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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  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at jay@viceandvillainy.org.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  BIS7-05 
   
   
   
   
  Bastille 
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Bissel Regional Adventure 
  Version 1.0.0 
   
  by Nopalzin Torres and Matt Maranda 
  Reviewers: Bissel Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Joe Boerjes, Michael Chiesi, Stephanie Chiesi, David Jedlinsky, Ruth Jedlinsky, Tracy Slatyer 
   
  The Knights of the Watch built many towers to aid in the defense of the Sheldomar. Many of them were destroyed and 
  rebuilt but some were left to be lost. Now old memories from the Greyhawk Wars are being dredged up and some must 
  be dealt with. A Bissel regional adventure for APLs 2-12 
   
  Note: This adventure will be of particular interest to Knights of the Watch/Dispatch and member of the Church of 
  Heironeous.  
   
  Resources: Complete Champion [Ed Stark, Chris Thomasson, Ari Marmell, Rhiannon Louve, Gary Astleford], Magic Item 
  Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead]. Complete Divine [David 
  Noonan] Complete Warrior [Andy Collins, David Noonan, Ed Stark] Complete Arcane [Richard Baker] Player’s Handbook II 
  [David Noonan] 
   
  
  BIS7-05 Bastille 
   
  Page 1 
  RPGA
  ® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  
  BIS7-05 Bastille 
   
  Page 2 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Bissel. Characters native to Bissel pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  In CY 431, the Knights of the Watch built the Bastion of 
  Impregnable Might. This fortress was originally intended 
  to be a Knights stronghold, but it soon acquired an 
  additional purpose. Being on the northern frontier and 
  close to the Ket border, the Bastion was often used to 
  hold Kettie criminals/POWs for processing. Kettite 
  sympathizers/spies were also sent there for questioning. 
  During the Greyhawk Wars, the Bastion was destroyed 
  by the forces of Iuz and buried under tons of earth.  
   
  The war with Ket has Field Marshal Valiserat’s full 
  attention. However, in the back of his mind, he is still 
  concerned about the internal security of Bissel. He has 
  asked his student Chalice Besselar to tour Bissel and 
  investigate any significant threat to the March. 
   
  Traveling through the Bramblewood Gap, Chalice 
  was ambushed by a well-organized force. Dispatching her 
  attackers, Chalice found that one carried a cryptic 
  message mentioning Knights and a place called the 
  Bastion. Chalice consulted with Baroness Elina Luchelyn 
  and learned the history of the Bastion. Exercising her 
  authority as the ranking Knight of the Watch in Bissel, 
  Elina Luchelyn has decided to lead a small force of 
  Knights to the Bastion to investigate.  
  ADVENTURE SUMMARY 
  Chance or fate has called Elina and Chalice away from 
  their mission to investigate the Bastion just as they 
  encounter the party. Elina and Chalice ask the party to 
  investigate the Bastion and report back to Field Marshall 
  Valiserat. The party finds the Bastion and encounters an 
  evil order of knights dedicated to Hextor.  
  # 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 
  
  BIS7-05 Bastille 
   
  Page 3 
  Introduction: A Savior on the Road 
  Estimated Time: 30 minutes 
  The party encounters a military courier being chased by 
  undead. 
  Encounter 1: Meeting the Nobles 
  Estimated Time: 20 minutes 
  The party escorts the courier to where Elina and Chalice 
  have setup camp. When Elina and Chalice read the 
  messages delivered by the courier, they ask the party to 
  investigate the Bastion in their place.  
  Encounter 2: Finding the Keep 
  Estimated Time: 20 minutes 
  The party finds the Bastion. There is evidence that it has 
  been recently occupied and all symbols of the Knights of 
  the Watch/Dispatch have been desecrated. 
  Encounter 3: Exploring the Keep 
  Estimated Time: 30 minutes 
  This encounter contains descriptions for the many and 
  varied rooms throughout the keep. These are non-
  encounter rooms but can help to explain and flesh out 
  the purpose of the new occupants. 
  Encounter 4: Undead Made Here 
  Estimated Time: 20 minutes 
  The party finds the laboratory of a cleric of Hextor. The 
  cleric has been conducting research on how to create 
  more combat capable forms of undead.  
  Encounter 5: An Incautious Approach 
  Estimated Time: 30 minutes 
  The party runs afoul of the Bastion’s security system. 
  Encounter 6: The Ghost of Ages Past 
  Estimated Time: 15 minutes 
  The party encounters the spirit of a cleric of Heironeous. 
  The cleric asks the party to defeat the high cleric of 
  Hextor and cleanse a shrine to Heironeous. 
  Encounter 7: The Champion of Hextor 
  Estimated Time: 30 minutes 
  The party fines the shrine to Heironeous and battles the 
  high priest of Hextor. 
  Encounter 8 (Optional): Drawing out the 
  Shadows 
  Estimated Time: 20 minutes 
  The party knowing what has tainted the meersalm, can 
  also figure out how to draw out and defeat the evil inside. 
  Conclusion: Debriefing. 
  Estimated Time: 15 minutes 
  The party makes its way to the Ket front and reports to 
  Field Marshal Valiserat. 
  PREPARATION FOR PLAY 
  This adventure has a lot of information in it that will be 
  of particular interest to members of the Knights of the 
  Watch and Members of the Church of Heironeous. Any 
  PCs that are members of these meta-organizations should 
  be identified and any relevant title should be recorded. 
   
  The expected running time of this adventure is 3 
  hours, 30 minutes. If this is running during a standard 4-
  hour convention slot, this allows, 25 minutes for 
  marshalling, and 5 minutes for paperwork distribution. 
  INTRODUCTION: A MEETING 
  ON THE ROAD 
  Estimated Time: 20 minutes 
  Autumn has come to the March of Bissel and 
  farmers are busy gathering their crops. Most of the 
  work is done by hand with scythes and sickles, with 
  the occasional horse drawn harvester in some of the 
  larger fields. In one wheat field, a gnome with oxen 
  is pulling a strange device that seems to be both 
  harvesting and threshing the grain. The gnome’s 
  claims that this will revolutionize farming seem to 
  be doing little to reassure the nervous farmer 
  looking on. You take in these sights as you travel 
  along the road through the heart of Bissel. At sunset, 
  the farmers put down their tools and head for home 
  or the nearest tavern.  
  Allow the players a chance to introduce themselves. 
   
  The PCs may wish to gather some information and 
  rumors before beginning the adventure. The following 
  are rumors they can pick up with a Gather Information 
  check that beats the DC listed. The truth or falsehood of 
  each rumor will be revealed with the passage of time. 
  DC 10 
  • 
  Jasmine and Cainlan Rashedra have announced the 
  birth of their daughter, Kira.  
  • 
  Avernand Keep, the first Ket fortress along the Irafa 
  Road has been lost - the first defeat for the Bissel 
  forces. 
  
  BIS7-05 Bastille 
   
  Page 4 
  DC 15 
  • 
  A significant portion of the Bramblewood south of 
  Avernand Keep has been razed, and a large camp has 
  been constructed. It hasn’t given Bissel forces the 
  leverage to retake Avernand, but has allowed a 
  stalemate. 
  • 
   Almost all the barons of Bissel have now traveled to 
  Thornward to renew their pledges of fealty to the 
  new Margrave, Malto Adeur. One, in particular, who 
  has not, is Lord Camryn Fertuine, Baron of Cassiter. 
  DC 20 
  • 
  Strange lights have been reported shining from 
  beneath the surface of Lake Hasra. 
  • 
  They just can’t find a worthy competitor to fight 
  against the famed pit fighter, Brar the Crusader. In 
  order to keep up interest organizers in Sareden have 
  taken to organizing group fights, where the 
  acclaimed brawler takes on two or more opponents 
  at a time. 
  DC 25 
  • 
  Margrave Adeur has fallen ill. It is not the plague 
  that wears on him; nor does it appear to be his age.  
  • 
  It is said the forces of Iuz have begun to stir. His 
  most powerful minions are searching for something. 
  DC 30 
  • 
  The war with Ket has stalled along the Irafa Road, 
  with the loss of Avernand. However, the Field 
  Marshall seems oddly confident.  
  The quiet of the evening is interrupted as you round 
  a bend in the road. In the distance, a man on 
  horseback is traveling towards you. He is wearing a 
  Bissel military uniform and his saddlebags bear 
  courier markings. The horse is near collapse; it 
  stumbles numerous times and froth is clearly 
  visible coming from its mouth. In close pursuit of 
  the 
  courier 
  are 
  several 
  hideous 
  malformed 
  creatures. The courier notices you and calls out: 
   
  [Courier]: “Help! I don’t know how much 
  longer…” 
   
  But he is cut off by the horse’s screams as one of 
  the pursuing creatures sinks a claw into its 
  hindquarters and rips out a chunk of flesh. The 
  horse falls to the ground, throwing the rider several 
  feet.  
  APL 2 (EL 4) 
  � Bloodhulk Fighter (1): hp 140; see Appendix 1 
  APL 4 (EL 6) 
  � Bloodhulk Giant (1): hp 196; see Appendix 2. 
  APL 6 (EL 8) 
  � Bloodhulk Crusherr (1): hp 280; see Appendix 3. 
  APL 8 (EL 10) 
  � Revived Fossil Megaraptor (1): hp 118; see 
  Appendix 4 
  APL 10 (EL 12) 
  � Cadaver Collector: hp 123; see Appendix 5. 
  APL 12 (EL 13) 
   
  � Charnel Hound: hp 220; see Appendix 6. 
  Tactics: The monsters have orders to kill the courier. If a 
  player attacks a monster, the monster will turn on the 
  player. 
  Developments: The courier is knocked unconscious 
  when he hits the ground, but is otherwise unharmed. He 
  can be awakened by a Heal check (DC 15) or he will wake 
  on his own after a few minutes. 
  ENCOUNTER 1: MEETING THE 
  NOBLES 
  Estimated Time: 20 minutes 
  This encounter occurs after the party has defeated the 
  undead creature(s) pursing the military courier. 
  The courier groans and rises to his feet. He makes 
  his way to his horse and checks it for any signs of 
  life. When it’s clear that the horse is dead, he sighs 
  and removes the saddlebags. Turning to you, he says: 
   
  [Garic]: “I thought I was a goner, thanks for the 
  help. I’m Garic, I mean Private Garic Maldoran of 
  the Great Army of Bissel. Still getting used to all this 
  military lingo. Just got done with basic 3 months 
  ago. Then I got made a courier afterwards, guess 
  that’s ‘cause I’m a pretty good rider.” 
   
  He looks back at his dead horse 
   
  [Garic]: “Biscuit ol’ buddy, I’m sorry I couldn’t 
  save ya.” 
  At this point let the players greet Garic and introduce 
  themselves. 
  [Garic]: Say, you fellows mind helping me out a bit 
  more? I got a pretty important message, two in fact, 
  
  BIS7-05 Bastille 
   
  Page 5 
  that need deliverin’. Shouldn’t be far, but with 
  Biscuit down and the roads none too safe, I’d 
  appreciate the company.  
  Assuming the party agrees to go along with Garic, 
  continue on. Garic can’t offer the PCs anything but he 
  will still plead and wheedle any help he can. 
  Following Garic, you turn from the main road and 
  head out over the open countryside. After about an 
  hour, you crest a small hill and come to a scene of 
  battle. Dozens of skeletons, ghouls, and other 
  undead litter the battlefield. Mixed among the 
  bodies of the undead are a few soldiers. However, 
  the remaining combatants aren’t fighting. Instead, 
  they’re watching two dueling figures. The first is a 
  man clad in black plate armor. He has taken an 
  aggressive battle stance and swings a heavy flail with 
  powerful strokes. Opposite him is a woman also clad 
  in plate, but hers gleams blue and silver in the 
  torchlight illuminating the battle.  
  A Knowledge [nobility and royalty] (DC 15) is required to 
  identify this woman as Baroness Elina Luchelyn, unless 
  they have met her before. 
  The lady knight gracefully sidesteps the other’s 
  clumsy charge. With a lightning quick strike, she 
  disarms him of his weapon as he overextends on a 
  swing. The man snarls in rage and his hands begin 
  to glow with an ebon light. His spellcasting is cut 
  short as the lady’s longsword pierces his heart. As he 
  falls to the ground, he spits out his final words: 
   
  [Dark Cleric]: This isn’t over, you Heironean 
  wench. The chosen is coming.  
   
  [Elina]: Let him come.  
   
  As the black knight dies, the remaining undead 
  begin to lose cohesion. They fall to the ground and 
  stop moving. The woman turns to her men. 
   
  [Elina]: Squires, make sure that they are all truly 
  destroyed. Dig a pit and burn the remains.  
   
  Garic, who had been watching the duel in awe, 
  calls out to her. 
   
  [Garic]: Baroness Luchelyn! Baroness Luchelyn! 
  I have an important message for you! 
   
  Baroness Elina Luchelyn frowns and replies: 
   
  [Elina]: Keep your voice down soldier. This area 
  has not been secured. Report to my tent 
  immediately.  
   
  With a sheepish look on his face, Garic turns to 
  you. 
   
  [Garic]: First delivery to a noble and I’ve already 
  messed it up. Think you could come along for a little 
  moral support? 
  Once the party agrees and follows Garic continue with 
  the following: 
  You follow Garic to a pavilion atop a small hill. 
  Waiting at the entrance is a woman wearing a Bissel 
  army uniform. The woman lifts a tent flap at your 
  approach. 
   
  [Soldier]: Please, enter and have a seat. The 
  Baroness will be with us shortly. 
   
  Entering the tent, you see a large table covered 
  in maps. Around the table are various stools.  
   
  After a few minutes, Baroness Elina enters, 
  followed by the soldier who greeted you at the 
  entrance. Baroness Elina takes a stool, sits, and 
  looks at Garic. 
   
  [Elina]: Private, who are these with you? 
   
  [Garic]: Beggin’ your pardon m’lady, but these 
  adventurers saved my life. Some undead monsters 
  chased me an’ Biscuit all day long before these 
  heroes showed up.  
   
  [Elina]: Very well, proceed. 
   
  Garic opens his saddlebag and removes two 
  scroll cases. He hands one to Baroness Luchelyn, 
  one to the soldier next to her. Both women open 
  their respective messages and begin to read. After a 
  few moments, Baroness Elina frowns. 
   
  [Elina]: Captain Besselar, I’m afraid I’m going to 
  have to cancel the mission. My presence is required 
  in Hochoch immediately. 
   
  At the mention of the name Besselar, you notice 
  that the soldier seated next to Baroness Luchelyn 
  bears a striking resemblance to Baroness Jasmine 
  Besselar: tan skin with curled, honey-blonde hair. 
  The soldier Chalice could almost be the twin of her 
  older sister the Baroness but for the deep scar 
  running from her upper brow to cross her nose and 
  down the opposite cheek. Chalice speaks with the 
  confidence of a natural leader.   
   
  [Chalice]: I agree. There have been some recent 
  developments on the Ket front. The Field Marshall 
  has recalled me.  
   
  Captain Chalice Besselar looks you over for a 
  moment, and then turns to Baroness Luchelyn. 
  
  BIS7-05 Bastille 
   
  Page 6 
   
  [Chalice]: My lady, perhaps these adventurers 
  could take our place? They’ve already proven that 
  they can handle themselves in a fight. 
   
  [Elina]: I would have preferred to lead this 
  mission myself, but given the circumstances, we 
  have little choice. 
   
  [Chalice]: What say you brave adventurers? Are 
  you willing to undertake an important mission for 
  Bissel? 
  Chalice will encourage the players by pointing out this 
  act is beneficial to the March, it is what is right, and of 
  course it is the way to adventure and riches if the party is 
  as mercenary as that. 
   
  [Chalice]: I suppose the quickest way to bring 
  you up to speed is to show you this report that I 
  prepared for the Field Marshal.  
  Give the party Player Handout 1 – Report to Field Marshal 
  Valiserat and Player Handout 2 – Missive Found on Dark 
  Cleric. 
  [Elina]: We leave in the morning. You may camp 
  with us tonight. 
  ENCOUNTER 2: FINDING THE 
  KEEP 
  Estimated Time: 20 minutes 
  This encounter occurs the next morning. 
  With the squires standing watch, the night passes 
  uneventfully. At sunrise, they quickly and efficiently 
  break down camp and make ready to depart. 
  Baroness Luchelyn pulls you aside. 
   
  [Elina]: The war with Ket is at a crucial phase, 
  and we cannot afford any distractions. You must 
  find the Bastion and deal with this “Cornugon” as 
  quickly as possible. When you have completed your 
  investigation, report to Captain Besselar at the Ket 
  front. She will relay what you have learned to both 
  the Field Marshal and me.  
  If there are any members of the Knights of the Watch or 
  Dispatch at the table, she will turn to the highest-ranking 
  Knight/Squire and address them directly by their full 
  title.. 
  [Elina]: <Name and Title of the Highest Ranking 
  Knight> I am placing you in command of this 
  mission. Do not fail, for if what I suspect is true, the 
  fate of Bissel could be at stake. 
  Continue on with this: 
  With that you are off, following the directions given 
  to you by Captain Besselar, you make your way to 
  the Bramblewood Gap. After three days of travel, you 
  reach a location indicated by Captain Besselar and 
  Baroness Luchelyn as the best place to begin your 
  search. The trees here are tall and dark. 
  If the party succeeds Survival check (DC 27) they find a 
  trail created by a fast traveling horse, read the following: 
  You find a trail of tracks leading deeper into the 
  woods. The tracks are of booted feet and various 
  clawed limbs. The tracks appear to be only a few days 
  old. They lead in the woods and after only two hour’s 
  hike you find a clearing atop a hill. 
  Afterwards continue on to HILLTOP.   
   
  In the event that the PCs were unable to succeed at 
  the Survival check, read the following: 
   
  After wandering for most of the day, you creep 
  deeper and deeper into the woods.  The light has 
  begun to fade into twilight and you see a clearing at 
  the top of the hill you are on.  
  THE HILLTOP 
  This hill shows signs of being cleared recently. 
  There are several pikes atop it, each with a different 
  severed head impaled upon it. Each seems to be in 
  different states of decay. Each one has had its eyes 
  sewn shut and the lower jaw hangs open.  As you 
  approach large, bloated blood flies vomit forth from 
  the mouths of several of the heads. 
   
  PCs interested in examining the heads may make a 
  Heal check (DC 15) to discover that although all the 
  heads are decaying differently they are almost all human. 
   A Heal check (DC 25) reveals that the heads have bean 
  bludgeoned by a weapon with spikes attached to it. 
  INTO THE KEEP 
  The tunnel the PCs travel is narrow and any PC of size 
  Large will need to squeeze through the tunnel. Anything 
  larger cannot fit through here. 
  The excavated earth here is rich loam. The earthen 
  tunnel slants down at a steep angle and turns to the 
  left. The tunnel is narrow and permits you to only 
  travel single file. Once the tunnel ends it opens into 
  a domed “room”. 
   
  The floor is made out of stone with an obvious 
  trapdoor in the center. The walls seem to be partly 
  made of stone and earth. Upon closer examination it 
  
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  seems the stone could be crenellations on a parapet 
  or tower. 
  Once the PCs open the trapdoor read the following. 
  The trapdoor opens smoothly. Soil and some 
  dislodged pebbles plummet into the darkness. Some 
  of it pools on a spiral staircase made of wood and 
  iron. It looks sturdy enough to support a reasonable 
  amount of weight. 
  Cautious PCs may wish to inspect the stairs. Anyone 
  doing so may make a Knowledge [architecture and 
  engineering] check (DC 20) or a PC with the trapfinding 
  class feature may make a Search check (DC 20) to 
  determine that the stairs are structurally sound but great 
  care must be taken with the third step. 
   
  If the PCs choose to make and succeeded at the 
  above check they may choose to avoid the step, if they do 
  proceed to Encounter 3. Otherwise read the following. 
  Beginning down the stairs they sway perilously. As 
  the first person reaches the third step the board 
  cracks in two and clatters downwards. It clatters 
  against supports and railings the entire way down. 
  Finally, it reaches the bottom with a crash that 
  echoes throughout. 
  After this crash the PCs have 4 hours to explore the keep. 
  If more than 4 hours elapse the Champion will have 
  destroyed all of his secrets and will begin making his way 
  out.  Should the PCs rest in the keep he will attempt to 
  ambush the party while they sleep. 
  ENCOUNTER 3: EXPLORING 
  THE KEEP 
  Estimated Time: 30 minutes 
  This encounter describes the keep. Each section on the 
  DMs Map 1: Fortress of Impregnable Might and DMs Map 2: 
  Dungeon of the Fortress is described here. The number 
  following the subsection equals the number on the map. 
  Important sections including the Chapel, Laboratory, 
  Stairs Down, Prisoner Cells, and the Guard Station are 
  described in greater detail in the encounters that take 
  place there. The keep should take a party staying together 
  2 hours to work through. If the party takes 20 searching 
  or runs into any kind of trouble add the appropriate 
  duration. 
  Conditions: The keep is unlit. As such the only light the 
  PCs have will be what they have brought with them, 
  sounds echo here creating a sensation of emptiness in a 
  great space. 
  ENTRY HALL 1 
  This hall has a great deal of rubble in it. There is a 
  path down it leading to a doorway. Midway down it 
  branches but that way is so thickly choked with 
  debris that passage is near impossible. 
  GRAND HALL 2 
  This large room is covered in dust and rubble 
  littering the corners. Your light source creates 
  shadows that flicker and dance around the columns 
  of this hall. At the far end is a painted frieze of an 
  argent owl on a field of sable. Dark lines run from 
  the battered remnants of its eyes. Where once a 
  motto had be carven there is rubble. Scrawled in 
  chalk are the words “Their Blindness is Their 
  Undoing”. 
  Any curious PC can make a Heal check (DC 15) to tell 
  that the dark lines are blood smeared on the frieze. 
  ARMORY 3 
  Opening the door you see a rectangular room 
  brimming with weapons. Many of them are flails 
  but the long walls have large racks lined with more 
  than a few pikes, spears, and battle-axes. There is 
  neither dust in this room nor any rubble. The far 
  wall has a smaller rack containing only a few bows 
  and a heavy flail.  
  PCs taking the time to take a Search check (DC 30) find a 
  secret door. When the PCs open it read the following. 
  The door opens on to a small cabinet. 
  Treasure: The loot is along the walls in the racks, 
  however the magic items and gold can be found only in 
  the secret compartment. 
  APL 2: L: 150 gp, C: 75 gp, M: 42 gp, Restful Crystal 
  (42 gp). 
  APL 4: L: 200 gp, C: 100 gp, M: 42 gp, Iron Ward 
  Diamond (Least) (42 gp). 
  APL 6: L: 250 gp, C: 150 gp, M: 167 gp, Gloves of 
  Lightning (167 gp). 
  APL 8: L: 300 gp, C: 175 gp, M: 333 gp, Gauntlets of 
  War (333 gp). 
  APL 10: L: 500 gp, C: 250 gp, M: 467 gp, Helm of 
  Glorious Recovery (467 gp). 
  APL 12: L: 600 gp, C: 300 gp, M: 1250 gp, Mantle of 
  Second Chances (1250 gp). 
  
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  BARRACKS 4 
  Beds line the walls here. All of them are 
  meticulously made and each has a footlocker. 
  Although the room is clear or rubble and dust most 
  of the bedding is old. The newer looking 
  accoutrements all are red and black. 
  If the PCs search the footlockers, the older chests are 
  empty but the newer ones all contain the same items and 
  are packed in a similar way, as the description below. 
  The chest swings open. Inside there are three days of 
  rations, a pair of riding boots, three changes of 
  clothes, a metal fist clutching 6 arrows, and a scroll. 
  The scroll is sealed in wax with the imprint of a bat 
  clutching arrows with its feet. 
  Any PCs wishing to read the scroll find it is written in 
  Oeridian. If they can understand the text, read the 
  following: 
  The scroll contains some form of orders. It reads, 
  “The Order of Hate and Discord follows the dictums 
  of Hextor. Those who balk at order will be delivered 
  to the cells and later used to further our ends in 
  total obedience. Insolence will not be tolerated. 
  Might is Right, 
  Champion Hadraed” 
  CHAPEL 5 
  This room is a chapel, dedicated to Heironeous. It 
  contains an optional encounter. If the PCs bring the 
  Meersalm into the chapel they may be able to trigger that 
  encounter in that case, see Encounter 8: Drawing out the 
  Shadows.  
  This room is clean and ordered. Along the back wall 
  is a mailed fist gripping six arrows. The sidewalls 
  contain an image of a bat clutching arrows in its 
  feet. The ceiling here is vaulted marble with blue 
  and white veins that run through it. Three rows of 
  pews fill much of the area not taken up by the raised 
  dais. On the platform there is an altar, the altar is 
  minimally adorned except for a mailed fist and six 
  arrows crossing the palm. 
  PCs who make a Search check (DC 30) or who have 
  found the Champion’s notes find a compartment behind 
  the relief. See Encounter 8: Drawing Out the Shadow in 
  the Finding Meersalm section.  
  LABORATORY 6  
  Approaching this room you hear a haunting sound. 
  It is a high-pitched, almost squeaky music. As you 
  walk into the room the sound stops. 
  Once the PCs enter the room, proceed to Encounter 4: 
  Undead Made Here. 
  BARRACKS 7 
  There are only four beds in this room. They are all 
  meticulously made and each has a footlocker, as well 
  as writing desk and partition for privacy. On the 
  first bed there is a journal.  
  If the PCs decide to look at or in the journal read the 
  following: 
  Flipping through this work you see little of interest. 
  Much of it seems to be a catalogue of military and 
  mercenary action from Ahlysa to the Sheldomar. 
  The final entry reads “Today I’ve been promoted 
  from Squire to Retributive Nuperibo. Now I’ve been 
  given another task to disrupt the actions of the 
  crumbling government of Bissel” 
  If the PCs search the footlockers, the older chests are 
  empty but the newer ones all contain the same items and 
  are packed in a similar way, described below. 
  The chest swings open. Inside there are three days 
  rations, a pair of riding boots, three changes of 
  clothes, and a metal fist clutching 6 arrows. 
  STAIRS DOWN 8 
  This hall might once have had a guard station on it, 
  now all that remains is a 25’ x 25’ room.  The corners 
  still have rubble and debris but the central floor 
  seems mostly clear. At the far end of the room there 
  is a shut door, a flail and a mailed fist rest on a 
  pedestal just before the door.  
  See Encounter 5: An Incautious Approach.  
  PRISONER CELLS 9 
  The prison cells once held human captives but now only 
  undead are kept here used for the dark unspeakable 
  experiments performed in the Laboratory.  
  Descending the stairs you arrive in a hall that 
  resembles a true dungeon. This long hall has several 
  small cells and many of them contain occupants. 
  The sounds of shuffling and bashing assail your ears 
  as the captives seek freedom. It isn’t until you pass 
  the third cell that you realize the occupants of the 
  
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  cells are undead. Cold rotting hands reach at you. 
  They claw at the doors and howl their incontinent 
  frustration.  As you pass farther down the cellblock 
  you approach a door at the end of the hall.  
  See Encounter 6: The Ghost of Ages Past 
  ALTERNATIVE BARRACKS 10 
  This row of cells is well repaired. Each cell is 
  equipped in similar fashion to the bunks in the 
  barracks one floor up. There is a bed with red and 
  black bedding and a footlocker. Unlike the upstairs 
  equipment these seem unused. Each footlocker is 
  open and empty. In some of the rooms a noticeable 
  layer of dust has begun to form. 
  GUARD STATION 11 
  The spire was once a guard station, but now it seems 
  to serve another purpose. Outside the tower are two 
  armored figures. 
  See Encounter 7: The Champion of Hextor. 
  ENCOUNTER 4: UNDEAD 
  MADE HERE 
  Estimated Time: 20 minutes 
  This encounter occurs when the PCs enter location The 
  Laboratory 6. It occurs at Location 6 on DM Aid: Map #1 – 
  Bastion of Impregnable Might. 
  The absence of the strange sounds that lead you here 
  only heighten your awareness of the surroundings. 
  Several tables are cluttered with glasses, candles, 
  jars, and beakers. Another table holds a book. 
  Emblazoned upon the cover is a bat clutching 
  several arrows; the dark ruddy ink inside forms 
  strange symbols and is unreadable at this time. 
  Around the book are several dried herbs and other 
  mundane items. The walls of this room are lined 
  with skulls and severed heads. At the back of the 
  room is a large stone table. 
  A PC making a Craft [alchemy], Decipher Script, or 
  Knowledge [arcana] check (DC 30) can after 5 minutes 
  determine that this book is an alchemical and magical 
  tome used by the Order of Hate and Discord, in 
  experimentation to develop new forms of undead. Any 
  PCs inspecting the heads can make a Heal check (DC 15) 
  to tell that the skulls and heads are from a variety of 
  humanoid species and that the heads have all been 
  embalmed; they can also make a Spot check (DC 5) to 
  realize that all of the eyes on the severed heads have been 
  sewn shut. 
  The table is pitched at a noticeable incline. On its 
  stained dark surface there are three grooves caked 
  with dried blood and a collecting pool at the bottom. 
  Straps dangle from the sides of the table. Next to it 
  is another table with several small but sharp cutting 
  implements as well as multiple vials. 
   
  The last thing of interest in the room is a lamp 
  attached to the ceiling. It looks like an ornately 
  decorated bullseye lantern. When you glance at it 
  seems to be almost be shaking.  
  If any of the PCs approach the lamp they can hear a voice. 
  [Lamp]: “Please don’t hurt me. I’ve not been told to 
  light, and if I don’t do as command I will face the 
  master’s wrath.” 
  Below are sample questions that the lamp can answer. 
  Who is your master? ”He’s not my master, just ‘the 
  master’, but he’s the vilest one of them all, him. He 
  was the one put me up here. He calls himself both a 
  champion and a devil” 
  You talk! ”Of course I talk, I'm not surprised that you 
  can.” 
  What are you? ”I’m stuck here, and I’m a lamp. Of 
  course I’m also so much more or at least I used to 
  be.” 
  What did you used to be? ”Why, a guiding light of 
  course. I served to help the knights and priests 
  reflect on things. And of course I worked guard 
  duties. I’d always be up burning the midnight oil. 
  Don’t scoff, I like a little LIGHT humor once in a 
  while.” 
  What’s going on here? ”Do you mean now or before 
  these villainous cretins?” 
  What’s going on now? Well what I know is these 
  cretins have overrun this place. They stuck me to 
  ceiling one day and now I create light while they 
  perform foul experimentation. The master comes in 
  and does what he can to improve undeath. I tried 
  explaining that the only way to improve the undead 
  was to make them dead.  He didn’t like that very 
  much. I spent a long time being slowly burned by an 
  acid he made as punishment.” 
  What happened in the past? ”In the past this belonged 
  to the Knights of the Watch, and the Clerics of 
  Heironeous. The apothecaries and surgeons used 
  this space. I got to be here anytime that happened 
  since I was the brightest one in the keep.  The days 
  were brilliant back then.” 
  
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  Who are these villains? ”They are some dark folk. 
  Hextorites all. They call themselves the Order of 
  Hate and Discord. It seems they are entertained by 
  mimicking my order and attempting to infiltrate it.  
  Clearly they are misguided if they think they can 
  succeed at such a task.” 
  We’ve seen it done before? ”Until I see it happen I 
  don’t believe you.” 
  The light doesn’t know too much else. But he will agree 
  to help the PCs in any way he can if they help free him. 
   
  Once the PCs are done with the lamp they may 
  continue on. If any of them decide to help free the lamp 
  they must make a Alchemy check (DC 15) or a Craft 
  [stonework] check (DC 20) to find he has been affixed to 
  the ceiling by “sovereign glue”. Any PC trained in 
  alchemy can attempt an Alchemy check (DC 25) to mix 
  up a batch of “universal solvent” this takes a half hour to 
  create and apply there are only supplies enough here to 
  make one use. Alternatively PCs may attempt a Craft 
  [stonework] check DC 15 to remove the lamp; this also 
  takes half an hour. If the Craft [stonework] check fails or 
  the PCs decide to just hack lamp free the process take an 
  hour, either way doing work on stone is loud and rings 
  throughout the keep. If the PCs have not yet made a 
  made sufficient noise to alert the Champion they now 
  have. If more than 4 hours elapse the Champion will 
  have destroyed all of his secrets and will begin making 
  his way out.  Should the PCs rest in the keep he will 
  attempt to ambush the party while they sleep. 
  Treasure: These are items and materials found in the 
  room. 
  APL 2: L: 150 gp, C: 75 gp. 
  APL 4: L: 200 gp, C: 75 gp, M: 125 gp, Tome of Worldly 
  Memory (125 gp). 
  APL 6: L: 250 gp, C: 100 gp, M: 200 gp, Sovereign Glue 
  (200 gp). 
  APL 8: L: 300 gp, C: 125 gp, M: 275 gp, Domain 
  Draught (Destruction) (275 gp). 
  APL 10: L: 500 gp, C: 200 gp, M: 450 gp, Murlynd’s 
  Spoon (450 gp). 
  APL 12: L: 600 gp, C: 250 gp, M: 833 gp, Ring of 
  Avoidance (833 gp). 
   
  ENCOUNTER 5: AN 
  INCAUTIOUS APPROACH 
  Estimated Time: 30 minutes 
  This encounter occurs when the PCs enter the room at 
  Location 8 on DM Aid: Map #1 – Bastion of Impregnable 
  Might. 
   
  This room is an encounter trap. All of the floor tiles 
  are trapped, as is the rear door and pedestal. 
   
  As the PCs enter the room read the following: 
  On the stand there is written “All who shall pass 
  here must show proper deference to the lord while 
  gripping his weapon and exulting in his name.” 
  The answer to this “riddle” is to kneel, grasp the flail and 
  speak “Hextor”. Doing so activates the trap here, see 
  TRAP. If the PCs instead decide to bash down the door or 
  pick the lock, statistics may be found below, proceed to 
  Beyond The Door. 
  � Door (2): 5 in. thick; hardness 8; AC 5; hp 80; Open 
  Lock DC 28, Break DC 28. 
  TRAP 
  Speaking the word Hextor the room grows cold, the 
  door you came through slams shut. Then just as 
  suddenly the wall to your left rises up, revealing a 
  small alcove and a misshapen and gruesome form. 
  The door on the far wall does not open.  
  At all APLs this encounter has both a trap and a monster 
  they act as two separate creatures. 
  APL 2 (EL 3) 
  � Ghoul (1): hp 13; see Monster Manual, page 119. 
  � Inflict Light Wounds Trap (1): Search DC 22; 
  magic; touch and command word trigger; see 
  Appendix 1. 
  APL 4 (EL 5) 
  � Bugbear Zombie (1): hp 42; see Monster Manual, 
  page 267. 
  � Inflict Moderate Wounds Trap (1): Search DC 
  24; magic; touch and command word trigger; see 
  Appendix 2. 
  APL 6 (EL 7) 
  � Minotaur Zombie (1): hp X; see Monster 
  Manual, page 267. 
  
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  � Inflict Serious Wounds Trap (1): Search DC 
  26; magic; touch and command word trigger; see 
  Appendix 3. 
  APL 8 (EL 9) 
  � Gray Render Zombie (1): hp 133; see Monster 
  Manual, page 267. 
  � Inflict Critical Wounds Trap (1): Search DC 
  28; magic; touch and command word trigger; see 
  Appendix 4. 
  APL 10 (EL 11) 
  � Mohrg (1): hp 91; see Monster Manual, page 189. 
  � Maximized Inflict Moderate Wounds Trap 
  (1): Search DC 30; magic; touch and command word 
  trigger; see Appendix 5. 
  APL 12 (EL 13) 
  � Mohrg (2): hp 91; see Monster Manual, page 189. 
  � Maximized Inflict Serious Wounds Trap (1): 
  Search DC 32; magic; touch and command word 
  trigger; see Appendix 6. 
   
  Tactics: The trap attacks every creature in the room 
  (including the undead). The negative energy from the 
  inflict spell will heal the undead. 
   
  Developments: Once the trap has been broken the 
  party will be able to break the door down. 
  BEYOND THE DOOR 
  Beyond the door you see a chamber that appears to 
  have once been a holding area for those going down 
  the stairwell. Whatever it once was it is now a 
  gapping ragged pit in the floor.  More spiraling 
  stairs can be observed going down. From above 
  these stairs are easily defensible but from below it 
  would be treacherous to mount these stairs with 
  attackers controlling the high ground. 
  If the party broke down the door and have not previously 
  made sufficient noise to alert the Champion, they now 
  have. If more than 4 hours elapse the Champion will 
  have destroyed all of his secrets and will begin making 
  his way out.  Should the PCs rest in the keep he will 
  attempt to ambush the party while they sleep. 
   
  Once they head down the stairs return to Encounter 
  3: Exploring the Keep in the PRISONER CELLS 9 
  subsection. 
  ENCOUNTER 6: THE GHOST 
  OF AGES PAST 
  Estimated Time: 15 minutes 
  This encounter occurs when the PCs enter the room at 
  Location 9 on DM Aid: Map #2 – Dungeon of The Fortress. 
   
  This encounter details Kreln, a former Knight of the 
  Watch and Paladin of Heironeous. He knows that he is a 
  ghost and was awakened when the Hextorite forces 
  moved in. He is familiar with the fall of this keep and is 
  very formal. 
  As you look down this cellblock an apparition 
  appears from the floor below. 
   
  [Kreln]: “Hail, and well met. I am Most 
  Benevolent Black Bear Watcher Kreln Wrolgur, or at 
  least I was. I know my visage is inappropriate to 
  appear before the living but I must and I seek 
  peaceful parlay. If you agree I will hold you to the 
  rules of engagement Greyhawk Treaty of Battle 
  Article 9. Once parlay has begun no offensive 
  actions will be taken; nor will mind-altering affects 
  or spells be cast.” 
  If the PCs do not accept his offer of peace continue with 
  the following: 
  [Kreln]: “Then you are not the noble folk I had 
  hoped for. Farewell” 
   
  After this the ghost drifts into the floor. 
  After this the PCs may continue down the cellblock: the 
  Ghost of Watcher Kreln will not appear to them again. 
   
  If the PCs accept peaceful negations proceed on. 
  The ghost seems to smile, for a moment. 
   
  [Kreln]: “My thanks. Hextorite forces have 
  overrun this keep and their ability to control spirits 
  is a problematic in driving them out. I am hoping 
  that I can seek a favor of you. The Hextorites have 
  recently found an important religious item called 
  Meersalm, and perverted it in some way. If that can 
  be retrieved and returned to a temple of Heironeous 
  the Knights, myself, and the church would all be in 
  your debt. Can you aid me?” 
  If the PCs do not accept his offer of peace continue with 
  the following: 
   
  [Kreln]: “Then you are not the noble folk I had 
  hoped for. Farewell” 
   
  After this the ghost drifts into the floor. 
  
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  After this the PCs may continue down the cellblock, the 
  Ghost of Watcher Kreln will not appear to them again. 
   
  If the PCs accept peaceful negations proceed on. 
  The ghost bows. 
   
  [Kreln]: “My thanks. But I am sure you have 
  questions and although I cannot promise you 
  answers I can try.” 
  Below are sample questions that Kreln can answer. 
  You do realize you are a ghost. ”Yes, yes I am. I was one 
  of the defenders of this keep before its fall. When 
  the Hextorites moved in I was awakened but unable 
  to do anything to stop them.” 
  Tell me about the fall? ”During the invasion of these 
  lands by Ket this keep was an important location in 
  the defense of the region. The forces of Iuz buried 
  the entire keep in a rain of earth and fire. Those of 
  us inside were unable to dig our way out and 
  eventually we perished. There were not many of us 
  here at the time as many of our number were out in 
  force fighting the enemy on the field.” 
  What was this place before the fall? ”This keep was a 
  watch location. Additionally due to its location near 
  the Sheldomar’s northern border it was also a 
  holding area for prisoners of war. They would be 
  brought here and either ransomed back to the 
  barbarians to the north or taken to other more 
  secure locations once they were deemed fit to travel. 
  This was a secure building because many northern 
  patrols would rest here providing us with a fully 
  trained guard force as well as additional martial 
  capable personnel.” 
  What is Meersalm? ”True Meersalm is the liquid that 
  Heironeous - my lord and patron - was bathed in. It 
  makes him impervious from all but the most 
  powerful weapons and blows. The liquid here is a 
  symbolic representation of that legendary blessing. 
  Paladins, clerics, and knights in the faith of the 
  Archpaladin were anointed by it upon taking their 
  vows.” 
  Kreln will answer the PCs with everything he knows. He 
  does understand this seems to be a Knighthood of 
  Hextorites dedicated to destroying the Knights from the 
  inside, but believes they will fail. He can warn the PCs 
  about the Champion and what he is capable of. He does 
  not know where the Meersalm is or exactly what 
  happened to it. He does not need the PCs to purify the 
  Meersalm simply find it and return it. 
  ENCOUNTER 7: THE 
  CHAMPION OF HEXTOR 
  Estimated Time: 30 minutes 
  This encounter occurs when the PCs enter the room at 
  Location 11 on DM Aid: Map #2 – Dungeon of the Fortress. 
  Approaching the guard tower, you realize just how 
  massive this dungeon once was. The central area 
  where the spire is seems to have once had 4 
  branches radiating from this central location. 
  Although the far end of this hub is hidden in 
  shadow the large amount of rubble seem to indicate 
  all but the radial right of you are destroyed beyond 
  repair. 
   
  As soon as you take this information in a door at 
  the base of the spire opens and two figures enter. In 
  the lead is a heavily armored man bearing a shield 
  and flail. The second is more lightly armored, 
  wearing only a chain shirt. He carries a massive 
  heavy flail and eyes you menacingly. The lead knight 
  bellows at you. 
   
  [Champion Hadraed]: “You were brave enough 
  to get this far but it is in vain. Stand down and 
  accept the yoke of the Tyrant Lord or be crushed 
  under his steel heel.” 
  APL 2 (EL 5) 
  � Merciless Cornugon, Male Human (O) Cleric 
  3: hp 22; see Appendix 1. 
  � Sadistic Kyton, Male Human (O) Fighter 2, 
  Cleric 1: hp 25; see Appendix 1. 
  APL 4 (EL 7) 
  � Merciless Cornugon, Male Human (O) Cleric 
  4, Ordained Champion 1: hp 37; see Appendix 2. 
  � Sadistic Kyton, Male Human (O) Fighter 4, 
  Cleric 1: hp 43; see Appendix 2. 
  APL 6 (EL 9) 
  � Merciless Cornugon, Male Human (O) Cleric 
  4, Ordained Champion 3: hp 52; see Appendix 3. 
  � Sadistic Kyton, Male Human (O) Fighter 4, 
  Cleric 3: hp 43; see Appendix 2. 
  APL 8 (EL 11) 
  � Merciless Cornugon, Male Human (O) Cleric 
  4, Ordained Champion 5: hp 67; see Appendix 4. 
  � Sadistic Kyton, Male Human (O) Fighter 4, 
  Cleric 5: hp 73; see Appendix 4. 
  
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  APL 10 (EL 13) 
  � Merciless Cornugon, Male Human (O) Cleric 
  6, Ordained Champion 5: hp 82; see Appendix 5. 
  � Sadistic Kyton, Male Human (O) Fighter 4, 
  Cleric 7: hp 88; see Appendix 5. 
  APL 12 (EL 15) 
  � Merciless Cornugon, Male Human (O) Cleric 
  8, Ordained Champion 5: hp 97; see Appendix 6. 
  � Sadistic Kyton, Male Human (O) Fighter 6, 
  Cleric 7: hp 106; see Appendix 6. 
  Preparation: If the party alerted the Hextorites by 
  falling down the stairs in Encounter 2, setting off the trap 
  in Encounter 5, or using force to extract the lantern in 
  Encounter 4, the Hextorites have time to prepare with 
  the full power-up suite. If the party didn’t alert the 
  Hextorites, Cornugon/Kyton get no time to prepare. 
  Tactics: Sadistic Kyton will rush in and engage in melee, 
  making liberal use of his smite ability (power attacking 
  for the same amount as his smite bonus). The Merciless 
  Cornugon will use spells to soften up the party before he 
  enters melee. At APLs 6 and above, where they have 
  Anklets of Translocation, they will use them to escape 
  grapples and or move into advantageous position. 
   
  APL 2: Cornugon will use Cause Fear  
   
  APL 4: Cornugon will support Kyton with Spiritual 
  Weapon and Cause Fear, using Close Wounds if 
  necessary. 
   
  APL 6: Cornugon will strike with a channeled Inflict 
  Moderate Wounds as well as using divine vigor 
   
  APL 8: Kyton will use his belt of one mighty blow. 
  Cornugon will use channel spell to channel Inflict 
  Critical Wounds with a weapon strike. 
   
  APL 10: Kyton will use his belt of one mighty blow. 
  Cornugon will open up with Flame Strike before 
  engaging in melee. In melee, Cornugon will use rapid 
  spontaneous casting for Divine Power, then channel spell 
  to channel Inflict Critical Wounds with a weapon strike. 
   
  APL 12: Cornugon will open with a Sudden 
  Widened Flame Strike. In melee, Cornugon will use 
  rapid spontaneous casting for Divine Power, then 
  Channel Spell to channel Harm with a weapon strike. 
  Treasure: 
  APL 2: L: 200 gp, C: 75 gp, M: 29 gp, Bolt of Heironeous 
  (29 gp). 
  APL 4: L: 350 gp, C: 75 gp, M: 117 gp, Anklet of 
  Translocation (117 gp). 
  APL 6: L: 450 gp, C: 100 gp, M: 125 gp, Belt of One 
  Mighty Blow (125 gp). 
  APL 8: L: 500 gp, C: 125 gp, M: 417 gp, Helm of 
  Righteous War (417 gp). 
  APL 10: L: 750 gp, C: 200 gp, M: 1026 gp, Blade of 
  Righteous War (1026 gp). 
  APL 12: L: 850 gp, C: 250 gp, M: 1514 gp, Bastion of 
  Righteous War (1514 gp). 
  Developments: Once the PCs defeat the Champion and 
  his cohort they may explore the inner part of the guard 
  tower. 
  The interior of the spire is far more lavishly 
  decorated than any of the other rooms. Here and 
  there are a number of fine weapons and several 
  chests. 
  PCs that make a Search check (DC 20) read the following 
  description. 
  Searching the room you find several books on 
  philosophy and theology including ‘The Celestial 
  Grindwheel’ and ‘The Book of Hextor’. An additional 
  item of interest I a letter written to the Chosen. 
  At this time give the players Player Handout 3 – Letter to the 
  Chosen. 
  The PCs should now have enough understanding to at 
  least find the Meersalm in the chapel and return it to the 
  church of Heironeous, or attempt to exercise the evil 
  from it themselves.  If they decide to exercise see 
  Encounter 8: Drawing out the Shadows. If they are 
  running out of time or decide not to go through with the 
  encounter, proceed to the conclusion. 
  ENCOUNTER 8: DRAWING 
  OUT THE SHADOWS 
  (OPTIONAL) 
  Estimated Time: 20 minutes 
  This encounter occurs when the PCs enter the room at 
  Location 5 on DM Aid: Map #1 – Bastion Of Impregnable 
  Might. 
   
  Conditions: This room radiates an aura of strong 
  evil. 
  
  BIS7-05 Bastille 
   
  Page 14 
  FINDING MEERSALM 
  If the players use the notes of the Champion to find the 
  Meersalm read the following. 
  Just as the Champion had written you find a crystal 
  vial behind the fist of Hextor. The liquid inside 
  seems viscous and think and is a rich, ruddy color 
  that seems to soak up the light. The vial is cold to 
  the touch, well beyond anything else you have 
  found. 
  If the players are simply searching the room provide the 
  following details. 
  Behind the hand of Hextor there is a small alcove. 
  In this alcove resides a vial containing a thick 
  viscous liquid, dark and ruddy in color. The vial is 
  cold to the touch, well beyond anything else you 
  have found. 
  Players may make a Knowledge [religion] check (DC 30) 
  to surmise this might be Meersalm, or a substance much 
  like it. Meersalm is the legendary material Heironeous 
  was bathed to aid him in his fight against evil. It is said 
  this provides his skin with unnatural resilience allowing 
  only the greatest of weapons to pierce him. 
  RELEASING THE DEMON 
  As indicated by the text of the Champions notes the 
  demon can be called forth if the party can turn 3+APL 
  HD in undead, channeling that energy towards the vial. 
  Alternatively the party can use cure spells to deal APL x 
  10 points of positive energy damage to the flask in a 
  single day.  Once this has been met read the following. 
  Channeling positive energy into the vial you see it 
  immediately begin to shimmer a brilliant gold.  As 
  the Meersalm grow brighter a dark miasma forms 
  above the vial. It swirls about and a crackling sound 
  like that of a burning fire or snow continuously 
  crushed under foot emanates out. Suddenly there is 
  a blinding flash and a deafening BOOM. As your 
  vision clears you see a fiendish form. The look on its 
  face shows that there can be no peaceful solution 
  here, only death. 
  APL 2 (EL 4) 
  � Imp (2): hp 13; see Monster Manual, page 56 
  APL 4 (EL 6) 
  � Chain Devil (1): hp 52; see Monster Manual, page 
  53. 
  APL 6 (EL 8) 
  � Chain Devil (2): hp 52; see Monster Manual, page 
  53. 
  APL 8 (EL 10) 
  � Bone Devil (1): hp 95; see Monster Manual, page 
  52. 
  � Hellcat (1): hp 60; see Monster Manual, page 54. 
  APL 10 (EL 12) 
  � Barbed Devil (1): hp 126; see Monster Manual, 
  page 51. 
  � Bone Devil (1): hp 95; see Monster Manual, page 
  52. 
  APL 12 (EL 14) 
  � Ice Devil (1): hp 147; see Monster Manual, page 
  56. 
  � Barbed Devil (1): hp 126; see Monster Manual, 
  page 51. 
   
  Tactics: The devils attack to the best of their ability. 
  They will attack Knights of the Watch and anyone 
  displaying a holy symbol of Heironeous in preference to 
  other targets. 
  Treasure: PCs who succeed at this encounter 
  receive the Droplet of Meersalm AR item.  
  CONCLUSION 
  Estimated Time: 15 minutes 
  This is the conclusion of the adventure there are many 
  paths and additions that can be added on based on player 
  actions and performance. 
   
  If the PCs were forced to flee the keep read only the 
  following: 
  Fleeing the keep you are at least aware of its 
  location. The harrowing trip to the Ket front is 
  tiring and dangerous. Eventually you reach a camp. 
  The officer who debriefs you asks you to stay with 
  the platoon. You soon learn another force is sent to 
  the keep after you. They return confirming its 
  location and the state of the keep.  Unfortunately 
  there were no living beings found and no sign of 
  where they went. 
  If the PCs successfully defeated the Champion read the 
  following: 
  Leaving the keep you travel to the Ketitite frontier. 
  After reaching the largest camp you’ve seen in some 
  time you check in with the Officer on Duty. He asks 
  
  BIS7-05 Bastille 
   
  Page 15 
  you for a statement of your actions and writes it 
  down dutifully. Upon hearing of your mission and 
  the results he instructs you to remain until the 
  morning. 
  In the morning a page retrieves you and leads you to 
  a command tent. In the tent the page begins 
  introductions. 
   
  [Page]: “Field Marshal Valiserat, I present the 
  adventurers returning from the mission Baroness 
  Luchelyn and Captain Chalice informed you of.” 
   
  [Valiserat]: “Your report has been delivered to 
  me and it is good you were able to return. This 
  intelligence will help us deal with the threat of this 
  Hextorite menace, providing us with no distractions 
  as we concentrate on the war with Ket.” 
  If the PCs return the Meersalm to the Church of 
  Heironeous read the following: 
  The clerics of Heironeous on the front lines meet 
  you and take the Meersalm from you with the 
  utmost of reverence. 
   
  [Cleric]: “My thanks for the return of this 
  precious item. This is a symbol of the resolve of 
  Heironeous and the power of a just cause. To have 
  gained such a potent symbol can only be fortuitous 
  as we continue our fight versus evil.” 
  If the PCs defeated the Champion, found the Meersalm, 
  and returned it to the church read the epilogue. 
  Otherwise the adventure is over.  
  EPILOGUE 
  Estimated Time: 3 minutes 
  The PCs will only receive this if they helped the  Kreln, 
  ghost of Heironeous. 
  As you rest your head after a long days work on the 
  Ket front you find yourself on a hill in a forest; it 
  seem very much like the one you left. Behind you, 
  you hear the whiny of a horse. Turning you see a 
  knight astride a massive warhouse. He seems much 
  like the ghost of Kreln, though the knight here is 
  full of life and vigor rather than the ephemeral 
  shade you encountered on your adventure. He is 
  resplendent in his armor and robes. He looks 
  around the hill he is on and slowly begins to fade. As 
  he is little more than distorted colors he moves in a 
  gesture that could be a salute. There is a peel of 
  lighting and the crack of thunder. Looking up you 
  see a fire in the sky. Something dark and burning is 
  plummeting to the earth. There is more lightning” 
   
  Suddenly you sit bolt upright in you tent. The 
  night is quiet. Looking outside, you see no sign of 
  storm and the only fires around you are the camp 
  fires.   
  CAMPAIGN CONSEQUENCES 
  If you run this event in November or December of 2007, 
  please e-mail the results from this sheet to a member of 
  the Bissel Triad by January 1
  st, 2007, or have the Senior 
  DM of your event do so. 
  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. 
  Introduction: A Meeting on the Road 
  Save the courier from the undead. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 5: An Incautious Approach 
  Access the room beyond the trap. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
   
   
  Encounter 7: The Champion of Hextor 
  Defeat the Champion. 
   
  APL 2: 150 xp. 
  
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  Page 16 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Report back from the keep after defeating the champion 
  and finding his report and orders. 
   
  APL 2: 23 xp. 
   
  APL 4: 34 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 57 xp. 
   
  APL 10: 68 xp. 
   
  APL 12: 79 xp. 
  Retrieve the Meersalm and return it to the Church of 
  Hieroneous. 
   
  APL 2: 22 xp. 
   
  APL 4: 34 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 56 xp. 
   
  APL 10: 67 xp. 
   
  APL 12: 79 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 45 xp. 
   
  APL 4: 67 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 112 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 157 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 3: Exploring the Keep 
  APL 2: L: 150 gp, C: 75 gp, M: 42 gp, Restful Crystal 
  (42 gp). 
  
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  Page 17 
  APL 4: L: 200 gp, C: 100 gp, M: 42 gp, Iron Ward 
  Diamond (Least) (42 gp). 
  APL 6: L: 250 gp, C: 150 gp, M: 167 gp, Gloves of 
  Lightning (167 gp). 
  APL 8: L: 300 gp, C: 175 gp, M: 333 gp, Gauntlets of 
  War (333 gp). 
  APL 10: L: 500 gp, C: 250 gp, M: 467 gp, Helm of 
  Glorious Recovery (467 gp). 
  APL 12: L: 600 gp, C: 300 gp, M: 1250 gp, Mantle of 
  Second Chances (1250 gp). 
  Encounter 4: Undead Made Here 
  APL 2: L: 150 gp, C: 75 gp. 
  APL 4: L: 200 gp, C: 75 gp, M: 125 gp, Tome of Worldly 
  Memory (125 gp). 
  APL 6: L: 250 gp, C: 100 gp, M: 200 gp, Sovereign Glue 
  (200 gp). 
  APL 8: L: 300 gp, C: 125 gp, M: 275 gp, Domain 
  Draught (Destruction) (275 gp). 
  APL 10: L: 500 gp, C: 200 gp, M: 450 gp, Murlynd’s 
  Spoon (450 gp). 
  APL 12: L: 600 gp, C: 250 gp, M: 833 gp, Ring of 
  Avoidance (833 gp). 
   
  Encounter 7: The Champion of Hextor 
  APL 2: L: 200 gp, C: 75 gp, M: 29 gp, Bolt of Heironeous 
  (29 gp). 
  APL 4: L: 350 gp, C: 75 gp, M: 117 gp, Anklet of 
  Translocation (117 gp). 
  APL 6: L: 450 gp, C: 100 gp, M: 125 gp, Belt of One 
  Mighty Blow (125 gp). 
  APL 8: L: 500 gp, C: 125 gp, M: 417 gp, Helm of 
  Righteous War (417 gp). 
  APL 10: L: 750 gp, C: 200 gp, M: 1026 gp, Blade of 
  Righteous War (1026 gp). 
  APL 12: L: 850 gp, C: 250 gp, M: 1514 gp, Bastion of 
  Righteous War (1514 gp). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 500 gp, C: 225 gp, M: 75 gp – Total: 800 gp 
  (450 gp). 
  APL 4: L: 750 gp, C: 250 gp, M: 284 gp – Total: 1284 
  gp (650 gp). 
  APL 6: L: 950 gp, C: 350 gp, M: 492 gp – Total: 1792 
  gp (900 gp). 
  APL 8: L: 1100 gp, C: 425 gp, M: 1025 gp – Total: 
  2550 gp (1,300 gp). 
  APL 10: L: 1750 gp, C: 650 gp, M: 1943 gp – Total: 
  4343 gp (2,300 gp). 
  APL 12: L: 2050 gp, C: 800 gp, M: 3597 gp – Total: 
  6447 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Droplet of Meersalm: You have a vial of the rare 
  solution known as meersalm. As a swift action, you can 
  call upon the Archpaladin Heironeous and be coated 
  with meersalm. The meersalm lasts for 1 minute and 
  provides DR 10/-. The vial of meersalm disappears when 
  used. 
   
  � Dancing Lantern: You have saved Sparky from 
  eternal boredom. Sparky has the statistics of an 
  intelligent Dancing Lantern. (Dungeonscape, 10,300 gp) 
   
  � Influence Point with the Church of Heironeous: 
  You have earned an influence point with the Church of 
  Heironeous in Bissel. You may spend this favor to receive 
  special training in the Ordained Champion prestige class 
  (Complete Champion), gaining access to the Prestige 
  Class after spending 2 TU in training.  
   
  � Influence point with the Knights of the Watch: 
  You have earned an influence point with the Knights of 
  the Watch and Dispatch. 
  Item Access 
  APL 2: 
  � Bolt of Heironeous (Adventure; Complete Champion) 
  � Restful Crystal (Adventure; MIC) 
  APL 4 (all of APL 2 plus the following): 
  � Least Iron Ward Diamond (Adventure; MIC) 
  � Tome of Worldly Memory (Adventure; MIC) 
  APL 6 (all of APLs 2, 4 plus the following): 
  � Sovereign Glue (Adventure; Dungeon Master’s Guide) 
  
  BIS7-05 Bastille 
   
  Page 18 
  � Anklet of Translocation (Adventure; MIC) 
  � Belt of One Mighty Blow (Adventure; MIC) 
  � Gloves of Lightning (Adventure; MIC) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  � Gauntlets of War (Adventure; Complete Champion) 
  � Domain Draught (Destruction) (Adventure; MIC) 
  � Helm of Righteous War (Adventure; Complete Champion) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  � Blade of Righteous War (Adventure; Complete Champion) 
  � Murlynd’s Spoon (Adventure; DMG) 
  � Helm of Glorious Recovery (Adventure; MIC) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  � Bastion of Righteous War (Adventure; Complete 
  Champion) 
  � Ring of Avoidance (Adventure; MIC) 
  � Retributive Amulet (Adventure; MIC)  
  
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  Page 19 
  APPENDIX 1 – APL 2 
  INTRODUCTION 
   
   
   
   
  B L O O D H U L K  FI G H T E R 
  CR  4 
  NE Medium undead 
  Init -1; Senses Darkvision 60’, Low-Light Vision, Listen +0, 
  Spot +0 
  Languages understands creator’s orders 
  AC 11, touch 9, flat-footed 11 
   (-1 Dex, +2 natural) 
  hp 140 (10 HD) 
  Immune undead immunities 
  Fort +3, Ref +2, Will +7 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +8 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Abilities Str 16, Dex 9, Con -, Int -, Wis 10, Cha 1  
  SQ bload bloated, undead traits 
  Feats - 
  Skills Listen +0, Spot +0 
  Possessions none  
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 points of 
  damage whenever it takes at least 1 point of damage from a 
  piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains the 
  maximum hit points possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Description This might have been human, once. Now it is a 
  bloated horror, distended veins sprawling across its livid skin. 
  Scraps of rotting cloth are all that cover  its swollen body. Its 
  empty eyes fix on you, and it lurches forward swinging massive 
  fists. 
  Sources Monster Manual IV (Page 20) 
   
  ENCOUNTER 5 
   
   
   
   
  I N F LI C T  L I G H T  W O U N D S  T R A P 
  CR  2 
  Description A 25-foot-by-25-foot room with two entrances. The 
  center square is occupied by a 5-foot high block of stone. 
  Carved on top of the stone are two images, a mailed hand 
  grasping 6 arrows and a flail. Once the flail is grasped and the 
  word “Hextor” is spoken, the doors of the room slam shut. 
  Each 5-foot square of the floor attacks the person occupying 
  it each round. 
  Search DC 22; Type magic 
  Trigger touch and command word, Init +1 
  Effect Inflict Light Wounds (Atk +2 touch, 1D8+1 points of 
  damage,  DC 11 Will halves, CL 1) 
  Duration 5 rounds 
  Destruction AC 12, 5 hp (each floor square) 
  Disarm Disable Device DC 26 (each floor square) 
  Dispel DC 12 (each floor square) 
   
  ENCOUNTER 7 
   
   
   
   
  M E R C I L E S S  C O R N U G O N,  C H A M P I O N  O F  H E X T O R  
  CR  3 
  Male human cleric 3 
  LE Medium human 
  Init +1; Senses Listen +2, Spot +5 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 23, touch 15, flat-footed 22, (+1 Dex, +8 armor, +3 shield, +1 
  deflection) 
  hp 22 (3 HD) 
  Fort +5 , Ref +2 , Will +5  
  Speed 20 ft. in full plate (4 squares), base movement 30 ft. 
  Melee masterwork flail +6 (1d8+2 B  20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Smite (Destruction domain) 
  Special Actions Rebuke Undead 4/day 
  Combat Gear +1 ring of protection, masterwork flail, masterwork 
  full plate 
  Cleric Spells Prepared (CL 3rd): 
   2nd— Bear’s Endurance (1) Cure Moderate Wounds (1),  Spiritual 
  Weapon , D 
   1st—Cause Fear (1), Cure Light Wounds (1), Protection From 
  Good (1), Magic Weapon D  
   0—Cure Minor Wounds (1), Guidance (1), Read Magic (1), 
  Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction  
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 14, Cha 12  
  Feats Combat Casting, Martial Weapon Proficiency (flail), 
  Weapon Focus (flail), Shield Specialization Shield Ward 
  Skills  Concentration +8, Knowledge (religion) +6, Spot +5 
  Possessions combat gear plus - 
   
  S A D I S T I C  K Y T O N,  K N I G H T  O F  H A T E  A N D  D I S C O R D
   
  CR  3 
  Male human fighter 2/cleric 1 
  LE Medium human 
  Init +6; Senses Listen +3, Spot +5 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 16, 12 touch , flat-footed 14, (+2 Dex, +4 armor) 
  hp 25 (3 HD) 
  Fort +7 , Ref +2 , Will +3  
  Speed 30 ft. in chain shirt (6 squares), base movement 30 ft. 
  Melee masterwork heavy flail +7 (1d10+6 B  19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Atk Options Smite (Destruction domain) 
  Special Actions Rebuke Undead 2/day 
  Combat Gear masterwork heavy flail, masterwork chain shirt 
  Cleric Spells Prepared (CL 1st): 
   1st—Bull’s Strength (1), Divine Favor (1), Magic Weapon D 
  
  BIS7-05 Bastille 
   
  Page 20 
   0— 0—Cure Minor Wounds (1), Guidance (1), Read Magic (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction  
  Abilities Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 8  
  Feats Endurance, Diehard, Martial Weapon Proficiency (heavy 
  flail), Weapon Focus (heavy flail)  Improved Initiative Power 
  Attack Cleave  
  Skills  Listen +4, Spot +4 
  Possessions combat gear plus - 
   
   
   
   
   
  
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  Page 21 
  APPENDIX 2 – APL 4 
   
  INTRODUCTION 
   
   
   
  B L O O D H U L K  G I A N T 
  CR  6 
  NE Large undead 
  Init -2; Senses Darkvision 60’, Low-Light Vision, Listen +0, 
  Spot +0 
  Languages understands creator’s orders 
  AC 13, touch 7, flat-footed 13 
   (-1 Size , -2 Dex, +6 natural) 
  hp 196 (14 HD) 
  Immune undead immunities 
  Fort +4, Ref +2 Will +9 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +17 (2d6+16) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +22Abilities Str 33, Dex 6, Con -, Int -, Wis 
  10, Cha 1  
  SQ bload bloated, undead traits 
  Feats - 
  Skills Listen +0, Spot +0 
  Possessions none  
  Fragile (Ex) A bloodhulk giant takes an extra 1d6 points of 
  damage whenever it takes at least 1 point of damage from a 
  piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk giant always gains the 
  maximum hit points possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Description This towering, swollen giant looks as if its skin is 
  about to burst and rip away. Thick veins run across its body, and 
  here and there it pulses and shifts with a great quantity of fluid. 
  Sources Monster Manual IV (Page 20) 
  ENCOUNTER 5 
   
   
   
   
  I N F LI C T  M O D E R A T E  W O U N D S  T R A P 
  CR  4 
  Description A 25-foot-by-25-foot room with two entrances. The 
  center square is occupied by a 5-foot high block of stone. 
  Carved on top of the stone are two images, a mailed hand 
  grasping 6 arrows and a flail. Once the flail is grasped and the 
  word “Hextor” is spoken, the doors of the room slam shut. 
  Each 5-foot square of the floor attacks the person occupying 
  it each round. 
  Search DC 24; Type magic 
  Trigger touch and command word, Init +2 
  Effect Inflict Moderate Wounds (Atk +4 touch, 2D8+3 points of 
  damage,  DC 13 Will halves, CL 3) 
  Duration 7 rounds 
  Destruction AC 14, 10 hp (each floor square) 
  Disarm Disable Device DC 27 (each floor square) 
  Dispel DC 14 (each floor square 
   
  ENCOUNTER 7 
   
   
   
   
  M E R C I L E S S  C O R N U G O N,  C H A M P I O N  O F  H E X T O R  
  CR  5 
  Male human Cleric 4/Ordained Champion 1 
  LE Medium human 
  Init +5; Senses Listen +2, Spot +6 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 23, touch 15, flat-footed 22, (+1 Dex, +8 armor, +3 shield, +1 
  deflection, +1 natural) 
  hp 37 (5 HD) 
  Fort +8 , Ref +2 , Will +5  
  Speed 20 ft. in full plate (4 squares), base movement 30 ft. 
  Melee masterwork flail +8 (1d8+2 B  20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Atk Options Smite (Destruction domain) (+4 atk, +4 dmg) 
  Special Actions Rebuke Undead 4/day 
  Combat Gear +1 ring of protection, masterwork flail, masterwork 
  full plate 
  Cleric Spells Prepared (CL 4th): 
   2nd— Close Wounds (1), Bear’s Endurance (1) Cure Moderate 
  Wounds (1),  Spiritual Weapon , D 
   1st—Cause Fear (2), Cure Light Wounds (1), Protection From 
  Good (1), Magic Weapon D  
   0—Cure Minor Wounds (2), Guidance (1), Read Magic (1), 
  Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction   
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 14, Cha 12  
  SQ Bonus domain, combat feats, continued advancement, 
  modified spontaneous casting 
  Feats Improved Initiative, Martial Weapon Proficiency (flail), 
  Weapon Focus (flail), Shield Specialization Shield Ward 
  Skills  Concentration +10, Knowledge (religion) +8, Spot +6 
  Possessions combat gear plus - 
  Bonus Domain: If you are a cleric, you gain the War domain as 
  a third domain. If you already have the War domain, you can 
  instead choose any other domain granted by your deity as 
  your third domain. If you have no cleric levels, you can add 
  the War domain spells to your class spell list, but you do not 
  gain its domain ability or any extra spell slots for domain 
  spells. 
  Combat Feats: You can permanently sacrifice one or two of 
  your domain granted powers to acquire an equal number of 
  feats from the list of fighter bonus feats, as long as you meet 
  the prerequisites for them. You not sacrifice your War 
  domain ability for this purpose. You must choose whether or 
  not to make this exchange when you first become an 
  ordained champion, and you cannot later change your mind.  
  Continued Advancement: Levels in ordained champion stack 
  with levels of other appropriate classes for the purpose of 
  
  BIS7-05 Bastille 
   
  Page 22 
  turning or rebuking undead, and for all level-dependent 
  domain granted powers. 
  Modified Spontaneous Casting (Ex): If you have cleric levels, 
  you lose the ability to spontaneously cast cure or inflict spells. 
  Instead, you can swap out previously prepared cleric spells 
  for any spells of equal or lower level from the War domain. 
  This alteration applies even to levels you gain as a cleric after 
  becoming an ordained champion.  
  If you are not a cleric, modified spontaneous casting does not 
  apply to you, even if you can spontaneously cast some other 
  kind of spell, such as summon nature's ally.  
   
  S A D I S T I C  K Y T O N,  K N I G H T  O F  H A T E  A N D  D I S C O R D
   
  CR  5 
  Male human fighter 4/cleric 1 
  LE Medium human 
  Init +5; Senses Listen +5, Spot +5 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 16, 11 touch , flat-footed 15, (+1 Dex, +5 armor) 
  hp 43 (5 HD) 
  Fort +8 , Ref +2 , Will +4  
  Speed 30 ft. in chain shirt (6 squares), base movement 30 ft. 
  Melee +1 heavy flail +10 (1d10+9 B  19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options Smite (Destruction domain) (+4 atk, +1 dmg) 
  Special Actions Rebuke Undead 2/day 
  Combat Gear gauntlets of ogre power, +1 heavy flail, masterwork 
  chain shirt 
  Cleric Spells Prepared (CL 1st): 
   1st—Divine Favor (1), Protection from Good (1), Magic Weapon D 
   0—Cure Minor Wounds (1), Guidance (1), Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction  
  Abilities Str 18, Dex 12, Con 14, Int 8, Wis 13, Cha 8  
  Feats Endurance, Diehard, Martial Weapon Proficiency (heavy 
  flail), Weapon Focus (heavy flail)  Power Attack Improved 
  Initiative Extra Smiting Weapon Specialization (Flail, 
  Heavy)  
  Skills  Listen +5, Spot +5 
  Possessions combat gear plus - 
   
  
  BIS7-05 Bastille 
   
  Page 23 
  APPENDIX 3 – APL 6 
   INTRODUCTION 
   
   
   
  B L O O D H U L K  C R U S H E R 
  CR  8 
  NE huge undead 
  Init -2; Senses Darkvision 60’, Low-Light Vision, Listen +0, 
  Spot +0 
  Languages understands creator’s orders 
  AC 14, touch 6, flat-footed 14 
   (-2 Size , -2 Dex, +8 natural) 
  hp 280 (20 HD) 
  Immune undead immunities 
  Fort +6, Ref +4 Will +12 
  Weakness fragile 
  Speed 30 ft. (6 squares) 
  Melee slam +24 (3d6+24) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +10; Grp +34Abilities Str 33, Dex 6, Con -, Int -, Wis 
  10, Cha 1  
  SQ bload bloated, undead traits 
  Feats - 
  Skills Listen +0, Spot +0 
  Possessions none  
  Fragile (Ex) A bloodhulk giant takes an extra 1d6 points of 
  damage whenever it takes at least 1 point of damage from a 
  piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk giant always gains the 
  maximum hit points possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Description This towering, swollen giant looks as if its skin is 
  about to burst and rip away. Thick veins run across its body, and 
  here and there it pulses and shifts with a great quantity of fluid. 
  Sources Monster Manual IV (Page 20) 
   
  ENCOUNTER 5 
   
   
   
   
  I N F LI C T  S E R I O U S  W O U N D S  T R A P 
  CR  6 
  Description A 25-foot-by-25-foot room with two entrances. The 
  center square is occupied by a 5-foot high block of stone. 
  Carved on top of the stone are two images, a mailed hand 
  grasping 6 arrows and a flail. Once the flail is grasped and the 
  word “Hextor” is spoken, the doors of the room slam shut. 
  Each 5-foot square of the floor attacks the person occupying 
  it each round. 
  Search DC 26; Type magic 
  Trigger touch and command word, Init +3 
  Effect Inflict Serious Wounds (Atk +6 touch, 3D8+5 points of 
  damage,  DC 14 Will halves, CL 5) 
  Duration 9 rounds 
  Destruction AC 16, 15 hp (each floor square) 
  Disarm Disable Device DC 28 (each floor square) 
  Dispel DC 16 (each floor square 
   
   
  ENCOUNTER 7 
   
   
   
   
  M E R C I L E S S  C O R N U G O N,  C H A M P I O N  O F  H E X T O R  
  CR  7 
  Male human Cleric 4/Ordained Champion 3 
  LE Medium human 
  Init +5; Senses Listen +2, Spot +7 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 26, touch 16, flat-footed 25, (+1 Dex, +9 armor, +4 shield, +1 
  deflection, +1 natural) 
  hp 52 (7 HD) 
  Fort +10 , Ref +4 , Will +10  
  Speed 20 ft. in full plate (4 squares), base movement 30 ft. 
  Melee +1 flail +10/+5 (1d8+3 B  20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +8 
  Atk Options Smite (Destruction domain) (+4 atk, +4 dmg) 
  Special Actions Rebuke Undead 4/day 
  Combat Gear +1 ring of protection, +1 flail, +1 full plate 
  Cleric Spells Prepared (CL 5th):      3rd— Blindness/Deafness 
  (1), Magic Vestment D 
   2nd— Close Wounds (1), Bear’s Endurance (1) Inflict Moderate 
  Wounds (1),  Spiritual Weapon , D 
   1st—Cause Fear (2), Inflict Light Wounds (1), Protection From 
  Good (1), Magic Weapon D  
   0—Cure Minor Wounds (2), Guidance (1), Read Magic (1), 
  Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction    
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 14, Cha 13  
  SQ Bonus domain, combat feats, continued advancement, 
  modified spontaneous casting, Diehard, smite, Channel 
  spell, divine bulwark 
  Feats Martial Weapon Proficiency (flail), Weapon Focus (flail), 
  Shield Specialization, Shield Ward Divine Vigor  , Improved 
  Initiative  , Improved Smiting  , Diehard  
  Skills  Concentration +12, Knowledge (religion) +10, Spot +7 
  Possessions combat gear plus anklet of translocation 
  Bonus Domain: If you are a cleric, you gain the War domain as 
  a third domain. If you already have the War domain, you can 
  instead choose any other domain granted by your deity as 
  your third domain. If you have no cleric levels, you can add 
  the War domain spells to your class spell list, but you do not 
  gain its domain ability or any extra spell slots for domain 
  spells. 
  Combat Feats: You can permanently sacrifice one or two of 
  your domain granted powers to acquire an equal number of 
  feats from the list of fighter bonus feats, as long as you meet 
  the prerequisites for them. You not sacrifice your War 
  domain ability for this purpose. You must choose whether or 
  not to make this exchange when you first become an 
  ordained champion, and you cannot later change your mind.  
  
  BIS7-05 Bastille 
   
  Page 24 
  Continued Advancement: Levels in ordained champion stack 
  with levels of other appropriate classes for the purpose of 
  turning or rebuking undead, and for all level-dependent 
  domain granted powers. 
  Modified Spontaneous Casting (Ex): If you have cleric levels, 
  you lose the ability to spontaneously cast cure or inflict spells. 
  Instead, you can swap out previously prepared cleric spells 
  for any spells of equal or lower level from the War domain. 
  This alteration applies even to levels you gain as a cleric after 
  becoming an ordained champion.  
  If you are not a cleric, modified spontaneous casting does not 
  apply to you, even if you can spontaneously cast some other 
  kind of spell, such as summon nature's ally.  
  Diehard: At 2nd level, you gain Diehard as a bonus feat, even if 
  you lack the prerequisites. If you already have Diehard, you 
  can select any other feat for which you meet the 
  prerequisites as your bonus feat.  
  Smite (Su): At 2nd level, you can spend one daily use of your 
  turn/rebuke undead ability as a swift action to turn your next 
  melee attack into a smite. You gain a bonus equal to your 
  Charisma modifier on attack rolls, and you deal extra damage 
  equal to your total effective turning or rebuking level. Your 
  smite attack is not limited by alignment or race; you can 
  attempt to smite any foe. Except as noted here, this ability 
  functions like the paladin's smite evil ability (PH 44). 
  Channel Spell (Sp): At 3rd level, you can channel any spell you 
  have available to cast into your melee weapon. Doing so 
  requires a move action and uses up a prepared spell or spell 
  slot just as if you had cast the spell. The channeled spell 
  affects the next target you successfully attack with that 
  weapon, though saving throws and spell resistance still apply 
  normally. Even if the spell normally affects an area or is a 
  ray, it still affects only the target in this case. On a successful 
  hit, the spell is discharged from the weapon, which can then 
  hold another spell. You can channel your spells into only 
  one weapon at a time. A spell channeled into a weapon is lost 
  if not used within 8 hours.  
  Divine Bulwark (Sp): At 3rd level, you can sacrifice a prepared 
  spell or spell slot as a swift action to gain damage reduction. 
  The value of the damage reduction equals 1 + spell level 
  sacrificed, and it can be overcome by a chaotic-aligned strike. 
  Thus, a 3rd-level ordained champion who sacrificed aflame 
  strike spell would gain damage reduction 6/chaotic for 3 
  rounds. The damage reduction gained from multiple uses of 
  this ability does not stack. This protection lasts for a number 
  of rounds equal to your ordained champion level.  
   
  S A D I S T I C  K Y T O N,  K N I G H T  O F  H A T E  A N D  D I S C O R D
   
  CR  7 
  Male human fighter 4/cleric 3 
  LE Medium human 
  Init +5; Senses Listen +6, Spot +6 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 16, 11 touch , flat-footed 15, (+1 Dex, +5 armor) 
  hp 58 (7 HD) 
  Fort +10 , Ref +4 , Will +6  
  Speed 30 ft. in chain shirt (6 squares), base movement 30 ft. 
  Melee +1 heavy flail +12/+7 (1d10+9 B  19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +10 
  Atk Options Smite (Destruction domain) (+4 atk, +3 dmg) 
  Special Actions Rebuke Undead 2/day 
  Combat Gear gauntlets of ogre power, +1 heavy flail, masterwork 
  chain shirt 
  Cleric Spells Prepared (CL 3rd): 
   2nd—  Bear’s Endurance (1),  Spiritual Weapon , D 
   1st—Cause Fear (1), Doom (1), Protection From Good (1), Magic 
  Weapon D  
   0—Cure Minor Wounds (1), Guidance (1), Read Magic (1), 
  Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction   
  Abilities Str 18, Dex 12, Con 14, Int 8, Wis 13, Cha 8  
  Feats Endurance, Diehard, Martial Weapon Proficiency (heavy 
  flail), Weapon Focus (heavy flail)  Power Attack Improved 
  Initiative Extra Smiting Weapon Specialization (Flail, 
  Heavy) True Believer  
  Skills  Listen +6, Spot +6 
  Possessions combat gear plus anklet of translocation  
  
  BIS7-05 Bastille 
   
  Page 25 
  APPENDIX 4 – APL 8 
   
  INTRODUCTION 
   
   
   
  R E V I V E D  FO S S I L  M E G A R A P T O R 
  CR  10 
  NE Huge Undead (Augmented Animal) 
  Init +1; Senses Darkvision 60’, Listen +0, Spot +0 
  Languages understands creator’s orders 
  AC 27, touch 9 flat-footed 26 (-2 size, +1 Dex, +18 natural) 
  hp 118 (8 HD) 
  Immune immunity to cold, undead immunities 
  Fort +2, Ref +3Will +4 
  Speed 60 ft.(12 squares) 
  Melee Talons +7(2d10+5) and 2 foreclaws +2(1d4+2) and bite +2 
  (2d6+2) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +4; Grp +17 
  Atk Options  Combat Reflexes 
  Special Actions - 
  Abilities Str 21, Dex 13Con -, Int -, Wis 10, Cha 1  
  SQ Damage Reduction 10/adamantine, undead traits, bonus hit 
  points 
  Feats Combat Reflexes 
  Skills 
  Possessions - 
  Sources Libris Mortis (Page 118) 
  ENCOUNTER 5 
   
   
   
   
  I N F LI C T  C R I T I C A L W O U N D S  T R A P 
  CR  8 
  Description A 25-foot-by-25-foot room with two entrances. The 
  center square is occupied by a 5-foot high block of stone. 
  Carved on top of the stone are two images, a mailed hand 
  grasping 6 arrows and a flail. Once the flail is grasped and the 
  word “Hextor” is spoken, the doors of the room slam shut. 
  Each 5-foot square of the floor attacks the person occupying 
  it each round. 
  Search DC 28; Type magic 
  Trigger touch and command word, Init +4 
  Effect Inflict Serious Wounds (Atk +8 touch, 4D8+7 points of 
  damage,  DC 16 Will halves, CL 7) 
  Duration 11 rounds 
  Destruction AC 18, 20 hp (each floor square) 
  Disarm Disable Device DC 29 (each floor square) 
  Dispel DC 18 (each floor square 
  ENCOUNTER 7 
   
   
   
   
  M E R C I L E S S  C O R N U G O N,  C H A M P I O N  O F  H E X T O R  
  CR  9 
  Male human Cleric 4/Ordained Champion 5 
  LE Medium human 
  Init +5; Senses Listen +3, Spot +9 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 28, touch 17, flat-footed 27, (+1 Dex, +10 armor, +5 shield, +1 
  deflection, +1 natural) 
  hp 67 (9 HD) 
  Fort +12 , Ref +5 , Will +13  
  Speed 20 ft. in full plate (4 squares), base movement 30 ft. 
  Melee +1 flail +12/+7 (1d8+3 B  20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +10 
  Atk Options Smite (Destruction domain) (+4 atk, +4 dmg) 
  Special Actions Rebuke Undead 4/day 
  Combat Gear +1 ring of protection, +1 flail, +2 full plate 
  Cleric Spells Prepared (CL 7th):     4th— Delay Death (1), Inflict 
  Critical Wounds D  
       3rd— Bestow Curse (1), Blindness/Deafness (1), Cure Serious 
  Wounds (1), Magic Vestment D 
   2nd— Close Wounds (1), Bear’s Endurance (1), Cure Moderate 
  Wounds (1), Inflict Moderate Wounds (1),  Spiritual Weapon , D 
   1st—Cause Fear (2), Cure Light Wounds (1), Inflict Light 
  Wounds (1), Protection From Good (1), Magic Weapon D  
   0—Cure Minor Wounds (2), Detect Magic (1), Guidance (1), 
  Read Magic (1), Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction   
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 14  
  SQ Bonus domain, combat feats, continued advancement, 
  modified spontaneous casting, Diehard, smite, Channel 
  spell, divine bulwark, Fist of the gods, rapid spontaneous 
  casting, Holy warrior, war caster 
  Feats Martial Weapon Proficiency (flail), Weapon Focus (flail), 
  Shield Specialization, Shield Ward Divine Vigor  , Improved 
  Initiative  , Improved Smiting  , Diehard Power Attack  
  Skills  Concentration +14, Knowledge (religion) +12, Spot +9 
  Possessions combat gear plus anklet of translocation  
  Bonus Domain: If you are a cleric, you gain the War domain as 
  a third domain. If you already have the War domain, you can 
  instead choose any other domain granted by your deity as 
  your third domain. If you have no cleric levels, you can add 
  the War domain spells to your class spell list, but you do not 
  gain its domain ability or any extra spell slots for domain 
  spells. 
  Combat Feats: You can permanently sacrifice one or two of 
  your domain granted powers to acquire an equal number of 
  feats from the list of fighter bonus feats, as long as you meet 
  the prerequisites for them. You not sacrifice your War 
  domain ability for this purpose. You must choose whether or 
  not to make this exchange when you first become an 
  ordained champion, and you cannot later change your mind.  
  Continued Advancement: Levels in ordained champion stack 
  with levels of other appropriate classes for the purpose of 
  turning or rebuking undead, and for all level-dependent 
  domain granted powers. 
  Modified Spontaneous Casting (Ex): If you have cleric levels, 
  you lose the ability to spontaneously cast cure or inflict spells. 
  Instead, you can swap out previously prepared cleric spells 
  for any spells of equal or lower level from the War domain. 
  
  BIS7-05 Bastille 
   
  Page 26 
  This alteration applies even to levels you gain as a cleric after 
  becoming an ordained champion.  
  If you are not a cleric, modified spontaneous casting does not 
  apply to you, even if you can spontaneously cast some other 
  kind of spell, such as summon nature's ally.  
  Diehard: At 2nd level, you gain Diehard as a bonus feat, even if 
  you lack the prerequisites. If you already have Diehard, you 
  can select any other feat for which you meet the 
  prerequisites as your bonus feat.  
  Smite (Su): At 2nd level, you can spend one daily use of your 
  turn/rebuke undead ability as a swift action to turn your next 
  melee attack into a smite. You gain a bonus equal to your 
  Charisma modifier on attack rolls, and you deal extra damage 
  equal to your total effective turning or rebuking level. Your 
  smite attack is not limited by alignment or race; you can 
  attempt to smite any foe. Except as noted here, this ability 
  functions like the paladin's smite evil ability (PH 44). 
  Channel Spell (Sp): At 3rd level, you can channel any spell you 
  have available to cast into your melee weapon. Doing so 
  requires a move action and uses up a prepared spell or spell 
  slot just as if you had cast the spell. The channeled spell 
  affects the next target you successfully attack with that 
  weapon, though saving throws and spell resistance still apply 
  normally. Even if the spell normally affects an area or is a 
  ray, it still affects only the target in this case. On a successful 
  hit, the spell is discharged from the weapon, which can then 
  hold another spell. You can channel your spells into only 
  one weapon at a time. A spell channeled into a weapon is lost 
  if not used within 8 hours.  
  Divine Bulwark (Sp): At 3rd level, you can sacrifice a prepared 
  spell or spell slot as a swift action to gain damage reduction. 
  The value of the damage reduction equals 1 + spell level 
  sacrificed, and it can be overcome by a chaotic-aligned strike. 
  Thus, a 3rd-level ordained champion who sacrificed aflame 
  strike spell would gain damage reduction 6/chaotic for 3 
  rounds. The damage reduction gained from multiple uses of 
  this ability does not stack. This protection lasts for a number 
  of rounds equal to your ordained champion level.  
  Fist of the Gods (Sp): At 4th level, you can sacrifice a prepared 
  spell or spell slot as a swift action to deal extra damage. 
  Doing so grants you a bonus equal to 1 + spell level sacrificed 
  on your damage rolls for melee attacks. This benefit lasts for 
  a number of rounds equal to your ordained champion level.  
  Rapid Spontaneous Casting (Ex): When you attain 4th level, 
  any spell from the War domain that you spontaneously cast 
  requires only a swift action if its normal casting time is no 
  more than 1 standard action, or a standard action if its 
  normal casting time is 1 full-round action. A spontaneous 
  spell that you modify with a metamagic feat requires only its 
  normal casting time rather than the extra time such a spell 
  normally requires.  
  Holy Warrior (Sp): At 5th level, you can spend one daily use of 
  your turn/rebuke undead ability as a swift action to king 
  your Wisdom into play in combat. For 5 rounds after you 
  activate this ability, you can use your Wisdom modifier in 
  place of your Strength modifier on attack rolls and damage 
  rolls.  
  War Caster (Ex): At 5th level, you gain a +2 bonus to your 
  effective caster level when casting spells that appear on the 
  War domain spell list. 
   
  S A D I S T I C  K Y T O N,  K N I G H T  O F  H A T E  A N D  D I S C O R D
   
  CR  9 
  Male human fighter 4/cleric 5 
  LE Medium human 
  Init +6; Senses Listen +9, Spot +10 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 18, 12 touch , flat-footed 16, (+2 Dex, +6 armor) 
  hp 73 (9 HD) 
  Fort +12 , Ref +6 , Will +9  
  Speed 30 ft. in chain shirt (6 squares), base movement 30 ft. 
  Melee +2 heavy flail +15/+9 (1d10+11 B  19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +12 
  Atk Options Smite (Destruction domain) (+4 atk, +5 dmg) 
  Special Actions Rebuke Undead 2/day 
  Combat Gear gauntlets of ogre power, +2 heavy flail, +2 mithril 
  chain shirt 
  Cleric Spells Prepared (CL 5th):      3rd— Cure Serious Wounds 
  (1), Magic Vestment D 
   2nd— Close Wounds (1), Bear’s Endurance (1) Death Knell (1),  
  Spiritual Weapon , D 
   1st—Cause Fear (2), Doom (1), Protection From Good (1), Magic 
  Weapon D  
   0—Cure Minor Wounds (2), Guidance (1), Read Magic (1), 
  Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction 
  Abilities Str 20, Dex 14, Con 14, Int 8, Wis 14, Cha 8  
  Feats Endurance, Diehard, Martial Weapon Proficiency (heavy 
  flail), Weapon Focus (heavy flail)  Power Attack Improved 
  Initiative Extra Smiting Weapon Specialization (Flail, 
  Heavy) True Believer  , Cleave  
  Skills  Listen +9, Spot +10 
  Possessions combat gear plus anklet of translocation , belt of one 
  mighty 
  blow
   
  
  BIS7-05 Bastille 
   
  Page 27 
   
   
  
  BIS7-05 Bastille 
   
  Page 28 
   APPENDIX 5 – APL 10 
   
  INTRODUCTION 
   
   
  C A D A V E R  C O L L E C T O R 
  CR  12 
  LN Large construct 
  Init +4 (Improved Initiative); Senses Darkvision 60’, Low-Light 
  Vision, Listen +15, Spot +15 
  Languages Common 
  AC 29 (-1 size, +20 natural) 
  hp 123 (17 HD); DR 10/adamantine 
  Immune immunity to magic 
  Fort +5, Ref +5, Will +8 
  Weakness see immunity to magic below 
  Speed 40 ft.(8 squares) 
  Melee 2 slams +22 (4d8+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +26 
  Atk Options Power Attack, Cleave, Improved Grab, Trample, 
  Breath Weapon 
  Special Actions Impale 
  Abilities Str 31, Dex 10, Con -, Int 5, Wis 16, Cha 14  
  SQ Construct traits, damage reduction 10/adamantine, 
  immunity to magic 
  Feats Alertness, Cleave, Improved Initiative, Improved Natural 
  Attack (slam), Power Attack, Weapon Focus (slam) 
  Skills Listen +15, Spot +15 
  Possessions none 
  Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, 
  paralyzing gas, Reflex DC 18 negates. The save DC is 
  Constitution-based 
  Impale (Ex): If a cadaver collector has successfully grappled a 
  Medium or smaller creature, it can attempt to impale the 
  creature on its back spikes by making a successful grapple 
  check. Doing so is a standard action that does not provoke 
  attacks of opportunity. If the collector successfully impales a 
  creature, the creature takes 4d8+15 points of damage and is 
  considered pinned. Each round, the creature takes another 2d8 
  points of damage as the movement of the cadaver collector 
  causes additional pain to the impaled creature. 
   
  The creature cannot break free unless it makes a DC 28 
  Strength check. Success indicates the creature is free of the 
  spike but takes an additional 2d8 points of damage in the 
  process. Failure means the creature takes 4d8 points of damage 
  and remains pinned in place. An ally can try to free an impaled 
  creature with a DC 20 Strength check.  
   
  Once a cadaver collector has a creature or creatures 
  impaled on its back spikes, it is no longer considered to be in a 
  grapple and can attack other opponents without penalty. It 
  cannot use its slam attacks against impaled opponents. 
  Creatures that get free of a cadaver collector become its 
  immediate and most urgent targets. It typically pursues such 
  creatures exclusively if it has any chance of catching and 
  impaling them again. 
   
  A cadaver collector’s back spikes can hold up to 4 Medium 
  creatures, 16 Small creatures, or 64 Tiny creatures. Creatures 
  smaller than Tiny are too miniscule to be impaled on the 
  collector’s back spikes, although the collector can still deal 
  4d8+15 points of damage to such opponents by grinding them 
  into its back spikes with a successful grapple check once it has 
  them grappled. 
  Improved Grab (Ex): To use this ability, a cadaver collector 
  must hit with a slam attack. It can then attempt to start a grapple 
  as a free action without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and can attempt to 
  impale the following round. 
  Trample (Ex): Reflex DC 28 half. The save DC is Strength-
  based. 
  Immunity to Magic (Ex): Like golems, cadaver collectors are 
  especially resilient to magic. However, the resilience takes a 
  slightly different form in the cadaver collector.  
   
  A cadaver collector is immune to any spell or spell-like 
  ability that allows spell resistance. In addition, spells of 3
  rd level 
  or lower that target a cadaver collector automatically rebound 
  back at their caster as if the collector were under the effects of 
  an unbeatable spell turning effect. This effect cannot be dispelled 
  or surpressed, except against spells that deal electricity damage 
  (see below). Spells that deal rust damage or alter stone penetrate 
  the immunity to magic. Other spells and effects function 
  differently against the creature, as noted below.  
   
  A magical attack that deals sonic damage slows a cadaver 
  collector (as the slow spell) for 3 rounds, with no saving throw. 
  Sonic spells of 3
  rd level or lower are absorbed by the collector 
  and not reflected.  
   
  A magical attack that deals electricity damage is absorbed 
  rather than reflected. Such an attack breaks any slow effect on 
  the collector and heals 1d6 points of damage for every 6 points 
  of damage the attack would otherwise deal. If the amount of 
  healing would cause the collector to exceed its full normal hit 
  points, it gains any excess as temporary hit points.  
   
  A cadaver collector is affected normally by rust attacks. In 
  addition, magical attacks that alter the nature of stone, such as 
  transmute rock to mud, deal 1d6 points of damage per spell level 
  to the cadaver collector. 
   
  Description  
   
  Sources Monster Manual III (Page 22) 
  ENCOUNTER 5 
   
   
   
   
  M A X I M I Z E D  I N F LI C T  M O D E R A T E  W O U N D S  T R A P  
  CR  10 
  Description A 25-foot-by-25-foot room with two entrances. The 
  center square is occupied by a 5-foot high block of stone. 
  Carved on top of the stone are two images, a mailed hand 
  grasping 6 arrows and a flail. Once the flail is grasped and the 
  word “Hextor” is spoken, the doors of the room slam shut. 
  Each 5-foot square of the floor attacks the person occupying 
  it each round. 
  
  BIS7-05 Bastille 
   
  Page 29 
  Search DC 30; Type magic 
  Trigger touch and command word, Init +5 
  Effect Maximized Inflict Moderate Wounds (Atk +10 touch, 19 
  points of damage,  DC 17 Will halves, CL 9) 
  Duration 13 rounds 
  Destruction AC 20, 25 hp (each floor square) 
  Disarm Disable Device DC 30 (each floor square) 
  Dispel DC 20 (each floor square 
  ENCOUNTER 7 
   
   
   
   
  M E R C I L E S S  C O R N U G O N,  C H A M P I O N  O F  H E X T O R  
  CR  11 
  Male human Cleric 6/Ordained Champion 5 
  LE Medium human 
  Init +5; Senses Listen +3, Spot +10 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 29, touch 18, flat-footed 28, (+1 Dex, +10 armor, +6 shield, +1 
  deflection, +1 natural) 
  hp 82 (11 HD) 
  Fort +13 , Ref +6 , Will +14  
  Speed 20 ft. in full plate (4 squares), base movement 30 ft. 
  Melee +2 flail +14/+9 (1d8+4 B  20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4; Grp +11 
  Atk Options Smite (Destruction domain) (+4 atk, +6 dmg) 
  Special Actions Rebuke Undead 5/day 
  Combat Gear +1 ring of protection, +2 flail, +2 full plate 
  Cleric Spells Prepared (CL 9th): 
       5
  th -    Righteous Might (1), Flame Strike D,      4th— Divine Power 
  (1), Delay Death (1), Inflict Critical Wounds D  
       3rd— Bestow Curse (1), Blindness/Deafness (1), Cure Serious 
  Wounds (1), Inflict Serious Wounds (1), Magic Vestment D 
   2nd— Close Wounds (1), Bear’s Endurance (1), Cure Moderate 
  Wounds (1), Inflict Moderate Wounds (1). Silence (1)  Spiritual 
  Weapon , D 
   1st—Cause Fear (2), Cure Light Wounds (1), Divine Favor (1), 
  Inflict Light Wounds (1), Protection From Good (1), Magic 
  Weapon D  
   0—Cure Minor Wounds (2), Detect Magic (1), Guidance (1), 
  Read Magic (1), Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction   
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 14  
  SQ Bonus domain, combat feats, continued advancement, 
  modified spontaneous casting, Diehard, smite, Channel 
  spell, divine bulwark, Fist of the gods, rapid spontaneous 
  casting, Holy warrior, war caster 
  Feats Martial Weapon Proficiency (flail), Weapon Focus (flail), 
  Shield Specialization, Shield Ward Divine Vigor, Improved 
  Initiative, Improved Smiting, Diehard Power Attack  
  Skills  Concentration +16, Knowledge (religion) +14, Spot +10 
  Possessions combat gear plus anklet of translocation  
  Bonus Domain: If you are a cleric, you gain the War domain as 
  a third domain. If you already have the War domain, you can 
  instead choose any other domain granted by your deity as 
  your third domain. If you have no cleric levels, you can add 
  the War domain spells to your class spell list, but you do not 
  gain its domain ability or any extra spell slots for domain 
  spells. 
  Combat Feats: You can permanently sacrifice one or two of 
  your domain granted powers to acquire an equal number of 
  feats from the list of fighter bonus feats, as long as you meet 
  the prerequisites for them. You not sacrifice your War 
  domain ability for this purpose. You must choose whether or 
  not to make this exchange when you first become an 
  ordained champion, and you cannot later change your mind.  
  Continued Advancement: Levels in ordained champion stack 
  with levels of other appropriate classes for the purpose of 
  turning or rebuking undead, and for all level-dependent 
  domain granted powers. 
  Modified Spontaneous Casting (Ex): If you have cleric levels, 
  you lose the ability to spontaneously cast cure or inflict spells. 
  Instead, you can swap out previously prepared cleric spells 
  for any spells of equal or lower level from the War domain. 
  This alteration applies even to levels you gain as a cleric after 
  becoming an ordained champion.  
  If you are not a cleric, modified spontaneous casting does not 
  apply to you, even if you can spontaneously cast some other 
  kind of spell, such as summon nature's ally.  
  Diehard: At 2nd level, you gain Diehard as a bonus feat, even if 
  you lack the prerequisites. If you already have Diehard, you 
  can select any other feat for which you meet the 
  prerequisites as your bonus feat.  
  Smite (Su): At 2nd level, you can spend one daily use of your 
  turn/rebuke undead ability as a swift action to turn your next 
  melee attack into a smite. You gain a bonus equal to your 
  Charisma modifier on attack rolls, and you deal extra damage 
  equal to your total effective turning or rebuking level. Your 
  smite attack is not limited by alignment or race; you can 
  attempt to smite any foe. Except as noted here, this ability 
  functions like the paladin's smite evil ability (PH 44). 
  Channel Spell (Sp): At 3rd level, you can channel any spell you 
  have available to cast into your melee weapon. Doing so 
  requires a move action and uses up a prepared spell or spell 
  slot just as if you had cast the spell. The channeled spell 
  affects the next target you successfully attack with that 
  weapon, though saving throws and spell resistance still apply 
  normally. Even if the spell normally affects an area or is a 
  ray, it still affects only the target in this case. On a successful 
  hit, the spell is discharged from the weapon, which can then 
  hold another spell. You can channel your spells into only 
  one weapon at a time. A spell channeled into a weapon is lost 
  if not used within 8 hours.  
  Divine Bulwark (Sp): At 3rd level, you can sacrifice a prepared 
  spell or spell slot as a swift action to gain damage reduction. 
  The value of the damage reduction equals 1 + spell level 
  sacrificed, and it can be overcome by a chaotic-aligned strike. 
  Thus, a 3rd-level ordained champion who sacrificed aflame 
  strike spell would gain damage reduction 6/chaotic for 3 
  rounds. The damage reduction gained from multiple uses of 
  this ability does not stack. This protection lasts for a number 
  of rounds equal to your ordained champion level.  
  Fist of the Gods (Sp): At 4th level, you can sacrifice a prepared 
  spell or spell slot as a swift action to deal extra damage. 
  Doing so grants you a bonus equal to 1 + spell level sacrificed 
  
  BIS7-05 Bastille 
   
  Page 30 
  on your damage rolls for melee attacks. This benefit lasts for 
  a number of rounds equal to your ordained champion level.  
  Rapid Spontaneous Casting (Ex): When you attain 4th level, 
  any spell from the War domain that you spontaneously cast 
  requires only a swift action if its normal casting time is no 
  more than 1 standard action, or a standard action if its 
  normal casting time is 1 full-round action. A spontaneous 
  spell that you modify with a metamagic feat requires only its 
  normal casting time rather than the extra time such a spell 
  normally requires.  
  Holy Warrior (Sp): At 5th level, you can spend one daily use of 
  your turn/rebuke undead ability as a swift action to king 
  your Wisdom into play in combat. For 5 rounds after you 
  activate this ability, you can use your Wisdom modifier in 
  place of your Strength modifier on attack rolls and damage 
  rolls.  
  War Caster (Ex): At 5th level, you gain a +2 bonus to your 
  effective caster level when casting spells that appear on the 
  War domain spell list. 
   
   
  S A D I S T I C  K Y T O N,  K N I G H T  O F  H A T E  A N D  D I S C O R D
   
  CR  11 
  Male human fighter 4/cleric 7 
  LE Medium human 
  Init +6; Senses Listen +11, Spot +12 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 18, 12 touch , flat-footed 16, (+2 Dex, +6 armor) 
  hp 88 (11 HD) 
  Fort +14 , Ref +8 , Will +12  
  Speed 30 ft. in chain shirt (6 squares), base movement 30 ft. 
  Melee +2 heavy flail +17/+12 (1d10+11 B  19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4; Grp +14 
  Atk Options Smite (Destruction domain) (+4 atk, +7 dmg) 
  Special Actions Rebuke Undead 2/day 
  Combat Gear gauntlets of ogre power, +2 heavy flail, +2 mithril 
  chain shirt 
  Cleric Spells Prepared (CL 7th):     4
  th – Divine Power (1),  
  Inflict Critical Wounds D      3rd— Cure Serious Wounds (1), 
  Invisibility Purge (1), Magic Vestment D 
   2nd— Close Wounds (1), Bear’s Endurance (1) Death Knell (1),  
  Silence (1), Spiritual Weapon , D 
   1st—Cause Fear (2), Divine Favor (1), Doom (1), Protection 
  From Good (1), Magic Weapon D  
   0—Cure Minor Wounds (2), Guidance (1), Read Magic (1), 
  Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction  
  Abilities Str 20, Dex 14, Con 14, Int 8, Wis 14, Cha 8  
  Feats Endurance, Diehard, Martial Weapon Proficiency (heavy 
  flail), Weapon Focus (heavy flail)  Power Attack Improved 
  Initiative Extra Smiting Weapon Specialization (Flail, 
  Heavy) True Believer  , Cleave  
  Skills  Listen +9, Spot +10 
  Possessions combat gear plus anklet of translocation , belt of one 
  mighty blow 
  
  BIS7-05 Bastille 
   
  Page 31 
  APPENDIX 6 – APL 12 
   
  INTRODUCTION 
   
   
   
  C H A R N E L H O U N D 
  CR  13 
  CE Huge Undead 
  Init +2; Senses Darkvision 60’, Listen +0, Spot +0 
  Languages understands creator’s orders 
  AC 26 (-2 size, +2 Dex,  +16 natural) 
  hp 220 (21 HD); DR 10/silver and magic 
  Immune undead immunities 
  SR 23 
  Fort +7, Ref +9, Will +12 
  Weakness Aversion to daylight 
  Speed 40 ft. in (8 squares) 
  Melee Bite +17 (2d8+19)* and 2 claws +12 (2d6+12)* 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +10; Grp +32 
  Atk Options Power Attack 
  Special Actions Rend, Body Integration 
  Abilities Str 38, Dex 14, Con -, Int -, Wis 11, Cha 18  
  SQ Frightful presence, undead traits, unholy toughness 
  Feats Power Attack* 
  Skills - 
  Possessions none 
  Description The hound-shaped creature stands at least 20 feet 
  at the shoulder. Closer scrutiny reveals that while the creature 
  has the outward shape of a hound, its form is composed of the 
  bodies of hundreds of rotting humanoid corpses. 
  Sources Monster Manual III (Page 26) 
  Body Integration (Su): Whenever a charnel hound reduces a 
  living humanoid for of Large size or smaller to negative hit 
  points, the foe must immediately make a DC 24 Fortitude 
  saving throw. On a failed save, the victim’s body is instantly 
  absorbed into the form of the charnel hound, healing the 
  charnel hound of points of damage equal to 3X  Hit Dice of the 
  victim. This effect kills the victim, and makes it difficult for his 
  companions to recover his body or equipment unless the 
  charnel hound is defeated and the proper body pulled from the 
  pile of resultant corpses. The save DC is Charisma-based. 
  Rend (Ex): A charnel hound that hits with both claw attacks 
  latches onto the opponent’s body and tears its flesh. This 
  automatically deals an extra 4d6 + 21 points of damage.  
  Aversion to Daylight (Ex): Charnel hounds loathe daylight. If 
  exposed to natural daylight (not merely a daylight spell), a 
  charnel hound takes a -4 penalty on all attack rolls, saving 
  throws, and skill checks. 
  Frightful Presence (Su): A charnel hound can inspire terror by 
  charging or attacking. Affected creatures must succeed on a DC 
  24 Will save or become shaken, remaining in that condition as 
  long as they remain within 60 feet of the charnel hound. The 
  save DC is Charisma-based. 
  Unholy Toughness (Ex): A charnel hound gains a bonus to its 
  hit points equal to its Charisma modifier X its Hit Dice. 
  *Includes adjustments for Power Attack feat. 
   
  ENCOUNTER 5 
   
   
   
   
  M A X I M I Z E D  I N F LI C T  S E R I O U S  W O U N D S  T R A P  CR  
  12 
  Description A 25-foot-by-25-foot room with two entrances. The 
  center square is occupied by a 5-foot high block of stone. 
  Carved on top of the stone are two images, a mailed hand 
  grasping 6 arrows and a flail. Once the flail is grasped and the 
  word “Hextor” is spoken, the doors of the room slam shut. 
  Each 5-foot square of the floor attacks the person occupying 
  it each round. 
  Search DC 32; Type magic 
  Trigger touch and command word, Init +6 
  Effect Maximized Inflict Serious Wounds (Atk +12 touch, 29 
  points of damage,  DC 19 Will halves, CL 11) 
  Duration 15 rounds 
  Destruction AC 22, 30 hp (each floor square) 
  Disarm Disable Device DC 31 (each floor square) 
  Dispel DC 22 (each floor square) 
   
  ENCOUNTER 7 
   
   
   
   
  M E R C I L E S S  C O R N U G O N,  C H A M P I O N  O F  H E X T O R  
  CR  13 
  Male human Cleric 8/Ordained Champion 5 
  LE Medium human 
  Init +5; Senses Listen +3, Spot +11 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 30, touch 19, flat-footed 29, (+1 Dex, +10 armor, +6 shield, +2 
  deflection, +1 natural) 
  hp 97.5 (13 HD) 
  Fort +15 , Ref +7 , Will +16  
  Speed 20 ft. in full plate (4 squares), base movement 30 ft. 
  Melee +3 flail +17/+12/+7 (1d8+5 B  20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11/+6/+1; Grp +13 
  Atk Options Smite (Destruction domain) (+4 atk, +8 dmg) 
  Special Actions Rebuke Undead 5/day 
  Combat Gear +1 ring of protection, +2 flail, +2 full plate 
  Cleric Spells Prepared (CL 11th): 
           6
  th -    Heal (1), Harm D 
          5
  th -    Righteous Might (1), Slay Living (1), Flame Strike D,      
  4th— Divine Power (1), Freedom of Movement (1), Delay Death 
  (1), Inflict Critical Wounds D  
       3rd— Bestow Curse (1), Blindness/Deafness (1), Cure Serious 
  Wounds (1), Inflict Serious Wounds (1), Invisibility Purge (1), 
  Magic Vestment D 
   2nd— Close Wounds (1), Bear’s Endurance (1), Cure Moderate 
  Wounds (1), Inflict Moderate Wounds (1). Silence (1)  Spiritual 
  Weapon , D 
  
  BIS7-05 Bastille 
   
  Page 32 
   1st—Cause Fear (2), Cure Light Wounds (1), Divine Favor (1), 
  Inflict Light Wounds (1), Protection From Good (1), Magic 
  Weapon D  
   0—Cure Minor Wounds (2), Detect Magic (1), Guidance (1), 
  Read Magic (1), Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction 
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 14  
  SQ Bonus domain, combat feats, continued advancement, 
  modified spontaneous casting, Diehard, smite, Channel 
  spell, divine bulwark, Fist of the gods, rapid spontaneous 
  casting, Holy warrior, war caster 
  Feats Martial Weapon Proficiency (flail), Weapon Focus (flail), 
  Shield Specialization, Shield Ward Divine Vigor  , Improved 
  Initiative  , Improved Smiting  , Diehard Power Attack  , 
  Sudden Widen   
  Skills  Concentration +18, Knowledge (religion) +16, Spot +11 
  Possessions combat gear plus anklet of translocation  
  Bonus Domain: If you are a cleric, you gain the War domain as 
  a third domain. If you already have the War domain, you can 
  instead choose any other domain granted by your deity as 
  your third domain. If you have no cleric levels, you can add 
  the War domain spells to your class spell list, but you do not 
  gain its domain ability or any extra spell slots for domain 
  spells. 
  Combat Feats: You can permanently sacrifice one or two of 
  your domain granted powers to acquire an equal number of 
  feats from the list of fighter bonus feats, as long as you meet 
  the prerequisites for them. You not sacrifice your War 
  domain ability for this purpose. You must choose whether or 
  not to make this exchange when you first become an 
  ordained champion, and you cannot later change your mind.  
  Continued Advancement: Levels in ordained champion stack 
  with levels of other appropriate classes for the purpose of 
  turning or rebuking undead, and for all level-dependent 
  domain granted powers. 
  Modified Spontaneous Casting (Ex): If you have cleric levels, 
  you lose the ability to spontaneously cast cure or inflict spells. 
  Instead, you can swap out previously prepared cleric spells 
  for any spells of equal or lower level from the War domain. 
  This alteration applies even to levels you gain as a cleric after 
  becoming an ordained champion.  
  If you are not a cleric, modified spontaneous casting does not 
  apply to you, even if you can spontaneously cast some other 
  kind of spell, such as summon nature's ally.  
  Diehard: At 2nd level, you gain Diehard as a bonus feat, even if 
  you lack the prerequisites. If you already have Diehard, you 
  can select any other feat for which you meet the 
  prerequisites as your bonus feat.  
  Smite (Su): At 2nd level, you can spend one daily use of your 
  turn/rebuke undead ability as a swift action to turn your next 
  melee attack into a smite. You gain a bonus equal to your 
  Charisma modifier on attack rolls, and you deal extra damage 
  equal to your total effective turning or rebuking level. Your 
  smite attack is not limited by alignment or race; you can 
  attempt to smite any foe. Except as noted here, this ability 
  functions like the paladin's smite evil ability (PH 44). 
  Channel Spell (Sp): At 3rd level, you can channel any spell you 
  have available to cast into your melee weapon. Doing so 
  requires a move action and uses up a prepared spell or spell 
  slot just as if you had cast the spell. The channeled spell 
  affects the next target you successfully attack with that 
  weapon, though saving throws and spell resistance still apply 
  normally. Even if the spell normally affects an area or is a 
  ray, it still affects only the target in this case. On a successful 
  hit, the spell is discharged from the weapon, which can then 
  hold another spell. You can channel your spells into only 
  one weapon at a time. A spell channeled into a weapon is lost 
  if not used within 8 hours.  
  Divine Bulwark (Sp): At 3rd level, you can sacrifice a prepared 
  spell or spell slot as a swift action to gain damage reduction. 
  The value of the damage reduction equals 1 + spell level 
  sacrificed, and it can be overcome by a chaotic-aligned strike. 
  Thus, a 3rd-level ordained champion who sacrificed aflame 
  strike spell would gain damage reduction 6/chaotic for 3 
  rounds. The damage reduction gained from multiple uses of 
  this ability does not stack. This protection lasts for a number 
  of rounds equal to your ordained champion level.  
  Fist of the Gods (Sp): At 4th level, you can sacrifice a prepared 
  spell or spell slot as a swift action to deal extra damage. 
  Doing so grants you a bonus equal to 1 + spell level sacrificed 
  on your damage rolls for melee attacks. This benefit lasts for 
  a number of rounds equal to your ordained champion level.  
  Rapid Spontaneous Casting (Ex): When you attain 4th level, 
  any spell from the War domain that you spontaneously cast 
  requires only a swift action if its normal casting time is no 
  more than 1 standard action, or a standard action if its 
  normal casting time is 1 full-round action. A spontaneous 
  spell that you modify with a metamagic feat requires only its 
  normal casting time rather than the extra time such a spell 
  normally requires.  
  Holy Warrior (Sp): At 5th level, you can spend one daily use of 
  your turn/rebuke undead ability as a swift action to king 
  your Wisdom into play in combat. For 5 rounds after you 
  activate this ability, you can use your Wisdom modifier in 
  place of your Strength modifier on attack rolls and damage 
  rolls.  
  War Caster (Ex): At 5th level, you gain a +2 bonus to your 
  effective caster level when casting spells that appear on the 
  War domain spell list. 
   
  S A D I S T I C  K Y T O N,  K N I G H T  O F  H A T E  A N D  D I S C O R D
   
  CR  13 
  Male human fighter 6/cleric 7 
  LE Medium human 
  Init +6; Senses Listen +11, Spot +11 
  Aura Aura of  Law, Aura of Evil 
  Languages Common 
  AC 18, 12 touch , flat-footed 16, (+2 Dex, +6 armor) 
  hp 106 (13 HD) 
  Fort +15 , Ref +9 , Will +13  
  Speed 30 ft. in chain shirt (6 squares), base movement 30 ft. 
  Melee +3 heavy flail +20/+15/+10 (1d10+12 B  17-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11/+6/+1; Grp +16 
  Atk Options Smite (Destruction domain) (+4 atk, +7 dmg) 
  Special Actions Rebuke Undead 2/day 
  
  BIS7-05 Bastille 
   
  Page 33 
  Combat Gear gauntlets of ogre power, +3 heavy flail, +2 mithril 
  chain shirt 
  Cleric Spells Prepared (CL 7th):     4
  th – Divine Power (1),  
  Inflict Critical Wounds D      3rd— Cure Serious Wounds (1), 
  Invisibility Purge (1), Magic Vestment D 
   2nd— Close Wounds (1), Bear’s Endurance (1) Death Knell (1),  
  Silence (1), Spiritual Weapon , D 
   1st—Cause Fear (2), Divine Favor (1), Doom (1), Protection 
  From Good (1), Magic Weapon D  
   0—Cure Minor Wounds (2), Guidance (1), Read Magic (1), 
  Resistance (1) 
  D: Domain spell. Deity: Hextor. Domains: War, Destruction   
  Abilities Str 21, Dex 14, Con 14, Int 8, Wis 16, Cha 8  
  Feats Endurance, Diehard, Martial Weapon Proficiency (heavy 
  flail), Weapon Focus (heavy flail)  Power Attack Improved 
  Initiative Extra Smiting Weapon Specialization (Flail, 
  Heavy) True Believer  , Cleave  , Power Critical  , Extra 
  Smiting  
  Skills  Listen +11, Spot +11 
  Possessions combat gear plus anklet of translocation , belt of one 
  mighty blow 
   
   
  
  BIS7-05 Bastille 
   
  Page 34 
  DM AID: MAP #1 – FORTRESS OF IMPREGNABLE MIGHT 
   
  
  BIS7-05 Bastille 
   
  Page 35 
  DM AID: MAP #2 – DUNGEON OF THE FORTRESS 
   
   
  
  BIS7-05 Bastille 
   
  Page 36 
  DM AID: NEW RULES 
  NEW FEATS 
  Divine Vigor [Divine] (Complete Warrior, page 108) 
  Prerequisites: Turn or rebuke undead ability. 
  Benefits: As a standard action, spend one of your turn or rebuke undead attempts to increase your base speed by 10 feet 
  and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma 
  modifier. 
   
  Extra Smiting [General]: (Complete Warrior, page 98) 
  Prerequisites: Smite ability, base attack bonus +4 
  Benefits: 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 the dead’s ability to smite undead, for example) 
  Special: You can take this feat multiple times. Its effects stack. 
   
  Sudden Widen [Metamagic] (Complete Arcane, page 83) 
  You can increase a spell's area without special preparation. 
  Benefit: Once per day, you can apply the effect of the Widen Spell feat to any spell you cast without increasing the 
  level of the spell or specially preparing it ahead of time. You can still use Widen Spell normally if you have it. 
   
  Power Critical [General] (Complete Warrior, page 103) 
  Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts. 
  Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. 
  Special: A fighter may select Power Critical as one of his fighter bonus feats. 
  You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same 
  weapon. If you take it with the same weapon, the effects of the feat stack. 
   
  True Believer [General] (Complete Divine, page 86)  
  Your deity rewards your unquestioning faith and dedication. 
  Prerequisite: Must choose a single deity to worship. Must be within one step of that god’s alignment. 
  Benefit: Once per day when you are about to make a saving throw you may declare that you are using this feat to gain a 
  +2 insight bonus on that saving throw. 
  This feat also allows you to use a relic (see relics, page 88 of Complete Divine) of the deity you worship. 
   
  Shield Specialization (Player’s Handbook II, page 82) 
  You are skilled in using a shield, allowing you to gain greater defensive benefits from it. 
  Prerequisites: Proficiency with shields 
  Benefit: Choose one type of shield from the following list: buckler, heavy, or light. When using a shield of the 
  appropriate type, you increase its shield bonus to AC by 1. 
  Special: You can take this feat more than once. Each time you select it, choose a different type of shield. A fighter can 
  select Shield Specialization as one of his fighter bonus feats. 
   
  Shield Ward (Player’s Handbook II, page 82) 
  You use your shield like a wall of steel and wood. When an opponent attempts to draw in close to you, your shield forces 
  him away or ruins his attacks. 
  Prerequisites: Proficiency with shields, Shield Specialization 
  Benefit: You apply your shield bonus to your touch AC and on checks or rolls to resist bulls rush, disarm, grapple, 
  overrun, or trip attempts against you. 
  Special: A fighter can select Shield Ward as one of his fighter bonus feats. 
  
  BIS7-05 Bastille 
   
  Page 37 
  Improved Smiting (Complete Divine, page 82) 
  Your smite attacks deal more damage to specifi c foes, and can damage creatures with alignment-based damage 
  reduction. 
  Prerequisites: Cha 13, smite ability. 
  Benefit: Whenever you make a smite attack, your attack overcomes damage reduction as if had an alignment, and you 
  deal an extra +1d6 points of damage to targets of a specific alignment. If the smite attack has an alignment associated 
  with it, it deals its extra damage to foes of that alignment and it is treated as having the opposite alignment for 
  overcoming damage reduction. For example, a paladin’s smite evil attacks are treated as having the good alignment and 
  deal +1d6 damage to evil targets, while a blackguard’s smite good attacks are treated as having the evil alignment and 
  deal +1d6 damage to good targets. If the smite attack has no alignment associated with it, you must choose an alignment 
  component (chaotic, evil, good, or lawful) when you select the feat. Your smite attacks overcome damage reduction as if 
  they had that alignment, and deal +1d6 points of damage to foes of the opposite alignment. For example, a lawful 
  neutral cleric of St. Cuthbert with the Destruction domain who selected this feat must choose for his smite attacks to be 
  lawfully aligned (and these attacks would deal +1d6 points of damage to chaotic targets). A lawful evil cleric of Hextor 
  with the Destruction domain could choose to have his smite attacks be lawfully or evilly aligned (and these attacks 
  would deal +1d6 points of damage to chaotic targets or to good targets, respectively). You can’t choose an alignment 
  component that isn’t part of your alignment, and once this choice is made, it can never be changed. If you later change 
  alignment so that the chosen alignment component is no longer part of your alignment, you lose the benefits of this 
  feat.  
   
  Special: If you have the smite ability from more than one class, the effect of the feat applies to all your smite 
  abilities, and it is possible to select different alignments for each (as long as the alignments chosen are legal selections). 
  For example, a paladin/cleric with the Destruction domain must choose good for his smite good ability, but could 
  choose law for his smite domain power. 
   
  NEW ITEMS 
  Anklet of Translocation (Magic Item Compendium, page 71) 
   
  An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly 
  teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can’t 
  use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object - if you attempt 
  to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t 
  bring another creature with you. An anklet of translocation functions two times per day. 
   
  Moderate conjuration; CL 7
  th; Craft Wondrous Item, dimension door; Price 1,400 gp; Weight - 
   
  Belt of One Mighty Blow (Magic Item Compendium, page 74) 
   
  Activating a belt of one mighty blow grants extra damage on your next melee attack made before the end of your 
  turn. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage, 
  and a two-handed weapon deals an extra 3d6 points of damage. Faint transmutation; CL 5
  th; Craft Wondrous Item, bull’s 
  strength; Price 1,500  gp; Weight 1 lb. 
   
  NEW SPELLS 
   
  Delay Death (Spell Compendium, page 63) 
  Necromancy 
  Level: Clr 4 
  Components: V, S, DF 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  
  BIS7-05 Bastille 
   
  Page 38 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, 
  the normal limit of -9 hit points before a character dies is extended without limit. A condition or spell that destroys 
  enough of the subject’s body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as 
  does death brought about by ability score damage, level drain, or a death effect. The spell does not prevent the subject 
  from entering the dying state by dropping to -1 hit points. It merely prevents death as a result of hit point loss. If the 
  subject has fewer that -9 hit points when the spell’s duration expires, it dies instantly. 
   
  Close Wounds (Spell Compendium, page 48) 
  Conjuration (Healing) 
  Level: Clr 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell cures 1d4 points of damage +1 point per caster level (maximum +5). If you cast this spell immediately 
  after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to 
  -10 hit points, for example, leaving the character at negative hit points, but stable. Used against an undead creature, 
  close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).  
   
  NEW CLASSES 
   
  ORDAINED CHAMPION 
  Steeped in a tradition older than most religions, the ordained champions stride through the chaotic fog of violence and 
  bloodshed. Driven by a zealous devotion to Herald of Hell, and to war itself—these harbingers of death and destruction 
  are schooled in techniques of divine magic that enhance their combat capabilities far beyond those of mere soldiers.  
   
  The ordained champion is an ancient creation of Hextor, so old that it predates the final schism between the 
  Herald of Hell and his half-brother, Heironeous the Invincible. Although ordained champions are known primarily as 
  servants of Hextor, some tiny fraction do indeed serve the Invincible One instead. Heironeous's ordained champions 
  are treated and act much like his paladins; thus, the details presented here for organization and attitude apply primarily 
  to Hextor's champions.  
  BECOMING AN ORDAINED CHAMPION  
  Clerics make the best and most effective ordained champions. Paladins and paladins of tyrannyUA, as well as favored 
  souls™ and shugenjasCD, occasionally follow this path as well. None but the cleric can receive the full benefit of the 
  prestige class, however. 
  ENTRY REQUIREMENTS  
  Alignment: Any lawful, neutral good, or neutral evil. Skill: Knowledge (religion) 7 ranks. Feat: Weapon Focus with 
  deity's favored weapon. Spellcasting: Able to cast magic weapon as a divine spell. Special: Must worship Hextor or 
  Heironeous. 
   
   
   
  BAB 
  Fort 
  Ref 
  Will 
  
  BIS7-05 Bastille 
   
  Page 39 
  Level 
  Bonus Save 
  Save 
  Save 
  Special  
   
   
  Spellcasting 
  1
  st  
  +1 
  +2 
  +0 
  +2 
  Bonus domain, combat feats, 
  - 
   
   
   
   
   
   
  continued advancement, modified spontaneous casting 
  2
  nd  
  +1 
  +3 
  +0 
  +3 
  Diehard, smite 
   
   
  +1 level of existing divine class 
  3
  rd  
  +3 
  +3 
  +1 
  +3 
  channel spell, divine bulwark 
  +1 level of existing divine class 
  4
  th  
  +4 
  +4 
  +1 
  +4 
  Fist of the gods, rapid spontaneous casting 
  - 
  5
  th  
  +5 
  +4 
  +1 
  +4 
  Holy warrior, war caster 
   
  +1 level of existing divine class 
   
  CLASS FEATURES  
  Your entire being is devoted to war—war in the name of your deity, war in the name of your favored cause, even war in 
  the name of war itself. Your focus on warfare has slowed your spellcasting advancement, but the wide variety of martial 
  powers you have gained has more than made up for that lack.  
  Spellcasting: At 2nd, 3rd, and 5th level, you gain new spells per day and an increase in caster level (and spells known, if 
  applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the 
  prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had 
  more than one divine spellcasting class before becoming an ordained champion, you must decide to which class to add 
  each level for the purpose of determining spells per day, caster level, and spells known.  
  Bonus Domain: If you are a cleric, you gain the War domain as a third domain. If you already have the War domain, 
  you can instead choose any other domain granted by your deity as your third domain. If you have no cleric levels, you 
  can add the War domain spells to your class spell list, but I you do not gain its domain ability or any extra spell slots for 
  domain spells.  
  Combat Feats: You can permanently sacrifice one or two] of your domain granted powers to acquire an equal number 
  of feats from the list of fighter bonus feats, as long as you meet I the prerequisites' for them. You may not sacrifice your War 
  domain ability for this purpose. You must choose whether or not to make this exchange when you first become an 
  ordained champion, and you cannot later change your mind.  
  Continued Advancement: levels in ordained champion stack with levels of other appropriate classes for the purpose 
  of turning or rebuking undead, and for all level-dependent domain granted powers.  
  Modified Spontaneous Casting (Ex): If you have cleric levels, you lose the ability to spontaneously cast cure or inflict 
  spells. Instead, you can swap out previously prepared cleric spells for any spells of equal or lower level from the War 
  domain. This alteration applies even to levels you gain as a cleric after becoming an ordained champion.  
  If you are not a cleric, modified spontaneous casting does not apply to you, even if you can spontaneously cast some 
  other kind of spell, such as summon nature's ally.  
  Diehard: At 2nd level, you gain Diehard as a bonus feat, even if you lack the prerequisites. If you already have Diehard, 
  you can select any other feat for which you meet the prerequisites as your bonus feat.  
  Smite (Su): At 2nd level, you can spend one daily use of your turn/rebuke undead ability as a swift action to turn your 
  next melee attack into a smite. You gain a bonus equal to your Charisma modifier on attack rolls, and you deal extra 
  damage equal to your total effective turning or rebuking level. Your smite attack is not limited by alignment or race; you 
  can attempt to smite any foe. Except as noted here, this ability functions like the paladin's smite evil ability (PH 44).  
  Channel Spell (Sp): At 3rd level, you can channel any spell you have available to cast into your melee weapon. Doing 
  so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell 
  affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply 
  normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful 
  hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only 
  one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours.  
  
  BIS7-05 Bastille 
   
  Page 40 
  Divine Bulwark (Sp): At 3rd level, you can sacrifice a prepared spell or spell slot as a swift action to gain damage 
  reduction. The value of the damage reduction equals 1 + spell level sacrificed, and it can be overcome by a chaotic-
  aligned strike. Thus, a 3rd-level ordained champion who sacrificed aflame strike spell would gain damage reduction 
  6/chaotic for 3 rounds. The damage reduction gained from multiple uses of this ability does not stack. This protection 
  lasts for a number of rounds equal to your ordained champion level.  
  Fist of the Gods (Sp): At 4th level, you can sacrifice a prepared spell or spell slot as a swift action to deal extra damage. 
  Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts 
  for a number of rounds equal to your ordained champion level.  
  Rapid Spontaneous Casting (Ex): When you attain 4th level, any spell from the War domain that you spontaneously 
  cast requires only a swift action if its normal casting time is no more than 1 standard action, or a standard action if its 
  normal casting time is 1 full-round action. A spontaneous spell that you modify with a metamagic feat requires only its 
  normal casting time rather than the extra time such a spell normally requires.  
  Holy Warrior (Sp): At 5th level, you can spend one daily use of your turn/rebuke undead ability as a swift action to 
  king your Wisdom into play in combat. For 5 rounds after you activate this ability, you can use your Wisdom modifier 
  in place of your Strength modifier on attack rolls and damage rolls.  
  War Caster (Ex): At 5th level, you gain a +2 bonus to your effective caster level when casting spells that appear on the 
  War domain spell list. 
   
   
   
  
  BIS7-05 Bastille 
   
  Page 41 
  PLAYER HANDOUT #1 REPORT TO FIELD MARSHAL VALISERAT 
   
  Sir, 
   
  “What value would a victory over Ket be, if we returned to a Bissel 
  torn apart by internal forces?” 
   
  These were your words to me before I departed. I keep them in mind as 
  I travel through the March, looking for threats to internal security. 
  For 
  the 
  first 
  few 
  weeks, 
  everything 
  appeared 
  normal. 
  Farmers 
  complaining that they were being overworked, merchants profiteering in 
  a war economy. In short, business as usual. I did receive a discreet 
  message from what I suspect to be a Mist Chameleon agent, warning me 
  to leave the information gathering to the professionals. Be advised 
  that you may have to deal with the political ramifications of me 
  “poking my nose where it doesn’t belong”. I was nearing the end of my 
  tour, ready to head back to the Ket front, when I was attacked on the 
  road. Passing a peasant’s graveyard, a dozen skeletons erupted from 
  the ground. Commanding them was a man wearing an unusual suit of iron 
  scale armor, decorated in skulls. The two privates you assigned to me 
  as guards fought valiantly, they held back the skeletons as I fought 
  and defeated this dark cleric. Unfortunately, their wounds were mortal 
  and they died soon after. I recommend a posthumous military 
  commendation and promotion to corporal be sent to their families. Upon 
  searching my mysterious assailant, I found a shocking and disturbing 
  missive, which I am attaching to this report. It mentions a location 
  called the “Bastion” or “Bastille”. It also refers to the Knights of 
  the Watch and the “Knights of Hate and Discord”. As the barony of 
  Swordfields was nearby, I decided to consult with the Baroness Elina 
  Luchelyn. Lady Elina was livid when she read the message. She 
  explained that the Bastion of Impregnable Might was a Knights of the 
  Watch fortress that was thought to have been destroyed in the Greyhawk 
  Wars. To learn that it had survived was shocking. To know that it is 
  being used by a previously unknown group so hostile to the Knights of 
  the Watch is an insult that cannot be allowed to continue. As the 
  ranking Knight of the Watch in Bissel, she feels that she must 
  investigate this matter personally. She assembled a small strike force 
  and set out immediately. She is allowing me to accompany her so that I 
  may report to you any threats to our national security. Hopefully the 
  Knights of the Watch can deal with this situation quickly and 
  efficiently. I will send a follow-up report as soon as our mission to 
  this “Bastille” is complete. 
   
  -Captain Chalice Besselar 
   
  
  BIS7-05 Bastille 
   
  Page 42 
  PLAYER HANDOUT #2 MISSIVE FOUND ON DARK CLERIC 
   
  My lord, 
   
  Everything is proceeding on schedule. The experiments of the 
  Malevolent Gelugon have been successful. He has created a 
  full platoon and wishes to lead them in the field exercises 
  to gauge their effectiveness. If he achieves the expected 
  results, he will require additional resources in order to 
  mass produce his combat optimized undead and construct army. 
  Any undead creations that are discovered before we have 
  mustered our full force will be written off as leftovers 
  from the era of the necromancer. I find it deliciously 
  ironic that this band of thugs calling themselves the 
  “Knights of the Watch” can be so blind to events happening 
  right under their arrogant, upturned noses. The fact that we 
  have their precious “Bastion” as a base of operations will 
  make their eventual defeat that much more satisfying. 
  Your insight into their operating procedures has been 
  invaluable. Most of my forces are out in the field, 
  disrupting their communications and infiltrating their 
  ranks. Only myself and the Sadistic Kyton remain on base. At 
  the appointed time, our units will be recalled. Augmented by 
  the forces of the Malevolent Gelugon, we shall strike a 
  crippling blow to Bissel, then spread throughout the 
  Sheldomar. 
   
   
  By my hand, 
   
  The Merciless Cornugon Hadraes 
  Knight of Hate and Discord 
  The “Bastille” 
  
  BIS7-05 Bastille 
   
  Page 43 
  PLAYER HANDOUT #3 – LETTER TO THE CHOSEN 
  Champion, 
   
   
   
  As directed I have maintained this location as a suitable fortress. I have 
  begun the raids on the command staff of the Bissel Military however they are 
  heavily guarded and so far have been consistently rebuked. This failure on my 
  part may be inexcusable, however, I will point out my formal objections to 
  these orders when received. 
   
  My experiments with the undead and constructs have gone well. The blood 
  hulks are a menacing force and will do well as shock troopers. Their imposing 
  bulk also provides a great deal of cover for more intelligent and efficient 
  forces. Unfortunately their bulk is also their undoing and they seem to loose 
  a great deal of blood when hit. 
   
  Finally I wish to point out I have found a vial of Meersalm in the old 
  chapel here. I’ve instilled a malign force to corrupt this symbol of Heironean 
  faith. Unfortunately, it has not yet taken hold and may be driven out by the 
  channeling of positive energy in any of its many varied forms. As a result I 
  am keeping it hidden in a small nook behind the Tyrant’s Fist on the wall of 
  that room. I mention this because I will soon need to leave here and my 
  replacement should be made aware of it. 
   
  My allegiance to the cause, 
  The Malevolent  Gelugon 
   
   
   
  
  BIS7-05 Bastille 
   
  Page 44 
  CRITICAL EVENT SUMMARY: BIS7-05 BASTILLE 
  If you run this event in November or December of 2007, please e-mail the results from this sheet to a member of the 
  Bissel Triad by January 1
  st, 2006, or have the Senior DM of your event do so. 
   
  1. Did the PCs defeat the Merciless Kornugon Hadraed? 
  Yes 
  No 
   
   
   
   
   
   
  2. Did the PCs free the lamp? 
  Yes 
  No 
   
   
   
   
   
   
  3. Did the PCs retrieve the Meersalm? 
  Yes 
  No 
   
  If so, did they cast out the demon? 
   
   
  Yes 
   
   
  No 
   
   
  4. Were any of the PCs Knights of the Watch/Dispatch 
  Yes 
  No 
   
  If so, how many? 
   
   
   
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange 
  occurrences, results that may not fit the above, etc): 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS7-05 Bastille (3E).pdf