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.  
   
  BIS4-02 
   
   
   
   
   
   
  Two Halves of a Whole 
   
  A One-Round D&D LIVING GREYHAWK®  
  Bissel Regional Adventure 
  Version 1.1 
   
  by Raj Shah 
  Based on a concept by James Stuart 
   
   
   
  New leaders are beginning to prepare Bissel for the growing threat.  A potential weapon has been located, but retrieving 
  it may be more complicated than originally expected – but complications are part of any good adventurer’s life.  A Bissel 
  Regional adventure for APLs 2-12. 
   
  
  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. 
   
   
   
   
   
   
   
   
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              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. 
   
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 3 
  
  Adventure Background 
  Three months have passed since the Barons’ Council 
  compromise at the end of CY 593.  While the farmers 
  released from military service just barely managed to 
  bring in enough of a harvest to prevent famine in Bissel, 
  the reduced strength of the military has meant that the 
  commanders of Bissel’s defense have doubled their 
  efforts to find insights and weapons that could be of use 
  against those forces that threaten Bissel. 
  Recently, Baron Darius of Besselar, working on behalf of 
  the newly formed Bissel Free Companies, and archivists 
  in the Knights of the Watch have found evidence of two 
  such weapons - the first, a spellbook that contains the 
  research need to create powerful spells that can destroy 
  powerful undead, the second, a set of rituals that Evard 
  the Necromancer may have performed recently to 
  awaken a smaller undead force that is currently causing 
  issue on the border of Rhomstaff and Nightwatch.  Both 
  of these weapons were believed to be in the library of the 
  Necromancer, which was lost almost fourteen years ago.  
  However, one of Besselar’s agents recently noticed an 
  unopened create in the possession of a book collector.  
  One of the symbols on the crate matched a symbol found 
  by the Knights of the Watch, and this has raised hope 
  that the crate may contain clues to the weapons’ 
  whereabouts, or even the weapons themselves.   
  The PCs will be called upon to investigate this lead, 
  which will send them to the book collector’s shop in 
  Comus, where they arrive just in time to prevent an evil 
  ritual and save some of the townspeople from sacrifice.  
  Clues found from the book collector and in the town will 
  lead them to Nightwatch and Rhomstaff, where they will 
  need to fight their way into a defiled temple and retrieve 
  the crate.   
  Finally, upon examination, they will discover that the 
  two weapons are in fact, one item, and that the item 
  cannot be used for both purposes.  Their employers will 
  ask the party to make a choice about what the weapon 
  should be used for, which will have consequences in 
  future Bissel modules. 
  Adventure Summary 
  Introduction: The PCs are introduced to current events 
  in Bissel and are brought together in an inn in Pellak 
  Encounter One: The PCs receive a summons from Sir 
  Jerius Greenblade, Chief of Staff of the Knights of Watch 
  in Bissel, requesting their aid 
  Encounter Two: In a meeting with Lord Cainlan 
  Rashedra and Sir Jerius Greenblade, the PCs are told of 
  two weapons that maybe of aid in the coming showdown 
  with Evard the Necromancer.  The PCs are tasked to 
  retrieve the weapons from a book collector in Comus 
  Encounter Three: The PCs arrive in Comus, which has 
  been decimated by an unknown force.  They can either 
  find the book collector who will beg them to save his 
  daughter, or stumble on a ritual in which townspeople 
  are to be sacrificed.   
  Encounter Four: The PCs must intervene in a ritual 
  sacrifice in order to save some of the survivors of Comus 
  Encounter Five: If the PCs successfully save the book 
  collector’s daughter, he grants them a favor and gives 
  them information to continue the chase.  If the PCs did 
  not save the book collector’s daughter, he asks them to 
  avenge her 
  Encounter Six: Following the trail left by the force that 
  attacked Comus, the PCs run into a Knight of the Watch 
  patrolling an area where an undead threat has 
  materialized.  After talking with him, the PCs are 
  ambushed by undead. 
  Encounter Seven: The PCs find the hideout of the 
  mastermind behind the attack, and fight him. If 
  successful, they will find out that the two weapons they 
  have been sent after are actually only one item.   
  Encounter Eight: After returning to Pellak with the 
  weapon, the PCs are asked by Lord Rashedra and Sir 
  Greenblade as to how it should be used. 
  Introduction 
  Three months have passed since the Barons’ Council 
  in the last days of the year 593.  The compromise 
  forged at the Council has shown promise of taking 
  hold, and actions from all the parties involved 
  indicate that they are working with each other. 
  The “Anti-Margrave” faction, with its core of 
  Baklunish Barons and sympathizers, has made it 
  known that rebels and law-breakers will not be 
  tolerated, and a few high-profile arrests have driven 
  that point home.   
  The “Pro-Margrave” faction has, in turn, made it 
  known that discrimination against Baklunish 
  citizens 
  is 
  no 
  longer 
  tolerated, 
  and 
  some 
  sympathetic Barons have even returned Baklunish 
  farms and property that were seized when their 
  owners could not afford to pay the taxes. 
  While not everyone agrees with the Compromise, 
  and some citizens, Suel and Baklunish alike, 
  continue to hold on to their biased views, almost 
  everyone agrees that the release of farmers from 
  military service has averted the possibility of a 
  famine.  Able to bring in the harvest in the last 
  weeks of the season, it appears that citizens of the 
  March will have enough food until spring. 
  However, with the release of the farmers and 
  relaxation of the mandatory military service 
  requirements, 
  Bissel’s 
  military 
  strength 
  has 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 4 
  
  suffered, and its commanders have doubled their 
  efforts to find anything that will give them an 
  advantage over the forces of Evil that continue to 
  threaten the March. 
  All of this, however, is just background noise as you 
  and your friends have dinner at the Rusty Sword in 
  Pellak, and swap stories.  It may be the month of 
  Readying, but Old Man Winter is still taking one 
  last shot at Bissel, and the foot or so of snow outside 
  would say that he’s probably winning.  
  Encounter One: Summons 
  Allow the PCs to introduce themselves if they have not 
  already.  PCs should also have had the chance to buy 
  items in Pellak during the day, so allow them to stock up 
  on any last second essentials. 
  As you finish the last of the wine and the Rusty 
  Sword’s famous apple pie, the door opens, and the 
  frigid air literally blows a young man through the 
  door.  About twelve years of age, and obviously a 
  page, he is dressed in the unfamiliar colors of blue 
  and black, and his cloak is fastened with a silver pin 
  engraved to look like swords crossed over a shield.  
  Thinking that he must be looking for one of the 
  other patrons of the crowded inn, you turn back to 
  your companions.  However, after brushing the 
  snow from his shoulders, the page looks around the 
  room and walks confidently towards your table. 
  “Ah, excuse me, sirs?” the page says, trying to sound 
  older than his age.  “I bring a letter from Sir Jerius 
  Greenblade to you.  I have been told to wait for a 
  response before leaving.” 
  The letter is addressed to the highest-level member of the 
  party who is a citizen of Bissel.  Otherwise, the letter is 
  addressed to whomever the DM chooses.  
  If the PC to whom the letter is addressed has met Sir 
  Jerius Greenblade (BIS3-02 Shadows in the Woods) 
  give the selected PC Player Handout #1. 
  If the PCs have not met Sir Jerius Greenblade, but are 
  members of the Grand Army of Bissel, then give the 
  selected PC Player Handout #2. 
  Finally, if the PCs are not members of the Bissel military 
  give the selected PC Player Handout #3. 
  Citizens of Bissel can roll a Knowledge (local – 
  Sheldomar Valley Metaregion) check at DC 10 to know 
  that the page is wearing the colors and insignia of the 
  Bissel Free Companies (members of the Bissel Free 
  Companies automatically make the check). 
  The page will wait patiently (eyeing some of the leftovers 
  on the table) for the party’s answer. He will provide 
  directions to the headquarters of the Grand Army in 
  Pellak, and will truthfully answer any questions to which 
  he knows the answer.   
  • 
  His name is Kerik, and he is a ward of Baron 
  Zafar Rashedra of Parulla.  Kerik is of Oeridian 
  decent. 
  • 
  The colors he wears are the colors of the Bissel 
  Free Companies, He was dispatched by Sir 
  Greenblade after a meeting between Field 
  Marshall Valiserat, Sir Greenblade and Lord 
  Cainlan Rashedra to deliver this message. 
  • 
  He was told to wait for an answer, be polite and 
  provide any directions needed. 
  Presuming the party agrees to the meeting, Kerik will 
  give them directions, and then leave.   
  The next morning, the PCs may wish to gather some 
  information and rumors before heading to their meeting 
  with Sir Greenblade.  The following are rumors that they 
  can pick up with a Gather Information check that beats 
  the DC listed.  The truth or falsehood of each rumor will 
  be revealed with the passage of time. 
  DC 15 
  • 
  Three months after the Barons’ Council, the 
  Margrave still has not made his choice for 
  whom he will nominate to the Margrave’s 
  Council.  Rumor says that he is looking for a 
  loophole to dissolve the Margrave’s Council. 
  • 
  Lord 
  Cainlan 
  Rashedra 
  and 
  Sir 
  Jerius 
  Greenblade have recently returned from the 
  Rhomstaff – Nightwatch border where they 
  went together to personally investigate the 
  news of growing undead strength.   
  • 
  Baroness Elina has consolidated her power 
  within the Knights of the Watch that are active 
  in Bissel and has either forced out Knights that 
  hold opposing viewpoints or that will not follow 
  her lead.  She continues to meet with other 
  Barons and influential nobles and commoners 
  in Bissel, bringing a message of peace and 
  genuine concern for all of the citizens of Bissel. 
  DC 25 
  • 
  After the Rashedra-Besselar wedding, both 
  Baron Darius and Baron Zafar will step down as 
  Barons, conferring the titles upon their heirs.  
  Both will continue to serve on the Margrave’s 
  Council. 
  • 
  [For Knights of the Watch only].  Sir Greenblade 
  has dispatched approximately 30 or so Knights 
  to the Rhomstaff - Nightwatch border.  They are 
  there to deal with an unknown force of undead 
  that appears to be gathering in the area. 
  DC 35 
  • 
  The new “triumvirate” of the military – Baron 
  Valiserat, Lord Rashedra, and Sir Greenblade – 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 5 
  
  has begun to weed through the existing officer 
  core of the Grand Army, to find younger 
  commanders with fewer ties to individual 
  Barons.  They believe that the Grand Army 
  should be above the fray of the politics of the 
  March.  Rumors are that there will be a major 
  purge of high ranking officers within the next 
  week.   
  • 
  [For Mist Chameleons or members of the Bardic 
  Circle only]  Baron Darius has recently put out 
  feelers for anyone with information about 
  Evard’s last known stronghold, located in the 
  present day Barony of Nightwatch.  Specifically, 
  he has been looking for any information about 
  people carrying away anything from Evard’s 
  castle in the last days of the insurrection, 
  Encounter Two: The Mission 
  The next morning, after breakfast, you follow the 
  directions from last night to what appears to be a 
  manor house, which has been converted into a 
  military headquarters.  
  Following the Lieutenant who greets you at the 
  door, you find yourselves in what was the old dining 
  room of the manor house, which has been converted 
  into a map room.  Spread out on the old dining table 
  is a huge map of the March.  As you follow the 
  Lieutenant to the other end of the room, you can see 
  troop markers on the map. 
  If the PCs try to take a peek at the map, have them roll a 
  Spot check (DC 20).  Anyone who succeeds should get 
  the following description of the map: 
  The markers on the map are mostly of three colors – 
  very few black ones, primarily in the west of the 
  March and in Pellak, numerous silver ones, which 
  are spread across the March, and some of which are 
  outside of the borders of the March, and red ones, of 
  which there are small numbers in a few Baronies, a 
  large number in Pellak, and a score or so in central 
  Bissel.  There are other color counters, primarily 
  grouped in northern Bissel around Thornward, and 
  a few on Bissel’s northern border. 
  Otherwise, continue below: 
  Leaning over the map are three men that most of 
  you recognize by description at least.  The youngest 
  is Lord Cainlan Rashedra, dressed in the same blue 
  and black colors that the page wore last night.  Next 
  to him, dressed in plate armor, with a red surcoat is 
  Sir Jerius Greenblade.  Finally, between the two 
  stands the Field Marshall of Bissel, the famous 
  Baron Steich Valiserat of the Swordfields. 
  Baron Valiserat looks up and smiles broadly. “My 
  lords, I think you have business here that, while 
  interesting, will delay me in executing our plans.  I 
  will take my leave now.  Jerius – we may need your 
  reserves, so I would appreciate it if you did not 
  commit them elsewhere.”   
  “For at least the next two weeks, I can ensure that 
  they will not be going anywhere. After that…” Sir 
  Greenblade holds up his hands and shrugs. 
  Baron Valiserat nods, picks up some notes from the 
  table and heads toward the door.  “Well, if we can’t 
  deal with this in two weeks, we’re in much worse 
  shape than we thought.  Good day, then.” 
  As Baron Valiserat departs, Sir Greenblade turns his 
  attention to you.  “My friends, thank you for coming. 
   I knew that you would come to the aid of the March. 
   Please have a seat and something to drink.”  Sir 
  Greenblade waves you over to a set of couches 
  surrounding a low table.  After pouring your drinks, 
  he looks at Lord Rashedra and says “Perhaps you 
  should start the story here, Cainlan.” 
  “Certainly.  Many of you may know that in the 
  months since the Barons’ Council concluded, the 
  Knights of the Watch and many other groups have 
  worked together to ensure that the military 
  capabilities of the March do not significantly erode 
  due to the loosening of the military service 
  requirements. We have also been looking for any 
  weapons that can aid us against the two largest 
  threats to the March – the Ur Flan and the 
  Necromancer. 
  “The Bissel Free Companies and Baron Darius of 
  Besselar, along with the Knights of the Watch, have 
  been trying to dig up any and all research and clues 
  for anything that can aid us.  A week ago, we 
  stumbled upon a lead that merits attention.  It 
  appears that just before the fall of the Necromancer, 
  fourteen years ago, he moved a large number of 
  crates of books or notes to points unknown. While 
  most of his papers would provide interesting 
  reading, I’m sure, one crate was marked with his 
  personal seal, and we believe it may contain two 
  items that may help us greatly against the coming 
  threat. 
   
   
  We believe that the first item is incomplete 
  research, that once completed, will allow the Guild 
  of the Arcane Path to create a very powerful anti-
  undead spell.  The second is a set of rituals that 
  Evard used to enhance his ability to control undead 
  – a ritual whose power remains in place to this very 
  day.  All of our research indicates that the items 
  were in the same crate, specifically the one marked 
  with his personal seal. 
  Of course, this discussion would be moot if we did 
  not know where the crate is currently.  The agents of 
  the Bissel Free Companies have been scouring the 
  March and the Sheldomar Valley for any sign of this 
  crate. A week ago, through pure look, a bard saw a 
  crate in the back room of a book collector, named 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 6 
  
  Anders, in the village of Comus, located in the 
  Barony of Munderik.  She did not know about our 
  search at the time, but she later positively identified 
  Evard’s personal seal as the seal on the crate.” 
  Sir Greenblade picks up the narrative at this point.  
  “Normally, the Free Companies or the Knights of 
  the Watch would handle this matter themselves, but 
  most of our available resources are deployed in the 
  Nightwatch and Rhomstaff, handling an upsurge of 
  the undead that still haunt the area around Evard’s 
  old stronghold.  That’s where you come in.  We’d like 
  you to head up to Comus, retrieve the crate and 
  bring it back here.  Sound like a plan?” 
  Obviously the PCs will have questions for Greenblade 
  and Rashedra.  The following bullet points should 
  hopefully cover most of their questions 
  • 
  PCs who purchase the crate from the book 
  collector will be reimbursed if they can get a 
  receipt. (The clerk of the Army will require a 
  DC 50 Forgery check, if someone tries to 
  swindle the March).  If the PCs cannot convince 
  the book collector to part with the crate, they 
  are authorized to use “non-lethal” force to 
  retrieve the crate.  They will not be provided 
  with a warrant, as neither Greenblade nor 
  Rashedra want too many people to know that 
  the March is interested in a crate. 
  • 
  The bard who saw the crate did not believe it 
  had been opened.  It was gathering dust in a 
  back room. 
  • 
  The PCs can open the crate to verify the 
  contents.  Rashedra will tell them he believes 
  they are looking for a large black tome with 
  sliver bindings (the spell notes) and a set of 
  loose leaf papers with magical circles and words 
  of magic interwoven with the lines of circles. 
  • 
  Both the Knights and the Free Companies are 
  willing to pay for the retrieval of the weapons.  
  The Free Companies are interested in the spell 
  research and will pay the party upon its 
  successful retrieval.  The Knights are interested 
  in the ritual components and will pay the party 
  upon its successful retrieval.  If the party 
  retrieves both items, they will receive the full 
  reward.  
  APL 
  1 Item 
  Both Items 
  2 
  100 gp 
  200 gp 
  4 
  150 gp 
  300 gp 
  6 
  200 gp 
  400 gp 
  8 
  250 gp 
  500 gp 
  10 
  375 gp 
  750 gp 
  12 
  500 gp 
  1000 gp 
   
  • 
  Neither Lord Rashedra nor Sir Greenblade 
  believes that the recent undead activity is tied to 
  the fact the crate has been discovered, although 
  they will readily admit that when it comes to 
  Evard, nothing is for sure. 
  • 
  For those PCs that want to make chit-chat, Sir 
  Greenblade is settling into his new duties 
  gradually, and the recruiting of new Knights is 
  going well.  Lord Rashedra’s wedding will 
  probably be late this year or early next year. 
  Both are incredibly busy in their new duties, 
  and do not have much time to spend with the 
  party. 
  • 
  If any PC is a member of the Bissel Free 
  Companies, Rashedra will give them the new 
  badge of the Free Companies – a pin with 
  swords crossed over a shield. 
  Once the PCs have the rough idea of the mission, Sir 
  Greenblade and Lord Rashedra will stand and end the 
  interview, as they have a busy schedule. If the PCs need 
  horses, Lord Rashedra will write them a note that will 
  allow them to get riding horses from the stables behind 
  the manor.  The PCs can pick up any provisions that they 
  need in Pellak (within reason), before heading to Comus. 
  Encounter Three – Comus 
    Two days of hard riding later, you find yourself 
  cresting a hill and looking down at the village of 
  Comus.  Through the cold heavy rain, the lights of 
  the village beckon to you.  A drink at the tavern, a 
  short chat with the book collector, and finding the 
  right crate are the only thing between you and the 
  completion of your task. 
  If only it were that easy… 
  As you follow the road into the village, your muscles 
  tense, and you begin to focus on details.  There is no 
  noise in the town – no people, no animals, no 
  blacksmith, and no birds.  Mixed with the smell of 
  wood smoke is the smell of burnt thatch, and 
  something more insidious.  The first dead body you 
  find in the road confirms the fact that something is 
  very, very wrong in the village. 
  At daybreak, the forces of Evard, who were searching for 
  the same crate that the PCs are looking for, raided 
  Comus.  After a general slaughter, the two men leading 
  the expedition found the crate, opened it, and verified it 
  had what they were looking for.  At that point in time, 
  they stopped working together.  Jinter, the leader of the 
  expedition, took the crate and the greater part of the 
  force with him back to their headquarters in the Barony 
  of Rhomstaff.  Treviene, the junior, and more ambitious 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 7 
  
  of the two, was to stay behind with a few guards, animate 
  the murdered villagers of Comus and bring the undead 
  back with him.  Unknown to Jinter, Treviene pocketed a 
  few notes from the crate, and will use the few captured 
  villagers of Comus in an attempt to complete the ritual 
  described on the notes. (This ritual is unrelated to the 
  ritual that the PCs are interested in.) 
  Comus consists of a few small farmhouses, a tavern 
  named the Golden Goose, and a small private home with 
  a low stone wall surrounding it.   The village had 
  approximately 45 inhabitants.  A handful of them 
  managed to flee into the woods north of the village, but it 
  will take a significant effort on the part of the PCs, a 
  successful Survival check (DC 25 + APL) by someone 
  with the Track feat followed by a Diplomacy check (DC 
  40 + APL), to find them and get any information from 
  them.  The forces of Evard captured another ten villagers, 
  and they were force-marched out of the village to the east 
  by Treviene and his three men.  Jinter, the rest of the 
  guards, and the crate left by the west road.  A Survival 
  check (DC 15 + APL) by someone with the Track feat will 
  reveal that about 15 people, many of them children, left 
  via the east road.  Succeeding at DC 20 + APL will reveal 
  that about ten men with a wagon carrying a light load left 
  via the west road.  
  If the PCs go directly after the group heading east, 
  proceed to Encounter Four.  If they head west after the 
  crate, go to Encounter Six.  If they search the village for 
  survivors, continue with this encounter. 
  The farmhouses and the tavern are empty, save for the 
  dead.  The only live person in the village happens to the 
  book collector, who is hiding under a fallen bookcase in 
  the front room of his house.  PCs entering the house 
  should be given a Spot check (DC 15 + APL) to find the 
  book collector, who will begin sobbing now that the 
  shock of the slaughter has worn off. 
  All APLs: 
  � Anders the Book Collector: male human Exp4; hp 
  10. 
  Anders is in his mid-60s and was enjoying his retirement 
  up until this morning.  He deeply loves his daughter, 
  Anneth, who was taken by Treviene.  When the PCs find 
  him, he will beg them to rescue her. 
  As you lift the bookcase off the sobbing figure below 
  it, you realize that this must be the owner of this 
  house, and given the quantity of books in this house, 
  he must be the book collector, Anders.   
  It takes you a couple of minutes to get the old man 
  to calm down from his state of hysteria.  When he 
  does, he crashes to his knees amongst the rubble. 
  “Please, please I beg you.  They took my daughter – 
  Anneth – my only daughter with them.  I don’t know 
  what they are going to do with her, but please, you 
  must rescue her.  I do not have much, but I will give 
  you anything I have – please rescue her. 
  There were two men in black here – one of them 
  took her east with the rest of the survivors.  Please!  ”
  Getting Anders to talk about anything else is going to be 
  difficult at best.  He has no idea about the crate (there 
  were quite a few in his basement), and he doesn’t really 
  recollect the details of the slaughter very well.  If the PCs 
  want money or a reward to rescue Anneth, Anders will 
  offer them anything that is in the house.  If the PCs do 
  not help Anders, he will grab an old, rusty sword from 
  the closet and will charge down the east road after 
  Anneth (to his death).   
  If the PCs attempt to track down the survivors, head to 
  Encounter Four.  If they decide to go after the crate, head 
  to Encounter Six. 
  Encounter Four – The Ritual 
  Adjust the following description if the PCs are helping 
  Anders or just following the tracks east. 
  Responding to the pleas of Anders, you follow the 
  tracks of what you believe to be a group of survivors 
  and attackers to the east.  Examining the tracks, you 
  believe there to be ten or so survivors and four or 
  five attackers.  
  As you follow the east road over the plains, the heavy 
  rains continue, lowering visibility, and hindering 
  your ability to fix the direction of sounds. 
  After about ten minutes though, the sound of a sole 
  male voice chanting cuts through the downpour. 
  The PCs are about 100 feet from Treviene and his guards. 
   The heavy rain cuts visibility to about 50 feet, so 
  Treviene’s group will not have spotted the PCs at this 
  point.  At APLs 6+, PCs with Knowledge (religion) or 
  Knowledge (arcana) should make a check (DC 20 + APL). 
   With a success, they should identify the chanting as a 
  ritual that uses sacrifice as means of summoning an 
  extraplanar creature, and that the PCs have two rounds 
  before the sacrifices begin. 
  PCs approaching Treviene’s group will find the ten 
  prisoners lying in a circle, with their hands and feet tied 
  to stakes in the ground.  In the center of the circle is 
  Treviene, reading from a scroll, and two guards.  A final 
  guard is standing over a random prisoner. 
  APLs 2-4: The ritual does not involve a sacrifice.  As soon 
  as Treviene and his men detect the PCs, they will focus 
  all their attention on engaging with the PCs.  
  APLs 6-12: If the PCs make themselves known before 
  the sacrifices begin (within two rounds of moving within 
  100 feet of Treviene), Treviene and his guards will turn 
  their attention to the PCs. 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 8 
  
  If the PCs do not prevent the first killing (at APLs 6-12), 
  Treviene’s focus will be on completing the ritual.  He will 
  kill one survivor a round until all ten survivors are dead 
  (by taking a full round coupe-de-grace action per 
  hostage), while his men engage the PCs.  For dramatic 
  reasons, Ander’s daughter, Anneth, will be the last killed. 
   If the ritual is completed (all ten are slain), the indicated 
  extraplanar creature is summoned and attacks the PCs. 
  APL 6 (EL 6) 
  � Babau: hp 69; see Monster Manual. 
  APL 8 (EL 8) 
  � Babaus (2): hp 69 each; see Monster Manual. 
  APL 10 (EL 9) 
  � Vrock: hp 113; see Monster Manual. 
  APL 12 (EL 10) 
  � Bebelith: hp 144; see Monster Manual. 
  Once directed by Treviene to attack, the monks will fire 
  off some shurikens and then engage in melee.  At higher 
  APLs, the monks will use their spiked chains to keep PCs 
  at bay (making trip attacks as needed), and then switch to 
  unarmed combat when the PCs engage in melee. 
  APL 2 (EL 4) 
  � Treviene: male human Wiz2/Clr1; hp 18; see 
  Appendix One. 
  � Guards (3): male human Mnk1; hp 6 each; see 
  Appendix One. 
  APL 4 (EL 6) 
  � Treviene: male human Wiz3/Clr1; hp 21; see 
  Appendix One. 
  � Guards (3): male human Mnk2; hp 12 each; see 
  Appendix One. 
  APL 6 (EL 8) 
  � Treviene: male human Wiz4/Clr2; hp 31; see 
  Appendix One. 
  � Guards (3): male human Mnk3; hp 18 each; see 
  Appendix One. 
  APL 8 (EL 10) 
  � Treviene: male human Wiz5/Clr3; hp 42; see 
  Appendix One. 
  � Guards (3): male human Mnk5; hp 30 each; see 
  Appendix One. 
  APL 10 (EL 12) 
  � Treviene: male human Wiz6/Clr4; hp 56; see 
  Appendix One. 
  � Guards (3): male human Mnk6; hp 36 each; see 
  Appendix One. 
  APL 12 (EL 14) 
  � Treviene: male human Wiz7/Clr5; hp 63; see 
  Appendix One. 
  � Guards (3): male human Mnk9; hp 54 each; see 
  Appendix One. 
  Treviene’s guards will fight to the death, but Treviene, if 
  taken prisoner and promised his life will be spared, will 
  co-operate somewhat with the PCs.  He will tell them 
  what happened in the town (from his point of view) and 
  will tell them where he believes Jinter has gone with the 
  crate (a temple just over the Rhomstaff border will 
  Cullen Drae – just follow the road leading west from 
  Comus).  Beyond that, he does not have any information 
  useful to the PCs.  PCs are free to turn him over to the 
  villagers or Anders for safekeeping, or deposit him with 
  authorities along their path. Killing Treviene after 
  pledging his life will be spared should be considered an 
  act of evil, and DMs should deal with the situation 
  appropriately. 
  If the PCs examine the scroll that Treviene was reading 
  from (it will be consumed if Treviene succeeds in 
  completing the ritual), they may be able to garner some 
  information.  With a Knowledge (the Planes) check of 
  DC 16 + APL, a PC can discern that the scroll is a 
  conjuration ritual, that if completed would summon a 
  creature from the Abyss.  With a Spot check of DC 20 + 
  APL a PC can make out faint writing on the page, and 
  with a DC 25 + APL Knowledge (arcana) check, a PC who 
  can see the writing can make out some faint words 
  associated with magic, though the school and the 
  meaning of the words cannot be understood without 
  significant study (of more than a month).  
  For those PCs searching for it, Treviene’s spellbook is not 
  to be found. 
  If the PCs successfully saved Anneth, proceed to 
  Encounter Five-A.  If they do not, but retrieve her body, 
  proceed to Encounter Five-B 
  Encounter Five-A: A Father’s Joy 
  DMs should run this encounter if the PCs saved Anders 
  daughter, Anneth, and return to the town with her.  If, 
  for some reason, the PCs did not encounter Anders, 
  Anneth will direct the PCs to her home.  By this time, 
  Anders will have dug himself out from under the 
  bookcase and will be emerging into the street to search 
  for Anneth.  DMs should modify the following text 
  appropriately. 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 9 
  
  As you bring Anneth back into the ruins of the 
  village to her home, she weeps openly for the dead 
  bodies in the street.  As you approach the home of 
  the book collector, Anders steps out into the street, 
  and Anneth flees into his open arms.  Tears of 
  gratitude flow down Anders’ old face. 
  “Thank you,” he says.  “I have no coin, and no 
  possessions, but I swear I will find a way to repay 
  you once I am on my feet.  Is there any way that I can 
  help you now?” 
  This is, of course, the cue for the PCs to ask about the 
  crate, and what happened to it.  Anders will give them 
  free access to his warehouse (or what remains of it), and 
  all of the following information: 
  • 
  Did he have a crate with the Necromancer’s personal 
  seal on it?  Anders had purchased a number of 
  crates from another collector who was packing 
  up and moving to the City of Greyhawk.  He did 
  not have time between when he received the 
  shipment (about four months ago) and now to 
  go through all of the crates.  It is possible that 
  one of the crates was marked and that he missed 
  it.   
  • 
  Did the people that attacked him take anything?  
  Anders did not see anything, but he does 
  remember hearing horses and a wagon near his 
  house.  It is possible that the attackers moved 
  something out of this warehouse. 
  • 
  Did Anders hear anything his attackers said?  After 
  Anneth was kidnapped, and the bookcase 
  collapsed on him, he was fading in and out of 
  consciousness.  He remembers hearing two 
  male voices having a heated argument.  One 
  sounded like he wanted to go east and do 
  something by himself.  The other said 
  something about “returning to the temple at 
  Rypthorne.”  After that, he does not remember 
  anything else.  If the players do not manage to 
  make the connection between Rhomstaff and 
  Rypthorne, allow them to make a DC 15 + APL 
  Knowledge 
  (local 
  – 
  Sheldomar 
  Valley 
  Metaregion) or DC 20 + APL Bardic Knowledge 
  check to make the connection. 
  For saving Anneth, the PCs receive the Favor of the Old 
  Man (see the Treasure Summary). 
  Some PCs may decide to check out the warehouse, which 
  is a low stone building attached to the back of Anders’ 
  house.  It is about 20 feet by 20 feet, and its wooden 
  double doors have been smashed off their hinges.  Open 
  crates of books and papers lay everywhere. There is 
  nothing of value here if the PCs search.  The books and 
  notes are of just about every topic imaginable.  PCs that 
  make a DC 12 + APL Search check will notice that horses 
  and a wagon were brought into the warehouse.  PCs with 
  the Track feat can easily track the wagon on to the road 
  leading west out of Comus.  Once the PCs are ready to 
  follow those tracks, head to Encounter Six.   
  Encounter Five-B: A Father’s 
  Grief 
  DMs should run this encounter if the PCs did not 
  manage to save Anders daughter, Anneth, but return to 
  the town with the body.  If, for some reason, the PCs did 
  not encounter Anders, he will be desperately searching 
  the village for her. DMs should modify the following text 
  appropriately. 
  As you bring the bodies from the ritual into the 
  town, you hear a wail of despair.  Running towards 
  you, the book collector, Anders, grabs the body of his 
  daughter and collapses in the road, cradling her 
  lifeless form.   
  “A curse on the people who did this!  May the gods 
  spit on them and ensure that they do not die easily!” 
   Anders’ eyes are wild, but as he looks up at you, they 
  come into focus. 
  “Will you find them for me, you heroes?  Will you 
  hunt them down and kill the one responsible for the 
  slaughter here?  Do this, and I will repay you.  I do 
  not have much, but if you can avenge me, I will find 
  a way to reward you!  Help me.  Avenge my 
  daughter.” 
  This is, of course, the cue for the PCs to ask about the 
  crate, and what happened to it.  Anders will give them 
  free access to his warehouse (or what remains of it), and 
  all of the following information: 
  • 
  Did he have a crate with the Necromancer’s personal 
  seal on it?  Anders had purchased a number of 
  crates from another collector who was packing 
  up and moving to the City of Greyhawk.  He did 
  not have time between when he received the 
  shipment (about four months ago) and now to 
  go through all of the crates.  It is possible that 
  one of the crates was marked and that he missed 
  it.   
  • 
  Did the people that attacked him take anything?  
  Anders did not see anything, but he does 
  remember hearing horses and a wagon near his 
  house.  It is possible that the attackers moved 
  something out of this warehouse. 
  • 
  Did Anders hear anything his attackers said?  After 
  Anneth was kidnapped, and the bookcase 
  collapsed on him, he was fading in and out of 
  consciousness.  He remembers hearing two 
  male voices having a heated argument.  One 
  sounded like he wanted to go east and do 
  something by himself.  The other said 
  something about “returning to the temple at 
  Rypthorne.”  After that, he does not remember 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 10 
  
  anything else.  If the players do not manage to 
  make the connection between Rhomstaff and 
  Rypthorne, allow them to make a DC 15 + APL 
  Knowledge 
  (local 
  – 
  Sheldomar 
  Valley 
  Metaregion) or DC 20 + APL Bardic Knowledge 
  check to make the connection. 
  Some PCs may decide to check out the warehouse, which 
  is a low stone building attached to the back of Ander’s 
  house.  It is about 20 feet by 20 feet, and its wooden 
  double doors have been smashed off their hinges.  Open 
  crates of books and papers lay everywhere. There is 
  nothing of value here if the PCs search.  The books and 
  notes are of just about every topic imaginable.  PCs that 
  make a DC 12 + APL Search check will notice that horses 
  and a wagon were brought into the warehouse.  PCs with 
  the Track feat can easily track the wagon on to the road 
  leading west out of Comus.  Once the PCs are ready to 
  follow those tracks, head to Encounter Six. 
  Encounter Six: The Road to 
  Rypthorne 
  By this time, the PCs should be working off at least one 
  set of clues – either they are following the wagon’s tracks 
  from Comus, or Anders’ clue of Rypthorne, or Treviene’s 
  directions.  Luckily for the PCs, the rain has stopped, and 
  the roads make it easy for them to follow the wagon’s 
  tracks.  Roll some dice to make them sweat the possibility 
  of losing the trail, but no check is really necessary at this 
  point in time.  Modify the following text based on the 
  clues that the PCs are following: 
  Following the tracks leading west from Comus, you 
  turn southwesterly and cross into the Barony of 
  Cullen Drae after a few hours.  As the rain has finally 
  stopped, the wagon trail is easy to follow in the 
  muddy roads, and you make as good time as possible 
  with all the mud and muck. After spending a night 
  near the Fens of Cullen Drae, you mount up and 
  continue the chase.  As you near the border of 
  Rhomstaff in the afternoon, the rain starts once 
  again, and you are forced to slow your pace. 
   
  i
  Coming through a copse of trees around a hill, you 
  see figures in the road moving towards you.  
  Mounted, with lances and heavy armor, the three 
  figures close with your group quickly, but stop a 
  respectable distance away.  Through the rain, you 
  can see that a Knight of the Watch leads them.  The 
  Knight shouts to you, “Travelers!   We would like to 
  speak with you.  The roads here are not safe, and we 
  want to make sure you really want to travel this way. 
   Will you allow us to approach?” 
  Some PCs may have an aversion to talking to a Knight of 
  the Watch, and may decline the Knight’s offer.  If so, the 
  Knight and his patrol are not out to cause trouble, and 
  they will move off the road a reasonable distance to allow 
  the PCs to pass.  If the PCs decide not to speak to the 
  Knight, proceed directly to Encounter Seven.  If the PCs 
  do speak with the Knights, continue. 
  If the PCs do not have any overt Knights of the Watch of 
  members of the Bissel Free Companies with, the leader of 
  the Knights, Ulak Von Brennen, will be cautious but 
  polite. 
  The Knights picket their horses close by and then 
  approach, taking off their helms as the do so.  Their 
  leader bows, as far as his creaking plate armor allows 
  him to, and says, “Greetings, my name is Ulak Von 
  Brennen, a Knight of the Watch at your service.  My 
  men and I are on a patrol here due to the recent 
  surge in undead activity.  May I ask what you are 
  doing in this neighborhood?” 
  If the PCs do have a Knight of the Watch with them, 
  Ulak will either salute the Knight(s), or wait for a salute 
  from a junior Knight, and will be friendly towards the 
  group. 
  Greetings my brother [or sister].  I was not aware 
  that Sir Jerius had dispatched you here.  Are you 
  here to meet up with the other Knights in this area, 
  or are you here for another reason? 
  If the PCs have a visible member of the Bissel Free 
  Companies with them, Ulak will bow to each member in 
  turn.  He will be friendly towards the group if he realizes 
  there is a member of the Free Companies in the group 
  Ah!  Members of the Free Companies!  Has Lord 
  Rashedra dispatched you to help with our current 
  problem, or are you here on other business?   
  Ulak’s group has been dispatched to patrol this side of the 
  Rhomstaff border.  He is part of a much larger 
  detachment of Knights of the Watch dispatched by Sir 
  Greenblade earlier in the week (in Encounter Two) to 
  help the Bissel Army deal with a sudden surge in undead 
  activity.  His patrol is a reflection of this fact – the other 
  members in his group are actually Army regulars.  Ulak 
  has also taken to heart Baroness Elina Luchelyn’s recent 
  orders to not discriminate against Baklunish citizens – he 
  will be very polite to all members of the group, and treat 
  them all as his equal, unless a PC actually outranks him.  
  Once Ulak has determined that the group has no real evil 
  intent, he will tell them of the recent troubles in the area. 
  My apologies at needing to stop you – I did not 
  mean to offend anyone.  However, this area has seen 
  a recent surge in undead activity, and we cannot be 
  too careful about who is entering the activity.  We do 
  not want any innocent travelers heading into the 
  area unless they can protect themselves, and we do 
  not want any grave robbers or less savory types 
  entering the area for obv ous reasons.  If you are set 
  in going into that area, then I will not stop you, but 
  if you want less trouble, I would suggest you turn 
  south for a least a dozen miles before turning back 
  west. 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 11 
  
  If the PCs are following the wagon tracks, they will not 
  have any choice but to continue into the area.  If they are 
  following Treviene’s directions, they know that Jinter is 
  heading into the area.  
  If the PCs ask Ulak, or if any of the following topics come 
  up in their explanation of what they are doing in the area, 
  Ulak will freely provide the following information 
  • 
  What do you mean by a surge in activity? About a 
  month ago, news arrived in Pellak of an undead 
  horde ravaging farms in the area.  Groups sent 
  to investigate the area managed to fight off large 
  numbers of undead, but could not find the 
  power that was raising the dead.  In the past two 
  days, the number and power of the undead has 
  grown significantly 
  • 
  What is in the area?  This area of Rhomstaff is 
  littered with ruins.  There appears to be a temple 
  of sorts where the undead are originating from, 
  but every time the Knights clear out that 
  particular ruin, the undead seem to come back 
  within a couple of hours. 
  • 
  Did you see a group of people with a wagon passing 
  this way less than a day ago?  Ulak will tell the PCs 
  that during an ambush late last night, someone 
  or something passed them on the road while the 
  Knights were fighting a particularly nasty group 
  of undead.  Since then, he has not had time to 
  follow up on the travelers, as the undead have 
  been harrying his patrol fairly regularly. 
  About the time that the PCs are readying to move on 
  after the wagon, a group of undead will come out of the 
  trees and attack the PCs and the Knights.   
  As you finish your conversation with Sir Von 
  Brennen, out of the corner of you eye, you notice 
  some movement.  From both sides of the road, 
  rotting bodies emerge from the tree line and 
  advance on you.  Sir Von Brennen yells at you “Take 
  the ones on the left!  My men and I will take the 
  ones on the right!” 
  Detail is provided below for the undead that the PCs are 
  supposed to fight (the ones coming from the left).  If the 
  PCs split up or ignore the orders and aid Ulak, they will 
  find themselves fighting a horde of random low level 
  undead.  (The PCs should be able to kill one per round, 
  but feel free to make up the details as you go). 
  The combat ends when the PCs finish the attackers they 
  are supposed to fight (the ones coming from the left).  If 
  the combat lasts long enough, in the third round of 
  combat, one of Ulak’s men will die.  In the sixth round of 
  combat, the other man will die.  In the ninth round, Ulak 
  will be overrun (no matter what the PCs do).  Please note 
  in the critical event summary if Ulak dies or not.  If Ulak 
  and his men die, the PCs will not be allowed to keep any 
  treasure found on them at the end of the module.  
  Undead Ambush (from the left) 
  APL 2 (EL 2) 
  � Troglodyte Zombies (2): hp 39 each; see Monster 
  Manual 
  APL 4 (EL 3) 
  � Bugbear Zombies (2): hp 57 each; see Monster Manual 
  APL 6 (EL 4) 
  � Minotaur Zombie: hp 111; see Monster Manual 
  AL 8 (EL 5) 
  � Umber Hulk Zombie: hp 147; see Monster Manual 
  APL 10 (EL 6) 
  � Gray Render Zombie: hp 183; see Monster Manual 
  APL 12 (EL 7) 
  � Minotaur Zombie: hp 111; see Monster Manual 
  � Gray Render Zombie: hp 183; see Monster Manual 
  Ulak and his men 
  APL 2  
  � Sir Ulak Von Brennen: male human Ftr3; hp 25; see 
  Appendix One. 
  � Sir Ulak’s Men (2): male human War1; hp 8 each; see 
  Appendix One. 
  APL 4  
  � Sir Ulak Von Brennen: male human Ftr5; hp 42; see 
  Appendix One. 
  � Sir Ulak’s Men (2): male human Ftr2; hp 18 each; see 
  Appendix One. 
  APL 6  
  � Sir Ulak Von Brennen: male human Ftr7; hp 58; see 
  Appendix One. 
  � Sir Ulak’s Men (2): male human Ftr4; hp 36 each; see 
  Appendix One. 
  APL 8  
  � Sir Ulak Von Brennen: male human Ftr9; hp 75; see 
  Appendix One. 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 12 
  
  � Sir Ulak’s Men (2): male human Ftr6; hp 54 each; see 
  Appendix One. 
  APL 10  
  � Sir Ulak Von Brennen: male human Ftr11; hp 91; see 
  Appendix One. 
  � Sir Ulak’s Men (2): male human Ftr8; hp 72 each; see 
  Appendix One. 
  APL 12  
  � Sir Ulak Von Brennen: male human Ftr13; hp 108; 
  see Appendix One. 
  � Sir Ulak’s Men (2): male human Ftr10; hp 90 each; 
  see Appendix One. 
  After the fight, Ulak will clear the PCs to enter the area.  
  He will give directions to the temple if asked, but needs 
  to continue his patrol of the area.   If the PCs simply 
  decide to follow the wagon trail, the trail leads to the 
  temple.  
  Encounter Seven: The 
  Abandoned Temple 
  See DM Aids: Map of the Abandoned Temple. 
  The temple complex is little more than a ruin, but Jinter 
  has managed to clear the basement out and use it as a base 
  of sort.  The Knights of the Watch have been here 
  repeatedly, but Jinter has always ordered his undead to 
  pile rocks over the entrance whenever the patrols are 
  close, and the Knights have not managed to find the well 
  concealed entrance to Jinter’s hideout.  However, Jinter 
  has been somewhat sloppy in his eagerness to examine 
  the contents of the crate.  Although he did reset the trap 
  on the door, he did not properly supervise the undead in 
  the ruins to cover the entrance correctly, and 
  unsupervised undead don’t always get the job done right. 
    
  Modify the following text based upon how the PCs are 
  following Jinter and/or the time of day. 
  Following 
  the 
  wagon’s 
  trail 
  is 
  becoming 
  progressively harder as the rain picks up in early 
  evening.  Just as you are losing hope that you will be 
  able to continue following the tracks, they abruptly 
  turn off the road and onto a paved path leading 
  clearly up to a ruin.   Hopefully, this is the end 
  destination of whomever it is you have been 
  following.  
  The PCs are standing about 100 feet from a ruined 
  building of some sort.  The original building was a temple 
  to Pelor. It is a simple 30 ft by 30 ft building, with 20 feet 
  high walls, comprising a single room.  In its current 
  situation, it has no roof, and there are some holes in the 
  walls that would allow a small humanoid easy entry, or 
  allow a medium humanoid the ability to look inside the 
  building.  The main doorway no longer has a door, also 
  allowing the PCs an opportunity to look inside.  There is, 
  however, no light source inside the ruin.  
  Normally, Jinter’s undead minions should be guarding 
  the temple, but because of Jinter’s carelessness, they have 
  wandered off – these are the undead that attacked the 
  PCs in Encounter Six. 
  At APLs 6 and higher, the temple and Jinter’s hideout are 
  under the effect of a desecrate spell.  This spell is cast at 
  Jinter’s cleric caster level. 
  Once the PCs have entered the temple, they will need to 
  find the partially hidden secret door.  Normally Jinter has 
  his undead minions cover the entrance with some rubble, 
  but currently the entrance in only partially covered.  A 
  DC 20 + APL Spot check will let PCs notice that the 
  rubble in one corner of the room appears to have been 
  recently moved, and a DC 16 + APL Search check will 
  allow them to find the covered door.  It will take PCs 
  three rounds of lifting and carrying to move the rubble to 
  uncover the door. 
  Jinter was not careless enough to forget to reset the trap 
  on the door though.  The trap also sets off an alarm spell 
  in the area where Jinter is currently located. 
  APL 2 
  � Poison Dart Trap: CR 1; mechanical; touch trigger 
  (alarm); manual reset; Atk +8 ranged (1d4 plus poison, 
  dart); poison (bloodroot, DC 12 Fort save resists, 0/1d4 
  Con plus 1d3 Wis); Search DC 20; Disable Device DC 18. 
    
  APL 4 
  � Inflict Light Wounds Trap: CR 2; magic device; 
  touch trigger (alarm); automatic reset; spell effect (inflict 
  light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half 
  damage); Search DC 26; Disable Device DC 26.  
  APL 6 
  � Melf’s Acid Arrow Trap: CR 3; magic device; touch 
  trigger (alarm); automatic reset; Atk +2 ranged touch; 
  spell effect (Melf’s Acid Arrow, 3rd level wizard, 2d4 acid / 
  round for 2 rounds); Search DC 27; Disable Device 27.  
  APL 8 
  � Lightning Bolt Trap: CR 4; magic device, touch 
  trigger (alarm); automatic reset; spell effect (lighting bolt, 
  5th level wizard, 5d6 electricity, DC 14 Ref save half 
  damage); Search DC 28; Disable Device DC 28. 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 13 
  
  APL 10 
  � Fireball Trap: CR 5; magic device; touch trigger 
  (alarm); automatic reset; spell effect (fireball, 8th level 
  wizard, 8d6 fire, DC 14 Ref save half damage); Search DC 
  28; Disable Device 28.  
  APL 12 
  � Lightning Bolt Trap: CR 6; magic device, touch 
  trigger (alarm); automatic reset; spell effect (lighting bolt, 
  101h level wizard, 10d6 electricity, DC 14 Ref save half 
  damage); Search DC 28; Disable Device DC 28.  
  If the PCs do set the trap off, Jinter will be alerted to their 
  presence, and have at least a minute to cast defensive and 
  preparatory spells.  If the PCs manage to disarm the trap 
  and move down the stairs and the corridor to his hideout 
  silently, then Jinter can be caught off guard (but not 
  surprised), as he is deep in concentration over the 
  contents of the crate.   
  In either case, read the following text to the players when 
  the PCs are ready for the final battle. 
  Proceeding down the damp tunnel, you see 
  torchlight ahead, and the tunnel opens into a room 
  about thirty feet across.  Across from the archway 
  into the room, a silver haired man is bent over a 
  table, with a huge book opened next to him.  A crate, 
  with its top removed sits discarded in one corner of 
  the room, and papers litter the floor.  The man’s 
  mouth moves as he silently repeats the words his 
  fingers trace on a piece of paper in front of him.  
  Suddenly, he looks up. 
  “Ah, of course, you.  I have been wondering when the 
  Margrave’s whelps would come to retrieve the book. 
   Well, you can’t have it.  It’s mine, and I intend to use 
  it.”  He slams the book closed. “I suppose we should 
  just get this messiness over with then.”   
  Out of the corner of your eye, you see shapes coming 
  out of the shadows in the corners of the room 
  towards you… 
  APL 2 (EL 5) 
  � Jinter: male human Nec2/Clr1; hp 12; see Appendix 
  One. 
  � Zombies, Human Commoner (4): hp 21 each; see 
  Monster Manual. 
  APL 4 (EL 7) 
  � Jinter: male human Nec4/Clr2; hp 24; see Appendix 
  One. 
  � Ghouls (4): hp 18 each; see Monster Manual. 
  APL 6 (EL 9) 
  � Jinter: male human Nec4/Clr3; hp 30; see Appendix 
  One. 
  � Shadows (3): hp 27 each; see Monster Manual. 
  APL 8 (EL 11) 
  � Jinter: male human Nec5/Clr4; hp 39; see Appendix 
  One. 
  � Wraiths (4): hp 45 each; see Monster Manual. 
  APL 10 (EL 13) 
  � Jinter: male human Nec7/Clr5; hp 51; see Appendix 
  One. 
  � Mummies (3): hp 75 each; see Monster Manual. 
  � Wraiths (2): hp 45 each; see Monster Manual. 
  APL 12 (EL 15) 
  � Jinter: male human Nec8/Clr7; hp 66; see Appendix 
  One. 
  � Spectres (4): hp 63 each; see Monster Manual. 
  Jinter will attempt to fight to the death. If he is captured, 
  he will resist talking to the best of his ability.  If he is 
  coerced to talk magically (through a zone of truth spell, or 
  if speak with dead is used), he will divulge the following 
  information: 
  • 
  He was told of the crate’s existence by an 
  anonymous note, which he has since destroyed 
  (true) 
  • 
  He was expecting the Margrave and the other 
  forces of law in Bissel to make a bid to capture 
  the book and destroy it (true) 
  • 
  The rest of the notes in the crate were useless, 
  but he did not destroy anything from the crate 
  (true) 
  PCs who search the room after the battle should be able 
  to collect enough notes and papers to refill the entire 
  crate.  If the PCs examine the book, they may be in for a 
  fairly nasty surprise.  Jinter was not in the mood to share 
  the book, and at APLs 6 –12, has trapped the book.  If the 
  PCs simply put the book into the crate and turn it over to 
  Lord Rashedra or Sir Greenblade, then the authorities 
  examining the book will find the trap and deactivate it.  If 
  the PCs attempt to read the book, they run a risk of 
  setting off the trap.  (This trap is present regardless of if 
  the PCs did or did not alert Jinter to their presence by 
  disarming the trap on the door to the hideout). 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 14 
  
  APLs 6 and 8 
  � The book has had sepia snake sigil cast on it by a 5th 
  level caster. 
  APLs 10 and 12 
  � The book has had explosive runes cast on it by a 9th level 
  caster.  Jinter cast these runes onto the page that the book 
  was open to at the beginning of the combat. 
  It may be important to note that these traps are cast on 
  the book, whereas Jinter was actually studying from a 
  piece of paper when the PCs entered his hideout. 
  Once past the trap, PCs examining the book and the 
  contents of the crate will find that the book is the only 
  thing of true value in the crate.  The vast majority of the 
  papers in the crate are actually verses of poetry written in 
  Ancient Suloise, along with some passages copied from 
  historical texts dealing with the Sheldomar Valley.  The 
  only object that matches any of the descriptions the PCs 
  were given is the book itself. 
  Upon examination, the book will reveal itself to actually 
  be two texts superimposed on each other, similar to the 
  scroll Treviene used.  With a Knowledge (the Planes) 
  check of DC 16 + APL, a PC can discern that some of the 
  writing deals with a highly complicated conjuration 
  ritual.  With a Spot check of DC 20 + APL a PC can make 
  out faint writing on the page, and with a DC 25 + APL 
  Knowledge (arcana) check, a PC who can see the writing 
  can make out some faint words associated with magic, 
  though the school and the meaning of the words cannot 
  be understood.  Without significant study, the two texts 
  cannot be disentangled.  This may take a year of more of 
  work to perform.   
  Once the PCs have plundered the room, there is nothing 
  more for them to do.  They should return to Pellak with 
  the crate (though the book is more than enough).  Once 
  they arrive, the authorities in Pellak will take charge of 
  any prisoners that they have and the crate or book.  
  Encounter Eight: Decision Time 
  Returning to Pellak with the items you found in the 
  abandoned ruin, you quickly make your way to the 
  manor house where you last met with Lord 
  Rashedra and Sir Greenblade.  After a short meeting 
  with them, you turn over possession of the crate [or 
  the book] and are ushered into a another room to 
  wait.  Although provided with excellent food and all 
  you can drink, the wait seems interminable.  After a 
  few hours, you are told that it will “be a few more 
  hours” and that you should return after dinnertime.  
  After dinner, you return to the manor house, and are 
  once again brought to Lord Rashedra and Sir 
  Greenblade.  Both are grim faced, and there is a 
  slight tension in the air.  Sir Greenblade turns to 
  face you. 
  “My friends, thank you for your patience.  It seems 
  that what we hoped would be a total victory for our 
  side has turned into only a partial win. 
  As you may or may not know, the book from the 
  crate was the item that we sent you to retrieve.  
  Unfortunately, it is actually both items that we sent 
  you to retrieve, and that is the heart of the problem. 
  For us to end the power that the Necromancer used 
  to field a part of his army of undead, we will need to 
  use the ritual in the book, which will mean that the 
  book will be destroyed in the process..  Such an 
  action would prove to be a boon to our forces for the 
  near future and its lingering effects may also reduce 
  the powers and number of undead in the March for 
  at least a few months.  
  But if the book is destroyed it means that we will 
  lose all of Evard’s research on the anti-undead spells. 
   While it may take us a year to extract the research 
  and use it to develop a weapon, it could prove to be 
  of great use to us.  Such a weapon would affect all 
  the Necromancer’s undead, not just the ones 
  powered by the ritual contained in the book, and 
  such a weapon could potentially be used multiple 
  times. 
  So we have a dilemma – act now and help ourselves 
  today, or bide our time, research and study, and have 
  a broader weapon to strike with in the future.   I am 
  of one mind, and Lord Rashedra is of another.  We 
  would ask your counsel – what would you do in our 
  place?” 
  Lord Rashedra and Sir Greenblade are truly asking for the 
  PCs’ decision.  The PCs should have some time to ask 
  questions, and talk amongst themselves, before they are 
  pressed for an answer.  The PCs do not have to be 
  unanimous, and individual votes should be entered in the 
  critical summary table provided.  
  Common questions and answers that the PCs may look 
  for: 
  • 
  Are our forces having difficulty with the undead in 
  Bissel? Right now the Army can hold its own 
  against the undead threat.  Except for the recent 
  surge in undead activity near the ruins where 
  the PCs were recently, the undead activity in 
  Bissel is considered “normal”” for Bissel 
  • 
  Are there any short-term threats that have been 
  identified? The Mist Chameleons and the Bissel 
  Free Companies are keeping an eye out for the 
  Ur-Flan, which are considered to be a threat, 
  given their actions just before the CY 593 
  Barons Council (see BIS3-05, Circle of Life).  
  This is, of course, in addition to the various up 
  and coming forces of evil who are flocking to 
  the area to gain the favor of Evard and his 
  associated cronies. 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 15 
  
  • 
  What are the benefits of the anti-undead weapon? 
  From a cursory examination of the spell 
  research, the weapon may actually turn out to be 
  a number of weapons – spells effective for mass 
  combat, temporary weapon enchantments that 
  would 
  be 
  useful 
  against 
  undead, 
  and 
  enhancements to existing anti-undead spells, 
  items and weapons 
  • 
  What are the long-term threats to the March?  
  Specific to undead, the Necromancer remains 
  the single largest threat to the March that is 
  known to use undead.   
  Once the PCs have entered their votes with Lord 
  Rashedra and Sir Greenblade, move on to the 
  Conclusion. 
  Conclusion 
  Once they have heard your voice and votes on the 
  questions 
  at 
  hand, 
  Lord 
  Rashedra 
  and 
  Sir 
  Greenblade nod and stand.  Lord Rashedra thanks 
  you with the following words, “My friends, thank 
  you for your counsel.  Sir Greenblade and I will 
  bring them to Grand Marshall Valiserat, the 
  Margrave’s Council and the Margrave, who will 
  probably make the final decision on how to handle 
  this.   
  As we promised, you would be rewarded for 
  bringing us the items, and you shall receive the full 
  reward, even though we may only be able to use one 
  of the items. These notes, In addition, state that you 
  have done the Bissel Free Companies and the 
  Knights of the Watch a great service – they may be of 
  use to you should you become members of our 
  organizations.  We thank you for your effort, and we 
  know where to turn if we need help in the future. “ 
  Both Sir Greenblade and Lord Rashedra shake each 
  of your hands and then leave. 
  To be continued… 
  Successful PCs receive the monetary reward promised in 
  Encounter Two as well as Influence with the Bissel Free 
  Companies and Influence with the Knights of the Watch (see 
  the Treasure Summary). 
  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 Four 
  Defeat Treviene and his men 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Save Anneth 
   
  APL 2 – 30 xp. 
   
  APL 4 – 60 xp. 
   
  APL 6 – 90 xp. 
   
  APL 8 – 120 xp. 
   
  APL 10 – 150 xp. 
   
  APL 12 – 180 xp. 
  Encounter Six 
  Speak with Sir Ulak and defeat the undead 
   
  APL 2 – 60 xp. 
   
  APL 4 – 90 xp. 
   
  APL 6 – 120 xp. 
   
  APL 8 – 150 xp. 
   
  APL 10 – 180 xp. 
   
  APL 12 – 210 xp. 
  Encounter Seven 
  Disarm or survive the trap 
   
  APL 2 – 30 xp. 
   
  APL 4 – 60 xp. 
   
  APL 6 – 90 xp. 
   
  APL 8 – 120 xp. 
   
  APL 10 – 150 xp. 
   
  APL 12 – 180 xp. 
  Defeat Treviene and his men 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  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 2 – 60 xp. 
   
  APL 4 – 75 xp. 
   
  APL 6 – 90 xp. 
   
  APL 8 – 105 xp. 
   
  APL 10 – 120 xp. 
   
  APL 12 – 135 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
   
  APL 12 – 1,575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 16 
  
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  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 2: L: 54 gp; C: 0 gp; M: potion of cure light wounds 
  (4 gp). 
   
  APL 4: L: 54 gp; C: 0 gp; M: 3 potions of cure light 
  wounds (4 gp each). 
   
  APL 6: L: 60 gp; C: 0 gp; M; cloak of resistance +1 (83 
  gp); 2 potions of cure serious wounds (63 gp each); 3 potions of 
  cure light wounds (4 gp each). 
   
  APL 8: L: 34 gp; C: 0 gp; M: +1 morningstar (192 gp); 
  cloak of resistance +1 (83 gp); 3 potions of cure serious wounds 
  (63 gp each); 3 potions of cure moderate wounds (25 gp each). 
   
  APL 10: L: 34 gp; C: 0 gp; M: +1 morningstar (192 gp); 
  cloak of resistance +1 (83 gp); wand of magic missile – 5th level 
  (312 gp); 5 potions of cure serious wounds (63 gp each); 3 
  potions of cure moderate wounds (25 gp each). 
   
  APL 12: L: 34 gp; C: 0 gp; M: +1 morningstar (192 gp); 
  cloak of resistance +1 (83 gp); wand of magic missile – 5th level 
  (312 gp); 8 potions of cure serious wounds (63 gp each). 
  Encounter Seven: 
   
  APL 2: L: 25 gp; C: 0 gp; M: potion of cure light wounds 
  (4 gp); Jinter’s Spellbook I (25 gp), goggles of minute seeing 
  (104 gp), brooch of shielding (125 gp), salve of slipperiness (83 
  gp). 
   
  APL 4: L: 25 gp; C: 0 gp; M: 2 potions of cure light 
  wounds (4 gp each); Jinter’s Spellbook I (25 gp), Jinter’s 
  Spellbook II (42 gp), goggles of minute seeing (104 gp), brooch 
  of shielding (125 gp), salve of slipperiness (83 gp). 
   
  APL 6: L: 25 gp; C: 0 gp; M: 2 potions of cure moderate 
  wounds (25 gp each); Jinter’s Spellbook I (25 gp), Jinter’s 
  Spellbook II (42 gp), goggles of minute seeing (104 gp), brooch 
  of shielding (125 gp), salve of slipperiness (83 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: +1 light mace (192 gp); cloak 
  of resistance +1 (83 gp); 2 potions of cure serious wounds (63 gp 
  each); Jinter’s Spellbook I (25 gp), Jinter’s Spellbook II (42 gp), 
  Jinter’s Spellbook III (63 gp), goggles of minute seeing (104 gp), 
  brooch of shielding (125 gp), salve of slipperiness (83 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: +1 light mace (192 gp); 
  cloak of resistance +1 (83 gp); periapt of wisdom +2 (333 gp); 
  wand of magic missile – 7th level (438 gp); 3 potions of cure 
  serious wounds (63 gp each); Jinter’s Spellbook I (25 gp), 
  Jinter’s Spellbook II (42 gp), Jinter’s Spellbook III (63 gp), 
  Jinter’s Spellbook IV (83 gp), goggles of minute seeing (104 gp), 
  brooch of shielding (125 gp), salve of slipperiness (83 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 light mace (192 gp); rod 
  of withering (2,083 gp); cloak of resistance +2 (333 gp); periapt 
  of wisdom +2 (333 gp); wand of magic missile – 7th level (438 
  gp); 5 potions of cure serious wounds (63 gp each); Jinter’s 
  Spellbook I (25 gp), Jinter’s Spellbook II (42 gp), Jinter’s 
  Spellbook III (63 gp), Jinter’s Spellbook IV (83 gp), goggles of 
  minute seeing (104 gp), brooch of shielding (125 gp), salve of 
  slipperiness (83 gp). 
  Conclusion 
   
  APL 2: L: 0 gp; C: 200 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 300 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 400 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 500 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 750 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 1,000 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 79 gp; C: 200 gp; M: 345 gp – Total: 624 gp 
  (450 gp). 
   
  APL 4: L: 79 gp; C: 300 gp; M: 399 gp – Total: 778 gp 
  (650 gp). 
   
  APL 6: L: 85 gp; C: 400 gp; M: 650 gp – Total: 1,135 
  gp (900 gp). 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 17 
  
   
  2nd – flaming sphere, scorching ray, ghoul touch, shatter, 
  web. 
   
  APL 8: L: 34 gp; C: 500 gp; M: 1,382 gp – Total: 1,916 
  gp (1,300 gp). 
   
  Market Price: 500 gp; Weight: 3 lbs. 
   
  APL 10: L: 34 gp; C: 750 gp; M: 2,737 gp – Total: 3,521 
  gp (2,300 gp). 
  � Jinter’s Spellbook III 
   
  APL 12: L: 34 gp; C: 1,000 gp; M: 5,310 gp – Total: 
  6,344 gp (3,300 gp). 
   
  3rd – explosive runes, fireball, lightning bolt, sepia snake 
  sigil, vampiric touch. 
   
  Market Price: 750 gp; Weight: 3 lbs. 
  Items for the Adventure Record 
  � Jinter’s Spellbook IV 
   
  4th – animate dead, contagion, fear, lesser globe of 
  invulnerability, ice storm. 
  Item Access 
   
  Market Price: 1,000 gp; Weight: 3 lbs. 
  APL 2: 
  � Favor of an Old Man 
  � Brooch of Shielding (Adventure, DMG) 
   
  This PC has earned a favor with Anders, the Book 
  Collector.  This may come in useful once Anders is able 
  to rebuild his home and his family. 
  � Goggles of Minute Seeing (Adventure, DMG) 
  � Jinter’s Spellbook I (Adventure, see above) 
  � Influence with the Bissel Free Companies 
  � Salve of Slipperiness (Adventure, DMG) 
   
   
  During any period in which this PC is a member of 
  the Bissel Free Companies, he or she may spend this 
  Influence Point (mark it as used) during any Bissel 
  Regional or Sheldomar Valley Metaregional scenario to 
  gain access (Frequency: Adventure) to purchase any 
  single magic item (but not upgrade) in the DMG (other 
  than a bag of tricks, a scroll, or a wand) valued at 1,000 gp 
  or less.  Access is only granted to items that are legal in 
  the Living Greyhawk campaign.  A PC may spend 
  multiple Influence with the Bissel Free Companies 
  simultaneously to receive access to an item of value less 
  than or equal to the sum of the value limits on the 
  individual Influence Points, as long as all of the Influence 
  spent this way states it can be used that way.  These 
  Influence Points are non-transferable and can only be 
  spent by the individual who received them.  Contact the 
  Bissel Triad for more information. 
  APL 4 (APL 2 Items plus): 
  � Jinter’s Spellbook II (Adventure, see above) 
   
  APL 6 (APL 2, 4 Items plus): 
  � Potion of Cure Serious Wounds (Adventure, DMG) 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � Jinter’s Spellbook III (Adventure, see above) 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � Influence with the Knights of the Watch in Bissel 
  � Jinter’s Spellbook IV (Adventure, see above) 
   
  During any period in which this PC is a member of 
  the Knights of the Watch, he or she may spend this 
  Influence Point (mark it as used) during any Bissel 
  Regional or Sheldomar Valley Metaregional scenario to 
  gain access (Frequency: Adventure) to purchase any 
  single magic item (but not upgrade) in the DMG (other 
  than a bag of tricks, a scroll, or a wand) valued at 1,000 gp 
  or less.  Access is only granted to items that are legal in 
  the Living Greyhawk campaign.  A PC may spend 
  multiple Influence with the Knights of the Watch in Bissel 
  simultaneously to receive access to an item of value less 
  than or equal to the sum of the value limits on the 
  individual Influence Points, as long as all of the Influence 
  spent this way states it can be used that way.  These 
  Influence Points are non-transferable and can only be 
  spent by the individual who received them.  Contact the 
  Bissel Triad for more information. 
  � Periapt of Wisdom +2 (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 5th level caster, 
  DMG) 
  � Wand of Magic Missile (Adventure, 7th level caster, 
  DMG) 
   
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � Cloak of Resistance +2 (Adventure, DMG) 
  � Rod of Withering (Adventure, DMG) 
  Special 
  � Jinter’s Spellbook I 
   
  1st – chill touch, erase, mage armor, magic missile, ray of 
  enfeeblement, shocking grasp. 
   
  Market Price: 300 gp; Weight: 3 lbs. 
  � Jinter’s Spellbook II 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 18 
  
  Appendix One – NPCs
  Encounter Four 
  APL 2 
  Treviene Male Human Wiz 2 / Clr 1; CR 3; Medium 
  humanoid; HD (2d4)+(1d8)+6; hp 18; Init +5; Spd 30'; AC 
  15, touch 15, flatfooted 14; Base Atk +1; Grp +0; Atk +2 
  melee (1d8-1, masterwork morningstar) or +3 ranged 
  (1d8 / 19-20/x2, masterwork crossbow); Full Atk: +2 
  melee (1d8-1, masterwork morningstar) or +3 ranged 
  (1d8/19-20, masterwork crossbow); SA: Rebuke Undead 
  3/day (turn level 1) (turn damage 2d6+1); SQ --; AL: NE; 
  SV Fort +3, Ref +1, Will +8; Str 8, Dex 12, Con 12, Int 15, 
  Wis 16, Cha 10. 
   
  Skills and Feats:  Concentration +7, Decipher Script 
  +7, Diplomacy +1, Heal +5, Knowledge (arcana) +7, 
  Knowledge (the Planes) +5, Spellcraft +9, Knowledge 
  (religion) +4; Combat Casting, Improved Initiative, 
  Toughness, Weapon Focus (Morningstar)  
   
  Possessions:  
   
   1 Crossbow 
  (Light/Masterwork), 
  1 Morningstar (Masterwork), Vestments (Cleric's), potion 
  of cure light wounds 
   
  Deity: Erythnul 
   
  Wizard Spells Prepared: (Save DC = 12 + spell level), 0 – 
  Acid Splash (x2), Prestidigitation, Mage Hand; 1st – Mage 
  Armor, Magic Missile, Sleep 
   
  Cleric Spells Prepared: (Domains: War, Evil; Save DC = 
  13 + spell level), 0 – Cure Minor Wounds, Inflict Minor 
  Wounds (x2) 1st – Command, Cure Light Wounds, 
  Domain: Magic Weapon 
  Guard: Male human Mnk 1; CR 1; Medium humanoid; 
  HD (1d8); hp 6; Init +6; Spd 30'; AC 14 or 15 (dodge), 
  flatfooted 12, touch 14; Base Atk +0; Grp +2; Atk: +2 
  melee (1d6+2, unarmed strike) or  +2 ranged (1d2+2, 
  shuriken); Full Atk: +2 melee (1d6+2, unarmed strike) or 
  +0/+0 melee (1d6+2, unarmed strike) or +2 ranged 
  (1d2+2, shuriken); SA: Flurry of Blows, Stunning Fist 
  attack 1/day (DC 12); AL: LE; SV Fort +2, Ref +4, Will +4; 
  Str 14, Dex 15, Con 11, Int 11, Wis 15, Cha 8. 
   
  Skills and Feats:  Balance +6, Escape Artist +6, Jump 
  +6, Listen +6, Tumble +6; Dodge, Improved Initiative  
   
  Possessions:  5 Shuriken, 1 Outfit (Monk's) 
  APL 4 
  Treviene Male Human Wiz 3 / Clr 1; CR 4; Medium 
  humanoid; HD (3d4)+(1d8)+7; hp 21; Init +5; Spd 30'; AC 
  15, touch 15, flatfooted 14; Base Atk: +1; Grp +0; Atk +2 
  melee (1d8-1, masterwork morningstar) or +3 ranged 
  (1d8/19-20, masterwork crossbow); Full Atk: +2 melee 
  (1d8-1, masterwork morningstar) or +3 ranged (1d8/19-
  20, masterwork crossbow); SA: Rebuke Undead 3/day 
  (turn level 1) (turn damage 2d6+1); SQ --; AL: NE; SV Fort 
  +4, Ref +2, Will +8; Str 8, Dex 12, Con 12, Int 16, Wis 16, 
  Cha 10 
   
  Skills and Feats: Concentration +8, Decipher Script 
  +10, Diplomacy +1, Heal +5, Knowledge (arcana) +8, 
  Knowledge (the Planes) +6, Spellcraft +12, Knowledge 
  (religion) +5; Combat Casting, Improved Initiative, 
  Toughness (1x), Weapon Focus (Morningstar)   
   
  Possessions:  
   
   1 Crossbow 
  (Light/Masterwork), 
  1 Morningstar (Masterwork), Vestments (Cleric's), potion 
  of cure light wounds x3 
   
  Deity: Erythnul 
   
  Wizard Spells Prepared: (Save DC = 13 + spell level), 0 – 
  Acid Splash (x2), Prestidigitation, Mage Hand; 1st – Mage 
  Armor, Magic Missile, Sleep, 2nd – Melf’s Acid Arrow, 
  Flaming Sphere 
   
  Cleric Spells Prepared: (Domains: War, Evil; Save DC = 
  13 + spell level), 0 – Cure Minor Wounds, Inflict Minor 
  Wounds (x2) 1st – Command, Cure Light Wounds, 
  Domain: Magic Weapon 
  Guards: Male human Mnk 2; CR 2; Medium humanoid; 
  HD (2d8); hp 12; Init +6; Spd 30'; AC 14 or 15 (dodge), 
  flatfooted 12, touch 14; Base Atk +1; Grp +3; Atk: +3 
  melee (1d6+2, unarmed strike) or +3 ranged (1d2+2, 
  shuriken) Full Atk: +3 melee (1d6+2, unarmed strike) or 
  +1/+1 melee  (1d6+2, unarmed strike) or +3 ranged 
  (1d2+2, shuriken); SA: Flurry of Blows, Stunning Fist 
  attack 2/day (DC 13); SQ: Evasion; AL: LE; SV Fort +3, 
  Ref +5, Will +5; Str 14, Dex 15, Con 11, Int 11, Wis 15, 
  Cha 8 
   
  Skills and Feats:  Balance +9, Escape Artist +7, Jump 
  +9, Listen +7, Tumble +9; Deflect Arrows, Dodge, 
  Improved Initiative  
   
  Possessions: 5 Shuriken, 1 Outfit (Monk's) 
  APL 6 
  Treviene Male Human Wiz 4 / Clr 2; CR 6; Medium 
  humanoid; HD (4d4)+(2d8)+9; hp 31; Init +5; Spd 30'; AC 
  15, touch 15, flatfooted 14; Base Atk: +3; Grp: +2; Atk +4 
  melee (1d8-1, masterwork morningstar) or +5 ranged 
  (1d8/19-20, masterwork crossbow); Full Atk +4 melee 
  (1d8-1, masterwork morningstar) or +5 ranged (1d8/19-
  20, masterwork crossbow); SA: Rebuke Undead 3/day 
  (turn level 2) (turn damage 2d6+2); SQ --;  AL: NE; SV 
  Fort +6, Ref +3, Will +11; Str 8, Dex 12, Con 12, Int 16, 
  Wis 16, Cha 10 
   
  Skills and Feats: Concentration +10, Decipher Script 
  +10, Diplomacy +3, Heal +7, Knowledge (arcana) +11, 
  Knowledge (the Planes) +7, Spellcraft +13, Knowledge 
  (religion) +6; Combat Casting, Improved Initiative, Spell 
  Focus (Evocation), Toughness (1x), Weapon Focus 
  (Morningstar)    
   
  Possessions:  
   
   1 Crossbow 
  (Light/Masterwork), 
  1 Morningstar (Masterwork), Vestments (Cleric's), potion 
  of cure serious wounds x2, cloak of resistance +1 
   
  Deity: Erythnul 
   
  Wizard Spells Prepared: (Save DC = 13 + spell level, 
  14+APL for evocation spells) , 0 – Acid Splash (x2), 
  Prestidigitation, Mage Hand; 1st – Mage Armor, Magic 
  Missile, Sleep, Color Spray 2nd – Melf’s Acid Arrow, 
  Flaming Sphere, Invisibility 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 19 
  
   
  Cleric Spells Prepared: (Domains: War, Evil; Save DC = 
  13 + spell level), 0 – Cure Minor Wounds, Inflict Minor 
  Wounds (x3) 1st – Bane, Command, Cure Light Wounds, 
  Domain: Magic Weapon 
  Guard: Male human Mnk 3; CR 3; Medium humanoid; 
  HD (3d8); hp 18; Init +6; Spd 40'; AC 14 or 15 (dodge), 
  flatfooted 12, touch 14; Base Atk +2; Grp +4; Atk: 4 melee 
  (1d6+2 unarmed strike) or +4 melee (2d4+3, spiked chain) 
  or +4 ranged (1d2+2, shuriken);  Full Atk: +4 melee 
  (1d6+2 unarmed strike) or +2/+2 melee  (1d6+2. unarmed 
  strike) or +4 melee (2d4+3, spiked chain) or +4 ranged 
  (1d2+2, shuriken); SA: Flurry of Blows, Stunning Fist 
  attack 3/day (DC 13); SQ: Evasion, Still Mind; AL: LE; SV 
  Fort +3, Ref +5, Will +5; Str 14, Dex 15, Con 11, Int 11, 
  Wis 15, Cha 8 
   
  Skills and Feats:  Balance +10, Escape Artist +8, Jump 
  +10, Listen +8, Tumble +10; Deflect Arrows, Dodge, 
  Exotic Weapon Proficiency (Spiked Chain), Improved 
  Initiative  
   
  Possessions: 
  Spiked 
  Chain, 
  5 Shuriken, 1 Outfit 
  (Monk's), potion of cure light wounds 
  APL 8 
  Treviene Male Human Wiz 5 / Clr 3; CR 8; Medium 
  humanoid; HD (5d4)+(3d8)+11; hp 42; Init +5; Spd 30'; 
  AC 15, touch 15, flatfooted 14; Base Atk +4; Grp +3; Atk 
  +5 melee (1d8, morningstar +1) or +6 ranged (1d8/19-20, 
  masterwork crossbow); Full Atk +5 melee (1d8, 
  morningstar +1) or +6 ranged (1d8/19-20, masterwork 
  crossbow); SA: Rebuke Undead 3/day (turn level 3) (turn 
  damage 2d6+3); SQ --; AL: NE; SV Fort +6, Ref +4, Will 
  +11; Str 8, Dex 12, Con 12, Int 17, Wis 16, Cha 10 
   
  Skills and Feats: Concentration +12, Decipher Script 
  +10, Diplomacy +3, Heal +9, Knowledge (arcana) +13, 
  Knowledge (the Planes) +8, Spellcraft +15, Knowledge 
  (religion) +9; Combat Casting, Craft Wand, Improved 
  Initiative, Spell Focus (Evocation), Toughness (1x), 
  Weapon Focus (Morningstar)  
   
  Possessions:  
   
   1 Crossbow 
  (Light/Masterwork), 
  +1 morningstar, Vestments (Cleric's), cloak of resistance +1, 
  potion of cure serious wounds x3 
   
  Deity: Erythnul 
   
  Wizard Spells Prepared: (Save DC = 13 + spell level, 
  14+APL for evocation spells), 0 – Acid Splash (x2), 
  Prestidigitation, Mage Hand; 1st – Mage Armor, Magic 
  Missile, Sleep, Color Spray 2nd – Melf’s Acid Arrow, 
  Flaming Sphere, Invisibility, 3rd – Lightning Bolt, Haste 
   
  Cleric Spells Prepared: (Domains: War, Evil; Save DC = 
  13 + spell level), 0 – Cure Minor Wounds, Inflict Minor 
  Wounds (x3) 1st – Bane, Command, Cure Light Wounds, 
  Domain: Magic Weapon, 2nd – Hold Person, Sound Burst, 
  Domain: Spiritual Weapon 
  Guard: Male human Mnk 5; CR 5; Medium humanoid; 
  HD (5d8); hp 30; Init +7; Spd 40'; AC 16 or 17 (dodge), 
  flatfooted 13, touch 16; Base Atk +3; Grp +5; Atk: +5 
  melee (1d8+2, unarmed strike) or +5 melee (2d4+3, 
  spiked chain) or +6 ranged (1d2+2, shuriken); Full Atk: +5 
  melee (1d8+2, unarmed strike) or +4/+4 melee  (1d8+2, 
  unarmed strike) or +5 melee (2d4+3, spiked chain) or +6 
  ranged (1d2+2, shuriken); SA: Flurry of Blows, Ki Strike, 
  Stunning Fist attack 5/day (DC 14); SQ: Evasion, Purity 
  of Body, Slow Fall (20), Still Mind; AL: LE; SV Fort +4, 
  Ref +7, Will +6; Str 14, Dex 16, Con 11, Int 11, Wis 15, 
  Cha 8 
   
  Skills and Feats:  Balance +13, Climb +3, Escape Artist 
  +11, Jump +12, Listen +9, Tumble +13; Deflect Arrows, 
  Dodge, Exotic Weapon Proficiency (Spiked Chain), 
  Improved Initiative  
   
  Possessions: 
  Spiked 
  Chain, 
  5 Shuriken, 1 Outfit 
  (Monk's), potion of cure moderate wounds 
  APL 10 
  Treviene Male Human Wiz 6 / Clr 4; CR 10; Medium 
  humanoid; HD (6d4)+(4d8)+13; hp 52; Init +5; Spd 30'; 
  AC 15, touch 15, flatfooted 14; Base Atk: +6; Grp: +5; Atk 
  +7 melee (1d8, morningstar +1) or +8 ranged (1d8/19-20, 
  masterwork crossbow); Full Atk +7/+2 melee (1d8, 
  morningstar +1) or +8/+3 ranged (1d8/19-20, masterwork 
  crossbow); SA: Rebuke Undead 3/day (turn level 4) (turn 
  damage 2d6+4); SQ --; AL: NE; SV Fort +8, Ref +5, Will 
  +12; Str 8, Dex 12, Con 12, Int 17, Wis 16, Cha 10 
   
  Skills and Feats: Concentration +13, Decipher Script 
  +10, Diplomacy +3, Heal +10, Knowledge (arcana) +15, 
  Knowledge (the Planes) +9, Spellcraft +17, Knowledge 
  (religion) +14; Combat Casting, Craft Wand, Extend 
  Spell, Improved Initiative, Spell Focus (Evocation), 
  Toughness (1x), Weapon Focus (Morningstar)   
   
  Possessions:  
   
   1 Crossbow 
  (Light/Masterwork), 
  +1 morningstar, Vestments (Cleric's), cloak of resistance +1, 
  wand of magic missile (5th level), potion of cure serious wounds 
  x5 
   
  Deity: Erythnul 
   
  Wizard Spells Prepared: (Save DC = 13 + spell level, 
  14+APL for evocation spells), 0 – Acid Splash (x2), 
  Prestidigitation, Mage Hand; 1st – Mage Armor, Magic 
  Missile, Sleep, Color Spray 2nd – Melf’s Acid Arrow, 
  Flaming Sphere, Invisibility, Mirror Image 3rd – 
  Lightning Bolt (x2), Haste 
   
  Cleric Spells Prepared: (Domains: War, Evil; Save DC = 
  13 + spell level), 0 – Cure Minor Wounds, Inflict Minor 
  Wounds (x3) 1st – Bane, Command, Cure Light Wounds,, 
  Entropic Shield Domain: Magic Weapon, 2nd – Cure 
  Moderate Wounds, Hold Person, Sound Burst, Domain: 
  Spiritual Weapon 
  Guard: Male human Mnk 6; CR 6; Medium humanoid; 
  HD (6d8); hp 36; Init +7; Spd 50'; AC 16 or 17 (dodge), 
  flatfooted 13, touch 16; Base Atk +4; Grp +6; Atk: +6 
  melee (1d8+2, unarmed strike) or +6 melee (2d4+3, 
  spiked chain) or +7 ranged (1d2+2. shuriken); Full Atk: +6 
  melee (1d8+2, unarmed strike) or +5/+5 melee  (1d8+2 
  unarmed strike) or +6 melee (2d4+3, spiked chain) or +7 
  ranged (1d2+2. shuriken); SA: Flurry of Blows, Ki Strike, 
  Stunning Fist attack 6/day (DC 15); SQ: Evasion, Purity 
  of Body, Slow Fall (30), Still Mind; AL: LE; SV Fort +5, 
  Ref +8, Will +7; Str 14, Dex 16, Con 11, Int 11, Wis 15, 
  Cha 8 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 20 
  
   
  Skills and Feats:  Balance +14, Climb +3, Escape Artist 
  +12, Jump +13, Listen +10, Tumble +14; Combat Reflexes, 
  Deflect Arrows, Dodge, Exotic Weapon Proficiency 
  (Spiked Chain), Improved Initiative, Improved Trip 
   
  Possessions: 
  Spiked 
  Chain, 
  5 Shuriken, 1 Outfit 
  (Monk's), potion of cure moderate wounds 
  APL 12 
  Treviene Male Human Wiz 7 / Clr 5; CR 12; Medium 
  humanoid; HD (7d4)+(5d8)+15; hp 63; Init +5; Spd 30'; 
  AC 15, touch 15, flatfooted 14; Base Atk: 6; Grp +5; Atk +7 
  melee (1d8, morningstar +1) or +8 ranged (1d8/19-20, 
  masterwork crossbow); Full Atk +7/+2 melee (1d8/ 20x2, 
  morningstar +1) or +8/+3 ranged (1d8/19-20, masterwork 
  crossbow); SA: Rebuke Undead 3/day (turn level 5) (turn 
  damage 2d6+5); SQ --; AL: NE; SV Fort +8, Ref +5, Will 
  +13; Str 8, Dex 12, Con 12, Int 18, Wis 16, Cha 10 
   
  Skills and Feats: Concentration +16, Decipher Script 
  +11, Diplomacy +3, Heal +12, Knowledge (arcana) +16, 
  Knowledge (the Planes) +11, Spellcraft +23, Knowledge 
  (religion) +18; Combat Casting, Craft Wand, Extend 
  Spell, Improved Initiative, Magical Aptitude, Spell Focus 
  (Evocation), 
  Toughness 
  (1x), 
  Weapon 
  Focus 
  (Morningstar)  
   
  Possessions:  
   
   1 Crossbow 
  (Light/Masterwork), 
  +1 Morningstar, Vestments (Cleric's), cloak of resistance +1, 
  wand of magic missile (5th level), potion of cure serious wounds 
  x5 
   
  Deity: Erythnul 
   
  Wizard Spells Prepared: (Save DC = 14 + spell level, 
  15+APL for evocation spells), 0 – Acid Splash (x2), 
  Prestidigitation, Mage Hand; 1st – Mage Armor, Magic 
  Missile (x2), Sleep, Color Spray 2nd – Melf’s Acid Arrow, 
  Flaming Sphere, Invisibility, Mirror Image 3rd – 
  Lightning Bolt (x2), Haste, 4th – Ice Storm, Extended 
  Haste 
   
  Cleric Spells Prepared: (Domains: War, Evil; Save DC = 
  13 + spell level), 0 – Cure Minor Wounds, Inflict Minor 
  Wounds (x3) 1st – Bane, Command, Cure Light Wounds, 
  Entopic Shield, Domain: Magic Weapon, 2nd – Cure 
  Moderate Wounds, Hold Person, Sound Burst, Domain: 
  Spiritual Weapon, 3rd – Prayer, Cure Serious Wounds, 
  Domain: Magic Circle Against Good 
  Guard: Male human Mnk 9; CR 9; Medium humanoid; 
  HD (9d8); hp 54; Init +7; Spd 60'; AC 17 or 18 (dodge), 
  flatfooted 14, touch 17; Base Atk +6; Grp: +8; Atk: +8 
  melee (1d10+2 unarmed strike) or +9 melee (2d4+3, 
  spiked chain) or +9 ranged (1d2+2, shuriken); Full Atk: 
  +8/+3 melee (1d10+2 unarmed strike) or +8/+8/+3 melee  
  (1d10+2, unarmed strike) or +9/+4 melee (2d4+3, spiked 
  chain) or +9/+4 ranged (1d2+2, shuriken); SA: Flurry of 
  Blows, Ki Strike, Stunning Fist attack 9/day (DC 17); SQ: 
  Improved Evasion, Purity of Body, Slow Fall (40), Still 
  Mind, Wholeness of Body 18 hp/day; AL: LE; SV Fort +6, 
  Ref +9, Will +9; Str 14, Dex 16, Con 11, Int 11, Wis 16, 
  Cha 8 
   
  Skills and Feats:  Balance +17, Climb +4, Escape Artist 
  +15, Jump +16, Listen +13, Tumble +17; Combat Reflexes, 
  Deflect Arrows, Dodge, Exotic Weapon Proficiency 
  (Spiked Chain), Improved Initiative, Improved Trip, 
  Weapon Focus (Spiked Chain)  
   
  Possessions: 
  Spiked 
  Chain, 
  5 Shuriken, 1 Outfit 
  (Monk's), potion of cure serious wounds 
  Encounter Six 
  APL 2 
  Sir Ulak Von Brennen, Male human Ftr 3; CR 3; 
  Medium humanoid; HD 3d10+3 hp 25; Init +1; Spd 20’; 
  AC 21, touch 11, flatfooted 20; Base Atk +2; Grp: +5; Atk 
  +8 melee (1d8+3/19-20, masterwork longsword) or + 5 
  ranged (1d8/19-20, masterwork crossbow); Full Atk +8 
  melee (1d8+3/19-20, masterwork longsword) or + 5 
  ranged (1d8/19-20, masterwork crossbow); SA --; SQ --; 
  AL LN; SV Fort +4, Ref +2, Will +1; Str 16, Dex 13, Con 
  13, Int 10, Wis 10, Cha 12 
   
  Skills and Feats: Climb +5, Handle Animal +5, 
  Intimidate +3, Jump +6, Ride +5, Swim +6; Cleave, 
  Combat Reflexes, Mounted Combat, Power Attack, 
  Weapon Focus (Longsword) 
   
  Possessions: 
  Full 
  Plate, 
  Heavy 
  Steel 
  Shield, 
  masterwork longsword, masterwork crossbow, 20 bolts, 
  potion of cure light wounds 
  Sir Ulak’s Men: Male Human War1(x2); CR1; Medium 
  humanoid; HD 1d8+2 hp 8; Init +5; Spd 20’; AC 18, touch 
  11, flat-footed 17; Base Atk +1; Grp +3; Atk +4 melee 
  (1d8+2/19-20, longsword); Full Atk +4 melee (1d8+2/19-
  20, longsword); SA --; SQ --; AL LG; SV Fort +4, Ref +1, 
  Will +1; Str 15, Dex 12, Con 14, Int 11, Wis 12, Cha 11 
   
  Skills and Feats: Handle Animal +5, Intimidate +1, 
  Ride +5; Improved Initiative, Weapon Focus (longsword) 
   
  Possessions: 
  chainmail, 
  large 
  wooden 
  shield, 
  longsword 
  APL 4 
  Sir Ulak Von Brennen, Male human Ftr 5; CR 5; 
  Medium humanoid; HD 5d10+5 hp 42; Init +5; Spd 20’; 
  AC 21, touch 11, flatfooted 20; Base Atk +5; Grp +8; Atk 
  +10 melee (1d8+3/19-20, masterwork longsword) or + 7 
  ranged (1d8/19-20, masterwork crossbow); Full Atk +10 
  melee (1d8+3/19-20, masterwork longsword) or + 7 
  ranged (1d8/19-20, masterwork crossbow); SA --; SQ --; 
  AL LN; SV Fort +5, Ref +2, Will +1; Str 17, Dex 13, Con 
  13, Int 10, Wis 10, Cha 12 
   
  Skills and Feats:  Climb +6, Handle Animal +7, 
  Intimidate +5, Jump +6, Ride +7, Swim +7; Cleave, 
  Combat Reflexes, Improved Initiative, Mounted Combat, 
  Power Attack, Weapon Focus (Longsword) 
   
  Possessions: 
  Full 
  Plate, 
  Heavy 
  Steel 
  Shield, 
  masterwork longsword, masterwork crossbow, 20 bolts, 
  potion of cure light wounds x2 
  Sir Ulak’s Men: Male Human Ftr2(x2); CR2; Medium 
  humanoid; HD 2d10+4 hp 18; Init +5; Spd 20’; AC 18, 
  touch 11, flat-footed 17; Base Atk +2; Grp: +4; Atk +6 
  melee (1d8+2/19-20,  masterwork longsword); Full Atk +6 
  melee (1d8+2/19-20,  masterwork longsword); SA --; SQ --; 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 21 
  
  AL LG; SV Fort +5, Ref +1, Will +1; Str 15, Dex 12, Con 
  14, Int 11, Wis 12, Cha 11 
   
  Skills and Feats: Climb +3, Handle Animal +5, 
  Intimidate +2, Ride +7; Combat Reflexes, Improved 
  Initiative, Power Attack, Weapon Focus (longsword) 
   
  Possessions: chainmail, heavy steel shield, masterwork 
  longsword 
  APL 6 
  Sir Ulak Von Brennen, Male human Ftr 7; CR 7; 
  Medium humanoid; HD 7d10+7 hp 58; Init +5; Spd 20’; 
  AC 22, touch 11, flatfooted 21; Base Atk: +7; Grp: +10; Atk 
  +12 melee (1d8+6/19-20, longsword +1) or +9 ranged 
  (1d8/19-20, masterwork crossbow); Full Atk +12/+7 
  melee (1d8+6/19-20, longsword +1) or +9/+4 ranged 
  (1d8/19-20, masterwork crossbow); SA --; SQ --; AL LN; 
  SV Fort +7, Ref +4, Will +3; Str 17, Dex 13, Con 13, Int 10, 
  Wis 10, Cha 12 
   
  Skills and Feats: Climb +7, Handle Animal +9, 
  Intimidate +6, Jump +6, Ride +9, Swim +7; Cleave, 
  Combat Reflexes, Improved Initiative, Leadership, 
  Mounted Combat, Power Attack, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword) 
   
  Possessions: +1 Full Plate, longsword +1, cloak of resistance 
  +1, Heavy Steel Shield, masterwork crossbow, 20 bolts, 
  potion of cure moderate wounds x2 
  Sir Ulak’s Men: Male Human Ftr4(x2); CR 4; Medium 
  humanoid; HD 4d10+8 hp 36; Init +5; Spd 20’; AC 19, 
  touch 10, flat-footed 19; Base Atk +4; Grp: +7; Atk +9 
  melee (1d8+5/19-20,  masterwork longsword); Full Atk +9 
  melee (1d8+5/19-20,  masterwork longsword); SA --; SQ --; 
  AL LG; SV Fort +6, Ref +2, Will +2; Str 16, Dex 12, Con 
  14, Int 11, Wis 12, Cha 11 
   
  Skills and Feats: Climb +6, Handle Animal +6, 
  Intimidate +4, Ride +7; Cleave, Combat Reflexes, 
  Improved Initiative, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
   
  Possessions: Half plate, heavy steel shield, masterwork 
  longsword 
  APL 8 
  Sir Ulak Von Brennen, Male human Ftr 9; CR 9; 
  Medium humanoid; HD 9d10+9 hp 75; Init +5; Spd 20’; 
  AC 24, touch 11, flatfooted 23; Base Atk +9; Grp + 13; Atk 
  +16 melee (1d8+7/19-20, longsword +1) or +11 ranged 
  (1d8/19-20, masterwork crossbow); Full Atk +16/+11 
  melee (1d8+7/19-20, longsword +1) or +11/+6 ranged 
  (1d8/19-20, masterwork crossbow); SA --; SQ --; AL LN; 
  SV Fort +8, Ref +5, Will +4; Str 18, Dex 13, Con 13, Int 10, 
  Wis 10, Cha 12 
   
  Skills and Feats: Climb +9, Handle Animal +10, 
  Intimidate +6, Jump +8, Ride +11, Swim +9; Cleave, 
  Combat Reflexes, Greater Weapon Focus (Longsword), 
  Improved Initiative, Leadership, Mounted Combat, 
  Power Attack, Ride By Attack, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword) 
   
  Possessions: +2 Full Plate, +1 Heavy Steel Shield, 
  longsword +1, cloak of resistance +1, masterwork crossbow, 
  20 bolts, potion of cure moderate wounds x2  
  Sir Ulak’s Men: Male Human Ftr6(x2); CR 6; Medium 
  humanoid; HD 6d10+12 hp 54; Init +5; Spd 20’; AC 21 
  touch 11, flat-footed 21; Base Atk +6; Grp +9; Atk +11 
  melee (1d8+5/19-20, masterwork longsword); Full Atk 
  +11/+6 melee (1d8+5/19-20, masterwork longsword); SA -
  -; SQ --; AL LG; SV Fort +7, Ref +3, Will +3; Str 16, Dex 12, 
  Con 14, Int 11, Wis 12, Cha 11 
   
  Skills and Feats: Climb +7, Handle Animal +8, 
  Intimidate +5, Ride +9; Cleave, Combat Reflexes, 
  Endurance, Great Cleave, Improved Initiative, Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword) 
   
  Possessions: Half plate, heavy steel shield, masterwork 
  longsword 
  APL 10 
  Sir Ulak Von Brennen, Male human Ftr 11; CR 11; 
  Medium humanoid; HD 11d10+11 hp 91; Init +5; Spd 20’; 
  AC 25, touch 12, flatfooted 24; Base Atk +11; Grp +15; Atk 
  +18 melee (1d8+7/17-20, longsword +1) or +13 ranged 
  (1d8/19-20, crossbow +1); Full Atk +18/+13/+8 melee 
  (1d8+7/17-20, longsword +1) or +13/+8/+3 ranged (1d8/19-
  20, crossbow +1); SA --; SQ --; AL LN; SV Fort +8, Ref +5, 
  Will +4; Str 18, Dex 13, Con 13, Int 10, Wis 10, Cha 12 
   
  Skills and Feats: Climb +9, Handle Animal +11, 
  Intimidate +7, Jump +10, Ride +13, Swim +9; Cleave, 
  Combat Reflexes, Greater Weapon Focus (Longsword), 
  Improved Critical (Longsword), Improved Initiative, 
  Leadership, Mounted Combat, Power Attack, Ride By 
  Attack, 
  Weapon 
  Focus 
  (Longsword), 
  Weapon 
  Specialization (Longsword) 
   
  Possessions: +2 Full Plate, +1 Heavy Steel Shield, 
  longsword +1, crossbow +1, cloak of resistance +1, ring of 
  protection +1, 20 bolts, potion of cure serious wounds x2 
  Sir Ulak’s Men: Male Human Ftr8(x2); CR 8; Medium 
  humanoid; HD 8d10+16 hp 72; Init +5; Spd 20’; AC 21, 
  touch 11, flat-footed 21; Base Atk +8; Grp +11; Atk +14 
  melee (1d8+6/19-20,  longsword +1); Full Atk +14/+9 
  melee (1d8+6/19-20,  longsword +1); SA --; SQ --; AL LG; SV 
  Fort +8, Ref +3, Will +3; Str 17, Dex 12, Con 14, Int 11, 
  Wis 12, Cha 11 
   
  Skills and Feats: Climb +7, Handle Animal +11, 
  Intimidate +6, Ride +11; Cleave, Combat Reflexes, 
  Endurance, Great Cleave, Greater Weapon Focus 
  (Longsword), 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword) 
   
  Possessions: Half plate, heavy steel shield, longsword + 
  APL 12 
  Sir Ulak Von Brennen, Male human Ftr 13; CR 13; 
  Medium humanoid; HD 13d10+13 hp 108; Init +5; Spd 
  20’; AC 25, touch 12, flatfooted 24; Base Atk +13; Grp +17; 
  Atk +21 melee (1d8+10/17-20, longsword +2) or +15 ranged 
  (1d8/19-20, crossbow +1); Full Atk +21/+16/+11 melee 
  (1d8+10/17-20, longsword +2) or +15/+10/+5 ranged 
  (1d8/19-20, crossbow +1); SA --; SQ --; AL LN; SV Fort +11, 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 22 
  
  Ref +7, Will +6; Str 19, Dex 13, Con 13, Int 10, Wis 10, 
  Cha 12 
   
  Skills and Feats: Climb +9, Handle Animal +13, 
  Intimidate +8, Jump +10, Ride +15, Swim +10; Cleave, 
  Combat Reflexes, Greater Weapon Focus (Longsword), 
  Greater Weapon Specialization (Longsword), Improved 
  Critical (Longsword), Improved Initiative, Leadership, 
  Mounted Combat, Power Attack, Ride By Attack, Spirited 
  Charge, 
  Weapon 
  Focus 
  (Longsword), 
  Weapon 
  Specialization (Longsword)  
   
  Possessions: +2 Full Plate, +1 Heavy Steel Shield, 
  longsword +2, crossbow +1, cloak of resistance +2, ring of 
  protection +1, 20 bolts, potion of cure serious wounds x2 
  Sir Ulak’s Men: Male Human Ftr10(x2); CR 10; Medium 
  humanoid; HD 10d10+20 hp 90 (Diehard); Init +5; Spd 
  20’; AC 21, touch 11, flat-footed 21; Base Atk +10; Grp +13; 
  Atk +16 melee (1d8+6/17-20,  longsword +1); Full Atk 
  +16/+11 melee (1d8+6/17-20,  longsword +1); SA --; SQ --; 
  AL LG; SV Fort +9, Ref +4, Will +4; Str 17, Dex 12, Con 
  14, Int 11, Wis 12, Cha 11 
   
  Skills and Feats: Climb +8, Handle Animal +11, 
  Intimidate +8, Ride +13; Cleave, Combat Reflexes, 
  Diehard, Endurance, Great Cleave, Greater Weapon 
  Focus (Longsword), Improved Critical (longsword), 
  Improved Initiative, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
   
  Possessions: Half plate, heavy steel shield, longsword +1 
  Encounter Seven 
  APL 2 
  Jinter Male Human Necromancer 2 / Clr 1; CR 3; 
  Medium humanoid; HD (2d4)+(1d8); hp 12; Init +4; Spd 
  30'; AC 14, touch 14, flatfooted 14; Base Atk +1; Grp +1; 
  Atk +2 melee (1d6, masterwork mace); Full Atk +2 melee 
  (1d6, masterwork mace); SA Rebuke Undead 3/day (turn 
  level 1) (turn damage 2d6+1), Smite 1/day; SQ --; AL: NE; 
  SV Fort +2, Ref +0, Will +8; Str 10, Dex 10, Con 10, Int 16, 
  Wis 16, Cha 10 
   
  Skills and Feats   Concentration +6, Decipher Script 
  +9, Heal +5, Knowledge (arcana) +9, Knowledge 
  (religion) +8, Knowledge (the Planes) +4, Listen +4, 
  Search +4, Spellcraft +11, Spot +4; Combat Casting, 
  Extend Spell, Improved Initiative   
   
  Possessions: 1 Light Mace (Masterwork), Vestments 
  (Cleric's), potion of cure light wounds, Jinter’s spellbook I, 
  goggles of minute seeing brooch of shielding, salve of slipperiness. 
   
  Deity: Hextor 
   
  Wizard Spells Prepared: (Save DC = 13 + spell level), 0 – 
  Acid Splash (x2), Ray of Frost (x2), Touch of Fatigue; 1st – 
  Mage Armor, Magic Missile (x2), Ray of Enfeeblement  
   
  Cleric Spells Prepared: (Domains: Destruction, Evil; 
  Save DC = 13 + spell level), 0 – Cure Minor Wounds, 
  Detect Magic, Light 1st – Cause Fear, Cure Light Wounds, 
  Domain: Inflict Light Wounds 
  APL 4 
  Jinter Male Human Necromancer 4 / Clr 2; CR 6; 
  Medium humanoid; HD (4d4)+(2d8); hp 24; Init +4; Spd 
  30'; AC 14, touch 14, flatfooted 14; Base Atk: +3; Grp +3; 
  Atk +5 melee (1d6, masterwork mace); Full Atk +5 melee 
  (1d6, masterwork mace); SA: Rebuke Undead 3/day (turn 
  level 2) (turn damage 2d6+2), Smite 1/day; SQ: --; AL: NE; 
  SV Fort +4, Ref +1, Will +10; Str 10, Dex 10, Con 10, Int 
  17, Wis 16, Cha 10 
   
  Skills and Feats Concentration +8, Decipher Script 
  +11, Heal +5, Knowledge (arcana) +11, Knowledge 
  (religion) +12, Knowledge (the Planes) +6, Listen +5, 
  Search +4, Spellcraft +13, Spot +4; Combat Casting, 
  Extend Spell, Improved Initiative, Weapon Focus (Mace 
  (Light))  
   
  Possessions: 1 Light Mace (Masterwork), Vestments 
  (Cleric's), potion of cure light wounds x2, Jinter’s spellbook I & 
  II, goggles of minute seeing brooch of shielding, salve of 
  slipperiness. 
   
  Deity: Hextor 
   
  Wizard Spells Prepared: (Save DC = 13 + spell level), 0 – 
  Acid Splash (x2), Ray of Frost (x2), Touch of Fatigue; 1st – 
  Mage Armor, Magic Missile (x3), Ray of Enfeeblement 
  2nd – Flaming Sphere, Scorching Ray, Ghoul Touch (x2)   
   
  Cleric Spells Prepared: (Domains: Destruction, Evil; 
  Save DC = 13 + spell level), 0 – Cure Minor Wounds (x2), 
  Detect Magic, Light 1st – Cause Fear, Cure Light Wounds 
  Shield of Faith, Domain: Inflict Light Wounds 
  APL 6 
  Jinter Male Human Necromancer 4 / Clr 3; CR 7; 
  Medium humanoid; HD (4d4)+(3d8); hp 30; Init +4; Spd 
  30'; AC 14, touch 14, flatfooted 14; Base Atk +4; Grp +4; 
  Atk +6 melee (1d6, masterwork mace); Full Atk +6 melee 
  (1d6, masterwork mace); SA: Rebuke Undead 3/day (turn 
  level 3) (turn damage 2d6+3), Smite 1/day; SQ --; AL: NE; 
  SV Fort +4, Ref +2, Will +10; Str 10, Dex 10, Con 10, Int 
  17, Wis 16, Cha 10 
   
  Skills and Feats Concentration +10, Decipher Script 
  +11, Heal +6, Knowledge (arcana) +11, Knowledge 
  (religion) +13, Knowledge (the Planes) +6, Listen +5, 
  Search +4, Spellcraft +15, Spot +4; Combat Casting, 
  Extend Spell, Improved Initiative, Weapon Focus (Mace 
  (Light))  
   
  Possessions: 1 Light Mace (Masterwork), Vestments 
  (Cleric's), potion of cure moderate wounds x2, Jinter’s spellbook 
  I & II, goggles of minute seeing brooch of shielding, salve of 
  slipperiness. 
   
  Deity: Hextor 
   
  Wizard Spells Prepared: (Save DC = 13 + spell level), 0 – 
  Acid Splash (x2), Ray of Frost (x2), Touch of Fatigue; 1st – 
  Mage Armor, Magic Missile (x3), Ray of Enfeeblement, 
  2nd – Flaming Sphere, Scorching Ray, Ghoul Touch (x2),   
   
  Cleric Spells Prepared: (Domains: Destruction, Evil; 
  Save DC = 13 + spell level), 0 – Cure Minor Wounds (x2), 
  Detect Magic, Light 1st – Cause Fear, Cure Light Wounds 
  Shield of Faith, Domain: Inflict Light Wounds 2nd – 
  Sound Burst, Spiritual Weapon, Domain: Desecrate 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 23 
  
  APL 8 
  Jinter Male Human Necromancer 5 / Clr 4; CR 9; 
  Medium humanoid; HD (5d4)+(4d8); hp 39; Init +4; Spd 
  30'; AC 14, touch 14, flatfooted 14; Base Atk +5; Grp +5; 
  Atk +7 melee (1d6+1, mace +1); Full Atk +7 melee (1d6+1, 
  mace +1); SA: Rebuke Undead 3/day (turn level 4) (turn 
  damage 2d6+4), Smite 1/day; SQ --; AL: NE; SV Fort +6, 
  Ref +3, Will +12; Str 10, Dex 10, Con 10, Int 18, Wis 16, 
  Cha 10 
   
  Skills and Feats Concentration +12, Decipher Script 
  +15, Heal +8, Knowledge (arcana) +13, Knowledge 
  (religion) +15, Knowledge (the Planes) +7, Listen +5, 
  Search +5, Spellcraft +18, Spot +4; Combat Casting, 
  Extend Spell, Improved Initiative, Spell Mastery (Magic 
  Missile, Ray of Enfeeblement, Scorching Ray, Ghoul 
  Touch), Weapon Focus (Mace (Light))  
   
  Possessions: +1 Light Mace, Vestments (Cleric's), cloak of 
  resistance +1, potion of cure serious wounds x2, Jinter’s spellbook 
  I & II & III, goggles of minute seeing brooch of shielding, salve 
  of slipperiness. 
   
  Deity: Hextor 
   
  Wizard Spells Prepared: (Save DC = 14 + spell level), 0 – 
  Acid Splash (x2), Ray of Frost (x2), Touch of Fatigue; 1st – 
  Mage Armor, Magic Missile (x3), Ray of Enfeeblement, 
  2nd – Flaming Sphere, Scorching Ray, Ghoul Touch (x2),  
  3rd – Vampiric Touch, Lightning Bolt, Sepia Snake Sigil
   
  Cleric Spells Prepared: (Domains: Destruction, Evil; 
  Save DC = 13 + spell level), 0 – Cure Minor Wounds (x3), 
  Detect Magic, Light 1st – Cause Fear, Cure Light Wounds 
  (x2), Shield of Faith, Domain: Inflict Light Wounds 2nd – 
  Hold Person, Sound Burst, Spiritual Weapon, Domain: 
  Desecrate 
  APL 10 
  Jinter Male Human Necromancer 7 / Clr 5; CR 12; 
  Medium humanoid; HD (7d4)+(5d8); hp 51; Init +4; Spd 
  30'; AC 14, touch 14, flatfooted 14; Base Atk +6; Grp +6; 
  Atk +8 melee (1d6+1, mace +1); Full Atk +8/+3 melee 
  (1d6+1, mace +1); SA: Rebuke Undead 3/day (turn level 5) 
  (turn damage 2d6+5), Smite 1/day; SQ --; AL: NE; SV Fort 
  +7, Ref +4, Will +14; Str 10, Dex 10, Con 10, Int 18, Wis 
  17 (19), Cha 10 
   
  Skills and Feats Concentration +15, Decipher Script 
  +17, Heal +10, Knowledge (arcana) +19, Knowledge 
  (religion) +15, Knowledge (the Planes) +11, Listen +6, 
  Search +5, Spellcraft +21, Spot +5; Combat Casting, 
  Extend Spell, Improved Initiative, Maximize Spell, 
  Quicken Spell, Spell Mastery (Magic Missile, Ray of 
  Enfeeblement, Scorching Ray, Ghoul Touch), Weapon 
  Focus (Mace (Light))  
   
  Possessions: +1 Light Mace, Vestments (Cleric's), cloak of 
  resistance +1, periapt of wisdom +2, wand of magic missile (7th 
  level), potion of cure serious wounds x3, Jinter’s spellbook I & II 
  & III & IV, goggles of minute seeing brooch of shielding, salve 
  of slipperiness. 
   
  Deity: Hextor 
   
  Wizard Spells Prepared: (Save DC = 14 + spell level), 0 – 
  Acid Splash (x2), Ray of Frost (x2), Touch of Fatigue; 1st – 
  Chill Touch, Mage Armor, Magic Missile (x3), Ray of 
  Enfeeblement, 2nd – Flaming Sphere, Scorching Ray (x2), 
  Ghoul Touch (x2) 3rd – Vampiric Touch, Fireball, 
  Lightning Bolt, Explosive Runes 4th – Contagion, Lesser 
  Globe of Invulnerability, Ice Storm  
   
  Cleric Spells Prepared: (Domains: Destruction, Evil; 
  Save DC = 14 + spell level), 0 – Cure Minor Wounds (x3), 
  Detect Magic, Light 1st – Cause Fear, Cure Light Wounds 
  (x2), Shield of Faith, Domain: Inflict Light Wounds 2nd – 
  Hold Person, Sound Burst, Spiritual Weapon, Domain: 
  Desecrate 3rd – Cure Serious Wounds, Dispel Magic, 
  Domain: Magic Circle Against Good 
  APL 12 
  Jinter Male Human Necromancer 8 / Clr 7; CR 16; 
  Medium humanoid; HD (8d4)+(7d8); hp 66; Init +4 (+0 
  Dex, +4 Misc); Spd 30'; AC 14, touch 14, flatfooted 14; 
  Base Atk +9; Grp +9; Atk +11 melee (special, rod of 
  withering); Full Atk +11/+6 melee (special, rod of withering); 
  SA: Rebuke Undead 3/day (turn level 7) (turn damage 
  2d6+7), Smite 1/day; SQ --; AL: NE; SV Fort +10, Ref +7, 
  Will +18; Str 10, Dex 10, Con 10, Int 18, Wis 18 (20), Cha 
  10 
   
  Skills and Feats Concentration +19, Decipher Script 
  +19, Heal +16, Knowledge (arcana) +23, Knowledge 
  (religion) +23, Knowledge (the Planes) +13, Listen +7, 
  Search +5, Spellcraft +25, Spot +6; Combat Casting, 
  Combat Reflexes, Extend Spell, Improved Initiative, 
  Maximize Spell, Quicken Spell, Spell Mastery (Magic 
  Missile, Ray of Enfeeblement, Scorching Ray, Ghoul 
  Touch), Weapon Focus (Mace (Light))  
   
  Possessions: Vestments (Cleric's), +1 Light Mace, rod of 
  withering, cloak of resistance +2, periapt of wisdom +2, wand of 
  magic missile (7th level), potion of cure serious wounds x5, 
  Jinter’s spellbook I & II & III & IV, goggles of minute seeing 
  brooch of shielding, salve of slipperiness. 
   
  Deity: Hextor 
   
  Wizard Spells Prepared: (Save DC = 14 + spell level), 0 – 
  Acid Splash (x2), Ray of Frost (x2), Touch of Fatigue; 1st – 
  Chill Touch, Mage Armor, Magic Missile (x3), Ray of 
  Enfeeblement, 2nd – Flaming Sphere, Scorching Ray (x2), 
  Ghoul Touch (x2); 3rd – Vampiric Touch, Fireball, 
  Lightning Bolt (x2), Explosive Runes 4th – Contagion, 
  Fear, Lesser Globe of Invulnerability, Ice Storm  
   
  Cleric Spells Prepared: (Domains: Destruction, Evil; 
  Save DC = 15 + spell level), 0 – Cure Minor Wounds (x4), 
  Detect Magic, Light 1st – Bane, Cause Fear, Cure Light 
  Wounds (x2), Obscuring Mist, Shield of Faith, Domain: 
  Inflict Light Wounds 2nd – Hold Person, Resist Energy, 
  Sound Burst, Spiritual Weapon, Domain: Desecrate 3rd – 
  Cure Serious Wounds, Deeper Darkness, Dispel Magic, 
  Domain: Magic Circle Against Good 4th – Cure Critical 
  Wounds, Divine Power, Domain: Unholy Blight 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 24 
  
  DM Aids: Map of the Abandoned Temple 
   
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 25 
  
  Player Handout #1 
   
  My dear friend, 
  A fellow Knight told me that he spotted you and your 
  friends in Pellak today, and told me as such.  It happens 
  that I am in need of some trustworthy individuals, and 
  would greatly appreciate it if you could lend me a hand. 
   If you can meet with me tomorrow morning at the 
  headquarters of the Grand Army of Bissel, I will give you 
  more details.  My page will await your answer, and will 
  provide you directions, if needed.  I will understand if 
  you cannot make the meeting. 
  Sir Jerius Greenblade 
  Chief of Staff, Bissel Knights of the Watch 
   
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 26 
  
  Player Handout #2 
   
  Dear [insert PC name], 
  Based upon the recommendation of your commanding 
  officer in the Bissel military, and the convenience of 
  your being in Pellak, I am sending you this request I am 
  currently in need of some trustworthy individuals, and 
  would greatly appreciate it if you could lend me a hand. 
   If you can meet with me tomorrow morning at the 
  headquarters of the Grand Army of Bissel, I will give you 
  more details.  My page will await your answer, and will 
  provide you directions, if needed.  I will understand if 
  you cannot make the meeting. 
  Sir Jerius Greenblade 
  Chief of Staff, Bissel Knights of the Watch 
   
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 27 
  
  Player Handout #3 
   
  [Insert PC name here], 
  After checking with the gate guards for individuals who 
  meet my criteria, I am sending you this request.  It 
  happens that I am in need of some trustworthy 
  individuals, and would greatly appreciate it if you 
  could lend me a hand.  If you can meet with me 
  tomorrow morning at the headquarters of the Grand 
  Army of Bissel, I will give you more details.  My page 
  will await your answer, and will provide you directions, 
  if needed.  I will understand if you cannot make the 
  meeting. 
  Sir Jerius Greenblade 
  Chief of Staff, Bissel Knights of the Watch 
   
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 28 
  
  Critical Events Summary 
   
  1. Did the PCs save Anneth? 
   
   
  2. If the PCs did not save Anneth, did they accept Ander’s request of finding the 
  evil behind the death of his daughter? 
   
   
  3. Did the PCs talk to Sir Ulak? 
   
   
   
  4. Did Sir Ulak live through the undead ambush? 
   
   
   
  5. What was the final vote for the use of Book? (Please indicate individual votes – 
  e.g. 5 for Longer Term, 1 for Shorter Term) 
  a. Longer Term Weapon 
  b. Shorter Term Weapon 
  BIS4-02 Two Halves of a Whole 
   
   
   
   
   
   
   
              Page 29 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/594/Normal Scenarios/BIS4-02 - Two Halves of a Whole (APL 2-12)/BIS4-02 - Two Halves of a Whole.pdf