TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  BIS4-03 
   
   
   
   
   
   
  Face of the Enemy 
   
  A One-Round D&D LIVING GREYHAWK®  
  Bissel Regional Adventure 
  Version 1.1 
   
  by Matthew Pennington 
  Based on an Idea by John Williams and Matthew Pennington 
   
   
   
  Fourteen years ago, the Necromancer, Evard, nearly conquered the March, and paid with his life.  Or did he?  Current 
  events have led many to believe him still active and a once-in-a-lifetime chance to explore his past has appeared.  But are 
  you willing to investigate the tales that have scared the children of Bissel for a generation? A Bissel Regional adventure 
  for APLs 8 -12, and Part One of the Dusk Before the Dark series. 
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
   
   
   
   
   
  BIS4-03 Face of the Enemy 
   
  Page 2 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  # 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 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Bissel.  Characters native to Bissel pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. 
   
  BIS4-03 Face of the Enemy 
   
  Page 3 
  
  Adventure Background 
  Fourteen years ago, Bissel was a very different place. 
  The Margrave, Walgar, was a just man, who ruled his 
  conflicted land as fairly as he could. But there were those 
  that thought they could do better. One such man was the 
  Baron Evard Markavan of Rypthorne. 
  Baron Markavan came from a long line of Barons in 
  Rypthorne, renowned across the March for their ability 
  to be friends with the right people at the right time, 
  whether they came from Ket, Veluna, Gran March, or 
  even the Old Empire of Keoland.  Evard was no different. 
   He had worked his way into the highest echelons of the 
  old Wizard’s Guilds that were the precursor to the Guild 
  of the Arcane Path, and was a close confidant of Margrave 
  Walgar himself.  But, unlike his petty father and 
  ancestors, Baron Evard wanted more in life. And he was 
  determined to take it. 
  Prior to taking his father's role as Baron, Evard traveled 
  far and wide in a voracious hunger for magical 
  knowledge and power.  Ironically, he found it in two 
  places close to home.  The first was the nearby Valley of 
  the Mage.  Evard became increasingly convinced that the 
  Valley was the source of an unimaginable magical power 
  waiting to be tapped.  Unfortunately, his early attempts 
  to gain access to this source were all turned back by the 
  Mage of the Valley and his minions.  Later attempts were 
  made by minions of Evard (one of the cabals mentioned 
  below) that are rumored to have been more successful.  
  The second was in the darkest corners of Bissel itself.  
  Evard discovered small hidden cabals of necromancers all 
  across the March.  He realized this was a force of power 
  just waiting for someone to use it and spent time 
  unifying the necromancer cabals under his control, 
  convincing them that they were meant to rule Bissel (as 
  they wielded the true powers of death and undeath).  
  Evard also discovered some ancient Magicks of Shadow 
  buried deep in the past of the March that he hoped to 
  combine with his necromantic forces to make himself 
  invincible. 
  In CY580, Evard struck during a Council of Barons in 
  Thornward called by Margrave Walgar.  His agents 
  revealed themselves across the March, and Evard himself 
  would have struck down Walgar if not for two valiant 
  Knights of the Watch that threw themselves in Evard’s 
  path.  Walgar was grievously wounded, but escaped, and 
  the insurrection had begun.   
  Through blackmail and by feeding the greedy nature of 
  men, Evard made great strides.  He had many loyal allies 
  within the Wizards Guilds that flocked to his banner, 
  believing a magocracy was the true way to rule a land. He 
  also swayed many humanoid tribes from the nearby 
  Barrier Peaks and Lortmil Mountains to his banner.  But 
  he was doomed to fail, as Bissel had one of the best 
  trained and fiercest armies that money could buy : the 
  Border Companies. 
  Under Walgar’s lead, the lifelong soldiers of the Border 
  Companies focused their energies inward, reclaiming all 
  the Baronies and Townships they came across, and 
  burning any supposed “necromancers” they came across.  
  With surprising ease, they finally backed Evard into a 
  hidden keep he had built in the craggy hills of 
  Rypthorne, a place called Calignosus (literally “Of the 
  Dark”).  His forces in disarray, the Margraves forces 
  flooded the valley and boxed Evard in, but only after 
  great losses for both sides. 
  Walgar still remembered his old friend, and offered him 
  one chance to redeem himself, and shouted his offer of 
  mercy at the walls of grey granite.  Luckily, the priests of 
  Heironeous had seem something dark in their auguries, 
  and whisked Walgar away just before a great cloud of 
  blackness erupted from the keep, filling the valley in a 
  bubble of night.  After eight hours, the bubble vanished, 
  and all that was left in the valley was as ash: the landscape 
  was completely barren, all vegetation gone, and the very 
  soil itself was grey like a rainy sky.  And of the keep 
  Calignosus, there was no trace. 
  Though it took many years to rebuild and destroy the 
  remains of his undead armies, Evard finally faded into 
  legend, and became nothing more than a boogey-man 
  story used to scare children at night.  But all stories have 
  some element of truth and Evard’s is a truth that has only 
  just begun to haunt the March. 
  Adventure Summary 
  The PCs are summoned from their appropriate barracks 
  (or by agents of the Mist Chameleons) to a very 
  important and secret meeting at the church of 
  Heironeous in Pellak.  Here they meet the His Lofty 
  Grace, the Margrave Larrangin himself. He seems to 
  know much about the heroes in his presence, and it is 
  because of their great prowess he has summoned them. 
  He needs people that he can rely on to get into the old 
  keep of Evard, Calignosus, which has suddenly 
  reappeared in Rhomstaff. And they must do it before 
  Evard himself realizes it is back. 
  The PCs meet their local operative, a Mist Chameleon, at 
  a remote roadhouse in Rhomstaff.  He gives them 
  directions to the “gloom”, and warns them that an 
  impetuous group of members of the Nightwatch are 
  rumored to be on their way there too. Wary PCs may find 
  that they are being spied upon by a member of this very 
  group. 
  At the valley, the heroes walk through a “bubble” of 
  darkness and find themselves in a strange mirror-version 
  of the Prime, the Plane of Shadow.  Due to its morphic 
  traits, many of the remnants of the final battle are still 
  here, including hundreds of dead bodies, all stripped of 
  gear, yet remarkably well-preserved. While they walk the 
  battlefields and forests, they are attacked by predators of 
  the plane. 
  BIS4-03 Face of the Enemy 
   
  Page 4 
  
  Finally reaching the blasted out keep, they begin to 
  explore what is left and encounter an oddly equipped and 
  “behind the times” group of Evard’s soldiers.  If the PCs 
  take too long exploring, they may encounter packs of 
  Shadows. Exploring may also reward them with shards of 
  some strangely flowing metal, which are in fact, pieces of 
  the Portal to the Plane of Shadow that once stood there. 
  The only place in the keep left intact is an ancient vault, 
  deep below.  After negotiating its traps and opening it, 
  they find a laboratory, untouched by human hands in a 
  long time.  Examining it, they find a great deal of Evard’s 
  old journals and a few experiments, including a strange 
  plaster deathmask, and a living woman, long trapped in 
  stasis. While in the lab, the valley begins to destabilize 
  and fall deeper into Shadow, causing all the lands to 
  begin to come apart. 
  With the valley coming apart behind them, the PCs flee 
  with the comatose and babbling woman.  As they 
  approach the edge of the valley, and home, they see the 
  Nightwatchers.  As they approach, they can see that the 
  sunlight of the prime is moving towards them, 
  reclaiming the land. Unfortunately, the Nightwatchers 
  have already met their demise, and sinister creatures of 
  the Plane are determined to prevent the PCs from 
  leaving. 
  Back in the Prime, they meet their Mist Chameleon 
  contact and make haste back to Pellak.  Either the priests 
  of Heironeous or the PCs may use heal to restore the girl’s 
  health, and get some of her tragic story.  The girl is taken 
  by the Margrave to Lady Imycina, the leader of the Mist 
  Chameleons. The PCs hand over whatever information 
  they wish to the Margrave, they are rewarded and given a 
  personal favor.   
  Introduction 
  Bissel is finally coming out of hard times. The 
  Margrave was nearly deposed, the harvest was in 
  jeopardy, and the very March was shaken to its core. 
   But, as always, its people persevere.  It is nearly 
  spring, but the heavy snows of winter still blanket 
  the land.  It makes things look and sound 
  so…peaceful, something that all of you know will 
  not last.   
  Even though military service has been reduced, 
  many soldiers (those that are not farmers, that is) 
  are now unsure of what to do with their time, and 
  find themselves in the barracks anyways.  There is 
  much gossip and rumor-mongering in such places, 
  especially about the appointment of the new Field 
  Marshal, 
  Steich 
  Valiserat, 
  former 
  baron 
  of 
  Swordfields, who now leads the very army that saved 
  him from a dark fate in Deepoerth.  Also on the 
  tongues of the more adventurous soldiers are the 
  Free Companies of Bissel, led by Cainlen Rashedra, 
  heir to both the Besselar and Parullan baronies.  All 
  this talk of armies and combat has made you weary, 
  as there have been very few battles to be fought, and 
  Thornward is still just out of reach. 
  It’s no wonder some of your compatriots transferred 
  to the sunnier, more orc-filled climes of Ulek. 
  You reverie is broken by the entrance of a page, 
  dripping in fine silks and velvets.  He looks 
  distastefully in your direction and asks, “Where 
  might I find the commander of these barracks?” 
  PCs will no doubt give the page grief, but even if they do, 
  the local commanding officer will come out to check on 
  the commotion.  He will retire to his chambers with the 
  page, and follow him out a few minutes later. 
  “Well, aren’t you all special,“ says your Commander, 
  throwing a fancy bit of parchment on the table.  The 
  parchment is a simple list of names and ranks, 
  YOUR names and ranks, and is marked with the seal 
  of his Lofty Grace, the Margrave Larringan.  “The 
  softskin said you were supposed to ask for a Lord 
  Tikeram at the south gate at Pellak.  And to leave 
  now.  That’s an order” 
  If the PCs are NOT in the Bissel Military, a messenger 
  delivers them a similar message, wherever they are 
  found. 
  Encounter One: Something For 
  Nothing 
  Your trip to Pellak was fast, the Commander even 
  giving you mounts…a first.  As you cross the rolling 
  hills that surround Pellak, you can’t help but feel 
  that the worst of the winter is yet to come.  As Castle 
  Oversight comes into view, you can see that the new 
  “recruitment drive” that the Knights of the Watch 
  have had must be going well:  the castle is now 
  surrounded by a tent-town of would-be knights, 
  sparring and training in mounted combat and 
  swordplay. 
  As you approach the gates, the guards look down at 
  you expectantly. 
  Security has been tightened around Pellak since the 
  Baron’s Council and the murders in the last few months.  
  The guards are just meant to search anyone that comes 
  through for anything suspicious.  An Acolyte of Zilchus 
  assists them by using detect magic and detect evil spells as 
  needed.  If any PCs have incriminating items/curses/etc 
  or otherwise detect as evil give them a bit of grief before 
  Lord Tikeram arrives. 
  As the guards rifle through your belongings, a small 
  boy of perhaps ten approaches from within the city, 
  mounted on a resplendent pony, and dressed in the 
  finest of furs for warmth.  The guards part for him 
  and he rides directly towards you. 
  “Did you receive the letter? Is it you that I am to take 
  to my master?” the boys ask excitedly. 
  BIS4-03 Face of the Enemy 
   
  Page 5 
  
  The boy is “Lord” Tikram, the page to the Margrave.  He 
  is most loyal to the Margrave, and has been waiting to 
  meet the “rugged heroes” that were sent for.  He suffers 
  from a bit of hero worship, as he wishes to ride the lands 
  slaying evil when he grows up, and is unimpressed by the 
  military and political figures he normally meets.  He 
  checks the letter that the PCs were sent very carefully, 
  and leads the PCs to the Temple of Heironeous. 
  PCs who have been to the temple before will see that it is 
  buzzing, and the PCs’ steeds are taken from them quickly 
  and efficiently, and they are led inside to the private 
  meeting room of the high priest, where their employer 
  waits. 
  You are guided through the majestic halls of the 
  temple of Heironeous, where every priest is in full 
  regalia and primped to perfection. “They always do 
  this when His Lofty Grace is around,” points out 
  Tikeram with a bemused expression.  The boy leads 
  you behind the altar and into the high priest’s 
  private sanctum, where a man awaits you.  To those 
  that have never seen him, the Margrave Larrangin is 
  a heroic figure with dark, cropped hair, a square jaw, 
  and broad shoulders. He wears a longsword at his 
  hip, and is in the finest of clothes. A glittering, 
  bejeweled platinum holy symbol of Heironeous 
  rests on his chest. 
  He will calmly wait for the PCs to bow before 
  acknowledging their presence.  If the PCs need some 
  prompting, Tikeram will cough unsubtly and drop to a 
  knee himself.  If they refuse to bow, the Margrave will 
  disdainfully look at them and order them dismissed, and 
  find some others to do this job. 
  His Lofty Grace looks over your prostrate forms and 
  smiles thinly. “My thanks Lord Tikeram, you may 
  leave us now,” he says and the boy quickly scurries 
  out.  “The rest of you may take seats, as we have 
  much to do, and little time to do it.” 
  Remind the players that casting spells in the presence of 
  nobility in Bissel is punishable by death.  If they have 
  some means of doing it without being noticed, the 
  Margrave detects as Lawful Neutral, and has a number of 
  protective abjurations on himself (it is common 
  knowledge that he is a priest of Heironeous). 
  “As your time and my own is quite precious, I will be 
  quick.  I summoned you here because you have had 
  some experiences in the matter which we are about 
  to discuss, and have proven yourself as most loyal 
  subjects of the March.” 
  If at all possible, he will identify each PC by name, and 
  recognize a great deed that they have performed.  It is 
  apparent that he did his homework about the party. 
  “As you may know, fourteen years ago my 
  predecessor 
  Walgar 
  ruled 
  the 
  March, 
  may 
  Heironeous watch over his soul.  During his time he 
  was a friend of the Baron of Rypthorne, which we 
  now know as Rhomstaff.  This baron, Evard, had 
  delusions of grandeur and attempted to conquer the 
  march.  He failed and was thought destroyed. Those 
  who thought this were wrong.  I have seen the 
  necromancer with my own eyes, and not but a 
  month past.  I was lucky, for the Archpaladin 
  himself watches over me, and granted me the might 
  to survive the necromancer’s foul magicks.  He 
  wished for me to join him and rule the March 
  together.  I laughed at him, and nearly paid for it 
  with my life.  Evard lives and is the greatest threat 
  that the March faces right now.” The Margrave 
  pauses and takes a sip of wine out of his goblet, 
  takes a deep breath, and continues.  
   
  “Evard was finally defeated at a place called 
  Calignosus (kal-IG-no-suss), a hidden keep in 
  Rhomstaff.  Something went wrong in the last days 
  of the siege, and the whole valley was engulfed in 
  darkness.  When the darkness finally faded, the 
  valley was reduced to nothing but barren grey soil.  
  Not a trace of terrain or life was left behind.  Not 
  even the keep.  The valley became off-limits, and the 
  barony was placed into the hands of Izhaar 
  Rhomstaff, whose family had served as stewards to 
  the former barons for generations.  Nobody has 
  wanted to speak of those dark days in a long time, 
  but the past has come back to…haunt us,” he says 
  with an ironic laugh and a grim look in his eyes.  
  “Calignosus has returned.” 
  “Baron Izhaar has never once taken his eyes off of 
  that accursed place, and his vigilance has finally 
  been rewarded.  Two days ago, a cloud of darkness 
  appeared around the valley, and the Baron’s scouts 
  insist that they saw the trees and lands long missing 
  inside.  You all look like intelligent men, so I’ll get 
  to the point.  We need information. We need 
  weaponry.  We need ANYTHING that we can get our 
  hands on to combat Evard!”  At that the Margrave 
  angrily slams his fist down on the table, shaking it, 
  and spilling his wine all over, causing streams of red 
  to congeal and drip off of the table like blood.  His 
  Lofty Grace doesn’t even notice, so intense is his 
  gaze on you. 
  “You must beat the Necromancer there, collect all 
  that you can and get out as quickly as possible.  No 
  others must hear of this or the place will be invaded 
  by danger-seekers and treasure hunters.  Do you 
  understand?” 
  The Margrave doesn’t even ask the PCs if they will do it.  
  He commands it.  If the PCs refuse, he will see them 
  thrown in chains and thrown in the deepest dungeons 
  underneath Castle Oversight, never to be seen again.  
  Similar mentions of “rewards” will be met with an icy 
  gaze.  Those that press the issue will find themselves in 
  cells next to those that refuse.  PCs who question the 
  Margrave’s honesty may roll a Sense Motive check DC 18 
  + APL.  If they succeed, they can tell that  His Lofty Grace 
  BIS4-03 Face of the Enemy 
   
  Page 6 
  
  is truthful… but may be holding something back.  
  Anything less on the check reveals that he seems to be 
  honest and determined to keep the March safe. 
  Assuming they accept, he stands, straightens himself up, 
  regaining his composure and tells them of a roadhouse in 
  Rhomstaff called the Farstrider’s Repose.  One of his Mist 
  Chameleon agents will meet them there and guide them 
  to where they need to go.  At this, he dismisses them, 
  distracted by his thoughts. 
  Encounter Two: Finding My 
  Way 
  Heeding the orders of His Lofty Grace, you 
  hurriedly exit the chambers, Tikeram close behind, 
  glee in his eyes. “You’re going on a secret mission for 
  the good of the March, aren’t you!  What is it? Will 
  there be foul beasts the need vanq…vanq-
  squishing?” Tikeram asks, fumbling his words, his 
  eyes full of hero-worship. 
  If the PCs tell him ANYTHING of importance, the 
  Margrave will find out, and even if successful, they will 
  not get his favor in the end.  Tikeram has no malice in 
  mind, he just loves to hear stories of adventure. 
  As you pass outside the gates of the temple, the 
  priests of Heironeous stand waiting, with your 
  steeds at the ready. Those without mounts find that 
  they even prepared for this, and have stout mares 
  ready for your trip.  They ask no questions, and 
  solemnly see you on your way.  The last thing you 
  hear is Tikeram screaming after you, “Be careful! 
  Don’t let the monsters eat you!” 
  The rest of your trip is a blur.  It is a cold, hard ride
  across the March, with snow dogging you nearly all 
  of the four days it takes to reach the roadhouse.  But 
  other than the weather, and your tumultuous 
  thoughts, the ride is uneventful. 
   
   
  The Farstrider’s Repose is a stout inn alongside the 
  ice-clogged Shaela River, whose rimed sign shows an 
  enormous pair of feet propped up on a stool.  Smoke 
  wafts invitingly out of the chimney, and the smell of 
  a warm meal is intoxicating.  The stable boy takes 
  your frothing mounts and goes back to huddling 
  around his meager campfire. 
  Obviously, if the PCs choose to use other methods of 
  travel, alter the boxed text to match. 
  The interior of the Repose is equally as warm as the
  air is frigid outside.  In moments, you are stripping 
  off your soggy cold-weather gear and absorbing as 
  much of the heat that radiates from the roaring 
  fireplace as possible.  The taproom is fairly busy this 
  evening, and perhaps a dozen other travelers are 
  nestled into their seats for the night.  The pretty lass 
  serving ale promises you all bowls of venison stew 
  with a smile as you make your way to a table. 
  Allow the players to take care of any business they may 
  have and enjoy their meal in peace.  The ale and mulled 
  wine are excellent, as is the food and the service. 
  Not moments after you have finished your meal, a 
  man walks over to your table and pulls himself over 
  a chair. He looks to be in his mid thirties, has a 
  bushy black beard and a bald pate.  Dressed in the 
  clothes of a common traveler, he fits in with the 
  crowd here perfectly. He flashes you a toothy grin 
  and says, “Yer all lucky I like the looks of ya’s…I 
  even let you finish your meal.  Ready to go?” 
  Mance Rinder is an agent of the Mist Chameleons, the 
  Margrave’s best infiltrators and spies.  He is quick with a 
  smile, and even quicker with his tongue.  He is a man 
  that loves his work, and is very good at it. 
  But this man is not Mance Rinder. 
  If there are any PCs at the table that are members of the 
  Mist Chameleons Meta Organization, give them an INT 
  check, DC 15.  If they succeed, let them know that they 
  have heard of Mance, and that last they knew, he was 
  under deep cover in Lopolla, the capitol of Ket.  Mance 
  will acknowledge this and cover up with a story about 
  how his cover was blown, and for the first time in six 
  years, he is finally home and doing local jobs. This may 
  make the PCs suspicious, but he is in fact a member of 
  the greatest group of spies in the March, the Mist 
  Chameleons, a fact that is true. 
  All is not as is seems with Mance, but there is little the 
  PCs will be able to do about it for the moment, as he is in 
  fact partially telling the truth: he IS a Mist Chameleon, 
  and he IS the only soul around that can lead them to 
  Calignosus.  A Sense Motive check DC 15 + APL will 
  reveal that Mance is definitely hiding something…but 
  that IS his job after all. 
  Particularly observant PCs that make a Spot check, DC 20 
  + APL, will notice a young gnome inconspicuously 
  watching them.  He is Bellowsgulch Rullo, a member of 
  the Nightwatch, a group of warriors, priests and others 
  dedicated to the destruction of all undead and Evard’s 
  legacy in Bissel.  If pressured severely, he will reveal that 
  he works for an independent Nightwatch operative 
  named Akkar Moultour, a Baklunish paladin of Pelor, 
  and enemy of all undead.  Bellowsgulch is chaotic good, 
  and scouting like he was told. His boss heard that 
  something was up in Evard’s old stomping grounds, and 
  knew that the Mist Chameleons often use this bar as a 
  front.  He is to get all the information that he can and get 
  it back to Akkar as soon as possible.  Let the PCs do what 
  they will with Bellowsgulch: he is an experienced rogue 
  and will eventually escape any conventional means used 
  to restrain him, and if they drag him along, he refuses to 
  enter the darkness, and later escapes from Mance.  
  Bellowsgulch should be used to press the need for haste 
  upon 
  the 
  PCs, 
  especially 
  considering 
  that 
  the 
  Nightwatch are zealots who would likely see everything 
  BIS4-03 Face of the Enemy 
   
  Page 7 
  
  dedicated to Evard destroyed, typically with no questions 
  asked. 
  Mance will give them a few minutes to get ready, and 
  then lead them out into the snowstorm and their 
  destination.  It takes them close to eight hours to reach 
  the valley, far off the beaten path, and concealed by snow 
  and ice. 
  After another cold and wet eight hours of seemingly 
  aimless wandering in the snowy night, Mance 
  flashes a wide grin and says, “almost there!”  What 
  you thought was a mountain looming ahead of you 
  in the clouds is not.  Not that you are closer, you can 
  see that it is a towering cloud of inky blackness, 
  darker than the night sky.  Mance rides you right up 
  alongside it, and squinting, you can see through the 
  darkness.  There is a mountain pass on the other 
  side…a pass that has not even a single flake of snow 
  upon it. 
  “One of the weirdest things I’ve ever seen,” quips 
  Mance.  “But its not my job to care much about 
  it…unless of course you fail,” he accentuates with a 
  friendly wink and a smile. “I’ll wait here a few days, 
  but if I see any of Evard’s crew roll in, you’re on your 
  own, and I go get the damned army!” 
  When the PCs are ready, they can pass right through the 
  dark, and into the valley.  The wall of darkness radiates a 
  strong conjuration aura with a hint of necromancy.  
  There are no signs of any tracks in the snow.  Remind 
  them how cold it is, and how long it took them to get 
  here... 
  Encounter Three: Show Don’t 
  Tell 
  As you touch the field of blackness, there is no 
  resistance.  Your fingers tingle slightly, but there are 
  no other ill effects.  Gritting, you push yourself 
  through easily, and are suddenly…elsewhere.  You 
  can see snow-covered Mance waving at you from the 
  other side of the darkness, but the place YOU are at 
  is completely dry and of a moderate temperature.  
  There is not a single hint of snow, and the wind does 
  not appear to pass through the barrier of darkness. 
  You are standing in a fifteen foot wide crevasse that 
  leads down into a valley.  But things are just wrong. 
  It takes a second, but you figure it out: everything is 
  colored in shades of black and grey.  The rock 
  around you, the gravel beneath you, and the trees 
  and shrubbery you can see ahead.  The only things 
  that are not grey or black are your own belongings 
  that were once brightly colored, but are now 
  strangely muted, but even then stick out a little too 
  much for comfort. 
   
  The sky above you is grey and dark, almost as if it 
  was about to rain.  But there are no clouds in the sky, 
  just a flat, dusky canvas with nothing to break its 
  utter featurelessness. 
  It is then that you notice that there are a great 
  number of tracks all around you. 
  Allow PCs to make a Survival or Search check DC 10 to 
  determine that there are signs of passage of what appears 
  to have been an army:  hundreds of men, horses, and 
  wagons must have passed through here recently.  If the 
  PC has the Track feat and makes DC 20 + APL on the 
  Survival check, let them notice that there are some sets of 
  booted tracks that somehow look…newer.  This is the 
  morphic effects of the Plane of Shadow.  The army has 
  not been here for fourteen years. Though the other 
  booted tracks are far more recent… 
  Give inquisitive PCs a Knowledge (the Planes) check DC 
  10 + APL to realize that they are somehow now in the 
  Plane of Shadow.  If they make DC 15 + APL, give them a 
  basic rundown of the Plane’s effects (as seen in Appendix 
  Two). 
  It is constantly dark as a moonless night here, and 
  remember that all light effects, magic or otherwise, are 
  halved here.   
  The whole valley is under the effects of an unhallow spell, 
  from the days of Evard’s reign.  Thus, all evil creatures are 
  under the effect of a protection from good, and all turning 
  attempts are at a -4 penalty.  Should the PCs attempt to 
  dispel this effect, they can clear an area equal to forty feet 
  in diameter if they can dispel caster level 15th. 
  Allow the PCs to head down the path or off the path, 
  either way they will end up at the edge of the valley. 
  After a short while walking through the pass, you 
  come into the valley proper.  It is hard to tell, but 
  beyond your light you can hear some sort of wind 
  whispering through trees, and a moment later, the 
  breeze hits you.  Instead of being refreshing, the 
  stale air feels somehow foul.  Looking around as you 
  walk out in the open, you can see that there are in 
  fact trees and vegetation in this area, though it 
  seems somehow unhealthy and grey like the land 
  itself.  Much like the bones that jut out of the 
  ground around you. 
  These are the remains of both Evard’s forces and those of 
  the Margrave Walgar.  Human, elven, hobgoblin, orc and 
  ogres died en-masse here, and little has disturbed them 
  since.  Unfortunately, poking around keeps the light still 
  for a bit too long, attracting the natural predators of this 
  place.  These shadows come in all shapes, not all were 
  created from dying humanoids. Some may appear 
  vaguely equine, canine or feline. 
  APL 8 (EL 9) 
  � Advanced Shadows (6): hp 63 each; see Appendix 
  One. 
  BIS4-03 Face of the Enemy 
   
  Page 8 
  
  APL 10 (EL 11) 
  � Advanced Shadows (6): hp 81 each; see Appendix 
  One. 
  APL 12 (EL 13) 
  � Greater Shadows (6): hp 81 each; see Monster Manual. 
  Tactics: At APL 8, the shadows will focus their attempts 
  on any pack animals or companions, in order to create 
  more of their kind (which rise as standard shadows).  At 
  APL 10 and 12, they will attack anyone that reveals 
  themselves to be a priest, and use spring attack to strike 
  and then drop into the ground. 
  Encounter Four: La Villa 
  Strangiato 
  You continue to move into the valley, your passage 
  silent except for the muted crunching of dead, grey 
  leaves and bones.  The battle must have been truly 
  great, and filled the valley.  All of the bodies have 
  been stripped of all weapons and armor, though 
  many still bear the tower-crest of the Border 
  Companies of Bissel on their tattered uniforms.  The 
  valley has begun to narrow, heading to the point 
  where the keep Calignosus was supposed to stand. 
  Though it would seem impossible, it is almost as if it 
  is getting darker, the closer you get. 
  Feel free to play up the paranoia, and call for listen and 
  spot checks to keep them squirming.  If the party 
  attempts to rest, or spends an hour or more in any area 
  outside the keep, have them get attacked by a pack of 
  shadows equal in number to the APL - 2.  Give them the 
  chance to see the shadows coalescing in the murk around 
  them, so that they can run if they’d like.  The shadows 
  will pursue, but not attack unless the party stops. The PCs 
  should be well aware that time is of the essence.  The 
  shadows attacks should continue until they get the 
  picture (i.e. no resting outside the keep). 
  You finally start passing signs that indicate that you 
  must be near the keep: ruined siege engines litter 
  the area and in the deeper darkness ahead looms a 
  boxy shape with battlements: the fortress of Evard 
  known as Calignosus.  The fighting must have been 
  most intense here, as the ground around the walls is 
  scorched from oil and spell, and there are craters 
  from where much arcane might must have been 
  unleashed upon the Border Companies.  Though 
  you are unable to tell exactly what happened, much 
  of the walls have collapsed, and there are gaping 
  holes in the stonework all over.  Whereas the walls 
  once must have stood forty feet above you, now only 
  portions remain intact.  The highest tower of the 
  keep is missing, as if it had simply been torn off the 
  structure.  The gate looks to have completely blown 
  off of its hinges…from the inside out. 
  Allow the PCs to wander about a bit outside…this is a 
  look at a piece of Bissel’s history that has been lost and 
  forgotten.  The battle was very harsh, and there were 
  many casualties that were never reported home.  With 
  the keep built into the “V”-shaped end of the valley, it was 
  very secure and defensible.  If you feel they are spending 
  too much time, allow some shadows to come into view, 
  but not approach. 
  As you cautiously pass into the interior of the keep, 
  it becomes more and more obvious that the keep fell 
  from a great explosion within.  The walls are 
  blackened, blistered and cracked from the force of 
  the blast. Strangely, there are no bodies at all within 
  the courtyard.  Passage into the battlements and 
  towers has long been collapsed, but the doors into 
  the bailey are strangely intact. 
  Mixed in amongst the rubble are some strange pieces of 
  black marble that seem to writhe and pulse when held in 
  the hands of a living creature.  Either a Knowledge (the 
  Planes) or Knowledge (arcana) check at DC 15 + APL will 
  reveal that it appears to be bits of the raw shadowstuff 
  that makes up the Plane of Shadow, and that such 
  materials are often used in the construction of permanent 
  gates to a specific plane.  PCs that keep a piece of the rock 
  receive  a Shard of Shadowstuff (see the Treasure 
  Summary). 
  At this point the PCs have been noticed by the guardians 
  inside, who have realized that they are not their master 
  returned to them.  They will wait until the PCs enter the 
  bailey itself before striking. 
  The inside of the bailey is disturbingly neat, all of 
  the rubble and ruin has been brushed to the side of 
  this huge dining hall.  But that is far from the most 
  worrisome aspect of this place, for at the opposite 
  end is a collection of banners and standards, all of 
  the traditional Bissel rook, but rotated upside-down, 
  making it look suspiciously like a black skull.  
  Surrounding them, on the floor, are dozens of lit 
  candles, casting muted, flickering light across the 
  walls. 
  The guardians of the shrine will attack as soon as 
  everyone has entered the hall. They attack with strange 
  battle cries of “Death to Walgar’s puppets!” and “For 
  the glory of the Black Margrave!”  They all are of ashen 
  skin as a result of their time spent here.  They all but 
  disappear when in the darkness. 
  APL 8 (EL 10) 
  � Captain Musaad ak’Kinar: Shadow Creature Human 
  (B) Ftr6; hp 59; see Appendix One. 
  � Beligos Drossal: Shadow Creature Human (OS) 
  Rgr5/DeepwoodSniper1; hp 45; see Appendix One. 
  � Jonas Williar: Shadow Creature Human (S) Sor6; hp 
  27; see Appendix One. 
  BIS4-03 Face of the Enemy 
   
  Page 9 
  
  APL 10 (EL 12) 
  � Captain Musaad ak’Kinar: Shadow Creature Human 
  (B) Ftr8; hp 78; see Appendix One. 
  � Beligos Drossal: Shadow Creature Human (OS) 
  Rgr6/DeepwoodSniper2; hp 60; see Appendix One. 
  � Jonas Williar: Shadow Creature Human (S) Sor8; hp 
  36; see Appendix One. 
  APL 12 (EL 14) 
  � Captain Musaad ak’Kinar: Shadow Creature Human 
  (B) Ftr10; hp 98; see Appendix One. 
  � Beligos Drossal: Shadow Creature Human (OS) 
  Rgr6/DeepwoodSniper2/Ftr2; hp 78; see Appendix One. 
  � Jonas Williar: Shadow Creature Human (S) Sor10; hp 
  45; see Appendix One. 
  Tactics: Musaad is the leader of this group, and has had 
  many years to train with his men.  However, his 
  transformation has subtly altered his sanity a bit, and he 
  will always attack a dwarf if at all possible.  (During 
  Evard’s uprising, he earned a name for himself as a killer 
  of many dwarves.)   
  Beligos will try to stay just outside of the PCs’ light radius 
  (likely 30 feet) so that he can fully shadow blend, and will 
  plunk away at anyone that visibly looks like a wizard.  If 
  there are any halflings, he will pick on them first. (As a 
  short man, he was ridiculed and called “Halfling” by his 
  peers.  All of whom were found dead by mysterious 
  arrows through the throats.  He still gets sensitive about 
  it.) 
  Jonas is a fragile man, very afraid of physical contact with 
  enemies. He will do his best to also stay out of sight using 
  his shadow blend to cast spells from afar. Most of his spells 
  deal with weakening and otherwise hindering the 
  movements of enemies so that Beligos and Musaad can 
  pick them off.  If he can, he will lead with a haste on 
  himself and his companions. 
  All of the men have been here for 14 years, though they 
  have no idea how much time has passed.  Though they 
  will be surprised by any revelations made by PCs, they 
  will try not to be taken alive, confident that their master 
  will return for them.  Their blind fanaticism to Evard is 
  most unusual. 
  Encounter Five: Time Stand Still 
  Having destroyed the anachronistic defenders, the PCs 
  may explore what is left of the lower levels of the keep.  
  There are several exits to side chambers long collapsed, 
  and a few hallways that lead to stairways up that are in 
  even worse shape, lending credence to thoughts that the 
  explosion must have come from the high tower that is no 
  longer there.  Searching the entire ruin is a long job, and 
  will take the PCs at least eight to nine hours.  Spellcasters 
  would be well advised to rest and replenish spells during 
  this time, but leave it to the PCs to decide whether or not 
  they do so. 
  But, they find some stairs that lead down into the depth 
  of the keep…only to dead-end into rubble.  Allow PCs a 
  Search check DC 12 + APL (DC 8 + APL for dwarves) to 
  find 
  micro-fractures 
  in 
  one 
  wall 
  of 
  the 
  stairway…fractures appear to hide an open space behind 
  the wall.  With a half-hour of work, they should be able to 
  dig out a hole in the brittle wall large enough to pass 
  through. 
  Having found little else of interest in this forsaken 
  place, you had begun to lose hope…until finding 
  this shaft buried deep inside the bowels of the keep. 
   You’ve cleared an area large enough to see through 
  to a shaft of smooth stone, perhaps ten feet in 
  diameter that plunges into the darkness below. 
  PCs with Stonecunning should be able to tell that there 
  would not have been much construction lower in the 
  keep, and that the shaft was definitely not crafted by 
  tools.  The shaft actually begins six feet above where they 
  find it.  It descends another one-hundred feet to the vault 
  below.  Evard would normally dimension door and feather 
  fall down to the vault, which nobody else knew of.   
  At the bottom of the shaft is a small 10 foot square 
  room, with one wall taken up completely by a 
  massive round door made of steel.  Burned into the 
  surface of the door is that same image of a black 
  skull that looks similar to the ones seem above.  
  There are no other exits from the chamber. 
  The eye sockets in the door are actually covered by a 
  persistent image spell that hides the elaborate locking 
  mechanism.  Allow PCs that do an extensive search of the 
  door to make a Will save DC 12 + APL to realize that 
  something is amiss.   PCs that make a DC 15 Appraise (or 
  an appropriate Craft) check can identify the metal of the 
  vault door as mithral.  In addition to the lock, it is also 
  arcane locked at caster level 17th, thus to open it would 
  require two knock spells, one for the arcane lock, and one 
  for the man-made lock.  Barring all of the above methods, 
  a single spell of the Necromancy school cast at the door 
  will cause it to open.  A detect magic will reveal traces of 
  necromancy on the door. 
  � Vault Door: hardness 15; hp 70; Break DC 30 (40 with 
  arcane lock).  
  The huge metal door creaks open with a loud groan, 
  and the rush of stale air in your faces is sickening.  
  Beyond the door lies some sort of laboratory vault.  
  The room is twenty foot square and littered with 
  benches, tables and desks.  Nearly all of them are 
  covered with tools, bottles, books and worse.  One 
  slab appears to have a human woman laying on it, 
  and another seems to have some poor soul who has 
  had iron, weapon-studded limbs and plates attached 
  to his very skin. 
  BIS4-03 Face of the Enemy 
   
  Page 10 
  
  This was Evard’s personal lab and office, where he 
  developed spells such as black tentacles, and created a great 
  many devices, such as the Staff of Withering Death.  Try to 
  get across the sense of wonder to arcane caster’s in the 
  party…this place is a treasure trove of arcane lore and lab 
  to one of the mightiest archmagi in all Oerth. But also 
  accentuate the cost at which this knowledge came.  Many 
  jars are filled with body parts of various creatures, and 
  other jars are filled with their blood.  Though this is a 
  place of knowledge, it is a place of horror. Also note that 
  much of the place is as Evard left it, for he did not expect 
  to lose, let alone see Calignosus explode into the Plane of 
  Shadow. 
  The lab room is under the effects of a permanent variant 
  of dimensional anchor that fills it and affects all within. 
  There are a number of items of interest in this chamber: 
  - 
  The iron-man is recognizable to those that have 
  seen one before, as one of Evard’s early attempts 
  at crafting half-golems.  This particular one was 
  a volunteer from his army, who was willing to 
  take the risk, and try for immortality.  Evard 
  failed, and the man is long dead…but I’m sure 
  the player’s will expect the worst from him. 
  - 
  The various desks are covered with notes and 
  papers that may be of great interest (see Player 
  Handout #1).  They deal in many subjects, both 
  political and magical. 
  - 
  The woman is perhaps the greatest treasure 
  here.  Attentive PCs that make either a DC 25 
  Heal check or a DC 30 Search check will notice 
  that she is actually breathing almost too shallow 
  to see.  A Spellcraft check DC 28 will reveal that 
  she is under the effects of a temporal stasis spell 
  (caster level 17).  She also seems to quietly 
  mumble words occasionally…most of which are 
  unintelligible gibberish except for one phrase: 
  “Evard…no….” If the PCs manage to dispel the 
  effect, see the information in Encounter Seven 
  about her.  She will be all but comatose and 
  rather insane if the PCs try to awaken her here. 
  - 
  An anvil and tongs show signs of much use, and 
  a hole in a nearby wall is actually a magical 
  forge, that lights to full heat in moments after 
  saying the command word “ignum”.  Scattered 
  around the area are many bits and pieces of 
  weapons and armor, including some notes about 
  Evard’s experiments. 
  - 
  Hidden inside a compartment in one of the 
  desks (Search DC 15 + APL) are a set of Planar 
  Forks (for the Abyss, the Nine Hells, the Plane 
  of Shadow, and the Outlands), a stash of potions 
  and scrolls, and a gruesome plaster deathmask 
  of a man in intense agony, his mouth open in a 
  cry of pain and suffering, with holes cut out for 
  the eyes. This is the deathmask of Evard (see the 
  Treasure Summary for more information).  If 
  any PC handles the mask and brings it near 
  their face, they must make a Reflex save DC 22, 
  or else it attaches to their face, causing 2d6 
  damage, after which it seems to disappear.  
  After the players have searched for about ten minutes, 
  read the following: 
  Without warning, the room begins to shudder, and 
  you’d swear that a ripple just passed through the 
  walls and floor. The shuddering is becoming a 
  rumble and getting audibly louder. 
  Time is up for the valley of Calignosus, and the Plane of 
  Shadow is beginning to de-stabilize in the area.  The 
  Plane itself is starting to devour the land here, and after it 
  is done, little will have survived. When this happens, the 
  spells binding the girl begin to unravel, and she screams, 
  “Evard! Please! Stop!”  
  Give the PCs two minutes (real time) to decide what to do 
  and get moving.  After those two minutes, the ceiling will 
  begin to start to cave-in and the floor will start to vanish 
  into the nothingness of the Plane.  Randomly choose a 
  PC each round and have them make a DC 10 + APL 
  Reflex save to avoid the falling stonework, which causes 
  2d6 damage, half if they save.  After 5 rounds of this, the 
  floor begins to fade. Choose one five-foot chunk of floor 
  per round (or if you are not using a battlemat, have each 
  PC pick a number between 1 and 16.  Then roll a d20 
  each round to see what square vanishes. Treat rolls of 17-
  20 as if nothing fell that round, but cross off that number. 
   Any duplicate rolls should be re-rolled.) If a PC is 
  standing there, they must make a DC 10 + APL Reflex 
  save or else fall into the void. If this happens, and they 
  have no way to go after the PC, then that PC is gone (see 
  Lost in Shadow in the Treasure Summary).  If they have 
  the means to fly or otherwise chase the falling character, 
  they can go after them.  Assume that they are falling at a 
  speed of 60 ft/round, as the gravity of the Plane is not 
  quite the same. If the PC has not been saved after 6 
  rounds, they are gone. A PC that flies after a falling 
  companion (or falls and is able to save himself) can 
  actually look up and see that the valley itself is like an 
  island floating in the void…an island that is crumbling 
  into nothingness. 
  If they haven’t figured it our by now, it’s time to leave.  
  Once they begin to ascend the shaft, play up the suspense 
  as they see the void eating away after them.  Unless they 
  stop to do something time consuming, nobody else 
  should fall in, but the threat of oblivion should nip at 
  their heels.   
  The woman will also begin to come to as soon as she is 
  taken outside the lab.  Though physically unharmed, she 
  will babble incoherently and curl herself into a fetal ball, 
  ignoring all of the PCs’ attempts to aid her. 
  BIS4-03 Face of the Enemy 
   
  Page 11 
  
  Encounter Six: Beneath, 
  Between and Behind 
  With the very makeup of the valley collapsing 
  around you, you flee back to the place you came in.  
  Moments after you leave the keep, huge sections of 
  it crack and disappear from view.  Looking back a 
  few seconds later, you can see that Calignosus, the 
  lost fortress of Evard has fallen wholly into the void 
  of the Plane of Shadow, lost forever. 
  When they encounter the next fight, the void should 
  start fifteen feet behind them and forty feet above them. 
  Each round, the sky drops five feet closer, and the land 
  behind them comes ten feet closer (see DM Aid: Map 
  #1).  If a PC falls into the void, follow the rules from 
  Encounter Five. 
  With the collapsing abyss at your heels, you finally 
  see the pass out of the valley ahead... and a number 
  of humanoid shapes waiting for you, unmoving 
  forms at their feet. 
  APL 8 (EL 11) 
  � Advanced Cloakers (3): hp 117; see Appendix One. 
  APL 10 (EL 13) 
  � Dread Wraith: hp 144; see Monster Manual. 
  � Greater Shadows (3): hp 81 each; see Monster Manual. 
  APL 12 (EL 15) 
  � Nightwing: hp 179; see Monster Manual. 
  � Dread Wraith: hp 144; see Monster Manual. 
  Tactics: All of these creatures are natives to the plane 
  that are in no danger from the collapsing valley, but 
  would like to keep these nice, living snacks here with 
  them. None of them will pursue the PCs into the Prime 
  Material Plane (where it is currently nice and sunny). 
  The unmoving shapes are the remains of the 
  Nightwatchers, led by Akkar Moultour (the gnome 
  Bellowsgulch is also there). All are dead, but PCs may be 
  rewarded if they get out with their bodies or some sign of 
  their fates (such as Akkar’s gaudy emerald holy symbol of 
  Pelor) 
  APL 8: The humanoid shapes are actually silent images of 
  the Nightwatchers created by the cloakers.  They will 
  lurk 80 feet up in the shadows controlling them until the 
  PCs get close enough to attack.  Give the PCs Spot checks 
  (DC 15 + 2/ten feet out) as the shapes get into the light to 
  realize that the figures match the dead bodies on the 
  ground. One will keep up a moan in the hopes of 
  unnerving the PCs. 
  APL 10: The Dread-Wraith and minions are cleaning up 
  the scraps from a Nightwing, who killed the 
  Nightwatchers.  As soon as the PCs get into visual range 
  (keeping in mind the effects of the plane on light), they 
  will see that something is amiss.  All of the undead will 
  spring attack in and out of the ground, unless the PCs 
  look like they are going to escape, in which case they will 
  interpose themselves. 
  APL 12: The Nightwing is soaring above invisible, and 
  will have begun to summon undead (2 to 4 greater 
  shadows will appear in d10 rounds, minus the one round 
  that has already passed) immediately.  It will have see 
  invisibility active at all times, and will attempt to hit the 
  PCs with as many ranged spell effects as possible before 
  swooping in for flyby-attack magic drains. 
  Encounter Seven: Nothing for 
  Something 
  As you cross the barrier between Oerth and the 
  Shadow there is a loud sound, like the sizzle of a 
  lightning bolt, then silence.  Looking behind you, 
  color has returned to the world and you almost go 
  blind from its brilliance.  Of the valley, all that 
  remains is a crater, miles across. 
  Mance will then come out of hiding, looking just as 
  chipper an arrogant as usual. He will ask lots of questions, 
  curious about what they found, and especially about the 
  woman they came out with.  The farther they get from 
  the valley, the better she will get.  Kindly PCs may get the 
  following out of her during moments of lucidity. 
  - 
  Her name is Saralind 
  - 
  Her last memories are of a man in black… 
  torturing her mercilessly.  Mocking her and 
  calling her weak. 
  - 
  She remembers praying to Heironeous for help, 
  but even he wouldn’t answer. 
  - 
  Her father is a powerful man, sure to punish her 
  captor.  If pressed, she reveals that her father is a 
  Baron, but refuses to say any more. 
  If any PC was cursed with the deathmask of Evard or 
  allows her to see it, she will scream in mortal terror and 
  go unresponsive again.  She can actually see the mask on 
  its host. 
  After a few hard days ride, you arrive back in Pellak. 
  Even the weather seems to agree with your haste, as 
  you have clear skies and perhaps what may be the 
  first spring thaw making the trip that much easier.  
  Pellak seems a happier place for it, with people in 
  the streets smiling as they go about their business. 
   
  Tikeram rushes out to meet you at the Temple of 
  Heironeous, and somewhere in the commotion, you 
  notice that Mance has vanished. 
  BIS4-03 Face of the Enemy 
   
  Page 12 
  
  Tikeram wants to hear stories, but quickly remembers his 
  duty, and take them inside to the same room they were in 
  before. 
  You wait in the room for nearly a half hour before 
  the Margrave arrives.  He storms in and looks you 
  over, and demands, “Well, what have you brought 
  us?” 
  As the PCs fill His Lofty Grace in on the events of their 
  trip, allow any female PCs to make a Spot check DC 10 + 
  APL.  If the succeed, they can see him stealing glances at 
  Saralind, obviously enraptured by her.  If the PCs don’t 
  explain her first, the Margrave will interrupt them and 
  ask about her.  Hearing their story, he summons in a 
  priest, who then ushers her out comfortingly.  He says 
  that they may be able to heal her mind, and if they can, 
  then the Lady Imycina should be able to find out if she 
  knows anything of use.  A Knowledge (local - Sheldomar 
  Valley Metaregion) check DC 18 will reveal that the Lady 
  Imycina Trefeloess, the Baroness of Misty Hills, is 
  supposedly the spymistress of Bissel and the leader of the 
  Mist Chameleons. 
  Assuming the PCs tell him about their experiences, and 
  show him any papers they found, he rounds the materials 
  up and thanks them.  If nobody has been cursed by the 
  deathmask of Evard, he will expect it to be handed over. 
  Conclusion 
  “You have done the March, and myself a great deed 
  this day.  All of this information promises to 
  enlighten us more on the enemy we face, and WILL 
  destroy some day.  I must ask that you keep your 
  work most confidential, as we do not need to trouble 
  the people of the March any more than they have 
  been of late…and just in case Evard never found the 
  place.  Perhaps he will still be using resources to 
  find Calignosus.  You have won my personal favor 
  and attention for these deeds…and I always repay 
  my debts.  Now, please take your leave of me, and 
  may Heironeous always bless your blades.”  His 
  Lofty Grace actually bows his head, almost 
  imperceptibly,  at you saying these words, and you 
  leave him in deep thought about the future of the 
  March. 
  If the PCs were successful, they are rewarded with the 
  Personal Favor of the Margrave and a Military Commendation. 
   If they retrieved the remains of the Nightwatchers or 
  some sign of their fate, they receive the Favor of the 
  Nightwatch.  See the Treasure Summary for details on 
  these three rewards. 
   
   
  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 Three 
  Defeat the shadows 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
  Encounter Four 
  Defeat the guardians 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Encounter Six 
  Defeat or escape the natives 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
   
  APL 12 – 1,575 xp. 
  Treasure Summary 
  During an adventure, characters come upon treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  BIS4-03 Face of the Enemy 
   
  Page 13 
  
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  In the case of potions, they may use Spellcraft to 
  identify them.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Four: 
   
  APL 8: L: 175 gp; C: 0 gp; M: +1 greataxe (193 gp), +1 
  composite longbow (+3 Str bonus) (225 gp), gauntlets of ogre 
  power (333 gp), cloak of charisma +2 (333 gp), gloves of 
  dexterity +2 (333 gp), arcane scroll of Evard’s black tentacles (58 
  gp), potion of mage armor (4 gp), golembane scarab (208 gp). 
   
  APL 10: L: 37 gp; C: 0 gp; M: +1 full plate (221 gp), +1 
  bane (dwarf) greataxe (693 gp), +1 frost composite longbow (+3 
  Str bonus) (725 gp), gauntlets of ogre power (333 gp), cloak of 
  charisma +2 (333 gp), gloves of dexterity +2 (333 gp), arcane 
  scroll of Evard’s black tentacles (58 gp), potion of mage armor (4 
  gp), golembane scarab (208 gp), boots of the winterlands (208 
  gp), slippers of spider climbing (400 gp). 
   
  APL 12: L: 29 gp; C: 0 gp; M: +1 light fortification full 
  plate (471 gp), +2 mithral chain shirt (425 gp), +1 bane 
  (dwarf) greataxe (693 gp), +1 frost composite longbow (+3 Str 
  bonus) (725 gp), gauntlets of ogre power (333 gp), cloak of 
  charisma +2 (333 gp), gloves of dexterity +2 (333 gp), arcane 
  scroll of Evard’s black tentacles – 7th level caster (58 gp), potion 
  of mage armor (4 gp), golembane scarab (208 gp), boots of the 
  winterlands (208 gp), slippers of spider climbing (400 gp), 
  chime of opening (250 gp), circlet of persuasion (375 gp), 
  necklace of adaptation (750 gp). 
  Encounter Five: 
   
  All APLs: L: 0 gp; C: 0 gp; M: planar fork – the Abyss 
  (17 gp), planar fork – the Nine Hells (17 gp), planar fork – the 
  Plane of Shadow (17 gp), planar fork – the Outlands (17 gp), 
  arcane scroll of enlarge person – 1st level caster (2 gp), arcane 
  scroll of false life – 2nd level caster (13 gp), arcane scroll of blur – 
  2nd level caster (13 gp), arcane scroll of blindness/deafness – 2nd 
  level caster (13 gp), potion of mage armor (4 gp), potion of 
  jump (4 gp), potion of protection from good (4 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 8: L: 175 gp; C: 0 gp; M: 1,808 gp – Total: 1,983 
  gp (1,300 gp). 
   
  APL 10: L: 37 gp; C: 0 gp; M: 3,637 gp – Total: 3,674 
  gp (2,300 gp). 
   
  APL 12: L: 29 gp; C: 0 gp; M: 5,687 gp – Total: 5,716 
  gp (3,300 gp). 
  Items for the Adventure Record 
  Item Access 
  APL 8: 
  � Gauntlets of Ogre Power (Adventure, DMG) 
  � Cloak of Charisma +2 (Adventure, DMG) 
  � Gloves of Dexterity +2 (Adventure, DMG) 
  � Arcane Scroll of Evard’s Black Tentacles (Adventure, 
  7th level caster, DMG) 
  � Scarab, Golembane (Adventure, DMG) 
  � Planar Fork – the Abyss (Adventure, see above) 
  � Planar Fork – the Nine Hells (Adventure, see above) 
  � Planar Fork – the Plane of Shadow (Adventure, see 
  above) 
  � Planar Fork – the Outlands (Adventure, see above) 
   
  APL 10 (all items from APL 8 plus): 
  � +1 Frost Composite Longbow (+3 Str bonus) 
  (Adventure, DMG) 
  � +1 Bane (Dwarf) Greataxe (Adventure, DMG) 
  � Boots of the Winterlands (Adventure, DMG) 
  � Slippers of Spider Climbing (Adventure, DMG) 
   
  APL 12 (all items from APL 8, 10 plus): 
  � +2 Mithral Chain Shirt (Adventure, DMG) 
  � +1 Light Fortification Full Plate (Adventure, DMG) 
  � Chime of Opening (Adventure, DMG) 
  � Circlet of Persuasion (Adventure, DMG) 
  � Necklace of Adaptation (Adventure, DMG) 
  BIS4-03 Face of the Enemy 
   
  Page 14 
  
  Special 
  � Planar Fork – the Plane of Shadow 
   
  This small piece of metal has shadows upon its 
  surface that are constantly moving.  This item can be used 
  as the necessary focus for the spell plane shift.  This 
  particular fork only allows travel to the Plane of Shadow. 
   
  Market Price: 200 gp; Weight: - lbs. 
  � Planar Fork – the Abyss 
   
  This small piece of metal is constantly shifting in 
  temperature and firmness.  This item can be used as the 
  necessary focus for the spell plane shift.  This particular 
  fork only allows travel to the Abyss. 
   
  Market Price: 200 gp; Weight: - lbs. 
  � Planar Fork – the Nine Hells 
   
  This small piece of metal is extremely hard and rigid. 
   This item can be used as the necessary focus for the spell 
  plane shift.  This particular fork only allows travel to the 
  Nine Hells. 
   
  Market Price: 200 gp; Weight: - lbs. 
  � Planar Fork – the Outlands 
   
  This small piece of metal is very smooth and 
  rounded, showing no sharp edges.  This item can be used 
  as the necessary focus for the spell plane shift.  This 
  particular fork only allows travel to the Outlands. 
   
  Market Price: 200 gp; Weight: - lbs. 
  � Lost in Shadow 
   
  You have fallen into the void of the Plane of Shadow, 
  from which few ever return.  This PC is immediately 
  taken out of play. Please contact the Bissel Triad for more 
  details. 
  � Favor of the Nightwatch 
   
  For brining back a sign of the fate of their lost 
  agents, the Nightwatch has promised you aid.  If you are 
  a member of the Nightwatch, you may use this specific 
  favor twice, rather than the single use a non-member 
  receives.  If you have any additional favors of the 
  Nightwatch, you may trade them in for the same benefits 
  listed here.  Each use of this favor during a Bissel 
  Regional adventure grants access to purchase one, and 
  only one, of the following: 
  • 
  Divine Scroll of Remove Curse (5th level caster). 
  • 
  Divine Scroll of Break Enchantment (7th level caster). 
  • 
  Divine Scroll of Restoration (7th level caster). 
  • 
  Divine Scroll of Heal (11th level caster). 
  • 
  Staff of Healing. 
  � Military Commendation 
   
  For your good work, the powers on high have 
  granted you a commendation in the Great Army of Bissel. 
  Please contact the Bissel Triad for further details. 
  � Personal Favor of the Margrave 
   
  You have done a great task for His Lofty Grace, the 
  Margrave Larrangin, and he repays his debts in full. You 
  may hold onto this Personal Favor to see if it may have 
  some later use OR trade it in (mark it as consumed) 
  during 
  a 
  Bissel 
  Regional 
  or 
  Sheldomar 
  Valley 
  Metaregional adventure to gain access to purchase one, 
  and only one, of the following: 
  • 
  One raise dead spell cast on your behalf at the 
  Temple of Heironeous in Pellak.  The cost is 
  3,500 gp and 2 TU. 
  • 
  One weapon, armor, or shield upgrade (from the 
  DMG) costing 8,000 gp or less (Frequency: 
  Adventure). 
  • 
  One wondrous item (from the DMG) costing 
  8,000 gp or less (Frequency: Adventure). 
  � Shard of Shadowstuff 
   
  You have kept a piece of the strange shadowstuff that 
  may have once made up a great Portal to the Plane of 
  Shadow.  It has a strange effect on light, causing shadows 
  to seem somehow longer and deeper when you are near 
  them.  If you have the shard in hand, you receive a +1 
  circumstance bonus to Hide checks when in shadowy 
  light or darker.  The shard is in no way cursed, and may 
  be discarded at any time.  It can not be sold or traded.  It 
  may have a further use in the future. 
  � Deathmask of Evard (Cursed) 
   
  You have been bonded to a strange funerary mask, 
  whose plaster visage is contorted in unbearable pain. It 
  may or may not be that of Evard himself, based on the 
  reactions of the woman Saralind.  Nothing short of a true-
  seeing will reveal its presence on your face, and only you 
  can see it otherwise (with the exception of Saralind).  It 
  and you radiate as strong evil while it is worn.  Nothing 
  short of a miracle or wish can remove it.  While wearing it, 
  you have the spell-like ability to detect undead once a day, 
  and all of your saves vs. necromancy spells and effects are 
  at +2.  Unfortunately, it also causes all of your saves 
  against evocation spells and effects to be at -3.  
  Periodically, you hear an unintelligible whispering voice. 
   When it happens, it sometimes gets louder when you 
  move in one direction or another, different every time.  
  All of the masks abilities/effects function at a caster level 
  of 15th.  More information about this deathmask will be 
  revealed in future Bissel events and adventures. 
   
   
  BIS4-03 Face of the Enemy 
   
  Page 15 
  
  Appendix One: NPCs 
  APL 8 
  Encounter Three 
  Advanced Shadows: Incorporeal undead; CR 4; Size 
  medium; HD 7d12; hp 63; Init +2; Spd Fly 40ft. (good); 
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection); 
  Base Atk +3; Grp - ; Atk incorporeal touch +5 melee touch 
  (d6 Str); Full Atk incorporeal touch +5 melee touch (d6 
  Str); Space/Reach 5 ft./5 ft.; SA Create spawn, strength 
  drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn 
  resistance, undead traits; AL CE; SV Fort +3, Ref +4, Will 
  +6; Str -, Dex 15, Con -, Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +12*, listen +9, search +4, spot 
  +9; Alertness, dodge, mobility.  * Shadows receive a +4 
  racial bonus to hide checks in shadowy areas.  In brightly 
  illuminated areas, they receive a -4 on hide checks. 
   
  Strength Damage (Su): The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A creature 
  reduced to Strength 0 by a shadow dies. This is a negative 
  energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
  Encounter Four 
  Captain Musaad ak’Kinar: shadow creature human (B) 
  Ftr6; CR 7; Medium Humanoid (augmented humanoid); 
  HD 6d10+18; hp 59; Init +1 (Dex); Spd 30 ft.; AC 20, 
  touch 11, flat-footed 19 (+1 Dex, +9 armor); Base Atk +6; 
  Grp +10; Atk greataxe +12 melee (d12+9/X3); Full Atk 
  greataxe +12/+7 melee (d12+9/X3); Space/Reach 5 ft./5 
  ft.; SA -; SQ cold resistance 11, darkvision 60 ft., low-light 
  vision, shadow blend, fast healing 2; AL LE; SV Fort +8, 
  Ref +3, Will +2; Str 16 (18), Dex 12, Con 16, Int 10, Wis 
  10, Cha 10. 
   
  Skills and Feats: Climb +8, Intimidate +9, Jump +8, 
  Move Silently +2*; Power attack, cleave, weapon focus 
  (greataxe), weapon specialization (greataxe), combat 
  reflexes, blind-fight. *Shadow creatures gain a +6 racial 
  bonus to move silently checks. 
   
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  Possessions: Masterwork full plate, gauntlets of ogre 
  power, +1 greataxe. 
  Beligos Drossal: Shadow creature human (OS) 
  Rgr5/DeepwoodSniper1; CR 7; Medium Humanoid 
  (augmented humanoid); HD 6d8+12; hp 45; Init +4 (Dex); 
  Spd 45 ft.; AC 18, touch 14, flat-footed 14 (armor +4, Dex 
  +4); Base Atk +6; Grp +9; Atk longbow +12 ranged 
  (d8+3+d6 frost/19-20 X3) or greatsword +10 melee 
  (2d6+3/ 19-20 X2); Full Atk longbow +12/+7 melee (d8+4 
  /19-20 X3) or rapid shot longbow +10/+10/+5  ranged 
  (d8+3+d6 frost/19-20 X3) or greatsword +10/+5 melee 
  (2d6+4/19-20 X2); Space/Reach 5 ft./5 ft.; SA Favored 
  enemy Halflings +4, favored enemy elves +2, combat 
  style (archery), keen, range increment bonus +10 ft.; SQ 
  Wild empathy +3, cold resistance 11, darkvision 60 ft., 
  low-light vision, shadow blend, evasion; AL CE; SV Fort 
  +6, Ref +10, Will +1; Str 16, Dex 16 (18), Con 14, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Craft (bowyer/fletcher) +8, Hide +13, 
  Listen +9, Move Silently +19*, Search +8, Spot +9, 
  Survival +9, ;Point Blank Shot, Far Shot, Tracking, 
  Endurance, Weapon Focus (longbow), Precise Shot, 
  Rapid Shot. *Shadow creatures gain a +6 racial bonus to 
  move silently checks. 
   
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  Evasion (Ex): Beligos can avoid even magical and 
  unusual attacks with great agility. If he makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  
   
  Keen Arrows (Ex): At 1st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood sniper 
  has a threat range of 19-20 instead of 20.  This effect does 
  not stack with any other keen effect. 
   
  Range Increment Bonus (Ex): With each level the 
  deepwood sniper gains, the range increments of her 
  projectile weapons increase by +10 feet (added after all 
  multipliers).  Thus a 10th-level deepwood sniper who has 
  the Far Shot feat would have a 280-foot range increment 
  with a heavy crossbow (120 feet x 1.5 + 100 feet). 
   
  Possessions: chain shirt, +1 composite longbow (+3 Str 
  bonus), gloves of dexterity +2, masterwork greatsword. 
  Jonas Williar: Shadow creature human (S) Sor6; CR 7; 
  Medium 
  Humanoid 
  (augmented 
  humanoid); 
  HD 
  6d4+12; hp 27; Init +2; Spd 45 ft; AC 17, touch 17, flat-
  footed 14 (mage armor +4, Dex +3); Base Atk +3; Grp +3; 
  Atk dagger +3 melee (d4/19-20 x2); Full Atk dagger +3 
  melee (d4/19-20 x2); Space/Reach 5 ft./ 5 ft.; SA - ; SQ 
  familiar (black cat), cold resistance 11, darkvision 60 ft., 
  low-light vision, shadow blend, mirror image; AL LE; SV 
  Fort +4, Ref +5, Will +5; Str 10, Dex 16, Con 14, Int 12, 
  Wis 10, Cha 16 (18). 
   
  Skills and Feats: Bluff +13, Concentration +11, 
  Knowledge (arcana) +10, Listen +2, Move Silently +11*, 
  Spellcraft +10, Spot +2;  Spell Focus (necromancy), 
  Weapon Focus (ray), Point Blank Shot, Combat Casting. 
  *Shadow creatures gain a +6 racial bonus to move silently 
  checks. 
   
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadow creature can disappear 
  BIS4-03 Face of the Enemy 
   
  Page 16 
  
  into the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  Mirror Image (Sp): Jonas can cast a mirror image on 
  himself once per day as a 5th level caster (d4+1 images). 
   
  Sorcerer Spells Known (6/7/6/4 per day; save DC 14 + 
  spell level, 15 + spell level Necromancy): 0 – detect magic, mage 
  hand, mending, prestidigitation, ray of frost, read magic, touch of 
  fatigue; 1st – grease, magic missile, ray of enfeeblement, shield; 
  2nd – blindness/deafness, scorching ray; 3rd – ray of exhaustion. 
   
  Possessions: Cloak of charisma +2, arcane scroll of Evard’s 
  black tentacles (caster level 7th), potion of mage armor, dagger, 
  golembane scarab. 
  Encounter Six 
  Advanced Cloakers: CR 8; Huge aberration; HD 
  12d8+60; hp 117; Init +6; Spd 10 ft., fly 40 ft. (average); 
  AC 20, touch 10, flat-footed 18 (natural +10, Dex +2, Size -
  2); Base Atk +9; Grp +27; Atk tail slap +18 (d8+10); Full 
  Atk tail slap +18 melee  (d8+10) and bite +12 melee 
  (d6+5); Space/Reach 20 ft./15 ft. (10 ft. with bite); SA 
  Moan, engulf; SQ Darkvision 60 ft., shadow shift; AL CN; 
  SV Fort +9 Ref +6, Will +9; Str 30, Dex 14, Con 21, Int 14, 
  Wis 15, Cha 16. 
   
  Skills and Feats: Hide +14, Listen +19, Move Silently 
  +18, Spot +19; Alertness, Combat Reflexes, Improved 
  Initiative, Ability Focus (moan), Weapon Focus (tail). 
   
  Moan (Ex): A cloaker can emit a dangerous subsonic 
  moan as a standard action. By changing the frequency, 
  the cloaker can cause one of four effects. Cloakers are 
  immune to these sonic, mind affecting attacks. Unless 
  otherwise specified, a creature that successfully saves 
  against one of these effects cannot be affected by the 
  same moan effect from the same cloaker for 24 hours. All 
  save DCs for moan effects are Charisma-based. 
   
  -Unnerve: Anyone within a 60-foot spread 
  automatically takes a –2 penalty on attack and 
  damage rolls. Those forced to hear the moan for 
  more than 6 consecutive rounds must succeed on a 
  DC 21 Will save or enter a trance, unable to attack or 
  defend themselves until the moaning stops. 
   
  -Fear: Anyone within a 30-foot spread must 
  succeed on a DC 21 Will save or become panicked 
  for 2 rounds. 
   
  -Nausea: Anyone in a 30-foot cone must succeed 
  on a DC 21 Fortitude save or be overcome by nausea 
  and weakness. Affected characters fall prone and 
  become nauseated for 1d4+1 rounds. 
   
  -Stupor: A single creature within 30 feet of the 
  cloaker must succeed on a DC 21 Fortitude save or 
  be affected as though by a hold monster spell for 5 
  rounds. Even after a successful save, the creature 
  must repeat the save if the cloaker uses this effect 
  again. 
   
  Engulf (Ex): A cloaker can try to wrap a large or 
  smaller creature in its body as a standard action. The 
  cloaker attempts a grapple that does not provoke an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and bites the engulfed victim with a +4 
  bonus on its attack roll. It can still use its whip-like tail to 
  strike at other targets. Attacks that hit an engulfing 
  cloaker deal half their damage to the monster and half to 
  the trapped victim. 
   
  Shadow Shift (Su): A cloaker can manipulate shadows. 
  This ability is effective only in shadowy areas and has 
  three possible effects. 
   
  - Obscure Vision: The cloaker gains concealment 
  (20% miss chance) for 1d4 rounds. 
   
  - Dancing Images: This effect duplicates a mirror 
  image spell (caster level 12th). 
   
  - Silent Image: This effect duplicates a silent image 
  spell (DC 19, caster level 12th). The save DC is 
  Charisma-based. 
  APL 10 
  Encounter Three 
  Advanced Shadows: Incorporeal undead; CR 6; Size 
  medium; HD 9d12; hp 81; Init +2; Spd Fly 40ft. (good); 
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection); 
  Base Atk +4; Grp - ; Atk incorporeal touch +7 melee 
  touch; Full Atk incorporeal touch +7 melee touch (d6 
  Str); Space/Reach 5 ft./5 ft.; SA Create spawn, strength 
  drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn 
  resistance, undead traits; AL CE; SV Fort +4, Ref +5, Will 
  +7; Str -, Dex 16, Con -, Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +14*, listen +10, search +4, spot 
  +10; Alertness, dodge, mobility, spring attack.  * Shadows 
  receive a +4 racial bonus to hide checks in shadowy areas. 
   In brightly illuminated areas, they receive a -4 on hide 
  checks. 
   
  Strength Damage (Su): The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A creature 
  reduced to Strength 0 by a shadow dies. This is a negative 
  energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
  Encounter Four 
  Captain Musaad ak’Kinar: Shadow creature human (B) 
  Ftr8; CR 9; Medium Humanoid (augmented humanoid); 
  HD 8d10+24; hp 78; Init +1 (Dex); Spd 30 ft.; AC 20, 
  touch 11, flat-footed 19 (+1 Dex, +9 armor); Base Atk +8; 
  Grp +12; Atk greataxe +14 melee (d12+9/X3); Full Atk 
  greataxe +14/+9 melee (d12+9/X3); Space/Reach 5 ft./5 
  ft.; SA - ; SQ cold resistance 13, darkvision 60 ft., low-light 
  vision, shadow blend, fast healing 2, mirror image; AL LE; 
  SV Fort +9, Ref +3, Will +2; Str 17 (19), Dex 12, Con 16, 
  Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +10, Intimidate +11, Jump +10, 
  Move Silently +2*; Power attack, Cleave, Weapon Focus 
  (greataxe), Weapon Specialization (greataxe), Combat 
  Reflexes, Blind-fight, Improved Sunder. *Shadow 
  creatures gain a +6 racial bonus to move silently checks. 
   
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. Artificial 
  BIS4-03 Face of the Enemy 
   
  Page 17 
  
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  Mirror Image (Sp): Musaad can cast a mirror image on 
  himself once per day as a 5th level caster (d4+1 images). 
   
  Possessions: +1 full plate, gauntlets of ogre power, +1 bane 
  (dwarf) greataxe. 
  Beligos Drossal: Shadow creature human (OS) 
  Rgr6/DeepwoodSniper2; CR 9; Medium Humanoid 
  (augmented humanoid); HD 8d8+16; hp 59; Init +4 (Dex); 
  Spd 45 ft.; AC 18, touch 14, flat-footed 14 (armor +4, Dex 
  +4); Base Atk +8; Grp +11; Atk longbow +14 ranged 
  (d8+4+d6 frost/19-20 X3) or greatsword +12 melee 
  (2d6+3/ 19-20 X2); Full Atk longbow +14/+9 ranged 
  (d8+4+d6 frost/19-20 X3) or rapid shot longbow 
  +12/+12/+7 ranged (d8+4+d6 frost/19-20 X3) or 
  greatsword +12/+7 melee (2d6+4/19-20 X2); Space/Reach 
  5 ft./5 ft.; SA Favored enemy Halflings +4, favored enemy 
  elves +2, combat style (archery), keen, range increment 
  bonus +10 ft.; SQ Wild empathy +4, cold resistance 13, 
  darkvision 60 ft., low-light vision, shadow blend, evasion, 
  +2 luck bonus to all saves; AL CE; SV Fort +8, Ref +14, 
  Will +4; Str 16, Dex 17 (19), Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Craft (bowyer/fletcher) +9, Hide +15, 
  Listen +10, Move Silently +21*, Search +9, Spot +11, 
  Survival +10, ;Point Blank Shot, Far Shot, Tracking, 
  Endurance, Weapon Focus (longbow), Precise Shot, 
  Rapid Shot, Manyshot. *Shadow creatures gain a +6 racial 
  bonus to move silently checks. 
   
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  Evasion (Ex): Beligos can avoid even magical and 
  unusual attacks with great agility. If he makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  
   
  Keen Arrows (Ex): At 1st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood sniper 
  has a threat range of 19-20 instead of 20.  This effect does 
  not stack with any other keen effect. 
   
  Range Increment Bonus (Ex): With each level the 
  deepwood sniper gains, the range increments of her 
  projectile weapons increase by +10 feet (added after all 
  multipliers).  Thus a 10th-level deepwood sniper who has 
  the Far Shot feat would have a 280-foot range increment 
  with a heavy crossbow (120 feet x 1.5 + 100 feet). 
   
  Concealment 
  Reduction 
  (Ex): 
  When 
  the 
  deepwood sniper reaches 2nd level, her miss chance 
  against opponents with concealment drops by 10%.  Thus, 
  she has a miss chance of 10% rather than 20% against an 
  opponent with normal concealment.  This ability never 
  reduces her miss chance against any opponent below 0%. 
   
  Magic Weapon (Sp): At 2nd level, the character can 
  produce an effect identical to that of a magic weapon spell 
  cast by a cleric of her deepwood sniper level.  This ability 
  is usable once per day on projectile weapons only. 
   
  Projectile Improved Critical (Ex): When the 
  deepwood sniper reaches 2nd level, the critical damage 
  multipliers of all her projectile weapons increase by +1.  
  Thus, an arrow that normally deals x3 damage on a 
  critical hit instead does x4 damage in her hands. 
   
  Possessions: chain shirt, +1 frost composite longbow (+3 
  Str bonus), gloves of dexterity +2, boots of the winterlands, 
  masterwork greatsword. 
  Jonas Williar: Shadow creature human (S) Sor8; CR 9; 
  Medium 
  Humanoid 
  (augmented 
  humanoid); 
  HD 
  8d4+16; hp 36; Init +2; Spd 45 ft; AC 17, touch 17, flat-
  footed 14 (mage armor +4, Dex +3); Base Atk +4; Grp +4; 
  Atk dagger +4 melee (d4/19-20 x2); Full Atk dagger +4 
  melee (d4/19-20 x2); Space/Reach 5 ft./ 5 ft.; SA - ; SQ 
  familiar (black cat), cold resistance 13, darkvision 60 ft., 
  low-light vision, shadow blend, mirror image, fast healing 
  2; AL LE; SV Fort +4, Ref +5, Will +6; Str 10, Dex 16, Con 
  14, Int 12, Wis 10, Cha 17 (19). 
   
  Skills and Feats: Bluff +15, Concentration +13, 
  Knowledge (arcana) +12, Listen +2, Move Silently +11*, 
  Spellcraft +12, Spot +2;  Spell Focus (necromancy), 
  Weapon Focus (ray), Point Blank Shot, Combat Casting. 
  *Shadow creatures gain a +6 racial bonus to move silently 
  checks. 
   
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  Mirror Image (Sp): Jonas can cast a mirror image on 
  himself once per day as a 5th level caster (d4+1 images). 
   
  Sorcerer Spells Known (6/7/7/6/4 per day; save DC 14 + 
  spell level, 15 + spell level Necromancy): 0 – detect magic, ghost 
  sound, mage hand, mending, prestidigitation, ray of frost, read 
  magic, touch of fatigue; 1st – expeditious retreat, grease, magic 
  missile, ray of enfeeblement, shield; 2nd – blindness/deafness, 
  false life, scorching ray; 3rd – haste, ray of exhaustion; 4th -- 
  enervation. 
   
  Possessions: Cloak of charisma +2, arcane scroll of Evard’s 
  black tentacles (caster level 7th), potion of mage armor, dagger, 
  golembane scarab, slippers of spider climbing. 
  APL 12 
  Encounter Four 
  Captain Musaad ak’Kinar: Shadow creature human (B) 
  Ftr10; 
  CR 
  11; 
  Medium 
  Humanoid 
  (augmented 
  humanoid); HD 10d10+30; hp 98; Init +1 (Dex); Spd 30 
  ft.; AC 20, touch 11, flat-footed 19 (+1 Dex, +9 armor); 
  Base Atk +10; Grp +14; Atk greataxe +17 melee 
  (d12+9/X3); Full Atk greataxe +17/+12 melee (d12+9/X3); 
  Space/Reach 5 ft./5 ft.; SA - ; SQ cold resistance 15, 
  darkvision 60 ft., low-light vision, shadow blend, fast 
  healing 2, mirror image; AL LE; SV Fort +11, Ref +5, Will 
  +6; Str 17 (19), Dex 12, Con 16, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +12, Intimidate +13, Jump +12, 
  Move Silently +2*; Power attack, Cleave, Weapon Focus 
  BIS4-03 Face of the Enemy 
   
  Page 18 
  
  (greataxe), Weapon Specialization (greataxe), Combat 
  Reflexes, Blind-fight, Improved Sunder, Iron Will, 
  Greater Weapon Focus (greataxe). *Shadow creatures 
  gain a +6 racial bonus to move Silently checks. 
   
  Concealment 
  Reduction 
  (Ex): 
  When 
  the 
  deepwood sniper reaches 2nd level, her miss chance 
  against opponents with concealment drops by 10%.  Thus, 
  she has a miss chance of 10% rather than 20% against an 
  opponent with normal concealment.  This ability never 
  reduces her miss chance against any opponent below 0%. 
   
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  Magic Weapon (Sp): At 2nd level, the character can 
  produce an effect identical to that of a magic weapon spell 
  cast by a cleric of her deepwood sniper level.  This ability 
  is usable once per day on projectile weapons only. 
   
  Mirror Image (Sp): Musaad can cast a mirror image on 
  himself once per day as a 5th level caster (d4+1 images). 
   
  Projectile Improved Critical (Ex): When the 
  deepwood sniper reaches 2nd level, the critical damage 
  multipliers of all her projectile weapons increase by +1.  
  Thus, an arrow that normally deals x3 damage on a 
  critical hit instead does x4 damage in her hands. 
   
  Possessions: +1 light fortification full plate, gauntlets of ogre 
  power, +1 bane (dwarf) greataxe, chime of opening. 
  Beligos Drossal: Shadow creature human (OS) 
  Rgr6/DeepwoodSniper2/Ftr2; 
  CR 
  11; 
  Medium 
  Humanoid (augmented humanoid); HD 8d8+2d10+20; 
  hp 78; Init +8 (Dex, improved initiative); Spd 45 ft.; AC 
  20, touch 14, flat-footed 16 (armor +6, Dex +4); Base Atk 
  +10; Grp +13; Atk longbow +16 ranged (d8+4+d6 frost/19-
  20 X3) or greatsword +14 melee (2d6+3/ 19-20 X2); Full 
  Atk longbow +16/+11 ranged (d8+4+d6 frost/19-20 X3) or 
  rapid shot longbow +14/+14/+9 ranged (d8+4+d6 
  frost/19-20 X3) or greatsword +14/+9 melee (2d6+4/19-20 
  X2); Space/Reach 5 ft./5 ft.; SA Favored enemy Halflings 
  +4, favored enemy elves +2, combat style (archery), keen, 
  range increment bonus +10 ft.; SQ Wild empathy +4, cold 
  resistance 15, darkvision 60 ft., low-light vision, shadow 
  blend, evasion, +2 luck bonus to all saves; AL CE; SV Fort 
  +11, Ref +14, Will +4; Str 16, Dex 17 (19), Con 14, Int 10, 
  Wis 10, Cha 8. 
   
  Possessions: +2 mithral chain shirt, +1 frost composite 
  longbow (+3 Str bonus), gloves of dexterity +2, boots of the 
  winterlands, circlet of persuasion, masterwork greatsword. 
  Jonas Williar: Shadow creature human (S) Sor10; CR 11; 
  Medium 
  Humanoid 
  (augmented 
  humanoid); 
  HD 
  10d4+20; hp 45; Init +2; Spd 45 ft; AC 17, touch 17, flat-
  footed 14 (mage armor +4, Dex +3); Base Atk +5; Grp +5; 
  Atk dagger +5 melee (d4/19-20 x2); Full Atk dagger +5 
  melee (d4/19-20 x2); Space/Reach 5 ft./ 5 ft.; SA - ; SQ 
  familiar (black cat), cold resistance 15, darkvision 60 ft., 
  low-light vision, shadow blend, mirror image, fast healing 
  2; AL LE; SV Fort +5, Ref +6, Will +7; Str 10, Dex 16, Con 
  14, Int 12, Wis 10, Cha 17 (19). 
   
  Skills and Feats: Bluff +17, Concentration +15, 
  Knowledge (arcana) +14, Listen +2, Move Silently +11*, 
  Spellcraft +14, Spot +2;  Spell Focus (necromancy), 
  Weapon Focus (ray), Point Blank Shot, Combat Casting, 
  Greater Spell Focus (necromancy). *Shadow creatures 
  gain a +6 racial bonus to move silently checks. 
   
  Skills and Feats: Craft (bowyer/fletcher) +9, Hide +15, 
  Listen +10, Move Silently +22*, Search +9, Spot +12, 
  Survival +10; Point Blank Shot, Far Shot, Tracking, 
  Endurance, Weapon Focus (longbow), Precise Shot, 
  Rapid Shot, Manyshot, Improved Initiative, Dodge. 
  *Shadow creatures gain a +6 racial bonus to move silently 
  checks. 
   
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however, will. 
   
  Mirror Image (Sp): Jonas can cast a mirror image on 
  himself once per day as a 5th level caster (d4+1 images). 
   
  Sorcerer Spells Known (6/7/7/7/6/3 per day; save DC 14 
  + spell level, 16 + spell level Necromancy): 0 – detect magic, 
  ghost sound, mage hand, mending, message, prestidigitation, ray 
  of frost, read magic, touch of fatigue; 1st – expeditious retreat, 
  grease, magic missile, ray of enfeeblement, shield; 2nd – bear’s 
  endurance, blindness/deafness, false life, scorching ray; 3rd – 
  haste, ray of exhaustion, slow; 4th – enervation, Otiluke’s 
  resilient sphere; 5th – shadow evocation (which functions at 30% 
  power in the Plane of Shadow). 
   
  Evasion (Ex): Beligos can avoid even magical and 
  unusual attacks with great agility. If he makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage.  
   
  Keen Arrows (Ex): At 1st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood sniper 
  has a threat range of 19-20 instead of 20.  This effect does 
  not stack with any other keen effect. 
   
  Possessions: Cloak of charisma +2, arcane scroll of Evard’s 
  black tentacles (caster level 7th), potion of mage armor, dagger, 
  golembane scarab, slippers of spider climbing, necklace of 
  adaptation. 
   
  Range Increment Bonus (Ex): With each level the 
  deepwood sniper gains, the range increments of her 
  projectile weapons increase by +10 feet (added after all 
  multipliers).  Thus a 10th-level deepwood sniper who has 
  the Far Shot feat would have a 280-foot range increment 
  with a heavy crossbow (120 feet x 1.5 + 100 feet). 
  BIS4-03 Face of the Enemy 
   
  Page 19 
  
  Appendix Two: The Plane of Shadow 
   
  The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It 
  overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover 
  great distances quickly. 
  The Plane of Shadow is also coterminous to other planes. With the right spell, a character can use the Plane of Shadow 
  to visit other realities. 
  The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It is otherwise 
  appears similar to the Material Plane. 
  Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow home. 
  The Plane of Shadow is magically morphic, and parts continually flow onto other planes. As a result, creating a precise 
  map of the plane is next to impossible, despite the presence of landmarks. 
  The Plane of Shadow has the following traits: 
  - 
  Magically morphic. Certain spells modify the base material of the Plane of Shadow. The utility and power of 
  these spells within the Plane of Shadow make them particularly useful for explorers and natives alike. 
  - 
  Mildly neutral-aligned. 
  - 
  Enhanced magic. Spells with the shadow descriptor are enhanced on the Plane of Shadow. Such spells are cast 
  as though they were prepared with the Maximize Spell feat, though they don’t require the higher spell slots. 
  Furthermore, specific spells become more powerful on the Plane of Shadow. Shadow conjuration and shadow 
  evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater 
  shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 90% 
  of the power of the original (not 80%). 
  - 
  Impeded magic. Spells that use or generate light or fire may fizzle when cast on the Plane of Shadow. A 
  spellcaster attempting a spell with the light or fire descriptor must succeed on a Spellcraft check (DC 20 + the 
  level of the spell). Spells that produce light are less effective in general, because all light sources have their 
  ranges halved on the Plane of Shadow. 
  Despite the dark nature of the Plane of Shadow, spells that produce, use, or manipulate darkness are unaffected by the 
  plane. 
  BIS4-03 Face of the Enemy 
   
  Page 20 
  
   DM Aid: Map #1 
  BIS4-03 Face of the Enemy 
   
  Page 21 
  
  Player Handout #1 
  An interesting passage from a very old looking leather journal: 
  “Though he means well, my friend Walgar is not proactive enough to keep the March in 
  line…perhaps someday something might occur to wake him up.  For all of our sakes, I hope so. 
   I fear that there are those in the Sheldomar that fancy taking the March back…they scheme 
  and plot of it behind closed doors and it sickens me.” 
  From a newer leather covered journal on a work desk: 
  “I often wonder how things would be different if I had made a very different decision so very 
  long ago.  The burden on my soul would surely be lighter, but would the March be a better 
  place?  I suppose we will all find out very soon.  Goodbye, father.” 
  And later in the same journal… 
  “I met with Walgar again today.  He has absolutely no idea what is about to happen.  It’s 
  rather sad really, to see what could have been a great man made into a simpering, sleepy eyed 
  fool.  I might even feel guilty afterwards if he is unable to put up a fight.” 
  Near the very end of the journal: 
  “Preparations are complete.  Many deaths paved this path…but I must remember that these 
  deaths are my fuel…my motivation.  When it is all done, no one will need fear death ever 
  again.  The cabals have served their purpose, and will rain down unholy death on all of the 
  sheep…unless the shepherd stands tall and defends them.” 
  On some loose papers on a work-bench: 
  “The golem-work is tedious…but I am close.  Those milky eyed little curs will yield their secrets 
  to me in one way or another.” 
  “She mocks me with her weakness.  She sickens me with her fear and revulsion.  But as with the 
  first two, her death will pave the way to my immortality.” 
  A bundle of papers, dated fourteen years ago this week: 
  “I am overjoyed that the old dog has shown his teeth.  His whores are fighting like men 
  possessed (possessed with a love of money, no doubt), and the cabals are weakening.  A 
  pleasant surprise.” 
  The last sheets in the bundle: 
  “All the way to my front door he has come, his toy soldiers with him.  I have released the final 
  cabalists from service, to ensure that things happen correctly, one way or another…though I 
  wonder if I should have let Altgarn keep the Staff.  I believe it has a mind of its own.  Excellent. 
   The sycophant deserves whatever fate it deals him.” 
  “He actually calls out to me, thinking that I will end the fighting and go quietly.  Walgar, old 
  friend, you only accentuate your own weakness.  If you were intelligent enough, you’d see that 
  what I do is the RIGHT thing to do.  The only way to make the changes needed to survive.  
  Dark clouds brew, and it would appear that I am the only one with the foresight to see it.  
  Enough idle musing though, it is time.  I hear the rumble of the trebuchet on my walls.” 
  “It is time to activate the portal and end it all. And herald the dusk before the dark.” 
  BIS4-03 Face of the Enemy 
   
  Page 22 
  
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