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. 
   
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  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at rshah21@delic.com. For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  BIS5-04 
   
   
   
   
   
  Uncovered Truths 
   
  A Two-Round D&D® LIVING GREYHAWKTM  
  Bissel Regional Adventure 
  Version 1.0 
   
  by Raj Shah, Jay Babcock, and Tanis O’Connor 
  Concept by Raj Shah, Matt Pennington and Chad Brown 
  Circle Reviewer: Steve Conforti 
  Playtesters: Chris Babcock, Crystal Babcock, and Phil Bonder 
   
  Knowing time is running out, Bissel is willing to sacrifice the lives of a few for the good of the many - and 
  today your number has come up. Will you surrender, or will you fight your way clear? A two-round Bissel 
  regional adventure for PCs of APLs 2-12. 
  
  BIS5-04 Uncovered Truths 
   
  Page 2 
  RPGA Sanctioned Play 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. 
  You’ll 
  also 
  find 
  a 
  LIVING 
  GREYHAWK 
  Adventure Record (AR).  
  Living Greyhawk Levels of 
  Play 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  
  BIS5-04 Uncovered Truths 
   
  Page 3 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard two-round Regional adventure, 
  set in Bissel. Characters native to Bissel pay one 
  Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit. Rich Upkeep costs 50gp per Time Unit. 
  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
   
  For the past year, the citizens of Bissel have 
  been 
  fighting 
  the 
  resurgent 
  forces 
  of 
  the 
  Necromancer. At the end of CY 594, just as the 
  previously occupied city of Thornward was to be 
  turned over to Bissel by the occupying nations, 
  Evard struck and captured the city. 
   
  Later in the year, Evard’s minions attempted to 
  assassinate the leadership of Bissel. While 
  successful in killing the Barons Rashedra and 
  Besselar, his forces failed to kill the Regent 
  Saralind Markavan. Regent Markavan’s advisors 
  have repeatedly pushed her to attack Evard in 
  reprisal for the assassination attempt, but she is 
  aware that the Bissel forces are too weak to take 
  on Evard’s forces in a frontal attack.  
   
  Last week however, a spy delivered troubling 
  news – Evard was in the final stages of creating a 
  new weapon that could increase his necromantic 
  powers and extend his range of control over 
  undead by orders of magnitude. Based on the 
  information, Saralind has order a daring surprise 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
  
  BIS5-04 Uncovered Truths 
   
  Page 4 
  attack on Castle Thornward, in the hopes that the 
  weapon can be destroyed before it can be used. 
  Adventure Summary 
   
  As the adventure begins, the PCs find 
  themselves as prisoners. They are being tortured 
  directly by Evard the Necromancer. As they pass 
  out, they reflect back on the events that led to their 
  capture. 
   
  The PCs are distracting Evard’s forces in 
  Thornward, when they are  tapped for a special 
  mission – to pick up the slack for a mission team 
  that didn’t make it. They destroy one of Evard’s 
  projects, and escape into the sewers beneath the 
  city. 
   
  The PCs make their way to the extraction 
  point, where another team is waiting to help them 
  to safety. Just when they look to be in the clear, a 
  saboteur subdues them and turns them over to the 
  Necromancer. 
   
  Reliving the first scene of the adventure, the 
  PCs are tortured by Evard. This time, however, 
  they 
  learn 
  a 
  powerful 
  secret 
  about 
  the 
  Necromancer. 
   
  The PCs wake up, drained of their strength, in 
  a Thornward Keep dungeon cell. Finding a secret 
  back door exit, they escape and fight past a few of 
  Evard’s minions. Along the way, they stumble 
  upon Evard’s laboratory, where they learn more 
  about his dark secret, and about a nefarious plan 
  that involves them. 
   
  In the end, they find the equipment of the 
  rendezvous team, and escape to freedom. 
  Introduction: Reporting For Duty 
   
  The PCs are taking part in a whirlwind chase 
  through the streets of Thornward, distracting 
  Evard’s forces while some important shenanigans 
  take place. 
  Encounter 1: Tag, You’re It! 
   
  The PCs are drafted at the last second to 
  complete a critical component of the attack on 
  Thornward Keep. They arrive at the designated 
  rendezvous, just in time for the untimely demise of 
  their contact 
  Encounter 2: Fire in the Hole! 
   
  The PCs enter the tower where Evard’s 
  weapon is located, fight off the guards protecting 
  it, and plant a device that will destroy it. 
  Encounter 3: Where Are We Now? 
   
  The PCs are teleported to safety, but find 
  themselves in an unknown location. They evaluate 
  their situation, and get moving on the right path. 
  Encounter 4: Did Anyone Hear That? 
   
  The PCs overhear a conversation in the 
  sewers indicating that both Bissel forces and 
  Evard’s forces are looking for them 
  Encounter 5: What Is That Smell? (A 
  Homage to Steve) 
   
  The PCs get themselves into a very smelly 
  situation and need to fend off the inhabitants in the 
  sewer – who want to make the PCs their next 
  meal 
  Encounter 6: Mad Dash to Freedom 
   
  The PCs reach their extraction point, but are 
  ambushed by Evard’s forces 
  Encounter 7A: A Wolf in Sheep’s Clothing 
  Encounter 7B: Sudden Ambush 
   
  The PCs can either convince the Bissel forces 
  that they are friendly, or they can attempt to find 
  their own way. In either case, they are betrayed 
  and are swiftly captured. 
  Encounter 8: Enter Evard 
   
  The 
  PCs 
  are 
  tortured 
  by 
  Evard 
  the 
  Necromancer, whose true identity is revealed. 
  Encounter 9: Jailbreak 
   
  The PCs break out of their jail, and in the 
  process of doing so, find Evard’s clone laboratory 
  Encounter 10: Seeing Double 
   
  The PCs are taken into custody by Bissel 
  forces, which are distrustful of them at first. 
  Conclusion 
   
  The PCs have a short audience with Regent 
  Markavan. 
  Preparation for Play 
   
  This is a two round module. The first round 
  (from the introduction to Encounter 7) is played at 
  an APL the players choose, per the regular rules 
  of Living Greyhawk. The second round of the 
  module (Encounters 8 through 10) is played at 
  APL 2, for all players. 
  
  BIS5-04 Uncovered Truths 
   
  Page 5 
   
  Prior to running this module, it is critical that 
  the DM read it, paying particular attention to the 
  section after Encounter 6 that details how the PCs 
  are to convert their characters to 2nd level, so that 
  the second part of the module can be played at 
  APL 2. 
   
  Make sure that: 
  • 
  You have printed six copies of Players 
  Handout #1 (Six copies are included as part of 
  the module, so if you have printed the module 
  correctly you should be all set) 
  You have six blank copies of character sheets to 
  provide players. 
  Introduction: Reporting For 
  Duty 
   
  The PCs start this module in a flash-forward, 
  without a lot of situational awareness. They should 
  feel both confused as well as intimidated.  
   
  You feel pain - excruciating pain. Pain that 
  slices through your mind like an icy knife. Pain 
  that cuts your soul, and drains your life. Pain 
  that saps your will to exist. You try to pass out 
  from the pain, but it is kept at such a level that 
  there is no reprieve. You will yourself to 
  overcome the pain, but you have little will left 
  at all. You will yourself to die, to end the pain, 
  but you do not have enough will to do that, 
  either. Your world is torment. 
   
  The pain has been asking you questions. 
  Some you have not answered. Many you have 
  answered even though you did not want to. 
  One does not make sense…. “What does she 
  know? What does she know about herself?” It 
  is the question that the pain asks most 
  insistently. It is the question the pain wants 
  answered the most. 
   
  The pain stops for a moment. Your vision 
  clears, and you manage to focus on the 
  features of Lord Evard’s face, mere inches 
  from your own. You can feel the power that 
  envelops it. The evil that rolls off of it. The 
  Necromancer basks in the life force that has 
  been drained out of you. 
   
  “Remember what I can do… Remember 
  that no one fails me.” 
   
  Just before the darkness engulfs you once 
  again, your mind jumps back to the events 
  earlier today – the events that led to your 
  imminent deaths.. 
   
  The module continues in the middle of an 
  ongoing situation. They should feel more in control 
  of the situation, but particularly rushed.  
   
  It is the middle of CY 595 in Bissel, and 
  summer is taking it’s toll. A grueling heat wave 
  has descended upon the land, 
   
  Miles from the occupied city of Thornward, 
  the banners of many battalions of soldiers 
  form a vigilant border, hoping to keep the 
  forces of Evard the Necromancer contained. 
  While it is reassuring to see so many ready to 
  fight for the survival of good – most of the 
  standards are that of Bissel, but there are also 
  a number of foreign allies among their number 
  – talk amongst the troops is grim. Word 
  around the camps is that if the Black Margrave 
  wanted to move south, there is nothing that 
  could be done to stop him. 
   
  Standing around in the sweltering heat, 
  waiting to die, seems like a futile gesture. So, 
  when the opportunity for something more 
  productive came up, you jumped at the 
  chance. 
   
  The PCs are involved in a hastily arranged 
  attack on Evard’s stronghold of Thornward Keep, 
  in the occupied city of Thornward. Approximately 
  two-hundred Bissel troops and special forces are 
  attempting to gain entry into a tower of the castle 
  to destroy a magical artifact that Evard has moved 
  there – it is believed that the Necromancer is 
  preparing for a large scale attack on Bissel. With 
  only a couple of days to work with, Bissel’s leaders 
  have thrown every resource they could at the 
  problem, including the PCs.  
   
  The PCs were supposed to be used only as 
  backup, helping to prevent Evard’s patrols in the 
  city from attacking the Bissel strike force from the 
  rear. Unfortunately, one of the key groups involved 
  on the strike on the castle has run into heavy 
  resistance, and cannot make an important 
  rendezvous. Word has filtered back to the captain 
  in charge of the reserves, and he has picked the 
  first available group – the PCs – to fill the hole.  
   
  Things have definitely taken a turn for the 
  more tense. Earlier this morning was fine – 
  even fun. Based on a meeting you had with 
  senior army officials, you have secretly made 
  your way into Thornward. In the early morning, 
  you arrived at an abandoned warehouse in the 
  old Ket district, where you met with a sergeant 
  in the Bissel army. He led you to another 
  abandoned warehouse, and a covert meeting 
  within. There, a captain briefed you on what 
  
  BIS5-04 Uncovered Truths 
   
  Page 6 
  you are doing here - ‘something’ is going to 
  happen in Thornward Keep, and you are here 
  to provide a distraction in the streets of 
  Thornward while that occurs. About fifty other 
  people were present at the meeting, forming 
  about ten groups - all instructed to cause 
  havoc in the streets of Thornward until “the 
  sign”.  At that point, you were instructed to get 
  the heck out of Thornward as fast as possible. 
   
  The captain would not tell you what the 
  ‘something’ 
  is 
  – 
  it 
  is 
  ”need 
  to 
  know 
  information, and you don’t need to know”. 
  However, he did mention that the “sign” would 
  be pretty obvious to anyone who wasn’t blind 
  and deaf. 
   
  So, you’ve spent this morning engaged in a 
  running street fight with Evard’s forces. Many 
  of the residents of Thornward were more than 
  happy to lend a passive hand – doors were 
  unlocked, food and ammunition were stored, 
  and quite a few times a glance or a nod from a 
  citizen gave you a clue as to where to go, or 
  where not to go. 
   
  Around noon, when you were wondering 
  how long this could go on and where the ’sign’ 
  was – you bumped into the captain from the 
  morning, who immediately changed your 
  orders. Your new task is to get up to 
  Thornward Keep on the double - then, you will 
  be directed by Bissel troops already on-site to 
  where you need to go. 
   
  Continue with Encounter 1, 
  Encounter 1: Tag, You’re It! 
   
  So, to Thornward Keep you’ve gone. You 
  currently 
  find 
  yourselves 
  huddled 
  in 
  a 
  doorway, looking across a courtyard at a 
  tower. In the middle of the courtyard, kneeling 
  behind a wagon, is a man with a small chest 
  next to him – he sees you, and frantically 
  waves you over.  
   
  The man waving them over is staff sergeant, 
  Trom, the sole survivor from one of two groups 
  that was to meet here. He is carrying a device that 
  needs to be brought up to the top floor of the tower 
  the PCs are facing.  
   
  Trom’s group was given the mission to bring 
  the chest to this rendezvous point and to deliver it 
  to 
  the 
  team 
  going 
  into 
  the 
  tower. 
  His 
  understanding of what that team is to do is sketchy 
  (and entirely delivered in the read-aloud text 
  below). Trom is not aware, however, that the PCs 
  are not the team originally intended to enter the 
  tower – that elite team (Fox team) has been 
  slowed significantly in another part of the castle.  
   
  If the PCs can succeed at a Spot check (DC 7 
  + APL) they notice that Trom is wearing a small 
  badge under his cloak. If they can make a 
  Knowledge [local – Sheldomar Valley Metaregion] 
  check (DC 10 + APL), they can identify it as the 
  crossed-swords insignia of the Bissel Free 
  Companies. PC who are members of the Bissel 
  Free Companies will automatically recognize it. 
   
  The PCs will have to cross the courtyard to get 
  to Trom. Reinforce to the players that the castle is 
  under attack, and that soldiers and undead are 
  everywhere. The PCs do not have much time to 
  assess the situation before they need to make 
  their move. PCs that attempt to cross the 
  courtyard will do so successfully and without 
  drawing notice. 
   
  Once a couple of PCs make the twenty-yard 
  dash to Trom, continue with this: 
   
  The staff sergeant regards you with a look 
  of irritation. “What in the gods’ names took 
  you so long to get here, Fox team? Never 
  mind. The name’s Trom. Here take this.” 
   
  Trom hefts the small chest, and thrusts it 
  into your arms. “Remember, get to the top 
  floor of the tower, and make sure to get it 
  under the device. Don’t open it ‘til you get 
  there, but get it open before they open the 
  skylight – you don’t have much time. Once 
  you’re in the reservoir, head down the south 
  tunnel 
  to 
  the 
  rendezvous 
  point. 
  The 
  symbols…“ 
   
  Suddenly, a sickly green ray shoots from 
  an arrow slit on the second floor of the tower 
  in front of you., You reflexively duck for cover, 
  but Staff Sergeant Trom doesn’t see it coming. 
  When you look up, all that’s left of him is a pile 
  of dust.  
   
  PCs making a Spot check (DC 12 + APL) 
  immediately after Trom is disintegrated will notice 
  a figure in black moving away from the arrow slit 
  on the second floor of the tower. PCs who try to 
  locate the source of the ray at a later point will not 
  find anything. 
   
  A PC examining the chest that Trom gave 
  them will garner the following information: 
  • 
  The chest is two feet wide, one foot deep, and 
  four feet in length. 
  
  BIS5-04 Uncovered Truths 
   
  Page 7 
  • 
  The box is made of adamantite, and has four 
  blue gems in the corners of its top surface. 
  • 
  The lid of the chest has been etched with the 
  marking of an eight-pointed star. Under the 
  mark, etched in Common, is the following: 
  “Ten second fuse, transportation overlay. DO 
  NOT OPEN unless situation dictates and 
  ONLY if authorized.” If the PCs succeed at a 
  Knowledge 
  [local 
  - 
  Sheldomar 
  Valley 
  Metaregion] check (DC 10), they can identify 
  the mark as the sigil of the Guild of the Arcane 
  Path. Guild 
  members make 
  this check 
  automatically. 
  • 
  PCs that have played BIS4-04 Such a Great 
  Weight of Water will recognize the box to be 
  one of the explosive mechanisms from the 
  dams in that module. The marking on the lid 
  and the associated text, however, is new. 
  Unlike the boxes from BIS4-04, there is no 
  riddle on the lid of this box 
  • 
  The outside of the chest does not radiate 
  magic. 
  • 
  There is a simple latch on the chest, which is 
  not locked or trapped. 
  If a PC opens the box prematurely, then 
  proceed immediately to Encounter 3. 
   
  The PCs need to cross the courtyard to the 
  door approximately fifty feet away. A single PC 
  can get partial cover from the doorframe, as the 
  door is slightly recessed in the tower wall. The 
  tower itself is fifty feet high, capped with a steep 
  conical roof. There are no visible windows (despite 
  Trom’s instructions), but there are a series of 
  arrow slits at the second floor level (approximately 
  fifteen feet up the tower) and another set of arrow 
  slits at the third floor level (approximately thirty 
  feet above ground level). The tower is free-
  standing in the courtyard, and the only visible 
  entrance is the wooden door at ground level.  
   
  The tower walls and door have the following 
  characteristics. The door is not trapped. 
  Reinforced Masonry Walls: 1 ft. thick; hardness 
  8; hp 180; AC 5; Break DC 45. 
  Strong Wooden Door: 2 in. thick; hardness 5; hp 
  20; AC 5; Break DC 25; Open Lock DC 12 + APL. 
   
  Once the PCs enter the tower, proceed with 
  Encounter 2. 
  Encounter 2: Fire in the Hole! 
  First Floor 
   
  Entering the ground floor of the tower, 
  ready for a fight, you are momentarily taken 
  aback by the peace inside the tower. The tower 
  appears to be gutted – you can still see the 
  ends of the support beams for the second floor 
  jutting out of the walls above you. The third 
  floor appears to be intact though, and the 
  stairs that follow the interior surface of the 
  tower also appear to be in good repair. 
   
  On the ground floor, luminous orbs levitate 
  in the air, shedding a low white light. At the 
  four cardinal points of the tower (north, south, 
  east and west), there are four large objects 
  covered by heavy velvet curtains. You can see 
  wooden supports or scaffolding under each 
  object, as the curtains do not fully reach the 
  ground. 
   
  Please refer to DM Aid - Map #1 – The Tower, 
  First Floor. 
   
  PCs who lift the drapes covering each object 
  will find a highly polished metal mirror, supported 
  at an angle by wooden supports. The mirrors 
  measure approximately fifteen feet high, four feet 
  wide and are about three inches thick. They are 
  made of steel and coated with highly polished 
  silver. PCs who cast detect magic will find that the 
  mirrors have a faint necromantic aura on them. If 
  the PCs uncover two or more mirrors, they can roll 
  a Spot check (DC 15 + APL), a Disable Device 
  check 
  (DC 
  12 
  + 
  APL), 
  or 
  a 
  Knowledge 
  [architecture & engineering] check (DC 12 + APL) 
  to realize that the mirrors are set to reflect light 
  coming out of a small hole in the floor of the third 
  story above them. That hole is currently closed, 
  but PCs who succeed at either check above can 
  point it out on the ceiling thirty feet above. PCs 
  who succeeded at the Knowledge or Disable 
  Device checks can also surmise that the light 
  reflected off the mirrors will converge in the exact 
  center of the room, at a point about three feet 
  above the ground.  
   
  The PCs can move the mirrors if they so 
  desire - each attempt requires a Strength check 
  (DC 25 + APL), and up to three people may assist. 
  The mirrors are too big to fit out of the door to the 
  tower. 
   
  The stairs are five feet wide, and hug the 
  tower wall. When the tower was gutted, the 
  banister was removed from the stairs, making it 
  
  BIS5-04 Uncovered Truths 
   
  Page 8 
  possible for a PC to fall off the stairs in the right 
  circumstances. These stairs lead to the third floor. 
  Third Floor 
   
  Please refer to DM Aid - Map #2 – The Tower, 
  Third Floor. 
   
  The stairs reach a small third floor landing on 
  the east side of the tower. There is an ornately 
  carved wooden door here, which is locked from 
  the inside. PCs who attempt to listen at the door 
  can hear muffled conversation if successful on a 
  Listen check (DC 13 + APL). If they speak Elven, 
  they can make out the following: 
   
  “I have received word from Galen, it is time 
  to begin. The sun will be over the portal in five 
  minutes. Begin your preparations” 
   
  The door into the third floor has the following 
  characteristics: 
  Strong Wooden Door: 2 in. thick; hardness 5; hp 
  20; AC 5; Break DC 25; Open Lock DC 15 + APL. 
   
  If a PC attempts to pick the lock on the door, 
  and succeeds at a Move Silently check (opposed 
  check against the NPCs’ Listen skill), then the PCs 
  can gain surprise on the occupants of the room. If 
  the PC attempting to open the lock fails the Open 
  Lock check, she may roll another set of Move 
  Silently and Open Lock checks to attempt to 
  maintain surprise. If the PC fails the Move Silently 
  check or the party is noisy in its preparations on 
  the landing, use the NPCs’ Listen checks to 
  determine if the PCs are detected.  
   
  If the PCs manage to surprise the shadar-kai 
  in the room they will be in the process of opening 
  a small door in the roof of the tower via a crank 
  mechanism at floor level. Because they have not 
  opened the door, the room is dark, and the only 
  illumination will be any light source the PCs are 
  carrying or the small amount of ambient light 
  coming through the doorway. This means that the 
  shadar-kai in the room will be able to use their 
  Hide in Plain Sight supernatural ability. Start the 
  combat with a surprise round. 
   
  If the PCs were detected by the shadar-kai 
  prior to entering the room, the shadar-kai will use 
  the time to their advantage, casting preparatory 
  spells as well as taking up advantageous 
  positions. 
   
  When the PCs get the door open, read the 
  following:  
   
  Opening the door, your eyes take a 
  moment to adjust to the darkness beyond. 
  From the doorway, you can make out that 
  there is a large object in the center of the room 
  – you think it resembles a telescope, only this 
  is one is much larger than the hand held 
  versions you are familiar with.   The room has 
  bookcases along all of the walls and a few 
  tables and chairs are scattered about. It 
  appears as if this might be a laboratory or a 
  large study 
   
  If the PCs managed to surprise the shadar-kai, 
  add the following: 
   
  Standing off to the right of the telescope, 
  near some sort of crankshaft are three dark 
  figures, all dressed in black. As soon as you 
  open the door, they look up and then appear to 
  almost disappear in front of you. 
  APL 2 (EL 5) 
  Trippy: male shadar-kai; hp 14; see Appendix 
  One. 
  Stabby: male shadar-kai Rog2; hp 23; see 
  Appendix One. 
  Boomer: male shadar-kai Sor3; hp 26; see 
  Appendix One. 
  APL 4 (EL 7) 
  Trippy: male shadar-kai Ftr2; hp 32; see 
  Appendix Two. 
  Stabby: male shadar-kai Rog3; hp 27; see 
  Appendix Two. 
  Boomer: male shadar-kai Sor5; hp 29; see 
  Appendix Two. 
  APL 6 (EL 9) 
  Trippy: male shadar-kai Ftr4; hp 50; see 
  Appendix Three. 
  Stabby: male shadar-kai Rog5; hp 36; see 
  Appendix Three. 
  Boomer: male shadar-kai Sor8; hp 37; see 
  Appendix Three. 
  APL 8 (EL 11) 
  Trippy: male shadar-kai Ftr6; hp 65; see 
  Appendix Four. 
  Stabby: male shadar-kai Rog5/Asn2; hp 45; 
  see Appendix Four. 
  Boomer: male shadar-kai Sor10; hp 45; see 
  Appendix Four. 
  
  BIS5-04 Uncovered Truths 
   
  Page 9 
  APL 10 (EL 13) 
  Trippy: male shadar-kai Ftr8; hp 82; see 
  Appendix Five. 
  Stabby: male shadar-kai Rog5/Asn4; hp 66; 
  see Appendix Five. 
  Boomer: male shadar-kai Sor12; hp 50; see 
  Appendix Five. 
  APL 12 (EL 15) 
  Trippy: male shadar-kai Ftr8/Exotic Wpn 
  Master2; hp 105; see Appendix Six. 
  Stabby: male shadar-kai Rog5/Asn6; hp 80; 
  see Appendix Six. 
  Boomer: male shadar-kai Sor14; hp 54; see 
  Appendix Six. 
   
  Tactics: The shadar-kai will fight to the death 
  in the tower room. They will take extreme care not 
  to harm the device in the middle of the room, but 
  otherwise will use all of their resources to the best 
  of their abilities. If the PCs capture one or more of 
  the shadar-kai, they will refuse to co-operate with 
  the PCs. 
  Treasure 
  APL 2: L: 47 gp C: 0 gp M: potion of barkskin 
  +2 x3(75 gp each), +1 studded leather (98 gp), 
  +1 gal-ralan x3 (70 gp each), ring of protection 
  +1 (167 gp) 
  APL 4: L: 64 gp C: 0 gp M: +1 chain shirt (140 
  gp), +1 studded leather (98 gp), +1 gal-ralan 
  x2 (75 gp each), +2 gal-ralan (209 gp), potion 
  of barkskin +3 x3 (50 gp each), gloves of 
  dexterity +2 (333 gp) 
  APL 6: L: 7 gp C: 0 gp M: +1 chain shirt (140 
  gp), +1 studded leather (98 gp), +1 spiked 
  chain (194 gp), +1 gal-ralan (70 gp) +2 gal-
  ralan (209 gp), +3 gal-ralan (467 gp), potion of 
  barkskin +3 x3 (50 gp each), gloves of 
  dexterity +2 (333 gp), cloak of charisma +2 
  (333 gp) 
  APL 8: L: 10 gp C: 0 gp M: +2 chain shirt (354 
  gp), +1 studded leather (98 gp), +1 spiked 
  chain (194 gp), +1 human-bane spiked chain 
  (694 gp), +2 gal-ralan x2 (209 gp each), +3 
  gal-ralan (467 gp), potion of barkskin +3 x3 
  (50 gp each), gloves of dexterity +2 (333 gp), 
  cloak of charisma +2 (333 gp), ring of 
  protection +2 (333 gp) 
  APL 10: L: 10 gp C: 0 gp M: +2 chain shirt 
  (354 gp), +2 studded leather (348 gp), +1 
  spiked chain of shock (694 gp), +1 human-
  bane spiked chain (694 gp), +2 gal-ralan x2 
  (209 gp each), +4 gal-ralan (833 gp), ring of 
  protection +1 x2 (333 gp), potion of barkskin 
  +4 x3 (75 gp), gloves of dexterity +4 (1333 
  gp), cloak of charisma +4 (1333 gp) 
  APL 12: L: 10 gp C: 0 gp M: +2 chain shirt 
  (354 gp), +2 studded leather of shadow (660 
  gp), +1 human-bane spiked chain x2 (694 gp), 
  ring of protection +2 x3 (333 gp each), +2 gal-
  ralan x2 (209 gp), +5 gal-ralan (1300 gp), 
  gauntlets of ogre power (333 gp), gloves of 
  dexterity +4 (1333 gp), cloak of charisma +4 
  (1333 gp), amulet of health +2 (333 gp), potion 
  of barkskin +5 x3 (400 gp each) 
   
  Once the PCs have secured the room, they 
  are free to investigate their surroundings. 
   
  If the PCs turn the crank in the room, it will 
  open a small (approximate 2 ft. x 2 ft.) door in the 
  roof of the tower, which aims a light directly into 
  the large lens of the device. The light is emitted 
  out of the viewing lens of the device through a 
  small hole in the floor and down to the first floor of 
  the tower. If the PCs wait until the sun is directly 
  over the portal in the tower roof and they did not 
  disturb the mirrors on the ground floor, they will 
  see that the light funneled through the device is 
  reflected off the mirrors on the ground floor and 
  converges at a point in the center of the tower’s 
  ground floor. It should be obvious to the PCs that 
  something is missing, as there are no explosions 
  or weird magical effects. The sun will pass out of 
  direct line with the device about a minute later.  
   
  PCs who spend some time examining the 
  device can attempt a Knowledge [engineering] 
  check (DC 12 + APL) or a Knowledge [arcana] 
  check (DC 15 + APL) to realize that this is not a 
  conventional telescope. The tube of the device is 
  made of adamantine, and is covered with runes. 
  PCs who cast a detect magic spell will detect a 
  strong necromantic aura. 
   
  The PCs can attempt to destroy the device 
  using conventional or magical means, but it will 
  take a significant amount of time, and DMs are 
  encouraged to use their imagination to get the 
  PCs to move. 
   
  Following Trom’s directions, the PCs will need 
  to get the chest he gave them under the device 
  and then open it. Once they do so proceed to 
  Encounter 3. 
  
  BIS5-04 Uncovered Truths 
   
  Page 10 
  Encounter 3: Where Are We 
  Now? 
   
  The following text assumes that the PCs 
  opened Trom’s chest at the end of Encounter 2. If 
  the PCs opened the chest anywhere other than 
  the room with the telescope-like device, then 
  modify it as needed to fit the situation: 
   
  When you open the box, a loud gnomish 
  voice booms through the room. “Is this thing 
  on? 
  Oh 
  right! 
  Ahem. 
  Device 
  Activation 
  Countdown. Ten! Nine! Eight! Prepare for 
  teleport!” There is a flash of red light in the 
  room. “Teleport entities identified! Three! Two! 
  One!” 
   
  There is a flash of bright light in the room, 
  and you feel a sensation of disorientation. 
  Then you realize you are standing on dirt 
  somewhere, near water, which you can hear 
  gently rippling around you. Everything is dark 
  and relatively peaceful.  
   
  Then there is deep, reverberating boom of 
  an explosion. Small stones rain down from 
  above you. Those that don’t hit you splash into 
  the nearby water. After about ten or fifteen 
  seconds, the stone shower abates and you are 
  once again standing in the quiet darkness. 
   
  If the PCs have darkvision or activate a light 
  source, continue with the following: 
   
  You are standing in a huge vaulted room, 
  on a small island just off the center - the only 
  oasis in a sea of murky water. 
   
  About a hundred feet away, in any given 
  direction, you can see mortared walls and what 
  appears to be a walkway. 
   
  The PCs have been teleported just about five 
  hundred feet directly below the tower they were 
  just in, into one of the main reservoir holding tanks 
  of Thornward’s water and sewer system. PCs with 
  the Knowledge [architecture & engineering] skill 
  can roll a check (DC 7 + APL) to realize that they 
  must be some distance under the explosion to 
  explain what they just witnessed. PCs can also 
  attempt a Knowledge [local - Sheldomar Valley 
  Metaregion] check (DC 10 + APL) to remember 
  that Thornward has an extensive sewer and 
  reservoir system under the city. Finally, PCs can 
  attempt a Survival check (DC 15) to gain their 
  bearings and figure out which direction is North.  
   
  The water in the reservoir is, on average, 
  about ten feet deep. If the PCs cannot fly or 
  magically transport themselves to the closest 
  walkway (about 100 feet away), they will need to 
  swim there. The water here is cool and clean. 
  There is no discernable current in the water and 
  the holding tank is devoid of life or any threat to 
  the PCs.  
   
  Once the PCs have made it to a walkway, they 
  can explore the edges of the holding tank. They 
  will discover that each wall contains an archway. If 
  a PC approaches an archway and succeeds at a 
  Spot check (DC 5 + APL) they notice a plaque, 
  covered with slime and dulled by age. Each 
  plaque indicates the direction the tunnel behind 
  the archway leads (e.g. the plaque by the north 
  archway reads “North Tunnel”). 
   
  If the PCs examine the south tunnel plaque, a 
  Spot check,(DC 5 + APL) reveals that a small 
  symbol with an arrow has been scratched in the 
  bottom right corner. The arrow points down the 
  southern tunnel. A successful Decipher Script 
  check (DC 10 + APL)  will tell a PC that the symbol 
  is a common marker for “safe location” Members 
  of the Mist Chameleons and the Thieves’ Guild of 
  Dountham automatically succeed on this check. 
   
  At any point in the sewers (Encounters 3-6), 
  PCs with the Track feat can roll a Survival check 
  (DC 20 + APL) to try and detect footprints. PCs 
  who succeed at the check will be able to tell that a 
  single humanoid traveled from the south (coming 
  north) to this reservoir, and then returned south. 
  Whoever it was tried to very carefully prevent any 
  trace of their passage through the areas. 
   
  If the PCs fail to head down the south tunnel, 
  DMs should use their discretion. The sewers of 
  Thornward are labyrinthine, and extremely easy to 
  get lost in. DMs may want to modify Encounter 4 
  to get PCs back on the right path.  
   
  Once the PCs start down the south tunnel, 
  continue with Encounter 4. 
  Encounter 4: Did Anyone 
  Hear That? 
   
  The 
  southern 
  tunnel 
  slopes 
  upward 
  gradually, fresh water flowing down the deep, 
  ten-foot wide channel in the center of the 
  twenty-foot diameter tunnel. Aside from the 
  moss growing on the walls and the occasional 
  spider crawling along the floor, there doesn’t 
  appear to be anything else alive down here. 
  
  BIS5-04 Uncovered Truths 
   
  Page 11 
   
  The PCs travel through this tunnel for about 
  twenty minutes. The tunnel is smooth, and as 
  described, clean and clear of obstruction. 
   
  After traveling for about a mile, the PCs come 
  to a four-way intersection. Small two foot wide 
  bridges allow them to cross the water to the south 
  side. If the PCs succeed at a Spot check (DC 10 + 
  APL) or a Search check (DC 5 + APL) they will 
  notice a symbol scratched into the wall, similar to 
  the symbol found in Encounter 3. Again, the arrow 
  points south. A successful Decipher Script check 
  (DC 10 + APL)  will tell a PC that the symbol is a 
  common marker for “safe location”. Members of 
  the Mist Chameleons and the Thieves’ Guild of 
  Dountham automatically succeed on this check. 
   
  As the PCs are about to head out of the 
  intersection, read the following: 
   
  You have become used to the sound of 
  gentle lapping of the water of the channel, so 
  the sudden sound of splashing water seems 
  especially loud to you. Your hands reach for 
  your weapons before you realize that the 
  sound you’re hearing is an echo of something 
  further away. As the splashing subsides, you 
  think you hear voices…. 
   
  The PCs will need to make a Listen check (DC 
  7 + APL) to make out what is being said. The 
  speakers (Gruul and Arvudsen) are a significant 
  distance away from the PCs. If the PCs decide to 
  try and follow the speakers, roll some dice, but it 
  should become clear that they will not be able to 
  find them.  
   
  “Curses! Why in the Reaper’s name are we 
  on this goose chase?” says a whiny male 
  voice. 
   
  “The Sentinels saw a group of Bissel 
  troops enter the sewers, Gruul. In case you 
  missed it, a large chunk of the castle is 
  missing. Something is afoot down here.” 
   
  “So why aren’t the Doomers down here 
  instead? Isn’t it their job to deal with this kind 
  of stuff? Or are they too busy sucking up to 
  our fearless leader? Heh. Get it – sucking up?” 
   
  “Shut up, you idiot. They’re down here too, 
  somewhere. Probably looking for the same 
  thing, too. Either looking for something or 
  doing something important down here.” 
   
  “What the heck do we care? We can just 
  watch the sewer exits can’t we? Why are we 
  wasting our time five hundred feet below the 
  city? Nothing they do down here can affect us 
  up there.” 
   
  “Look, Gruul. She gave us orders, and I 
  don’t want to go back and talk to her. Do you? 
  Didn’t think so. Take your men down that 
  tunnel; I’m gonna go down this one. And try 
  not to let the entire Bissel Army know that 
  we’re down here.” 
   
  The voices fade off into the distance. 
  Strangely, you don’t hear any footsteps…. 
   
  Once the PCs are ready to continue south, 
  move on to Encounter 5. 
  Encounter 5: What Is That 
  Smell? (A Homage To Steve) 
   
  It seems like your luck has run out. After 
  following the clean water channel for over a 
  mile now, your southern path has left it behind 
  and you are now following a rank sewer 
  channel. The stench is overwhelming and you 
  are now more careful in placing your steps – 
  one slip and, well, let’s just say you do not 
  want to swim in the channel next to you. 
   
  As you proceed down the southern tunnel, 
  your eyes begin to water and you try to take 
  shorter breaths and keep your stomachs under 
  control. 
   
  The PCs have found the source of the smell – 
  they have crossed over from the water supply to 
  the sewer system. The PCs are now following a 
  channel of waste. 
   
  Any PCs near the sewer channel need to 
  succeed at a Fortitude save (DC 8 + APL) or 
  become sickened. Inventive PCs may make a  
  Survival check (DC 10) to give themselves and 
  their companions a +2 circumstance bonus on 
  their Fortitude checks. If the PCs can affect their 
  environment and/or control their breathing, DMs 
  may waive the need for this check altogether. 
   
  Once the PCs push on read the following: 
   
  After ten more minutes of slowly walking 
  south, you think you have reached the 
  epicenter of the smell – a massive reservoir of 
  muck and sewage fed by pipes of various 
  sizes. The reservoir is as large as the water 
  reservoir you were teleported to earlier. 
   
  Unlike the water reservoir, however, this 
  one has a north-south bridge, bisected by an 
  east-west bridge. While these bridges were 
  
  BIS5-04 Uncovered Truths 
   
  Page 12 
  probably well above the sewage level when the 
  Thornward sewers were built, they are now 
  even with the surface of the bubbling muck, 
  and in many places slick with the smelly 
  substance. 
   
  Please refer to DM Aid - Map #3 – The Sewer 
  Reservoir. 
   
  The PCs enter this room from the north, at the 
  head of the north-south bridge. There is a mere six 
  feet of headroom in the reservoir, which means 
  that while PCs can fly across the room, they will 
  not be out of reach of the inhabitants of the 
  holding tank. If the PCs use magic such as 
  teleportation or a dimension door, the attack below 
  occurs at the far end of the north-south bridge, 
  where the tunnel continues south. Otherwise, the 
  inhabitants of the room will wait until the PCs 
  reach the platform at the intersection of the 
  bridges. 
   
  The bubbling muck in the room, combined with 
  the poor ventilation, has led to a build up of 
  gasses in the room. If the PCs are using a light 
  source with an open, burning flame, and can make 
  a Spot check (DC 5 + APL), they realize that the 
  flame has grown stronger and somewhat larger, 
  and has taken on a slight blue tint. If the PCs can 
  succeed on a Knowledge [dungeoneering] check 
  (DC 10 + APL) they realize that the gas is 
  flammable and may ignite if exposed to open 
  flame. PCs who make the Spot check (or who 
  have the effect pointed out to them) can add a +2 
  bonus to the Knowledge check. 
   
  If a PC casts a fire-based spell in the sewage 
  reservoir, the gas build up contributes to the spell, 
  effectively empowering and widening the spell (by 
  only 50%) as per the metamagic feats.  
   
  Once the PCs reach the intersection of the 
  bridges (or the end of the bridge), they are 
  attacked. Give each PC a Spot check (DC 7 + 
  APL) to avoid being surprised, as the oozes are 
  well camouflaged by their environment.  
  APL 2 (EL 2) 
  Paraelemental Ooze, Small (2): hp 11 (each); 
  see Appendix One. 
  APL 4 (EL 4) 
  Paraelemental Ooze, Small: hp 11; see 
  Appendix Two. 
  Paraelemental Ooze, Medium: hp 30; see 
  Appendix Two. 
  APL 6 (EL 6) 
  Paraelemental Ooze, Small (2): hp 11; (each) 
  see Appendix Three. 
  Paraelemental Ooze, Medium: hp 30; see 
  Appendix Three. 
  Grey Ooze: hp 31; see Monster Manual, p 
  202. 
  APL 8 (EL 8) 
  Paraelemental Ooze, Small (2): hp 11; 
  (each); see Appendix Four. 
  Paraelemental Ooze, Large: hp 68; see 
  Appendix Four. 
  Paraelemental Ooze, Huge: hp 152; see 
  Appendix Four. 
  APL 10 (EL 10) 
  Paraelemental Ooze, Huge (3): hp 152 
  (each); see Appendix Five. 
  Grey Ooze: hp 31; see Monster Manual p. 
  202. 
  APL 12 (EL 12) 
  Paraelemental Ooze, Greater: hp 199; see 
  Appendix Six. 
  Paraelemental Ooze, Elder: hp 228; see 
  Appendix Six. 
   
  Tactics: If a PC is hit by a slam attack while 
  standing on a bridge or a square of the platform 
  adjacent to a sewer tank, the PC must make a 
  Reflex save (DC 5 + APL) or a Balance check (DC 
  10 + APL) to avoid being knocked into the muck. 
  The muck is similar to quicksand (DMG p. 88), and 
  as an added effect, a PC knocked into the muck 
  must make a Fortitude save (DC 8+APL) to avoid 
  becoming sickened. A character who is already 
  sickened and fails the Fortitude save becomes 
  nauseated. The inhabitants of the sewer do not 
  need to make the Fortitude saves and can choose 
  to treat the muck as a solid floor if they choose to 
  walk instead of swim through it. 
   
  Once the PCs have beaten off the inhabitants 
  of the sewer, they are free to leave the area. If 
  they choose to head east or west, they will face a 
  warren of tunnels as previously described in 
  Encounter 3. 
   
  If the PCs approach the southern archway 
  they can attempt a Spot check (DC 10 + APL) or a 
  Search check (DC 5 + APL) to notice another set 
  of symbols and arrows. A successful Decipher 
  Script check (DC 10 + APL) will allow the PCs to 
  
  BIS5-04 Uncovered Truths 
   
  Page 13 
  recognize that the first symbol (again) is for “safe 
  location”. This time a different second and third 
  symbol have been etched on the wall. The second 
  symbol represents for “exit” and the third symbol 
  represents 
  “meet”. 
  Members 
  of 
  the 
  Mist 
  Chameleons and the Thieves’ Guild of Dountham 
  automatically succeed on this check. 
   
  Once the PCs head down the southern tunnel, 
  proceed to Encounter 6. 
  Encounter 6: Mad Dash to 
  Freedom 
   
  Still heading south, you notice that the 
  tunnel you are in begins to slope upwardly, 
  first gradually and then steeply. You leave the 
  channel of sludge, which to your relief turns 
  east, and the odor begins to dissipate. 
   
  Fifteen minutes later, when the tunnel 
  finally levels off, you find yourself in a service 
  tunnel. Based on your climb and the length 
  you have traveled, you think that you are now 
  near Thornward’s southern wall, and no more 
  than ten or twenty feet underground. 
   
  After another ten minutes of walking, you 
  hear the noise of rushing water, and the glow 
  of natural light to the south. Following the 
  tunnel towards the noise and the light, you 
  arrive at a locked fence gate. Beyond the 
  fence, the tunnel walls become natural, rough 
  stone, and, at the edge of your vision, you can 
  see a massive sheet of water cascading down 
  – a waterfall. 
   
  A PC who examines the locked fence should 
  make a Search check. Based on the result of the 
  check, reveal the following: 
  • 
  DC (5 + APL) or better: The lock on the gate 
  has seen recent use, as if it has been 
  repeatedly locked and unlocked, from both 
  sides. It is currently locked. 
  • 
  DC (8 + APL) or better: The lock was once 
  trapped with a poison arrow trap. The trap has 
  been successfully disabled, but not removed. 
  A Disable Device check of (DC 10 + APL) will 
  enable a PC to re-enable the trap. 
  The gate has the following characteristics: 
  Metal Fence Gate: 2 in. thick; hardness 10; hp 45; 
  AC 5; Break DC 12; Open Lock DC 10 + APL. 
   
  Unknown to the PCs, members of the Legion 
  of Doom (Doomers) have been left to watch this 
  exit from the sewers. The Doomers are careful to 
  avoid observation, and when the PCs arrive at the 
  gate will begin making their preparations to attack 
  them. 
   
  Once the PCs are through the gate and 
  advance the remaining 30 feet, read the following: 
   
  Opening the gate, the remaining thirty feet 
  of tunnel is more a natural cave than a man 
  made tunnel. The cave entrance opens onto a 
  broad, deep ledge and in front of you, falling 
  more than fifty feet across the opening you 
  stand on and forty more feet to a pool below, is 
  a curtain of water. You appear to be behind 
  one of the waterfalls the line the cliffs on 
  Thornward’s southern border. 
   
  The ground here is packed dirt, and shows 
  the boot marks from the passing of a number 
  of humanoids. Some of the tracks lead into the 
  cave you just emerged from, and some lead to 
  a set of iron rungs embedded in the stone 
  forming the west wall of the ledge. The rungs 
  lead up approximately twenty feet to a small 
  ledge that appears to lead out of the area 
  behind the waterfall. 
  In the middle of the ledge, someone has 
  scrawled a message in the dirt. “Fox – Dog 
  back soon.”  
   
  The note in the dirt is from the Bissel team of 
  Rangers (Dog team) that is waiting to extract the 
  original team (Fox team) from the sewers. Dog 
  team has gone into the sewers to deal with an 
  undead patrol that had gotten too close to the 
  extraction point. 
   
  Once the PCs are spread out enough, the 
  members of the Legion of Doom will spring their 
  attack. Please refer to DM Aid - Map #4 – The 
  Extraction Point.  
  APL 2 (EL 5) 
  Doomfoodle: male gnome Sor4; hp 28; see 
  Appendix One 
   
  Minion: male half-orc Bbn2; hp 25; see 
  Appendix One. 
  APL 4 (EL 7) 
  Doomfoodle: male gnome Sor 6; hp 52; see 
  Appendix Two. 
  Ripur: male human Rog1/Rgr1/Ftr2; hp 47; 
  see Appendix Two. 
  
  BIS5-04 Uncovered Truths 
   
  Page 14 
  APL 6 (EL 9) 
  Doomfoodle: male gnome Sor6; hp 52; see 
  Appendix Three. 
  Ripur: male human Rog1/Rgr1/Ftr4; hp 72; 
  see Appendix Three. 
  Ardev: female human Clr6; hp 50; see 
  Appendix Three. 
  APL 8 (EL 11) 
  Doomfoodle: male gnome Sor7; hp 60; see 
  Appendix Four. 
  Ripur: male human Rog2/Fgr1/Ftr4; hp 81; 
  see Appendix Four. 
  Ardev: female human Clr6/MoS1; hp 58; see 
  Appendix Four. 
  Allevol: female human Spe7; hp 61; see 
  Appendix Four. 
  Vertie: female dwarf Bbn5/Ftr1; hp 73; see 
  Appendix Four. 
  APL 10 (EL 13) 
  Doomfoodle: male gnome Sor9; hp 76; see 
  Appendix Five. 
  Ripur: male human Rog2/Fgr1/Ftr4/Blkgd2; 
  hp 106; see Appendix Five. 
  Ardev: female human Clr6/MoS3; hp 92; see 
  Appendix Five. 
  Allevol: female human Spe9; hp 72; see 
  Appendix Five. 
  Vertie: female dwarf Bbn6/Ftr2; hp 114; see 
  Appendix Five. 
  APL 12 (EL 15) 
  Doomfoodle: male gnome Sor10; hp 84; see 
  Appendix Six. 
  Ripur: male human Rog2/Fgr1/Ftr4/Blkgd3; 
  hp 118; see Appendix Six. 
  Ardev: female human Clr6/MoS4; hp 102; see 
  Appendix Six. 
  Allevol: female human Spe10; hp 80; see 
  Appendix Six. 
  Vertie: female dwarf Bbn7/Ftr2/EWM1; hp 
  140; see Appendix Six. 
  Ydasinferni: male human Brd5/Dsn4; hp 78; 
  see Appendix Six. 
  Sandax: male human Drd10; hp 92; see 
  Appendix Six. 
  Logan: dire wolverine (familiar) hp 72; see 
  Appendix Six. 
   
  Tactics: At all APLs, The Doomers begin the 
  battle invisible, and unless the PCs had a method 
  of detecting invisible foes, the attackers should 
  have a surprise action. Once engaged, the 
  Doomers fight to the death, knowing that their 
  master can easily revive them. At APLs 6-12, the 
  Doomers are in a silence bubble as the PCs exit 
  the tunnel (DM’s discretion as to the location). At 
  APL12, the Doomer’s bard / diresinger will have 
  negated the inside of the silence bubble, allow the 
  Doomers to plan and further prep, if needed.  
  Treasure 
  APL 2 L: 59 gp C: 0 gp M: (438 gp) +1 chain 
  shirt (104 gp), ring of protection +1 (167 gp), 
  vest of resistance +1 (83 gp) 2x potion of cure 
  light wounds (4 gp each) 2x potion of 
  invisibility (25 gp each) potion of bear’s 
  endurance (25 gp) 
  APL 4 L: 53 gp C: 0 gp M: (796 gp) +1 full 
  plate (221 gp) amulet of natural armor +1 (167 
  gp) ring of protection +1 (167 gp), vest of 
  resistance +1 (83 gp) 2x potion of invisibility 
  (25 gp each) potion of bear’s endurance (25 
  gp) 
  APL 6 L: 3 gp C: 0 gp M: (1274 gp) 2x +1 full 
  plate (221 gp each) +1 scythe (193 gp) +1 
  large steel shield (98 gp) amulet of natural 
  armor +1 (167 gp) ring of protection +1 (167 
  gp), vest of resistance +1 (83 gp) 3x potion of 
  invisibility (25 gp each) 2x potion of bear’s 
  endurance (25 gp each) 
  APL 8 L: 3 gp C: 0 gp M: (2128 gp) +1 full 
  plate (221 gp) +2 full plate (471 gp) +1 scythe 
  (193 gp) +1 large steel shield (98 gp) +1 rapier 
  (193 gp) +1 studded leather (98 gp) amulet of 
  natural armor +1 (167 gp) ring of protection +1 
  (167 gp), vest of resistance +1 (83 gp) 4x 
  potion of invisibility (25 gp each) 3x potion of 
  bear’s endurance (25 gp each) 2x potion of 
  cat’s grace (25 gp each) 2x potion of 
  displacement (63 gp each) potion of cure 
  serious wounds (25 gp) oil of keen edge (63 
  gp) 
  APL 10: L: 3 gp C: 17 gp M: (4130 gp) 2x +1 
  full plate (221 gp each) +1 chain shirt (104 gp) 
  +1 scythe (193 gp) +1 spiked chain (193 gp) 
  +1 large steel shield (98 gp) +1 rapier (194 gp) 
  +1 studded leather (98 gp) amulet of natural 
  armor +1 (167 gp) 2x ring of protection +1 
  (167 gp each), 4x vest of resistance +1 (83 gp 
  
  BIS5-04 Uncovered Truths 
   
  Page 15 
  each) cloak of elvenkind (209 gp) boots of 
  elvenkind (209 gp) cloak of charisma +2 (333 
  gp) 5x potion of invisibility (25 gp each) 3x 
  potion of bull’s strength (25 gp each) 5x potion 
  of bear’s endurance (25 gp each) 3x potion of 
  cat’s grace (25 gp each) 2x potion of eagle’s 
  splendor 
  (25 
  gp 
  each) 
  3x 
  potion 
  of 
  displacement (63 gp each) potion of fly (63 gp) 
  2x oil of keen edge (63 gp each) 4x potion of 
  barkskin +5 (100 gp) 
  APL 12 L: 23 gp C: 17 gp  M: (7941 gp) 2x +1 
  full plate (221 gp) +1 chain shirt (104 gp) +1 
  frost scythe (693 gp) living chain (527 gp) +1 
  large steel shield (98 gp) +1 large wooden 
  shield (98 gp) +1 rapier (194 gp) +1 studded 
  leather (98 gp) +3 hide armor (775 gp) 2x ring 
  of protection +1 (167 gp each), vest of 
  resistance +1 (83 gp each) 2x vest of 
  resistance +2 (334 gp each) cloak of elvenkind 
  (209 gp) boots of elvenkind (209 gp) cloak of 
  charisma +2 (334 gp) 2x periapt of wisdom +2 
  (334 gp each) pipes of the damned (250 gp) 
  6x potion of invisibility (25 gp each) 3x potion 
  of bull’s strength (25 gp each) 6x potion of 
  bear’s endurance (25 gp each) 3x potion of 
  cat’s grace (25 gp each) 2x potion of eagle’s 
  splendor 
  (25 
  gp 
  each) 
  3x 
  potion 
  of 
  displacement (63  gp each) 2x potion of fly (63 
  gp each) 2x oil of keen edge (63 gp each) 5x 
  potion of barkskin +5 (100 gp each) oil of 
  magic vestment +4 (200 gp) potion of 
  darkvision (25 gp) 
   
  As the battle ends, read the following: 
   
  From within the cave, over the din of the 
  battle and the roar of the waterfall, you can 
  hear the fence gate crash open, and footsteps 
  pounding up the stone tunnel.  
   
  Six figures burst out of the tunnel at a run, 
  weapons drawn. Dressed in Bissel uniforms, 
  and armed to the teeth, they quickly size you 
  up and form a perimeter around the tunnel 
  entrance. 
   
  “You better identify yourselves,  ‘cause 
  you’re not who we’re supposed to meet here. 
  So start talking other wise you’re gonna start 
  dying.” 
   
  The speaker, who is the leader of Dog team, 
  Alfonso Ranner, is expecting to meet Fox team 
  here, but is unaware of the fact that the PCs were 
  drafted to complete the mission because of Fox’s 
  delay.  
   
  The PCs will need to quickly talk to Ranner to 
  convince him that they are actually friendly and 
  who he is here to meet. Ranner begins the 
  conversation as Unfriendly, and the PCs will need 
  to adjust his attitude to Friendly before he will help 
  them escape. PCs can gain cumulative bonuses to 
  their Diplomacy checks by providing the following 
  information: 
  If the PCs… 
  Diplomacy check 
  Bonus 
  Point out the dead bodies of 
  the Legion of Doom 
  +5 
  Tell the story about meeting 
  Trom 
  +7 
  Show rank or insignia in the 
  Army, 
  Bissel 
  Free 
  Companies, 
  Nightwatch 
  or 
  Knights of the Watch 
  +10 
   
   
  If the PCs convince Ranner that they are on 
  the same side, proceed to Encounter 7A. If the 
  PCs simply move off to leave the ledge, proceed 
  to Encounter 7B. 
  Encounter 7A: A Wolf in 
  Sheep’s Clothing 
   
  Having convinced Ranner that you are, in 
  fact, on the same side, he motions his men to 
  lower their weapons. 
   
  “Sorry about that” he confesses. “We’ve 
  been encountering patrols all day today while 
  waiting for you guys. I sure hope that the 
  original Fox team is okay – I know a couple of 
  those guys. In any case, let my men cover up 
  our tracks, and then we can get out of here. 
  Our mage has a device that will take us to the 
  rendezvous point, and I’m sure that someone’s 
  going to want to debrief you.” 
   
  Ranner’s men begin to fan out around the 
  ledge, using tools to cover over the various 
  tracks. The dead bodies of your ambushers are 
  simply slung over the waterfall edge, after 
  being weighed down with stones. 
   
  Finally, Ranner has you and his men 
  cluster in the center of the ledge. 
   
  “Marko, let’s get out of here.” he says to 
  the mage. 
  
  BIS5-04 Uncovered Truths 
   
  Page 16 
   
  “Sure thing. Let me get the stone.” Marko 
  reaches into one of his pockets and withdraws 
  a black stone. 
   
  And then the world comes apart…. 
   
  As soon as he withdraws the stone, purple 
  lightning arcs off of it and throws you and the 
  rest of Ranner’s men into the air. You hit the 
  ground and roll, but more lightning pummels 
  you, and you realize that this is not electricity, 
  but negative energy. As you struggle to get to 
  your feet, black tentacles burst out of the 
  ground, and envelope you, forcing you to the 
  ground.  
   
  The last thing you remember as you pass 
  out is Marko’s evil laugh. 
   
  The PCs should be caught off guard by 
  Marko’s sudden betrayal. If, for some reason, a 
  player decides to not abide by the ending and 
  wished to use an ability to escape the scene, then 
  use your judgment. Marko should be a relatively 
  easy kill, but the effects of the stone do not stop 
  with his death. A PC can either flee or succumb to 
  the effects of the stone (unconsciousness). If a PC 
  flees, then they are done with the module, and 
  cannot play the second half. Make note of this on 
  their AR, and then have the player leave the table. 
   
  Continue with Encounter 8. 
  Encounter 7B: Sudden 
  Ambush 
   
  You come to the realization that you do not 
  need Ranner to leave the area. You can simply 
  climb off the ledge and make your own way 
  back to friendly territory. And while Ranner is 
  not happy of the fact that he can not keep you 
  here, he is not stupid enough to risk a fight 
  with you on the ledge. 
   
  As you prepare to leave, Ranner pulls his 
  men back into the cave, to a secure location. 
  Then, unexpectedly, without any sounds of 
  casting, purple lightning arcs from within the 
  cave, hitting all of you in the chest. You notice 
  that most of Ranner’s men are also blown out 
  of the tunnel, but that one man, a mage, is 
  advancing on you, arms extended, lightning 
  shooting out of his fingertips.  
   
  You hit the ground and roll, but more 
  lightning pummels you, and you realize that 
  this is not electricity, but negative energy. As 
  you struggle to get to your feet, black tentacles 
  burst out of the ground, and envelope you, 
  forcing you to the ground.  
   
  The last thing you remember as you pass 
  out, is the mage’s evil laugh. 
   
  The PCs should be caught off guard by the 
  mage’s sudden attack. If, for some reason, a 
  player decides to not abide by the ending and 
  wished to use an ability to escape the scene, then 
  use your judgment. The mage should be a 
  relatively easy kill, but the effects of the stone he 
  is using to attack the group do not stop with his 
  death. A PC can either flee or succumb to the 
  effects of the stone (unconsciousness). If a PC 
  flees, then they are done with the module, and 
  cannot play the second half. Make note of this on 
  their AR, and then have the player leave the table. 
   
  Continue with Encounter 8. 
  Encounter 8: Enter Evard 
   
  When 
  you 
  wake, 
  you 
  feel 
  pain 
  - 
  excruciating pain. Pain that slices through you 
  mind like an icy knife. Pain that cuts your soul, 
  and drains your life. Pain that saps your will to 
  exist. You try to pass out from the pain, but it 
  is kept at such a level that there is no reprieve. 
  You will yourself to overcome the pain, but you 
  have little will left at all. You will yourself to 
  die, to end the pain, but you do not have 
  enough will to do that, either. Your world is 
  torment. 
   
  The pain makes you see things. Or maybe 
  you are seeing the things that are causing the 
  pain. Monsters from your nightmares flitter 
  across the back of your brain. Your gods have 
  forsaken you, or perhaps you have forsaken 
  your gods – you don’t know what you have 
  said, what the pain made you say, or what the 
  paid 
  has 
  said 
  to 
  you. 
  The 
  pain 
  is 
  reprogramming you. You want to unleash it 
  from yourself, to transfer it to others so that 
  you do not feel it anymore.  
   
  The pain has been asking you questions. 
  Some you have not answered. Many you have 
  answered even though you did not want to. 
  One does not make sense…. “What does she 
  know? What does she know about herself?” It 
  is the question that the pain asks most 
  insistently. It is the question the pain wants 
  answered the most. 
   
  And then abruptly, the darkness ends. 
  Your nerves are over sensitive, and the light 
  causes needles of pain to shoot through the 
  
  BIS5-04 Uncovered Truths 
   
  Page 17 
  front of your head. But the other pain, the 
  deeper pain is no more. 
   
  A face comes into view, peering over you. 
  A face you almost weep to see. An angel come 
  to rescue you. Lady Saralind. Only different. 
  Older... Harder... Evil... And she asks you the 
  question. “What does she know? What does 
  she know about herself? Answer me!” 
   
  You have no words. You are too drained. 
  Too exhausted. And you do not have an 
  answer. She pulls back, places her hand on 
  your head, and you jolt upward – the pain 
  coursing through your body again. Your life 
  force crumbles away, eroding to a mere sliver 
  of what it once was.  
   
  The pain stops. Your vision clears, and you 
  manage to focus on the woman that is not 
  quite Lady Saralind. You can feel the power 
  that envelops her. The evil that rolls off her. 
  She basks in the life force that she has drained 
  out of you. “Remember what I can do. 
  Remember 
  the 
  pain 
  that 
  I 
  can 
  inflict. 
  Remember that only I can stop the pain. 
  Remember that if you fail to kill her for me, I 
  will not kill you – I will fill you with this pain for 
  eternity. If you fail to kill that failed experiment, 
  that pathetic premature clone, you will feel 
  pain like no other mortal soul has ever felt on 
  Oerth. Remember that no one fails me. No one 
  fails Evard.” And then the darkness engulfs 
  you once again. 
  Preparation for Round 2 
   
  The PCs will begin the second round of the 
  module all having been drained to second level. (If 
  players are first or second level, there is no 
  change). 
   
  It is highly recommended that you distribute 
  new character sheets to each of the players. 
  Players should create a second level version of 
  their characters on their sheets. Do not have 
  players alter their original character sheets - Their 
  characters should be restored to normal by the 
  end of the module, as this drain is a temporary 
  effect. 
   
  In general, give the players about 30 minutes 
  to complete the conversion of their PCs. The 
  second part of this module has been shortened to 
  account for this. 
   
  Have the players modify their characters 
  based 
  on 
  the 
  following 
  guidelines. 
  These 
  guidelines are repeated in Player Handout 1 – 
  Guidelines for Conversion, which should be 
  distributed to each player. 
  • 
  PCs have no equipment or items with them. 
  They are dressed only in rags 
  • 
  The PCs are effectively second level, except 
  for where noted below. PCs do not need to 
  recreate what they were at second level, as 
  they have been drained down, but cannot gain 
  new classes / abilities / feats / skills that they 
  do not currently have. 
  • 
  PCs need to reduce their stats. Allow the 
  player to select which stat(s) to reduce. For 
  every four levels the character has, one stat 
  needs to be reduced by one. Characters that 
  started the module at third level or lower do 
  not need to reduce any stats. 
  • 
  Multi-class PCs may select which classes they 
  want their two levels to be in, so long as they 
  continue to meet the requisites of their 
  remaining classes. 
  • 
  PC spellcasters only have the spells they 
  would normally have at second level. PC 
  wizards do not have access to a spell book, so 
  they must select which spells they have been 
  left with. If, during the first part of the module a 
  PC cast all his/her first level spells, then that 
  PC will not have any first level spells for the 
  second part of the module. Clerics, sorcerers 
  and other spontaneous casting classes can 
  pray or meditate as normal to refill or change 
  these slots based on spells the PC originally 
  had access to. 
  • 
  All the feats that a PC knew are still known by 
  the PC. However, if the PC does not meet the 
  requisites for the feat (e.g. due to a lowered 
  BAB) the PC cannot use the feat. 
  • 
  PCs need to recalculate their saving throws, 
  attack and damage modifiers, and ACs 
  • 
  Finally, players need to redistribute their PC’s 
  skill points based on being second level. PCs 
  should not pick up new skills during this 
  process, but otherwise can allocate points as 
  they see fit.  
  • 
  The PCs start with the maximum hit points 
  possible at 2nd level (e.g. a 2nd level rogue with 
  a 14 con would start with 16 hp.) 
  • 
  A PC may not change alignment during this 
  process 
  
  BIS5-04 Uncovered Truths 
   
  Page 18 
  • 
  All effects from ARs are still in effect (curses, 
  bonuses, etc.) unless the PC does not meet 
  the requisites as laid out on the AR. 
  • 
  Spell effects that were active on the PC at the 
  end of Encounter 7 are no longer active.  (This 
  includes any contingencies or permanent 
  effects) 
  • 
  Nothing on a character’s original sheet should 
  be modified. The DM should collect all of 
  these sheets once the conversion is complete, 
  and put them in a safe place. The players will 
  get these sheets back when their characters 
  are restored to normal at the end of the 
  module. 
   
  Once the players have converted their 
  characters and had a few minutes for a break, 
  continue on to Encounter 9. 
  Encounter 9: Jailbreak 
   
  Please refer to DM Aid – Map #5 – Thornward 
  Keep, First Floor. The PCs begin this encounter at 
  Location A. 
  Location A 
   
  When you wake, you find yourself on the 
  hard stone floor of a dungeon cell. Your 
  companions 
  are 
  around, 
  and 
  while 
  unshackled, you are dressed in filthy rags. And 
  while alive, you know that you have been 
  drained, down to a mere wisp of what you were 
  previously.  
   
  You take stock of your surroundings. 
  Around you, your companions are beginning 
  to wake up, and the same signs of torture that 
  you have been through is evident on their 
  bodies. You are pale, dehydrated, and your 
  bodies feel hollow. You have seen newly 
  raised zombies that were in better shape than 
  you are now. 
   
  Comparing 
  yourselves 
  to 
  undead 
  is 
  probably an apt metaphor – your dungeon cell 
  resembles more of a tomb than a prison. The 
  door to the ten by ten room appears to be a 
  solid stone slab. There isn’t even a handle on 
  this side. There is no grate, no window, and no 
  features on it. There is no furniture, only two 
  small candles, shedding little light on the wet, 
  algae covered walls.  
   
  The PCs can estimate that candles will 
  probably give them another hour or so of light 
  before they burn out. 
   
  If the PCs examine the door, and can succeed 
  at a Knowledge [architecture & engineering] check 
  (DC 10) they can determine that the door is solid 
  stone, reinforced by iron, and sealed shut. PCs 
  who wish to break it down are facing a near 
  impossible task (at least, in their current state), as 
  the door has the following characteristics: 
  Iron-Reinforced 
  Stone 
  Door: 
  4 
  in. 
  thick; 
  hardness 10; hp 72; AC 5; Break DC 30. 
   
  The door is only large enough for a maximum 
  of two people to aid in a Break check at the same 
  time. 
   
  The PCs can make all the noise they want – 
  no one is paying attention to them. The door is too 
  snugly fit for the PCs to attempt to open the lock 
  from this side. 
   
  PCs who closely examine every inch of the 
  cell can make a Search check (DC 20). Success 
  means they find something scratched into the 
  south wall under the algae. If they clear the algae, 
  they can find a message scratched into the wall – 
  give them Player Handout 2 – Writing on the Wall. 
   
  When the Kettite raiders captured Thornward, 
  they threw one of the castle nobles in this very 
  cell. Unbeknownst to the captors, the noble had 
  commissioned the construction of the cells, and 
  had built in a back door for just such an 
  emergency. He scratched these words on the wall, 
  in case anyone else became imprisoned here. 
  Evard has no idea of the history of the cell or of 
  the escape tunnel it contains.  
   
  To get the solution to this puzzle, the PCs 
  must realize that a number is specified in each 
  line, which corresponds to that numbered letter in 
  each sentence: 
  Someone = 1 = s 
  hours in the day = 24 = i 
  six days = 6 = l 
  dozen = 12 = v 
  forth = 4 = e 
  another day = six days + 1 = 7 = r 
   
  If a PC speaks the word 'silver', then a five-
  foot section of the back wall pops free, revealing a 
  three-foot by three-foot tunnel that a medium-sized 
  or smaller creature can crawl through.  
   
  If the players look like they are having difficulty 
  with the riddle, give them the first hint - that every 
  line in the last paragraph has a numerical allusion, 
  
  BIS5-04 Uncovered Truths 
   
  Page 19 
  and if necessary, point out the more difficult ones 
  (“forth”, “another day”). 
   
  If the PCs continue to have difficulty solving 
  the puzzle, or are stuck on how to use the 
  numbers, give them the hint that the passage 
  mentions a code word – they need to use the 
  hidden numbers to find the code word. 
   
  For each hint the PCs receive, the XP reward 
  is reduced. 
  Location B 
   
  The first PC to crawl down the tunnel will need 
  to clear out a number of cobwebs, startling a 
  number of spiders and one large rat. 
   
  The tunnel extends to the left approximately 
  20 feet before ending at a grate in the wall of a 
  hallway. The PC in the tunnel needs to make a 
  Strength check (DC 12) to punch or kick the grate 
  out, at which point they can crawl into the main 
  hallway. 
   
  A PC looking up the hallway will notice a low 
  light coming from beyond a partially opened door 
  at the limit of their vision. Aside from the skittering 
  of rats, there are no other sounds.  
  Location C 
   
  Here the PCs can find the front doors of the 
  holding cells. All of the cells are locked with sliding 
  bolts from this side, though they can easily be 
  opened. PCs who search the other cells will find 
  them to be totally empty, but clean. The bolts on 
  the doors require tools to remove them, and would 
  provide negligible weapon value to the PCs. 
  Location D 
   
  PCs approaching the slightly ajar door quietly 
  can get a good view of the layout of the room 
  before having to attack the zombie guards in the 
  room. To the left of the door, on the west wall, is a 
  wooden desk, covered in papers. Along the north 
  wall are an open iron maiden (unoccupied) and a 
  closed chest. The only other exit from the room is 
  a closed wooden door in the east wall. 
   
  The human warden of the cells is currently 
  manning the defenses of Thornward, due to a lack 
  of manpower. The two zombies have been left to 
  guard the room, with orders to attack anyone that 
  is not supposed to be there.  
  All APLs (EL 2)  
  Human Commoner Zombies (2): hp 10 each; 
  see Monster Manual page 266. 
   
  The PCs, who should still be unarmed, may 
  want to improvise weapons during the fight. They 
  can easily smash the desk (hp 10) to create 
  improvised clubs (per the improvised weapons 
  rule in the PHB, p. 113).  
   
  Once the zombies have been subdued, the 
  PCs can search the room at will. 
   
  The desk contains primarily administrative 
  papers and logs. There is a ledger that contains 
  the names of the prisoners and their dispositions. 
  Of interest to the PCs who read the ledger may be 
  the following: 
  • 
  Baron Zafar Rashedra and Baron Darius 
  Besselar. Imprisoned from 01 Planting to 02 
  Planting 595 
  • 
  The PCs names are the last entries. They 
  were brought here a week ago.  
   
  The iron maiden is relatively well kept and 
  clean. It does not appear to have been used 
  recently. PCs who Search the iron maiden (DC 8) 
  can find two spikes that can be easily pried loose. 
  These spikes can be used as improvised daggers. 
   
  The chest is unlocked. It contains a number of 
  items that may be of use to the PCs, listed in the 
  Treasure section below. The magical items are 
  clearly tagged, as if a prisoner might one day 
  return to claim them.  
  Treasure 
  All APLs: L: 70 gp; C: 5 gp M: scroll of magic 
  missile (13 gp); scroll of summon monster I 
  (13 gp); potion of cure light wounds x3(75 gp 
  each), ring of protection +1 (167 gp) 
   
  The door in the west wall is locked, but not 
  trapped:  
  Wooden Door: 2 in. thick; hardness 5; hp 15; AC 
  5; Break DC 20; Open Lock DC 10. 
  Location E  
   
  A spiral staircase in the southeast corner 
  heads up to Location G. In the north wall is an 
  unlocked set of stone double doors. There is 
  nothing else of note in this room 
  Location F  
   
  When the PCs open the double doors from 
  Location E, they will be able to see into the room. 
  Two torches in sconces on either side of the door 
  provide enough light to see two mummies 
  guarding the stone double door in the north wall. 
  The PCs should be dissuaded from going down 
  
  BIS5-04 Uncovered Truths 
   
  Page 20 
  this route, given their current condition. If by some 
  miracle, they make it through the mummies, they 
  will find that the double door is magically sealed (it 
  requires the opener to speak an unknown 
  passphrase). 
  ALL APLs (EL 7)  
  Mummies (2): hp 55 each; see Monster 
  Manual page 190. 
  Location G 
   
  Please refer to DM Aid – Map #6 – Thornward 
  Keep, Second Floor. 
   
  Spiral stairs lead down from here to Location 
  E. There is an unlocked stone door in the west 
  wall that leads to a short hall. At the far end of the 
  hall is an unlocked door. 
   
  PCs who listen at the door will hear a low, 
  mechanical humming coming from the next room.  
   
  There is nothing else of consequence in this 
  area. 
  Location H 
   
  The dark, cramped halls that you have 
  been following now open up into a large, tall 
  room. Almost a hundred feet long, fifty feet 
  wide and at least two stories high, this room 
  resembles more a laboratory than a dungeon. 
  Opposite you, in the center of the room is a 
  solid slab of granite on its side, serving a kind 
  of workbench – you can see books and scrolls 
  on it. Inscribed on the floor of the room are two 
  large arcane circles, with braziers burning at 
  their center points. Lining the walls of the 
  room are over fifteen sarcophagi – with tubes 
  and coils piercing their covers. Floating balls 
  of light, suspended in the rafters, light the 
  entire room. The room is impeccably clean. 
   
  PCs who examine the sarcophagi will find 
  something disturbing. For each member of the 
  party, there is a sarcophagus with their image and 
  their name carved into the cover. All of the rest of 
  the sarcophagi have Evard’s image carved into the 
  cover, with the name Saralind Markavan engraved 
  on the lid.  
   
  PCs examining the center worktable will find 
  Evard’s notes on the cloning procedure. The 
  players are too exhausted to make sense of the 
  highly arcane notes, but there are some salient 
  passages that they can pick out of the text. Give 
  them Player Handout 3 - Evard’s Laboratory 
  Notes. 
   
  If the PCs open a sarcophagus with an image 
  of Evard on the cover, read the following 
   
  As you open the lid, a murky liquid sloshes 
  over the side of the stone box. As soon as the 
  lid is clear, the hairless body in the coffin sits 
  bolt up right and begins convulsing. Its 
  thrashing sprays liquid all over the floor, and 
  its convulsions are so violent that the body 
  literally jumps out of the sarcophagus and 
  onto the floor. After a few more spasms, it is 
  still. 
   
  A successful Heal check (DC 5) will reveal that 
  the body is now dead. The body is a clone of 
  Evard, but appears to be younger, resembling 
  Saralind more than the Evard the PCs last saw.  
   
  The only way that the PCs have of destroying 
  all of the clones is to open the sarcophagi. They 
  have no way of saving any of the clones and 
  transporting a clone to safety.  
   
  If the PCs open one of the sarcophagi with 
  their images on the cover, they will find the 
  sarcophagus empty and dry. 
   
  Double doors in the north end of the room lead 
  into Location I. A single door in the south end 
  leads into Location J. 
  Location I 
   
  When the PCs open the double doors from 
  Location H, they will be able to see into the room 
  at the end of the long corridor. 
   
  A single, floating globe of light in front of the 
  double doors on the west wall of the room 
  provides a very dim illumination in the room. 
  Standing in that pool of light is a nightwalker. Two 
  other nightwalkers are standing in the shadows, 
  out of the PC’s line of sight, in the northwest and 
  southwest corners of the room. If the PCs enter 
  the room, it is a guaranteed death. The 
  nightwalkers will not leave the room they are 
  guarding. 
  All APLs (EL 19)  
  Nightwalkers (3): hp 178 each; see Monster 
  Manual page 196. 
  Location J 
   
  If the PCs listen at the door to this room before 
  entering, and succeed at a Listen check (DC 8), 
  they will hear two voices having a conversation. 
  The voices are those of Gruul and Arvudsen (from 
  Encounter 4), who are having a pointed discussion 
  about the merits of stabbing someone in the back 
  
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  versus shooting someone in the back with a magic 
  missile.  
   
  Give the PCs a standard action to prepare and 
  sort out their strategy. Gruul and Arvudsen’s 
  conversation is heated enough that if the PCs are 
  careful, they can get away with casting spells, 
  drawing weapons or other moderately noisy 
  actions.  
   
  If the PCs spend more than a round getting 
  ready, then Gruul will open the door, and there the 
  PCs have lost the element of surprise. If the PCs 
  open the door before a round elapses, they will 
  surprise Gruul and Arvudsen. 
  All APLs (EL 4)  
  Gruul: human male Rog2 hp: 13; See 
  Appendix Seven. 
  Arvudsen: human male Sor2 hp: 11; See 
  Appendix Seven. 
   
  Tactics: Gruul and Arvudsen will fight to the 
  death. If the PCs manage to subdue them, they 
  will not co-operate, both out of fear of their 
  mistress as well as knowledge that the PCs are 
  outnumbered by the evil forces within Thornward 
  Keep, and someone friendly is bound to come to 
  this area sooner or later. 
  Treasure 
  All APLs: L: 27 gp; C: 5 gp M: scroll of magic 
  missile (2 gp); potion of spider climb (25 gp); 
  potion of cure light wounds x2 (25 gp each) 
   
  Aside from the stairs leading up to Location K, 
  there is nothing else of interest in this room 
  Location K 
   
  Please refer to DM Aid – Map #7 – Thornward 
  Keep, Second Floor. 
   
  Spiral stairs lead down from here to Location 
  J.  There is an unlocked stone double door in the 
  north wall that leads to Location L. 
  Location L 
   
  This is little more than a featureless hallway 
  leading to another set of double doors. 
   
  PCs who listen at the double doors, and 
  succeed at a Listen check (DC 7) will hear Firath 
  and Pior talking about Marko, the turncoat mage 
  from Encounter 7: 
   
  “Too bad about Marko, huh Pior?” says a 
  deep male voice. 
   
  “What’s bad about it? If I were the 
  mistress, I wouldn’t trust someone who had 
  switched sides. I bet you she thought he was a 
  double agent – you know, planted by the 
  Bisselites.” 
   
  “Well, then why’d she trust that party we 
  just outfitted. You saw her giving them 
  instruction – they got pretty close to her.” 
   
  “I think those guys were special. You 
  should’ve seem last night – they were pretty 
  badly beaten up when we threw them in the 
  cell last night. She must have mindwiped them 
  or something.” 
   
  Firath and Pior continue to talk about getting 
  the room “in order” now that their work there is 
  done. They will not exit the area for quite a while, 
  so the PCs have some time to prepare before 
  confronting them. 
  Location M 
   
  When the PCs open the door to this room, 
  they should catch Firath and Pior by surprise. The 
  two are standing behind the desk in opposite 
  corners of the room, sorting through papers. Three 
  skeletons in the room stand between them and the 
  PCs. 
  All APLs (EL 5)  
  Firath of Nerull: human male Clr 2 hp: 18; 
  See Appendix Seven 
  Pior: human male Ftr 2 hp: 19; See Appendix 
  Seven 
  Human Warrior Skeletons (3): hp 6 (each); 
  see Monster Manual p. 226. 
   
  Tactics: Firath and Pior will fight to the death. 
  If the PCs manage to subdue them, they will not 
  co-operate, both out of fear of their mistress as 
  well as knowledge that someone is bound to come 
  to this area of Castle Thornward sooner or later. 
  Treasure 
  All APLs: L: 57 gp; C: 5 gp M: potion of cure 
  light wounds x2 (25 gp each) 
   
  Once the PCs have dispatched their attackers, 
  they can search the room. The papers on the 
  desks are duty logs and various notes on guard 
  schedules. While not immediately useful to the 
  PCs, Bissel intelligence would be very interested 
  in having them.  
   
  The wooden double doors on the north wall 
  are closed, locked, and trapped. 
  
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  Page 22 
  ALL APLs (EL 1) 
  Wooden Double Doors: 2 in. thick; hardness 
  5; hp 20; AC 5; Break DC 20; Open Lock DC 
  15. 
  Poisoned Dart Trap: CR 1; mechanical; 
  touch trigger; manual reset; Atk +8 ranged 
  (1d4 plus poison, dart); poison (bloodroot, DC 
  12 Fortitude save resists, 0/1d4 Con plus 1d3 
  Wis); Search DC 20; Disable Device DC 18. 
   
  Once the trap has disarmed and the door has 
  been opened, the PCs can enter Location N. 
  Location N 
   
  This large room is lined with bookcases, as 
  well as having two windows that overlook a 
  nondescript portion of Thornward Keep. 
   
  The bookcases along the walls are filled with a 
  myriad of histories of the Sheldomar Valley, 
  instruction manuals on disguise, sabotage and 
  spycraft, as well as notes on many of the 
  organizations of Bissel. 
   
  On the many tables and unlocked chests in 
  the room, the PCs can find all of their belongings, 
  along with many of the possessions of Dog Team.
   
  A PC making a Spot check (DC 20) when 
  going through the various possessions will notice 
  a flat 5-inch square stone that has a groove down 
  the middle. It is etched with the words “break to 
  activate”. Any PC that can succeed at a 
  Knowledge [arcana] check (DC 12) realizes that 
  this is probably a trigger of a teleport spell. 
  Members of the Guild of the Arcane Path 
  automatically know the purpose of the device, as 
  the GAP has been creating a large number of 
  these in the recent months, for military use. PCs 
  who convinced Ranner and Dog Team that they 
  were friendly may remember Marko referencing 
  this device. 
   
  In order to complete their flight, the PCs need 
  to find Marko’s original teleportation stone, and 
  activate it. When the PCs break the stone, all the 
  living beings in the room will be transported to the 
  safe house where Dog Team was supposed to 
  bring the original Fox Team. Proceed to Encounter 
  10. 
  Encounter 10: Seeing Double 
   
  As the momentary disorientation of the 
  teleport clears, you find yourselves in a dimly 
  lit room on the ground level of a house 
  somewhere. 
  Two 
  young 
  men 
  in 
  Bissel 
  uniforms are staring at you. “What the heck?” 
  yells a young, pimply face private, who can 
  barely hold his sword correctly. “Two of you? 
  HELP!!!! WE’RE UNDER ATTACK!!! HELP!!!” 
  he yells, waving his sword wildly. 
   
  The other private, perhaps wiser, bolts up 
  the stairs to the second floor. In a second, two 
  members of the Bissel Free Companies and 
  two Knights of the Watch come rushing down 
  the stairs, weapons drawn. As they see you, 
  you can see confusion and alarm spread over 
  their faces. 
   
  “Doppelgangers” says one of the Knights 
  of the Watch. One of the Free Company men 
  steps to the side, quickly casts a spell, and 
  vanishes. The other three men advance on you 
  weapons drawn. 
   
  “Keep your hands up, and drop your 
  weapons. You’re under arrest.” More soldiers 
  begin entering the house, all with weapons 
  drawn. From the house, you are forcibly 
  marched to a tent in the Bissel encampment. 
   
  If there is time, allow the PCs a little bit of 
  roleplaying with their guards. The guards are 
  highly suspicious of the PCs, and will divulge that 
  a group that looks exactly like the PCs arrived at 
  the encampment and were immediately whisked 
  away to Pellak by Mist Chameleon agents. After a 
  few minutes of roleplay, the guards will be called 
  back to their posts. Read the following to the PCs: 
   
  About twenty minutes later, members of 
  the Knights of the Watch and Bissel Free 
  Companies fully encircle your tent, and no one 
  is allowed in or out. You hear the words 
  “doppelgangers”, “assassination attempt” and 
  “The Regent” whispered around the tent. 
   
  Finally, five hours after being escorted to 
  the tent, Generals Rashedra and Greenblade 
  arrive, with the High Priest of Heironeous, 
  Malto Adeur. Adeur looks at all of you, 
  penetratingly and then speaks to the Generals. 
   
  “They are not disguised. The power of true 
  vision granted me by the Archpaladin confirms 
  that they are as they appear.” 
   
  “Well then, we have some questions for 
  you” says General Rashedra. “What happened 
  to you, and why did people looking exactly like 
  you almost succeed in assassinating the 
  Regent?” 
   
  Generals Rashedra and Greenblade will wait 
  for the PCs to tell their story. They will caution the 
  
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  Page 23 
  PCs to be quiet and extremely discreet with the 
  information about Evard / Saralind, but they also 
  appear deeply troubled by the information. 
   
  Once the PCs’ have told their story, High 
  Priest Adeur will examine the PCs. He will inform 
  them that he believes the level drain to be 
  temporary, and that, if they wish, they can 
  recuperate in Pellak at the high temple of 
  Heironeous, where they will be safe. Whatever the 
  PCs decide to do, they are free to leave. 
  Conclusion 
   
  About a week has passed since your 
  escape from Thornward Keep. Your life force 
  has slowly returned to normal, and with it, your 
  abilities and skills have come back to where 
  you left them. Some of your scars have not 
  healed yet though – including a brand of 
  Evard’s crest over your heart 
   
  At the end of your recuperation period, you 
  have been summoned to High Priest Adeur’s 
  private chambers at the high temple of 
  Heironeous in Pellak. Suspecting that he might 
  want to check up on you one last time, you 
  make your way there, where you find your 
  companions waiting. 
   
  Smoothly, the great double doors to the 
  High Priest’s chambers glide open, revealing a 
  welcoming room. Seated in a simple rocking 
  chair, in a plain white gown with a blue shawl 
  is a figure that makes you instinctively reach 
  for your weapons. Then you realize, the 
  woman is not Evard the Necromancer, but her 
  clone, the Regent Saralind Markavan. High 
  Priest Adeur stands behind her, with three 
  Knights of the Watch. 
   
  Lady Saralind notices your reaction and 
  smiles ironically. “Perhaps it would be best for 
  you to strike me down now, and finish the job 
  that Evard sent your clones to do.” She 
  grimaces and shakes her head. “But I think 
  that you know now that Evard views me as an 
  enemy, and as a force of good opposing her 
  evil lust for power.”  
   
  “Your doubles have been defeated – 
  doubles who were servants of evil, as you are 
  servants of good. My double is still out there, 
  still performing evil.”  
   
  “I will not ask an answer of you now, but I 
  will want an answer of you eventually – are you 
  willing to return the favor? As I struck down 
  your evil clones, will you do the same for me? 
  Will you continue our fight? 
   
  “Do not answer me now, but for now go 
  and rest, and think about that question. “ 
   
  “One more thing – you have learned much, 
  and opened our eyes to many unexpected 
  truths. If word of any of this were to become 
  public… I hestitate to think of the backlash. 
  Some things are better kept to ourselves.” 
   
  With that, Lady Saralind turns away, and 
  the audience is at an end. 
   
  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 2 
  Defeat the shadar-kai 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Encounter 5 
  Defeat the sewer’s inhabitants 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Encounter 6 
  Defeat the shadar-kai 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
  
  BIS5-04 Uncovered Truths 
   
  Page 24 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Encounter 9 
  Defeat the zombie guards in Location D 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Defeat Gruul and Arvudsen in Location J 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Defeat Firath, Pior, and the skeletons in Location 
  M 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Find and disable the trap on the door in Location 
  M  
   
  ALL APLs: 30 xp 
  Story Award 
  Destroy the device in Encounter 2 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
  Rendezvous with Dog team in Encounter 7 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
  Solve the puzzle in Encounter 9, Location A 
   
  Without a hint: All APLs: 50 xp 
   
  With 1 hint: All APLs: 25 xp 
   
  With 2 or more hints: All APLS: 0 xp 
  Escape from Thornward Keep 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
  Discretionary roleplaying award 
   
  APL 2: 30 xp. 
   
  APL 4: 75 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 165 xp. 
   
  APL 10: 210 xp. 
   
  APL 12: 255 xp. 
  Total possible experience 
   
  APL 2: 900 xp. 
   
  APL 4: 1350 xp. 
   
  APL 6: 1800 xp. 
   
  APL 8: 2250 xp. 
   
  APL 10: 2700 xp. 
   
  APL 12: 3150 xp. 
  Treasure Summary 
   
  During an adventure, characters encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  
  BIS5-04 Uncovered Truths 
   
  Page 25 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 2: 
  APL 2 L: 47 gp C: 0 gp M: (700 gp) potion of 
  barkskin +2 x3(25 gp each), +1 studded 
  leather (98 gp), +1 gal-ralan x3 (70 gp each), 
  ring of protection +1 (167 gp) 
  APL 4 L: 64 gp C: 0 gp M: (1080 gp) +1 chain 
  shirt (100 gp), +1 studded leather (98 gp), +1 
  gal-ralan x2 (75 gp each), +2 gal-ralan (209 
  gp), potion of barkskin +3 x3 (50 gp each), 
  gloves of dexterity +2 (333 gp) 
  APL 6 L: 7 gp C: 0 gp M: (1994 gp) +1 chain 
  shirt (140 gp), +1 studded leather (98 gp), +1 
  spiked chain (194 gp), +1 gal-ralan (70 gp) +2 
  gal-ralan (209 gp), +3 gal-ralan (467 gp), 
  potion of barkskin +3 x3 (50 gp each), gloves 
  of dexterity +2 (333 gp), cloak of charisma +2 
  (333 gp) 
  APL 8 L: 10 gp C: 0 gp M: (3374 gp) +2 chain 
  shirt (354 gp), +1 studded leather (98 gp), +1 
  spiked chain (194 gp), +1 human-bane spiked 
  chain (694 gp), +2 gal-ralan x2 (209 gp each), 
  +3 gal-ralan (467 gp), potion of barkskin +3 x3 
  (50 gp each), gloves of dexterity +2 (333 gp), 
  cloak of charisma +2 (333 gp), ring of 
  protection +2 (333 gp) 
  APL 10 L: 10 gp C: 0 gp M: (6898 gp) +2 
  chain shirt (354 gp), +2 studded leather (348 
  gp), +1 spiked chain of shock (694 gp), +1 
  human-bane spiked chain (694 gp), +2 gal-
  ralan x2 (209 gp each), +4 gal-ralan (833 gp), 
  ring of protection +1 x2 (333 gp), potion of 
  barkskin +4 x3 (75 gp), gloves of dexterity +4 
  (1333 gp), cloak of charisma +4 (1333 gp) 
  APL 12 L: 10 gp C: 0 gp M: (9651 gp) +2 
  chain shirt (354 gp), +2 studded leather of 
  shadow (660 gp), +1 human-bane spiked 
  chain x2 (694 gp), ring of protection +2 x3 
  (333 gp each), +2 gal-ralan x2 (209 gp), +5 
  gal-ralan (1300 gp), gauntlets of ogre power 
  (333 gp), gloves of dexterity +4 (1333 gp), 
  cloak of charisma +4 (1333 gp), amulet of 
  health +2 (333 gp), potion of barkskin +5 x3 
  (400 gp each) 
  Encounter 6:  
  APL 2 L: 59 gp C: 0 gp M: (438 gp) +1 chain 
  shirt (104 gp), ring of protection +1 (167 gp), 
  vest of resistance +1 (83 gp) 2x potion of cure 
  light wounds (4 gp each) 2x potion of 
  invisibility (25 gp each) potion of bear’s 
  endurance (25 gp) 
   
  APL 4 L: 53 gp C: 0 gp M: (796 gp) +1 full 
  plate (221 gp) amulet of natural armor +1 (167 
  gp) ring of protection +1 (167 gp), vest of 
  
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  Page 26 
  resistance +1 (83 gp) 2x potion of invisibility 
  (25 gp each) potion of bear’s endurance (25 
  gp) 
   
  APL 6 L: 3 gp C: 0 gp M: (1274 gp) 2x +1 full 
  plate (221 gp each) +1 scythe (193 gp) +1 
  large steel shield (98 gp) amulet of natural 
  armor +1 (167 gp) ring of protection +1 (167 
  gp), vest of resistance +1 (83 gp) 3x potion of 
  invisibility (25 gp each) 2x potion of bear’s 
  endurance (25 gp each) 
   
  APL 8 L: 3 gp C: 0 gp M: (2128 gp) +1 full 
  plate (221 gp) +2 full plate (471 gp) +1 scythe 
  (193 gp) +1 large steel shield (98 gp) +1 rapier 
  (193 gp) +1 studded leather (98 gp) amulet of 
  natural armor +1 (167 gp) ring of protection +1 
  (167 gp), vest of resistance +1 (83 gp) 4x 
  potion of invisibility (25 gp each) 3x potion of 
  bear’s endurance (25 gp each) 2x potion of 
  cat’s grace (25 gp each) 2x potion of 
  displacement (63 gp each) potion of cure 
  serious wounds (25 gp) oil of keen edge (63 
  gp) 
   
  APL 10: L: 3 gp C: 17 gp M: (4130 gp) 2x +1 
  full plate (221 gp each) +1 chain shirt (104 gp) 
  +1 scythe (193 gp) +1 spiked chain (193 gp) 
  +1 large steel shield (98 gp) +1 rapier (194 gp) 
  +1 studded leather (98 gp) amulet of natural 
  armor +1 (167 gp) 2x ring of protection +1 
  (167 gp each), 4x vest of resistance +1 (83 gp 
  each) cloak of elvenkind (209 gp) boots of 
  elvenkind (209 gp) cloak of charisma +2 (333 
  gp) 5x potion of invisibility (25 gp each) 3x 
  potion of bull’s strength (25 gp each) 5x potion 
  of bear’s endurance (25 gp each) 3x potion of 
  cat’s grace (25 gp each) 2x potion of eagle’s 
  splendor 
  (25 
  gp 
  each) 
  3x 
  potion 
  of 
  displacement (63 gp each) potion of fly (63 gp) 
  2x oil of keen edge (63 gp each) 4x potion of 
  barkskin +5 (100 gp) 
   
  APL 12 L: 23 gp C: 17 gp  M: (7941 gp) 2x +1 
  full plate (221 gp) +1 chain shirt (104 gp) +1 
  frost scythe (693 gp) living chain (527 gp) +1 
  large steel shield (98 gp) +1 large wooden 
  shield (98 gp) +1 rapier (194 gp) +1 studded 
  leather (98 gp) +3 hide armor (775 gp) 2x ring 
  of protection +1 (167 gp each), vest of 
  resistance +1 (83 gp each) 2x vest of 
  resistance +2 (334 gp each) cloak of elvenkind 
  (209 gp) boots of elvenkind (209 gp) cloak of 
  charisma +2 (334 gp) 2x periapt of wisdom +2 
  (334 gp each) pipes of the damned (250 gp) 
  6x potion of invisibility (25 gp each) 3x potion 
  of bull’s strength (25 gp each) 6x potion of 
  bear’s endurance (25 gp each) 3x potion of 
  cat’s grace (25 gp each) 2x potion of eagle’s 
  splendor 
  (25 
  gp 
  each) 
  3x 
  potion 
  of 
  displacement (63  gp each) 2x potion of fly (63 
  gp each) 2x oil of keen edge (63 gp each) 5x 
  potion of barkskin +5 (100 gp each) oil of 
  magic vestment +4 (200 gp) potion of 
  darkvision (25 gp) 
  Encounter 9 – Location D:  
  ALL APLs L: (65 gp) chain shirt (50 gp); short 
  sword (5 gp); thieves’ tools (15 gp); C: 5 gp M: 
  (396 gp) scroll of magic missile (2 gp); scroll of 
  summon monster I (2 gp); potion of cure light 
  wounds x3 (75 gp each), ring of protection +1 
  (167 gp) 
  Encounter 9 – Location J:  
  ALL APLs L: 27 gp; C: 5 gp M: (77 gp) scroll of 
  magic missile (2 gp); potion of spider climb (25 
  gp); potion of cure light wounds x2 (25 gp 
  each) 
  Encounter 9 – Location M:  
  ALL APLs L: 57 gp; C: 5 gp M: (50 gp) potion 
  of cure light wounds x2 (25 gp each) 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 255 gp, C: 15 gp, M: 1661 gp – 
  Total: 1931 gp (900 gp). 
  APL 4: L: 266 gp, C: 15 gp, M: 2399 gp – 
  Total: 2680 gp (1300 gp). 
  APL 6: L: 159 gp, C:15 gp, M: 2877 gp – Total: 
  3051 gp (1800 gp). 
  APL 8: L: 162 gp, C: 15 gp, M: 6025 gp – 
  Total: 6202 gp (2600 gp). 
  APL 10: L: 162 gp, C: 32 gp, M: 11551 gp – 
  Total: 11745 gp (4600 gp). 
  APL 12: L: 182 gp, C: 32 gp, M: 18115 gp – 
  Total: 18330 gp (6600 gp). 
   
  
  BIS5-04 Uncovered Truths 
   
  Page 27 
  Items for the Adventure 
  Record 
  Special 
  Influence with the Bissel Free Companies: For 
  completing this mission, if the PC is, or in the 
  future becomes a member of the Bissel Free 
  Companies, he or she may spend this Influence 
  Point (mark it as used) during any adventure to 
  gain access (Freq: Adventure) to purchase any 
  single magic item in the DMG (other than a Bag of 
  Tricks) valued at 2500 gp or less. Access is only 
  granted to items that are legal in the Living 
  Greyhawk campaign. A PC may spend multiple 
  Influence Points 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. Influence 
  Points with no explicit gp value associated with 
  them cannot be combined with this Influence 
  Point. These Influence Points are non-transferable 
  and can only be spent by the individual who 
  received them. 
  Influence with the Mist Chameleons: This PC 
  has returned from Evard’s stronghold with guard 
  duty rosters and patrol logs, and the spies of 
  Bissel will return the favor. During any mission set 
  within the Sheldomar Valley, the PC may spend 
  this favor to gain a +10 circumstance bonus on a 
  single Gather Information check. Mark this favor 
  as USED once it has been spent. 
  Gal-Ralan: When this cold-forged iron armband is 
  donned (taking up the spot where a bracer would 
  be worn), it pierces the wearer’s forearm with long 
  needles of the same metal. The device fixes its 
  wearer’s soul to her body but also causes never-
  ending pain. As long as a character wears a gal-
  ralan, she takes 1 point of Constitution damage 
  that cannot be healed by any means until after the 
  gal-ralan is removed. A gal-ralan provides its 
  wearer with a +1 to +2 resistance bonus on her 
  saving throws. This bonus increases by an 
  additional +2 against death effects, energy drains, 
  and effects that affect the wearer’s soul .  
  Caster Level: 5th; Prerequisites: Craft Wondrous 
  Item, resistance, caster level must be three times 
  that of the gal-ralan’s bonus; Market Price: 625 gp 
  (+1), 2,500 gp (+2); Weight: Negligible 
  Marked by Evard: Although the wounds you 
  suffered during your imprisonment by Evard the 
  Necromancer have healed, one scar refuses to 
  fade. A hand-sized brand of the upside-down 
  castle crest of the Necromancer is burned onto 
  your chest, over your heart. 
  Gratitude of the March:  For your participation in 
  the daring attack on Castle Thornward, you have 
  earned the gratitude of the March.  At any point 
  immediately after a Bissel module, your character 
  may train with one of the great citizens of the 
  March.  A player may choose one of the benefits 
  for his character – when chosen, circle the reward 
  chosen and cross off this benefit 
   
  Lady Imycina of the Mist Chameleons – Select 
  access to one limited feat, per the LGCS.  You 
  character must be able to take that feat 
  immediately. 
   
  Baroness Jasmine Besselar – You gain 
  access to one limited spell, per the LGCS.  You 
  character must be able to learn or copy the spell 
  immediately. 
   
  Baron Cainlan Rashedra – You gain access to 
  one limited prestige class, per the LGCS.  Your 
  character must be able to take a level in this class 
  immediately. 
   
  Lord Jerius Greenblade  - You gain access to 
  one weapon, armor, rod, or wand in the DMG with 
  a value of less than 9000 gp.  Your character must 
  be able to purchase the item immediately.   
  Item Access 
  APL 2: 
  • 
  +1 gal-ralan (Adventure) 
  Vest of Resistance +1 (Adventure; Complete 
  Arcane)APL 4 (all of APL 2 plus the following): 
  • 
  +2 gal-ralan (Adventure) 
  • 
  Potion of Barkskin +3 (Adventure; DMG) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  +3 gal-ralan (Adventure) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  +1 human-bane spiked chain (Adventure; 
  DMG) 
  • 
  +2 chain shirt (Adventure; DMG) 
  • 
  +2 full plate (Adventure; DMG) 
  • 
  Ring of protection +2 (Adventure; DMG) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  +1 spiked chain of shock (Adventure; DMG) 
  • 
  +2 studded leather armor (Adventure; DMG) 
  
  BIS5-04 Uncovered Truths 
   
  Page 28 
  • 
  +4 gal-ralan (Adventure) 
  • 
  Boots of Elvenkind (Adventure; DMG) 
  • 
  Cloak of Charisma +4 (Adventure; DMG) 
  • 
  Cloak of Elvenkind (Adventure; DMG) 
  • 
  Gloves of Dexterity +4 (Adventure; DMG) 
  • 
  Potion of Barkskin +4 (Adventure; DMG) 
  • 
  Potion of Barkskin +5 (Adventure; DMG) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the 
  following): 
  • 
  +1 frost scythe (Adventure; DMG) 
  • 
  +3 hide armor (Adventure; DMG) 
  • 
  Amulet of Health +2 (Adventure; DMG) 
  • 
  Living 
  Chain 
  (Adventure; 
  Miniature’s 
  Handbook) 
  • 
  Oil of Magic Vestment +4 (Adventure; DMG) 
  • 
  Pipes of the Damned (Adventure; DMG) 
  • 
  Vest of resistance +2 (Adventure; Complete 
  Arcane) 
   
   
   
  
  BIS5-04 Uncovered Truths 
   
  Page 29 
  Appendix One – APL 2
  Encounter 2  
   
   
   
  Trippy: Male Shadar-kai; CR 1; Medium fey 
  (extraplanar); HD 3d6; hp 14; Init +3; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 
  chain shirt); Base Atk/Grp +1/+1; Atk +4 melee 
  (2d4+3/x2, spiked chain) or +4 ranged (1d6/x3, 
  shortbow); Full Atk +4 melee (2d4+3/x2, spiked 
  chain) 
  or 
  +4 
  ranged 
  (1d6/x3, 
  shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +2, Ref +7, Will +4 (+3 vs any save 
  involving death effects or energy drain); Str 14, 
  Dex 16, Con 11, Int 14, Wis 10, Cha 9. 
   
  Skills and Feats: Hide +9 (in shadowy 
  conditions +19), Listen +6, Move Silently +9, 
  Search +8, Spot +6, Survival +6 (+8 following 
  tracks); Exotic Weapon Proficiency (spiked 
  chain), Weapon Finesse, Weapon Focus (spiked 
  chain). 
   
  Possessions: chain shirt, spiked chain, 
  shortbow, 20 arrows, +1 gal-ralan. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Stabby: Shadar-kai Rog2; CR 3; Medium fey 
  (extraplanar); HD 5d6; hp 23; Init +4; Spd 30 ft.; 
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 +1 
  studded leather); Base Atk/Grp +1/+1; Atk +4 
  melee (2d4+3/x2, spiked chain) or +5 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +4 
  melee 
  (2d4+3/x2, spiked chain) or +5 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA evasion, sneak attack +2d6, 
  trapfinding; SQ hide in plain sight, shadow 
  curse, superior low-light vision; AL NE; SV Fort 
  +2, Ref +11, Will +4 (+3 vs. any save involving 
  death effects or energy drain); Str 14, Dex 19, 
  Con 11, Int 11, Wis 10, Cha 9. 
   
  Skills and Feats: Hide +13 (in shadowy 
  conditions +23), Listen +8, Move Silently +13, 
  Search +9, Spot +8, Survival +6 (+8 following 
  tracks), Tumble +7; Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Weapon 
  Finesse. 
  Possessions: +1 studded leather, MW spiked 
  chain, shortbow, 20 arrows, +1 gal-ralan 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Boomer: Shadar-kai Sor3; CR 3; Medium fey 
  (extraplanar); HD 3d6+3d4; hp 26; Init +3; Spd 
  30 ft.; AC 14, touch 14, flat-footed 11 (+3 Dex, 
  +1 deflection); Base Atk/Grp +2/+2; Atk +2 
  melee (2d4/x2, spiked chain) or +5 ranged 
  (1d6/x3, shortbow); Full Atk +2 melee (2d4/x2, 
  spiked chain) or +5 ranged (1d6/x3, shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6, summon familiar; SQ 
  Hide in plain sight, shadow curse, superior low-
  light vision; AL NE; SV Fort +3, Ref +8(+3 vs. 
  death or energy drain effects), Will +6; Str 10, 
  Dex 16, Con 11, Int 10, Wis 9, Cha 15. 
   
  Skills and Feats: Concentration +6, Hide +9 
  (in shadowy conditions +19), Listen +7, Move 
  Silently +9, Search +6, Spot +7, Survival +5 (+7 
  following tracks); Alertness, Combat Casting, 
  Exotic Weapon Proficiency (spiked chain), Spell 
  Focus (evocation), Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, +1 gal-ralan, ring of protection +1, potion 
  of displacement  
  Sorcerer Spells Known: (6/6, DC 12 + spell 
  level): 0th – acid splash, daze, detect magic, 
  light, resistance; 1st – enlarge person, mage 
  armor, magic missile 
   
  Familiar – Toad. As per Monster Manual p. 
  282, also with improved evasion, share spells, 
  empathic link. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
  
  BIS5-04 Uncovered Truths 
   
  Page 30 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
   
  Encounter 5  
   
   
   
  Paraelemental Ooze, small: CR 1; Small 
  elemental (Earth, Water); HD 2d8+2; hp 11; Init 
  +0; Spd 20 ft, swim 50 ft. AC 17, touch 11, flat-
  footed 16 (+1 size, +6 natural); Base Atk/Grp 
  +2/+4; Atk +4 melee (1d6+3 + 1d4 acid, slam); 
  Full Atk: +4 melee (1d6+3 + 1d4 acid, slam); 
  Space / Reach 5 ft./5ft. SA Acid; SQ Elemental; 
  AL NE; SV Fort +4, Ref +0, Will +0; Str 14, Dex 
  10, Con 13, Int 4, Wis 11, Cha 11, 
   
  Skills and Feats: Listen +2, Spot +3; Power 
  Attack 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. 
  Armor or clothing dissolves 
  and 
  becomes useless unless it succeeds at a Reflex 
  save (DC 11). A metal or wooden weapon that 
  strikes an ooze paraelemental also dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully 
  grapples an opponent, the opponent’s armor 
  must likewise make a Reflex save at a -4 
  penalty or dissolve into uselessness. 
  Encounter 6  
   
   
   
  Doomfoodle: Male gnome Sor4; CR 4; HD 
  4d4+12+3; hp 28; Init +2; Spd 20 ft.; AC 18, 
  touch 14, flat-footed 16 (+1 size, +2 Dex, +1 
  deflection, +4 from mage armor); Base Atk/Grp 
  +2/-4; Atk +0 melee (1d3-2/x2, dagger); Full Atk 
  +0 melee (1d3-2/x2, dagger); SA summon 
  familiar (toad), spells, dancing lights, speak with 
  burrowing animals 1/day; SQ low-light vision; SV 
  Fort +7, Ref +4, Will +5; Str 6 Dex 14 Con 20 Int 
  10 Wis 11 Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Spellcraft +7; Augment Summoning, Spell Focus 
  (conjuration). 
   
  Familiar: Toad (1 hp), see MM p. 82. 
   
  Spells Known: 6/6*/4 (Save DC 13 + spell 
  level) 0th  – acid splash, daze, detect magic, 
  read magic, resistance, touch of fatigue 1st – 
  mage armor, magic missile, Mordenkainen’s 
  buzzing bees 2nd – summon undead II 
  *number reflects already-cast mage armor 
   
  Spells Active: invisibility, bear’s endurance, 
  mage armor  
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, ring of protection +1, vest of 
  resistance +1, dagger, Legion of Doom insignia. 
   
  Minion: Male half-orc Bbn2; CR 2; HD 2d12+4; 
  hp 25; Init +2; Spd 40 ft.; AC 17 touch 13, flat-
  footed 15 (+2 Dex, +5 chain shirt+1); Base 
  Atk/Grp 
  +2/+6; 
  Atk 
  +7 
  melee (2d6+6/x2, 
  masterwork greatsword); Full Atk (2d6+6/x2, 
  masterwork 
  greatsword); 
  SA 
  rage 
  1/day, 
  uncanny dodge; SV Fort +4, Ref +2, Will +0; Str 
  18 Dex 14 Con 14 Int 6 Wis 11 Cha 6. 
   
  Skills and Feats: Climb +5, Jump +5, Listen 
  +3; Power Attack. 
   
  Spells Active: invisibility 
   
  Possessions: masterwork greatsword, +1 
  chain shirt, potion of invisibility, 2x potion of cure 
  light wounds. 
  
  BIS5-04 Uncovered Truths 
   
  Page 31 
  Appendix Two – APL 4 
  Encounter 2  
   
   
   
  Trippy: Male Shadar-kai Ftr2; CR 3; Medium fey 
  (extraplanar); HD 3d6+2d10+5; hp 32; Init +3; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 15 (+3 
  Dex, +5 chain shirt); Base Atk/Grp +3/+3; Atk +7 
  melee (2d4+3/x2, spiked chain) or +6 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +7 
  melee 
  (2d4+3/x2, spiked chain) or +6 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA sneak attack +1d6; SQ Hide in 
  plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +6, Ref +7, Will +4 (+3 vs 
  any save involving death effects or energy 
  drain); Str 14, Dex 16, Con 12, Int 14, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Hide +10 (in shadowy 
  conditions +20), Intimidate +3, Listen +6, Move 
  Silently +10, Search +8, Spot +6, Survival +6 
  (+8 following tracks); Combat Expertise, Exotic 
  Weapon Proficiency (spiked chain), Improved 
  Trip, Weapon Finesse, Weapon Focus (spiked 
  chain). 
   
  Possessions: +1 chain shirt, MW spiked 
  chain, shortbow, 20 arrows, +1 gal-ralan, potion 
  of displacement. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Stabby: Shadar-kai Rog3; CR 4; Medium fey 
  (extraplanar); HD 6d6; hp 27; Init +4; Spd 30 ft.; 
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 
  studded leather); Base Atk/Grp +2/+2; Atk +5 
  melee (2d4+3/x2, spiked chain) or +7 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +5 
  melee 
  (2d4+3/x2, spiked chain) or +7 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA evasion, sneak attack +3d6, 
  trapfinding, trap sense +1; SQ Hide in plain 
  sight, shadow curse, superior low-light vision; AL 
  NE; SV Fort +3, Ref +10, Will +5 (+3 vs. any 
  save involving death effects or energy drain, +1 
  vs. traps); Str 14, Dex 19, Con 11, Int 11, Wis 
  10, Cha 9. 
   
  Skills and Feats: Hide +14 (in shadowy 
  conditions +24), Jump +3, Listen +9, Move 
  Silently +14, Search +9, Spot +9, Survival +6 
  (+8 following tracks), Tumble +10; Combat 
  Reflexes, Deft Opportunist, Exotic Weapon 
  Proficiency (spiked chain), Weapon Finesse. 
   
  Possessions: +1 studded leather, MW 
  spiked chain, MW shortbow, 20 arrows, +1 gal-
  ralan, potion of cure light wounds. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Boomer: Shadar-kai Sor5; CR 5; Medium fey 
  (extraplanar); HD 3d6+5d4; hp 29; Init +4; Spd 
  30 ft.; AC 14, touch 14, flat-footed 10 (+4 Dex); 
  Base Atk/Grp +3/+3; Atk +3 melee (2d4/x2, 
  spiked chain) or +7 ranged (1d6/x3, shortbow); 
  Full Atk +3 melee (2d4/x2, spiked chain) or +7 
  ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 
  ft. (10 ft with spiked chain); SA sneak attack 
  +1d6, summon familiar; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +4, Ref +10, Will +8(+4 vs. death or 
  energy drain effects); Str 10, Dex 18, Con 11, Int 
  10, Wis 9, Cha 16. 
   
  Skills and Feats: Concentration +8, Hide 
  +10 (in shadowy conditions +20), Knowledge 
  (arcana) +2, Listen +7, Move Silently +10, 
  Search +6, Spot +7, Survival +5 (+7 following 
  tracks); Alertness, Combat Casting, Exotic 
  Weapon Proficiency (spiked chain), Spell Focus 
  (evocation), Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, +2 gal-ralan, gloves of dexterity +2, potion 
  of displacement, potion of barkskin +3.  
   
  Sorcerer Spells Known: (6/6/5, DC 13 + 
  spell level, +1 if evocation): 0th – acid splash, 
  daze, 
  detect 
  magic, 
  light, 
  read 
  magic, 
  resistance; 1st – shield, enlarge person, mage 
  armor, magic missile; 2nd – web, scorching ray. 
  
  BIS5-04 Uncovered Truths 
   
  Page 32 
   
  Familiar – Toad. As per Monster Manual p. 
  282, also with deliver touch spells, improved 
  evasion, share spells, empathic link, speak with 
  master 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
  Encounter 5  
   
   
   
  Paraelemental Ooze, small: CR 1; Small 
  elemental (Earth, Water); HD 2d8+2; hp 11; Init 
  +0; Spd 20 ft, swim 50 ft. AC 17, touch 11, flat-
  footed 16 (+1 size, +6 natural); Base Atk/Grp 
  +2/+4; Atk +4 melee (1d6+3 + 1d4 acid, slam); 
  Full Atk: +4 melee (1d6+3 + 1d4 acid, slam); 
  Space / Reach 5 ft./5ft. SA Acid; SQ Elemental; 
  AL NE; SV Fort +4, Ref +0, Will +0; Str 14, Dex 
  10, Con 13, Int 4, Wis 11, Cha 11, 
   
  Skills and Feats: Listen +2, Spot +3; Power 
  Attack 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. 
  Armor or clothing dissolves 
  and 
  becomes useless unless it succeeds at a Reflex 
  save (DC 11). A metal or wooden weapon that 
  strikes an ooze paraelemental also dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully 
  grapples an opponent, the opponent’s armor 
  must likewise make a Reflex save at a -4 
  penalty or dissolve into uselessness. 
  Paraelemental Ooze, medium: CR 3; Medium 
  elemental (Earth, Water); HD 4d8+12; hp 30; Init 
  +1 (+1 Dex); Spd 20 ft, swim 50 ft. AC 19, touch 
  11, flat-footed 18 (+1 Dex, +8 natural); Base 
  Atk/Grp +3/+6; Atk +6 melee (1d8+4 + 1d6 acid, 
  slam); Full Atk: +6 melee (1d8+4 + 1d6 acid, 
  slam); Space / Reach 5 ft./5ft. SA Acid; SQ 
  Elemental; AL NE; SV Fort +7, Ref +2, Will +1; 
  Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11, 
   
  Skills and Feats: Listen +3, Spot +4; Power 
  Attack, Improved Sunder 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. 
  Armor or clothing dissolves 
  and 
  becomes useless unless it succeeds at a Reflex 
  save (DC 13). A metal or wooden weapon that 
  strikes an ooze paraelemental also dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully 
  grapples an opponent, the opponent’s armor 
  must likewise make a Reflex save at a -4 
  penalty or dissolve into uselessness. 
  Encounter 6  
   
   
   
  Doomfoodle: Male gnome Sor6; CR 6; HD 
  6d4+30+3; hp 52; Init +2; Spd 20 ft; AC 19 touch 
  14, flat-footed 17 (+1 size, +2 Dex, +1 deflection, 
  +1 natural, +4 from mage armor); Base Atk/Grp 
  +3/-3;  Atk +1 melee (1d3-2/x2, dagger); Full Atk 
  +1 melee (1d3-2/x2, dagger); SA summon 
  familiar (toad), spells, dancing lights, speak with 
  burrowing animals 1/day; SQ low-light vision; SV 
  Fort +8, Ref +5, Will +6; Str 6 Dex 14 Con 20 Int 
  10 Wis 11 Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +14, 
  Spellcraft 
  +9; 
  Augment 
  Summoning, 
  Necromantic 
  Presence, 
  Spell 
  Focus 
  (conjuration). 
   
  Familiar: Toad (1 hp), see MM p. 82. 
   
  Spells Known: 6/6*/6/4 (Save DC 13 + spell 
  level) 0th  – acid splash†, daze, detect magic, 
  read magic, resistance, touch of fatigue 1st  – 
  mage armor, magic missile, Mordenkainen’s 
  buzzing bees, summon undead I 2nd  – 
  glitterdust†, summon undead II 3rd – fireball 
  *number reflects already-cast mage armor† Spell 
  Focus adds 1 to save DC 
   
  Spells Active: invisibility, bear’s endurance, 
  mage armor  
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, ring of protection +1, amulet 
  of natural armor +1, vest of resistance +1, 
  dagger, Legion of Doom insignia. 
   
  Ripur: Male human Rog1/Rgr1/Ftr2; CR 4; HD 
  1d6+1d8+2d10+20; hp 47; Init +1; Spd 20 ft.; AC 
  20, touch 11, flat-footed 19 (+1 Dex, +9 +1 full 
  plate); Base Atk/Grp +3/+6; Atk +8 melee 
  (2d4+4/x4, masterwork scythe); Full Atk +8 
  melee (2d4+4/x4, masterwork scythe); SA 
  trapfinding, sneak attack +1d6, favored enemy 
  
  BIS5-04 Uncovered Truths 
   
  Page 33 
  (human), wild empathy; SV Fort +12, Ref +5, 
  Will +0; Str 16 Dex 12 Con 20 Int 8 Wis 11 Cha 
  8. 
   
  Skills and Feats: Balance –3, Climb –2, 
  Disable Device +0, Escape Artist +3, Forgery 
  +0, Hide +1, Jump +2, Knowledge (religion) +1; 
  Cleave, 
  Close-Quarters 
  Fighting, 
  Improved 
  Sunder, Power Attack, Weapon Focus (scythe). 
   
  Spells Active: invisibility, bear’s endurance  
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, +1 full plate, masterwork 
  scythe, Legion of Doom insignia. 
   
   
  
  BIS5-04 Uncovered Truths 
   
  Page 34 
  Appendix Three – APL 6 
  Encounter 2  
   
   
   
  Trippy: Male Shadar-kai Ftr4; CR 5; Medium fey 
  (extraplanar); HD 3d6+4d10+7; hp 50; Init +3; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 15 (+3 
  Dex, +5 chain shirt); Base Atk/Grp +5/+5; Atk +9 
  melee (2d4+6/x2, spiked chain) or +8 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +9 
  melee 
  (2d4+6/x2, spiked chain) or +8 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA sneak attack +1d6; SQ Hide in 
  plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +7, Ref +8, Will +5 (+3 vs 
  any save involving death effects or energy 
  drain); Str 14, Dex 16, Con 12, Int 14, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Hide +11 (in shadowy 
  conditions +21), Intimidate +5, Listen +6, Move 
  Silently +11, Search +8, Spot +7, Survival +6 
  (+8 following tracks); Combat Expertise, Combat 
  Reflexes, Exotic Weapon Proficiency (spiked 
  chain), 
  Improved 
  Trip, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (spiked 
  chain), 
  Weapon 
  Specialization (spiked chain). 
   
  Possessions: +1 chain shirt, +1 spiked 
  chain, +1 gal-ralan, potion of displacement, 
  shortbow, 20 arrows 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
  Stabby: Shadar-kai Rog5; CR 6; Medium fey 
  (extraplanar); HD 8d6; hp 36; Init +5; Spd 30 ft.; 
  AC 19, touch 15, flat-footed 14 (+5 Dex, +4 
  studded leather); Base Atk/Grp +4/+4; Atk +7 
  melee (2d4+4/x2, spiked chain) or +9 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +7 
  melee 
  (2d4+4/x2, spiked chain) or +9 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA evasion, sneak attack +4d6, 
  trapfinding, trap sense +1, uncanny dodge; SQ 
  Hide in plain sight, shadow curse, superior low-
  light vision; AL NE; SV Fort +4, Ref +13, Will +6 
  (+4 vs. any save involving death effects or 
  energy drain, +1 vs. traps); Str 14, Dex 20, Con 
  11, Int 11, Wis 10, Cha 9. 
   
  Skills and Feats: Disguise +3, Hide +16 (in 
  shadowy conditions +26), Jump +4, Listen +11, 
  Move Silently +16, Search +11, Spot +11, 
  Survival +6 (+8 following tracks), Tumble +12; 
  Combat Reflexes, Deft Opportunist, Exotic 
  Weapon Proficiency (spiked chain), Weapon 
  Finesse. 
   
  Possessions: +1 studded leather, +1 spiked 
  chain, shortbow, 20 arrows, +2 gal-ralan. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
  Boomer: Shadar-kai Sor8; CR 7; Medium fey 
  (extraplanar); HD 3d6+8d4; hp 37; Init +4; Spd 
  30 ft.; AC 14, touch 14, flat-footed 10 (+4 Dex); 
  Base Atk/Grp +5/+5; Atk +5 melee (2d4/x2, 
  spiked chain) or +9 ranged (1d6/x3, shortbow); 
  Full Atk +5 melee (2d4/x2, spiked chain) or +9 
  ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 
  ft. (10 ft with spiked chain); SA sneak attack 
  +1d6, summon familiar; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +6, Ref +12, Will +11(+5 vs. death or 
  energy drain effects); Str 10, Dex 18, Con 11, Int 
  10, Wis 9, Cha 18. 
   
  Skills and Feats: Concentration +11, Hide 
  +10 (in shadowy conditions +20), Knowledge 
  (arcana) +5, Listen +7, Move Silently +10, 
  Search +6, Spot +7, Survival +5 (+7 following 
  tracks); Alertness, Combat Casting, Exotic 
  Weapon Proficiency (spiked chain), Extend 
  Spell, Spell Focus (evocation), Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, +3 gal-ralan, gloves of dexterity +2, cloak 
  of charisma +2, 500 gp diamond dust. 
   
  Sorcerer Spells Known: (6/7/7/6/4, DC 14 + 
  spell level, +1 if evocation): 0th – acid splash, 
  daze, detect magic, light, prestidigitation, ray of 
  frost, read magic, resistance; 1st – shield, 
  enlarge person, mage armor, magic missile, true 
  
  BIS5-04 Uncovered Truths 
   
  Page 35 
  strike; 2nd – ray of enfeeblement, scorching ray, 
  web; 3rd – lightning bolt, fly; 4th – fire shield. 
   
  Familiar – Toad. As per Monster Manual p. 
  282, but also with deliver touch spells, improved 
  evasion, share spells, empathic link, speak with 
  master and toads 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). See Appendix. 
  Encounter 5  
   
   
   
  Paraelemental Ooze, small: CR 1; Small 
  elemental (Earth, Water); HD 2d8+2; hp 11; Init 
  +0; Spd 20 ft, swim 50 ft. AC 17, touch 11, flat-
  footed 16 (+1 size, +6 natural); Base Atk/Grp 
  +2/+4; Atk +4 melee (1d6+3 + 1d4 acid, slam); 
  Full Atk: +4 melee (1d6+3 + 1d4 acid, slam); 
  Space / Reach 5 ft./5ft. SA Acid; SQ Elemental; 
  AL NE; SV Fort +4, Ref +0, Will +0; Str 14, Dex 
  10, Con 13, Int 4, Wis 11, Cha 11, 
   
  Skills and Feats: Listen +2, Spot +3; Power 
  Attack 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. 
  Armor or clothing dissolves 
  and 
  becomes useless unless it succeeds at a Reflex 
  save (DC 11). A metal or wooden weapon that 
  strikes an ooze paraelemental also dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully 
  grapples an opponent, the opponent’s armor 
  must likewise make a Reflex save at a -4 
  penalty or dissolve into uselessness. 
   
  Paraelemental Ooze, medium: CR 3; Medium 
  elemental (Earth, Water); HD 4d8+12; hp 30; Init 
  +1 (+1 Dex); Spd 20 ft, swim 50 ft. AC 19, touch 
  11, flat-footed 18 (+1 Dex, +8 natural); Base 
  Atk/Grp +3/+6; Atk +6 melee (1d8+4 + 1d6 acid, 
  slam); Full Atk: +6 melee (1d8+4 + 1d6 acid, 
  slam); Space / Reach 5 ft./5ft. SA Acid; SQ 
  Elemental; AL NE; SV Fort +7, Ref +2, Will +1; 
  Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11, 
   
  Skills and Feats: Listen +3, Spot +4; Power 
  Attack, Improved Sunder 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. 
  Armor or clothing dissolves 
  and 
  becomes useless unless it succeeds at a Reflex 
  save (DC 13). A metal or wooden weapon that 
  strikes an ooze paraelemental also dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully 
  grapples an opponent, the opponent’s armor 
  must likewise make a Reflex save at a -4 
  penalty or dissolve into uselessness. 
  Encounter 6  
   
   
   
  Doomfoodle: Male gnome Sor6; CR 6; HD 
  6d4+30+3; hp 52; Init +2; Spd 20 ft.; AC 19, 
  touch 14, flat-footed 17  (+1 size, +2 Dex, +1 
  deflection, +1 natural, +4 from mage armor); 
  Base Atk/Grp +3/-3; Atk +1 melee (1d3-2/x2, 
  dagger); Full Atk +1 melee (1d3-2/x2, dagger); 
  SA summon familiar (toad), spells, dancing 
  lights, speak with burrowing animals 1/day; SQ 
  low-light vision; SV Fort +8, Ref +5, Will +6; Str 
  6 Dex 14 Con 20 Int 10 Wis 11 Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +14, 
  Spellcraft 
  +9; 
  Augment 
  Summoning, 
  Necromantic 
  Presence, 
  Spell 
  Focus 
  (conjuration). 
   
  Familiar: Toad (1 hp), see MM p. 82. 
   
  Spells Known: 6/6*/6/4 (Save DC 13 + spell 
  level) 0th  – acid splash†, daze, detect magic, 
  read magic, resistance, touch of fatigue 1st  – 
  mage armor, magic missile, Mordenkainen’s 
  buzzing bees, summon undead I 2nd  – 
  glitterdust†, summon undead II 3rd – fireball 
  *number reflects already-cast mage armor † 
  Spell Focus adds 1 to save DC 
   
  Spells Active: invisibility, bear’s endurance, 
  mage armor, silence (on cleric’s rock)  
   
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, ring of protection +1, amulet 
  of natural armor +1, vest of resistance +1, 
  dagger, Legion of Doom insignia. 
   
  Ripur: Male human Rog1/Rgr1/Ftr4; CR 6; HD 
  1d6+1d8+4d10+30; hp 72; Init +1;  Spd 20ft.; AC 
  20, touch 11, flat-footed 19 (+1 Dex, +9 +1 full 
  
  BIS5-04 Uncovered Truths 
   
  Page 36 
  plate); Base Atk/Grp +5/+8; Atk +10 melee 
  (2d4+7/x4, +1 scythe); Full Atk +10 melee 
  (2d4+7/x4, +1 scythe); SA trapfinding, sneak 
  attack +1d6, favored enemy (human), wild 
  empathy; SV Fort +13, Ref +6, Will +1; Str 16 
  Dex 12 Con 20 Int 8 Wis 11 Cha 8. 
   
  Skills and Feats: Balance –3, Climb +0, 
  Disable Device +0, Escape Artist +3, Forgery 
  +0, Hide +1, Jump +4, Knowledge (religion) +1; 
  Blind-Fight, Cleave, Close-Quarters Fighting, 
  Improved Sunder, Power Attack, Track, Weapon 
  Focus (scythe), Weapon Specialization (scythe). 
   
  Spells Active: invisibility, bear’s endurance, 
  silence (on cleric’s rock)  
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, +1 full plate, +1 scythe, potion 
  of cure moderate wounds, Legion of Doom 
  insignia. 
   
  Ardev: Female human Clr6 of Erythnul; CR 6; 
  HD 6d8+12; hp 50; Init –1; Spd 20 ft.; AC 21, 
  touch 9, flat-footed 21 (-1 Dex, +3 +1 shield, +9 
  +1 full plate); Base Atk/Grp +4/+4; Atk +4 melee 
  (2d4/x4, scythe); Full Atk +4 melee (2d4/x4, 
  scythe); SA rebuke undead 4/day, check 
  1d20+1, 2d6+7 HD; SV Fort +8, Ref +2, Will 
  +10; Str 10 Dex 8 Con 14 Int 8 Wis 18 Cha 12. 
   
  Skills and Feats: Concentration +8, Heal +5, 
  Knowledge (religion) +4, Spellcraft +5; Augment 
  Summoning, 
  Necromantic 
  Presence, 
  Spell 
  Focus (conjuration), Tomb-Tainted Soul. 
   
  Domains: Evil and Mysticism (+1 caster 
  level for [Evil] spells, 1/day +1 luck bonus to 
  saves for 6 rounds) 
   
  Spells Prepared: 5/4+1/4+1/3+1 (Save DC 
  14 + spell level) 0th – detect magic, guidance, 
  light, read magic, resistance 1st  – deathwatch, 
  command, protection from good*†, shield of faith, 
  summon undead I 2nd  – hold person, resist 
  energy (fire), silence, spiritual weapon* 3rd – 
  dispel magic, invisibility purge, lesser visage of 
  the deity*, summon undead III 
  *domain spell † cast at +1 caster level 
   
  Spells 
  Active: 
  invisibility, 
  deathwatch, 
  silence (on rock) 
   
  Possessions: potion of invisibility, +1 large 
  steel shield, +1 full plate, scythe, Legion of 
  Doom insignia. 
  
  BIS5-04 Uncovered Truths 
   
  Page 37 
  Appendix Four – APL 8 
  Encounter 2  
   
   
   
  Trippy: Male Shadar-kai Ftr6; CR 7; Medium fey 
  (extraplanar); HD 3d6+6d10+9; hp 65; Init +3; 
  Spd 30 ft.; AC 20, touch 13, flat-footed 17 (+3 
  Dex, +6 chain shirt, +1 natural); Base Atk/Grp 
  +7/+7; Atk +11 melee (2d4+6/x2, spiked chain) 
  or +10 ranged (1d6/x3, shortbow); Full Atk 
  +11/+6 melee (2d4+6/x2, spiked chain) or 
  +10/+5 
  ranged 
  (1d6/x3, 
  shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +8, Ref +9, Will +6 (+3 vs any save 
  involving death effects or energy drain); Str 15, 
  Dex 16, Con 12, Int 14, Wis 10, Cha 9. 
   
  Skills and Feats: Craft (weaponsmithing) +5, 
  Hide 
  +12 
  (in 
  shadowy 
  conditions 
  +22), 
  Intimidate +6, Listen +7, Move Silently +12, 
  Search +8, Spot +7, Survival +6 (+8 following 
  tracks); Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), 
  Improved Disarm, Improved Trip, Staggering 
  Strike, Weapon Finesse, Weapon Focus (spiked 
  chain), Weapon Specialization (spiked chain). 
   
  Possessions: +2 chain shirt, +1 spiked 
  chain, +1 gal-ralan, amulet of natural armor+1, 
  potion of displacement, shortbow, 20 arrows. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
  Stabby: Shadar-kai Rog5/Asn2; CR 8; Medium 
  fey (extraplanar); HD 10d6; hp 45; Init +5; Spd 
  30 ft.; AC 19, touch 15, flat-footed 14 (+5 Dex, 
  +4 studded leather); Base Atk/Grp +5/+5; Atk +8 
  melee* (2d4+4/x2, spiked chain) or +10 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +8 
  melee* 
  (2d4+4/x2, spiked chain) or +10 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA death attack, evasion, poison 
  use, sneak attack +5d6, trapfinding, trap sense 
  +1, uncanny dodge; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +3, Ref +15, Will +5 (+3 vs. any save 
  involving death effects or energy drain, +1 vs. 
  traps, +1 vs. poison); Str 14, Dex 20, Con 11, Int 
  11, Wis 10, Cha 9. 
   
  *+2 to attack and +2d6 to damage when 
  striking a human target. 
   
  Skills and Feats: Disguise +3, Hide +18 (in 
  shadowy conditions +28), Jump +7, Listen +11, 
  Move Silently +18, Search +11, Spot +11, 
  Survival +6 (+8 following tracks), Tumble +15; 
  Combat Reflexes, Deft Opportunist, Exotic 
  Weapon Proficiency (spiked chain), Staggering 
  Strike, Weapon Finesse. 
   
  Possessions: 
  +1 
  studded 
  leather, 
  +1 
  human-bane spiked chain, shortbow, 20 arrows, 
  +1 gal-ralan, potion of displacement. 
   
   
  Assassin Spells Known (1; save DC 11 + 
  spell level): 1st – critical strike, obscuring mist, 
  true strike. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Boomer: Shadar-kai Sor10; CR 9; Medium fey 
  (extraplanar); HD 3d6+10d4; hp 45; Init +4; Spd 
  30 ft.; AC 16, touch 16, flat-footed 12 (+4 Dex, 
  +2 deflection); Base Atk/Grp +6/+6; Atk +6 
  melee (2d4/x2, spiked chain) or +10 ranged 
  (1d6/x3, shortbow); Full Atk +6 melee (2d4/x2, 
  spiked chain) or +10 ranged (1d6/x3, shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6, summon familiar; SQ 
  Hide in plain sight, shadow curse, superior low-
  light vision; AL NE; SV Fort +7, Ref +13, Will 
  +12(+5 vs. death or energy drain effects); Str 10, 
  Dex 18, Con 11, Int 10, Wis 9, Cha 19. 
   
  Skills and Feats: Concentration +11, Hide 
  +10 (in shadowy conditions +20), Knowledge 
  (arcana) +5, Listen +7, Move Silently +10, 
  Search +6, Spellcraft +4, Spot +7, Survival +5 
  (+7 
  following 
  tracks); 
  Alertness, 
  Combat 
  Casting, Energy Substitution (cold), Exotic 
  
  BIS5-04 Uncovered Truths 
   
  Page 38 
  Weapon Proficiency (spiked chain), Extend 
  Spell, Spell Focus (evocation), Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, 750 gp of diamond dust, +3 gal-ralan, 
  gloves of dexterity +2, cloak of charisma +2, ring 
  of protection +2, potion of barkskin +4. 
  Sorcerer Spells Known: (6/7/7/7/7/3, DC 14 + 
  spell level, +1 if evocation): 0th – acid splash, 
  daze, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance; 1st – shield, enlarge person, mage 
  armor, magic missile, true strike; 2nd – bear’s 
  endurance, ray of enfeeblement, scorching ray, 
  web; 3rd – dispel magic, lightning bolt, fly; 4th – 
  Evard’s black tentacles, fire shield; 5th – cone of 
  cold. 
   
  Familiar – Toad. As per Monster Manual p. 
  282, but also with deliver touch spells, improved 
  evasion, share spells, empathic link, speak with 
  master and toads 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Encounter 5  
   
   
   
  Paraelemental Ooze, small: CR 1; Small 
  elemental (Earth, Water); HD 2d8+2; hp 11; Init 
  +0; Spd 20 ft, swim 50 ft. AC 17, touch 11, flat-
  footed 16 (+1 size, +6 natural); Base Atk/Grp 
  +2/+4; Atk +4 melee (1d6+3 + 1d4 acid, slam); 
  Full Atk: +4 melee (1d6+3 + 1d4 acid, slam); 
  Space / Reach 5 ft./5ft. SA Acid; SQ Elemental; 
  AL NE; SV Fort +4, Ref +0, Will +0; Str 14, Dex 
  10, Con 13, Int 4, Wis 11, Cha 11, 
   
  Skills and Feats: Listen +2, Spot +3; Power 
  Attack 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. 
  Armor or clothing dissolves 
  and 
  becomes useless unless it succeeds at a Reflex 
  save (DC 11). A metal or wooden weapon that 
  strikes an ooze paraelemental also dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully 
  grapples an opponent, the opponent’s armor 
  must likewise make a Reflex save at a -4 
  penalty or dissolve into uselessness. 
   
  Paraelemental Ooze, large: CR 5; Large 
  elemental (Earth, Water); HD 8d8+32; hp 68; Init 
  +2 (+2 Dex); Spd 20 ft, swim 50 ft. AC 20, touch 
  11, flat-footed 18 (-1 size, +2 Dex, +9 natural); 
  Base Atk/Grp +5/+10; Atk +10 melee (2d8+7 + 
  1d6 acid, slam); Full Atk: +10/+5 melee (2d8+7 
  + 1d6 acid, slam); Space / Reach 10 ft./10 ft. SA 
  Acid; SQ Elemental, DR 5/--; AL NE; SV Fort 
  +10, Ref +4, Will +2; Str 20, Dex 14, Con 19, Int 
  6, Wis 11, Cha 11, 
   
  Skills and Feats: Listen +5, Spot +6; Power 
  Attack, Improved Sunder, Cleave 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. 
  Armor or clothing dissolves 
  and 
  becomes useless unless it succeeds at a Reflex 
  save (DC 16). A metal or wooden weapon that 
  strikes an ooze paraelemental also dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully 
  grapples an opponent, the opponent’s armor 
  must likewise make a Reflex save at a -4 
  penalty or dissolve into uselessness. 
  Paraelemental Ooze, huge: CR 7; Huge 
  elemental (Earth, Water); HD 16d8+80; hp 152; 
  Init +4 (+4 Dex); Spd 20 ft, swim 50 ft. AC 21, 
  touch 12, flat-footed 17 (-2 size, +4 Dex, +9 
  natural); Base Atk/Grp +10/+17; Atk +17 melee 
  (2d10+10 
  + 
  1d6 
  acid, 
  slam); 
  Full 
  Atk: 
  +17/+12/+7 melee (2d10+10 + 1d6 acid, slam); 
  Space / Reach 15 ft./15 ft. SA Acid; SQ 
  Elemental, DR 5/--; AL NE; SV Fort +15, Ref +9, 
  Will +5; Str 24, Dex 18, Con 21, Int 6, Wis 11, 
  Cha 11, 
   
  Skills and Feats: Listen +9, Spot +10; Power 
  Attack, Improved Sunder, Cleave, Improved 
  Critical (slam), Blind-Fight 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. 
  Armor or clothing dissolves 
  and 
  becomes useless unless it succeeds at a Reflex 
  save (DC 22). A metal or wooden weapon that 
  
  BIS5-04 Uncovered Truths 
   
  Page 39 
  strikes an ooze paraelemental also dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully 
  grapples an opponent, the opponent’s armor 
  must likewise make a Reflex save at a -4 
  penalty or dissolve into uselessness. 
  Encounter 6  
   
   
   
  Doomfoodle: Male gnome Sor7; CR 7; HD 
  7d4+35+3; hp 60; Init +4; Spd 20ft; AC 21, touch 
  16, flat-footed 17 (+1 size, +4 Dex, +1 deflection, 
  +1 natural, +4 from mage armor); Base Atk/Grp 
  +3/-3; Atk +1 melee (1d3-2/x2, dagger); Full Atk 
  +1 melee (1d3-2/x2, dagger); SA summon 
  familiar (toad), spells, dancing lights, speak with 
  burrowing animals 1/day; SQ low-light vision; SV 
  Fort +8, Ref +7, Will +6; Str 6 Dex 18 Con 20 Int 
  10 Wis 11 Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Spellcraft 
  +10; 
  Augment 
  Summoning, 
  Necromantic 
  Presence, 
  Spell 
  Focus 
  (conjuration). 
   
  Familiar: Toad (1 hp), see MM p. 82. 
   
  Spells: 6/6*/7/5 (Save DC 13 + spell level) 
  0th  – acid splash†, daze, detect magic, read 
  magic, resistance, touch of fatigue 1st  – mage 
  armor, magic missile, Mordenkainen’s buzzing 
  bees, shield, summon undead I 2nd  – bigby’s 
  slapping hand, glitterdust†, summon undead II 
  3rd  – fireball, legion snake’s swiftness 
  *number reflects already-cast mage armor † 
  Spell Focus adds 1 to save DC 
   
  Spells 
  Active: 
  invisibility, 
  displacement, 
  bear’s endurance, cat’s grace, mage armor, 
  silence (on cleric’s rock)  
  Possessions: potion of invisibility, potion 
  of bear’s endurance, potion of displacement, 
  potion of cure serious wounds, potion of cat’s 
  grace, ring of protection +1, amulet of natural 
  armor +1, vest of resistance +1, dagger, Legion 
  of Doom insignia. 
   
  Ripur: Male human Rog2/Rgr1/Ftr4; CR 7; HD 
  2d6+1d8+4d10+35; hp 81; Spd 20ft.; AC 20, 
  touch 11 flat-footed 19 (+1 Dex, +9 +1 full plate); 
  Base Atk/Grp +6/+9; Atk +11 melee (2d4+7/x4, 
  +1 scythe); Full Atk +11/+6 melee (2d4+7/x4, +1 
  scythe); SA trapfinding, sneak attack +1d6, 
  evasion, favored enemy (human), wild empathy; 
  SV Fort +13, Ref +7, Will +1; Str 16 Dex 12 Con 
  20 Int 8 Wis 11 Cha 8. 
   
  Skills and Feats: Balance –3, Climb +1, 
  Disable Device +1, Escape Artist +4, Forgery 
  +0, Hide +1, Jump +4, Knowledge (religion) +6; 
  Blind-Fight, Cleave, Close-Quarters Fighting, 
  Improved Sunder, Power Attack, Track, Weapon 
  Focus (scythe), Weapon Specialization (scythe). 
   
  Spells 
  Active: 
  invisibility, 
  displacement, 
  bear’s endurance, silence (on cleric’s rock) 
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, +1 full plate, +1 scythe, potion 
  of displacement, vest of resistance +1, Legion of 
  Doom insignia. 
   
  Ardev: Female human Clr6/MasterofShrouds1 
  of Erythnul; CR 7; Hd 7d8+14; hp 58; Init -1; Spd 
  20ft.; AC 22, touch 9, flat-footed 22 (-1 Dex, +3 
  +1 shield, +10 +2 full plate); Base Atk/Grp 
  +4/+4; Atk +4 melee (2d4/x4, scythe); Full Atk 
  +4 melee (2d4/x4, scythe); SA rebuke undead 
  8/day, check 1d20+1, 2d6+7 HD; SV Fort +8, 
  Ref +2, Will +12; Str 10 Dex 8 Con 14 Int 8 Wis 
  18 Cha 12. 
   
  Skills and Feats: Concentration +8, Heal +5, 
  Knowledge (religion) +4, Spellcraft +5; Augment 
  Summoning, 
  Necromantic 
  Presence, 
  Spell 
  Focus (conjuration), Tomb-Tainted Soul. 
   
  Domains: Evil and Mysticism (+1 caster 
  level for [Evil] spells, 1/day +1 luck bonus to 
  saves for 6 rounds) 
   
  Spells Prepared: 5/4+1/4+1/3+1 (Save DC 
  14 + spell level) 0th – detect magic, guidance, 
  light, read magic, resistance 1st – deathwatch, 
  command, protection from good*†, shield of faith, 
  summon undead I 2nd – hold person, resist 
  energy (fire), silence, spiritual weapon* 3rd – 
  dispel magic, invisibility purge, lesser visage of 
  the deity*, summon undead III 
  *domain spell † cast at +1 caster level 
   
  Spells 
  Active: 
  invisibility, 
  deathwatch, 
  silence (on rock)  
   
  Possessions: potion of invisibility, +1 large 
  steel shield, +2 full plate, scythe, Legion of 
  Doom insignia. 
   
  Allevol: Female human Spellthief7; CR 7; HD 
  7d6+28; hp 61; Init +4; Spd 30ft.; AC 27, touch 
  14, flat-footed 23 (+4 Dex, +4 shield, +5 natural, 
  +4 +1 studded leather); Base Atk/Grp +5/+9; Atk 
  +10 melee (1d6+5,15-20/x2, +1 rapier); Full Atk 
  +10 melee (1d6+5,15-20/x2, +1 rapier); SA 
  
  BIS5-04 Uncovered Truths 
   
  Page 40 
  absorb spell, detect magic 2/day, sneak attack 
  +2d6, spellgrace +1, steal spell (3rd), steal spell 
  effect, steal energy resistance 10, steal spell-like 
  ability, trapfinding; SV Fort +6, Ref +6, Will +4 
  (+1 to all vs. spells), Str 18 Dex 18 Con 18 Int 13 
  Wis 8 Cha 14. 
   
  Skills and Feats: Bluff +12, Concentration 
  +9, Hide +14, Jump +11, Listen +7, Move 
  Silently +14, Spellcraft +5, Spot +6, Tumble +16; 
  Combat Casting, Combat Expertise, Improved 
  Diversion, Improved Feint. 
   
  Spells Known: 2 (1 used) (DC 12 + spell 
  level) 1st – expeditious retreat, mordenkainen’s 
  buzzing bees, shield 
   
  Spells 
  Active: 
  barkskin 
  +5, 
  bear’s 
  endurance, 
  bull’s 
  strength, 
  cat’s 
  grace, 
  expeditious retreat, invisibility, keen edge, 
  shield, silence (on cleric’s rock) 
   
  Possessions: potion of bear’s endurance, 
  potion of bull’s strength, potion of cat’s grace, 
  potion of invisibility, potion of keen edge, +1 
  rapier, +1 studded leather, Legion of Doom 
  insignia. 
   
  Absorb Spell (Su) Beginning at 7th level, if 
  a spellthief makes a successful save against a 
  spell that targets him, he can attempt to absorb 
  the spell energy for later use.  This ability affect 
  only spells that have the spellthief as a taget, not 
  effect or area spells.  A spellthief can’t absorb a 
  spell of a higher level than he could steak with 
  his steal spell ability (see below).   
   
  To absorb a spell that targets him, a 
  spellthief must succeed on a level check 
  (1d20+spellthief class level) against a DC of 
  10+the spell’s caster level.  Failure indicates that 
  the spell has its normal effect.  Success means 
  that the spellthief suffers no effect from the spell 
  and can cast the spell later (or use its energy to 
  cast one of his own spells known) as if he had 
  stolen the spell with his steal spell ability.  His 
  normal limit of total spell levels stolen still 
  applies. 
   
  Detect Magic (Sp) A spellthief of 2nd level or 
  higher can use detect magic a number of times 
  per day equal to his Charisma bonus, if any 
  (minimum 1).  His caster level is equal to his 
  spellthief class level.   
   
  Sneak Attack (Ex) A 4th level spellthief 
  deals an extra 2d6 points of damage when 
  flanking an opponent or at any time when the 
  target would be denied its Dexterity bonus.  This 
  extra damage applies to ranged attacks only if 
  the target is within 30 feet.See the rogue class 
  feature page 50 of the Player’s Handbook. 
   
  Spellgrace (Su) A spellthief of 2nd level of 
  higher gains a +1 competence bonus on his 
  saves against spells.  This bonus increases to 
  +2 at 11th level and +3 at 20th level 
   
  Steal Energy Resistance (Su) Beginning at 
  3rd level, a spellthief can siphon off some or all of 
  a target’s resistance to an energy type.  A 
  spellthief who hits an opponent with a successful 
  sneak attack can chose to forgo dealing 1d6 
  points of sneak attack damage and instead 
  temporarily gain resistance 10 to an energy type 
  to which his target is resistant (or immune).  If 
  the target is willing, a spellthief can steal energy 
  resistance with a touch as a standard action. 
   
  Simultaneously, 
  the 
  target 
  creature’s 
  resistance to that energy type is reduced by 10 
  (to a minimum to 0).  A creature with immunity to 
  an energy type retains that immunity. 
   
  If the target has more than one type of 
  resistance to energy, a spellthief can choose 
  which 
  kind 
  to 
  steal, 
  otherwise, 
  the 
  DM 
  determines the stolen resistance randomly from 
  among those possessed by the target.  If a 
  spellthief chooses to steal a type of resistance 
  that the target does not possess, the stolen type 
  of resistance is determined randomly from those 
  possessed by the target. 
   
  The resistance a spellthief gains from using 
  this ability lasts for 1 minute.  If the resistance is 
  derived from a temporary effect (such as a 
  spell), the stolen resistance disappears when 
  the effect expires. 
   
  A spellthief can use this ability multiple 
  times, but its effects do not stack, unless they 
  apply to different types of energy. 
   
  At 11th level, a spellthief can steal resistance 
  20 to an energy type by using this ability, and at 
  19th level he can steal resistance 30 to an 
  energy type 
   
  Steal Spell (Su) A spellthief can siphon 
  spell energy away from his target and use it 
  himself.  A spellthief who his an opponent with a 
  successful sneak attack can chose to forgo 
  dealing 1d6 points of sneak attack damage and 
  instead steal a spell, or the potential to cast a 
  specific known spell, from his target.  If the 
  target is willing, a spellthief can steal a spell with 
  a touch as a standard action. 
  
  BIS5-04 Uncovered Truths 
   
  Page 41 
   
  The target of a steal spell attack loses one 
  0-level or 1st-level spell from memory if she 
  prepares spells ahead of time, or one 0-level or 
  1st-level spell slot if she is a spontaneous caster. 
   A spontaneous caster also loses the ability to 
  cast the stolen spell for 1 minute.  If the target 
  has no spells prepared (or has no remaining 
  spell slots, if she is a spontaneous caster), this 
  ability has no effect.  A spellthief can choose 
  which spell to steal; otherwise, the DM 
  determines the stolen spell randomly.  If a 
  spellthief tries to steal a spell that isn’t available, 
  the stolen spell (or spell slot) is determined 
  randomly from those the target has available.   
   
  After stealing a spell, a spellthief can cast 
  the spell himself on a subsequent turn.  Treat 
  the spell as if it were cast by the original owner 
  of the spell for the purpose of determining caster 
  level, save DC, and so for the.  A spellthief can 
  cast this spell even if he doesn’t have the 
  minimum ability score normally required to cast 
  a spell of that level.  The spellthief must supply 
  the 
  same 
  components 
  (including 
  verbal, 
  somatic, material, XP, and any focus) required 
  for the stolen spell.  Alternatively, a spellthief of 
  4th level or higher can use the stolen spell power 
  to cast any spellthief spell that he knows of the 
  same level or lower (effectively, this give the 
  spellthief one free casting of a known spell).  A 
  spellthief must cast a stolen spell (or use its 
  energy to cast one of his own spells) within 1 
  hour of stealing it; otherwise the extra spell 
  energy fades harmlessly away. 
   
  As a spell thief gains levels, he can choose 
  to steal higher level spells.  At 4th level, he can 
  steal spells of up to 2nd level, and for every two 
  levels gained after 4th, the maxiumum spell level 
  stolen increases by one (up to a maximum of 
  9th-level spells at 18th level) 
   
  At any one time, a spellthief can possess a 
  maximum number of stolen spell levels equal to 
  his class level (treat 0th-level spells as ½ level 
  for this purpose).  If he steals a spell that would 
  cause him to exceed this limit, he must choose 
  to lose stolen spells sufficient to reduc his total 
  number of stolen spell levels to no more than his 
  maximum. 
   
  A spellthief can’t apply metamagic feats or 
  other effects to the stolen spell unless the 
  specific spell stolen was prepared with such an 
  effect. 
   
  This ability works only against spells.  It has 
  no effect on spell-like abilities. 
   
  Steal Spell Effect (Su) Beginning at 2nd 
  level a spellthief can siphon an active spell effect 
  from another creature.  A spellthief who hits an 
  opponent with a sneak attack can choose to 
  forgo dealing 1d6 points of sneak attack damage 
  and instead gain the effect of a single spell 
  affecting the target.  If the target is willing, a 
  spellthief can steal a spell effect with a touch as 
  a standard action. 
   
  The spellthief can choose which spell effect 
  to steal; otherwise, the DM determines the 
  stolen spell effect randomly.  If a spellthief tries 
  to steal a spell effect that isn’t present, the 
  stolen spell effect is determined randomly from 
  among those currently in effect on the target.  A 
  spellthief can’t steal a spell effect if its caster 
  level exceed his class level + his Charisma 
  modifier. 
   
  Upon stealing a spell effect, a spellthief 
  gains the stolen effect (and the original creature 
  loses that effect) for 1 minute per class level (or 
  until the spell’s duration expires, whichever 
  comes first).  If the spell effect’s duration hasn’t 
  expired by this time, the spell effect returns to 
  the creature that originally benefited from it. 
   
  A spellthief can steal the effect of a spell 
  only if the spell could be cast on him by the 
  original caster.  If a spellthief tries to steal the 
  effect of a spell not allowed to him, the effect is 
  still suppressed on the original target of the spell 
  for 1 minute per spellthief class level. 
   
  This ability does not work on spell effects 
  that are immune to dispel magic 
   
  Steal Spell-Like Ability (Su) At 5th level 
  and higher, a spellthief can use a sneak attack 
  to temporarily steal a creature’s spell like ability. 
   A spellthief who hits an opponent with a sneak 
  attack can choose to forgo dealing 1d6 points of 
  sneak attack damage and instead gain use of 
  one of the target’s spell-like abilities.  If the 
  target is willing, a spellthief can steal a spell-like 
  ability with a touch as a standard action. 
   
  This spell-like ability can originate from the 
  target’s class, race, template, or any other 
  source, and can be of any level up to a 
  maximum of one-third the spellthief’s class level. 
   A spellthief can select a specific spell-like ability 
  to steal; otherwise the DM chooses the ability at 
  random.  If the ability has a limited number of 
  uses per day, the target must have at least one 
  such use left, or the spellthief can’t steal the 
  ability.  If the target can’t use its ability at the 
  present time, the spellthief can’t steal it. 
  
  BIS5-04 Uncovered Truths 
   
  Page 42 
   
  A spellthief can use a stolen spell-like ability 
  once. For all purposes (caster level, save DC, 
  and so on), treat the spell-like ability as if it were 
  being used by the original possessor of the 
  ability.  A spellthief must use the stolen spell-like 
  ability within 1 minute of acquiring it, or it is lost 
  harmlessly.  Until the spellthief uses the ability 
  (or until the minute elapses), the target cannot 
  use the stolen ability.   
   
  Trapfinding (Ex): A spellthief can use the 
  Search skill to locate traps with a DC higher than 
  20, and he can use Disable Device to bypass a 
  trap or disarm magic traps.  See the rogue class 
  feature, page 50 of the Player’s Handbook. 
   
  Vertie: Female dwarf Bbn5/Ftr1; CR 6; HD 
  5d12+1d10+18; hp 73; Init +3; Spd 30ft.; AC 17, 
  touch 13, flat-footed 17 (-1 size, +3 Dex, +5 +1 
  chain shirt); Base Atk/Grp +6/+16; Atk +13 
  melee (2d6+10/x2, +1 spiked chain); Full Atk 
  +13/+8 melee (2d6+10/x2, +1 spiked chain); SA 
  fast movement, improved uncanny dodge, rage 
  2/day, trap sense +1, uncanny dodge, SQ 
  darkvision, stonecunning, stability; SV Fort +10, 
  Ref +5, Will +1 (+2 vs poison, spells, +1 vs. 
  traps); Str 22 Dex 16 Con 16 Int 13 Wis 8 Cha 6. 
   
  Skills and Feats: Climb +16, Jump +16, 
  Listen +8, Ride +8, Survival +6; Combat 
  Expertise, Exotic Weapon Proficiency (spiked 
  chain), Improved Trip. 
   
  Spells Active: bull’s strength, cat’s grace, 
  enlarge person, invisibility, silence (on cleric’s 
  rock) 
   
  Possessions: potion of bull’s strength, potion 
  of cat’s grace, potion of invisibility, potion of 
  enlarge person, vest of resistance +1, +1 spiked 
  chain, +1 chain shirt, Legion of Doom insignia 
   
  
  BIS5-04 Uncovered Truths 
   
  Page 43 
  Appendix Five – APL 10 
  Encounter 2  
   
   
   
  Trippy: Male Shadar-kai Ftr8; CR 9; Medium fey 
  (extraplanar); HD 3d6+8d10+11; hp 82; Init +3; 
  Spd 30 ft.; AC 20, touch 13, flat-footed 16 (+3 
  Dex, +6 chain shirt, +1 natural); Base Atk/Grp 
  +9/+11; 
  Atk 
  +14 
  melee 
  (2d4+6+1d6 
  electricity/x2, spiked chain) or +12 ranged 
  (1d6/x3, shortbow); Full Atk +14/+9 melee 
  (2d4+6+1d6 electricity /x2, spiked chain) or 
  +12/+7 
  ranged 
  (1d6/x3, 
  shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +9, Ref +9, Will +6 (+3 vs any save 
  involving death effects or energy drain); Str 15, 
  Dex 16, Con 12, Int 14, Wis 10, Cha 9. 
   
  Skills and Feats: Craft (weaponsmithing) +5, 
  Hide 
  +13 
  (in 
  shadowy 
  conditions 
  +23), 
  Intimidate +6, Listen +7, Move Silently +13, 
  Search +8, Spot +8, Survival +6 (+8 following 
  tracks); Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), 
  Greater Weapon Focus (spiked chain) Improved 
  Disarm, 
  Improved 
  Trip, 
  Staggering 
  Strike, 
  Weapon Finesse, Weapon Focus (spiked chain), 
  Weapon Specialization (spiked chain). 
   
  Possessions: +2 chain shirt, +1 spiked chain 
  of shock, +1 gal-ralan, amulet of natural armor 
  +1, potion of displacement, shortbow, 20 arrows. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Stabby: Shadar-kai Rog5/Asn4; CR 10; Medium 
  fey (extraplanar); HD 12d6+12; hp 66; Init +5; 
  Spd 30 ft.; AC 21, touch 16, flat-footed 16 (+5 
  Dex, +5 studded leather, +1 ring of protection); 
  Base Atk/Grp +7/+9; Atk +10 melee* (2d4+4/x2 
  plus poison, spiked chain) or +12 ranged 
  (1d6/x3, shortbow); Full Atk +10/+5 melee* 
  (2d4+4/x2 plus poison, spiked chain) or +12/+7 
  ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 
  ft. (10 ft with spiked chain); SA death attack, 
  evasion, poison use, sneak attack +6d6, 
  trapfinding, trap sense +1, uncanny dodge; SQ 
  Hide in plain sight, shadow curse, superior low-
  light vision; AL NE; SV Fort +6, Ref +17, Will +7 
  (+4 vs. any save involving death effects or 
  energy drain, +1 vs. traps, +2 vs. poison); Str 
  14, Dex 20, Con 12, Int 11, Wis 10, Cha 9. 
   
  *+2 to attack and +2d6 to damage when 
  striking a human target. 
   
  Skills and Feats: Disguise +3, Hide +20 (in 
  shadowy conditions +30), Jump +7, Listen +13, 
  Move Silently +20, Search +11, Spot +13, 
  Survival +6 (+8 following tracks), Tumble +15; 
  Close-Quarters Fighting, Combat Reflexes, Deft 
  Opportunist, Exotic Weapon Proficiency (spiked 
  chain), Staggering Strike, Weapon Finesse. 
   
  Possessions: 
  +2 
  studded 
  leather, 
  +1 
  human-bane spiked chain, +2 gal-ralan, potion 
  of displacement, ring of protection +1, vial of 
  purple worm poison (1 dose), shortbow, 20 
  arrows. 
   
  Assassin Spells Known (3/1; save DC 11 + 
  spell level): 1st – critical strike, obscuring mist, 
  true strike; 2nd – cat’s grace, fire shuriken, 
  invisibility (swift). 
   
   
  Poison: The spiked chain is coated with 
  purple worm poison (Fort DC 24; 1d6 Str/2d6 
  Str). The poison is only delivered on the first 
  successful hit. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Boomer: Shadar-kai Sor12; CR 11; Medium fey 
  (extraplanar); HD 3d6+12d4; hp 50; Init +5; Spd 
  30 ft.; AC 17, touch 17, flat-footed 12 (+5 Dex, 
  +2 deflection); Base Atk/Grp +7/+7; Atk +7 
  melee (2d4/x2, spiked chain) or +12 ranged 
  (1d6/x3, shortbow); Full Atk +7/+2 melee 
  (2d4/x2, spiked chain) or +12/+7 ranged 
  (1d6/x3, shortbow); Space/Reach 5 ft./5 ft. (10 ft 
  with spiked chain); SA sneak attack +1d6, 
  summon familiar; SQ Hide in plain sight, shadow 
  
  BIS5-04 Uncovered Truths 
   
  Page 44 
  curse, superior low-light vision; AL NE; SV Fort 
  +10, Ref +17, Will +15(+6 vs. death or energy 
  drain effects); Str 10, Dex 20, Con 11, Int 10, 
  Wis 9, Cha 21. 
   
  Skills and Feats: Concentration +13, Hide 
  +11 (in shadowy conditions +21), Knowledge 
  (arcana) +5, Listen +7, Move Silently +11, 
  Search +6, Spellcraft +6, Spot +7, Survival +5 
  (+7 
  following 
  tracks); 
  Alertness, 
  Combat 
  Casting, Energy Substitution (cold), Exotic 
  Weapon Proficiency (spiked chain), Extend 
  Spell, Greater Spell Focus (evocation) Spell 
  Focus (evocation), Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, 750 gp of diamond dust, +4 gal-ralan, 
  gloves of dexterity +4, cloak of charisma +4, ring 
  of protection +2, potion of barkskin +4. 
  Sorcerer Spells Known: (6/8/7/7/7/6/3, DC 15 + 
  spell level, +2 if evocation): 0th – acid splash, 
  daze, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance; 1st – shield, enlarge person, mage 
  armor, magic missile, true strike; 2nd – bear’s 
  endurance, invisibility, ray of enfeeblement, 
  scorching ray, web; 3rd – dispel 
  magic, 
  displacement, lightning bolt, fly; 4th – dimension 
  door, Evard’s black tentacles, fire shield; 5th – 
  cone of cold, teleport; 6th – chain lightning. 
   
  Familiar – Toad. As per Monster Manual p. 
  282, but also with deliver touch spells, improved 
  evasion, share spells, empathic link, speak with 
  master and toads, SR 17. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
  Encounter 5  
   
   
   
   Paraelemental Ooze, huge: CR 7; Huge 
  elemental (Earth, Water); HD 16d8+80; hp 152; 
  Init +4 (+4 Dex); Spd 20 ft, swim 50 ft. AC 21, 
  touch 12, flat-footed 17 (-2 size, +4 Dex, +9 
  natural); Base Atk/Grp +10/+17; Atk +17 melee 
  (2d10+10 
  + 
  1d6 
  acid, 
  slam); 
  Full 
  Atk: 
  +17/+12/+7 melee (2d10+10 + 1d6 acid, slam); 
  Space / Reach 15 ft./15 ft. SA Acid; SQ 
  Elemental, DR 5/--; AL NE; SV Fort +15, Ref +9, 
  Will +5; Str 24, Dex 18, Con 21, Int 6, Wis 11, 
  Cha 11, 
   
  Skills and Feats: Listen +9, Spot +10; Power 
  Attack, Improved Sunder, Cleave, Improved 
  Critical (slam), Blind-Fight 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. 
  Armor or clothing dissolves 
  and 
  becomes useless unless it succeeds at a Reflex 
  save (DC 22). A metal or wooden weapon that 
  strikes an ooze paraelemental also dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully 
  grapples an opponent, the opponent’s armor 
  must likewise make a Reflex save at a -4 
  penalty or dissolve into uselessness. 
  Encounter 6  
   
   
   
  Doomfoodle: Male gnome Sor9; CR 9, HD 
  9d4+45+3; hp 76; Init +4; Spd 20ft.; AC 21, 
  touch 16, flat-footed 17 (+1 size, +4 Dex, +1 
  deflection, +1 natural, +4 from mage armor); 
  Base Atk/Grp +4/-2; Atk +2 melee (1d3-2/x2, 
  dagger); Full Atk +2 melee (1d3-2/x2, dagger); 
  SA summon familiar (toad), spells, dancing 
  lights, speak with burrowing animals 1/day; SQ 
  low-light vision; SV Fort +9, Ref +8, Will +8; Str 
  6 Dex 18 Con 20 Int 10 Wis 12 Cha 18. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +17, 
  Spellcraft 
  +12; 
  Augment 
  Summoning, 
  Necromantic Might, Necromantic Presence, 
  Spell Focus (conjuration). 
   
  Familiar: Toad (1 hp), see MM p. 82. 
   
  Spells: 6/6*/7/7/5 (Save DC 14 + spell level) 
  0th – acid splash†, daze, detect magic, read 
  magic, resistance, touch of fatigue 1st – mage 
  armor, magic missile, Mordenkainen’s buzzing 
  bees, shield, summon undead I 2nd – bigby’s 
  slapping hand, glitterdust†, invisibility, summon 
  undead II 3rd – fireball, legion snake’s swiftness, 
  summon undead III 4th – blast of flame†, 
  summon undead IV 
  *number reflects already-cast mage armor † 
  Spell Focus adds 1 to save DC 
   
   Spells Active: invisibility, displacement, fly, 
  bear’s endurance, cat’s grace, mage armor, 
  silence (on cleric’s rock)  
  
  BIS5-04 Uncovered Truths 
   
  Page 45 
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, potion of displacement, potion 
  of cat’s grace, potion of fly, ring of protection +1, 
  amulet of natural armor +1, vest of resistance 
  +1, cloak of charisma +2, dagger, Legion of 
  Doom insignia. 
   
  Ripur: Male human Rog2/Rgr1/Ftr4/Blkgd2; CR 
  9; HD 2d6+1d8+6d10+45; hp 106; Init +3; Spd 
  20ft.; AC 26, touch 12 flat-footed 25 (+1 Dex, +5 
  natural, +1 deflection, +9 +1 full plate); Base 
  Atk/Grp +8/+11; Atk +15 melee (2d4+10, 19-
  20/x4, +1 scythe); Full Atk +15/+10 melee 
  (2d4+10, 19-20/x4, +1 scythe); SA aura of evil, 
  detect good, smite good 3/day, trapfinding, 
  sneak attack +1d6, evasion, favored enemy 
  (human), wild empathy; SV Fort +16, Ref +7, 
  Will +2; Str 20 Dex 12 Con 20 Int 8 Wis 12 Cha 
  8. 
   
  Skills and Feats: Balance –3, Climb +1, 
  Concentration +7, Disable Device +1, Escape 
  Artist +4 Forgery +0, Hide +3, Jump +4, 
  Knowledge (religion) +6; Blind-Fight, Cleave, 
  Close-Quarters 
  Fighting, 
  Extra 
  Smiting, 
  Improved Sunder, Power Attack, Track, Weapon 
  Focus (scythe), Weapon Specialization (scythe). 
   
  Spells 
  Active: 
  invisibility, 
  displacement, 
  bear’s endurance, bull’s strength, keen edge, 
  barkskin +5, corrupt weapon (as bless weapon 
  with alignment reversed), silence (on cleric’s 
  rock) 
   
  Spells Prepared: (1) (DC 10 + level) 1st – 
  corrupt weapon 
  Possessions: potion of invisibility, potion of 
  bear’s endurance, potion of bull’s strength, oil of 
  keen edge, potion of barkskin +5, potion of cure 
  moderate wounds, +1 full plate, +1 scythe, 
  potion of displacement, vest of resistance +1, 
  ring of protection +1, Legion of Doom insignia. 
   
  Ardev: Female human Clr6/MasterofShrouds3 
  of Erythnul; CR 9; HD 9d8+36; hp 92; Init -1; 
  Spd 20ft.; AC 26, touch 9, flat-footed 26 (-1 Dex, 
  +5 natural, +3 +1 shield, +9 +1 full plate); Base 
  Atk/Grp +6/+6; Atk +4 melee (2d4/x4, scythe); 
  Full Atk +4 melee (2d4/x4, scythe); SA rebuke 
  undead 8/day, check 1d20+3, 2d6+11 HD, 
  summon shadow 6/day; SV Fort +12, Ref +4, 
  Will +15; Str 10 Dex 8 Con 18 Int 8 Wis 20 Cha 
  16. 
   
  Skills and Feats: Concentration +12, Heal 
  +7, Knowledge (religion) +4, Spellcraft +7; 
  Augment 
  Summoning, 
  Necromantic 
  Might, 
  Necromantic 
  Presence, 
  Spell 
  Focus 
  (conjuration), Tomb-Tainted Soul. 
   
  Domains: Evil and Mysticism (+1 caster 
  level for [Evil] spells, 1/day +3 luck bonus to 
  saves for 8 rounds) 
   
  Spells Prepared: 6/6+1/4+1/4+1/3+1 (Save 
  DC 15 + spell level) 0th  – detect magic, 
  guidance, light, mending, read magic, resistance 
  1st – deathwatch, command, cure light wounds, 
  protection from good*†, resurgence, shield of 
  faith, summon undead I 2nd  – cure moderate 
  wounds, hold person, resist energy (fire), 
  silence, spiritual weapon* 3rd  – animate dead†, 
  dispel magic, invisibility purge, lesser visage of 
  the deity*, summon undead III 4th  – divine 
  power, unholy blight*† 
  *domain spell † cast at +1 caster level 
   
  Spells Active: silence (on rock), bear’s 
  endurance, eagle’s splendor, displacement, 
  barkskin +5, invisibility, deathwatch, resist 
  energy (fire 20)   
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, potion of barkskin +5, potion 
  of displacement, potion of eagle’s splendor, +1 
  large steel shield, +1 full plate, vest of resistance 
  +1, scythe, 4 25-gp onyx, Legion of Doom 
  insignia. 
   
  Summon Undead (Sp) At 2nd level and 
  higher, a master of shrouds can summon one or 
  more incorporeal undead creatures a number of 
  times per day equal to 3+ her Charisma modifier 
  (minimum 1).  This ability is otherwise identical 
  to the summon monster spells, except that a 
  master of shrouds adds her Charisma modifier 
  (if positive) to the duration of the effect. 
   
  At 2nd level, a master of shrouds can 
  summon a single shadow.  At 4th level, she can 
  summon one wraith or two shadows.  At 6th 
  level, she can summon one spectre, two wraiths, 
  or four shadows.  At 8th level, she can summon 
  one greater shadow, two specters, four wraiths 
  or four shadows.  At 10th level she can summon 
  one dread wraith, two greater shadows, four 
  specters, four wraiths, or four shadows. 
   
  Allevol: Female human Spellthief9; CR 9; HD 
  9d6+36; hp 72; Init +4; Spd 30ft.; Init +4; HP 72 
  (9d6+36); AC 27, touch 14, flat-footed 23 (+4 
  
  BIS5-04 Uncovered Truths 
   
  Page 46 
  Dex, +4 shield, +5 natural, +4 +1 studded 
  leather); Base Atk/Grp +6/+10; Atk +11 melee 
  (1d6+5,15-20/x2, +1 rapier); Full Atk +11/+6 
  melee (1d6+5,15-20/x2, +1 rapier); SA absorb 
  spell, arcane sight 4/day, detect magic 4/day, 
  sneak attack +3d6, spellgrace +1, steal spell 
  (4th), steal spell effect, steal energy resistance 
  10, steal spell-like ability, trapfinding; SV Fort 
  +7, Ref +7, Will +5 (+1 to all vs. spells), Str 18 
  Dex 18 Con 18 Int 13 Wis 8 Cha 18. 
   
  Skills and Feats: Bluff +16, Concentration 
  +11, Hide +21, Jump +11, Listen +9, Move 
  Silently +21, Spellcraft +7, Spot +8, Tumble +18; 
  Combat Casting, Combat Expertise, Improved 
  Diversion, Improved Feint, Staggering Strike. 
   
  Spells Known: 1/1  (DC 14 + spell level) 1st  
  – 
  disguise 
  self, 
  expeditious 
  retreat, 
  Mordenkainen’s buzzing bees, shield 2nd – 
  invisibility, see invisibility 
   
  Spells 
  Active: 
  barkskin 
  +5, 
  bear’s 
  endurance, bull’s strength, cat’s grace, eagle’s 
  splendor, invisibility, keen edge, silence (from 
  cleric’s rock), shield 
   
  Possessions: potion of bear’s endurance, 
  potion of bull’s strength, potion of cat’s grace, 
  potion of invisibility, potion of barkskin +5, oil of 
  keen edge, potion of eagle’s splendor, +1 rapier, 
  +1 studded leather, boots of elvenkind, cloak of 
  elvenkind, Legion of Doom insignia. 
   
  Absorb Spell (Su) Beginning at 7th level, if 
  a spellthief makes a successful save against a 
  spell that targets him, he can attempt to absorb 
  the spell energy for later use.  This ability affect 
  only spells that have the spellthief as a taget, not 
  effect or area spells.  A spellthief can’t absorb a 
  spell of a higher level than he could steak with 
  his steal spell ability (see below).   
   
  To absorb a spell that targets him, a 
  spellthief must succeed on a level check 
  (1d20+spellthief class level) against a DC of 
  10+the spell’s caster level.  Failure indicates that 
  the spell has its normal effect.  Success means 
  that the spellthief suffers no effect from the spell 
  and can cast the spell later (or use its energy to 
  cast one of his own spells known) as if he had 
  stolen the spell with his steal spell ability.  His 
  normal limit of total spell levels stolen still 
  applies. 
   
  Arcane Sight (Sp) Begininng at 9th level, a 
  spellthief can use arcane sight as a swift action  
  (see Complete Adventurer, p. 137) a number of 
  times per day equal to his Charisma modifier 
  (minimum 1).  His caster level is equal to his 
  spellthief class level. 
   
  Detect Magic (Sp) A spellthief of 2nd level or 
  higher can use detect magic a number of times 
  per day equal to his Charisma bonus, if any 
  (minimum 1).  His caster level is equal to his 
  spellthief class level.   
   
  Sneak Attack (Ex) A 9th level spellthief 
  deals an extra 3d6 points of damage when 
  flanking an opponent or at any time when the 
  target would be denied its Dexterity bonus.  This 
  extra damage applies to ranged attacks only if 
  the target is within 30 feet.See the rogue class 
  feature page 50 of the Player’s Handbook. 
   
  Spellgrace (Su) A spellthief of 2nd level of 
  higher gains a +1 competence bonus on his 
  saves against spells.  This bonus increases to 
  +2 at 11th level and +3 at 20th level 
   
  Steal Energy Resistance (Su) Beginning at 
  3rd level, a spellthief can siphon off some or all of 
  a target’s resistance to an energy type.  A 
  spellthief who hits an opponent with a successful 
  sneak attack can chose to forgo dealing 1d6 
  points of sneak attack damage and instead 
  temporarily gain resistance 10 to an energy type 
  to which his target is resistant (or immune).  If 
  the target is willing, a spellthief can steal energy 
  resistance with a touch as a standard action. 
   
  Simultaneously, 
  the 
  target 
  creature’s 
  resistance to that energy type is reduced by 10 
  (to a minimum to 0).  A creature with immunity to 
  an energy type retains that immunity. 
   
  If the target has more than one type of 
  resistance to energy, a spellthief can choose 
  which 
  kind 
  to 
  steal, 
  otherwise, 
  the 
  DM 
  determines the stolen resistance randomly from 
  among those possessed by the target.  If a 
  spellthief chooses to steal a type of resistance 
  that the target does not possess, the stolen type 
  of resistance is determined randomly from those 
  possessed by the target. 
   
  The resistance a spellthief gains from using 
  this ability lasts for 1 minute.  If the resistance is 
  derived from a temporary effect (such as a 
  spell), the stolen resistance disappears when 
  the effect expires. 
   
  A spellthief can use this ability multiple 
  times, but its effects do not stack, unless they 
  apply to different types of energy. 
   
  At 11th level, a spellthief can steal resistance 
  20 to an energy type by using this ability, and at 
  
  BIS5-04 Uncovered Truths 
   
  Page 47 
  19th level he can steal resistance 30 to an 
  energy type 
   
  Steal Spell (Su) A spellthief can siphon 
  spell energy away from his target and use it 
  himself.  A spellthief who his an opponent with a 
  successful sneak attack can chose to forgo 
  dealing 1d6 points of sneak attack damage and 
  instead steal a spell, or the potential to cast a 
  specific known spell, from his target.  If the 
  target is willing, a spellthief can steal a spell with 
  a touch as a standard action. 
   
  The target of a steal spell attack loses one 
  0-level or 1st-level spell from memory if she 
  prepares spells ahead of time, or one 0-level or 
  1st-level spell slot if she is a spontaneous caster. 
   A spontaneous caster also loses the ability to 
  cast the stolen spell for 1 minute.  If the target 
  has no spells prepared (or has no remaining 
  spell slots, if she is a spontaneous caster), this 
  ability has no effect.  A spellthief can choose 
  which spell to steal; otherwise, the DM 
  determines the stolen spell randomly.  If a 
  spellthief tries to steal a spell that isn’t available, 
  the stolen spell (or spell slot) is determined 
  randomly from those the target has available.   
   
  After stealing a spell, a spellthief can cast 
  the spell himself on a subsequent turn.  Treat 
  the spell as if it were cast by the original owner 
  of the spell for the purpose of determining caster 
  level, save DC, and so for the.  A spellthief can 
  cast this spell even if he doesn’t have the 
  minimum ability score normally required to cast 
  a spell of that level.  The spellthief must supply 
  the 
  same 
  components 
  (including 
  verbal, 
  somatic, material, XP, and any focus) required 
  for the stolen spell.  Alternatively, a spellthief of 
  4th level or higher can use the stolen spell power 
  to cast any spellthief spell that he knows of the 
  same level or lower (effectively, this give the 
  spellthief one free casting of a known spell).  A 
  spellthief must cast a stolen spell (or use its 
  energy to cast one of his own spells) within 1 
  hour of stealing it; otherwise the extra spell 
  energy fades harmlessly away. 
   
  As a spell thief gains levels, he can choose 
  to steal higher level spells.  At 4th level, he can 
  steal spells of up to 2nd level, and for every two 
  levels gained after 4th, the maxiumum spell level 
  stolen increases by one (up to a maximum of 
  9th-level spells at 18th level) 
   
  At any one time, a spellthief can possess a 
  maximum number of stolen spell levels equal to 
  his class level (treat 0th-level spells as ½ level 
  for this purpose).  If he steals a spell that would 
  cause him to exceed this limit, he must choose 
  to lose stolen spells sufficient to reduc his total 
  number of stolen spell levels to no more than his 
  maximum. 
   
  A spellthief can’t apply metamagic feats or 
  other effects to the stolen spell unless the 
  specific spell stolen was prepared with such an 
  effect. 
   
  This ability works only against spells.  It has 
  no effect on spell-like abilities. 
   
  Steal Spell Effect (Su) Beginning at 2nd 
  level a spellthief can siphon an active spell effect 
  from another creature.  A spellthief who hits an 
  opponent with a sneak attack can choose to 
  forgo dealing 1d6 points of sneak attack damage 
  and instead gain the effect of a single spell 
  affecting the target.  If the target is willing, a 
  spellthief can steal a spell effect with a touch as 
  a standard action. 
   
  The spellthief can choose which spell effect 
  to steal; otherwise, the DM determines the 
  stolen spell effect randomly.  If a spellthief tries 
  to steal a spell effect that isn’t present, the 
  stolen spell effect is determined randomly from 
  among those currently in effect on the target.  A 
  spellthief can’t steal a spell effect if its caster 
  level exceed his class level + his Charisma 
  modifier. 
   
  Upon stealing a spell effect, a spellthief 
  gains the stolen effect (and the original creature 
  loses that effect) for 1 minute per class level (or 
  until the spell’s duration expires, whichever 
  comes first).  If the spell effect’s duration hasn’t 
  expired by this time, the spell effect returns to 
  the creature that originally benefited from it. 
   
  A spellthief can steal the effect of a spell 
  only if the spell could be cast on him by the 
  original caster.  If a spellthief tries to steal the 
  effect of a spell not allowed to him, the effect is 
  still suppressed on the original target of the spell 
  for 1 minute per spellthief class level. 
   
  This ability does not work on spell effects 
  that are immune to dispel magic 
   
  Steal Spell-Like Ability (Su) At 5th level 
  and higher, a spellthief can use a sneak attack 
  to temporarily steal a creature’s spell like ability. 
   A spellthief who hits an opponent with a sneak 
  attack can choose to forgo dealing 1d6 points of 
  sneak attack damage and instead gain use of 
  one of the target’s spell-like abilities.  If the 
  
  BIS5-04 Uncovered Truths 
   
  Page 48 
  target is willing, a spellthief can steal a spell-like 
  ability with a touch as a standard action. 
   
  This spell-like ability can originate from the 
  target’s class, race, template, or any other 
  source, and can be of any level up to a 
  maximum of one-third the spellthief’s class level. 
   A spellthief can select a specific spell-like ability 
  to steal; otherwise the DM chooses the ability at 
  random.  If the ability has a limited number of 
  uses per day, the target must have at least one 
  such use left, or the spellthief can’t steal the 
  ability.  If the target can’t use its ability at the 
  present time, the spellthief can’t steal it. 
   
  A spellthief can use a stolen spell-like ability 
  once. For all purposes (caster level, save DC, 
  and so on), treat the spell-like ability as if it were 
  being used by the original possessor of the 
  ability.  A spellthief must use the stolen spell-like 
  ability within 1 minute of acquiring it, or it is lost 
  harmlessly.  Until the spellthief uses the ability 
  (or until the minute elapses), the target cannot 
  use the stolen ability.   
   
  Trapfinding (Ex): A spellthief can use the 
  Search skill to locate traps with a DC higher than 
  20, and he can use Disable Device to bypass a 
  trap or disarm magic traps.  See the rogue class 
  feature, page 50 of the Player’s Handbook. 
   
  Vertie: Female dwarf Bbn6/Ftr2; CR 8; HD 
  6d12+2d10+40; hp 114; Init +3; Spd 30ft.; AC 
  23, touch 13, flat-footed 20 (-1 size, +3 Dex, +1 
  deflection, +5 natural, +5 +1 chain shirt); Base 
  Atk/Grp +8/+18; Atk +16 melee (2d6+10/x2, +1 
  spiked 
  chain); 
  Full 
  Atk 
  +16/+11 
  melee 
  (2d6+10/x2, 
  +1 
  spiked 
  chain); 
  SA 
  fast 
  movement, improved uncanny dodge, rage 
  2/day, trap sense +2, uncanny dodge, SQ 
  darkvision, stonecunning, stability; SV Fort +12, 
  Ref +6, Will +2 (+2 vs poison, spells, +1 vs. 
  traps); Str 22 Dex 17 Con 20 Int 13 Wis 8 Cha 6. 
   
  Skills and Feats: Climb +18, Jump +18, 
  Listen +10, Ride +8, Survival +6; Combat 
  Expertise, Exotic Weapon Proficiency (spiked 
  chain), Improved Trip, Weapon Focus (spiked 
  chain). 
   
  Spells 
  Active: 
  barkskin 
  +5, 
  bear’s 
  endurance, bull’s strength, cat’s grace, enlarge 
  person, invisibility, silence (from cleric’s rock) 
   
  Possessions: potion of barkskin +5, potion 
  of bear’s endurance, potion of bull’s strength, 
  potion of cat’s grace, potion of enlarge person, 
  potion of invisibility, potion of cure light wounds, 
  vest of resistance +1, +1 spiked chain, +1 chain 
  shirt, 
  Legion 
  of 
  Doom 
  insignia
  
  BIS5-04 Uncovered Truths 
   
  Page 49 
  Appendix Six – APL 12 
  Encounter 2  
   
   
   
  Trippy: Male Shadar-kai Ftr8/EWM2; CR 11; 
  Medium fey (extraplanar); HD 3d6+10d10+26; hp 
  105; Init +3; Spd 30 ft.; AC 19, touch 13, flat-
  footed 16 (+3 Dex, +6 chain shirt); Base Atk/Grp 
  +11/+14; Atk +18 melee (2d4+6/x2, spiked chain) 
  or +14 ranged (1d6/x3, shortbow); Full Atk 
  +16/+11/+6/+16 melee* (2d4+6/x2, spiked chain) 
  or 
  +12/+7 
  ranged 
  (1d6/x3, 
  shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA exotic reach, flurry of strikes, sneak attack 
  +1d6; SQ Hide in plain sight, shadow curse, 
  superior low-light vision; AL NE; SV Fort +14, Ref 
  +10, Will +7 (+3 vs any save involving death 
  effects or energy drain); Str 18, Dex 16, Con 14, 
  Int 14, Wis 10, Cha 9. 
   
  *+2 on attacks and +2d6 on damage when 
  attacking a human foe. The full attack block uses 
  the Flurry of Strikes ability described below. 
   
  Skills and Feats: Craft (weaponsmithing) +5, 
  Hide +14 (in shadowy conditions +24), Intimidate 
  +11, Listen +8, Move Silently +14, Search +8, 
  Spot +8, Survival +6 (+8 following tracks); Combat 
  Expertise, Combat Reflexes, Deft Opportunist, 
  Exotic Weapon Proficiency (spiked chain), Greater 
  Weapon Focus (spiked chain) Improved Disarm, 
  Improved 
  Trip, 
  Staggering 
  Strike, 
  Weapon 
  Finesse, Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain). 
   
  Possessions: +2 chain shirt, +1 human-bane 
  spiked chain, +2 gal-ralan, gauntlets of ogre 
  power, 
  amulet 
  of 
  health 
  +2, 
  potion 
  of 
  displacement, shortbow, 20 arrows. 
   
  Exotic Reach (Ex): When wielding a spiked 
  chain, the character may make an attack of 
  opportunity against a foe that provokes such an 
  attack even if the foe has cover (but not total 
  cover). 
   
  Flurry of Strikes (Ex): The character can 
  elect to take a use a full attack action to make a 
  flurry of strikes. When doing so, he may make one 
  extra attack in the round at his full base attack 
  bonus, but this attack takes a –2 penalty, as does 
  any attack made in that round and until the exotic 
  weapon master’s next turn. 
   
  Hide in Plain Sight (Su): As long as they are 
  not illuminated by natural daylight, the daylight 
  spell, or a similar magical light, shadar-kai can 
  hide themselves from view in the open while 
  observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai 
  is stunned, dazed, staggered or unconscious, it 
  must make a Will save DC 15, or lose a part of its 
  soul to the Plane of Shadow (gain a negative 
  level).  
  Stabby: Shadar-kai Rog5/Asn6; CR 10; Medium 
  fey (extraplanar); HD 14d6+28; hp 80; Init +5; Spd 
  30 ft.; AC 22, touch 17, flat-footed 17 (+5 Dex, +5 
  studded leather, +2 ring of protection); Base 
  Atk/Grp +8/+10; Atk +11 melee* (2d4+4/x2 plus 
  poison, spiked chain) or +13 ranged (1d6/x3, 
  shortbow); Full Atk +11/+6 melee* (2d4+4/x2 plus 
  poison, spiked chain) or +13/+8 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA death attack, evasion, improved 
  uncanny dodge, poison use, sneak attack +7d6, 
  trapfinding, trap sense +1, uncanny dodge; SQ 
  Hide in plain sight, shadow curse, superior low-
  light vision; AL NE; SV Fort +5, Ref +16, Will +6 
  (+2 vs. any save involving death effects or energy 
  drain, +1 vs. traps, +3 vs. poison); Str 14, Dex 20, 
  Con 12, Int 11, Wis 10, Cha 9. 
   
  *+2 to attack and +2d6 to damage when 
  striking a human target. 
   
  Skills and Feats: Disguise +3, Hide +27 (in 
  shadowy conditions +37), Jump +7, Listen +15, 
  Move Silently +22, Search +11, Spot +15, Survival 
  +6 (+8 following tracks), Tumble +15; Close-
  Quarters 
  Fighting, 
  Combat 
  Reflexes, 
  Deft 
  Opportunist, Exotic Weapon Proficiency (spiked 
  chain), Staggering Strike, Weapon Finesse. 
   
  Possessions: 
  shortbow, 
  20 
  arrows, 
  +2 
  studded leather of shadow, +2 gal-ralan, ring of 
  protection +2, amulet of health +2, potion of 
  displacement, vial of purple worm poison (1 dose). 
   
  Assassin Spells Known (3/3/1; save DC 11 + 
  spell level): 1st – critical strike, obscuring mist, true 
  strike; 2nd – cat’s grace, fire shuriken, invisibility 
  (swift); 3rd – deeper darkness, false life, magic 
  circle against good. 
   
  Poison (Ex): The spiked chain is coated with 
  purple worm poison (Fort DC 24; 1d6 Str/2d6 Str). 
  The poison is only delivered on the first successful 
  hit. 
   
  Hide in Plain Sight (Su): As long as they are 
  not illuminated by natural daylight, the daylight 
  spell, or a similar magical light, shadar-kai can 
  
  BIS5-04 Uncovered Truths 
   
  Page 50 
  hide themselves from view in the open while 
  observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai 
  is stunned, dazed, staggered or unconscious, it 
  must make a Will save DC 15, or lose a part of its 
  soul to the Plane of Shadow (gain a negative 
  level).  
  Boomer: Shadar-kai Sor14; CR 13; Medium fey 
  (extraplanar); HD 3d6+14d4; hp 54; Init +5; Spd 
  30 ft.; AC 18, touch 18, flat-footed 13 (+5 Dex, +3 
  deflection); Base Atk/Grp +8/+8; Atk +8 melee 
  (2d4/x2, spiked chain) or +13 ranged (1d6/x3, 
  shortbow); Full Atk +8/+3 melee (2d4/x2, spiked 
  chain) or +13/+8 ranged (1d6/x3, shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6, summon familiar; SQ Hide 
  in plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +10, Ref +17, Will +16(+7 
  vs. death or energy drain effects); Str 10, Dex 20, 
  Con 11, Int 10, Wis 9, Cha 22. 
   
  Skills and Feats: Concentration +13, Hide +11 
  (in shadowy conditions +21), Knowledge (arcana) 
  +5, Listen +7, Move Silently +11, Search +6, 
  Spellcraft +6, Spot +7, Survival +5 (+7 following 
  tracks); 
  Alertness, 
  Combat 
  Casting, 
  Energy 
  Substitution (cold), Exotic Weapon Proficiency 
  (spiked chain), Extend Spell, Greater Spell Focus 
  (evocation) Spell Focus (evocation), Sudden 
  Maximize, Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, 750 gp of diamond dust, +5 gal-ralan, 
  gloves of dexterity +4, cloak of charisma +4, ring 
  of protection +3, potion of barkskin +4. 
  Sorcerer Spells Known: (6/8/8/7/7/7/6/3, DC 16 + 
  spell level, +2 if evocation): 0th – acid splash, 
  daze, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance; 1st – shield, enlarge person, mage 
  armor, magic missile, true strike; 2nd – bear’s 
  endurance, 
  invisibility, 
  ray 
  of 
  enfeeblement, 
  scorching 
  ray, 
  web; 
  3rd 
  – 
  dispel 
  magic, 
  displacement, lightning bolt, fly; 4th – dimension 
  door, 
  Evard’s 
  black 
  tentacles, 
  fire 
  shield, 
  stoneskin; 5th – baleful polymorph, cone of cold, 
  teleport; 6th – chain lightning, disintegrate; 7th – 
  energy ebb. 
   
  Familiar – Toad. As per Monster Manual p. 
  282, but also with deliver touch spells, improved 
  evasion, share spells, empathic link, speak with 
  master and toads, SR 17, scry from familiar. 
   
  Hide in Plain Sight (Su): As long as they are 
  not illuminated by natural daylight, the daylight 
  spell, or a similar magical light, shadar-kai can 
  hide themselves from view in the open while 
  observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai 
  is stunned, dazed, staggered or unconscious, it 
  must make a Will save DC 15, or lose a part of its 
  soul to the Plane of Shadow (gain a negative 
  level).  
  Encounter 5  
   
   
   
   Paraelemental Ooze, greater: CR 9; Huge 
  elemental (Earth, Water); HD 21d8+105; hp 199; 
  Init +5 (+5 Dex); Spd 20 ft, swim 50 ft. AC 22, 
  touch 13, flat-footed 17 (-2 size, +5 Dex, +9 
  natural); Base Atk/Grp +13/+21; Atk +21 melee 
  (2d10+12 + 2d6 acid, slam); Full Atk: +21/+16/+11 
  melee (2d10+12 + 2d6 acid, slam); Space / Reach 
  15 ft./15 ft. SA Acid; SQ Elemental, DR 10/--; AL 
  NE; SV Fort +17, Ref +12, Will +7; Str 26, Dex 20, 
  Con 21, Int 6, Wis 11, Cha 11, 
   
  Skills and Feats: Listen +12, Spot +12; Power 
  Attack, 
  Improved 
  Sunder, Cleave, Improved 
  Critical (slam), Blind-Fight, Ability Focus (acid), 
  Combat Reflexes, Dodge 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. Armor or clothing dissolves and becomes 
  useless unless it succeeds at a Reflex save (DC 
  27). A metal or wooden weapon that strikes an 
  ooze paraelemental also dissolves immediately 
  unless it succeeds at a Reflex save. 
   
  If 
  an 
  ooze 
  paraelemental 
  successfully 
  grapples an opponent, the opponent’s armor must 
  likewise make a Reflex save at a -4 penalty or 
  dissolve into uselessness. 
  Paraelemental Ooze, greater: CR 11; Huge 
  elemental (Earth, Water); HD 24d8+120; hp 228; 
  Init +6 (+6 Dex); Spd 20 ft, swim 50 ft. AC 23, 
  touch 14, flat-footed 17 (-2 size, +6 Dex, +9 
  natural); Base Atk/Grp +16/+25; Atk +25 melee 
  (2d10+13 
  + 
  2d6 
  acid, 
  slam); 
  Full 
  Atk: 
  +25/+20/+15/+10 melee (2d10+13 + 2d6 acid, 
  slam); Space / Reach 15 ft./15 ft. SA Acid; SQ 
  Elemental, DR 10/--; AL NE; SV Fort +19, Ref 
  +13, Will +8; Str 28, Dex 22, Con 21, Int 6, Wis 11, 
  Cha 11, 
   
  Skills and Feats: Listen +13, Spot +14; Power 
  Attack, 
  Improved 
  Sunder, Cleave, Improved 
  Critical (slam), Blind-Fight, Ability Focus (acid), 
  Combat Reflexes, Dodge, Mobility 
  
  BIS5-04 Uncovered Truths 
   
  Page 51 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal. Any melee hit deals acid 
  damage. The paraelemental’s acid deals 40 hit 
  points of damage per round to metal or wooden 
  objects. Armor or clothing dissolves and becomes 
  useless unless it succeeds at a Reflex save (DC 
  30). A metal or wooden weapon that strikes an 
  ooze paraelemental also dissolves immediately 
  unless it succeeds at a Reflex save. 
   
  If 
  an 
  ooze 
  paraelemental 
  successfully 
  grapples an opponent, the opponent’s armor must 
  likewise make a Reflex save at a -4 penalty or 
  dissolve into uselessness. 
  Encounter 6  
   
   
   
  Doomfoodle: Male gnome Sor10; CR 10; HD 
  10d4+50+3; hp 84; Init +4; Spd 20ft.; AC 33, touch 
  16, flat-footed 29 (+1 size, +4 Dex, +1 deflection, 
  +5 natural, +4 enhancement, +4 shield, +4 from 
  mage armor); Base Atk/Grp +5/-1; Atk +3 melee 
  (1d3-2/x2, dagger); Full Atk +3 melee (1d3-2/x2, 
  dagger); SA summon familiar (toad), spells, 
  dancing lights, speak with burrowing animals 
  1/day; SQ low-light vision; SV Fort +10, Ref +9, 
  Will +10; Str 6 Dex 18 Con 20 Int 10 Wis 12 Cha 
  18. 
   
  Skills and Feats: Concentration +18, Spellcraft 
  +13; Augment Summoning, Necromantic Might, 
  Necromantic Presence, Spell Focus (conjuration). 
   
  Familiar: Toad (1 hp), see MM p. 82. 
   
  Spells: 6/5*/7/7/6/3 (Save DC 14 + spell level) 
  0th  – acid splash†, daze, detect magic, read 
  magic, resistance, touch of fatigue 1st  – mage 
  armor, magic missile, Mordenkainen’s buzzing 
  bees, shield, summon undead I 2nd – Bigby’s 
  slapping hand, glitterdust†, invisibility, summon 
  undead II 3rd – fireball, legion snake’s swiftness, 
  summon undead III 4th – blast of flame†, summon 
  undead IV 5th – prismatic ray (+9 ranged touch) 
  *number reflects already-cast mage armor and 
  shield† Spell Focus adds 1 to save DC 
   
  Spells 
  Active: 
  barkskin 
  +5, 
  invisibility, 
  displacement, fly, bear’s endurance, cat’s grace, 
  mage armor, magic vestment +4, resist energy 
  (fire 20), shield, silence (on cleric’s rock)  
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, potion of displacement, potion 
  of magic vestment +4,  potion of cat’s grace, 
  potion of barkskin +5, potion of fly, ring of 
  protection +1, vest of resistance +2, cloak of 
  charisma +2, dagger, Legion of Doom insignia. 
   
  Ripur: Male human Rog2/Rgr1/Ftr4/Blkgd3; CR 
  10; HD 2d6+1d8+7d10+50; hp 118;  Init +1; Spd 
  20ft.; AC 25, touch 11 flat-footed 24 (+1 Dex, +5 
  natural, +9 +1 full plate); Base Atk/Grp +9/+14;  
  Atk +15 melee (2d4+10+1d6 cold, 19-20/x4, +1 
  frost scythe); Full Atk +16/+11melee (2d4+10+1d6 
  cold, 19-20/x4, +1 frost scythe); SA aura of 
  despair, aura of evil, command undead (1d20+1, 
  2d6+2), 
  detect 
  good, 
  smite 
  good 
  3/day, 
  trapfinding, sneak attack +1d6, evasion, favored 
  enemy (orc), wild empathy; SV Fort +17, Ref +9, 
  Will +4; Str 20 Dex 12 Con 20 Int 8 Wis 12 Cha 
  12. 
   
  Skills and Feats: Balance –3, Climb +1, 
  Concentration +8, Disable Device +1, Escape 
  Artist +5 Forgery +0, Hide +3, Jump +4, 
  Knowledge (religion) +6; Blind-Fight, Cleave, 
  Close-Quarters Fighting, Extra Smiting, Improved 
  Sunder, Power Attack, Track, Weapon Focus 
  (scythe), Weapon Specialization (scythe). 
   
  Spells Active: fly, invisibility, displacement, 
  bear’s endurance, bull’s strength, resist energy 
  (fire 20), keen edge, barkskin +5, corrupt weapon 
  (as bless weapon with alignment reversed), 
  silence (on cleric’s rock) 
   
  Spells Prepared: (1/0) (DC 10 + level) 1st – 
  corrupt weapon 
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, potion of bull’s strength, oil of 
  keen edge, potion of eagle’s splendor, potion of 
  barkskin +5, potion of fly, +1 full plate, +1 frost 
  scythe, potion of displacement, vest of resistance 
  +1, Legion of Doom insignia. 
   
  Ardev: Female human Clr6/MasterofShrouds4 of 
  Erythnul; CR 10; HD 10d8+40; hp 102; Init -1; Spd 
  20ft.; AC 26, touch 9, flat-footed 26 (-1 Dex, +5 
  natural, +3 +1 shield, +9 +1 full plate); Base 
  Atk/Grp 
  +7/+7; 
  Atk 
  +7 
  melee 
  (1d8/x2, 
  morningstar); Full Atk +7/+2 melee (1d8/x2, 
  morningstar); SA rebuke undead 8/day, check 
  1d20+3, 2d6+12 HD, summon (1 wraith or 2 
  shadows) 6/day; SV Fort +12, Ref +4, Will +17; Str 
  10 Dex 8 Con 18 Int 8 Wis 22 Cha 16. 
   
  Skills and Feats: Concentration +13, Heal +8, 
  Knowledge (religion) +4, Spellcraft +8; Augment 
  Summoning, Necromantic Might, Necromantic 
  Presence, 
  Spell 
  Focus 
  (conjuration), 
  Tomb-
  Tainted Soul. 
  
  BIS5-04 Uncovered Truths 
   
  Page 52 
   
  Domains: Evil and Mysticism (+1 caster level 
  for [Evil] spells, 1/day +3 luck bonus to saves for 9 
  rounds) 
   
  Spells 
  Prepared: 
  6/6+1/6+1/5+1/3+1/2+1 
  (Save DC 16 + spell level) 0th – detect magic, 
  guidance, light, mending, read magic, resistance 
  1st – deathwatch, command, cure light wounds, 
  protection from good*†, resurgence, shield of faith, 
  summon undead I 2nd – cure moderate wounds, 
  cure moderate wounds, hold person, lesser 
  restoration, resist energy (cold), silence, spiritual 
  weapon* 3rd – animate dead†, dispel magic, 
  invisibility purge, lesser visage of the deity*, magic 
  circle against good†, summon undead III 4th – air 
  walk, divine power, spell immunity, unholy blight*† 
  5th – greater command, righteous might*, slay 
  living 
  *domain spell † cast at +1 caster level 
   
  Spells Active: silence (on rock), bear’s 
  endurance, 
  eagle’s 
  splendor, 
  displacement, 
  barkskin +5, invisibility, deathwatch, resist energy 
  (cold and fire 20)   
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, potion of barkskin +5, potion of 
  displacement, potion of eagle’s splendor, +1 large 
  steel shield, +1 full plate, vest of resistance +2, 
  periapt of wisdom +2, morningstar, 4 25-gp onyx, 
  Legion of Doom insignia. 
   
  Summon Undead (Sp) At 2nd level and 
  higher, a master of shrouds can summon one or 
  more incorporeal undead creatures a number of 
  times per day equal to 3+ her Charisma modifier 
  (minimum 1).  This ability is otherwise identical to 
  the summon monster spells, except that a master 
  of shrouds adds her Charisma modifier (if positive) 
  to the duration of the effect. 
   
  At 2nd level, a master of shrouds can summon 
  a single shadow.  At 4th level, she can summon 
  one wraith or two shadows.  At 6th level, she can 
  summon one spectre, two wraiths, or four 
  shadows.  At 8th level, she can summon one 
  greater shadow, two specters, four wraiths or four 
  shadows.  At 10th level she can summon one 
  dread wraith, two greater shadows, four specters, 
  four wraiths, or four shadows. 
   
  Allevol: Female human Spellthief10; CR 10; HD 
  10d6+40; hp 80; Init +4; Spd 30 ft.; Spd 30’; AC 
  28, touch 14, flat-footed 24 (+4 Dex, +4 shield, +5 
  natural, +5 +1 chain shirt); Base Atk/Grp +7/+11; 
  Atk +12 melee (1d6+5,15-20/x2, +1 rapier); Full 
  Atk +12/+7 melee (1d6+5,15-20/x2, +1 rapier); SA 
  absorb spell, arcane sight 4/day, detect magic 
  4/day, sneak attack +3d6, spellgrace +1, steal 
  spell (5th), steal spell 
  effect, steal energy 
  resistance 10, steal spell-like ability, trapfinding; 
  SV Fort +9, Ref +9, Will +8 (+1 to all vs. spells), 
  Str 18 Dex 18 Con 18 Int 13 Wis 8 Cha 18. 
   
  Skills and Feats: Bluff +17, Concentration +12, 
  Hide +21, Jump +10, Listen +10, Move Silently 
  +21, Spellcraft +8, Spot +9, Tumble +18; Combat 
  Casting, Combat Expertise, Improved Diversion, 
  Improved Feint, Staggering Strike. 
   
  Spells Known: 1/1  (DC 14 + spell level) 1st – 
  disguise self, expeditious retreat, mordenkainen’s 
  buzzing bees, shield 2nd – invisibility, resist energy 
  (cold), see invisibility 
   
  Spells Active: barkskin +5, bear’s endurance, 
  bull’s strength, cat’s grace, eagle’s splendor, 
  invisibility, keen edge, resist energy (cold and fire 
  20), shield 
   
  Possessions: potion of bear’s endurance, 
  potion of bull’s strength, potion of cat’s grace, 
  potion of invisibility, potion of barkskin +5, oil of 
  keen edge, potion of eagle’s splendor, +1 rapier, 
  +1 chain shirt, boots of elvenkind, cloak of 
  elvenkind, vest of resistance +2, Legion of Doom 
  insignia. 
   
  Absorb Spell (Su) Beginning at 7th level, if a 
  spellthief makes a successful save against a spell 
  that targets him, he can attempt to absorb the 
  spell energy for later use.  This ability affect only 
  spells that have the spellthief as a taget, not effect 
  or area spells.  A spellthief can’t absorb a spell of 
  a higher level than he could steak with his steal 
  spell ability (see below).   
   
  To absorb a spell that targets him, a spellthief 
  must succeed on a level check (1d20+spellthief 
  class level) against a DC of 10+the spell’s caster 
  level.  Failure indicates that the spell has its 
  normal effect.  Success means that the spellthief 
  suffers no effect from the spell and can cast the 
  spell later (or use its energy to cast one of his own 
  spells known) as if he had stolen the spell with his 
  steal spell ability.  His normal limit of total spell 
  levels stolen still applies. 
   
  Arcane Sight (Sp) Begininng at 9th level, a 
  spellthief can use arcane sight as a swift action  
  (see Complete Adventurer, p. 137) a number of 
  times per day equal to his Charisma modifier 
  (minimum 1).  His caster level is equal to his 
  spellthief class level. 
   
  Detect Magic (Sp) A spellthief of 2nd level or 
  higher can use detect magic a number of times 
  
  BIS5-04 Uncovered Truths 
   
  Page 53 
  per day equal to his Charisma bonus, if any 
  (minimum 1).  His caster level is equal to his 
  spellthief class level.   
   
  Sneak Attack (Ex) A 10th level spellthief deals 
  an extra 3d6 points of damage when flanking an 
  opponent or at any time when the target would be 
  denied its Dexterity bonus.  This extra damage 
  applies to ranged attacks only if the target is within 
  30 feet.See the rogue class feature page 50 of the 
  Player’s Handbook. 
   
  Spellgrace (Su) A spellthief of 2nd level of 
  higher gains a +1 competence bonus on his saves 
  against spells.  This bonus increases to +2 at 11th 
  level and +3 at 20th level 
   
  Steal Energy Resistance (Su) Beginning at 
  3rd level, a spellthief can siphon off some or all of a 
  target’s resistance to an energy type.  A spellthief 
  who hits an opponent with a successful sneak 
  attack can chose to forgo dealing 1d6 points of 
  sneak attack damage and instead temporarily gain 
  resistance 10 to an energy type to which his target 
  is resistant (or immune).  If the target is willing, a 
  spellthief can steal energy resistance with a touch 
  as a standard action. 
   
  Simultaneously, 
  the 
  target 
  creature’s 
  resistance to that energy type is reduced by 10 (to 
  a minimum to 0).  A creature with immunity to an 
  energy type retains that immunity. 
   
  If the target has more than one type of 
  resistance to energy, a spellthief can choose 
  which kind to steal, otherwise, the DM determines 
  the stolen resistance randomly from among those 
  possessed by the target.  If a spellthief chooses to 
  steal a type of resistance that the target does not 
  possess, 
  the 
  stolen 
  type 
  of 
  resistance 
  is 
  determined randomly from those possessed by the 
  target. 
   
  The resistance a spellthief gains from using 
  this ability lasts for 1 minute.  If the resistance is 
  derived from a temporary effect (such as a spell), 
  the stolen resistance disappears when the effect 
  expires. 
   
  A spellthief can use this ability multiple times, 
  but its effects do not stack, unless they apply to 
  different types of energy. 
   
  At 11th level, a spellthief can steal resistance 
  20 to an energy type by using this ability, and at 
  19th level he can steal resistance 30 to an energy 
  type 
   
  Steal Spell (Su) A spellthief can siphon spell 
  energy away from his target and use it himself.  A 
  spellthief who his an opponent with a successful 
  sneak attack can chose to forgo dealing 1d6 
  points of sneak attack damage and instead steal a 
  spell, or the potential to cast a specific known 
  spell, from his target.  If the target is willing, a 
  spellthief can steal a spell with a touch as a 
  standard action. 
   
  The target of a steal spell attack loses one 0-
  level or 1st-level spell from memory if she prepares 
  spells ahead of time, or one 0-level or 1st-level 
  spell slot if she is a spontaneous caster.  A 
  spontaneous caster also loses the ability to cast 
  the stolen spell for 1 minute.  If the target has no 
  spells prepared (or has no remaining spell slots, if 
  she is a spontaneous caster), this ability has no 
  effect.  A spellthief can choose which spell to 
  steal; otherwise, the DM determines the stolen 
  spell randomly.  If a spellthief tries to steal a spell 
  that isn’t available, the stolen spell (or spell slot) is 
  determined randomly from those the target has 
  available.   
   
  After stealing a spell, a spellthief can cast the 
  spell himself on a subsequent turn.  Treat the spell 
  as if it were cast by the original owner of the spell 
  for the purpose of determining caster level, save 
  DC, and so for the.  A spellthief can cast this spell 
  even if he doesn’t have the minimum ability score 
  normally required to cast a spell of that level.  The 
  spellthief must supply the same components 
  (including verbal, somatic, material, XP, and any 
  focus) required for the stolen spell.  Alternatively, a 
  spellthief of 4th level or higher can use the stolen 
  spell power to cast any spellthief spell that he 
  knows of the same level or lower (effectively, this 
  give the spellthief one free casting of a known 
  spell).  A spellthief must cast a stolen spell (or use 
  its energy to cast one of his own spells) within 1 
  hour of stealing it; otherwise the extra spell energy 
  fades harmlessly away. 
   
  As a spell thief gains levels, he can choose to 
  steal higher level spells.  At 4th level, he can steal 
  spells of up to 2nd level, and for every two levels 
  gained after 4th, the maxiumum spell level stolen 
  increases by one (up to a maximum of 9th-level 
  spells at 18th level) 
   
  At any one time, a spellthief can possess a 
  maximum number of stolen spell levels equal to 
  his class level (treat 0th-level spells as ½ level for 
  this purpose).  If he steals a spell that would cause 
  him to exceed this limit, he must choose to lose 
  stolen spells sufficient to reduc his total number of 
  stolen spell levels to no more than his maximum. 
  
  BIS5-04 Uncovered Truths 
   
  Page 54 
   
  A spellthief can’t apply metamagic feats or 
  other effects to the stolen spell unless the specific 
  spell stolen was prepared with such an effect. 
   
  This ability works only against spells.  It has 
  no effect on spell-like abilities. 
   
  Steal Spell Effect (Su) Beginning at 2nd level 
  a spellthief can siphon an active spell effect from 
  another creature.  A spellthief who hits an 
  opponent with a sneak attack can choose to forgo 
  dealing 1d6 points of sneak attack damage and 
  instead gain the effect of a single spell affecting 
  the target.  If the target is willing, a spellthief can 
  steal a spell effect with a touch as a standard 
  action. 
   
  The spellthief can choose which spell effect to 
  steal; otherwise, the DM determines the stolen 
  spell effect randomly.  If a spellthief tries to steal a 
  spell effect that isn’t present, the stolen spell effect 
  is determined randomly from among those 
  currently in effect on the target.  A spellthief can’t 
  steal a spell effect if its caster level exceed his 
  class level + his Charisma modifier. 
   
  Upon stealing a spell effect, a spellthief gains 
  the stolen effect (and the original creature loses 
  that effect) for 1 minute per class level (or until the 
  spell’s duration expires, whichever comes first).  If 
  the spell effect’s duration hasn’t expired by this 
  time, the spell effect returns to the creature that 
  originally benefited from it. 
   
  A spellthief can steal the effect of a spell only 
  if the spell could be cast on him by the original 
  caster.  If a spellthief tries to steal the effect of a 
  spell not allowed to him, the effect is still 
  suppressed on the original target of the spell for 1 
  minute per spellthief class level. 
   
  This ability does not work on spell effects that 
  are immune to dispel magic 
   
  Steal Spell-Like Ability (Su) At 5th level and 
  higher, a spellthief can use a sneak attack to 
  temporarily steal a creature’s spell like ability.  A 
  spellthief who hits an opponent with a sneak 
  attack can choose to forgo dealing 1d6 points of 
  sneak attack damage and instead gain use of one 
  of the target’s spell-like abilities.  If the target is 
  willing, a spellthief can steal a spell-like ability with 
  a touch as a standard action. 
   
  This spell-like ability can originate from the 
  target’s class, race, template, or any other source, 
  and can be of any level up to a maximum of one-
  third the spellthief’s class level.  A spellthief can 
  select a specific spell-like ability to steal; otherwise 
  the DM chooses the ability at random.  If the ability 
  has a limited number of uses per day, the target 
  must have at least one such use left, or the 
  spellthief can’t steal the ability.  If the target can’t 
  use its ability at the present time, the spellthief 
  can’t steal it. 
   
  A spellthief can use a stolen spell-like ability 
  once. For all purposes (caster level, save DC, and 
  so on), treat the spell-like ability as if it were being 
  used by the original possessor of the ability.  A 
  spellthief must use the stolen spell-like ability 
  within 1 minute of acquiring it, or it is lost 
  harmlessly.  Until the spellthief uses the ability (or 
  until the minute elapses), the target cannot use the 
  stolen ability.   
   
  Trapfinding (Ex): A spellthief can use the 
  Search skill to locate traps with a DC higher than 
  20, and he can use Disable Device to bypass a 
  trap or disarm magic traps.  See the rogue class 
  feature, page 50 of the Player’s Handbook. 
   
  Vertie: Female dwarf Bbn7/Ftr2/ExoticWpnMstr1; 
  CR 10; HD 7d12+3d10+50; hp 140; Init +3; Spd 
  30ft.; AC 23, touch 13, flat-footed 20 (-1 size, +3 
  Dex, +1 deflection, +5 natural, +5 +1 chain shirt); 
  Base Atk/Grp +10/+20; Atk +19 melee (2d6+10/x2, 
  living chain*); Full Atk +19/+14 melee (2d6+11/x2, 
  living 
  chain*) 
  or 
  flurry 
  +17/+17/+12 
  melee 
  (2d6+11/x2, living chain); SA damage reduction 1/-
  -, fast movement, flurry of strikes, improved 
  uncanny dodge, rage 2/day, trap sense +2, 
  uncanny dodge, SQ darkvision, stonecunning, 
  stability; SV Fort +13, Ref +5, Will +1 (+2 vs 
  poison, spells, +1 vs. traps); Str 22 Dex 17 Con 20 
  Int 13 Wis 8 Cha 6. 
   
  Skills and Feats: Climb +20, Jump +20, Listen 
  +12, Ride 
  +8, 
  Survival +8; Close-Quarters 
  Fighting, Combat Expertise, 
  Exotic 
  Weapon 
  Proficiency (spiked chain), Improved Trip, Weapon 
  Focus (spiked chain). 
   
  Spells Active: barkskin +5, bear’s endurance, 
  bull’s strength, cat’s grace, enlarge person, 
  invisibility, resist energy (fire 20), silence (from 
  cleric’s rock) 
   
  Possessions: potion of barkskin +5, potion of 
  bear’s endurance, potion of bull’s strength, potion 
  of cat’s grace, potion of invisibility, potion of 
  enlarge person, living chain*, +1 chain shirt, 
  Legion of Doom insignia 
  *Chain grants +4 bonus on trip checks. 
   
  Exotic Weapon Stunt – Flurry of Strikes 
  (Ex) When wielding an exotic double weapon or a 
  
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  Page 55 
  spiked chain with both hands, the character can 
  elect to use a full attack action to make a flurry of 
  strikes.  When doing so, he may make one extra 
  attack in the round, at his full base attack bonus, 
  but this attack takes a -2 penalty, as does each 
  other attack made in that round and until the exotic 
  weapon master’s next turn.  The extra attack may 
  be with either end of the double weapon. 
   
  Ydasinferni: Male human Brd5/Dirgesinger4; CR 
  9; HD 9d6+36; hp 78; Init +8; Spd 30ft.; AC 26, 
  touch 15, flat-footed 22 (+4 Dex, +1 deflection, +5 
  natural, +6 +2 chain shirt); Base Atk/Grp +6/+5; 
  Atk +5 melee (1d8-1, 19-20/x2, longsword) or +10 
  ranged (1d6/x3, shortbow); Full Atk +5/+0 melee 
  (1d8-1, 19-20/x2, longsword) or +10/+5 ranged 
  (1d6/x3, shortbow); SA bardic music, bardic 
  knowledge 1d20+4, dirgesong, spells; SV Fort +6, 
  Ref +9, Will +7; Str 8 Dex 18 Con 14 Int 8 Wis 8 
  Cha 22. 
   
  Skills and Feats: Bluff +18, Concentration +13, 
  Diplomacy +14, Knowledge (religion) +4, Listen 
  +4, 
  Perform 
  (oratory) 
  +18, 
  Perform 
  (wind 
  instrument) +7, Sense Motive +6, Spellcraft +7, 
  Tumble +5; Extra Music, Improved Initiative, 
  Lingering Song, Requiem, Subsonics. 
   
  Spells Known: 3/4*/2 (DC 16 + level) 0th  – 
  detect magic, ghost sound, lullaby, message, read 
  magic, summon instrument 1st – cure light 
  wounds, inspirational boost (swift), joyful noise, 
  remove fear 2nd –  blur, invisibility, mirror image 
   
  Bardic Music: Countersong, fascinate, Inspire 
  Courage +1, Inspire Competence, 13 songs per 
  day.  
   
  Dirgesong: as bardic music, with the following 
  songs. If saves are made, enemies are immune to 
  that particular song for 24 hours. All songs last 10 
  rounds after song ends. 
  Song of Sorrow: Affects all enemies in 
  hearing. Will save DC 22 or –2 penalty on all Will 
  saves, attack rolls, and weapon damage rolls. 
  Song of Bolstering: Affects all undead 
  within 30’ of singer. +4 bonus to turn resistance. 
  Song of Grief: Affects single target within 
  60’ of singer. Will save DC 22 or confused as per 
  the confusion spell. 
  Song of Horror: Affects all enemies within 
  60’ of singer. Will save DC 22 or take 1d6 Str and 
  Dex damage. Can only have an effect on a target 
  once per day. 
   
  Spells Active: barkskin +5, bear’s endurance, 
  cat’s grace, displacement, eagle’s splendor, 
  invisibility, resist energy (fire 20), silence (from 
  cleric’s rock) 
   
  Possessions: potion of barkskin +5, potion of 
  bear’s endurance, potion of cat’s grace, potion of 
  displacement, potion of eagle’s splendor, +2 chain 
  shirt, ring of protection +1, pipes of the damned, 
  longsword, shortbow, 20 arrows, Legion of Doom 
  insignia. 
   
  Saudax: Male human Drd10; CR 10; HD 
  10d8+30; hp 92; Init +3; Spd 30ft.; AC 26, touch 
  13, flat-footed 23 (+3 Dex, +4 natural, +6 armor, 
  +3 shield); Base Atk/Grp +7/+6; Atk +6 melee 
  (1d8-1/x3, spear) or +10 ranged (1d8-1/x3, spear); 
  Full Atk +6/+1 melee (1d8-1/x3, spear) or +10/+5 
  ranged (1d8-1/x3, spear); SA wild empathy, 
  woodland stride, trackless step, wild shape (3/day; 
  Large); SQ venom immunity; SV Fort +10, Ref +6, 
  Will +12; Str 8 Dex 16 Con 16 Int 8 Wis 20 Cha 8. 
   
  Skills and Feats: Concentration +15, Handle 
  Animal +4, Heal +6, Knowledge (nature) +2, Listen 
  +8, Ride +7, Spellcraft +8, Spot +8, Survival +12; 
  Eagle’s Wings, Improved Initiative, Natural Spell, 
  Oaken Resilience. 
   
  Animal Companion: Logan, see below. 
   
  Spells Prepared: 6/6/5/4/4/3 (DC 15 + level) 
  0th – cure minor wounds, detect magic, detect 
  poison, guidance, naturewatch, read magic 1st – 
  cure light wounds,cure light wounds, entangle, 
  longstrider, pass without trace, speak with animals 
  2nd – barkskin, delay poison, heat metal, resist 
  energy (acid), warp wood 3rd – greater magic fang, 
  mass resist energy (fire), spikes, sleet storm 4th – 
  cure serious wounds, flame strike, flame strike, ice 
  storm 5th – baleful polymorph, insect plague, 
  stoneskin 
   
  Spells Active: barkskin +4, bear’s endurance, 
  darkvision, fly, invisibility, resist energy (fire), 
  stoneskin 
   
  Possessions: potion of invisibility, potion of 
  bear’s endurance, potion of darkvision, potion of 
  fly, +3 hide armor, +1 large wooden shield, periapt 
  of wisdom +2, 3 spears, 250 gp diamond dust, 
  Legion of Doom insignia. 
   
   
  Logan, Saudax’s Dire Wolverine: Large 
  Magical Beast; HD 7d8+28; hp 72; Init +3;  Spd 
  30ft.; AC 22, touch 12, flat-footed 19 (-1 size, +3 
  Dex, +10 natural); Base Atk/Grp +3/+14; Atk claw 
  
  BIS5-04 Uncovered Truths 
   
  Page 56 
  +10 melee (1d6+8); Full Atk 2 claws +10 melee 
  (1d6+8) and bite +8 melee (1d8+5); SA rage; SQ 
  devotion, link, low-light vision, scent, share spells; 
  SV Fort +8, Ref +7, Will +5; Str 24 Dex 17 Con 19 
  Int 2 Wis 12 Cha 10. 
   
  Tricks: attack, come, defend, down, heel, stay 
   
  Skills and Feats: Climb +14, Listen +7, Spot 
  +7; Alertness, Multiattack, Toughness, Track 
   
  Spell Effects: barkskin, greater magic fang, 
  resist energy (fire 20) 
  
  BIS5-04 Uncovered Truths 
   
  Page 57 
  Appendix Seven – ALL APLs 
  Encounter 9 – Location J  
   
  Gruul: male human Rog2 CR2; Medium-sized 
  humanoid (human); HD 2d6+2; hp: 13; Init +7; 
  Spd Walk 30’; AC: 16, touch: 13, flatfooted 13 
  (+3 Dex, +3 Armor); Base Atk/Grp: +1/+2; Atk: 
  +5 melee (1d6+1/18-20, masterwork rapier) or 
  +5 ranged (1d8/19-20 masterwork crossbow); 
  Full Atk: +5 melee (1d6+1/18-20, masterwork 
  rapier) or +5 ranged (1d8/19-20 masterwork 
  crossbow); Space/Reach: 5 ft/5 ft.; SA Sneak 
  Attack +1d6; SQ Evasion, Trapfinding; AL NE; 
  SV: Fort: +1, Ref: +6, Will: +0; Str 12, Dex 16, 
  Con 13, Int 14, Wis 10, Cha 9 
  Skills and Feats: Balance +10, Disable Device 
  +7, Escape Artist +6, Hide +8, Listen +5, Move 
  Silently +8, Open Lock +8, Pick Pocket +8, 
  Search +7, Spot +5, Tumble +8, Use Rope +5; 
  Improved Initiative, Weapon Finesse (Rapier)  
  Possessions: 
  Masterwork 
  studded 
  leather 
  armor, 
  masterwork 
  rapier, 
  masterwork 
  crossbow, 20 bolts, thieves’ tools, potion of cure 
  light wounds, potion of spider climb 
  Arvudsen: Male human Sor2 CR2; Medium-
  sized humanoid (human); HD 2d4+4; hp 11; Init: 
  +6; Spd Walk 30’; AC 16, touch: 16, flatfooted 
  14 (+2 Dex, +4 mage armor); Base Atk/Grp 0/0; 
  Atk: +0 melee (1d6-1/19-20 shortspear) or +4 
  ranged (1d8/19-20 masterwork crossbow); Full 
  Atk: +0 melee (1d6-1/19-20 shortspear) or +4 
  ranged (1d8/19-20 masterwork crossbow); SA --
  ; SQ Spells; AL LE; SV: Fort +2, Ref +2, Will +4; 
  Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 16 
  Skills and Feats: Concentration +5, Disguise +5, 
  Listen +2, Spellcraft +4, Spot +2; Combat 
  Casting, Improved Initiative 
  Possessions: Masterwork light crossbow, 20 
  bolts, shortspear, potion of cure light wounds 
  Sorcerer Spells (Spells per day - 6/4* save DC 
  13 + Spell Level): 0 – daze, detect magic, 
  prestidigitation, read magic, ray of frost; 1st –
  mage armor, magic missile 
  * - Arvudsen has already cast one mage armor 
  spell prior to the encounter – this is already 
  accounted for in his spells per day numbers 
   
  Encounter 9 – Location M 
   
   
  Firath of Nerull: male human Clr2 (of Nerull) 
  CR 2; Medium-sized humanoid (human); HD 
  2d8 hp: 18; Init +0; Spd Walk 20’; AC: 19, touch: 
  10; flatfooted 19 (+9 Armor); Base Atk/Grp: 
  +1/+3; Atk +5 melee (1d8+2/19-20, masterwork 
  flail); 
  Full 
  Atk: 
  +5 
  melee 
  (1d8+2/19-20, 
  masterwork flail); SA: smite (1x/day +4 to hit, +2 
  to damage for 1 attack); SQ Spells; AL: LE; SV: 
  Fort: +4, Ref: +0, Will: +6; Str 14, Dex 10, Con 
  13, Int 11, Wis 16, Cha 10 
  Skills and Feats: Concentration +4, Diplomacy 
  +3, Heal +6, Spellcraft +4, Spot +4; Combat 
  Casting, 
  Power 
  Attack, 
  Martial 
  Weapon 
  Proficiency (Flail), Weapon Focus (Flail) 
  Possessions: Half-Plate Mail, Heavy Steel 
  Shield, masterwork flail, potion of cure light 
  wounds 
  Cleric Spells Memorized: (domains: Evil – cast 
  evil spells at +1 level, Death – Death Touch) 
  Spells per day 4/3+1 save DC 13+Spell Level): 0 
  – Inflict Minor Wounds (x2), Cure Minor Wounds 
  (x2); 
  1st-Command, 
  Cure 
  Light 
  Wounds, 
  Obscuring Mist, domain: Cause Fear 
  Pior: male human Ftr2 CR 2; Medium-sized 
  humanoid (human); HD 2d10+4 hp: 19; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd Walk 20’; 
  AC: 17, touch: 11, flatfooted 17 (+1 Dex, +6 
  armor); Base Atk/Grp: +2/+5; Atk +7 melee 
  (2d6+3/19-20, masterwork greatsword); Full Atk: 
  +7 
  melee 
  (2d6+3/19-20, 
  masterwork 
  greatsword); SA: --; SQ --; AL: LE; SV: Fort +5, 
  Ref: +1, Will: +0; Str 17, Dex 13, Con 14, Int 9, 
  Wis 10, Cha 9 
  Skills and Feats: Climb +8, Jump +6, Spot +1; 
  Improved Initiative, Combat Reflexes, Power 
  Attack, Weapon Focus (Greatsword) 
  Possessions: 
  Half-Plate, 
  masterwork 
  greatsword, potion of cure light wounds. 
  
  BIS5-04 Uncovered Truths 
   
  Page 58 
  Appendix Eight – New Creatures 
  SHADAR-KAI (Shadow Fey)  
  Source: Fiend Folio, pages 150-151, including official updates for the 3.5 rules 
  Medium-Size Fey (Extraplanar) 
  Hit Dice: 3d6 (10 hp) 
  Initiative: +3 
  Speed: 30 ft 
  AC: 16 (+3 Dex, +3 studded leather); touch 13, flat-footed 13 
  Base Attack / Grapple: +1 / +1 
  Attack: Spiked chain +4 melee, or shortbow +4 ranged 
  Full Attack: Spiked chain +4 melee, or shortbow +4 ranged 
  Damage: Spiked chain 2d4, shortbow 1d6 (x3 crit) 
  Space / Reach: 5 ft / 5 ft (reach 10 ft with spiked chain) 
  Special Attacks: Sneak attack +1d6 
  Special Qualities: Hide in plain sight, shadow curse, superior low-light vision 
  Saves: Fort +2, Ref +7, Will +4 
  Abilities: Str 10, Dex 16, Con 12 (11), Int 11, Wis 10, Cha 9 
  Skills: Hide +8 (+18), Listen +8, Move Silently +8, Search +6, Spot +8, Survival +6 (+8 following tracks) 
  Feats: Alertness, Exotic Weapon Proficiency (spiked chain) (B), Weapon Finesse 
  Languages: Common, Elven, Sylvan 
  Climate / Terrain: Any forest and underground (Plane of Shadow) 
  Organization: Solitary, patrol (3-6), or raid (7-12) 
  Challenge Rating: 1 
  Treasure: +1 gal-ralan plus standard (the listed Constitution score of 11 includes the gal-ralan damage) 
  Alignment: Usually neutral evil 
  Advancement: By character class 
   
   
  The shadar-kai, or shadow fey, are a race of bitter, determined creatures whose souls are poisoned 
  by shadow. Gray-skinned and dark-eyed, the slender shadar-kai stand slightly taller than average 
  humans, and their soft movements exude grace and uncanny stealth. Shadow follows the shadar-kai 
  wherever they go. Shadows cast by the folds of their clothing seem deeper than those on humanoids, and 
  a shadar-kai can seemingly fade out of sight by simply stepping into any common shadow. The shadar-
  kai prefer light weapons suited for grace and agility, especially spiked chains. Many shadar-kai favor a 
  variety of piercings and tattoos. 
   
  Long ago, the shadar-kai thought to “preserve” the world from the rising humanoid races. Skilled in 
  shadow magic, the shadar-kai made a pact with a dark power of the Plane of Shadow to cast the world 
  into an endless twilight in which the shadow fey would rule supreme. But the experiment went awry, and 
  the shadar-kai were left bound in the Plane of Shadow, cursed to lose their souls in its dark depths. This 
  shadow curse affects shadar-kai to this day, and every member of the race is engaged in a lifelong 
  struggle to stave off inevitable doom. 
  
  BIS5-04 Uncovered Truths 
   
  Page 59 
   
  The continuous pull of the Plane of Shadow has left the shadar-kai grim and embattled. Few races 
  understand the plight of the shadow fey. Even the temporary solutions the shadar-kai have found leave 
  them struggling with constant pain, making them vicious. Their willingness to commit acts of cruelty and 
  violence has increased with each generation. 
  COMBAT 
   
  Blessed and cursed with a great affinity for the Plane of Shadow, the shadar-kai are subtle and 
  deceptive. They steal without being detected when they can, striking from ambush when necessary. 
  Spellcasters among the shadar-kai favor shadow and illusion magic, and few groups of the shadow fey 
  are without a powerful spell-casting leader. Skilled at stealth and gifted with visual acuity greater than that 
  of most other creatures, the shadar-kai have little trouble making sure that combat occurs on their terms. 
   
  The shadar-kai described in the statistics block wears a +1 gal-ralan (see Shadar-Kai Items, below). 
   
  Sneak Attack (Ex): Anytime a shadar-kai’s target is denied a Dexterity bonus, or when the target is 
  flanked by the shadar-kai, the shadar-kai deals an additional 1d6 points of damage on a successful melee 
  attack. This damage stacks with sneak attack damage from other sources, such as rogue levels. 
   
  Hide in Plain Sight (Su): Shadar-kai can use the Hide skill even while being observed. As long as 
  they are not illuminated by natural daylight, the daylight spell, or a similar magical light, shadar-kai can 
  hide themselves from view in the open without having anything to actually hide behind. 
   
  Shadow Curse (Su): The Plane of Shadow exerts a tremendous pull on a shadar-kai’s soul, which is 
  only tenuously connected to its mortal body. Any time a shadar-kai is stunned, dazed, staggered, or 
  unconscious (other than from natural sleep), the shadow fey must make a Will save (DC 15) or lose a 
  portion of her soul to the Plane of Shadow. The shadar-kai must also attempt a save any time she 
  removes a gal-ralan, if she has one (see Shadar-Kai Items, below). 
   
  A shadar-kai with a damaged soul gains one negative level that cannot be removed until she restores 
  her soul completely. If exposed to another event that requires a save against the shadow curse, a shadar-
  kai may gain additional negative levels. A shadar-kai on the Plane of Shadow can transfix her soul to her 
  body again with a greater restoration spell. A shadar-kai on the Material Plane (or elsewhere) must use a 
  wish or miracle spell to restore her soul. 
   
  A shadar-kai afflicted with the shadow curse cannot be raised from the dead or resurrected, and 
  cannot gain experience. The touch of the shadow curse galls a shadar-kai, filling her heart with an icy 
  emptiness that eventually drives all but the most determined individuals to capitulate and leave the 
  Material Plane altogether. 
   
  A shadar-kai who goes to the Plane of Shadow and remains there ameliorates the effects of the 
  shadow curse and suffers no ill effects. However, if she leaves the Plane of Shadow without restoring her 
  soul, she suffers the effects of the shadow curse again until she returns to the Plane of Shadow or 
  restores her soul as described above.. 
   
  Superior Low-Light Vision (Ex): Shadar-kai have extraordinary vision in low-light circumstances. 
  They can see four times as far as a human in low-light conditions. 
   
  Skills: Shadar-kai have a +10 racial bonus on Hide checks made in dark or shadowy conditions 
  (anything other than daylight or the area of a daylight spell). 
   
  Fey Traits: Remember that the shadar-kai are of the Fey creature type, not Humanoid, so they are 
  immune to spells that only affect Humanoids, including charm person, dominate person, and hold person 
  (but not hold monster). Although many Fey have Damage Reduction that is only negated by cold iron, the 
  shadar-kai do not share this trait, perhaps because most of them spend their lives with their bodies 
  permanently pierced by enchanted cold iron in the form of their gal-ralan and thus lose any natural 
  resistance to being damaged. 
   
  Dismissal and Banishment: Although the shadar-kai are not Outsiders (they are Fey), they are 
  considered Extraplanar creatures (they are partially native to the Plane of Shadow).  
  
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  SHADAR-KAI ITEMS 
   
  The shadow curse haunts every aspect of shadar-kai culture, and remaining on the Material Plane is 
  a constant struggle for these creatures. Most shadar-kai use a gal-ralan (described below) to fix their 
  souls to their bodies and stave off the shadow curse. 
   
  Gal-Ralan: When this cold-forged iron armband is donned (taking up the spot where a bracer would 
  be worn), it pierces the wearer’s forearm with long needles of the same metal. The device fixes its 
  wearer’s soul to her body but also causes never-ending pain. As long as a character wears a gal-ralan, 
  she takes 1 point of Constitution damage that cannot be healed by any means until after the gal-ralan is 
  removed. 
   
  A gal-ralan provides its wearer with a +1 to +5 resistance bonus on her saving throws. This bonus 
  increases by an additional +2 against death effects, energy drains, and effects that affect the wearer’s 
  soul (such as the shadow curse). For example, a +2 gal-ralan provides a +4 resistance bonus against 
  these effects, a +3 gal-ralan provides a +5 resistance bonus against these events, and so on. 
   
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, resistance, caster level must be three times 
  that of the gal-ralan’s bonus; Market Price: 625 gp (+1), 2,500 gp (+2), 5,600 gp (+3), 10,000 gp (+4), or 
  15,600 gp (+5). Weight: negligible. 
   
  Blackstone Rune: Shadar-kai overcome by the shadow curse often make use of a blackstone rune. 
  The rune is a complex sigil drawn on a small, glossy stone. On command, a blackstone rune allows its 
  bearer to plane shift between the Plane of Shadow and the Material Plane (in either direction), along with 
  up to 50 pounds of objects. A blackstone rune can be used three times before its magic fades.  
   
  A lesser version of the blackstone rune also exists: this variety allows travel in only one direction, 
  from the Plane of Shadow back to the Material Plane, and it has but one charge. 
   
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, plane shift; Market Price: 3,300 gp (blackstone 
  rune) or 550 gp (lesser blackstone rune); Weight: negligible. 
   
  Night Extract: When thrown or dropped, one vial of this magic liquid reduces the ambient light level 
  to that of starlight in a 20-foot radius. Magical light still functions in the area (and counters the effect), but 
  torches, lanterns, sunrods, and other mundane light sources are suppressed until removed from the area. 
  The DC of Spot checks made against targets within the night extract’s area increases by +10, although 
  creatures with darkvision or superior low-light vision ignore this increase, and creatures with low-light 
  vision gain a +5 bonus on Spot checks made in starlight. The night extract provides concealment (20% 
  miss chance) against creatures with low-light vision, and no concealment against creatures with 
  darkvision or superior low-light vision. The effect lasts for 10 minutes. 
   
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, light; Market Price: 50 gp; Weight: negligible. 
  
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  Appendix 9 – New Feats 
  Close Quarters Fighting 
  Source: Complete Warrior p. 97 
  You are skilled at fighting at close range and resisting grapple attempts 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You can an attack of opportunity whenever an enemy attempts to grapple you, even if the 
  enemy has a feat or special ability that you normally bypass the attack.  If you deal damage with this 
  attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability 
  such as improved grab.  If the enemy has such an ability, you may add the damage you deal as a bonus 
  on your opposed check to resist being grappled.  This feat does not give you extra attacks of opportunity 
  during a round or allow you to make an attack of opportunity when you would be denied one for being 
  surprised, helpless or in a similar situation 
  For example, an ogre attempts to grapple Tordek. Tordek gains an attack of opportunity, hits and cause 
  damage.  Since the ogre does not have any sort of grappling special ability or feat, it fails to start a 
  grapple.  Then an ankheg – a creature with the improved grab special ability – attempts to grapple 
  Tordek.  He takes an attack of opportunity, hits, and deals 10 points of damage to the creature.  Tordek 
  then adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not 
  provoke attacks of opportunity when they attempt to start a grapple 
   
  Special: A fighter may select Close-Quarters Fighting as one of his fighter bonus feats. 
   
  Extra Music 
  Source: Complete Adventurer p. 109 
  You can use your bardic music more often than you otherwise could 
   
  Prerequisites: Bardic Music 
   
  Benefit: You can use your bardic music four extra times per day 
   
  Normal: Bards without the Extra Music feat can use bardic music once per day per level 
   
  Extra Smiting 
  Source: Complete Warrior p. 98 
  You can make more smite attacks 
   
  Prerequisites: Smite ability, base attack bonus +4 
   
  Benefit:  When you take this feat, you gain two extra attempts to smite per day.  Use whatever smite 
  ability you have (the paladin’s smite evil ability or the hunter of dead’s ability to smite undea, for example) 
   
  Improved Diversion 
  Source: Complete Adventurer p. 110 
  You can create a diversion to hide quickly and with less effort 
   
  Prerequisite: Bluff 4 ranks 
  
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  Benefit: You can use Bluff yo create a diversion to hide (see page 68 of the Players Handbook) as a 
  move action.  You gain a +4 bonus on Bluff checks made for this purpose. 
   
  Normal: Without this feat, creative a diversion to hide using the Bluff skill requires a standard action 
   
  Lingering Song 
  Source: Complete Adventurer  p. 109 
  Your inspirational bardic music stays with the listeners long after the last note has died away. 
   
  Prerequisite: Bardic Music 
   
  Benefit:  If you use bardic music to inspire courage, inspire greatness, or inspire heroics, the effect 
  lasts for 1 minute after an inspired ally stops hearing you play. 
   
  Normal: Inspire courage, inspire greatness, and inspire heroics last as long as an ally hears the bard 
  sing plus an additional 5 rounds thereafter. 
   
  Necromantic Might 
  Source: Libris Mortis p. 28 
  Undead you control gain benefits when they are near you 
   
  Benefit: Whenever undead you control are within 60 feet of you, they are physically inspired by your 
  necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws. 
   
  Necromantic Presence 
  Source: Libris Mortis p. 28 
  Undead you control are harder to turn when they are near you. 
   
  Benefit: Whenever undead you conrol are within 60 feet of you, they gain a +4 bonus to their turn 
  resistance. 
   
  Requiem 
  Source: Libris Mortis p. 29 
  Your bardic music affects undead creatures 
   
  Prerequisite:  Bardic music class feature, Perform (any) 8 ranks 
   
  Benefit: You can extend the effects of your mind-affecting bardic music and virtuoso’s performance 
  abilities so that they influence even the undead.  All bardic music effects on undead creatutes have only 
  half the duration they normally would against the living 
   
  Nornal: Undead are usually immune to mind-influencing effects 
   
  Staggering Strike 
  Source: Complete Adventurer p. 112 
  You can deliver a wound that hampers an opponent’s movement 
   
  Prerequisites: Base attack bonus +6, sneak attack 
  
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  Benefits: If you deal damage with a melee sneak attack, you can also deliver a wound that limits 
  your foe’s mobility. For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doesn’t exactly equal its current hit point. A target can resist this 
  effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on 
  the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage. 
   
  Subsonics 
  Source: Complete Adventurer p. 112 
  Your music can affect even those who do not consciously hear it. 
   
  Prerequisites: Perform (any) 10 ranks, bardic music 
   
  Benefit: You can produce music or poetics so subtly that opponents do not notice it, yet your allies 
  still gain all the usual benefits from your bardic music.  Similiarly, you can affect opponents within range 
  with your music, but unless they can you performing or have some other means of discovering it, they 
  cannot determine the source of the effect. 
   
  Tomb-Tainted Soul 
  Source: Libris Mortis p. 31 
  Your soul is tainted by the foul touch of undeath 
   
  Prerequisites:  Nongood alignment 
   
  Benefit: You are healed by negative energy and harmed by positive energy as if you were an undead 
  creature.  This feat gives you no other penalities or benefits of the undead type. 
   
  
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  Appendix 10 – New Spells 
  Bigby’s Slapping Hand 
  Source: Miniature’s Handbook, p. 34 
  Evocation [Force] 
  Level: Sorcerer / Wizard 2 
  Components: V,S,F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft. / level) 
  Effect: One Tiny Hand 
  Duration: Instantaneous 
  Saving Throw: None (see text) 
  Spell Resistance: Yes 
  Bigby’s slapping hand causes a magical hand to appear, deliver a slap to one creature, then disappear. 
  The slap distracts the subject, causing it to immediately provoke attacks of opportunity from creatures 
  threatening its square. The spell allows no saving throw, but the slapped creature can negate the effect 
  with a successful DC 20 Concentration check.  
  Focus: A leather glove 
   
  Blast of Flame 
  Source Miniature’s Handbook, p. 34 
  Conjuration (Creation) [Fire] 
  Level: Sorceror/Wizard 4, Warmage 4 
  Components: V,S,M 
  Casting Time:  1 standard action 
  Range: 60 ft. burst  
  Area: Cone shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature 
  that fails its saving throw. 
  Material Component: A bit of wick soaked in oil 
   
  Legion Snake’ Swiftness 
  Source Miniature’s Handbook p. 39 
  Transmutation 
  Level: Drd 2, Sorcerer/Wizard 3 
  
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  Targets: Allied creatures in a 20 ft. radius burst 
  This spell functions like snake’s swiftness, except that it affects multiple allies out to medium range. 
   
  Mordenkainen’s Buzzing Bees 
  Source: Miniature’s Handbook, p. 37 
  Conjuration (Creation) 
  Level:  Sor/Wiz 1 
  Components:  V,S,M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +1 ft. level) 
  Effect: A phantom bee 
  Duration 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell causes a small but extremely loud bee to appear.  It buzzes around the head of a creature you 
  designate. (The creature must be within range, and you must be touching or be able to see the creature.  
  Once you designate a creature, the bee stays with it; you cannot designate another creature.) 
  The bee causes an unnerving noise that disrupts the subject’s concentration.  The subject takes a -10 
  penalty on all Move Silently and Concentration checks.  (Creatures that don’t hear don’t take the penalty 
  on Concentration checks.)  If the subject attempts to cast or maintain a spell, it must make a DC 10 
  Concentration check even if there are no other distractions. 
  The bee has a fly speed of 180 feet (perfect).  It remains near the subject in spite of darkness, invisibility, 
  polymorphing, cover, concealment, or any other attempt at disguising or hiding. The bee remains until the 
  spell’s duration expires, or the subject moves out of range.  
  The bee can’t be attacked, but it can be dispelled. 
  Material Component: A dab of honey. 
   
  Naturewatch 
  Source: Complete Divine, p. 170 
  Necromancy 
  Level: Druid 0, ranger 1 
  Components: S 
  Casting Time: 1 standard action 
  Range: Close (25 ft +5 ft./2 levels) 
  Target: Quarter circle emanating from you to the extreme of the range  
  Duration:  10 min./level 
  Saving Throw:  None 
  Spell Resistance:  No 
  
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  This spell is identical to deathwatch, but only functions on animals and plants.  In addition it also allows 
  you to determine a variety of other mundane information about the animals and plants (whether or not the 
  plants are dehydrated, the animals are malnourished, and so forth).  
  Resurgence 
  Source Complete Divine, p. 177 
  Abjuration 
  Level:  Blackguard 1, cleric 1, paladin 1 
  Components: V,S,DF 
  Casting Time:  1 standard action 
  Range: Touch 
  Target: Creature touched  
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  By laying on hands a creature, and saying a brief prayer, you can convince a higher power to grant a 
  second chance to one of your allies.  The target of resurgence can make a second attempt to save 
  against an ongoing spell, spell-like ability, or supernatural ability. If the target of resurgence is subject to 
  more than one ongoing magic effect, the target chooses one of them to retry the save against.  If the 
  subject succeeds at the saving throw on the second attempt, the effect ends immediately.  Resurgence 
  never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, 
  fatigued, or nauseated that were caused by the spell, spell-like ability or supernatural ability. 
  If a spell, spell-like ability or supernatural ability doesn’t allow a save then resurgence won’t help the 
  subject recover. 
   
  Snake’s Swiftness 
  Source: Miniature’s Handbook, p. 39 
  Transmutation 
  Level:  Drd 1, Sorcerer/ Wizard 1 
  Components:  V,S,M/DF 
  Casting Time: 1 standard action 
  Range:  Close (25 ft. + 5ft. / 2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject may immediately make one melee or ranged attack, even if has already taken its action for 
  the round.  Taking this action doesn’t affect the subject’s normal place in the initiative order.  This is a 
  single attack, and follows the standard rules for attacking.  
  This spell does not allow the subject to make more than one additional attack in a round.  If the subject 
  has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from 
  any other source, this spell fails.  
  
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  Arcane Material Component: A few scales from a snake. 
   
  Spikes 
  Source Complete Divine p. 181 
  Transmutation 
  Level: Cleric 3, druid 3 
  Components: V,S, M 
  Casting Time:  1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 hour / level 
  Saving Throw: None 
  Spell Resistance: No 
  As brambles except that the affected weapon gains a +2 enhancement bonus on its attacks and its threat 
  range is doubled. 
   
  Summon Undead I 
  Source: Libris Mortis,  p. 71 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 1, cleric 1, sorcerer/wizard 1 
  Components: V,S,F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One summoned creature 
  Duration: 1 round / level 
  Saving Throw: None 
  Spell Resistance: No 
  This spell functions like summon monster I, except that you summon an undead creature.  
  Summon undead I  conjures from the 1st-level list on the Summon Undead table (at the end of the 
  Appendix)  You choose which creature to summon, and you can change that choice each time you cast 
  the spell.  Summoned undead do not count toward the total Hit Dice of undead you can control with 
  animate dead or other command undead abilities.  
  Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid. 
   
  Summon Undead II 
  Source: Libris Mortis,  p. 71 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 2, cleric 2, sorcerer/wizard 2 
  
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  Components: V,S,F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One or more summoned creatures, no two of which can be more than 30 feet apart. 
  Duration: 1 round / level 
  Saving Throw: None 
  Spell Resistance: No 
  This spell functions like summon undead I, except that  you can summon one undead from the 2nd level 
  list, or two undead of the same kind from the 1st level list 
   
  Summon Undead III 
  Source: Libris Mortis,  p. 71-72 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 3, cleric 3, sorcerer/wizard 3 
  Components: V,S,F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One or more summoned creatures, no two of which can be more than 30 feet apart. 
  Duration: 1 round / level 
  Saving Throw: None 
  Spell Resistance: No 
  This spell functions like summon undead I, except that  you can summon one undead from the 3rd level 
  list, two undead of the same kind from the 2nd level list, or four undead of the same kind from the 1st level 
  list. 
   
  Summon Undead IV 
  Source: Libris Mortis,  p. 72 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 4, cleric 4, sorcerer/wizard 4 
  Components: V,S,F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One or more summoned creatures, no two of which can be more than 30 feet apart. 
  Duration: 1 round / level 
  Saving Throw: None 
  Spell Resistance: No 
  
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  This spell functions like summon undead I, except that  you can summon one undead from the 4th level 
  list, two undead of the same kind from the 3rd level list, or four undead of the same kind from a lower level 
  list. 
   
  Visage of the Diety, Lesser 
  Source: Complete Divine, p. 187 
  Transmutation [Evil, Good] 
  Level: Blackguard 4, cleric 3, paladin 4 
  Components: V,S,DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  When you cast this spell, your body changes into a form more like your diety’s (in a very limited fashion, 
  of course). You gain a +4 enhancement to your Charisma score. You also gain resistance 10 to two or 
  three energy types: acid, cold and electricity if you are good; cold and fire if you are evil. 
   
   
   
   
  Summon Undead Table 
  1st level 
  Skeleton, Medium 
  Zombie, Small 
  2nd level 
  Skeleton, Large 
  Zombie, Medium 
  3rd level 
  Ghoul 
  Skeleton, Huge 
  Zombie, Large 
  4th level  
  Allip 
  Ghast 
  Zombie, Huge 
   
  
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  Appendix 11 – New Items 
  Living Chain 
  Source: Miniature’s Handbook, p. 42 
  This weapon seems possessed of some basic form of sentience.  When it is used to attempt to trip an 
  opponent, this +2 spiked chain coils around the victim’s limbs, adding a +4 bonus on the wielder’s 
  Strength check to trip the opponent.  The bonus is in addition to the normal benefits that chains get when 
  attempting to trip. 
  Moderate transmutation; CL 7th; Craft Magic Arrms and Armor, bull’s strength; Price 12,325 gp.  
  
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  DM Aid – Map #1 – The Tower, First Floor 
   
  1 Square = 5 feet 
  
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  DM Aid – Map #2 – The Tower, Third Floor 
   
   
  1 Square = 5 feet 
  
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  DM Aid – Map #3 – The Sewer Reservoir 
   
  
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  DM Aid – Map #4 – The Extraction Point 
   
  1 Square = 5 feet 
  
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  DM Aid – Map #5 – Thornward Keep – First Floor 
   
  1 Square = 5 feet 
  
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  DM Aid – Map #6 – Thornward Keep, Second Floor 
   
  1 Square = 5 feet 
  
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  DM Aid - Map #7 – Thornward Keep, Third Floor 
   
   
  1 Square = 5 feet 
  
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  Player Handout 1 – Guidelines For Conversion 
   
  Evard has drained you of your life force! You have been reduced to second level (unless you were first or 
  second level to start with.) 
   
  • 
  You have no equipment or items with you. You are dressed only in rags 
  • 
  You are effectively second level, except for where noted below. You do not need to recreate what you 
  were at second level, as you have been drained down, but you cannot gain new classes / abilities / 
  feats / skills that you do not currently have.  
  • 
  You need to reduce your ability scores. You may select which stat(s) to reduce. For every four levels 
  your character has, one ability score needs to be reduced by one. Characters that started the module 
  at third level or lower do not need to reduce any stats. 
  • 
  Multi-class PCs may select which classes they want their two levels to be in, so long as they continue 
  to meet the requisites of class they retain 
  • 
  PC spellcasters only have the spells they would normally have at second level. PC wizards do not 
  have access to a spell book, so they must select which spells they have been left with. If, during the 
  first part of the module a PC cast all his/her first level spells, then that PC will not have any first level 
  spells for the second part of the module. Clerics, sorcerers and other spontaneous casting classes 
  can pray or meditate as normal to refill or change these slots based on spells the PC originally had 
  access to. 
  • 
  All the feats that you knew are still known by your character. However, if you do not meet the 
  requisites for the feat (e.g. due to a lowered BAB) you cannot use it. 
  • 
  You need to recalculate your saving throws, attack and damage modifiers, and Armor Class. 
  • 
  You need to redistribute your PC’s skill points based on being second level. You may not pick up new 
  skills during this process, but otherwise may allocate points as you see fit.  
  • 
  Your PC starts with the maximum hit points possible at 2nd level (e.g. a 2nd level rogue with a 14 con 
  would start with 16 hp.) 
  • 
  You may not change alignment during this process 
  • 
  All effects from ARs are still in effect (curses, bonuses, etc.) unless your PC does not meet the 
  requisites as laid out on the AR. 
  • 
  All spell effects on your character have been dispelled.  This includes any contingencies or 
  permanent effects. 
  • 
  Nothing on your character’s original sheet should be modified. The DM should collect all of 
  these sheets once the conversion is complete, and put them in a safe place. 
  
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  Player Handout 1 – Guidelines For Conversion 
   
  Evard has drained you of your life force! You have been reduced to second level (unless you were first or 
  second level to start with.) 
   
  • 
  You have no equipment or items with you. You are dressed only in rags 
  • 
  You are effectively second level, except for where noted below. You do not need to recreate what you 
  were at second level, as you have been drained down, but you cannot gain new classes / abilities / 
  feats / skills that you do not currently have.  
  • 
  You need to reduce your ability scores. You may select which stat(s) to reduce. For every four levels 
  your character has, one ability score needs to be reduced by one. Characters that started the module 
  at third level or lower do not need to reduce any stats. 
  • 
  Multi-class PCs may select which classes they want their two levels to be in, so long as they continue 
  to meet the requisites of class they retain 
  • 
  PC spellcasters only have the spells they would normally have at second level. PC wizards do not 
  have access to a spell book, so they must select which spells they have been left with. If, during the 
  first part of the module a PC cast all his/her first level spells, then that PC will not have any first level 
  spells for the second part of the module. Clerics, sorcerers and other spontaneous casting classes 
  can pray or meditate as normal to refill or change these slots based on spells the PC originally had 
  access to. 
  • 
  All the feats that you knew are still known by your character. However, if you do not meet the 
  requisites for the feat (e.g. due to a lowered BAB) you cannot use it. 
  • 
  You need to recalculate your saving throws, attack and damage modifiers, and Armor Class. 
  • 
  You need to redistribute your PC’s skill points based on being second level. You may not pick up new 
  skills during this process, but otherwise may allocate points as you see fit.  
  • 
  Your PC starts with the maximum hit points possible at 2nd level (e.g. a 2nd level rogue with a 14 con 
  would start with 16 hp.) 
  • 
  You may not change alignment during this process 
  • 
  All effects from ARs are still in effect (curses, bonuses, etc.) unless your PC does not meet the 
  requisites as laid out on the AR. 
  • 
  All spell effects on your character have been dispelled.  This includes any contingencies or 
  permanent effects. 
  • 
  Nothing on your character’s original sheet should be modified. The DM should collect all of 
  these sheets once the conversion is complete, and put them in a safe place. 
  
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  Player Handout 1 – Guidelines For Conversion 
   
  Evard has drained you of your life force! You have been reduced to second level (unless you were first or 
  second level to start with.) 
   
  • 
  You have no equipment or items with you. You are dressed only in rags 
  • 
  You are effectively second level, except for where noted below. You do not need to recreate what you 
  were at second level, as you have been drained down, but you cannot gain new classes / abilities / 
  feats / skills that you do not currently have.  
  • 
  You need to reduce your ability scores. You may select which stat(s) to reduce. For every four levels 
  your character has, one ability score needs to be reduced by one. Characters that started the module 
  at third level or lower do not need to reduce any stats. 
  • 
  Multi-class PCs may select which classes they want their two levels to be in, so long as they continue 
  to meet the requisites of class they retain 
  • 
  PC spellcasters only have the spells they would normally have at second level. PC wizards do not 
  have access to a spell book, so they must select which spells they have been left with. If, during the 
  first part of the module a PC cast all his/her first level spells, then that PC will not have any first level 
  spells for the second part of the module. Clerics, sorcerers and other spontaneous casting classes 
  can pray or meditate as normal to refill or change these slots based on spells the PC originally had 
  access to. 
  • 
  All the feats that you knew are still known by your character. However, if you do not meet the 
  requisites for the feat (e.g. due to a lowered BAB) you cannot use it. 
  • 
  You need to recalculate your saving throws, attack and damage modifiers, and Armor Class. 
  • 
  You need to redistribute your PC’s skill points based on being second level. You may not pick up new 
  skills during this process, but otherwise may allocate points as you see fit.  
  • 
  Your PC starts with the maximum hit points possible at 2nd level (e.g. a 2nd level rogue with a 14 con 
  would start with 16 hp.) 
  • 
  You may not change alignment during this process 
  • 
  All effects from ARs are still in effect (curses, bonuses, etc.) unless your PC does not meet the 
  requisites as laid out on the AR. 
  • 
  All spell effects on your character have been dispelled.  This includes any contingencies or 
  permanent effects. 
  • 
  Nothing on your character’s original sheet should be modified. The DM should collect all of 
  these sheets once the conversion is complete, and put them in a safe place. 
  
  BIS5-04 Uncovered Truths 
   
  Page 81 
  Player Handout 1 – Guidelines For Conversion 
   
  Evard has drained you of your life force! You have been reduced to second level (unless you were first or 
  second level to start with.) 
   
  • 
  You have no equipment or items with you. You are dressed only in rags 
  • 
  You are effectively second level, except for where noted below. You do not need to recreate what you 
  were at second level, as you have been drained down, but you cannot gain new classes / abilities / 
  feats / skills that you do not currently have.  
  • 
  You need to reduce your ability scores. You may select which stat(s) to reduce. For every four levels 
  your character has, one ability score needs to be reduced by one. Characters that started the module 
  at third level or lower do not need to reduce any stats. 
  • 
  Multi-class PCs may select which classes they want their two levels to be in, so long as they continue 
  to meet the requisites of class they retain 
  • 
  PC spellcasters only have the spells they would normally have at second level. PC wizards do not 
  have access to a spell book, so they must select which spells they have been left with. If, during the 
  first part of the module a PC cast all his/her first level spells, then that PC will not have any first level 
  spells for the second part of the module. Clerics, sorcerers and other spontaneous casting classes 
  can pray or meditate as normal to refill or change these slots based on spells the PC originally had 
  access to. 
  • 
  All the feats that you knew are still known by your character. However, if you do not meet the 
  requisites for the feat (e.g. due to a lowered BAB) you cannot use it. 
  • 
  You need to recalculate your saving throws, attack and damage modifiers, and Armor Class. 
  • 
  You need to redistribute your PC’s skill points based on being second level. You may not pick up new 
  skills during this process, but otherwise may allocate points as you see fit.  
  • 
  Your PC starts with the maximum hit points possible at 2nd level (e.g. a 2nd level rogue with a 14 con 
  would start with 16 hp.) 
  • 
  You may not change alignment during this process 
  • 
  All effects from ARs are still in effect (curses, bonuses, etc.) unless your PC does not meet the 
  requisites as laid out on the AR. 
  • 
  All spell effects on your character have been dispelled.  This includes any contingencies or 
  permanent effects. 
  • 
  Nothing on your character’s original sheet should be modified. The DM should collect all of 
  these sheets once the conversion is complete, and put them in a safe place. 
  
  BIS5-04 Uncovered Truths 
   
  Page 82 
  Player Handout 1 – Guidelines For Conversion 
   
  Evard has drained you of your life force! You have been reduced to second level (unless you were first or 
  second level to start with.) 
   
  • 
  You have no equipment or items with you. You are dressed only in rags 
  • 
  You are effectively second level, except for where noted below. You do not need to recreate what you 
  were at second level, as you have been drained down, but you cannot gain new classes / abilities / 
  feats / skills that you do not currently have.  
  • 
  You need to reduce your ability scores. You may select which stat(s) to reduce. For every four levels 
  your character has, one ability score needs to be reduced by one. Characters that started the module 
  at third level or lower do not need to reduce any stats. 
  • 
  Multi-class PCs may select which classes they want their two levels to be in, so long as they continue 
  to meet the requisites of class they retain 
  • 
  PC spellcasters only have the spells they would normally have at second level. PC wizards do not 
  have access to a spell book, so they must select which spells they have been left with. If, during the 
  first part of the module a PC cast all his/her first level spells, then that PC will not have any first level 
  spells for the second part of the module. Clerics, sorcerers and other spontaneous casting classes 
  can pray or meditate as normal to refill or change these slots based on spells the PC originally had 
  access to. 
  • 
  All the feats that you knew are still known by your character. However, if you do not meet the 
  requisites for the feat (e.g. due to a lowered BAB) you cannot use it. 
  • 
  You need to recalculate your saving throws, attack and damage modifiers, and Armor Class. 
  • 
  You need to redistribute your PC’s skill points based on being second level. You may not pick up new 
  skills during this process, but otherwise may allocate points as you see fit.  
  • 
  Your PC starts with the maximum hit points possible at 2nd level (e.g. a 2nd level rogue with a 14 con 
  would start with 16 hp.) 
  • 
  You may not change alignment during this process 
  • 
  All effects from ARs are still in effect (curses, bonuses, etc.) unless your PC does not meet the 
  requisites as laid out on the AR. 
  • 
  All spell effects on your character have been dispelled.  This includes any contingencies or 
  permanent effects. 
  • 
  Nothing on your character’s original sheet should be modified. The DM should collect all of 
  these sheets once the conversion is complete, and put them in a safe place. 
  
  BIS5-04 Uncovered Truths 
   
  Page 83 
  Player Handout 1 – Guidelines For Conversion 
   
  Evard has drained you of your life force! You have been reduced to second level (unless you were first or 
  second level to start with.) 
   
  • 
  You have no equipment or items with you. You are dressed only in rags 
  • 
  You are effectively second level, except for where noted below. You do not need to recreate what you 
  were at second level, as you have been drained down, but you cannot gain new classes / abilities / 
  feats / skills that you do not currently have.  
  • 
  You need to reduce your ability scores. You may select which stat(s) to reduce. For every four levels 
  your character has, one ability score needs to be reduced by one. Characters that started the module 
  at third level or lower do not need to reduce any stats. 
  • 
  Multi-class PCs may select which classes they want their two levels to be in, so long as they continue 
  to meet the requisites of class they retain 
  • 
  PC spellcasters only have the spells they would normally have at second level. PC wizards do not 
  have access to a spell book, so they must select which spells they have been left with. If, during the 
  first part of the module a PC cast all his/her first level spells, then that PC will not have any first level 
  spells for the second part of the module. Clerics, sorcerers and other spontaneous casting classes 
  can pray or meditate as normal to refill or change these slots based on spells the PC originally had 
  access to. 
  • 
  All the feats that you knew are still known by your character. However, if you do not meet the 
  requisites for the feat (e.g. due to a lowered BAB) you cannot use it. 
  • 
  You need to recalculate your saving throws, attack and damage modifiers, and Armor Class. 
  • 
  You need to redistribute your PC’s skill points based on being second level. You may not pick up new 
  skills during this process, but otherwise may allocate points as you see fit.  
  • 
  Your PC starts with the maximum hit points possible at 2nd level (e.g. a 2nd level rogue with a 14 con 
  would start with 16 hp.) 
  • 
  You may not change alignment during this process 
  • 
  All effects from ARs are still in effect (curses, bonuses, etc.) unless your PC does not meet the 
  requisites as laid out on the AR. 
  • 
  All spell effects on your character have been dispelled.  This includes any contingencies or 
  permanent effects. 
  • 
  Nothing on your character’s original sheet should be modified. The DM should collect all of 
  these sheets once the conversion is complete, and put them in a safe place. 
  
  BIS5-04 Uncovered Truths 
   
  Page 84 
  Player Handout 2 – Writing On The Wall 
   
  Written on the wall of your cell is the following: 
   
  Those kettite bastards tossed me here to rot, but I’m no fool. Always have a way out, 
  they say, and I kept that in mind when 
  I had these cells built. 
   
  Won’t they be surprised when they come for me again? Look for the wisdom within my 
  last words, and your days here will be numbered, as well. 
   
   
   
  Someone has thought to lock me here forever. 
  Withering, I count the hours in the day. 
  I have laid here, waiting, for six days. 
  I hear a dozen voices in the hall, moans of desperation. 
  Freedom will come to them, when I go forth to seek my allies. 
  I shall remain but another day, then speak the word and be free. 
  
  BIS5-04 Uncovered Truths 
   
  Page 85 
  Player Handout 3 – Evard’s Laboratory Notes 
   
  On the workbench in the middle of the room, you find a thick book filled with notes. It becomes evident 
  that these are Evard’s notes on a cloning process. The book is filled with observations, diagrams and 
  arcane writing that your mind is too exhausted to comprehend. However, glancing through the book, you 
  notice the following entries: 
   
  22 Reaping 592 
  I have perfected the cloning process, and my first clone is ready. Tysiln may be ahead 
  of me on the road to immortality via lichdom, but I will live on through my clones. I have 
  not yet activated the clone, but will do so when the time is right. For now, I have placed 
  a contingency spell on it to activate should I die. 
   
  27 Reaping 592 
  The process has a flaw. Although multiple clones can be created, only one clone can 
  be brought to maturity at a time. Although I will seek counsel with my infernal contacts, 
  I have a feeling that this is a limitation I will not be able to overcome. In the meanwhile, 
  I have had my followers transport my clone to Calignosus, where it will be safe 
   
  1 Fireseek 593 
  I have discovered a critical flaw in the process – the mind of the clone , while equal in 
  power to the original, is highly unstable, and may in fact, be of an entirely different 
  nature than the original.  
   
  18 Patchwall 593 
  The flaws in the cloning process are truly beginning to worry me. I have, however, 
  found a way around the instability problem – by reducing the life force and will of the 
  original, I can guarantee a near blank canvas, which can then be programmed by an 
  enchanter through the use of suggestion. I have devised a process of torture that can 
  effect this, without permanent harm to the original subject. However, I am loathe to 
  subject my self to the process, for obvious reasons. 
   
  7 Coldeven 594 
  Calignosus has fallen. And the clone is missing. 
    
  28 Coldeven 594 
  That sniveling fool Larrangin has my clone, and it has been activated. I visited him last 
  night and demanded that he return or destroy her, but he has refused me. True to my 
  
  BIS5-04 Uncovered Truths 
   
  Page 86 
  fears, Saralind - she doesn’t remember any other name to call herself - is a vehicle of 
  good. I will either turn her, or destroy her. 
   
  
  BIS5-04 Uncovered Truths 
   
  Page 87 
  BIS5-04 Undiscovered Truths - Critical Events Summary 
   
  1) Did the PCs successfully destroy the device in the 
  Thornward Keep tower? 
   
   
   
  2) Were the PCs captured by the traitorous mage, and turned 
  over to Evard? 
   
   
   
  3) Did the PCs solve the dungeon cell riddle without hints? 
   
   
   
   
  4) What did the PCs learn about Evard? 
   
   
   
   
   
   
  If you run this event in July or August of 2005, please e-mail the results from this sheet to a member of 
  the Bissel Triad by September 1st, 2005, or have the Senior DM of your event do so. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Bissel/BIS5-04 - Uncovered Truths.pdf