valyr, one of the founders of this fine village. It is 
  my duty to meet every traveler who seeks to enter 
  Refuge and determine whether you will be allowed 
  to enter or asked to leave. Now, tell me what brings 
  you here? 
   
  Valyr is an ex-adventurer. He knows the game and 
  suspects that the PCs may be here as mercenaries. But he 
  is willing to listen to them. 
   
  If the PCs are rude or violent during the interview, 
  they will be denied entry, earning the ‘Cast Out of the 
  Village of Refuge’ favor on the Adventure Record. If 
  questioned about or the name of the tax collector is 
  mentioned, Valyr will become suspicious. If the PCs 
  seem to pose no threat, they will be allowed a two-day 
  pass into Refuge. 
   
  Valyr can provide the following information, if 
  questioned: 
  • 
  Refuge is a little over a year old. 
  • 
  Silas Foulke, Aleister Zimm and he make up the 
  Triumvirate. 
  • 
  They are a peaceful group and are loathe having 
  anyone upset that. 
   
  If denied entry, the PCs will have to find an 
  alternate, furtive way into Refuge. There are certainly 
  breaks in the outer wall they could sneak through. Valyr 
  will not entertain a second interview with them. 
   
  If Valyr allows entry, continue with the following: 
   
  “Well, then. I see no reason not to allow you to 
  enter our fine town.” 
   
  Reaching into his left coat pocket, he removes a 
  piece of folded paper and hands it to you. “This is a 
  map of Refuge. As this is your first visit, no doubt 
  you will need it.” 
   
  Reaching into his right coat pocket, he removes 
  several colored sashes and hands one to each of you. 
  “You must wear these at all times during your stay in 
  Refuge. It identifies you as a visitor here.” 
   
  He leads you across the main hall and towards 
  the door opposite where you came in.  
   
  “You may go where you wish, but be mindful to 
  be courteous and polite. Stop by the town hall so 
  that Sarana can enter you in our visitor’s log. Enjoy 
  your stay – we’ll be seeing you around!” 
   
  Once the PCs have passed through the door into 
  Refuge proper, continue with Encounter 7. 
  All APLs 
  � Purvis Valyr: Male human Rng8 (Bluff +2, 
  Sense Motive +7); AL NG. 
  ENCOUNTER 7: DARK SIDE OF 
  THE RAINBOW 
  On the other side of the wall, the road into Refuge 
  proper winds its way through well-kept gardens and 
  vegetable plots on one side and pastures on the 
  other. No houses are in this area, though there are a 
  few field shacks. 
   
  The path rises up to a small hill where the 
  village is located. The village is laid out in a roughly 
  circular arrangement. Small houses are positioned 
  around a large green. In the center of the green is a 
  tall festival pole. 
   
  Three structures stand out in the village: the 
  first looks like a large pavilion with open sides - a 
  workshop of some kind, as you see several workers 
  bustling about. At the other end of the village is a 
  structure that might be a church or possibly the 
  town hall. The last large building you cannot see in 
  its entirety. It is behind some of the houses on the 
  far side of the village. You can see the top parts of 
  two large silos, however, and the peak of a gable. 
   
  The PCs may roam wherever they wish within the 
  town for today. Proceed to the appropriate encounter. As 
  it is now late morning, they may not get to every location.  
   
  If the PCs wish to visit the town hall, proceed to 
  Encounter 8. 
   
  If the PCs wish to visit the jail, proceed to Encounter 
  9. 
   
  If the PCs wish to visit the church, proceed to 
  Encounter 10. 
   
  If the PCs wish to visit the alchemist, proceed to 
  Encounter 11. 
   
  If the PCs wish to visit the mill, proceed to 
  Encounter 12. 
   
  Encounter 13 occurs on the second evening, once 
  the PCs return to the Threshold Inn. 
  ENCOUNTER 8: MIDDLE OF 
  THE MATTER 
  The town hall is a small stone building with a 
  timber roof. The stairs are in dire need of repair but 
  seem to hold your weight. 
   
  Inside the building, you come to two doors, each 
  bearing a small hand-painted sign. The door to the 
  left says “Town Clerk.” The door to the right says 
  “Town Treasurer.” Both are ajar. No sounds are 
  
  BIS6-02 Seeking Refuge 
   
  Page 12 
  coming from either of the doors and no one can be 
  seen from here. 
  Town Clerk 
   
  Pushing open the office door of the Town Clerk, 
  you find yourself face to face with a short, plump 
  woman in an ill-fitting flower dress. The scent of 
  lilac wafts from her general direction and she looks 
  much like a grandmother or favorite aunt.  
   
  The Town Clerk appears to be rosy and plump 
  grandmotherly sort, until she opens her mouth and 
  speaks. Her voice is shrill and loud. She is to be not fond 
  of outsiders and will treat the party as if they were 
  naughty children. She is obsessed with details and 
  procedure and will make it very clear that the party 
  should watch their step. 
   
  “Well, what do we have here? Visitors? Why 
  come right in! We simply must get you logged into 
  the ledger.” She sits herself gracelessly into her chair 
  and opens the ledger at the top of her pile. 
   
  The Town Clerk will not answer any questions until 
  everyone has given their names and the reason for their 
  visit. She knows that Valyr has given the PCs admittance 
  because of their sashes, so she will not care what they tell 
  her… only that they tell her something to put in her 
  ledger. 
   
  Once Sarana has the information she requests, she 
  will be happy to answer any questions the PCs have. She 
  can provide the following information, if questioned: 
  • 
  She is Sarana, the Town Clerk. 
  • 
  She is the only Town Clerk. All visitors are logged 
  into the book, no matter how long or short the stay. 
  • 
  She has no record of a Fletcher being admitted 
  recently. She will not let the PCs search the book. 
  • 
  There is record of two merchants, Merwin Blouer 
  and Torsten Remy, being admitted a few weeks ago. 
  They stayed for two days to speak with Tate 
  Sorenson, the weaver. 
  • 
  Across the hall is the Town Comptroller, Enos 
  Tallwater. He’s such a nice man and knows so much 
  about the flow of money here in Refuge. 
   
  If the PCs somehow manage to steal Sarana’s log 
  book, they find the same information – there is no record 
  of the missing tax collector. 
  All APLs 
  � Sarana Grimm: Female human Com2 (Bluff +1, 
  Sense Motive +1); AL LN. 
  Town Treasurer 
   
  Pushing open the door to the Town Treasurer’s 
  office, you find him hard at work behind his desk. 
  He is a spindly bookish man with a hawkish nose 
  and long, creepy fingers. He is dressed formally in a 
  vest and long jacket, though they are wrinkled and a 
  little soiled. 
   
  Glancing up from his desk, the man looks at you 
  with squinted eyes, but doesn’t say anything for a 
  long minute. You can see his lips moving silently. 
  He holds up a finger to tell you to wait a moment, 
  and then hurriedly scribbles something into his 
  ledger. 
   
  “Ah, thank you… fantastically long calculation - 
  have to do it in your head, or your pen runs dry. Glad 
  you waited… I would hate to start all over again…” 
  He closes his ledger and leans forward on his desk 
  towards you. “Please, come in, have a seat! Is there 
  something I can help you with today?” 
   
  The man can provide the following information, if 
  questioned: 
  • 
  He is Enos Tornin, the town treasurer. 
  • 
  He has not met a tax collector or anyone named 
  Fletcher since moving here. If someone is missing, 
  he suggests speaking with the constable over at the 
  jail. 
  • 
  Every citizen is required to donate a certain amount 
  of their productivity for the good of the town. This 
  ranges from livestock, to food, to crafts. 
  • 
  Money is raised by a tax placed on imported goods. 
  The money is held in reserve until the time it is 
  needed (disaster, family in need, etc.). 
  • 
  Refuge does not consider itself part of the March, so 
  has never paid taxes. 
  • 
  If pressured, Enos will admit that Valyr consulted 
  him on how much Refuge would owe should they 
  agree to pay the taxes. The amount was quite 
  substantial, so the Triumvirate decided against it. 
  All APLs 
  � Enos Tornin: Male human Com2 (Bluff +0, 
  Sense Motive +0); AL LG. 
  ENCOUNTER 9: THE TROUBLE 
  I’VE SEEN 
  You come to a small stone building. Upon entering, 
  you find only one room. The back half of the room is 
  divided into two large cells. 
   
  Sitting behind a desk is a man dressed in simple 
  clothes. A sheathed long sword hangs from a peg 
  behind the desk. The man is writing on a piece of 
  parchment when you enter. 
  
  BIS6-02 Seeking Refuge 
   
  Page 13 
   
  You can see there are currently two men 
  incarcerated in the cells, one in each cell. The first is 
  sleeping on a cot, snoring loudly. The other man is 
  sitting on his cot, looking indignant and angry. 
   
  Moving out from behind his desk, the man 
  stretches out a hand and takes a moment to think 
  before speaking. “You must be new around here; I 
  don’t recognize your faces. Is there something I can 
  help you fine folks with today?” 
   
  The constable is somewhat stern and cautious. He 
  listens fully to any question or statement then takes his 
  time deliberating his answering. He is not a suspicious 
  person by nature, but he tends to judge people by what 
  they say and do. He is a stickler for the rules. 
   
  The 
  constable 
  can 
  provide 
  the 
  following 
  information, if questioned: 
  • 
  He is Effram Hopwell, the constable of Refuge. 
  • 
  Crime is quite low in Refuge. There have been no 
  murders since the founding of the town. 
  • 
  He met the tax collector on the night before he left 
  at the Threshold Inn. He seemed too nice to be a tax 
  collector, but seemed to enjoy his short stay in 
  Refuge. 
  • 
  Fletcher had a discussion about taxation with Ethan 
  Swanson, the miller, on Fletcher’s last night in 
  Refuge. They discussed the right of the government 
  to tax the people without a clear indication as to 
  where the proceeds were used. It was a philosophical 
  discussion and no tempers flared. 
  • 
  He does not recall two merchants who were 
  interested in rugs during his visit to the Threshold 
  Inn. 
  • 
  He will not let them talk with the inmates directly 
  but will discuss who they are and why they are there. 
  • 
  Morris Peabody is in the first cell. He is a Refugee 
  who spends too much time at the Threshold Inn’s 
  bar. Hopwell lets him sleep off his libations for fear 
  that Doris Peabody will instead beat them out of 
  him. 
  • 
  Brandon Hote is in the second cell. He is a traveler 
  who was caught giving shaved coins in trade at one 
  of the merchants. He will be put on trial soon. 
   
  The prisoner Brandon Hote has no interest in 
  speaking to the PCs, nor does he have any information of 
  value. 
   
  If the PCs spend time speaking with the constable, 
  Morris will wake up and be released at about the time the 
  PCs leave the jailhouse. If this is the case, continue with 
  the following: 
   
  Looking 
  mostly 
  sober, 
  Morris 
  exits 
  the 
  jailhouse moments behind you. Bleary-eyed and 
  stumbling, he reaches for <insert PC name>to steady 
  himself. “Ah, sorry lad (or lass). Feels like it has been 
  days since these legs last worked, but I’ll bet they 
  can make their way to the Threshold without me 
  thinking about it!” 
   
  Morris will answer any questions in a non-committal 
  manner, unless the PCs “wet his lips” with a drink: 
   
  With each question you ask, Morris’ eyes slink 
  off to the side towards the Threshold Inn and he 
  licks his lips. 
   
  If the PCs offer to buy him a drink or accompany 
  him to the Threshold Inn, Morris will talk. He can 
  provide the following information, if questioned: 
  • 
  Refuge is a boring town, but he has been happy since 
  moving here. 
  • 
  Most of the folks here are good people, though some 
  he is not so fond of. Otis and Ida Uller are two such 
  people. And that Ethan Swanson likes to provoke 
  people so that he can prove them wrong. 
  • 
  He met Fletcher in the Threshold Inn. He must be a 
  good man if he can match argument for argument 
  with Swanson! 
  • 
  Those two merchant fellows were of a different sort. 
  They had the stink of the city on them and seemed 
  to spend a good amount of time wandering around 
  but not really talking to anyone. They did talk to the 
  weaver quite a bit and he thinks they might have had 
  dinner with the weaver and his wife. 
  • 
  The weaver’s name is Tate Yates and his wife is 
  Agnes. 
  • 
  He has heard rumor of a disease spreading and the 
  latest victim is being kept at the temple. 
  All APLs 
  � Effram Hopwell: Male human Ftr2 (Bluff +2, 
  Sense Motive +5); AL LG. 
  � Morris Peabody: Male human Com3 (Bluff +3, 
  Sense Motive +1); AL N. 
  ENCOUNTER 10: SO MOTE IT 
  BE 
  The Temple of Refuge is the most impressive 
  building in the town. Tall stone columns guard an 
  open entrance to the interior. Statues once 
  protected the building, but all that is left are piles of 
  broken granite. 
   
  Entering the main foyer, you are presented with 
  three directions to choose from. The door directly in 
  
  BIS6-02 Seeking Refuge 
   
  Page 14 
  front of you is closed - and judging by the sound of 
  children’s voices on the other side, a class is in 
  session. A hallway winds left and you can see an 
  office at its end. To the right you see the door to the 
  sanctum cracked open. You hear chanting and 
  weeping from inside. 
  Classroom 
   
  The large wooden doors open easily. Inside the 
  hall, the normally organized pews have been moved 
  around to form makeshift tables. A number of 
  children are busily at work with quills and 
  parchment. A stern looking woman stalks the aisles 
  overseeing the whole process. 
   
  At the sound of the doors opening, the school 
  teacher hurries over to your group with a 
  disapproving look on her face. “Why exactly are you 
  disturbing my classroom, may I ask?’ 
   
  If the PCs say anything to the effect of “just looking 
  around,” the school teacher will reply with “Oh really?” 
  and then closes the door in their faces. Any other excuse 
  will result in a harsh whisper: “If you continue to disturb 
  my class, grave consequences which may include a 
  remedial course in etiquette and manner taught by yours 
  truly will befall you,” and she closes the door in their 
  faces. 
  Sanctum 
   
  Entering the sanctum, you notice a priest 
  leaning over the body of a young girl. A holy symbol 
  swings freely from his robes, a golden sunburst with 
  a face. The edges of the symbol appear to burn with a 
  divine radiance. 
   
  If the PCs succeed at a Knowledge (religion) check 
  (DC 10) they can identify the cleric’s holy symbol as that 
  of Pelor, the Flan deity of the sun, life, and healing. If the 
  PC making the check is a member of the church of Pelor 
  in Bissel, he recognizes the flames as a symbol of the 
  Vigilant Flame, a fraternity popular with paladins and 
  militant clerics. 
   
  You can see that the priest is trying to heal her 
  but by his look of concern and frustration and the 
  parents’ weeping, something must be wrong. The 
  girl’s father sits by her side, holding her hand and 
  stoking her forehead. Her mother is kneeling next 
  to the pallet, lost in her sobbing. 
   
  The PCs may wish to examine the little girl. If the 
  approach, read the following: 
   
  Taking a better look at the little girl, you see 
  that her skin is marked with odd black blemishes 
  that look vaguely like hands. The air about her reeks 
  with the stench of decaying flesh. 
   
  The following information is available, if they 
  succeed at the listed Heal checks: 
  • 
  (DC 10) The girl appears to be light-sensitive. 
  Closing the curtains might make her more 
  comfortable. 
  • 
  (DC 15) This is some sort of disease or poison, but it 
  is not one that has been seen before. 
  • 
  (DC 20) The ointments and poultices on the bed tray 
  are various disease and poison remedies. Some of 
  them are rather potent. 
   
  The cleric will provide the following information, if 
  questioned: 
  • 
  His name is Father Danien Loria. 
  • 
  He has been wandering the baronies of Bissel since 
  the conclusion of the war. There are many to tend to 
  and on which to shine the light of Pelor during these 
  dark times. 
  • 
  He has been in town for only two days and will be 
  leaving in the morning. 
  • 
  The girl’s name is Millicent Porter, daughter of 
  Lyndia and Richart Porter. 
  • 
  Millicent is not the first victim of this ailment. A 
  refugee from Cullen Drae arrived with it, and died 
  shortly thereafter. Now, two weeks later, this poor 
  girl is showing the same symptoms. 
  • 
  Millicent first showed symptoms five days ago. The 
  first symptoms were a mild fever and soreness. By 
  the conclusion of the second day, black splotches 
  began to appear on her skin. On the fourth day, 
  some of the splotches had turned into seeping 
  lesions. 
  • 
  Nothing he has tried has worked. He has tried 
  mundane means, potions and ointments, and magic. 
  He has tried all manner of magic – including remove 
  disease, remove curse, and break enchantment. 
  • 
  It worries him that Pelor has not given him the 
  ability to heal this . 
  • 
  He thinks that Millicent will not live through the 
  night while the lesions spread throughout her body. 
   
  Keep track of any PC that enters this room. After the 
  adventure is over, each PC that entered this room must 
  attempt a Fortitude save (DC 15). If they fail, they receive 
  the “Black Hand of Evard” item on the Adventure 
  Record. 
  All APLs 
  � Father Danien Loria: Male human Clr6/Pal3 
  (Bluff +3, Sense Motive +3); AL LG. 
  Office 
   
  The office at the end of the hall is small. Inside, 
  a rather plain looking woman sits behind a small 
  
  BIS6-02 Seeking Refuge 
   
  Page 15 
  desk. She is busily writing on some scrolls and 
  jumps at the sounds of your arrival.  
   
  The woman knows the following information, if 
  questioned: 
  • 
  Her name is Emma Sorenson, the church secretary. 
  • 
  She has lived in Refuge for about seven months, 
  having moved here from Pellak with her husband 
  Tate. Tate is Refuge’s weaver. 
  • 
  She likes Refuge and most of the people here. She 
  does not trust the alchemists.  
  • 
  She knows little about Millicent - just that she is 
  gravely ill and the supposed alchemists have been 
  unable to help her. 
   
  Emma will absently play with things on her desk 
  and glance nervously out the door and windows if the 
  PCs question her about the tax collector or the two 
  merchants. A successful Sense Motive check (DC 15) will 
  reveal that Emma is deliberately avoiding their questions 
  and seems very nervous and squirrelly (even for a church 
  secretary).  
   
  If questioned rudely or hostilely about her behavior, 
  she will become indignant. She will insist that if they are 
  going to be rude or violent that they should leave her 
  office, or she’ll go get Constable Hopwell. 
   
  If questioned tactfully about her behavior, continue 
  with the following: 
   
  You can see that Emma is on the verge of a 
  nervous breakdown. Tears openly well up and spill 
  from her eyes. She reaches for a handkerchief in her 
  pocket and dabs at them. “Oh, it does the heart good 
  to hear compassion in these trying times. I have 
  been unable to shed this weight I carry on my 
  shoulders. Please, come sit with me.” 
   
  “My husband and I did not come here by 
  happenstance. We were sent here by Baron Nanjari 
  to just keep an eye on things, so to speak. Every once 
  in awhile a runner comes through and gathers our 
  information to be taken back home. It has been a 
  pretty simple task thus far and we have really 
  enjoyed our stay in Refuge these last few months.” 
   
  “But just a few weeks ago, two runners came to 
  get our report. In itself, this was slightly strange, as 
  we had never had two people arrive before. They said 
  their names were Merwin and Torsten. After taking 
  our report, they told us that they had met up with a 
  tax collector at the Threshold Inn who was here to 
  insist that Refuge pay its owed taxes to the March. 
  They instructed that our next assignment was to do 
  anything we could to make sure that the tax 
  collector’s presence angered people and caused fear.” 
   
  “Well, we love this town too much to cause our 
  friends to be angry and fearful! In fact, Tate and I 
  have seriously considered severing ties with the 
  Baron and living here as the church secretary and 
  weaver everyone already knows us as.” 
   
  “Obviously we did not disclose this to those 
  two… two… scoundrels! And we didn’t follow 
  through with the assignment they gave us either.” 
   
  “After we convinced them that we would do as 
  told, they left and we haven’t seen them since.” 
   
  “I can’t help but think that they knew we were 
  lying. What if they send someone after us? Or what 
  if they spread it around we were responsible for the 
  tax collector’s disappearance? I don’t want to end up 
  in the stocks or in jail!” 
   
  Emma falls into an uncontrollable sob and 
  motions for you to let her alone. 
  All APLs 
  � Emma Sorenson: Female human Rog4 (Bluff 
  +5, Sense Motive +5); AL LN. 
  ENCOUNTER 11: SECRETS 
  AND SOLUTIONS 
  The sign on this small shop reads “Uller’s 
  Ointments and Unguents”. Smoke drifts from the 
  chimney, and a pungent odor lingers on the air. The 
  front windows are adorned with flower boxes filled 
  with various herbs. 
   
  A small bell rings when you enter the shop. The 
  walls are lined with a variety of jars, urns and 
  bottles. The curtain to the back area parts and a 
  plump, cheerful looking older woman greets you. 
   
  “Why, good day to ya folks.” She wipes her hands 
  on her apron and reaches up to smooth her hair 
  before continuing. “The name be Ida. What is’t I be 
  able to do for ya?” A worried looks crosses Ida’s face 
  as she looks at each of you closely. “Ya haven’t bin 
  ‘round that litt’l girl, have ya?” 
   
  If the PCs have not been to the temple yet, went to 
  the Temple but not the sanctum, or lie to Ida, continue 
  with the following: 
   
  “Ah, that be good. Be mindin’ of yourself these 
  days. I bin finding nothin’ that cures or keeps away 
  those dark sores.” 
   
  If questioned further about the disease, Ida knows 
  little except the latest victim is at the temple with the 
  healer. 
   
  If the PCs respond that they have encountered 
  Millicent at the temple, proceed with the following: 
   
  Ida moves to the other side of the counter in her 
  small shop, obviously putting distance between 
  yourselves and her. “I see. Don’t be comin’ here 
  
  BIS6-02 Seeking Refuge 
   
  Page 16 
  lookin’ for no cure. All these here bottles bin tried 
  and nothin’ be workin’. Mind yourself if ya be 
  startin’ to feel sick. Find ya way over to the temple. I 
  don’t be thinking that dat priest can help ya, but he 
  be the last hope ya have. Now tell me what ya be 
  comin’ to my shop for today?” 
   
  If the PCs succeed at a Spot check (DC 20) while 
  talking with her, they can notice that as Ida reaches up to 
  smooth her hair, the simple metal bracelet she wears has 
  a symbol of a mailed fist, grasping six arrows, imprinted 
  on the underside. A successful Knowledge (religion) 
  check (DC 10) will identify this as a symbol representing 
  Hextor. 
   
  The woman can provide the following information, 
  if questioned: 
  • 
  She is Ida Uller. She and her brother Otto run this 
  shop. 
  • 
  Otto is currently not in the shop. He is out running 
  errands. 
  • 
  None of the potions or salves they have created has 
  been able to alleviate the symptoms of Millicent’s 
  disease. 
  • 
  Otto met Fletcher at the Threshold Inn and said he 
  seemed like a nice enough man, even though he 
  worked for the March. She guesses you can’t judge 
  everyone by who pays their salary. 
  • 
  Refuge has been a quiet, peaceful place to reside. 
  They have found some very rare and potent herbs in 
  the area. 
  • 
  She did see two merchants lurking around town. 
  Several times she saw them slip into the weaver’s 
  shop. She heard they were interested in the rugs, but 
  “truth be told, them rugs don’t be of good quality.” 
  • 
  She is a little unsettled that the PCs have arrived 
  asking of the tax collector. He disappeared on the 
  last day the two merchants were here in town. 
  • 
  If questioned about her bracelet, she will say, “Oh 
  this old thing? It be handed down from my great-
  grandmamma through four generations to me. It be 
  more sentimental than anything else.” A successful 
  Sense Motive check (DC 20) will indicate that she is 
  lying. If pushed further about it, she will refuse to 
  elaborate. She will not admit to being a Hextorite. 
   
  Ida deals heavily in spell components, potions, and 
  oils. The PCs may purchase any potion or oil from the 
  DMG Table 7-17 with a market price of 450 gp or less, and 
  any standard spell components up to 20 gp in value. 
  All APLs 
  � Ida Uller: Female human Clr1 (Bluff +5, Sense 
  Motive +2); AL LE. 
  ENCOUNTER 12: NOTHING TO 
  SEE HERE 
  The mill is a small building on the edge of town. The 
  area is eerily clean and very organized. As you enter, 
  you see a wiry man on the opposite side measuring 
  small amounts of grain on an apothecary’s scale. 
  Your entry draws his attention and he stops his 
  measuring to watch suspiciously as you approach. 
   
  Ethan Swanson is very opinionated and will freely 
  speak his mind. He is a zealot with a hard time grasping 
  the “big picture” for Refuge.  
   
  Ethan will not speak until the PCs have come across 
  the mill to stand before him:  
   
  “Well, what do we have here? Something I can 
  do for you?” 
   
  Ethan can provide the following information, if 
  questioned: 
  • 
  His name is Ethan Swanson, the miller. 
  • 
  He was part of the first group to come to Refuge. 
  • 
  He used to be part of the Bissel military until he was 
  demoted to kitchen duty. He was appalled at the 
  quality of grain used in the kitchen and eventually 
  deserted when he had the chance. 
  • 
  He hates the idea of taxation and grew worried when 
  the tax collector came to town. 
  • 
  He did meet Fletcher and had a conversation with 
  him about taxation at the Threshold Inn. He found 
  Fletcher to be an arrogant, opinionated man – 
  mostly because he did not agree with Ethan. He only 
  met Fletcher this one time. 
  • 
  If questioned about Fletcher’s disappearing, he 
  becomes agitated. “Oh, now I suppose I’m being 
  blamed for his disappearance, too?” 
  • 
  The Ullers are outspoken pro-Refuge people with 
  good ideas. 
  • 
  The weaver and his wife are a mite bit strange. They 
  have been stranger than normal over the last couple 
  of weeks, always looking over their shoulders. 
  • 
  He is not aware of Millicent’s disease. 
  All APLs 
  � Ethan Swanson: Male human Com3 (Bluff +2, 
  Sense Motive +2); AL LG. 
  
  BIS6-02 Seeking Refuge 
   
  Page 17 
  ENCOUNTER 13: BACK AT THE 
  INN 
  As evening sets in on your second night in Refuge, 
  you return to the Threshold Inn to procure some 
  food and lodging. As the previous night, there are 
  several patrons already there and the atmosphere is 
  friendly and jovial. 
   
  Not long after your meal has arrived, a shadow 
  crosses your table. Looking up, you see a tall man 
  standing before you in simple clothing. He motions 
  to an empty seat at your table. “Do you mind if I join 
  you for a bit?” 
   
  If the PCs allow him to sit, continue with the 
  following: 
   
  “Allow me to introduce myself. My name is Silas 
  Foulke, a member of the Triumvirate here in Refuge. 
  I understand you have met with one of my 
  colleagues, Purvis Valyr. He told me of your entry 
  this morning; it’s not that often that we get a group 
  of your size within our walls. I hear that you have 
  made the rounds in our little village. May I ask why 
  you have come to Refuge?” 
   
  At the same time, the front door opens and two 
  men enter the inn. Judging from their attire, they 
  appear to be merchants of some sort. They stop at 
  the bar to speak briefly with Riley and then find 
  empty seats at the table next to you. 
   
  This should put the PCs in an awkward place: Silas 
  will interrogate the PCs, asking probing questions about 
  their reasons for being here. He will barely hide the fact 
  that he does not care for their presence. 
   
  Simultaneously, the two merchants will have a 
  whispered conversation. Periodically, have random PCs 
  make Listen checks (DC 15) or Spot checks (DC 20). 
  Success means they either overhear part of the 
  conversation, or manage to read the lips of one of the 
  merchants. If they fail the Spot check by 5 or more, and 
  fail the Listen check, they mistakenly interpret their lip 
  reading as something entirely different. Give them bits 
  and pieces of the following: 
  “Tomorrow is going to be a big day!” 
  “Shhh! We don’t want to draw any unwanted 
  attention.” 
  “Oh, right. Sorry.” 
  You secured everything before we came in, 
  right?” 
  “Of course I did. Do you make me for a fool?” 
  “Well, I’d rather not leave anything to chance, 
  you know?” 
  “How will we capture them?” 
  “Haven’t figured that out, yet. But we will.” 
  “Bunch of traitors, all of them.” 
   
  However, 
  listening 
  in 
  on 
  the 
  whispered 
  conversation comes with a price; The listener must make 
  a Bluff check, opposed by Silas’ Sense Motive, to listen 
  while still appearing interested in the conversation with 
  him. Failure at this check, or choosing not to be subtle, 
  leads to Silas getting increasingly angrier and snappier. 
   
  Once this conversation has played out, proceed to 
  Encounter 14. 
  All APLs 
  � Silas Foulke: Male human Ftr7 (Bluff +1, Sense 
  Motive +4); AL LN. 
  � Merwin: Male human Rog3 (Bluff +1, Sense 
  Motive +1); AL LE. 
  � Torstan: Male human Rog2 (Bluff +2, Sense 
  Motive +0); AL LE. 
  ENCOUNTER 14: CATCH! 
  Suddenly, there is a loud crash and the sound of 
  glass shattering. A moment later, there is a rush of 
  heat and light. A wall of flame springs up in the 
  middle of the common room. Patrons scream in 
  terror and alarm. 
   
  If the PCs succeed at a Listen check (DC 15) they can 
  tell that something was thrown through one of the 
  windows of the inn, nearest the door leading out of the 
  village. A Knowledge (arcana) check (DC 20) recognizes 
  the fire as the product of alchemist’s fire. 
   
  The fire quickly springs up, blocking passage 
  through the door nearest the broken window. If the PCs 
  wish to pursue the assailant, they will have to move 
  through the hazard. 
   
  If the PCs think to ask about any of the patrons of 
  the inn, they can see that most of them are fleeing off 
  into the village. The two merchants from the next table 
  dart off into the village, check to make sure they aren’t 
  being followed, and then plant the evidence for 
  tomorrow’s confrontation. 
  APL 2 (EL 2) 
  � Roaring Inferno: CR 2; mechanical; proximity 
  trigger; automatic reset; DC 16 Reflex save avoids, 
  curtain of fire (2d6, fire); Disable Device DC 24. 
  APL 4 (EL 3) 
  � Roaring Inferno: CR 3; mechanical; proximity 
  trigger; automatic reset; DC 18 Reflex save avoids, 
  curtain of fire (4d6, fire); Disable Device DC 24. 
  
  BIS6-02 Seeking Refuge 
   
  Page 18 
  APL 6 (EL 4) 
  � Roaring Inferno: CR 4; mechanical; proximity 
  trigger; automatic reset; DC 20 Reflex save avoids, 
  curtain of fire (6d6, fire); Disable Device DC 24. 
  APL 8 (EL 5) 
  � Roaring Inferno: CR 5; mechanical; proximity 
  trigger; automatic reset; DC 22 Reflex save avoids, 
  curtain of fire (8d6, fire); Disable Device DC 24. 
  APL 10 (EL 6) 
  � Roaring Inferno: CR 6; mechanical; proximity 
  trigger; automatic reset; DC 24 Reflex save avoids, 
  curtain of fire (10d6, fire); Disable Device DC 24. 
  APL 12 (EL 7) 
  � Roaring Inferno: CR 7; mechanical; proximity 
  trigger; automatic reset; DC 24 Reflex save avoids, 
  curtain of fire (12d6, fire); Disable Device DC 24. 
   
  If the PCs survive the fire and escape through the 
  door out of town, read the following: 
   
  Escaping the inn, you stop to catch your breath. 
  Through the obscuring smoke, you can see two 
  figures standing near the broken window. You 
  cannot discern much about them, except that one is 
  holding a flask. The figure throws it through the 
  broken window, and a new burst of fire erupts 
  inside. 
   
  The figures apparently notice you. They quickly 
  flee towards the woods. 
   
  If the PCs choose to pursue the attackers, they will 
  stand and fight. 
  APL 2 (EL 3) 
  � Baronial Agent Priest, Male human Clr2: hp 
  14; see Appendix 1. 
  � Baronial Agent Warrior, Male human Ftr1: 
  hp 9; see Appendix 1. 
  APL 4 (EL 5) 
  � Baronial Agent Priest, Male human Clr4: hp 
  28; see Appendix 1. 
  � Baronial Agent Warrior, Male human Ftr2: 
  hp 19; see Appendix 1. 
  APL 6 (EL 7) 
  � Baronial Agent Priest, Male human Clr6: hp 
  42; see Appendix 1. 
  � Baronial Agent Warrior, Male human Ftr4: 
  hp 38; see Appendix 1. 
  APL 8 (EL 9) 
  � Baronial Agent Priest, Male human Clr8: hp 
  56; see Appendix 1. 
  � Baronial Agent Warrior, Male human Ftr6: 
  hp 57; see Appendix 1. 
  APL 10 (EL 11) 
  � Baronial Agent Priest, Male human Clr10: hp 
  70; see Appendix 1. 
  � Baronial Agent Warrior, Male human Ftr8: 
  hp 76; see Appendix 1. 
  APL 12 (EL 13) 
  � Baronial Agent Priest, Male human Clr12: hp 
  84; see Appendix 1. 
  � Baronial Agent Warrior, Male human Ftr10: 
  hp 95; see Appendix 1. 
   
  Preparation: Before the assault begins, the cleric 
  casts buff spells upon himself and his ally. These spells 
  are listed in the ‘power-up suite’ sections of their 
  statistics. 
   
  Tactics: The fighter will try to get into close melee 
  range as quickly as possible. The cleric will try to stay 
  behind the fighter, keeping him healed. If an 
  opportunity develops to use a touch spell against a PC, 
  the cleric will carefully weigh his options and act 
  intelligently. 
  Treasure: 
  APL 2: L: 243 gp, C: 3 gp, M: phylactery of faithfulness 
  (83 gp), potion of cure light wounds x2 (4 gp each). 
  APL 4: L: 167 gp, C: 3 gp, M: +1 heavy flail (192 gp), +1 
  quarterstaff (383 gp), elixer of fire breath (91 gp), 
  phylactery of faithfulness (83 gp), potion of cure light 
  wounds x2 (4 gp each). 
  APL 6: L: 1 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  full plate (220 gp), +1 heavy flail (192 gp), +1 quarterstaff 
  (383 gp), elixer of fire breath (91 gp), gloves of arrow 
  snaring (333 gp), necklace of fireballs (type II) (225 gp), 
  phylactery of faithfulness (83 gp), potion of cure moderate 
  wounds x2 (25 gp each), potion of enlarge person (20 gp). 
  APL 8: L: 1 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  flaming heavy flail (692 gp), +1 flaming quarterstaff 
  (1,383 gp), +1 full plate (220 gp), elixer of fire breath (91 
  gp), gloves of arrow snaring (333 gp), periapt of wisdom 
  +2 (333 gp), phylactery of faithfulness (83 gp), potion of 
  cure moderate wounds x2 (25 gp each), potion of enlarge 
  person (20 gp). 
  APL 10: L: 1 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  flaming heavy flail (692 gp), +1 flaming quarterstaff 
  (1383 gp), +1 full plate (220 gp), elixer of fire breath (91 
  gp), fire elemental gem (187 gp), gloves of arrow snaring 
  (333 gp), periapt of wisdom +2 (333 gp), phylactery of 
  
  BIS6-02 Seeking Refuge 
   
  Page 19 
  faithfulness (83 gp), potion of cure moderate wounds (25 
  gp), potion of cure serious wounds (62 gp), potion of 
  enlarge person (20 gp), ring of protection +1 (166 gp). 
  APL 12: L: 1 gp, C: 3 gp, M: +1 breastplate of light 
  fortification (362 gp), +1 flaming burst quarterstaff (3,050 
  gp), +1 flaming heavy flail (692 gp), +1 full plate (220 
  gp), elixer of fire breath (91 gp), fire elemental gem (187 
  gp), gloves of arrow snaring (333 gp), periapt of wisdom 
  +2 (333 gp), phylactery of faithfulness (83 gp), potion of 
  cure serious wounds x2 (62 gp each), potion of enlarge 
  person (20 gp), ring of evasion (2,083 gp), ring of 
  protection +1 (166 gp). 
   
  Developments: If the PCs defeat their opponents, 
  they can find some paperwork on the bodies – writs of 
  investigation signed by the Baron of Bandalar. 
   
  If the opponents are subdued and questioned, an 
  Intimidate check (DC 15) will get them to admit that 
  they were sent to Refuge by the Baron. If the check 
  makes a higher DC (DC 20), they will admit that their 
  orders were to ‘observe’ the village, but sabotage was 
  implied. If the check makes a much higher DC (DC 30), 
  they will admit that there are several baronial agents still 
  within Refuge. 
   
  Once the PCs are finished with the attackers, 
  continue to Encounter 15. 
  ENCOUNTER 15: SHOWDOWN 
  In the morning, there is a great deal of bustle. The 
  word of last night’s hubbub has traveled quickly 
  throughout the citizenry of Refuge. Many have 
  turned out to survey the damage caused to the 
  Threshold Inn and to help begin the repairs. All 
  three members of the Triumvirate have arrived and 
  are trying to put together the pieces of what 
  happened. From what they can tell, two armed men 
  seemed to be behind the attack, but they have been 
  unable to figure out a motive. 
   
  “Excuse me. Excuse me. Excuse me, please.” 
  Ethan Swanson makes his way through the crowd to 
  where you stand with the Triumvirate. 
   
  “Sirs, I think there is something you need to see. 
  Immediately. It’s at my mill.’ 
   
  The 
  Triumvirate 
  members 
  follow 
  Ethan 
  through the crowd back towards his mill. 
   
  If the PCs head towards the mill, continue with the 
  following: 
   
  Entering the mill, Ethan leads you all over to 
  the nearest bin. Stopping just before it, he turns to 
  address you, wringing his hands. 
   
  “I came in here this morning to fill a new order. 
  When the first batch came through, I smelled 
  something foul in the grain. I swear I ran grain from 
  here yesterday and everything was fine. But, I came 
  over here and... found… that…” 
   
  Ethan moves aside so that you all can take a look 
  in the bin as well. Leaning over the edge, you see a 
  booted foot sticking up out of the grain. 
   
  If the PCs remove the body from the bin, continue 
  with the following: 
   
  Many of the citizens who were at the Threshold 
  Inn have followed your group down to the mill. As 
  you pull the body from the bin, a collective gasp 
  runs through the crowd. Pulling the body over the 
  edge, you can finally get a good look at it. The first 
  thing you notice is that the body is missing both of 
  its hands. 
   
  If the PCs examine the body, a successful Heal check 
  with the appropriate DCs will provide the following 
  information: 
  • 
  (DC 10) The victim was a lean male human in his 
  mid-adult years. 
  • 
  (DC 15) A single blow to the head with a blunt 
  object was most likely the cause of death. Other than 
  that and the missing hands, the body is free of 
  wounds. 
  • 
  (DC 18) The victim has been dead at least two weeks. 
  • 
  (DC 20) The hands were removed while the victim 
  was still alive. 
   
  Two men push to the forefront of the crowd and 
  motion 
  for 
  everyone 
  to 
  quiet 
  down. 
  You 
  immediately recognize them as the two merchants 
  you overheard at the Threshold Inn last night. 
   
  “Fair citizens of Refuge, please hear what we 
  have to say. We have come here at the request of 
  Baron Naziim Nanjari to make an arrest for the 
  murder of Bernard Fletcher. We are not just simple 
  merchants. You must turn over Swanson to the 
  baron to be disciplined.” 
   
  Turning to the Sorensons and to your party, 
  Torsten addresses you directly. 
   
  “Emma… Tate… visiting adventurers… you are 
  all agents of the March. Join with us and take this 
  man into custody!” 
   
   “You traitors!” Purvis Valyr fumes, barely able to 
  hold back his anger.  “We have let you in our village 
  and our lives, and now you purport to arrest one of 
  us with no evidence?! He turns to your group. “How 
  can you let such injustice happen?” 
   
  Almost simultaneously, both parties withdraw 
  swords and brandish them. You must choose which 
  side to take. 
  
  BIS6-02 Seeking Refuge 
   
  Page 20 
   
  If the PCs examine the body, a successful Heal check 
  with the appropriate DCs will provide the following 
  information: 
  • 
  (DC 5) The body has been dead at least two weeks. 
  • 
  (DC 10) A blow to the head was most likely the cause 
  of death. 
  • 
  (DC 15) The hands were removed post-mortem. 
   
  The PCs must make a choice to which side they will 
  take. There isn’t enough time to really do further 
  investigation, and no amount of diplomacy will stop the 
  inevitable. If you have extra time, feel free to role play 
  this conflict. 
   
  If the PCs join the side of the townsfolk, continue 
  with Conclusion A. 
   
  If the PCs join the side of the baronial agents, 
  continue with Conclusion B. 
  CONCLUSION A: THE HOME 
  TEAM 
  The tense standoff holds the crowd in suspense. An 
  uneasy silence lingers until you voice your opinions, 
  and stand with the villagers. 
   
  The agents of the baron shout rhetoric in 
  protest, but are quickly overpowered by the crowd. 
  Without support, the agents are forced to flee the 
  village. 
   
  Your objective complete, you say your goodbyes, 
  and begin the trek home with Bernard Fletcher’s 
  body. The two-day trip back to Thornward goes by 
  without incident, and you soon gaze once more 
  upon the cliffs and tiers of the capital. 
   
  Seeing you enter the building, Stewart ushers 
  you right in to see the Undersecretary. Colin Aurus 
  anxiously awaits your report. 
   
  “Good. Good. You have returned. Well, what 
  have you? Did you find anything out?” 
   
  Give the PCs the opportunity to tell Colin about 
  their adventure in Refuge. If the PCs tell Colin that they 
  have recovered Fletcher’s body, continue with the 
  following: 
   
  “I see that you are thorough indeed. Good, good. 
  Widow Fletcher is going to want him back, I guess. 
  I’ll see that our men drag him over to her.” 
   
  Do not suggest or encourage it, but the PCs may 
  decide to take the body to the widow themselves. If they 
  do, Aurus will concede this without care. Ask who will be 
  taking the body to the widow (only one PC can do this). 
  That PC receives the ‘Relief of a Distressed Widow’ on 
  the AR. Again, only one PC may leave the table with this 
  favor, and most tables will not think to do this. 
   
  After they have had their chance to speak their 
  mind, continue: 
   
  After listening breathlessly for the duration, an 
  oily smile crosses his face. 
   
  “Very well, you have done as I have asked and at 
  least now we know what has happened … or at least 
  in part. This… Refuge... will be looked into.” 
   
  “You have proved yourselves, in spite of my 
  resistance to hire ‘outsiders.’ Here is your pay, as 
  promised. Perhaps I will be seeing you again.” 
   
  With a wave of his hand, Aurus dismisses you 
  from his office. 
   
  Aurus gives a bag of coins to each PC, as promised in 
  the introduction. 
  Treasure: 
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
   
  The adventure is now over. The PCs receive the 
  ‘Welcome in the Village of Refuge’, ‘Favor of the 
  Village of Refuge’, ‘The Simpler Life’, and ‘Favor of 
  the Exchequer’ favors on the Adventure Record. 
  CONCLUSION B: LOOSE ENDS 
  The tense standoff holds the crowd in suspense. An 
  uneasy silence lingers until you voice your opinions, 
  and stand with the baron’s men. 
   
  The agents of the baron attempt to take the 
  miller into custody, but the crowd will not yield. 
  You are able to take the corpse, but you and the 
  agents are forced to flee the village. 
   
  No longer welcome in Refuge, you begin the 
  trek home with Bernard Fletcher’s body. The two-
  day trip back to Thornward goes by without 
  incident, and you soon gaze once more upon the 
  cliffs and tiers of the capital. 
   
  Seeing you enter the building, Stewart ushers 
  you right in to see the Undersecretary. Colin Aurus 
  anxiously awaits your report. 
   
  “Good. Good. You have returned. Well, what 
  have you? Did you find anything out?” 
   
  Give the PCs the opportunity to tell Colin about 
  their adventure in Refuge. If the PCs tell Colin that they 
  have recovered Fletcher’s body, continue with the 
  following: 
   
  “I see that you are thorough indeed. Good, good. 
  Widow Fletcher is going to want him back, I guess. 
  I’ll see that our men drag him over to her.” 
   
  Do not suggest or encourage it, but the PCs may 
  decide to take the body to the widow themselves. If they 
  do, Aurus will concede this without care. Ask who will be 
  taking the body to the widow (only one PC can do this). 
  
  BIS6-02 Seeking Refuge 
   
  Page 21 
  That PC receives the ‘Relief of a Distressed Widow’ on 
  the AR. Again, only one PC may leave the table with this 
  favor, and most tables will not think to do this. 
   
  After they have had their chance to speak their 
  mind, continue: 
   
  After listening breathlessly for the duration, an 
  oily smile crosses his face. 
   
  “Very well, you have done as I have asked and at 
  least now we know what has happened … or at least 
  in part. This… Refuge... will be looked into.” 
   
  “You have proved yourselves, in spite of my 
  resistance to hire ‘outsiders.’ Here is your pay, as 
  promised. Perhaps I will be seeing you, again.” 
   
  With a wave of his hand, Aurus dismisses you 
  from his office. 
   
  Aurus gives a bag of coins to each PC, as promised in 
  the introduction. 
  Treasure: 
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
   
  The adventure is now over. The PCs receive the 
  ‘Cast Out of the Village of Refuge’ and ‘Favor of the 
  Exchequer’ favors on the Adventure Record. 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3: Or Two in the Bush 
  Defeat the dire animals. 
  APL 2: 150 xp. 
  APL 4: 210 xp. 
  APL 6: 270 xp. 
  APL 8: 330 xp. 
  APL 10: 390 xp. 
  APL 12: 450 xp. 
  Survive the pit trap. 
  APL 2: 60 xp. 
  APL 4: 90 xp. 
  APL 6: 120 xp. 
  APL 8: 150 xp. 
  APL 10: 180 xp. 
  APL 12: 210 xp. 
  Encounter 14: Catch! 
  Survive the roaring inferno. 
  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 the thugs. 
  APL 2: 90 xp. 
  APL 4: 150 xp. 
  APL 6: 210 xp. 
  APL 8: 270 xp. 
  APL 10: 330 xp. 
  APL 12: 390 xp. 
  Story Award 
  Recover the body of Bernard Fletcher. 
  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. 
  
  BIS6-02 Seeking Refuge 
   
  Page 22 
  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 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 3: Or Two in the Bush 
  APL 2: L: 0 gp, C: 2 gp, M: pearl of power (1st level spell) 
  (83 gp), Quaal's feather token (tree) (33 gp). 
  APL 4: L: 0 gp, C: 2 gp, M: chime of opening (250 gp), 
  horn of fog (166 gp), pearl of power (1st level spell) (83 
  gp), Quaal's feather token (tree) (33 gp). 
  APL 6: L: 0 gp, C: 2 gp, M: candle of truth (208 gp), 
  chime of opening (250 gp), horn of fog (166 gp), pearl of 
  power (1st level spell) (83 gp), Quaal's feather token (tree) 
  (33 gp). 
  APL 8: L: 0 gp, C: 2 gp, M: candle of truth (208 gp), 
  chime of opening (250 gp), horn of fog (166 gp), pearl of 
  power (1st level spell) (83 gp), pipes of sounding (150 gp), 
  Quaal's feather token (tree) (33 gp). 
  APL 10: L: 0 gp, C: 2 gp, M: candle of truth (208 gp), 
  chime of opening (250 gp), circlet of persuasion (375 gp), 
  horn of fog (166 gp), pearl of power (1st level spell) (83 
  gp), pipes of sounding (150 gp), Quaal's feather token 
  (tree) (33 gp), stone salve (333 gp). 
  APL 12: L: 0 gp, C: 2 gp, M: candle of truth (208 gp), 
  chime of opening (250 gp), circlet of persuasion (375 gp), 
  horn of fog (166 gp), pearl of power (1st level spell) (83 
  gp), pipes of sounding (150 gp), Quaal's feather token 
  (tree) (33 gp), stone salve (333 gp). 
  Encounter 14: Catch! 
  APL 2: L: 243 gp, C: 3 gp, M: phylactery of faithfulness 
  (83 gp), potion of cure light wounds x2 (4 gp each). 
  APL 4: L: 167 gp, C: 3 gp, M: +1 heavy flail (192 gp), +1 
  quarterstaff (383 gp), elixir of fire breath (91 gp), 
  phylactery of faithfulness (83 gp), potion of cure light 
  wounds x2 (4 gp each). 
  APL 6: L: 1 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  full plate (220 gp), +1 heavy flail (192 gp), +1 quarterstaff 
  (383 gp), elixir of fire breath (91 gp), gloves of arrow 
  snaring (333 gp), necklace of fireballs (type II) (225 gp), 
  phylactery of faithfulness (83 gp), potion of cure moderate 
  wounds x2 (25 gp each), potion of enlarge person (20 gp). 
  APL 8: L: 1 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  flaming heavy flail (692 gp), +1 flaming quarterstaff 
  (1,383 gp), +1 full plate (220 gp), elixir of fire breath (91 
  gp), gloves of arrow snaring (333 gp), periapt of wisdom 
  +2 (333 gp), phylactery of faithfulness (83 gp), potion of 
  cure moderate wounds x2 (25 gp each), potion of enlarge 
  person (20 gp). 
  APL 10: L: 1 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  flaming heavy flail (692 gp), +1 flaming quarterstaff 
  (1383 gp), +1 full plate (220 gp), elixir of fire breath (91 
  gp), fire elemental gem (187 gp), gloves of arrow snaring 
  (333 gp), periapt of wisdom +2 (333 gp), phylactery of 
  faithfulness (83 gp), potion of cure moderate wounds (25 
  gp), potion of cure serious wounds (62 gp), potion of 
  enlarge person (20 gp), ring of protection +1 (166 gp). 
  APL 12: L: 1 gp, C: 3 gp, M: +1 breastplate of light 
  fortification (362 gp), +1 flaming burst quarterstaff (3,050 
  gp), +1 flaming heavy flail (692 gp), +1 full plate (220 
  gp), elixir of fire breath (91 gp), fire elemental gem (187 
  
  BIS6-02 Seeking Refuge 
   
  Page 23 
  gp), gloves of arrow snaring (333 gp), periapt of wisdom 
  +2 (333 gp), phylactery of faithfulness (83 gp), potion of 
  cure serious wounds x2 (62 gp each), potion of enlarge 
  person (20 gp), ring of evasion (2,083 gp), ring of 
  protection +1 (166 gp). 
  Conclusion: Loose Ends 
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 243 gp, C: 55 gp, M: 207 gp – Total: 505 gp 
  (450 gp). 
  APL 4: L: 167 gp, C: 55 gp, M: 1,289 gp – Total: 1,511 
  gp (650 gp). 
  APL 6: L: 1 gp, C: 55 gp, M: 2,449 gp – Total: 2,505 gp 
  (900 gp). 
  APL 8: L: 1 gp, C: 55 gp, M: 4,207 gp – Total: 4,263 gp 
  (1,300 gp). 
  APL 10: L: 1 gp, C: 55 gp, M: 5,305 gp – Total: 5,361 
  gp (2,300 gp). 
  APL 12: L: 1 gp, C: 55 gp, M: 9,343 gp – Total: 9,399 
  gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Welcome in the Village of Refuge: You have 
  entered the village of Refuge and been accepted by the 
  inhabitants.  This may impact future interactions you 
  might have with them. 
  � Cast out of the Village of Refuge: You have entered 
  the village of Refuge and been found wanting by the 
  inhabitants.  This may impact future interactions you 
  might have with them. 
  � Favor of the Village of Refuge: This PC has served 
  the expatriate community of Refuge.  This favor counts as 
  an Influence Point with the citizens of Refuge.  If you are 
  ever in danger of being arrested by the Bissel 
  government, you may spend this favor and 2 additional 
  TUs to instead flee to the safety of Refuge.  The local 
  citizens will then help you safely leave the borders of the 
  March.  You may no safely return to Bissel afterwards.  
  Contact the Bissel Triad immediately if you use this 
  option. Mark this favor as USED once it has been spent. 
  � The Simpler Life: You have decided to forgo your 
  adventuring life and become a simple citizen of Refuge.  
  You are immediately removed from play, buy gain access 
  (Frequency: Regional) to purchase the following items: 
  corncob pipe, overalls, pitchfork, rake, shovel. 
  � Respect of the Wayward Son: You have earned the 
  admiration of Guidebrother Francilis and, with it, the 
  blessings of Fharlanghn.  You may spend this favor 
  during a Withdraw action to avoid all Attacks of 
  Opportunity that you would otherwise incur during that 
  movement.  Mark this favor as USED once it has been 
  spent. 
  � Favor of the Exchequer: Due to the exemplary work 
  you have done for the Exchequer, he has agreed to use his 
  influence to your benefit.  You may spend this favor to 
  gain access (Frequency: Adventure) to one currently legal 
  item that you previously had access to on an Adventure 
  Record, but lost this access because it expired (rather 
  than a loss caused by an action or penalty).  Mark this 
  favor as USED once it has been spent. 
  � Relief of a Distressed Widow: For returning the 
  body of her deceased husband, Widow Fletcher owes you 
  a debt of gratitude.  The kindness you have shown her 
  family is rewarded by the loan of a family heirloom, a 
  gold ring with an intricate gold filigree pattern.  If the 
  ring is worn by an individual (who must be the PC given 
  the ring by the widow) who is dying, on the round after 
  they perish they are returned to the land of the living as 
  if by a revivify spell (Spell Compendium).  This effect may 
  only occur once, at which point this ring no longer 
  radiates magic (strong conjuration).  Once the effect has 
  occurred, the PC must return the heirloom to the widow 
  (which costs 2 additional TUs).  Only one PC at this table 
  may earn this ring.  Mark this favor as USED once the 
  effect has been used and the TUs spent. 
  � Mark of the Black Hand: 
   
  You have been stricken by a mysterious ailment that 
  has been creeping across the March of Bissel.  Rumor has 
  it that this illness is the final legacy of Evard the 
  Necromancer. 
   
  You immediately begin at Stage 1 of this disease.  At 
  the end of each adventure, you must succeed at a Fort 
  save (DC 15) or progress to the next stage of the illness.  
  This should be noted on the Adventure Record for which 
  you fail the save as well as to the right.  The effects of the 
  stages are cumulative. 
   
  This illness does not affect characters that are 
  immune to magical diseases (such as paladins with the 
  divine health class ability).  Currently, it can only be 
  successfully removed by the most powerful of magics 
  (wish or miracle). 
   
  The various stages of the disease are listed to the 
  right: 
  Stage 1: Your skin is covered in small black pocks that 
  resemble hands.  This gives you a -2 penalty to all Gather 
  Information and Diplomacy checks if they are visible 
  (not masked by illusions or disguises).  The pocks radiate 
  slight conjuration magic. 
  
  BIS6-02 Seeking Refuge 
   
  Page 24 
  Stage 2: More of the pocks appear on your skin.  You 
  become heat-intolerant from the disease.  You take a -4 
  penalty on all saving throws against heat or fire. 
   
  Advanced to Stage 2 on Adventure Record _______ 
  Stage 3: The pocks ooze greenish puss that smells like 
  decaying flesh.  Living creatures within 5 feet of this PC 
  must succeed on a Fort save (DC 10) or be sickened for 
  1d4 minutes.  The pocks now radiate moderate 
  conjuration magic. 
   
  Advanced to Stage 3 on Adventure Record _______ 
  Stage 4: The whites of your eyes turn a sickly yellow.  You 
  become light-sensitive, dazzled in bright sunlight or 
  within the radius of a daylight spell. 
   
  Advanced to Stage 4 on Adventure Record _______ 
  Stage 5: Your skin takes on a dull, pallid appearance, and 
  your joints stiffen.  Being reduced to below 50% of your 
  maximum hp automatically causes you to become 
  fatigued.  The pocks now radiate strong conjuration 
  magic. 
   
  Advanced to Stage 5 on Adventure Record _______ 
  Stage 6: Contact the Bissel Triad if you reach this stage.  
  Your PC is removed from play until further notice. 
   
  Advanced to Stage 6 on Adventure Record _______ 
  Item Access 
  APL 2: 
  • 
  Pearl of Power, 1st Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Phylactery of Faithfulness (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Quaal’s Feather Token, Tree (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Chime of Opening (Adventure; Dungeon Master’s Guide) 
  • 
  Elixir of Fire Breath (Adventure; Dungeon Master’s Guide) 
  • 
  Horn of Fog (Adventure; Dungeon Master’s Guide) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Candle of Truth (Adventure; Dungeon Master’s Guide) 
  • 
  Gloves of Arrow Snaring (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Necklace of Fireballs, Type II (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  +1 Flaming Heavy Flail (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +1 Flaming Quarterstaff (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Pipes of Sounding (Adventure; Dungeon Master’s Guide) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Circlet of Persuasion (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Elemental Gem, Fire (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Stone Salve (Adventure; Dungeon Master’s Guide) 
   
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  +1 Flaming Burst Quarterstaff (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 Light Fortification Breastplate (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Ring of Evasion (Adventure; Dungeon Master’s Guide) 
   
   
   
   
   
  
  BIS6-02 Seeking Refuge 
   
  Page 25 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 14 
   
  Baronial Agent Priest, Male human Clr2: Medium 
  humanoid (human); CR 2; HD 2d8+2; hp 14; Init +4; Spd 
  30 ft.; AC 18, touch 10, flat-footed 18 (+8 armor); Base 
  Atk/Grp: +1/+3; Atk +3 melee (1d6+4, quarterstaff); Full 
  Atk +3 melee (1d6+4, quarterstaff); SA -; SQ Spontaneous 
  inflict, rebuke undead; AL CN; SV Fort +4, Ref +0, Will 
  +7; Str 14, Dex 10, Con 12, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Concentration +7, Heal +4, 
  Knowledge (arcane) +3, Knowledge (religion) +3, 
  Spellcraft 
  +7, 
  Improved 
  Initiative, 
  Spell 
  Focus 
  (enchantment) and Weapon Focus (quarterstaff). 
   
  Cleric Spells Prepared (4/3+1; save DC 14 + spell level 
  (enchantments DC 15 + spell level): 0 – detect magic, light, 
  resistance, virtue; 1st – bane, bless, command, magic weapon. 
   
  Deity: Joramy. 
   
  Domains: Fire (Turn or destroy water creatures as a 
  good cleric turns undead. Rebuke, command, or bolster 
  fire creatures as an evil cleric rebukes undead. Use these 
  abilities a total number of times per day equal to 3 + your 
  Charisma modifier. This granted power is a supernatural 
  ability.); War (Free Martial Weapon Proficiency with 
  deity's favored weapon (if necessary) and Weapon Focus 
  with the deity's favored weapon.) 
   
  Languages: Common. 
   
  Possessions: phylactery of faithfulness, potion of cure light 
  wounds, masterwork full plate, masterwork quarterstaff, 
  10 gp. 
   
  Power-Up Suite (bless) - Atk +4 melee (1d6+4, 
  quarterstaff); Full Atk +4 melee (1d6+4, quarterstaff); SV 
  Fort +4, Ref +0, Will +7 (+8 vs. fear). 
   
   
  Baronial Agent Warrior, Male human Ftr1: Medium 
  humanoid (human); CR 1; HD 1d10+2; hp 9; Init +2; Spd 
  30 ft.; AC 17, touch 12, flat-footed 15 (+2 Dex, +5 armor); 
  Base Atk/Grp: +1/+4; Atk +6 melee (1d10+4, 19-20, heavy 
  flail); Full Atk +6 melee (1d10+4, 19-20, heavy flail); SA -; 
  SQ -; AL CN; SV Fort +4, Ref +2, Will -1; Str 17, Dex 14, 
  Con 14, Int 11, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4, Ride +6, 
  Improved Sunder, Power Attack, Weapon Focus (heavy 
  flail). 
   
  Languages: Common. 
   
  Possessions: potion of cure light wounds, longsword, 
  masterwork heavy flail, masterwork breastplate, 10 gp. 
   
  Power-Up Suite (bless, magic weapon) - Atk +7 
  melee (1d10+5, 19-20, heavy flail); Full Atk +7 melee 
  (1d10+5, 19-20, heavy flail); SV Fort +4, Ref +2, Will -1 (+0 
  vs. fear). 
   
   
  
  BIS6-02 Seeking Refuge 
   
  Page 26 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 14 
   
  Baronial Agent Priest, Male human Clr4: Medium 
  humanoid (human); CR 4; HD 4d8+4; hp 28; Init +4; Spd 
  30 ft.; AC 18, touch 10, flat-footed 18 (+8 armor); Base 
  Atk/Grp: +3/+5; Atk +6 melee (1d6+4, quarterstaff); Full 
  Atk +6 melee (1d6+4, quarterstaff); SA -; SQ Spontaneous 
  inflict, rebuke undead; AL CN; SV Fort +5, Ref +1, Will 
  +8; Str 14, Dex 10, Con 13, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Concentration +8, Heal +5, 
  Knowledge (arcane) +3, Knowledge (religion) +3, 
  Spellcraft +7, Combat Casting, Improved Initiative, Spell 
  Focus (enchantment), Weapon Focus (quarterstaff). 
   
  Cleric Spells Prepared (5/4+1/3+1; save DC 14 + spell 
  level (enchantments DC 15 + spell level): 0 – detect magic, 
  guidance, light, resistance, virtue; 1st – bane, bless, burning 
  hands, command (x2); 2nd – calm emotion, enthrall, hold 
  person, spiritual weapon. 
   
  Deity: Joramy. 
   
  Domains: Fire (Turn or destroy water creatures as a 
  good cleric turns undead. Rebuke, command, or bolster 
  fire creatures as an evil cleric rebukes undead. Use these 
  abilities a total number of times per day equal to 3 + your 
  Charisma modifier. This granted power is a supernatural 
  ability.); War (Free Martial Weapon Proficiency with 
  deity's favored weapon (if necessary) and Weapon Focus 
  with the deity's favored weapon.) 
   
  Languages: Common. 
   
  Possessions: +1 quarterstaff, phylactery of faithfulness, 
  potion of cure light wounds, masterwork full plate, 10 gp. 
   
  Power-Up Suite (bless) - Atk +7 melee (1d6+4, 
  quarterstaff); Full Atk +7 melee (1d6+4, quarterstaff); SV 
  Fort +5, Ref +1, Will +8 (+9 vs. fear). 
   
   
  Baronial Agent Warrior, Male human Ftr2: Medium 
  humanoid (human); CR 2; HD 2d10+4; hp 19; Init +2; 
  Spd 30 ft.; AC 17, touch 12, flat-footed 15 (+2 Dex, +5 
  armor); Base Atk/Grp: +2/+5; Atk +7 melee (1d10+5, 19-
  20, heavy flail); Full Atk +7 melee (1d10+5, 19-20, heavy 
  flail); SA -; SQ -; AL CN; SV Fort +5, Ref +2, Will -1; Str 
  17, Dex 14, Con 14, Int 11, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +5, Jump +5, Ride +6, Combat 
  Reflexes, Improved Sunder, Power Attack, Weapon 
  Focus (heavy flail). 
   
  Languages: Common. 
   
  Possessions: +1 heavy flail, elixer of fire breath, potion of 
  cure light wounds, longsword, masterwork breastplate, 10 
  gp. 
   
  Power-Up Suite (bless) - Atk +8 melee (1d10+5, 19-
  20, heavy flail); Full Atk +8 melee (1d10+5, 19-20, heavy 
  flail); SV Fort +5, Ref +2, Will -1 (+0 vs. fear). 
   
   
  
  BIS6-02 Seeking Refuge 
   
  Page 27 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 14 
   
  Baronial Agent Priest, Male human Clr6: Medium 
  humanoid (human); CR 6; HD 6d8+6; hp 42; Init +4; Spd 
  30 ft.; AC 19, touch 10, flat-footed 19 (+9 armor); Base 
  Atk/Grp: +4/+6; Atk +7 melee (1d6+4, quarterstaff); Full 
  Atk +7 melee (1d6+4, quarterstaff); SA -; SQ Spontaneous 
  inflict, rebuke undead; AL CN; SV Fort +6, Ref +2, Will 
  +9; Str 14, Dex 10, Con 13, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Concentration +10, Heal +6, 
  Knowledge (arcane) +4, Knowledge (religion) +4, 
  Spellcraft +8, Combat Casting, Greater Spell Focus 
  (enchantment), 
  Improved 
  Initiative, 
  Spell 
  Focus 
  (enchantment), Weapon Focus (quarterstaff). 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; save DC 14 + 
  spell level (enchantments DC 15 + spell level): 0 – detect 
  magic, guidance, light, resistance, virtue; 1st – bane, bless, 
  burning hands, command (x2); 2nd – calm emotion, darkness, 
  enthrall, 
  hold 
  person, 
  spiritual 
  weapon; 
  3rd 
  – 
  blindness/deafness, dispel magic, prayer, resist energy (fire). 
   
  Deity: Joramy. 
   
  Domains: Fire (Turn or destroy water creatures as a 
  good cleric turns undead. Rebuke, command, or bolster 
  fire creatures as an evil cleric rebukes undead. Use these 
  abilities a total number of times per day equal to 3 + your 
  Charisma modifier. This granted power is a supernatural 
  ability.); War (Free Martial Weapon Proficiency with 
  deity's favored weapon (if necessary) and Weapon Focus 
  with the deity's favored weapon.) 
   
  Languages: Common. 
   
  Possessions: +1 quarterstaff, +1 full plate, gloves of arrow 
  snaring, necklace of fireballs, type II, phylactery of faithfulness, 
  potion of cure moderate wounds, 10 gp. 
   
  Power-Up Suite (bless, prayer, resist energy (10 
  pts, fire)) - Atk +9 melee (1d6+5, quarterstaff); Full Atk 
  +9 melee (1d6+5, quarterstaff); SV Fort +7, Ref +3, Will 
  +10 (+11 vs. fear); +1 to all skills. 
   
   
  Baronial Agent Warrior, Male human Ftr4: Medium 
  humanoid (human); CR 4; HD 4d10+8; hp 38; Init +2; 
  Spd 30 ft.; AC 18, touch 12, flat-footed 16 (+2 Dex, +6 
  armor); Base Atk/Grp: +4/+8; Atk +10 melee (1d10+9, 19-
  20, heavy flail); Full Atk +10 melee (1d10+9, 19-20, heavy 
  flail); SA -; SQ -; AL CN; SV Fort +6, Ref +3, Will +0; Str 
  18, Dex 14, Con 14, Int 11, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +7, Jump +7, Ride +6, Combat 
  Reflexes, Improved Sunder, Iron Will, Power Attack, 
  Weapon Focus (heavy flail), Weapon Specialization 
  (heavy flail). 
   
  Languages: Common. 
   
  Possessions: +1 breastplate, +1 heavy flail +1, elixer of fire 
  breath, potion of cure moderate wounds, potion of enlarge 
  person, longsword, 10 gp. 
   
  Power-Up 
  Suite 
  (bless, 
  guidance, 
  prayer, 
  resistance, virtue) – 39 hp; Atk +12 melee (1d10+10, 19-
  20, heavy flail); Full Atk +12 melee (1d10+10, 19-20, 
  heavy flail); SV Fort +8, Ref +5, Will +2 (+3 vs. fear); +1 to 
  all skills. 
   
   
  
  BIS6-02 Seeking Refuge 
   
  Page 28 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 14 
   
  Baronial Agent Priest, Male human Clr8: Medium 
  humanoid (human); CR 8; HD 8d8+8; hp 56; Init +4; Spd 
  30 ft.; AC 19, touch 10, flat-footed 19 (+9 armor); Base 
  Atk/Grp: +6/+8; Atk +9 melee (1d6+4 plus 1d6 fire, 
  quarterstaff); Full Atk +9/+4 melee (1d6+4 plus 1d6 fire, 
  quarterstaff); SA -; SQ Spontaneous inflict, rebuke 
  undead; AL CN; SV Fort +7, Ref +2, Will +10; Str 14, Dex 
  10, Con 13, Int 10, Wis 19, Cha 8. 
   
  Skills and Feats: Concentration +11, Heal +7, 
  Knowledge (arcane) +5, Knowledge (religion) +6, 
  Spellcraft +9, Combat Casting, Greater Spell Focus 
  (enchantment), 
  Improved 
  Initiative, 
  Spell 
  Focus 
  (enchantment), Weapon Focus (quarterstaff). 
   
  Cleric Spells Prepared (6/6+1/4+1/4+1/3+1; save DC 
  15 + spell level (enchantments DC 17 + spell level): 0 – 
  detect magic, guidance, light, read magic, resistance, virtue; 1st 
  – bane (x2), bless, burning hands, command (x2), protection 
  from good; 2nd – calm emotion, darkness, enthrall, hold person, 
  spiritual weapon; 3rd – blindness/deafness, contagion, dispel 
  magic, prayer, resist energy (fire); 4th – dismissal, divine power, 
  freedom of movement, poison. 
   
  Deity: Joramy. 
   
  Domains: Fire (Turn or destroy water creatures as a 
  good cleric turns undead. Rebuke, command, or bolster 
  fire creatures as an evil cleric rebukes undead. Use these 
  abilities a total number of times per day equal to 3 + your 
  Charisma modifier. This granted power is a supernatural 
  ability.); War (Free Martial Weapon Proficiency with 
  deity's favored weapon (if necessary) and Weapon Focus 
  with the deity's favored weapon.) 
   
  Languages: Common. 
   
  Possessions: +1 flaming quarterstaff, +1 full plate, gloves of 
  arrow snaring, periapt of wisdom +2, phylactery of faithfulness, 
  potion of cure moderate wounds, 10 gp. 
   
  Power-Up Suite (bless, divine power, freedom of 
  movement, guidance, prayer, resist energy (20 pts, 
  fire)) – 64 hp; Base Atk/Grp: +8/+13; Atk +16 melee 
  (1d6+9 plus 1d6 fire, quarterstaff); Full Atk +16/+11 
  melee (1d6+9 plus 1d6 fire, quarterstaff); SV Fort +8, Ref 
  +3, Will +11 (+12 vs. fear); Str 20; +1 to all skills. 
   
   
  Baronial Agent Warrior, Male human Ftr6: Medium 
  humanoid (human); CR 6; HD 6d10+12; hp 57; Init +2; 
  Spd 30 ft.; AC 18, touch 12, flat-footed 16 (+2 Dex, +6 
  armor); Base Atk/Grp: +6/+10; Atk +12 melee (1d10+9 
  plus 1d6 fire, 19-20, heavy flail); Full Atk +12/+7 melee 
  (1d10+9 plus 1d6 fire, 19-20, heavy flail); SA -; SQ -; AL 
  CN; SV Fort +7, Ref +4, Will +1; Str 18, Dex 14, Con 14, 
  Int 11, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +8, Jump +8, Ride +8, Cleave, 
  Combat Reflexes, Great Cleave, Improved Sunder, Iron 
  Will, Power Attack, Weapon Focus (heavy flail), Weapon 
  Specialization (heavy flail). 
   
  Languages: Common. 
   
  Possessions: +1 breastplate, +1 flaming heavy flail, elixer of 
  fire breath, potion of cure moderate wounds, potion of enlarge 
  person, longsword, 10 gp. 
   
  Power-Up Suite (bless, prayer, protection from 
  good, resistance, virtue) – 58 hp; Atk +14 melee 
  (1d10+10 plus 1d6 fire, 19-20, heavy flail); Full Atk 
  +14/+9 melee (1d10+10 plus 1d6 fire, 19-20, heavy flail); 
  SV Fort +9, Ref +6, Will +3 (+4 vs. fear); +1 to all skills. 
   
   
  
  BIS6-02 Seeking Refuge 
   
  Page 29 
   APPENDIX 5 – APL 10 
   
  ENCOUNTER 3 
   
  Dire Elk of Legend: Huge Animal: CR 9; HD 12d8+120; 
  hp 198; Init +7; Spd 50 ft.; AC 23, touch 11, flat-footed 20 
  (-2 size, +12 natural, +3 Dex); Base Atk/Grp: +9/+21; Atk 
  +19 melee (2d6+12, slam) or +17 melee (2d4+5, hoof) or 
  +19 melee (2d8+18, gore); Full Atk +19 melee (2d6+12, 
  slam) and +17 melee (2d4+5, 2 hooves) or +19 melee 
  (2d8+18, gore); SA Breath weapon, trample 2d8+15; SQ 
  Haste, low-light vision, scent, SR 16; AL N; SV Fort +24, 
  Ref +11, Will +12; Str 34, Dex 17, Con 30, Int 4, Wis 13, 
  Cha 11. 
   
  Skills & Feats: Listen +7, Spot +7; Improved Initiative, 
  Multiattack. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a dire elk of legend can trample opponents at 
  least one size category smaller than itself. This attack 
  deals 2d8+18 points of bludgeoning damage. A trampled 
  opponent can attempt either an attack of opportunity at -
  4 penalty or a Reflex save (DC 28) for half damage. 
   
  Scent (Ex): A dire elk of legend can detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. 
   
  Breath Weapon (Su): Every 1d4+1 rounds, a dire 
  elk of legend can use a breath weapon (15-foot cone, 3d6 
  acid damage). A target can make a Reflex save (DC 26) for 
  half damage. 
   
  Haste (Su): A dire elk of legend is supernaturally 
  quick. It can make an extra attack during a full-attack 
  action, as if affected by haste spell. 
   
  ENCOUNTER 14 
   
  Baronial Agent Priest, Male human Clr10: Medium 
  humanoid (human); CR 10; HD 10d8+10; hp 70; Init +4; 
  Spd 30 ft.; AC 19, touch 10, flat-footed 19 (+9 armor); Base 
  Atk/Grp: +7/+9; Atk +10 melee (1d6+4 plus 1d6 fire, 
  quarterstaff); Full Atk +10/+5 melee (1d6+4 plus 1d6 fire, 
  quarterstaff); SA -; SQ Spontaneous inflict, rebuke 
  undead; AL CN; SV Fort +8, Ref +3, Will +11; Str 14, Dex 
  10, Con 13, Int 10, Wis 19, Cha 8. 
   
  Skills and Feats: Concentration +13, Heal +8, 
  Knowledge (arcane) +6, Knowledge (religion) +7, 
  Spellcraft +10, Combat Casting, Divine Spell Power, 
  Greater Spell Focus (enchantment), Improved Initiative, 
  Spell Focus (enchantment), Weapon Focus (quarterstaff). 
   
  Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; save 
  DC 15 + spell level (enchantments DC 17 + spell level): 0 
  – detect magic, guidance, light, read magic, resistance, virtue; 
  1st – bane (x2), bless, burning hands, command (x2), 
  protection from good; 2nd – calm emotion, darkness, enthrall, 
  hold person (x2), spiritual weapon; 3rd – blindness/deafness, 
  contagion, dispel magic, magic circle against good, prayer; 4th – 
  dismissal, divine power, freedom of movement (x2), poison; 5th 
  – flame strike, righteous might, slay living (x2). 
   
  Deity: Joramy. 
   
  Domains: Fire (Turn or destroy water creatures as a 
  good cleric turns undead. Rebuke, command, or bolster 
  fire creatures as an evil cleric rebukes undead. Use these 
  abilities a total number of times per day equal to 3 + your 
  Charisma modifier. This granted power is a supernatural 
  ability.); War (Free Martial Weapon Proficiency with 
  deity's favored weapon (if necessary) and Weapon Focus 
  with the deity's favored weapon.) 
   
  Languages: Common. 
   
  Possessions: +1 flaming quarterstaff, +1 full plate, fire 
  elemental gem, gloves of arrow snaring, periapt of wisdom +2, 
  phylactery of faithfulness, potion of cure serious wounds, 10 gp. 
   
  Power-Up Suite (bless, divine power, freedom of 
  movement, guidance, magic circle against good, 
  prayer, resist energy (20 pts, fire), righteous might) – 
  Large humanoid (human); 100 hp; AC 22, touch 9, flat-
  footed 22 (+9 armor, +4 natural, -1 size); Base Atk/Grp: 
  +10/+19; Atk +22 melee (1d8+15 plus 1d6 fire, 
  quarterstaff); Full Atk +22/+17 melee (1d8+15 plus 1d6 
  fire, quarterstaff); SQ DR 5/good; SV Fort +11, Ref +4, 
  Will +12 (+13 vs. fear); Str 28, Con 17; +1 to all skills. 
   
  Baronial Agent Warrior, Male human Ftr8: Medium 
  humanoid (human); CR 8; HD 8d10+16; hp 76; Init +2; 
  Spd 30 ft.; AC 19, touch 13, flat-footed 17 (+2 Dex, +6 
  armor, +1 ring); Base Atk/Grp: +8/+12; Atk +14 melee 
  (1d10+9 plus 1d6 fire, 18-20, heavy flail); Full Atk +14/+9 
  melee (1d10+9 plus 1d6 fire, 18-20, heavy flail); SA -; SQ -; 
  AL CN; SV Fort +7, Ref +4, Will +1; Str 19, Dex 14, Con 
  14, Int 11, Wis 8, Cha 8. 
  
  BIS6-02 Seeking Refuge 
   
  Page 30 
   
  Skills and Feats: Climb +10, Jump +10, Ride +8, 
  Cleave, Combat Reflexes, Great Cleave, Improved Critical 
  (heavy flail), Improved Sunder, Iron Will, Power Attack, 
  Weapon Focus (heavy flail), Weapon Specialization 
  (heavy flail). 
   
  Languages: Common. 
   
  Possessions: +1 breastplate, +1 flaming heavy flail, elixer of 
  fire breath, potion of cure moderate wounds, ring of protection 
  +1, potion of enlarge person, longsword, 10 gp. 
   
  Power-Up Suite (bless, freedom of movement, 
  prayer, protection from good, resistance, virtue) – 77 
  hp; Atk +16 melee (1d10+10 plus 1d6 fire, 18-20, heavy 
  flail); Full Atk +16/+11 melee (1d10+10 plus 1d6 fire, 18-
  20, heavy flail); SV Fort +9, Ref +6, Will +3 (+4 vs. fear); +1 
  to all skills. 
   
   
  
  BIS6-02 Seeking Refuge 
   
  Page 31 
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 3 
   
  Advanced Dire Elk of Legend: Gargantuan Animal; CR 
  11; HD 18d8+236; hp 344; Init +7; Spd 50 ft.; AC 25, touch 
  9, flat-footed 22 (-4 size, +16 natural, +3 Dex); Base 
  Atk/Grp: +13/+25; Atk +23 melee (3d6+16, slam) or +21 
  melee (2d6+7, hoof) or +23 melee (3d8+24, gore); Full Atk 
  +23 melee (3d6+16, slam) and +21 melee (2d6+7, 2 
  hooves) or +23 melee (3d8+24, gore); SA Breath weapon, 
  trample 3d8+19; SQ Haste, low-light vision, scent, SR 19; 
  AL N; SV Fort +26, Ref +17, Will +15; Str 42, Dex 17, Con 
  34, Int 4, Wis 13, Cha 11. 
   
  Skills & Feats: Listen +10, Spot +10; Improved 
  Initiative, Multiattack. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a dire elk of legend can trample opponents at 
  least one size category smaller than itself. This attack 
  deals 3d8+24 points of bludgeoning damage. A trampled 
  opponent can attempt either an attack of opportunity at -
  4 penalty or a Reflex save (DC 35) for half damage. 
   
  Scent (Ex): A dire elk of legend can detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. 
   
  Breath Weapon (Su): Every 1d4+1 rounds, a dire 
  elk of legend can use a breath weapon (15-foot cone, 3d6 
  acid damage). A target can make a Reflex save (DC 31) for 
  half damage. 
   
  Haste (Su): A dire elk of legend is supernaturally 
  quick. It can make an extra attack during a full-attack 
  action, as if affected by haste spell. 
   
  ENCOUNTER 14 
   
  Baronial Agent Priest, Male human Clr12: Medium 
  humanoid (human); CR 12; HD 12d8+12; hp 84; Init +4; 
  Spd 30 ft.; AC 19, touch 10, flat-footed 19 (+9 armor); Base 
  Atk/Grp: +9/+11; Atk +12 melee (1d6+4 plus 1d6 fire, 19-
  20, quarterstaff); Full Atk +12/+7 melee (1d6+4 plus 1d6 
  fire, 19-20, quarterstaff); SA -; SQ Spontaneous inflict, 
  rebuke undead; AL CN; SV Fort +9, Ref +4, Will +13; Str 
  14, Dex 10, Con 13, Int 10, Wis 20, Cha 8. 
   
  Skills and Feats: Concentration +14, Heal +10, 
  Knowledge (arcane) +7, Knowledge (religion) +8, 
  Spellcraft +12, Combat Casting, Divine Spell Power, 
  Greater Spell Focus (enchantment), Improved Critical 
  (quarterstaff), 
  Improved 
  Initiative, 
  Spell 
  Focus 
  (enchantment), Weapon Focus (quarterstaff). 
   
  Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/3+1/2+1; 
  save DC 15 + spell level (enchantments DC 17 + spell 
  level): 0 – detect magic, guidance, light, read magic, resistance, 
  virtue; 1st – bane (x2), bless, burning hands, command (x2), 
  divine favor, protection from good; 2nd – calm emotion, 
  darkness, enthrall, hold person (x2), spiritual weapon; 3rd – 
  blindness/deafness, contagion, dispel magic (x2), magic circle 
  against good, prayer; 4th – dismissal, divine power, freedom of 
  movement (x2), poison; 5th – flame strike (x2), righteous 
  might, slay living (x2); 6th – blade barrier, greater dispel 
  magic, harm. 
   
  Deity: Joramy. 
   
  Domains: Fire (Turn or destroy water creatures as a 
  good cleric turns undead. Rebuke, command, or bolster 
  fire creatures as an evil cleric rebukes undead. Use these 
  abilities a total number of times per day equal to 3 + your 
  Charisma modifier. This granted power is a supernatural 
  ability.); War (Free Martial Weapon Proficiency with 
  deity's favored weapon (if necessary) and Weapon Focus 
  with the deity's favored weapon.) 
   
  Languages: Common. 
   
  Possessions: +1 flaming burst quarterstaff, +1 full plate, fire 
  elemental gem, gloves of arrow snaring, periapt of wisdom +2, 
  phylactery of faithfulness, potion of cure serious wounds, ring of 
  evasion, 10 gp. 
   
  Power-Up Suite (bless, divine power, freedom of 
  movement, guidance, magic circle against good, 
  prayer, resist energy (20 pts, fire), righteous might) – 
  Large humanoid (human); 120 hp; AC 22, touch 9, flat-
  footed 22 (+9 armor, +4 natural, -1 size); Base Atk/Grp: 
  +12/+21; Atk +24 melee (1d8+15 plus 1d6 fire, 19-20, 
  quarterstaff); Full Atk +24/+19/+14 melee (1d8+15 plus 
  1d6 fire, 19-20, quarterstaff); SQ DR 10/good; SV Fort 
  +12, Ref +5, Will +14 (+15 vs. fear); Str 28, Con 17; +1 to 
  all skills. 
   
  Baronial Agent Warrior, Male human Ftr10: Medium 
  humanoid (human); CR 10; HD 10d10+20; hp 95; Init +2; 
  Spd 30 ft.; AC 19, touch 13, flat-footed 17 (+2 Dex, +6 
  
  BIS6-02 Seeking Refuge 
   
  Page 32 
  armor, +1 ring); Base Atk/Grp: +10/+14; Atk +17 melee 
  (1d10+9 plus 1d6 fire, 18-20, heavy flail); Full Atk 
  +17/+12 melee (1d10+9 plus 1d6 fire, 18-20, heavy flail); 
  SA -; SQ -; AL CN; SV Fort +8, Ref +5, Will +2; Str 19, Dex 
  14, Con 14, Int 11, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +11, Jump +11, Ride +10, 
  Cleave, Combat Reflexes, Endurance, Great Cleave, 
  Greater Weapon Focus (heavy flail), Improved Critical 
  (heavy flail), Improved Sunder, Iron Will, Power Attack, 
  Weapon Focus (heavy flail), Weapon Specialization 
  (heavy flail). 
   
  Languages: Common. 
   
  Possessions: +1 breastplate of light fortification, +1 flaming 
  heavy flail, elixer of fire breath, potion of cure serious wounds, 
  ring of protection +1, potion of enlarge person, longsword, 10 
  gp. 
   
  Power-Up Suite (bless, freedom of movement, 
  prayer, protection from good, resistance, virtue) – 96 
  hp; Atk +19 melee (1d10+10 plus 1d6 fire, 18-20, heavy 
  flail); Full Atk +19/+14 melee (1d10+10 plus 1d6 fire, 18-
  20, heavy flail); SV Fort +10, Ref +7, Will +4 (+5 vs. fear); 
  +1 to all skills. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/596/Normal Scenarios/BIS6-02 - Seeking Refuge (APL 2-12)/BIS6-02 - Seeking Refuge.pdf