TEXT:  
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at jay@viceandvillainy.org.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  BIS6-03 
   
   
   
   
  Back Taxes 
  A One-Round D&D® LIVING GREYHAWKTM  
  Bissel Regional Adventure 
  Version 1.0 
   
  by Don Walker and Jay Babcock 
   
  Reviewer: Bissel Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Crystal Babcock, Gabe Bonder, Phil Bonder, Lee Burton, and Jon Sedich 
   
   
   
  A clerk at the Department of Tax Collection has discovered that the makers of Barrier Brew haven’t paid their taxes in 
  years. During the Ketite occupation records were misplaced and this oversight is just now coming to light. How will the 
  Medigkin clan react to this news? How will you fair as a tax collector? A Bissel regional adventure for APLs 2-12, and 
  Part 3 of the Rebuilding the March series. 
   
   
   
  
   
  BIS6-03 Back Taxes 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
   
  BIS6-03 Back Taxes 
   
  Page 2 
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set 
  in Bissel.  Characters native to Bissel pay one Time Unit 
  per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  In CY 591 a group of adventurers were instrumental 
  in quelling a civil war among the Dwarves of Medig’s 
  Hill, makers of Barrier Brew. In so doing, the adventurers 
  were able to deliver the much needed Barrier Brew to the 
  Pick and Shovel, a tavern in Ebbernant, just in time for 
  Brewfest. 
  Since that time the Dwarves have been able to 
  expand their distribution of Barrier Brew throughout 
  Bissel and beyond. It seems the adventurers who helped 
  the Dwarves fancied the dark, bitter beer and asked for it 
  wherever they went. Barrier Brew is no longer a local 
  micro-brew found only in Ebbernant. The dwarves of 
  Medig’s Hill, clan Medigkin, have grown very wealthy 
  from their endeavors. 
  Before the occupation by Ket, taxes were collected 
  annually from the dwarves of Medig’s Hill. Their mining 
  and brewing operations provided a reasonable profit from 
  which taxes were paid. But during the occupation, tax 
  records were lost and no one has been sent out to Medig’s 
  Hill in years. 
  With the move of the Bissel government back to 
  Thornward a clerk at the Department of Tax Collection 
  has found some old tax records, leading to the discovery 
  that the dwarves of Medig’s Hill owe Bissel years and 
  years of back taxes.  
  ADVENTURE SUMMARY 
  The PCs respond to a request for help from the 
  Department of Tax Collection. They are briefed on the 
  situation, sworn in as officials, and sent on their way. 
  The trip to Medig’s Hill is filled with interesting 
  events: They find a forgotten wayside shrine in the 
  mysterious forests of Nightwatch, they encounter some 
  trolls guarding a river bridge, and they pay a visit to the 
  Pick and Shovel tavern. 
  Arriving at the dwarven halls, they find the doors 
  locked. They wait out their time with the monks of the 
  Medig’s Hill Monastery. 
  Entering Medig’s Hill, they find the dwarves in the 
  middle of choosing a new leader. They may even be able 
  to influence the outcome. 
  The return trip is quiet until they reach the 
  Nightwatch forests, where the caravan is attacked by 
  unusual animals. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
   
  BIS6-03 Back Taxes 
   
  Page 3 
  Introduction: Why Don’t You Get a Job? 
  Estimated Time: 15 minutes 
  While in Thornward, the PCs learn of a job at the 
  Department of Tax Collection. They are sworn in as tax 
  collectors and given the task of collecting back taxes from 
  the Dwarves of Medig’s Hill. 
  Encounter 1: A Familiar Thornward Patrol 
  Estimated Time: 5 minutes 
  The PCs encounter a roving Nightwatch patrol in 
  Thornward. 
  Encounter 2: The Sound of Silence 
  Estimated Time: 10 minutes 
  Only a few days outside Thornward, the PCs stop at 
  an eerie wayside clearing, possibly finding a lost shrine to 
  Fharlanghn. 
  Encounter 3 A Bridge over Troubled Water 
  Estimated Time: 30 minutes 
  The PCs encounter a Troll Booth at the stone bridge 
  over the Realstream, and must deal with the inhabitants. 
  Encounter 4: On the Road Again 
  Estimated Time: 15 minutes 
  The PCs make their way to Dountham and then 
  Ebbernant. They reach the Pick and Shovel in time for 
  dinner and a song. 
  Encounter 5: Behind Closed Doors 
  Estimated Time: 5 minutes 
  Reaching Medig’s Hill by mid-afternoon, the PCs 
  find the entrance to the dwarven stronghold locked up 
  tight. 
  Encounter 6: The Wind Beneath My Wings 
  Estimated Time: 15 minutes 
  The PCs visit the Monks of Medig’s Hill and find an 
  alternative way into the dwarven fortress. 
  Encounter 7: It’s Five O’clock Somewhere 
  Estimated Time: 10 minutes 
  The PCs gain entrance to the Dwarves stronghold 
  and can join in a drinking contest to determine the leader 
  of the clan for the next five years. 
  Encounter 8: Breakin’ the Law 
  Estimated Time: 15 minutes 
  The PCs meet the new leader of Medigkin clan, 
  whom is inclined to pay the taxes. The PCs negotiate for 
  payment of the back taxes. 
  Encounter 9: Standing Tall 
  Estimated Time: 15 minutes 
  The PCs meet the new leader of Medigkin clan, 
  whom doesn’t want to pay the taxes. The PCs negotiate 
  for payment of the back taxes. 
  Encounter 10: Dire Straights 
  Estimated Time: 45 minutes 
  The caravan is attacked by dire animals during the 
  night. A teamster is carried off into the woods. 
  Encounter 11: Mama, Don’t Let Your Babies 
  Grow Up To Be Dire Squirrels 
  Estimated Time: 40 minutes 
  Following the animals’ tracks, the PCs encounter a 
  much more vicious creature deeper in the woods. 
  Conclusion: The Boys Are Back In Town 
  Estimated Time: 5 minutes 
  The PCs catch up to the wagons and return with 
  them to Thornward. 
  PREPARATION FOR PLAY 
  This is a role-play heavy adventure. It is important 
  that you pay attention to the flow of time, so that you will 
  have enough time to complete the entire scenario. As 
  well, some role-play sections may appeal differently to 
  particular players. Feel free to place different emphasis 
  on different encounters to accommodate them. 
  Some sections will be of particular interest to players 
  that took part in BIS1-08 Barrier Brew. Knowing this bit of 
  information may help you know what sections to put 
  emphasis on, to get the best response from them. 
  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: WHY DON’T 
  YOU GET A JOB? 
  Estimated Time: 15 minutes 
  This adventure begins on the 10th day of Wealsun CY 
  596, in the capital city of Thornward. 
  A traditional Istan proverb is carved into the 
  façade of the otherwise unadorned High Temple in 
  Thornward: “The waves will come and go, but the 
  pond remains unmoved.” 
  The early months of CY 596 have brought with 
  them an air of rebirth, as the chaotic waves of recent 
  history have begun to settle out across the March. 
  The government has made great strides towards 
  restoring stability, relocating the capital to the 
  ancient metropolitan cliffs of Thornward and 
  petitioning to join the Court of the Land. For the 
  most part, the citizenry of Bissel seems complacent, 
  with a few exceptions highlighting a desire for 
  progress: The barony of Kynneret was embroiled in 
  tense riots, until a new Baroness was appointed to 
  fill the vacant seat. Further north, tales have 
  
   
  BIS6-03 Back Taxes 
   
  Page 4 
  surfaced of conflicts between Great Army soldiers 
  and refugees, displaced from the regions torn 
  asunder in the later days of the war. 
  The PCs may wish to gather some information and 
  rumors before beginning the adventure. The following 
  are rumors they can pick up with a Gather Information 
  check that beats the DC listed. The truth or falsehood of 
  each rumor will be revealed with the passage of time. 
  DC 15 
  • 
  Following the fall of Evard, the Bissel government 
  has rapidly moved the capital back to the city of 
  Thornward. 
  • 
  Many of Evard’s agents escaped from Thornward, 
  and are living among the common citizenry. All 
  spellcasters are required to sign an Oath of Loyalty, 
  stating that they are not necromancers. 
  DC 20 
  • 
  Thornward Keep is being repaired extraordinarily 
  quickly. Full effort is being made to restore the 
  capital to its former glory. 
  • 
  The government received a delegation from the 
  Court of the Land in the first few months of the year. 
  The ball was attacked by a horde of undead creatures. 
  The motive is still unknown. 
  • 
  The Barony of Nightwatch has grown thick, 
  primeval forests in the span of a few short months. 
  This is clearly not natural. 
  • 
  A number of citizens have contracted some 
  unknown malady – they’ve developed odd black 
  marks on their skin, and several have died. 
  Accusations are flying that it is some sort of mishap 
  that occurred while messing around with forbidden 
  magic during Evard’s reign. 
  DC 25 
  • 
  A number of vicious animal attacks have been 
  reported in the Nightwatch forests in the last few 
  months. 
  • 
  Lady Constance Lendel was appointed as the new 
  baroness of Kynneret. This comes immediately after 
  her husband died in suspicious circumstances. 
  • 
  Several large refugee settlements have sprung up in 
  northern Bissel. There have been reports of tense 
  conflict with Great Army patrols. 
  DC 30 
  • 
  Many of the Barons would like to seize the vacant 
  Margrave’s seat, which will be voted upon at the next 
  Council in Sunsebb of CY 596. The wheels of politics 
  have already begun turning, though no one can 
  predict who will come out on top. 
  When they are finished with rumors, continue: 
  The early summer sun pours down upon the 
  cobblestones of Thornward as you make your way 
  through the streets of the capital. All about you are 
  the lingering signs of reconstruction and the 
  prospect of work seems likely. 
  Earlier in the day, you spotted a notice tacked to 
  the wall of the Cock and Bull Tavern. “Seasoned 
  Adventurers Needed”, the notice read. “Apply in 
  person, Department of Tax Collection.” You read the 
  rest of the notice, noticed the words ‘travel’ and 
  ‘heroic’ and ‘Barrier Brew’, and knew that this could 
  be the job for you. 
  The directions on the advertisement take you to 
  the central square of Thornward, towards one of the 
  many 
  large 
  municipal 
  buildings 
  that 
  flank 
  Thornward Keep. Arriving at an office on the 3rd 
  floor, you are directed to a waiting room. It looks 
  like you’re not the only one who read the notice, as a 
  small crowd is already present. 
  After a short wait, an impeccably-dressed 
  woman enters, pen and ledger in hand, and begins 
  interviewing each of you on your exploits and 
  qualifications. 
  At this point, allow the PCs a few moments to briefly 
  introduce themselves to each other. When they are 
  finished, continue: 
  One of your colleagues is in the middle of 
  recounting an anecdote from his adventuring career 
  when a booming voice issues from the next room. 
  “Anise!? Are you finished with those candidates, 
  yet?” 
  Your interviewer curses under her breath, and 
  quickly scans her list before pointing to several 
  individuals around the room. 
  “You… and you. Let’s go…” Finally, she points at 
  you. “And you, one more. Hurry, now!” 
  Entering the interior office, you see a rotund, 
  red-faced man with a thick, waxed moustache. He is 
  standing behind a desk glowering at the woman. 
  “Are these them!?! Hrmph. Very well. Close the 
  door on your way out!” 
  If the PCs played BIS6-02 Seeking Refuge, they 
  recognize this man as Colin Aurus, their employee from 
  that adventure. 
  The woman leaves and gently closes the door. 
  With an exasperated sigh, Colin Aurus collapses 
  into a chair that threatens to crumple with every 
  squeak. 
  “Now 
  then, 
  I 
  am 
  Colin 
  Aurus, 
  CHIEF 
  Undersecretary to the Minister of the Exchequer. It 
  would seem that you are the best of the best… at 
  
   
  BIS6-03 Back Taxes 
   
  Page 5 
  whatever it is that people like you do. However, I 
  must tell you upfront that I wary of using 
  “outsiders” on such a sensitive matter. Never the 
  less, it seems I must - so here is what we want from 
  you. 
  I’m sure you all know of the Medig’s Hill 
  dwarves, makers of Barrier Brew. Well, with our 
  move to Thornward, we’ve been airing out some of 
  our dustier records… and come to find out, the beer 
  masters haven’t paid taxes for many years now. 
  The sale of Barrier Brew has become quite 
  substantial and the reconstruction of Thornward 
  grows more costly every month. We’d like you to 
  travel to Medig’s Hill as representatives of the 
  Exchequer and collect some back taxes. We’ve 
  calculated that five wagon loads of gold ingots 
  should just about cover what the dwarves owe – 
  compounding interest, late charges, and various fees 
  of course. We will provide wagons, work horses, and 
  handlers… you just need to get them there, collect, 
  and return. 
  We’d appreciate it if you could resolve this 
  matter quickly – you know, before certain 
  undesirable groups learn of this. Discretion is of 
  utmost 
  importance. 
  We 
  don’t 
  want 
  any… 
  complications. 
  Do you think you can accomplish this?” 
  The undersecretary can relate the following 
  information, if questioned: 
  • 
  The Department will pay the PCs 50 gp each, upon 
  successfully returning with the due back taxes.  
  • 
  The project to restore Thornward as capital of the 
  March needs the funds to continue. 
  • 
  The Department has not been in touch with the 
  dwarves, yet. 
  • 
  The handlers that the Department will provide are 
  not experienced adventurers. If they were, the 
  department wouldn’t need the PCs. 
  Once the PCs agree to take on the task, continue: 
  Colin Aurus looks moderately pleased. 
  “Good. Now I’ll just need to swear you in as 
  temporary tax collectors. Please raise your right 
  hand and repeat after me: 
  I, state your name… swear by, ah, whatever god 
  you people believe in… that I will faithfully, swiftly 
  and accurately…carry out the duties assigned to 
  me…by the Exchequer of Bissel… on this 10th day 
  of Wealsun. 
  Colin gestures for you to lower your hand. He 
  continues, “By the power vested in me, I now declare 
  you temporary tax collectors of the Department of 
  Tax Collection.” 
  He hands you your traveling papers and bids 
  you profitable endeavors. 
  Give the party Player Handout #1 – Notice of 
  Assessment. 
  Once the PCs are done speaking with Colin, 
  continue with Encounter 1. 
  All APLs 
  � Anise: Female human Com1 (Bluff +0, Sense 
  Motive +2); AL LG. 
  � Chief Undersecretary Colin Aurus: Male 
  human Ari4 (Bluff +2, Sense Motive +1); AL LN. 
  ENCOUNTER 1: A FAMILIAR 
  THORNWARD PATROL 
  Estimated Time: 5 minutes 
  You and your group leave the government 
  complex. As you make your way across the central 
  square you note a curious group of figures 
  approaching from the other end. They are a group of 
  Bissel soldiers; at their head is a young captain in 
  white clerical robes with gold trim. Clutching a 
  pendant shaped like a face in a sunburst, the priest 
  utters an incantation and begins to stare intently at 
  the nearby buildings. 
  If the PCs can succeed at a Knowledge [religion] 
  check (DC 10) they can identify Pelor as a Flan deity of 
  the sun, healing, and strength. Known as the Sun Father, 
  his clerics are popular as healers and undead hunters. His 
  faith is popular ever since the Insurrection, when Evard’s 
  necromancers attacked Bissel. 
  This is a patrol of Bissel soldiers who have been 
  empowered to act as peacekeepers within the city of 
  Thornward. Leading this patrol is a member of the 
  Nightwatch, a group dedicated to hunting and destroying 
  undead.  
  PCs who succeed at a Spellcraft check (DC 16) will 
  recognize that the priest has cast a detect undead spell and 
  is scanning the nearby buildings. As the PCs are about 40 
  feet away from the patrol, the priest will scan them also. 
  If any PC detects as undead or carries an item with them 
  that detects as undead, read of paraphrase the following: 
  The captain’s gaze lingers on you for a moment, 
  and by the look on his face you know that his spell 
  has found something about you he dislikes. “Stop 
  right there,” he cries out – and he and his men begin 
  to approach. When the patrol is close enough, the 
  priest speaks to you. “In the name of the laws of 
  Thornward, I charge you to answer truthfully! How 
  long have you been in the necromancer’s service?”  
  
   
  BIS6-03 Back Taxes 
   
  Page 6 
  Roleplay the stern questions of the Nightwatch 
  patrol leader, but the patrol leader will be both forgiving 
  and understanding if the PC explains that he has 
  acquired an undead aura as a “scar” in the cause of 
  fighting evil.  
  As the questioning occurs, a paladin in the patrol 
  will use his detect evil spell-like ability to scan the PCs. 
  Any PC who detects as evil or carries items that detect as 
  evil will be questioned. Treat this the same as if the PC 
  detected as undead.  
  Finally, any arcane casters will be asking to provide 
  proof of their registration. Any PC with levels in an 
  arcane casting class must present the judge with a signed 
  “Oath of Loyalty” Bissel regional document. Those that 
  refuse or have no “Oath of Loyalty” will be punished 
  accordingly: 1st offense – 25 gp fine and 1 TU in the 
  stocks. 2nd offense – 50 gp fine and 2 TU in the stocks. 
  3rd offense – loss of 50% of total character wealth and 12 
  TU imprisonment and interrogation on the PC's possible 
  connections to Evard. Judges should record the 
  infraction in the play notes section of the AR.  
  If no PC detect as undead or evil, the patrol will 
  greet the PCs amiably. Then they will ask arcane casters 
  for their proof of registration.  
  When the PCs are done interacting with the patrol, 
  continue with Encounter 2. 
  All APLs 
  � Nightwatch Captain: Male human Clr9 (Bluff 
  +3, Sense Motive +7); AL NG. 
  � Nightwatch Paladin: Male human Pal4 (Bluff 
  +4, Sense Motive +10); AL LG. 
  � Nightwatch Patrolmen (6): Male or female 
  human War1 (Bluff +0, Sense Motive +0); AL NG. 
  ENCOUNTER 2: THE SOUND 
  OF SILENCE 
  Estimated Time: 10 minutes 
  Outside of the government complex, a number 
  of wagons are being assembled and supplied. A 
  teamster estimates that the caravan will be prepared 
  within an hour. 
  The PCs have an hour to make any special 
  preparations. If they wish to purchase equipment or 
  services, they are in luck – Thornward is the heart of 
  trade in the March. They can purchase anything from the 
  following PHB tables: Table 7-3: Trade Goods, Table 7-5: 
  Weapons (small & medium sized), Table 7-6: Armor and 
  Shields, Table 7-8: Goods and Services (except they can’t 
  have spells cast by NPCs). They may purchase any potion, 
  oil, or scroll from the DMG Tables 7-17, 7-23, or 7-24 with 
  a market price of 750 gp or less, and any standard spell 
  components up to 2000 gp in value.  
  Once they have made any preparations, continue: 
  When you return, the caravan is prepared and 
  waiting. A number of mounts have been prepared 
  for those that need them. Climbing atop his own 
  horse, the wagon master leads you out through the 
  Watchtower Gate. Within minutes, you are on your 
  way. 
  At this point, ask the PCs what their nightly watch 
  schedule will be (i.e. who will stay awake and on guard 
  duty, while the others sleep). Record this information, as 
  it will come into play in Encounter 10. 
  The wagons each come with a teamster and two 
  mules. On the way to Medig’s Hill they each hold ten 
  empty barrels and have a canvas covering. 
  The rest of the day passes quickly. You travel 
  west through the lowlands of the Fals river valley, 
  along the Ward Way towards Dountham. 
  As the sun creeps low on the horizon, you leave 
  the valley and enter the plains of Nightwatch. As you 
  progress further, the grassy plains give way to dense 
  forest. The teamsters look around with looks of 
  trepidation – these woodlands were not here just a 
  few months ago. 
  If the PCs succeed at a Knowledge [nature] or 
  Survival check (DC 10) they realize that this growth is 
  clearly unnatural. If they succeed at a Knowledge [arcana] 
  check (DC 15) they know that druids and rangers can 
  influence the growth of plants, but the sheer scope of the 
  growth here would require an impossibly large and 
  powerful group to accomplish.  
  The sun rapidly disappears behind the tree 
  cover, and the teamsters locate a suitable clearing to 
  camp for the night. The moon is full, but barely 
  penetrates the forest ceiling, casting a plethora of 
  eerie shadows. As you huddle around your campfire, 
  you can’t help but feel that something is watching 
  you. 
  Suddenly, there is a sound in the nearby bushes 
  to the east – something large moving about in a 
  hurry. 
  Ask the players for actions, and drum up a little 
  paranoia. The sound was created by a pair of ordinary 
  raccoons that are long gone by the time the PCs move to 
  investigate. 
  However, there is something to find. If the PCs 
  search around the south edge of the clearing, and succeed 
  at a Search check (DC 20), they find a stone marker: 
  Hidden in the overgrown brush is a large stone 
  marker. At the top of the marker a circle is carved 
  into the stone. A horizontal line cuts the circle in 
  half and there is a small crescent in the upper half. 
  If the PCs succeed at a Knowledge [religion] check 
  (DC 10) they realize that this was a wayside shrine to 
  Fharlanghn, the Oeridian deity of roads and travel. 
  
   
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  Known as the Dweller on the Horizon, his clerics act as 
  guides, caravan guards, and nomads. 
  If the PCs spend two hours clearing out the brush 
  and overgrowth, they can restore the shrine to 
  usefulness. They earn the Shrine of Fharlanghn item on 
  the Adventure Record: 
  A few hours later, you stand back and admire 
  your work. All of the brush has been cleared away 
  from the forgotten shrine. It can now be seen clearly 
  from the road. 
  Your work complete, and with no further noises 
  in the woods, you return to your bedrolls. The rest of 
  the night passes quickly. You sleep very soundly, 
  and wake feeling completely refreshed. 
  Once the PCs are ready to proceed, continue with 
  Encounter 3. 
  ENCOUNTER 3: A BRIDGE 
  OVER TROUBLED WATER 
  Estimated Time: 30 minutes 
  The next morning, your caravan continues 
  down the Ward Way. After a few hours, the primeval 
  forest gives way back to grassy plains and hills. 
  Around noon, you catch your first glimpse of a 
  stone bridge that crosses a narrow river. The 
  teamster in the lead wagon brings it to a stop, 
  effectively halting the caravan, and signals you to 
  move forward. He looks confused, and is staring at 
  something on the bridge. 
  Once the PCs decide to take a look, continue: 
  As you get closer, you see that someone, or some 
  thing, has set up a crude shack at the edge of the 
  bridge. It is really nothing more than some logs and 
  branches tied together with vines, about 7 feet high. 
  A large flat stone set on its side at the base of the 
  structure has the following words in Common 
  crudely scratched into it: “trul booth”. 
  As if on cue, a tall, lumbering form emerges 
  from the shack. The troll moves up to the front of 
  the bridge and looks you over. Then it extends a 
  massive clawed hand. 
  “Dis bridge mine. You go by, you pay troll.” 
  The troll can be negotiated with, if the PCs can 
  communicate adequately with it. It speaks only rough 
  Common and Giant. It is particularly interested in shiny 
  valuables, but doesn’t know the value of civilized 
  currency – a thousand gold coins, or a few metal shields 
  are equivalent in its eyes. A few sacrificed mules or 
  horses are also enough tribute to get by. 
  If it seems that the PCs are trying to sucker the troll, 
  he will not hesitate to fight them. He knows that he is 
  bigger than the PCs and can have all of their belongings 
  easily enough. 
  APL 2 (EL 3) 
  � Adolescent Troll: hp 48; see Appendix 1. 
  APL 4 (EL 5) 
  � Troll: hp 72; see Monster Manual, page 247. 
  APL 6 (EL 7) 
  � Trolls (2): hp 72 each; see Monster Manual, page 
  247. 
  APL 8 (EL 9) 
  � Trolls (4): hp 72 each; see Monster Manual, page 
  247. 
  APL 10 (EL 11) 
  � Troll Hunter: hp 144; see Monster Manual, page 
  247. 
  APL 12 (EL 13) 
  � Troll Hunters (2): hp 144 each; see Monster 
  Manual, page 247 
  Tactics: The troll will straightforwardly attack, 
  charging the nearest opponent, and attacking him until 
  he falls. The trolls are aware that fire and acid can kill 
  them, and will handle PCs that use them as appropriate – 
  targeting them if they seem weak, or shying away from 
  them if they seem unbeatable. 
  At APLs 6, 8, and 12 there are additional trolls hiding 
  below the bridge. 
  If the PCs are using fire and acid, and it looks like 
  the trolls will be killed, they will attempt to flee. 
  Treasure: Below the bridge is a small cache of 
  treasure that the trolls have accumulated: 
  APL 2: L: 210 gp, C: 109 gp, M: dwarvencraft 
  warhammer (51 gp), mithral heavy shield (85 gp). 
  APL 4: L: 160 gp, C: 109 gp, M: +1 mithral heavy shield 
  (168 gp), dwarvencraft warhammer (51 gp). 
  APL 6: L: 110 gp, C: 109 gp, M: +1 dwarvencraft 
  warhammer (217 gp), +1 mithral heavy shield (168 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: +1 dwarvencraft warhammer 
  (217 gp), +1 mithral heavy shield (168 gp), minor circlet 
  of blasting (540 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: +1 animated mithral heavy 
  shield (835 gp), +1 bane (elf) dwarvencraft warhammer 
  (717 gp), belt of dwarvenkind (1,241 gp), minor circlet of 
  blasting (540 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: +1 animated mithral heavy 
  shield (835 gp), +1 bane (elf) dwarvencraft warhammer 
  (717 gp), belt of dwarvenkind (1,241 gp), dwarven plate 
  (1,375 gp), gauntlet of the dwarven forge (2,000 gp), 
  minor circlet of blasting (540 gp), rod of metal and 
  mineral detection (875 gp). 
  
   
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  Developments: If the PCs can bribe, drive off, or 
  kill the trolls, the caravan can bypass the river. If not, 
  they will have to detour several days out of the way to 
  find a fordable point. In this case, it will cost them each 
  an extra TU on the Adventure Record. 
  Once the PCs bypass the river, continue with 
  Encounter 4. 
  ENCOUNTER 4: ON THE ROAD 
  AGAIN 
  Estimated Time: 15 minutes 
  An hour after your encounter at the river bridge, 
  you arrive in the independent township of 
  Dountham. The wagon masters stop in the 
  Merchant Quarter to re-supply, giving you a chance 
  to do the same. 
  If the PCs need to purchase mundane supplies or 
  seek clerical aid, they have ample time. Once they are 
  ready to move on, continue: 
  The next morning you make your way out of the 
  city and head northwest along the March Road to 
  Ebbernant. Except for some light rain, the journey is 
  uneventful. 
  On the fourth day since you left the capital, the 
  Barrier Peaks slowly grow on the horizon until they 
  tower high above the open plains before you. A few 
  more miles up the road the township of Ebbernant 
  comes into view just as the sun sinks slowly behind 
  the mountains. Just a few hours from your 
  destination, you head into town, seeking lodging for 
  the night. 
  If the PCs took part in BIS1-08 Barrier Brew, they may 
  specifically wish to visit the Pick and Shovel. If so, 
  continue with the following. Otherwise, continue with 
  Encounter 4. 
  In the fading light, you make your way through 
  the Merchant Quarter to a large, three-story, wooden 
  structure with an adjoining stable and fenced yard 
  in the back. A large shield painted with a split field 
  of red and white with a black tower in its center is 
  mounted just above the entranceway. A real pick and 
  shovel are mounted on either side of the shield. You 
  enter and find the air inside filled with the aromas 
  of simmering stew. It appears you are just in time 
  for dinner. 
  An attractive young woman in her mid-20s with 
  long black hair leads you to an open table. 
  “Welcome to the Pick and Shovel. What’ll it be?” 
  If the PCs ask for the owner, Elhadib, Opal will tell 
  them that he is too busy to speak with them during the 
  dinner rush. 
  If asked about the entertainment Opal will explain 
  that her stepmother Asmerah will be singing a new song 
  tonight. It is an Ode to the Fall of Evard. 
  Opal will encourage the PCs to order food and drink. 
  And if any PCs are wearing the bronze Bissel Stew judge 
  medallion 
  from 
  BIS1-08 
  Barrier 
  Brew 
  she 
  will 
  automatically bring them a large stein of Barrier Brew 
  and a bowl of Bissel Stew on the house. 
  Once the PCs have interacted with Opal and their 
  food has been served, continue with the following. 
  An extraordinarily beautiful Baklunish woman 
  of about 30 years steps onto a small stage in the 
  center of the room. The din of conversation falls 
  away into an expectant silence. She speaks. 
  If any of the PCs have the bronze medallion read the 
  following paragraph: 
  “Before I begin, I want to introduce you to some 
  visiting dignitaries.” She gestures towards your 
  table. “These honored guests were here five years ago 
  to judge our annual Bissel Stew contest. They were 
  also instrumental in saving our shipments of 
  Barrier Brew for Brewfest. Please, a round of 
  applause for our heroes. 
  Continue for everyone with the text below: 
  “Tonight I will sing of the Battle under the 
  Dome, of the heroes who fought and died, and of the 
  vile necromancer: 
  What nave is this who seeks to tread upon the 
  graves of Bissel’s dead? 
  Who digs them up and sends them out against 
  old friends - that lousy lout! 
  This, this is the Evard. The foe in black. Be on 
  your guard! 
  To arms! To arms! To fight the foe. O Bissel your 
  March is bleeding. 
  Evard’s undead. The March runs red with blood 
  from souls a plenty. 
  By valor’s light we brought the fight into the 
  walls of Thornward. 
  A voice rang out. That lousy lout! To ask for 
  cowards and weaklings. 
  To cross the lines to join instead the evil 
  villain’s dead. 
  Not one brave soul, not one at all, did listen 
  then, did heed the call.” 
  If the PCs succeed at a Knowledge [local – 
  Sheldomar Valley Metaregion] or Knowledge [history] 
  check (DC 20), or Bardic Lore check (DC 24) they realize 
  that this is revisionist history – a number of Great Army 
  
   
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  soldiers did cross the lines and joined the necromancer 
  during that battle. 
  “And as those words fell on deaf ears the dome 
  fell on our city. 
  With no escape, nowhere to go, they turned the 
  tide and laid ‘em low. 
  Evard is dead as dead can be, no more to raise an 
  army. 
  But at what cost? Who could foresee? The loss of 
  so many, so brave and free. 
  They fought and flew. Their blows struck true. 
  The soldiers and their fury. 
  Those who fell – forever gone, accept their fate 
  and now move on. 
  To their rewards they are now led. The heavens 
  rejoice – good times ahead. 
  I’ll drink to them and you should too. The 
  soldiers and their fury.” 
  Asmerah bows and the crowd applauds. 
  Once the PCs are done at the Pick and Shovel, 
  continue with Encounter 5. 
  All APLs 
  � Opal Raminz: Female human Rog5 (Bluff +4, 
  Sense Motive +1); AL CG. 
  � Asmerah: Female human Brd2 (Bluff +4, Sense 
  Motive +4); AL NG. 
  ENCOUNTER 5: BEHIND 
  CLOSED DOORS 
  Estimated Time: 5 minutes 
  Waking early and getting back on the road, it is 
  not long before Medig’s Hill comes into view. More 
  of a mountain than a hill, you are certain the wagon 
  path and nearby stream will lead you to it directly. 
  By mid afternoon you are standing before the 
  entrance to the dwarven stronghold. It is a stone 
  fortress set into the side of the mountain. The 
  stream you have been following flows from a metal 
  grate set below large silvery metal doors. 
  For PCs that have played BIS1-08 Barrier Brew 
  include the following paragraph: 
  It is obvious that the Dwarves have made some 
  improvements in the last 5 years. Back then this 
  entrance was little more than a rough hewn tunnel. 
  Continue for all PCs with this: 
  A stone plaque at the side of the doors reads as 
  follows: 
  The Medig’s Hill Brewing Company. Brewery 
  tours available Waterday through Moonday. Closed 
  Godsday. 
  One of the teamsters notices you looking at the 
  closed doors and says, “Ah yup, them there doors is 
  something, huh? Ah guess when ya sells as much 
  beer as those Dwarves do, ya kin affords ta be 
  showy.” 
  A confused look slowly moves across his face. 
  He scratches his head and looks at the massive 
  closed doors. Then he looks at the wagons, and then 
  back at the doors. 
  “Dag-nabit!” he exclaims. “Today’s Moonday. 
  These doors should be open.” He shrugs his 
  shoulders. “Well, what do we do now?” 
  This encounter can proceed in two ways: 
  Waiting It Out 
  The PCs may decide to simply camp outside until 
  the doors are opened again. In this case, read the 
  following: 
  You set up camp outside the dwarven fortress. 
  Night passes without any change. The next morning, 
  the huge doors creak open, and a surprised-looking 
  dwarf looks over your group. 
  “Ah, All-Father keep me! You startled me – 
  wasn’t expecting anyone to be out here… what d’ 
  you want?” 
  If the PCs ask about the doors being closed, the 
  dwarf will explain that the clan just elected a new leader - 
  Medib Medigkin. 
  If they identify themselves, the dwarf will nod, and 
  take them to meet with the clan leader. 
  When the PCs are ready to speak with the clan 
  leader, continue with Encounter 9. 
  Another Way In 
  It is quite possible that the PCs search for another 
  way inside. Continue with the following text: 
  Following the path around the mountain to the 
  south, you find stables and a long staircase climbing 
  the hill, leading up to a large stone building. 
  A robed man pokes his head out of the stables, 
  and nods at your approach. 
  PCs that played BIS1-08 Barrier Brew may recognize 
  this man as Wandering Mist, the monk they rescued 
  from goblins five years ago. 
  The monk will speak with the PCs in only whispers, 
  and pauses silently for at least three seconds before 
  saying anything. He can provide the following 
  information, if questioned: 
  
   
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  • 
  The stairs lead to the Medig’s Hill Monastery. 
  • 
  His peculiar speech is part of a vow he has taken, to 
  speak no louder than the whistling wind. He will 
  not elaborate. 
  • 
  He was not aware that the dwarven fortress was 
  closed off. The monks have particularly close 
  relations with the dwarves. Perhaps one of the 
  brothers can shed some light upon the situation. 
  • 
  If the PCs would like to visit with the monks, they 
  may leave their pack animals at the stables. 
  When the PCs are ready to head to the monastery, 
  continue with Encounter 6. 
  All APLs 
  � Wandering Mist: Male human Mnk6 (Bluff +0, 
  Sense Motive +0); AL NG. 
  ENCOUNTER 6: THE WIND 
  BENEATH MY WINGS 
  Estimated Time: 15 minutes 
  The stone steps extend up into the mist that 
  covers the mountain top. It takes quite a while to 
  reach the temple at the summit, where the fog is 
  heavy and the air is cool. 
  The temple is a large stone structure with a 
  walled courtyard where monks train. Inside a large 
  hall with a wooden floor allows training to continue 
  during bad weather. 
  You are led to a dining hall where many monks 
  are already seated. You are afforded seats, and food 
  and drink are brought to each of you – a plain broth, 
  fresh bread, and a mug of ale. 
  One of the robed monks makes his way over to 
  your table, bowing deeply. 
  “My greetings to you, travelers. I am known as 
  Insatiable Thirst amongst my brothers and fellows. 
  How have you come to share life with us?” 
  This brother can provide the following information, 
  if questioned: 
  • 
  The monks have a close relationship with the 
  dwarves. They often trade various sundries and 
  crafted goods for beer and worked metal and stone 
  items. 
  • 
  The dwarves are currently going through some sort 
  of politic issue, and closed their doors until they’ve 
  sorted it out. It could be some time before the PCs 
  could get in. 
  • 
  There is another entrance to the fortress that the 
  monks use for trading with the dwarves. After the 
  meal, he will gladly take the PCs there. He will not 
  help the PCs unless they honor them by dining and 
  drinking with them, first. 
  • 
  The beer, called Medig’s Hillside Heather Ale, is 
  brewed by the dwarves from a unique flower that the 
  monks cultivate on the mountainside. So far there 
  has only been enough made for the monks’ use, but 
  it should be available in Ebbernant in time for 
  Brewfest this year. This product placement is 
  brought to you by the Medig’s Hill Brewing 
  Company, makers of Barrier Brew and soon other 
  fine liquid refreshments. Remember, ask for the 
  best: Medig’s Hill brand beers. 
  These monks are very fond of the beers that come 
  from the dwarven brew masters, and it is part of their way 
  of life. Feel free to spice up their conversation with zen 
  words of wisdom, such as: 
  • 
  “If you don’t drink in the morning, you can’t be 
  drunk all day.” 
  • 
  “Now that I can see two of you, you’re twice as 
  talented.” 
  • 
  “The optimist sees the glass half full. The pessimist 
  sees the glass half empty. The wise man says, 'Are 
  you going to drink that'?" 
  • 
  “My friends never knew I drank until I made the 
  mistake of showing up sober.” 
  • 
   “You know you've had too much when you need to 
  lay down, lest you fall off the earth.” 
  In particular, if a PC tries the ale, describe it as 
  tasting nutty, with a sweet aftertaste. The ale is also 
  remarkably potent. Have the drink make a Fortitude save 
  (DC 20). Failure means the imbiber gags a bit while 
  drinking it. If this happens, read the following: 
  Brother Insatiable Thirst smirks and shakes his 
  head as you struggle to drink the potent beer. 
  “How do you expect to make any headway with 
  the Medigkin? To them, beer is the center of the 
  universe. If you expect to have them listen to you, 
  you’ll need to earn their respect.” 
  He looks you all over with a careful eye. “There 
  is much we can teach each other. When you have 
  completed your task, I invite you to come and stay 
  with us. We will help you find meaning in life… 
  clarity, if you will.” 
  By partaking of the monk’s brew, the PCs now earn 
  the Zen of the Drunken Masters item on the Adventure 
  Record.  
  Once the PCs are finished with the meal, continue 
  with Encounter 7. 
  
   
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  All APLs 
  � Insatiable Thirst: Male human Mnk7 / 
  Drunken Master4 (Bluff +3, Sense Motive +3); AL 
  NG. 
  ENCOUNTER 7: IT’S FIVE 
  O’CLOCK SOMEWHERE 
  Estimated Time: 10 minutes 
  The monks lead you down into the wine cellar 
  of the monastery. A large, unadorned stone door fills 
  a dusty alcove near the back of the room. 
  Brother Insatiable Thirst hefts a mallet, and 
  knocks on the door three times. After a minute, the 
  door grinds open, and several dwarves peer through 
  the portal. 
  The monks and dwarves exchange greetings, 
  and trade goods. The monks pass several stocked 
  baskets and bushels to the dwarves, whom then roll 
  several ale kegs into the cellar. As the Medigkin 
  head back into the passage, your guide speaks up. 
  “These folks also wish an audience with your 
  elders. They have business to discuss.” 
  The dwarves turn to face you, and await your 
  explanation. 
  Give the PCs a chance to explain themselves. As long 
  as they don’t do anything stupid, the dwarves will accept 
  them. Continue with the following: 
  The dwarves nod and wave you through the 
  door, shutting it behind you. 
  You find yourself in a rough-hewn cavernous 
  tunnel paved with smooth stone blocks. The 
  polished blocks fit together so well the surface is as 
  smooth as glass. 
  One of the dwarves speaks to you as you proceed 
  deeper into the mountain. 
  ”We’ve been expecting you. I am Mede 
  Medigkin, youngest son of Medig who is now with 
  All Father. We’ve been expecting you, but there has 
  been no consensus on what to do with you, once 
  here.” 
  You follow the dwarf down the passage for what 
  must be half a mile, eventually coming to a large 
  chamber with many stone buildings set into the 
  walls.  A pool of water gurgles near the entrance. 
  You are led to a massive banquet hall with tables 
  running its full length. It seems as if every dwarf in 
  the Medigkin clan is seated here. Mede leads you up 
  the center of the hall to the far end where a head 
  table is positioned under the back wall. The wall is a 
  masterpiece of carved images and runes, but before 
  you have time to study it a dwarf seated at the center 
  of the head table speaks. 
  “We welcome you to our clanhome. You have 
  arrived on the Day of Endurance. Under our united 
  clan I, Medor Medigkin, have served as clan elder for 
  the past 5 years. 
  The clan must now decide whether to continue 
  under my leadership or to install another. It would 
  seem that my… younger… twin brother, Medib, 
  wishes to become clan elder. He would take the clan 
  in a different direction. 
  As in the before-time, the long-long-ago, we 
  shall decide who is fit to rule our halls. We shall 
  begin shortly, so make yourselves at home.” 
  The elder glares across the room at his brother. 
  “In fact, as is still my right… I welcome you to take 
  part, as guests of the clan.” 
  At this statement, the crowd of dwarves around 
  his brother issue cries of outrage. He stands, and 
  looks defiantly at the elder. 
  “So be it. Have Bissel’s lackeys on your side. It 
  will prove my point all the more – we don’t need 
  them, and we don’t need Bissel.” 
  This scene will play out with or without the PCs 
  influence. Before the contest starts, the PCs can speak 
  with both sides. 
  All APLs 
  � Mede Medigkin: Male mountain dwarf Com2 
  (Bluff +1, Sense Motive +1); AL LG. 
  The Expansionists – Medor Medigkin 
  Medor has been Clan Elder through the golden days 
  of the brew master’s recent history. His views can be 
  summarized as follows: 
  • 
  He was born a few minutes earlier, so technically he 
  is THE elder. 
  • 
  He believes that a single religious elder should rule 
  the clan. Since he is the oldest and highest priest, it 
  should be him. 
  • 
  He believes that the clan should branch out and 
  diversify their offerings, selling more than just 
  Barrier Brew. 
  • 
  He believes that the clan should employ outsiders to 
  distribute and ship their beer. It will allow them to 
  focus more on the beer production, and not the 
  incidentals of doing business. 
  • 
  As well, employing outside distributors will mean 
  wider distribution, and more profit for the clan. 
  
   
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  • 
  He believes that some of their wealth should be 
  spent bettering the local area, rather than spent on 
  beautifying their halls. 
  • 
  He believes that the clan should freely pay their 
  taxes, so they will be seen as upstanding and positive 
  citizens. 
  The Reactionaries – Medib Medigkin 
  Medib has lived in the shadow of his brother all his 
  life. His views can be summarized as follows: 
  • 
  So what if Medor was born first? They are TWINS! 
  • 
  The clan should be ruled by a Council of Elders. 
  (Sense Motive DC 15 – This is just rhetoric, he 
  doesn’t really mean this.) 
  • 
  He believes that the clan should concentrate on just 
  Barrier Brew, their traditional product. Less 
  specialization will mean that their effort will be 
  spread thin, and quality will decrease. 
  • 
  He believes that the clan should not employ 
  outsiders. Outsiders will not take the same care that 
  the dwarves do in all aspects of their operation. 
  • 
  As well, not employing outside distributors will 
  mean narrower distribution, and less profit for the 
  clan – but profit is not the most important thing in 
  life. 
  • 
  He believes that all of the clan’s wealth should 
  remain in the hands of the dwarves. 
  • 
  He believes that the clan has no obligation to pay 
  their taxes. After all, what has Bissel done to deserve 
  a share in their profits? 
  The Contest 
  The contest consists of each member of the clan 
  siding with one of the two candidates. Rounds of Barrier 
  Brew are brought out, and the side with the last dwarves 
  standing elects its candidate. 
  At the start, Medib easily has more dwarves on his 
  side and will win. The PCs may wish to try and talk some 
  of the dwarves into joining Medor’s side. If they succeed 
  at a Diplomacy check (DC 25), they can shift enough 
  dwarves over to Medor’s side such that he will win. 
  Multiple PCs may assist on this check. 
  Of course, other PCs may try to convince Medor’s 
  supporters to join Medib’s side. Treat these PCs as if they 
  were assisting the above Diplomacy check, but assign a -2 
  penalty, instead of the normal bonus. 
  The PCs can also directly take part in the contest. To 
  overcome the heartiest of the dwarves, they must succeed 
  at ten Fortitude saves. The DC for these checks is 13 + the 
  number of drinks previously imbibed. If the PC fails a 
  check, they take 1d4 points of temporary ability damage 
  to both Dexterity and Wisdom. If either ability score 
  reaches 0, the PC is unable to continue in the contest. 
  The dwarves will drop out of the contest after ten 
  rounds. Any PCs that survive ten rounds earn the 
  Dwarven Drinking Stein item on the Adventure Record. If 
  PCs are competing on opposite sides, and outlast the 
  clansmen, they compete until only one side remains. 
  It is possible for PCs to avoid the negative effects 
  through use of magic. If the beer doesn’t appear to be 
  affecting a PC, the dwarves will notice and disqualify 
  them for cheating. 
  Regardless of the winner, if a PC works to support 
  Medor, they earn the Favor of Medor Medigkin on the 
  Adventure Record. If they support Medib, they earn the 
  Favor of Medib Medigkin. Neither of these favors should be 
  given out unless that PC actively tried to influence the 
  election. In either case, if the PC’s candidate is elected, 
  they also earn the Influence with Medigkin Clan item, as 
  well. 
  Feel free to roleplay some dwarves passing out, 
  throwing up on their brethren, and breaking into song. 
  Regardless of the winner, continue with the following: 
  Cheers go up from the dwarves as the contest 
  finishes, and a new Clan Elder has been declared. 
  Mede, the youngest son, your guide from before, 
  makes his way through the crowd to find you again. 
  “My brother… I mean, the new Elder… would 
  have an audience with you, now. I am to escort you 
  to his chambers.” 
  If Medor Medigkin won the contest, continue with 
  Encounter 8. 
  If Medib Medigkin won the contest, continue with 
  Encounter 9. 
  ENCOUNTER 8: STANDING 
  TALL  
  Estimated Time: 15 minutes 
  Your guide leads you to a room deep in the 
  dwarven complex. It contains a long table with 
  chairs on either side. He motions for you to sit along 
  one side of the table. 
  After taking a seat opposite you, several other 
  younger dwarves enter the room and sit beside him. 
  Yet another dwarf enters with a keg of Barrier Brew 
  and before a word is spoken all participants have a 
  full mug placed before them. 
  As the last mug comes to rest, the new Clan 
  Elder, Medor Medigkin stands. 
  “Now, I understand you have some urgent 
  business with us – what do you need from our 
  people?” 
  
   
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  Allow them the chance to explain, before 
  continuing: 
  Medor reads the Notice of Assessment, stone-
  faced and then hands it to an associate. “Five wagon 
  loads!” he says. “This is a very serious matter, but not 
  one that comes as a surprise to us. There have been 
  rumors. And we are not without means to pay. But 
  this is a tremendous amount of gold. How can we be 
  sure you can deliver it to Thornward intact and what 
  of its use when it gets there?” 
  Medor is happy to pay the back taxes. Before 
  agreeing to it, though, he wants to make sure that the 
  money is going to a legitimate government with the 
  people of Bissel as its chief concern. Give the PCs a 
  chance to assure him… but even if they can’t, he will still 
  pay. 
  When the PCs are finished with the clan leader, 
  continue with Encounter 10. 
  All APLs 
  � Medor Medigkin: Male mountain dwarf Clr12 
  (Bluff +3, Sense Motive +3); AL LG. 
  ENCOUNTER 9: BREAKIN’ 
  THE LAW 
  Estimated Time: 15 minutes 
  Your guide leads you to a room deep in the 
  dwarven complex. It contains a long table with 
  chairs on either side. He motions for you to sit along 
  one side of the table. 
  After taking a seat opposite you, several other 
  younger dwarves enter the room and sit beside him. 
  Yet another dwarf enters with a keg of Barrier Brew 
  and before a word is spoken all participants have a 
  full mug placed before them. 
  As the last mug comes to rest, the new Clan 
  Elder, Medib Medigkin stands. 
  “Now, I understand you have some urgent 
  business with us – what do outsiders want from our 
  people?” 
  Allow them the chance to explain, before 
  continuing: 
  Medib reads the Notice of Assessment, stone-
  faced and then hands it to an associate. “Five wagon 
  loads!” he says. “This is an outrage… but not one 
  that comes as a surprise. There have been rumors. 
  And we are not without means to pay. But this is a 
  tremendous amount of gold. What do we get for our 
  money? What does a fortune like that buy us?” 
  Medib is not happy to pay the back taxes. Before 
  agreeing to it, he wants to hear that the dwarves will gain 
  some sort of power in the new Bissel government. Give 
  the PCs a chance to convince him. But if they can’t, he 
  will turn them away, empty-handed. 
  When the PCs are finished with the clan leader, 
  continue with Encounter 10. 
  All APLs 
  � Medib Medigkin: Male mountain dwarf 
  Clr7/Ftr4 (Bluff +2, Sense Motive +2); AL CG. 
  ENCOUNTER 10: DIRE 
  STRAIGHTS 
  Estimated Time: 45 minutes 
  Within the hour, the wagons are laden with a 
  fortune in gold ingots, and you are on your way back 
  home. The return trip is relatively quiet for the first 
  day. Then dark clouds appear on the horizon, and a 
  fierce storm buffets you with wind and rain. 
  The foul weather persists even as you prepare to 
  leave Dountham, and the plains of Nightwatch offer 
  no shelter from the wind and rain. As you once 
  again enter the strange primeval forests of this area, 
  the irony hits you: as creepy as this shadowy realm 
  has become, the miniscule refuge it provides from 
  the elements are comforting. 
  The rest of this encounter proceeds depending on 
  the PCs’ actions earlier in this adventure. If they found 
  and cleaned up the shrine in Encounter 1, proceed to ‘At 
  the Shrine’. Otherwise, continue with ‘Unprotected’. 
  At the Shrine 
  Due to your diligence in restoring the 
  abandoned wayside shrine of Fharlanghn, you are 
  able to find it again with ease. It appears that other 
  travelers have made use of it - more of the 
  overgrown brush has been cleared away, and a small 
  pile of dry firewood is waiting for you beneath a 
  discarded traveling cloak. 
  Your night is amazing. Your hunters quickly 
  catch enough food for everyone, and also report that 
  they found a natural spring nearby. You sit around a 
  roaring campfire, enjoying a good meal and good 
  company. When you bed down for the night, you 
  find the ground oddly comfortable, and drift off 
  into a deep slumber. Even the guards, trying to keep 
  watch over your camp, are soon dozing.  
  In the middle of the night, you all suddenly sit 
  bolt upright in your beds. You’d swear that someone 
  just jostled your shoulder, and you thought you saw 
  an older man crouched next to you. Now that you 
  are awake, you see no one else. 
  You do, however, hear the sound of several 
  creatures, moving around in the brush at the edge of 
  the clearing. Something in your instincts tells you 
  to reach for your weapons. 
  
   
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  Ask the players for their actions – these will be their 
  surprise round actions. Remember that the PCs are all 
  prone, and likely without weapons, armor, or spell 
  components. 
  During this surprise round, the creatures will move 
  into the clearing. The combat will begin with the 
  creatures 30 feet away, at the edge of the clearing. 
  Unprotected 
  As the sun sets below the trees and the storm 
  continues, it is difficult for you to find a suitable 
  place to camp for the night.  The only wood you are 
  able to find is wet, and proves unsuitable for 
  lighting a fire. You huddle together beneath your 
  makeshift shelter, and choke down the rations you 
  have brought with you. Tomorrow, you should see 
  the walls of the capital again, and that thought tides 
  you over. 
  Sleep does not come easy. The ground is hard, 
  and the pounding wind and rain only get worse. 
  The party is attacked shortly after 3 am. If any PCs 
  are awake, have them make Spot and Listen checks (DC 
  15). Success indicates that the PC in question may act 
  during the surprise round. At APLs 4-12, these checks are 
  made with a -4 penalty due to the storm. 
  Sleeping PCs may also attempt this check, but with a 
  -10 penalty. 
  Remember that most of the PCs will be prone, and 
  likely without weapons, armor, or spell components. 
  Also, waking up a sleeping PC is a standard action. 
  Take the best skill check result from above. The 
  combat begins with the PCs 10 feet away from their 
  opponents, per point that the check beat the DC. 
  The Combat 
  At APLS 4-12, the ELs of this combat are adjusted by 
  +1 to account for the environmental conditions due to 
  the storm. The combination of wind and rain reduces 
  visibility ranges by three-quarters, and imposes a -4 
  penalty on Spot, Search, and Listen checks and on ranged 
  attack rolls. Unprotected flames are automatically 
  extinguished, and protected flames (such as those of 
  lanterns) have a 50% chance of being extinguished. 
  APL 2 (EL 5) 
  � Dire Rats (16): hp 7 each; see Monster Manual, 
  page 62. 
  APL 4 (EL 7) 
  � Dire Squirrels (8): hp 14 each; see Appendix 2. 
  APL 6 (EL 9) 
  � Dire Badgers (8): hp 33 each; see Monster 
  Manual, page 62. 
  APL 8 (EL 11) 
  � Dire Toads (12): hp 30 each; see Appendix 4. 
  APL 10 (EL 13) 
  � Dire Snakes (12): hp 63 each; see Appendix 5. 
  APL 12 (EL 15) 
  � Dire Bears (12): hp 123 each; see Monster 
  Manual, page 62. 
  Tactics: The beasts will straightforwardly attack, 
  charging the nearest opponent, and attacking him until 
  he falls. The wagon crew will not fight in this combat. 
  Developments: 
  If 
  the 
  animals 
  manage 
  to 
  incapacitate a PC, and the remaining PCs retreat, the 
  animals will not pursue. Instead, they will drag the 
  incapacitated PCs back to their lair, where they will be 
  slain and devoured. 
  Once the PCs have defeated the animals, continue to 
  Encounter 11. 
  ENCOUNTER 11: MAMA, 
  DON’T LET YOUR BABIES 
  GROW UP TO BE DIRE 
  SQUIRRELS 
  Estimated Time: 40 minutes 
  With a final blow, the strange beast before you 
  falls. Others have been scared off or killed, the 
  survivors fleeing back into the woods as fast as their 
  legs will carry them. 
  Suddenly, you hear a scream from the direction 
  they fled. The teamsters look around at each other in 
  terror. 
  “They got Jorn… they got one of us! We have to 
  save him!” 
  If the PCs succeed at one of the following checks, 
  they can follow the animals to their lair: 
  • 
  Search check (DC 20): They can find the drag marks 
  from where the victim was hauled off into the 
  woods. 
  • 
  Listen check (DC 20): They can follow the sound of 
  the victim’s screams well enough to find the lair. 
  • 
  Track check (DC 15): Judging from the lay of the 
  land, and the direction of flight, they can surmise 
  the direction that the victim is being taken. 
  • 
  Scent check (DC 18): They can follow the scent of 
  blood from one of the wounded animals. 
  If the PCs do not immediately head after the animals 
  and victim – because they can’t immediately make one of 
  the checks, they stop to heal, or they otherwise act before 
  
   
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  following – the animals will kill the victim. The PCs 
  should be penalized XP, as noted in the Experience Point 
  Summary. 
  Once the PCs manage to follow the animals back to 
  their lair, continue with the following: 
  Despite the heavy rain, you manage to make 
  your way through the woods. The sky is illuminated 
  briefly by a flash of lightning, and you see a large 
  gorge cut through a rocky face. A number of the 
  strange animals glare at you from its shelter, teeth 
  bared. Behind them, you can see the broken and 
  unmoving form of the teamster. It is unclear if he is 
  still breathing.  
  Then, the ground shakes, and another of the 
  creatures emerges from the gorge. This one is 
  gigantic, and it glowers at you hatefully, the look of a 
  mother protecting her young. 
  The combat begins with the PCs 25 feet from their 
  opponents. Neither side is surprised. 
  At APLS 4-12, the ELs of this combat are adjusted by 
  +1 to account for the environmental conditions due to 
  the storm. The combination of wind and rain reduces 
  visibility ranges by three-quarters, and imposes a -4 
  penalty on Spot, Search, and Listen checks and on ranged 
  attack rolls. Unprotected flames are automatically 
  extinguished, and protected flames (such as those of 
  lanterns) have a 50% chance of being extinguished. 
  APL 2 (EL 4) 
  � Advanced Dire Rat of Legend: hp 24; see 
  Appendix 1. 
  � Dire Rats (4): hp 7 each; see Monster Manual, 
  page 62. 
  APL 4 (EL 6) 
  � Advanced Dire Squirrel of Legend: hp 24; see 
  Appendix 2. 
  � Dire Squirrels (3): hp 14 each; see Appendix 2. 
  APL 6 (EL 8) 
  � Advanced Dire Badger of Legend: hp 108; see 
  Appendix 3. 
  � Dire Badgers (3): hp 33 each; see Monster 
  Manual, page 62. 
  APL 8 (EL 10) 
  � Advanced Dire Toad of Legend: hp 105; see 
  Appendix 4. 
  � Dire Toads (4): hp 30 each; see Appendix 4. 
  APL 10 (EL 12) 
  � Advanced Dire Snake of Legend: hp 208; see 
  Appendix 5. 
  � Dire Snakes (4): hp 63 each; see Appendix 5. 
  APL 12 (EL 14) 
  � Advanced Dire Bear of Legend: hp 309; see 
  Appendix 6. 
  � Dire Bears (4): hp 123 each; see Monster Manual, 
  page 62. 
  Tactics: The beasts will straightforwardly attack, 
  charging the nearest opponent, and attacking him until 
  he falls. 
  Treasure: Just within the gorge, the PCs can find the 
  following treasure – remnants of other victims: 
  APL 2: L: 290 gp, C: 91 gp, M: wand of enlarge person, 9 
  charges (11 gp). 
  APL 4: L: 240 gp, C: 91 gp, M: arcane scroll of animal 
  growth (93 gp), ring of climbing (208 gp), wand of 
  enlarge person, 9 charges (11 gp). 
  APL 6: L: 190 gp, C: 91 gp, M: arcane scroll of animal 
  growth (93 gp), earth elemental gem (187 gp), headband 
  of conscious effort (333 gp), ring of climbing (208 gp), 
  wand of enlarge person, 9 charges (11 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: arcane scroll of animal 
  growth (93 gp), earth elemental gem (187 gp), goggles of 
  night (1000 gp), headband of conscious effort (333 gp), 
  improved ring of climbing (833 gp), wand of enlarge 
  person, 9 charges (11 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: arcane scroll of animal 
  growth (93 gp), earth elemental gem (187 gp), goggles of 
  night (1000 gp), headband of conscious effort (333 gp), 
  improved ring of climbing (833 gp), wand of enlarge 
  person, 9 charges (11 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: arcane scroll of animal 
  growth (93 gp), earth elemental gem (187 gp), goggles of 
  night (1000 gp), headband of conscious effort (333 gp), 
  improved ring of climbing (833 gp), wand of enlarge 
  person, 9 charges (11 gp). 
  Developments: 
  If 
  the 
  animals 
  manage 
  to 
  incapacitate a PC, and the remaining PCs retreat, the 
  animals will not pursue. Instead, they will slay and 
  devour the fallen. 
  Once the PCs have defeated the animals, continue to 
  the Conclusion. 
  CONCLUSION: THE BOYS ARE 
  BACK IN TOWN 
  Estimated Time: 5 minutes 
  Leaving the bodies of the strange animals 
  behind, you quickly return to the encampment near 
  the road. 
  The rest of the journey back to Thornward 
  proceeds without incident. You make your way back 
  to the government square and the Department of 
  Tax Collection. It seems news of your mission has 
  gotten out - hundreds of townsfolk have turned out 
  to welcome you back. 
  
   
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  Chief Undersecretary Colin Aurus surveys the 
  contents of the wagons with a satisfied smirk. 
  “Excellent, excellent. This will go a long way 
  towards rebuilding the capital.” He paws through 
  one of the sacks of gold with plump fingers. “Come 
  with me… we’ll settle your payment. You’ve done 
  well.” 
  The adventure is now over. Colin Aurus gives each 
  PC a bag of coins, containing their promised pay. As well, 
  they also earn the Favor of the Exchequer item on the 
  Adventure Record. 
  Treasure: 
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3: A Bridge over Troubled Water 
  Defeat the toll collectors. 
  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 10: Dire Straights 
  Defeat the dire animals. 
  APL 2: 150 xp. 
  APL 4: 210 xp. 
  APL 6: 270 xp. 
  APL 8: 330 xp. 
  APL 10: 390 xp. 
  APL 12: 450 xp. 
  Encounter 11: Mama, Don’t Let Your Babies 
  Grow Up To Be Dire Squirrels 
  Defeat the dire animals. 
  APL 2: 120 xp. 
  APL 4: 180 xp. 
  APL 6: 240 xp. 
  APL 8: 300 xp. 
  APL 10: 360 xp. 
  APL 12: 420 xp. 
  Story Award 
  Save the abducted caravan hand in Encounter 11 before 
  he is killed. 
  APL 2: 22 xp. 
  APL 4: 33 xp. 
  APL 6: 45 xp. 
  APL 8: 56 xp. 
  APL 10: 67 xp. 
  APL 12: 78 xp. 
  Deliver the caravan safely to Thornward in the 
  Conclusion. 
  APL 2: 23 xp. 
  APL 4: 34 xp. 
  APL 6: 45 xp. 
  APL 8: 56 xp. 
  APL 10: 68 xp. 
  APL 12: 79 xp. 
  Discretionary Roleplaying Award 
  APL 2: 45 xp. 
  APL 4: 68 xp. 
  APL 6: 90 xp. 
  APL 8: 113 xp. 
  APL 10: 135 xp. 
  APL 12: 158 xp. 
  Total possible experience 
  APL 2: 450 xp. 
  APL 4: 675 xp. 
  APL 6: 900 xp. 
  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. 
  
   
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  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: A Bridge over Troubled Water 
  APL 2: L: 210 gp, C: 109 gp, M: dwarvencraft 
  warhammer (51 gp), mithral heavy shield (85 gp). 
  APL 4: L: 160 gp, C: 109 gp, M: +1 mithral heavy shield 
  (168 gp), dwarvencraft warhammer (51 gp). 
  APL 6: L: 110 gp, C: 109 gp, M: +1 dwarvencraft 
  warhammer (217 gp), +1 mithral heavy shield (168 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: +1 dwarvencraft warhammer 
  (217 gp), +1 mithral heavy shield (168 gp), minor circlet 
  of blasting (540 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: +1 animated mithral heavy 
  shield (835 gp), +1 bane (elf) dwarvencraft warhammer 
  (717 gp), belt of dwarvenkind (1,241 gp), minor circlet of 
  blasting (540 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: +1 animated mithral heavy 
  shield (835 gp), +1 bane (elf) dwarvencraft warhammer 
  (717 gp), belt of dwarvenkind (1,241 gp), dwarven plate 
  (1,375 gp), gauntlet of the dwarven forge (2,000 gp), 
  minor circlet of blasting (540 gp), rod of metal and 
  mineral detection (875 gp). 
  Encounter 11: Mama, Don’t Let Your Babies 
  Grow Up To Be Dire Squirrels 
  APL 2: L: 290 gp, C: 91 gp, M: wand of enlarge person, 9 
  charges (11 gp). 
  APL 4: L: 240 gp, C: 91 gp, M: arcane scroll of animal 
  growth (93 gp), ring of climbing (208 gp), wand of 
  enlarge person, 9 charges (11 gp). 
  APL 6: L: 190 gp, C: 91 gp, M: arcane scroll of animal 
  growth (93 gp), earth elemental gem (187 gp), headband 
  of conscious effort (333 gp), ring of climbing (208 gp), 
  wand of enlarge person, 9 charges (11 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: arcane scroll of animal 
  growth (93 gp), earth elemental gem (187 gp), goggles of 
  night (1000 gp), headband of conscious effort (333 gp), 
  improved ring of climbing (833 gp), wand of enlarge 
  person, 9 charges (11 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: arcane scroll of animal 
  growth (93 gp), earth elemental gem (187 gp), goggles of 
  night (1000 gp), headband of conscious effort (333 gp), 
  improved ring of climbing (833 gp), wand of enlarge 
  person, 9 charges (11 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: arcane scroll of animal 
  growth (93 gp), earth elemental gem (187 gp), goggles of 
  night (1000 gp), headband of conscious effort (333 gp), 
  improved ring of climbing (833 gp), wand of enlarge 
  person, 9 charges (11 gp). 
  Conclusion: The Boys Are Back In Town 
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 500 gp, C: 250 gp, M: 147 gp – Total: 897 gp 
  (450 gp). 
  APL 4: L: 400 gp, C: 250 gp, M: 531 gp – Total: 1,181 
  gp (650 gp). 
  APL 6: L: 300 gp, C: 250 gp, M: 1,217 gp – Total: 1,767 
  gp (900 gp). 
  APL 8: L: 0 gp, C: 50 gp, M: 3,382 gp – Total: 3,432 gp 
  (1,300 gp). 
  APL 10: L: 0 gp, C: 50 gp, M: 5,790 gp – Total: 5,840 
  gp (2,300 gp). 
  APL 12: L: 0 gp, C: 50 gp, M: 10,040 gp – Total: 10,090 
  gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Shrine of Fharlanghn: You have found a forgotten 
  wayside shrine in the middle of the mysterious woods of 
  Nightwatch and spent some time restoring it.  Any time 
  you travel through this area, you can choose to rest at the 
  shrine.  A blessing upon the shrine prevents you from 
  being surprised by enemies while you sleep there. 
  � Zen of the Drunken Masters: You have caught the 
  eyes of the monks of the Medig’s Hill Monastery.  If you 
  expend 2 additional TUs training and meditating with 
  them, you gain a permanent +1 resistance bonus on all 
  Fortitude saves against imbibed poisons.  Afterwards, you 
  may spend an additional 2 more TUS with the monks to 
  satisfy the special requirement of the Drunken Master 
  prestige class. 
  
   
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  � Dwarven Drinking Stein: You have beaten the 
  entire Medigkin Clan, brewers of Barrier Brew in a 
  drinking contest – a truly impressive feat.  The dwarves 
  have presented you with this ornate pewter tankard as a 
  souvenir. 
  � Influence with the Medigkin Clan: You have 
  helped a dwarf become Clan Elder.  This influence 
  counts as a permanent Influence Point with the 
  Medigkin Clan. 
  � Favor of Medor Medigkin: You have supported 
  Medor in his efforts to become Clan Elder.  Medor grants 
  you shares in the Medig’s Hill Brewing Company.  After 
  any adventure set in Bissel, roll 1d10 and consult the 
  following table: 
  1. 
  Dry Spell: Pay 100 gp to cover losses or lose this 
  favor. 
  2. 
  Rough Spell: Pay 50 gp to cover losses or lose 
  this favor. 
  3-4. Break Even: No gain or loss. 
  5-7. Business Fair: Sales have been good; collect 50 
  gp. 
  8-9. Business Good: Sales have been remarkable; 
  collect 100 gp. 
  10. Business Great: Sales have been outstanding; 
  collect 200 gp. 
  � Favor of Medib Medigkin: You have supported 
  Medib in his efforts to become Clan Elder.   You may 
  spend this favor to gain access (Frequency: Adventure) to 
  any one mithral weapon from the PHB.  Mark this favor 
  as used when it is spent. 
  � Favor of the Exchequer: Due to the exemplary work 
  you have done, the Exchequer has agreed to use his 
  influence to your benefit.  You may expend this favor 
  after any adventure set in Bissel to earn 50% more gold 
  from the items you have found during that adventure.  
  You may not keep gold that exceeds the cap for the 
  adventure, but you may spend the excess as over-the-cap 
  gold, as per the LGCS.  Mark this Favor as USED when it 
  is expended. 
  Item Access 
  APL 2: 
  • 
  Dwarvencraft Warhammer (Adventure; Races of Stone) 
  • 
  Mithral Heavy Shield (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Wand of Enlarge Person (CL 1st; Adventure; Dungeon 
  Master’s Guide) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  +1 Mithral Heavy Shield (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Arcane Scroll of Animal Growth (CL 9th; Adventure; 
  Dungeon Master’s Guide) 
  • 
  Ring of Climbing (Adventure; Dungeon Master’s Guide) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  +1 Dwarvencraft Warhammer (Adventure; Races of Stone) 
  • 
  Elemental Gem, Earth (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Headband of Conscious Effort (Adventure; Complete 
  Adventurer) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Circlet of Blasting, Minor (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Goggles of Night (Adventure; Dungeon Master’s Guide) 
  • 
  Ring of Climbing, Improved (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  +1 Animated Mithral Heavy Shield (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 Bane (Elf) Dwarvencraft Warhammer (Adventure; 
  Races of Stone) 
  • 
  Belt of Dwarvenkind (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Large Items: +1 Chain Shirt, +1 Battleaxe, Javelin 
  (Adventure; DMG) 
   
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  Dwarven Plate (Adventure; Dungeon Master’s Guide) 
  • 
  Gauntlet of the Dwarven Forge (Adventure; Complete 
  Warrior) 
  • 
  Rod of Metal and Mineral Detection (Adventure; Dungeon 
  Master’s Guide) 
   
   
  
   
  BIS6-03 Back Taxes 
   
  Page 19 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 3 
   
  Adolescent Troll: Medium giant; CR 3; HD 4d8+24; hp 
  48; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 
  Dex, +4 natural); Base Atk/Grp: +2/+6; Atk +5 melee 
  (1d4+4, claw); Full Atk +5 melee (1d4+4, 2 claws) and +0 
  melee (1d4+2, bite); SA -; SQ Darkvision 90 ft., low-light 
  vision, regeneration 5, scent; AL CE; SV Fort +10, Ref +3, 
  Will +2; Str 19, Dex 14, Con 23, Int 6, Wis 9, Cha 6. 
   
  Skills & Feats: Listen +5, Spot +6; Alertness, Iron 
  Will, Track. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll. If a troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Description: This bipedal creature is about the size of 
  human, but is very thin. It has long and ungainly arms 
  and legs. The legs end in great three-toed feet, the arms in 
  powerful hands with short claws. The hide is rubbery, 
  and its hair is thick and ropy, and seems to writhe with its 
  own energy. 
  ENCOUNTER 11 
   
  Advanced Dire Rat of Legend: Medium Animal; CR 3; 
  HD 2d8+12; hp 24; Init +10; Spd 40 ft., climb 20 ft.; AC 
  23, touch 16, flat-footed 17 (+6 Dex, +7 natural); Base 
  Atk/Grp: +1/+8; Atk +9 melee (1d6+8 plus disease, bite); 
  Full Atk +9 melee (1d6+8 plus disease, bite); SA Disease, 
  frightful presence; SQ Haste, low-light vision, reflective 
  hide, scent; AL N; SV Fort +12, Ref +12, Will +7; Str 24, 
  Dex 23, Con 22, Int 3, Wis 14, Cha 8. 
   
  Skills & Feats: Climb +15, Hide +11, Listen +5, Move 
  Silently +7, Spot +5, Swim +15; Alertness, Improved 
  Initiative, Multiattack, Weapon Finesse [bite]. 
   
  Disease (Ex): Filth fever – bite, Fortitude DC 16, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Frightful Presence (Ex): When a dire rat of legend 
  makes a loud sound, it inspires terror in all creatures 
  within 20 feet that have fewer Hit Dice or levels than it 
  has. Each potentially affected opponent must succeed at a 
  Will save (DC 10) or become shaken – a condition that 
  lasts until the opponent is out of range. A successful save 
  leaves that opponent immune to that dire rat of legend’s 
  frightful presence for 24 hours. 
   
  Haste (Su): A dire rat of legend is supernaturally 
  quick. It can make an extra attack during a full-attack 
  action, as if affected by haste spell. 
   
  Reflective Hide (Su): A dire rat of legend has a 
  silvery sheen to its skin and is permanently protected by 
  a spell turning effect. 
   
  Skills: Dire rats have a +8 racial bonus on Swim 
  checks. Dire rats have a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, even 
  if rushed or threatened. 
   
  Description: This enormous rat looks bigger and more 
  vicious than most dogs. It has coarse, spiky fur, 
  malevolent eyes, and a long, naked tail. Its fur has a 
  silvery sheen, and it moves with a supernatural 
  quickness. 
   
  
   
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  Page 20 
  APPENDIX 2 – APL 4 
   
  ENCOUNTERS 10 & 11 
   
  Dire Squirrel: Medium Animal; CR 1; HD 2d8+2; hp 14; 
  Init +3; Spd 40 ft., climb 20 ft.; AC 15, touch 13, flat-
  footed 12 (+3 Dex, +2 natural); Base Atk/Grp: +1/+3; Atk 
  +4 melee (1d6+3, bite); Full Atk +4 melee (1d6+3, bite); 
  SA Attach, blood drain; SQ Low-light vision, scent; AL N; 
  SV Fort +4, Ref +6, Will +3; Str 14, Dex 17, Con 12, Int 1, 
  Wis 12, Cha 4. 
   
  Skills & Feats: Climb +11, Hide +8, Listen +4, Move 
  Silently +4, Spot +4; Alertness, Weapon Finesse [bite]. 
   
  Attach (Ex): A dire squirrel that hits with its bite 
  attack latches onto the opponent’s body with its powerful 
  jaws. An attached dire squirrel loses its Dexterity bonus 
  to AC and thus has an AC of 12. An attached dire squirrel 
  can be struck with a weapon or grappled itself. To remove 
  an attached dire squirrel through grappling, the 
  opponent must achieve a pin against the creature. 
   
  Blood Drain (Ex): A dire squirrel drains blood for 
  1d4 points of Constitution damage each round it remains 
  attached. 
   
  Skills: Dire squirrels have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. Dire squirrels use 
  their Dexterity modifier for Climb checks. 
   
  Description: This enormous squirrel is about the size 
  of a large boar. It has coarse, spiky fur, malevolent eyes, 
  and a long, bushy tail. 
   
  Advanced Dire Squirrel of Legend: Medium Animal; 
  CR 3; HD 2d8+12; hp 24; Init +10; Spd 40 ft., climb 20 ft.; 
  AC 23, touch 16, flat-footed 17 (+6 Dex, +7 natural); Base 
  Atk/Grp: +1/+8; Atk +9 melee (1d6+8 plus poison, bite); 
  Full Atk +9 melee (1d6+8 plus poison, bite); SA Attach, 
  blood drain, poison; SQ Haste, low-light vision, reflective 
  hide, scent; AL N; SV Fort +12, Ref +12, Will +7; Str 24, 
  Dex 23, Con 22, Int 3, Wis 14, Cha 8. 
   
  Skills & Feats: Climb +15, Hide +11, Listen +5, Move 
  Silently +4, Spot +5; Alertness, Improved Initiative, 
  Multiattack, Weapon Finesse [bite]. 
   
  Attach (Ex): A dire squirrel that hits with its bite 
  attack latches onto the opponent’s body with its powerful 
  jaws. An attached dire squirrel loses its Dexterity bonus 
  to AC and thus has an AC of 12. An attached dire squirrel 
  can be struck with a weapon or grappled itself. To remove 
  an attached dire squirrel through grappling, the 
  opponent must achieve a pin against the creature. 
   
  Blood Drain (Ex): A dire squirrel drains blood for 
  1d4 points of Constitution damage each round it remains 
  attached. 
   
  Haste (Su): A dire squirrel of legend is 
  supernaturally quick. It can make an extra attack during a 
  full-attack action, as if affected by haste spell. 
   
  Poison (Ex): A dire squirrel of legend delivers its 
  poison (Fortitude save DC 17) with each successful bite 
  attack. The initial and secondary damage is the same (1d6 
  points of Strength damage). The save DC is Constitution-
  based. 
   
  Reflective Hide (Su): A dire squirrel of legend has a 
  silvery sheen to its skin and is permanently protected by 
  a spell turning effect. 
   
  Skills: Dire squirrels have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  Description: This enormous squirrel is about the size 
  of a large boar. It has coarse, spiky fur, malevolent eyes, 
  and a long, bushy tail. Its fur has a silvery sheen, and it 
  moves with a supernatural quickness. 
   
  
   
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  Page 21 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 11 
   
  Advanced Dire Badger of Legend: Large Animal; CR 5; 
  HD 5d8+78; hp 108; Init +9; Spd 30 ft., burrow 10 ft.; AC 
  25, touch 14, flat-footed 20 (-1 size, +5 Dex, +11 natural); 
  Base Atk/Grp: +3/+18; Atk +13 melee (1d6+11, claw); Full 
  Atk +13 melee (1d6+11, 2 claws) and +7 melee (1d8+10 
  plus poison, bite); SA Poison, rage; SQ Haste, low-light 
  vision, reflective hide, scent; AL N; SV Fort +19, Ref +11, 
  Will +9; Str 32, Dex 21, Con 34, Int 4, Wis 14, Cha 14. 
   
  Skills & Feats: Listen +8, Spot +8; Alertness, 
  Improved Initiative, Multiattack, Toughness, Track. 
   
  Haste (Su): A dire badger of legend is supernaturally 
  quick. It can make an extra attack during a full-attack 
  action, as if affected by haste spell. 
   
  Poison (Ex): A dire badger of legend delivers its 
  poison (Fortitude save DC 24) with each successful bite 
  attack. The initial and secondary damage is the same (1d6 
  points of Strength damage). The save DC is Constitution-
  based. 
   
  Rage (Ex): A dire badger that takes damage in 
  combat flies into a berserk rage on its next turn, clawing 
  and biting madly until either it or its opponent is dead. It 
  gains +4 Strength, +4 Constitution, and -2 AC. The 
  creature cannot end its rage voluntarily. 
   
  Reflective Hide (Su): A dire badger of legend has a 
  silvery sheen to its skin and is permanently protected by 
  a spell turning effect. 
   
  Description: This squat, muscular creature is covered 
  in wild, thick fur. Its stout legs end in clawed feet, and its 
  pointed snout has a wide mouth full of sharp teeth. Its fur 
  has a silvery sheen, and it moves with a supernatural 
  quickness.
   
  
   
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  Page 22 
  APPENDIX 4 – APL 8 
   
  ENCOUNTERS 10 & 11 
   
  Dire Toad: Medium Animal; CR 3; HD 4d8+8; hp 30; Init 
  +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 
  natural); Base Atk/Grp: +3/+3; Atk +5 melee (1d4 plus 
  poison, bite) or +5 ranged (0, tongue); Full Atk +5 melee 
  (1d4 plus poison, bite) and +5 ranged (0, tongue); 
  Space/Reach 5 ft/5 ft (10 ft with tongue); SA Poison; SQ 
  Low-light vision; AL N; SV Fort +6, Ref +6, Will +6; Str 
  10, Dex 14, Con 15, Int 2, Wis 15, Cha 7. 
   
  Skills & Feats: Hide +12, Jump +11, Listen +7, Spot 
  +11; Weapon Finesse [bite]. 
   
  Poison (Ex): A dire toad delivers its poison 
  (Fortitude save DC 14) with each successful bite attack. 
  The initial and secondary damage is the same (1d6 points 
  of Constitution damage). The save DC is Constitution-
  based. 
   
  Improved Grab (Ex): If a dire toad hits an opponent 
  that is at least one size category smaller than itself with a 
  bite attack or a tongue attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it can 
  try to swallow the opponent. Alternatively, the dire toad 
  has the option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on grapple 
  check, but the dire toad is not considered grappled). In 
  either case, each successful grapple check it makes 
  during successive rounds automatically deals bite 
  damage. 
   
  Swallow Whole (Ex): A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple check. 
  Once inside the toad, the opponent takes1d6 points of 
  bludgeoning damage plus 1d4 points of acid damage per 
  round from the dire toad’s stomach. A successful grapple 
  check allows the swallowed creature to climb out of the 
  stomach and return to the toad’s mouth, where another 
  successful grapple check is needed to get free. 
  Alternatively, a swallowed creature can try to cut its way 
  out with either claws or a light piercing or slashing 
  weapon. Dealing at least 10 points of damage to the 
  gizzard (AC 13) in this way creates an opening large 
  enough to permit escape. Once a single swallowed 
  creature exits, muscular action closes the hole; thus, 
  another swallowed opponent must cut its own way out. A 
  Medium-size dire toad’s stomach can hold 2 Small or 8 
  Tiny or smaller opponents. 
   
  Skills: A dire toad receives a +4 racial bonus on 
  Hide, Listen, and Spot checks, and a +8 racial bonus on 
  Jump checks. 
   
  Description: This squat, blobby creature is about the 
  size of a large dog. It has a bony ridge along its head, 
  malevolent eyes, and a wicked, forked tongue. 
   
  Advanced Dire Toad of Legend: Large Animal; CR 7; 
  HD 7d8+63; hp 105; Init +8; Spd 30 ft.; AC 23, touch 13, 
  flat-footed 19 (-1 size, +4 Dex, +10 natural); Base Atk/Grp: 
  +5/+18; Atk +15 melee (1d8+9 plus poison, bite) or +8 
  ranged (0, tongue); Full Atk +15 melee (1d8+9 plus 
  poison, bite) and +8 ranged (0, tongue); Space/Reach 10 
  ft/10 ft (20 ft with tongue); SA Breath weapon, poison; 
  SQ Haste, low-light vision, reflective hide; AL N; SV Fort 
  +17, Ref +12, Will +11; Str 28, Dex 18, Con 29, Int 4, Wis 
  17, Cha 11. 
   
  Skills & Feats: Hide +14, Jump +21, Listen +9, Spot 
  +13; Improved Initiative, Improved Natural Attack [bite], 
  Multiattack, Weapon Finesse [bite]. 
   
  Breath Weapon (Su): Every 1d4+1 rounds, a dire 
  toad of legend can use a breath weapon (15-foot cone, 3d6 
  acid damage). A target can make a Reflex save (DC 22) for 
  half damage. 
   
  Haste (Su): A dire toad of legend is supernaturally 
  quick. It can make an extra attack during a full-attack 
  action, as if affected by haste spell. 
   
  Poison (Ex): A dire toad delivers its poison 
  (Fortitude save DC 21) with each successful bite attack. 
  The initial and secondary damage is the same (1d6 points 
  of Constitution damage). The save DC is Constitution-
  based. 
   
  Improved Grab (Ex): If a dire toad hits an opponent 
  that is at least one size category smaller than itself with a 
  bite attack or a tongue attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it can 
  try to swallow the opponent. Alternatively, the dire toad 
  has the option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on grapple 
  check, but the dire toad is not considered grappled). In 
  either case, each successful grapple check it makes 
  during successive rounds automatically deals bite 
  damage. 
   
  Swallow Whole (Ex): A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple check. 
  Once inside the toad, the opponent takes1d8 points of 
  bludgeoning damage plus 1d6 points of acid damage per 
  round from the dire toad’s stomach. A successful grapple 
  check allows the swallowed creature to climb out of the 
  stomach and return to the toad’s mouth, where another 
  successful grapple check is needed to get free. 
  Alternatively, a swallowed creature can try to cut its way 
  out with either claws or a light piercing or slashing 
  weapon. Dealing at least 10 points of damage to the 
  gizzard (AC 15) in this way creates an opening large 
  enough to permit escape. Once a single swallowed 
  creature exits, muscular action closes the hole; thus, 
  another swallowed opponent must cut its own way out. A 
  Large-size dire toad’s stomach can hold 2 Medium or 8 
  Small or smaller opponents. 
  
   
  BIS6-03 Back Taxes 
   
  Page 23 
   
  Reflective Hide (Su): A dire toad of legend has a 
  silvery sheen to its skin and is permanently protected by 
  a spell turning effect. 
   
  Skills: A dire toad receives a +4 racial bonus on 
  Hide, Listen, and Spot checks, and a +8 racial bonus on 
  Jump checks. 
   
  Description: This squat, blobby creature is about the 
  size of a large horse. It has a bony ridge along its head, 
  malevolent eyes, and a wicked, forked tongue. Its hide 
  has a silvery sheen, and it moves with a supernatural 
  quickness.
   
  
   
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  Page 24 
  APPENDIX 5 – APL 10 
   
  ENCOUNTERS 10 & 11 
   
  Dire Snake: Huge Animal; CR 5; HD 7d8+21; hp 63; Init 
  +5; Spd 30 ft., climb 20 ft., swim 20 ft.; AC 18, touch 13, 
  flat-footed 13 (-2 size, +5 Dex, +5 natural); Base Atk/Grp: 
  +3/+20; Atk +10 melee (2d8+10 plus poison, bite); Full 
  Atk +10 melee (2d8+10 plus poison, bite); Space/Reach 15 
  ft/10 ft; SA Constrict 1d6+10, improved grab, poison; SQ 
  Low-light vision, scent; AL N; SV Fort +8, Ref +10, Will 
  +6; Str 24, Dex 20, Con 16, Int 1, Wis 13, Cha 11. 
   
  Skills & Feats: Balance +14, Climb +15, Hide +7, 
  Listen +9, Spot +9. 
   
  Constrict (Ex): With a successful grapple check, a 
  dire snake can constrict a grabbed opponent, dealing 
  1d8+10 points of bludgeoning damage. 
   
  Poison (Ex): A dire snake delivers its poison 
  (Fortitude save DC 16) with each successful bite attack. 
  The initial and secondary damage is the same (1d6 points 
  of Constitution damage). The save DC is Constitution-
  based. 
   
  Improved Grab (Ex): If a dire snake hits an 
  opponent that is at least one size category smaller than 
  itself with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it can 
  try to swallow the opponent. Alternatively, the dire snake 
  has the option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on grapple 
  check, but the dire snake is not considered grappled). In 
  either case, each successful grapple check it makes 
  during successive rounds automatically deals bite and 
  constrict damage. 
   
  Skills: A dire snake receives a +4 racial bonus on 
  Hide, Listen, and Spot checks, and a +8 racial bonus on 
  Balance checks. 
   
  Description: This creature looks like an enormous 
  viper with dull green or brown scales and long fangs. Its 
  head has two bony protrusions similar to horns placed 
  just behind the eyes. 
   
  Advanced Dire Snake of Legend: Gargantuan Animal; 
  CR 9; HD 13d8+130; hp 208; Init +12; Spd 30 ft., climb 20 
  ft., swim 20 ft.; AC 28, touch 14, flat-footed 20 (-4 size, +8 
  Dex, +14 natural); Base Atk/Grp: +9/+40; Atk +24 melee 
  (4d8+20 plus poison, 19-20, bite); Full Atk +24 melee 
  (4d8+20 plus poison, 19-20, bite); Space/Reach 20 ft/15 ft; 
  SA Constrict 1d8+20, improved grab, poison, raging 
  blood; SQ Haste, low-light vision, reflective hide, scent; 
  AL N; SV Fort +21, Ref +19, Will +13; Str 44, Dex 26, Con 
  30, Int 3, Wis 15, Cha 15. 
   
  Skills & Feats: Balance +17, Climb +24, Hide +12, 
  Listen +12, Spot +12; Improved Critical [bite], Improved 
  Initiative, Improved Natural Attack [bite], Multiattack,. 
   
  Constrict (Ex): With a successful grapple check, a 
  dire snake can constrict a grabbed opponent, dealing 
  1d8+20 points of bludgeoning damage. 
   
  Haste (Su): A dire snake of legend is supernaturally 
  quick. It can make an extra attack during a full-attack 
  action, as if affected by haste spell. 
   
  Poison (Ex): A dire snake delivers its poison 
  (Fortitude save DC 23) with each successful bite attack. 
  The initial and secondary damage is the same (1d6 points 
  of Constitution damage). The save DC is Constitution-
  based. 
   
  Raging Blood (Su): Each time damage is dealt to a 
  dire snake of legend with a piercing or slashing attack, its 
  blood sprays outward in a  5-foot cone, dealing 1d4 points 
  of acid damage to all within range (no saving throw). A 
  dire snake of legend is not harmed by its own blood. 
   
  Reflective Hide (Su): A dire snake of legend has a 
  silvery sheen to its skin and is permanently protected by 
  a spell turning effect. 
   
  Improved Grab (Ex): If a dire snake hits an 
  opponent that is at least one size category smaller than 
  itself with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it can 
  try to swallow the opponent. Alternatively, the dire snake 
  has the option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on grapple 
  check, but the dire snake is not considered grappled). In 
  either case, each successful grapple check it makes 
  during successive rounds automatically deals bite and 
  constrict damage. 
   
  Skills: A dire snake receives a +4 racial bonus on 
  Hide, Listen, and Spot checks, and a +8 racial bonus on 
  Balance checks. 
   
  Description: This creature looks like an enormous 
  viper with dull green or brown scales and long fangs. Its 
  head has two bony protrusions similar to horns placed 
  just behind the eyes. Its skin has a silvery sheen, and it 
  moves with a supernatural quickness. 
   
  
   
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  Page 25 
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 11 
   
  Advanced Dire Bear of Legend: Huge Animal; CR 11; 
  HD 18d8+201; hp 309; Init +7; Spd 40 ft.; AC 26, touch 11, 
  flat-footed 23 (-2 size, +3 Dex, +15 natural); Base Atk/Grp: 
  +13/+41; Atk +32 melee (3d4+20, 19-20, claw); Full Atk 
  +32 melee (3d4+20, 19-20, 2 claws) and Atk +29 melee 
  (3d8+15 plus poison, bite); Space/Reach 15 ft/10 ft; SA 
  Improved grab, poison; SQ Haste, low-light vision, 
  reflective hide, scent; AL N; SV Fort +30, Ref +17, Will 
  +16; Str 50, Dex 17, Con 33, Int 4, Wis 14, Cha 14. 
   
  Skills & Feats: Listen +13, Spot +13, Swim +25; 
  Alertness, 
  Endurance, 
  Improved 
  Critical 
  [claw], 
  Improved Initiative, Multiattack, Power Attack, Run, 
  Toughness, Weapon Focus [claw]. 
   
  Haste (Su): A dire bear of legend is supernaturally 
  quick. It can make an extra attack during a full-attack 
  action, as if affected by haste spell. 
   
  Improved Grab (Ex): To use this ability, a dire bear 
  must hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. 
   
  Poison (Ex): A dire bear of legend delivers its poison 
  (Fortitude save DC 30) with each successful bite attack. 
  The initial and secondary damage is the same (1d6 points 
  of Strength damage). The save DC is Constitution-based. 
   
  Reflective Hide (Su): A dire bear of legend has a 
  silvery sheen to its skin and is permanently protected by 
  a spell turning effect. 
   
  Description: This hulking bear has bony brow ridges 
  and claws like sickles, with a wildness and destructive 
  gleam in its cold, piercing eyes. Its fur has a silvery sheen, 
  and it moves with a supernatural quickness. 
   
   
   
  
   
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  Page 26 
  PLAYER HANDOUT #1 – NOTICE OF ASSESSMENT 
  This note was given to you at the Department of Tax Collection. 
   
  Notice of Assessment 
   
  Be it known that this document establishes itself as an official notice from the Bissel 
  Hall of Revenue. 
   
  To the Medig’s Hill Brewing Company; 
   
  The records of the Department of Tax Collection indicate that you have an outstanding 
  liability of five wagon loads of gold ingots that you owe to the March of Bissel for 
  payment of back taxes assessed on the sale of Barrier Brew throughout the March. This 
  amount includes tax, interest and penalties. Interest and penalties will continue to 
  accrue until the balance is paid in full. To avoid additional interest and penalty charges, 
  you must pay the total amount due upon receipt of this notice. 
  This amount has been determined by the Hall of Revenue and has been approved by the 
  Margrave’s Council including Baron Rashedra of Parulla who has transferred collection 
  and all claims on these funds to the Bissel Ministry of the Exchequer, Department of Tax 
  Collection. As such there can be no dispute or appeal of this assessment. The decision of the 
  Margrave’s Council is final. 
  You are hereby instructed to produce five wagon loads of gold ingots to be deposited into 
  the wagons provided and to confer all means of hospitality on the representatives of the 
  Department of Tax Collection while you complete this mandate. 
   
  Bissel Hall of Revenue  
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/596/Normal Scenarios/BIS6-03 - Back Taxes (APL 2-12)/BIS6-03 - Back Taxes.pdf