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. 
  BIS7-08 
   
   
   
   
  Under a Platinum Sky 
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Bissel Regional Adventure 
  Version 1.0.0 
   
  by Cameron Logan 
  Reviewers: Bissel Triad 
  Circle Reviewer: Steven Conforti 
   
  “Convergences draws near, and with every feint and dodge of blade and arrow extinction draws near. The dead who 
  walk are finished; they know not the truth. All that remains to be seen are all that remains after the death knell.” A 
  Bissel regional adventure for APLs 2-12, and Part 4 of the Shadows and Sigils series. PCs must have played BIS7-06 The 
  Golden Masque before playing this adventure.  
   
  Note: This adventure will be of particular interest to members of the Great Army of Bissel or the Paercine Camerata. 
   
  Resources: Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete Champion [Ed Stark, Chris 
  Thomasson, Rhiannon Louve, Ari Marmell, Gary Astleford], Complete Divine [David Noonan], Complete Scoundrel [Mike 
  McArtor, F. Wesley Schneider], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Fiend Folio [Eric Cagle, Jesse 
  Decker, James Jacobs, Erik Mona, Matthew Sernett, Chris Thomasson, James Wyatt], Heroes of Horror [James Wyatt, Ari 
  Marmell, C.A. Suleiman], Libris Mortis [Andy Collins, Bruce R. Cordell], Magic Item Compendium [Andy Collins, Eytan 
  Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Player’s Handbook II [David Noonan], Sandstorm [Bruce R. 
  Cordell, Jennifer Clarke Wilkes, JD Wiker], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor].
  
  BIS7-08 Under a Platinum Sky 
   
  Page 1 
  RPGA
  ® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 2 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Bissel.  Characters native to Bissel pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  Lord Camryn Fertuine has made some interesting 
  choices. In addition to murdering his predecessor, 
  financing the Thieves’ Guild of Dountham, and 
  consistently selling his vote on the Council of Barons to 
  the highest bidder, Lord Fertuine has formed an alliance 
  with the vampire Galen Luchelyn. In exchange for an 
  endless supply of an elixir that guards against the disease 
  known as the Mark of the Black Hand, Lord Fertuine has 
  granted free and safe travels throughout his lands to 
  Galen and those who serve him. Necromancers and 
  undead roam freely in the court at Cassiter and 
  throughout lands emptied of their people.  
   
  When Margrave Malto Adeur learned of Lord 
  Fertuine’s treachery, he decided to send a heavy force 
  into Cassiter to meet the Baron’s challenge to his 
  authority. The PCs are part of this incursion into Cassiter 
  to deliver the heavy hammer of vengeance directly onto 
  Baron Fertuine’s head. 
  ADVENTURE SUMMARY 
  The PCs begin at a military encampment about mile 
  outside Rabechel, baronial capital of Cassiter. There they 
  are briefed on their mission: while the main companies 
  of soldiers fight against an undead army holding in 
  Cassiter, the PCs are asked to enter the pocket dimension 
  where Lord Fertuine is hiding and to capture him alive. 
  They will only have a few short hours to do this.  
   
  The PCs are transported to the pocket dimension, 
  where they meet with resistance on the main floor of the 
  mansion. Also in the mansion they can meet with Lord 
  Fertuine’s wife, who is somewhat of a willing captive in 
  the pocket dimension. She can be convinced to aid the 
  PCs in the capture of her husband.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 3 
   
  On the mansion’s lower level the PCs find Lord 
  Fertuine and some elite undead companions torturing a 
  Cleric of Fharlanghn. The PCs must vanquish the undead 
  and capture Lord Fertuine without killing him to succeed 
  at their mission.  
  Introduction: Mouth for War 
  Estimated Time: 5 minutes 
  The 1
  st Menawyk battalion is camped near Rabechel, and 
  confidence is high among the troops. The PCs are here as 
  part of the incursion force and have an opportunity to 
  learn some rumors.  
  Encounter 1: Master of Puppets 
  Estimated Time: 15 minutes 
  The PCs see some familiar faces as Watcher Jerius 
  Greenblade briefs them as to their part in the ensuing 
  battle. Jerius’s timetable is moved up when signs begin to 
  surface that the undead are about to attack the camp.  
  Encounter 2: Hostile 
  Estimated Time: 60 minutes 
  As Watcher Jerius Greenblade and the 1
  st Menawyk begin 
  battle on the Prime Material Plane, the PCs are 
  transported to the pocket dimension where they meet 
  the first line of defenders.   
  Encounter 3: Bringin’ on the Heart Break 
  Estimated Time: 60 minutes 
  In this encounter, the PCs explore Fertuine Manor and 
  encounter some resistance in the form of incorporeal 
  undead. They can also find an ally in E’yfa Fertuine, 
  forgotten wife to Lord Camryn Fertuine.  
  Encounter 4: Living Dead Girl 
  Estimated Time: 60 minutes 
  In the dungeon below Fertuine Manor the PCs have a 
  chance to rescue a damsel in distress from Lord Fertuine 
  and his evil allies. 
  Conclusion A: For Those About to Rock 
  Estimated Time: 5 minutes 
  The PCs succeed in clearing the pocket dimension and 
  capturing Lord Fertuine alive.  
  Conclusion B: You Got Another Thing Coming 
  Estimated Time: 5 minutes 
  The PCs succeed in clearing the pocket dimension but 
  wind up killing Lord Fertuine instead of capturing him 
  alive.  
  .  
   
  PREPARATION FOR PLAY 
  In this adventure the PCs are given an unambiguous and 
  uncomplicated objective to achieve. The wrinkle is this: 
  they have three hours in-game time to achieve it. This 
  means there is no time for rest at any APL. A particularly 
  skilled judge who is well prepared might try to run the 
  game in real time, but this is neither recommended nor 
  required.  
   
  It is required that the players have completed the 
  module BIS7-06 The Golden Masque before playing 
  through this adventure.  
   
  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: MOUTH 
  FOR WAR 
  Estimated Time: 5 minutes 
  “And once more the mighty battleaxe came down, 
  this time felling seven hoch-jebline in one sweeping 
  arc. Still the ambushers came, but when all was said 
  and done – the visiting King had not a hair harmed 
  on him. That my friends, is how a dwarf named 
  Grimalh True Sight saved Bissel!” The soldiers 
  gathered at the tables to break their fast all raise 
  their mugs and salute. It is the fourth time this 
  morning you’ve heard this story.  
   
  The soldiers of the 1
  st Menawyk are justifiably 
  proud of their heritage. In 477 CY, Margrave Rollo 
  and his elite guard valiantly defended the visiting 
  King of Furyondy, Hugh III, from an army of jebli. 
  Among that guard was Grimalh True Sight, a priest 
  of Heironeous who fearlessly swung his battleaxe in 
  defense of the visiting monarch. The thankful king 
  declared Bissel a “March Palatine,” and thus an 
  independent nation. In turn, Rollo granted to the 
  courageous Grimalh True Sight rulership over the 
  Menawyk 
  barony. 
  Today 
  Grimalh’s 
  direct 
  descendant Albrecht True Sight rules the barony.   
   
  About 500 strong, the 1
  st Menawyk is a large 
  Battle 
  combining 
  conscripts 
  from 
  Gerorgos, 
  Menawyk and the township of Sareden. Humans 
  make up only about half of the diverse soldiery; the 
  diverse battle features about 180 dwarves and 
  almost 70 mixed halflings and gnomes. This reflects 
  the Battle’s origins in the baronies and lands 
  bordering the Lorridges.  
  
  BIS7-08 Under a Platinum Sky 
   
  Page 4 
   
  Today the men and women of the 1
  st Menawyk 
  are far from their homes in the hills. They camp just 
  about a mile from Rabechel, the baronial capital of 
  Cassiter. The Baron of these lands has formed an 
  alliance with dark powers, an unforgivable slight to 
  the ruling Margrave, Malto Adeur. On this day, the 
  1
  st Menawyk are to act as the Margrave’s instrument 
  of vengeance, felling the enemies of Bissel just as 
  Grimalh True Sight did all those years ago.  
  The PCs are here as part of the incursion ordered by 
  Margrave Malto Adeur in BIS7-06 The Golden Masque. 
  Their orders will be coming soon, but for now they’ve 
  had the morning to cast whatever long-term buff spells 
  they feel they need.  
   
  PCs who succeed at a Knowledge [nobility and 
  royalty] or Knowledge [Local – Sheldomar Valley MR] 
  check (DC 15) know that the story told of Grimalh True 
  Sight is accurate though slanted toward the dwarf’s 
  actions. 
   
  This is a good time for the PCs to introduce 
  themselves to each other, if necessary. 
   
  The PCs may wish to gather some information and 
  rumors before continuing. The following are rumors they 
  can pick up with a Gather Information check that beats 
  the DC listed. The truth or falsehood of each rumor will 
  be revealed with the passage of time. 
  DC 10 
  • 
  A significant portion of the Bramblewood south of 
  Avernand Keep has been razed, and a large camp has 
  been constructed. It hasn’t given Bissel forces the 
  leverage to retake Avernand, but has allowed a 
  stalemate. 
  • 
  The village of New Clunther, on the shores of Lake 
  Hasra, has been temporarily abandoned. Residents 
  have been tight-lipped as to why. 
  DC 15 
  • 
  Rumors are circulating that Lord Camryn Fertuine, 
  Baron of Cassiter, has betrayed the March. Allegedly, 
  an army detachment is being formed to relieve him 
  of his posting. 
  • 
  Watcher 
  Jerius 
  Greenblade, 
  Lord 
  Mayor 
  of 
  Thornward, has taken personal command of the 
  incursion force and the Margrave’s request. Also 
  here is Baron Albrecht True Sight, lending his skill 
  and advice to the effort.  
  • 
  A recent public appearance of Brar the Crusader, the 
  famed pit fighter, sparked a small riot in Sareden.  
  The local barracks commander, responsible for 
  restoring order, has chosen not to comment on the 
  incident. 
  DC 20 
  • 
  A horde of undead creatures marched out of Lake 
  Hasra last month. All attempts to locate the army 
  since then have failed. Powerful magic must be 
  masking their presence. 
  • 
  Jasmine Besselar has fallen ill; she is succumbing to 
  the Mark of the Black Hand. Her husband, Cainlan 
  Rashedra seems untouched by the illness. 
  • 
  A red and silver pavilion tent on the outer edge of 
  the camp is off limits. The tent is lit all through the 
  night and sometimes the soldiers hear shouting 
  coming from that direction . 
  • 
  It is said the forces of Iuz have begun to stir. His 
  most powerful minions are searching for something. 
  DC 25 
  • 
  Great Army engineers have been seen around the 
  township of Ebbernant, helping to fortify the 
  almost-nonexistent defenses. It is unclear why. 
  • 
  It’s not just Jasmine Besselar who is sick; her infant 
  daughter Kira has also fallen ill with the Mark of the 
  Black Hand. 
  • 
  A priestess of Fharlanghn arrived in the camp, but 
  no one’s seen much of her. She was called “Ballata.” 
  • 
  Some of the residents of Truelight are being allowed 
  to return to the city after the Barony was retaken by 
  a contingent of the army. The Temple of Pelor is 
  under guard at all times and no one is allowed to 
  enter. 
  DC 30 
  • 
  A number of sensitive Mist Chameleon assignments 
  have been issued to agents in the field. It is 
  suspected to be a prelude to an attempt to push into 
  central Ket. 
  Once the PCs are done with rumors and introductions, 
  continue with Encounter 1. 
  ENCOUNTER 1: MASTER OF 
  PUPPETS 
  Estimated Time: 15 minutes 
  In this encounter the PCs meet and speak with Jerius 
  Greenblade where they learn the exact nature of their 
  mission. This occurs shortly before noon, so the PCs have 
  had all morning to cast whatever long-term buffs they 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 5 
  wish to have up, and to make the requisite PC 
  introductions, if necessary. When you are ready to 
  proceed, read or paraphrase the following:  
  As you pick at what crumbs remain on the plates in 
  front of you, a shadow falls over your table. A human 
  woman dressed in well-worn leather armor and a 
  scout’s uniform stands before you. Her dark hair is 
  tied back in a pony tale and a strange, faint rune is 
  etched on her face. 
   
  “You must be the specialists,” she says. “The 
  General wants to see you right away!”  
   
  The woman delivering the message is Luona Tar. 
  The PCs probably have met her before, as she appears in 
  BIS7-06 The Golden Masque. The PCs may depart 
  immediately for the meeting with General Greenblade, 
  though they can chat with Luona if they wish. Since her 
  appearance in BIS7-06 The Golden Masque, Luona has had 
  her curse removed, possibly due to the actions of PCs at 
  the table. If that is the case then she thanks those PCs 
  profusely. Even though the curse has been removed the 
  faint outline of the rune remains to mark her face.  
   
  If the PCs decide not to interact with Luona, then 
  skip the read-aloud text below. 
  “Since I’m from Gerorgos I’m a member of the 1
  st 
  Menawyk. When we were activated I reported for 
  duty quick as I could. I’ve been mostly doing light 
  scout work with Wolf Company. Of course I’ve been 
  to Rabechel before, so I’ve got an edge on the 
  scouting. I will say: those guys in Wolf Company are 
  pretty crazy. A few of them are still out there. Going 
  above and beyond, as they say.” 
   
  Luona begins to make quick work of a plate of 
  food placed in front of her. “Say,” she says between 
  mouthfuls, “The General wouldn’t want to be kept 
  waiting.” 
  This is a subtle hint that the PCs should make haste to 
  answer the summons. Once they decide to do so, read or 
  paraphrase the following:  
  You make your way to a small hill where a man and a 
  dwarf stand together in silence. The man seems to 
  be predominantly of Suel heritage, though his olive-
  colored eyes betray a mixed-parentage common to 
  most humans of Bissel. The dwarf has long blonde-
  hair and a long beard braided with intricate silver 
  jewelry. From your previous dealings and from the 
  talk of the soldiers, you know them to be Watcher 
  Jerius Greenblade and Baron Albrecht True Sight. 
  Both are dressed in plate armor, and seem ready for 
  battle.  
  The dwarf, Baron Albrecht True Sight, has an opinion to 
  share about his first meeting with the PCs. Depending on 
  the party’s racial make up he has something different to 
  say. If the party has no dwarves present, read or 
  paraphrase the following:  
  The dwarf fixes iron gray eyes on your party, a 
  frowns with obvious concern. “Look at these 
  beardless wonders,” he exclaims. “Are these are the 
  specialists I’ve heard so much about?” 
  If the party has at least one dwarf present, read or 
  paraphrase the following:  
  The dwarf fixes iron gray eyes on your party, and 
  smiles warmly. “By my grandfather’s axe, I can see 
  we’re in good hands” he exclaims. He steps forward 
  and clasps [dwarven PC]’s shoulder warmly. “Here’s 
  an iron-forged soul for sure.” 
  Regardless of Baron True Sight’s opinion, continue with 
  the following: 
  “They do have the confidence of me and - more 
  importantly - the confidence of the Margrave,” says 
  Jerius as he begins to walk to the camp’s edge. He 
  speaks as you follow. “Let me be direct, as our work 
  here is too important for fancy speech. Scouts report 
  an undead army holed up in Rabechel. I plan on 
  striking this afternoon while the foul-beings are 
  subject to the daylight that is their weakness. While 
  we strike, it will be your task to capture Lord 
  Fertuine. The Margrave wants him brought in alive 
  to face his punishment in Thornward. Do you 
  understand?” 
  At this point it is only necessary for the PCs to indicate 
  that they understand. More details are forthcoming.  
  “Good,” say Jerius. “Now let’s go talk to the 
  eggheads.” 
   
  Jerius leads you to the camp’s edge where a large 
  red and silver pavilion tent has been pitched. You 
  follow the General inside where you see a number of 
  strange folk going about various tasks. Three people 
  seated at a table catch your eye. One is a short, 
  middle-aged human man dressed in a white tunic, 
  trimmed with gold, and a holy symbol shaped like a 
  sunburst with a face. His head is bald, and his skin 
  appears unusually radiant. He passes a strange metal 
  fork to a young man dressed in traveler’s clothes. 
  Looking on is a golden-haired half-elf woman in red 
  and gold robes; a heavy bejeweled pendant hanging 
  about her neck displays the symbol of hands 
  gripping a large money purse. 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 6 
   
  The young man taps the fork and holds it to his 
  ear, as if listening closely to sound that is not there.  
  PCs that succeed at a Listen check (DC 40) can hear a 
  faint sound emanating from the strange-metal fork.  
  “What’s your status?” asks Jerius to the people seated 
  at the table.  
   
  The young man speaks, but not in answer to 
  Jerius. “It’s still a 38
  th of a tone too low,” he says. 
  “That means the longer prong needs to be…” the 
  young man stops as if doing some calculation in his 
  head.  
  PCs that succeed at a Knowledge [the planes] or 
  Spellcraft check (DC 40) will be able to calculate that the 
  longer prong must be shorter by a 13/1000
  th of an inch.  
  “A 13/1000
  th of an inch shorter,” finishes the half-
  elven woman with a smug smile of satisfaction.  
   
  The white-robed man takes back the fork and 
  points a wand toward it. The metal of the fork 
  begins to glow red as it is heated. He addresses 
  General Greenblade as he speaks, “We still need 
  some time here, Jerius.” 
  What the PCs have just seen in the pavilion tent are the 
  assembled members of the Paercine Camerata. PCs who 
  participated in BIS7-03 All that for a Bag of Silver? will have 
  encountered the Camerata before. Their names and jobs 
  are summarized below. Feel free to improvise some role-
  play here, if time allows. Otherwise you can paint the 
  Camerata’s 
  presence 
  with 
  wider 
  brush 
  strokes, 
  figuratively speaking.  
  • 
  Seated at the table is the Holy Clerk Loriti Lorgrave 
  (LG female half-elf), an administrator in the Church 
  of Zilchus. She uses the resources of the Church of 
  Zilchus to keep the Camerata stocked with rare 
  items useful to their researches. She is also an expert 
  in the planes.  
  • 
  The young man at the table is the bard Bince Rupel 
  (CG male human). He is an expert in history and is 
  also skilled with magic devices.  
  • 
  The man in white robes at the table is Father Sollus 
  Illuminus (NG male human). He is a religious 
  scholar. Incidentally, he is under the effect of a mind 
  blank spell, at all times. 
  • 
  Standing in the opposite corner of the tent from 
  Sollus is a tall, wizened man with an unkempt mane 
  of gray hair. He is Prefect Levenor Curanis (LG male 
  human), also a religious scholar. 
  • 
  Helping Levenor put on his armor is a tall, gaunt 
  woman with long silver hair. She is Lady Abia 
  Sanoose (LG female human). Lady Abia is something 
  of a rogue philosopher who possesses an interesting 
  outlook on life. 
  • 
  Standing at a slate board with a number of odd 
  calculations written in chalk is a middle-age human 
  in comfortable-looking robes and a fine looking 
  headband. He is Tsogath (NG male human) and 
  serves as the Camerata’s expert in the arcane arts. He 
  is also a cunning linguist. 
  • 
  Standing with Tsogath at a slate board is a half-elven 
  woman with dark hair and skin. She is Mehri 
  la’Feyvim (NG female half-elf), an expert in the 
  mundane healing arts and herbology.     
  Jerius leads you back outside the tent. The sun has 
  almost reached its noonday position, rather low in 
  the sky, as it is late autumn. “Here are the details.” 
   
  “Lord Fertuine and maybe some elite undead 
  creatures are holed up in a pocket dimension, 
  coterminous with this area. The ‘scholars’ inside 
  this tent are creating what will be the second planar 
  fork attuned to this pocket dimension. Your job will 
  be to go in, neutralize the threats and capture Lord 
  Fertuine.” 
   
  “You’ll use the battle here as a distraction, to 
  make sure no reinforcements come in to harass you. 
  Once you’re in the battle here will be over in a few 
  hours I’d expect, so you won’t have time for a second 
  chance. Delays may give Lord Fertuine the 
  opportunity to escape, and I want him brought to 
  justice.” 
   
  “Any questions?”  
  Likely questions and their answers are listed below.  
  • 
  “How do we get into the pocket dimension? How do 
  we get out of the pocket dimension?” 
  “One of the Camerata will use the fork to shift you 
  there. We will synchronize your entry to coincide 
  with our first thrust into Rabechel. Once the battle 
  is over we will send someone in to come retrieve 
  you.” 
  • 
  “What did you mean when you said the Camerata 
  was constructing the “second” planar fork?” 
  “The first fork constructed was tested by a priestess 
  of Fharlanghn named Alia Besselar. She has not yet 
  returned, and I expect her fate to be a dire one.” 
  Jerius grows quiet and holds the bridge of his nose 
  as if a pain shoots through his mind. “While I am 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 7 
  supremely confident that we will be victorious here 
  today, I fear that Alia is only the first brave soul to 
  die on our errand.”  
  • 
  “What do you know about the pocket dimension?” 
  “Absolutely nothing. The Camerata would know 
  more about that.” 
  • 
  “What sort of elite undead are you expecting to be 
  with Lord Fertuine?” 
  “Since Galen Luchelyn is involved in this madness, I 
  would expect any undead creature that Evard was 
  capable of creating – though maybe not. Who knows 
  what secrets he actually possesses?” 
  • 
  “What can you tell us about Galen Luchelyn?” 
  “He was a great hero – nephew to Baroness Elina 
  Luchelyn and a Knight of the Watch. He was made a 
  vampire by Evard – and he is now a soulless creature 
  twisted by evil.” 
  • 
  “Can you spare any soldiers or magic items for us?” 
  “No. What resources I have must be used on the 
  effort here. I was told that you would be well-
  equipped and could provide for yourself – was that 
  not true?” 
  PCs curious about the pocket dimension they are being 
  sent to may consult with Paercine Camerata. Feel free to 
  use any member of the Camerata as the voice for the 
  following: 
  “The pocket dimension seems to be very well 
  crafted, and large – big enough to hold a copy of 
  Fertuine Manor, but probably not much larger. 
  Unique planar traits will likely be similar to those 
  found on the Plane of Shadow.” 
  The PCs will have approximately fifteen minutes game 
  time since their summons at the beginning of this 
  encounter until the following happens:    
  As you wait for the Camerata to finish their work a 
  soldier hastily approaches your position, and gives a 
  crisp salute to General Greenblade.  
   
  “Sir,” he exclaims, “Scouts report that members 
  of Wolf Company are engaged in a fighting retreat 
  with overwhelming undead creatures. They are 
  heading our way.” 
   
  Jerius scowls as he says, “I told those hotshots 
  not to engage.” His words are punctuated by a loud 
  crack through the air not unlike the roll of thunder. 
  The clouds begin to swirl about the sun in an 
  eldritch dance, beginning to obscure the light.  
   
  “Soon it will be black as night!” exclaims Baron 
  True Sight. As if on cue a huge creature seemingly 
  made of nothing but utter blackness flies overhead. 
  Cries of surprise and fear come from the main camp 
  a distance away.  
   
  “Albrecht!” exclaims Jerius Greenblade, “I need 
  you to rally your people.” Then the Watcher halfway 
  enters the tent behind him.  
   
  “That thing better be finished or you’ve failed us 
  all!” he shouts before turning his head toward you.  
   
  “The undead will be upon us in moments, I 
  must see to the forming of lines. You have two 
  minutes to ready yourself for your mission. Good 
  luck.” 
   
  With that the General takes his leave.  
  The planar fork is finished and the PCs literally have 2 
  minutes (20 rounds) to prepare before the Camerata 
  shifts them to the pocket dimension. PCs are invited to 
  cast whatever buffs they feel they need at this time.  
   
  PCs who are also members of the Paercine Camerata 
  (i.e. they accepted the invitation as detailed on the AR for 
  BIS7-03 All that for a Bag of Silver?) may get additional help 
  from the Camerata if they ask. While the casters don’t 
  have any buff spells to spare (as they will be involved in 
  the battle against the undead), Loriti Lorgrave can gift the 
  PCs with two potions, but only if there is at least one 
  member of the Paercine Camerata at the table.  
  Treasure: 
  All APLs: L: 0 gp, C: 0 gp, M: 29 gp, Potion of Cure 
  Moderate Wounds (25 gp), Potion of Lesser Restoration 
  (25 gp). 
  ENCOUNTER 2: HOSTILE 
  Estimated Time: 60 minutes 
  In this encounter, the PCs are transported to the pocket 
  dimension and must deal with guards posted at the front 
  of the manor. As stated in the previous encounter, the 
  PCs have some time to buff and can receive a couple of 
  potions if they are members of the Paercine Camerata. 
  Once they are ready to proceed, read or paraphrase the 
  following:  
  The seven scholars of the Paercine Camerata gather 
  outside their tent, some of them now hastily 
  donning armor for the upcoming battle. At the 
  appointed time, the Holy Clerk Loriti Lorgrave 
  approaches and asks if you are ready.  
  
  BIS7-08 Under a Platinum Sky 
   
  Page 8 
  The PCs don’t really have a choice; Loriti is simply being 
  polite. Once they indicate that they are ready, she is the 
  one who will plane shift the PCs to their destination.  
  Brandishing the newly constructed planar fork, 
  Loriti calls to the great and holy Zilchus to cast her 
  spell. Once the spell is completed the air all around 
  flashes brilliant silver and you are suddenly shunted 
  up and to your left about 20 feet. Though you feel 
  and see the ground beneath your feet you can see the 
  Holy Clerk Loriti, Father Sollus and the other 
  members of the Paercine Camerata standing in front 
  of their tent, but their world seems to be at an 
  impossible 90
  o angle. It’s as if you look upon their 
  world while lying on your side, though you are 
  standing on solid ground. 
   
  Once again there is a bright silver flash and the 
  world of Oerth is left behind.  
   
  You stand on featureless copper-colored rock. 
  The sky above your head is a swirling vortex of 
  shades of platinum, dotted by eldritch streaks of 
  black lightning.  
   
  Before you sits Fertuine Manor, looking much 
  as you remember from the last time you were here. 
  Even the bare trees before the manor’s door have 
  been transplanted, or more accurately copied, to this 
  plane. Their presence is an odd imposition of 
  banality on this impossible landscape.  
   
  There is the taste of darkness on the air, and you 
  know in your being that this place is not right. 
  PCs that succeed at a Knowledge [the planes] check (DC 
  20) will recognize that the pocket dimension has the 
  same properties as the Plane of Shadow. Summarize the 
  information on DM Aid: The Plane of Shadow for PCs who 
  don’t already have this memorized.  
   
  The size of the pocket dimension is actually quite 
  small, extending only about 20 feet beyond what is 
  shown in DM Aid: Map #2 – Fertuine Manor. The “sky” 
  extends to a solid ceiling about 50 feet off the ground. 
  The effects described in the read aloud text do not harm 
  anyone coming in contact with it.  
   
  The PCs have no time to spare before they are 
  attacked by a troop of guardians. Use DM Aid: Map #1 – 
  Hostile to note the position of the PCs and the NPCs. 
  Read or paraphrase the following:  
  Near the manor door is an ephemeral looking being 
  carrying wicked looking chains. Nearby is a mad-
  looking wretch in heavy armor, uttering prayers to 
  the darkest of powers.  
  APL 2 (EL 4) 
  � Torum the Doorkeeper, Male Swordwraith 
  Human Ftr1: hp 15; see Appendix 1. 
  � “Mad” Moran, Male Human Clr1 of Nerull: 
  hp 10; see Appendix 1. 
  APL 4 (EL 6) 
  �  Torum the Doorkeeper, Male Swordwraith 
  Human Ftr3: hp 29; see Appendix 2. 
  � “Mad” Moran, Male Human Clr3 of Nerull: 
  hp 23; see Appendix 2. 
  � Cior Atiq, Female Human Sct1: hp 10; see 
  Appendix 2. 
  APL 6 (EL 8) 
  � Urnuth 
  the 
  Weaponsmith, 
  Male 
  Swordwraith Minotaur Ftr1: hp 63; see Appendix 3. 
  � “Mad” Moran, Male Human Clr5 of Nerull: 
  hp 38; see Appendix 3. 
  � Cior Atiq, Female Human Sct2: hp 17; see 
  Appendix 3. 
  APL 8 (EL 10) 
  � Urnuth 
  the 
  Weaponsmith, 
  Male 
  Swordwraith Minotaur Ftr2/Exotic Weapon 
  Master1: hp 88; see Appendix 4. 
  � “Mad” Moran, Male Human Clr7 of Nerull: 
  hp 58; see Appendix 4. 
  � Cior Atiq, Female Human Sct4: hp 30; see 
  Appendix 4. 
  APL 10 (EL 12) 
  � Urnuth 
  the 
  Weaponsmith, 
  Male 
  Swordwraith Minotaur Ftr4/Exotic Weapon 
  Master1: hp 107; see Appendix 5. 
  � “Mad” Moran, Male Human Clr9 of Nerull: 
  hp 74; see Appendix 5. 
  � Cior Atiq, Female Human Sct6: hp 45; see 
  Appendix 5. 
  APL 12 (EL X) 
  � Urnuth 
  the 
  Weaponsmith, 
  Male 
  Swordwraith Minotaur Ftr4/Exotic Weapon 
  Master1: hp 107; see Appendix 6. 
  � “Mad” Moran, Male Human Clr13 of Nerull: 
  hp 107; see Appendix 6. 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 9 
  � Cior Atiq, Female Human Sct8: hp 60; see 
  Appendix 6. 
  Preparation: As soon as members of Wolf Company 
  engaged with undead on the Prime Material Plane (see 
  Encounter 1), a messenger delivered the news of 
  impending attack to the pocket dimension. These outside 
  guards have some short-term buff spells up as they await 
  the PCs. 
  Note: The Incorporeal Undead at Location B of DM Aid: 
  Map #2 – Fertuine Manor observe(s) the battle from a 
  nearby window. They are opportunistic and will attack 
  PCs who get within 30 feet of their location, either 
  during this combat or while looting the bodies (see 
  “Floaters” in Encounter 3).  
  Tactics: Torum or Urnuth acts in the melee threat, 
  dealing strength damage with each successful melee hit. 
  Note that they will appear incorporeal, though they are 
  definitely not. At APL 4 and higher, “Mad” Moran has 
  cast desecrate on the anklet of translocation worn by Torum 
  (APL 4) and Urnuth (APL 6-12). This means clerics who 
  attempt to turn them are at -3. “Mad” Moran works best as 
  a support caster, and at higher APLs will have potent 
  attack spells at his disposal. For the purposes of the 
  Recitation spell, count Urnuth and Cior Atiq as 
  worshippers of Nerull. At APL 4 and higher, “Mad” 
  Moran has a Divine Ward up between himself and his 
  allies, so he can cast beneficial spells with a touch range 
  at close range instead. Cior stays on the move to take 
  advantage of her Skirmish ability, firing at PCs from 
  point-blank range. 
   
  APL 2 and 4: Torum closes to melee, while “Mad” 
  Moran opens with a cause fear against a PC who appears 
  weak-willed, likely a PC who appears to be a fighter or 
  rogue. 
   
  APL 6: Urnuth should likely forego his Powerful 
  Charge ability in favor of simply closing and making full 
  attacks with his spiked chain. Unholy Storm makes a good 
  opener for “Mad” Moran, and he can also attempt an area 
  dispel magic` to take the PCs down a peg.  
   
  APL 8: Recitation followed by Unholy Blight is likely 
  the best opener for “Mad” Moran. Cior starts the battle 
  invisible and has a brooch of shielding at this APL and 
  higher.  
   
  APL 10: Righteous Wrath of the Faithful could be the 
  best spell for “Mad” Moran to cast in the first round. It 
  now becomes important for Cior to move at least 20 feet 
  between shots to take advantage of her Improved 
  Skirmish feat.  
   
  APL 12: “Mad” Moran should let the PCs have it with 
  a blood to water spell followed the next round by 
  blasphemy. Cior can mow move before and after firing due 
  to her Shot on the Run feat.   
   
  Treasure: The following can be found on the 
  defeated carcasses of “Mad” Moran and his allies. Note 
  that the anklet of translocation has a desecrate effect on it, 
  making life difficult for PCs who wear it. Also, at APLs 2 
  and 4 note the scroll of magic weapon, likely necessary for 
  dealing with the “floaters” in Encounter 3: 
  APL 2: L: 94 gp, C: 0 gp, M: 177 gp, +1 mithral shirt 
  (175 gp), scroll of magic weapon (2 gp). 
  APL 4: L: 267 gp, C: 0 gp, M: 293 gp, +1 mithral shirt 
  (175 gp), anklet of translocation (116 gp), scroll of magic 
  weapon (2 gp). 
  APL 6: L: 106 gp, C: 0 gp, M: 932 gp, +1 Large 
  Breastplate (129 gp), +1 Large Spiked Chain (195 gp), 
  anklet of translocation (116 gp), +1 heavy steel shield (97 
  gp), +1 full plate (304 gp), book of all knowledge (250 
  gp), mithral shirt (91 gp). 
  APL 8: L: 106 gp, C: 0 gp, M: 1765 gp, +1 Large 
  Breastplate (129 gp), +1 Large Adamantine Spiked Chain 
  (445 gp), anklet of translocation (116 gp), +1 heavy steel 
  shield (97 gp), +1 full plate (304 gp), metamagic rod, 
  lesser (silent) (250 gp), mithral shirt (91 gp), brooch of 
  shielding (83 gp), book of all knowledge (250 gp). 
  APL 10: L: 80 gp, C: 0 gp, M: 2896 gp, +2 Large 
  Breastplate (462 gp), +2 Large Adamantine Spiked Chain 
  (696 gp), anklet of translocation (116 gp), +1 heavy steel 
  shield (97 gp), +1 full plate (304 gp), metamagic rod, 
  lesser (silent) (250 gp), periapt of wisdom +2 (333 gp), +1 
  composite shortbow (+2 Str) (214 gp), mithral shirt (91 
  gp), brooch of shielding (83 gp), book of all knowledge 
  (250 gp). 
  APL 12: L: 54 gp, C: 0 gp, M: 5110 gp, +2 Large 
  Breastplate (462 gp), +2 Large Adamantine Spiked Chain 
  (696 gp), anklet of translocation (116 gp), +2 heavy steel 
  shield (395 gp), +3 full plate (887 gp), metamagic rod, 
  lesser (silent) (250 gp), periapt of wisdom +4 (1333 gp), 
  +1 composite shortbow (+2 Str) (214 gp), mithral shirt 
  (91 gp), brooch of shielding (83 gp), gloves of dexterity +2 
  (333 gp), book of all knowledge (250 gp). 
   
  Developments: There isn’t much more to do 
  outside, so the PCs should make their way into the 
  manor.  
  
  BIS7-08 Under a Platinum Sky 
   
  Page 10 
  ENCOUNTER 3: BRINGIN’ ON 
  THE HEART BREAK 
  Estimated Time: 60 minutes 
  In this encounter, the PCs explore Fertuine Manor and 
  encounter some resistance in the form of incorporeal 
  undead (see “Floaters” below). Once they are ready to 
  proceed, read or paraphrase the following: 
  The highly decorated façade of Fertuine Manor 
  appears much as you remember. This time no 
  sounds whatsoever emanate from inside.  
  Refer to DM Aid: Map #2 – Fertuine Manor for the 
  locations listed below. All doors marked on the map are 
  locked except the following: the door leading from 
  location A to the outside, the door leading from location 
  F to location A, and the door leading from location G to 
  location F. Only these doors are unlocked. The doors all 
  have the following characteristics: 
  � Strong Wooden Door: 2 in. thick; hardness 5; AC 5; 
  hp 20; Open Lock DC 30, Break DC 25 
  The PCs may, if they wish, use a window as an entry 
  point at the judge’s discretion. Windows are located at 
  locations B, L, all locations marked D, and all locations 
  marked M that are on an outside wall. No other locations 
  will have windows. All windows are locked and have the 
  following characteristics. 
  � Glass Window: 1 in. thick; hardness 1; AC 4; hp 1; 
  Open Lock DC 25, Break DC 9 
  Once any PC enters the manor, read or paraphrase the 
  following:  
  You feel a sudden wrenching in your stomach and 
  the ground you are on tilts 45
  o to the left. You think 
  you can hear a woman’s sobs as well as…laughing. 
  Suddenly the world rights itself and the sounds are 
  no more.  
  PCs that succeed at a Will saving throw (DC 18) know 
  that what they experienced is real.  
   
  PCs that succeed at a Knowledge [the planes] check 
  (DC 25) might note that this pocket dimension is 
  artificial and may be unstable.  
  Floaters 
  Some incorporeal creatures haunt the upper level of 
  Fertuine Manor, and attack the PCs whenever 
  convenient. They begin at Location B, but may attack the 
  PCs at any place except Location O (see below).  
  APL 2 (EL 3) 
  � Shadow: hp 27; see Monster Manual, page 221. 
  APL 4 (EL 5) 
  � Wraith: hp 45; see Monster Manual, page 258. 
  APL 6 (EL 7) 
  � Spectre: hp 63; see Monster Manual, page 232. 
  APL 8 (EL 9) 
  �  Spectres (2): hp 63 each; see Monster Manual, 
  page 232. 
  APL 10 (EL 11) 
  � Dread Wraith: hp 146; see Monster Manual, page 
  258. 
  APL 12 (EL 13) 
  � Dread Wraiths (2): hp 146 each; see Monster 
  Manual, page 258. 
  Tactics: The “floaters” use hit-and-run tactics, fleeing 
  when necessary only to return later on. If critically 
  damaged, they can make their way to the dungeon level 
  where Juniphel can use inflict spells to restore their hit 
  points (mark those spells used off her daily allowed). If it 
  seems that the PCs are too powerful, the floaters may just 
  stay in the dungeon to battle them alongside Juniphel 
  and the others. 
  E’yfa Fertuine: E’yfa is Lord Fertuine’s wife. She sits 
  alone in her room (Location O), and has been there for 
  days. She sobs almost constantly, and her crying can be 
  heard throughout the manor. The base DC to hear her 
  with a Listen check is DC 15; this assumes the PCs are 
  right outside her door. Modify the DC due to distance as 
  the PCs explore the manor.  
  Location A 
  The front room to Fertuine Manor is stark; the only 
  furniture being a small table turned on its side to 
  the left as you enter. The only exit is a double door 
  in front of you. On the walls to the left and right 
  hang long red and silver banners on which is 
  depicted the image of an upside-down rook.  
  The banners are similar to the heraldry of Bissel. PCs who 
  succeed at a Knowledge [local – Sheldomar Valley MR] 
  check (DC 15) know that Evard used these symbols.  
  Location B 
  This room contains about a half dozen richly 
  decorated chairs flanked by small wooden tables. 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 11 
  The chairs are marred by what appear to be claw 
  marks and a wicked smell emanates from this room. 
  The revels of the Golden Masque caused the smell. Don’t 
  ask how.  
  Location C 
  Three large plush chairs sit on their side, torn to 
  shreds. Empty bottles sit among piles of tattered 
  paper. Two tall bookshelves stand completely empty.  
  The revelers of the Golden Masque destroyed all of the 
  books in the name of fun.  
  Location D 
  A plush four-poster bed sits unmade and stained in 
  the center of the room. The thick smell of incense 
  lingers on the air.    
  None of the quarters were spared from the excesses of 
  the Golden Masque. Only the master bedroom (Location 
  O), where E’yfa Fertuine hides, was spared. 
  Location E 
  In the center of this room is a long wooden table 
  surrounded by seven wooden chairs. On the table 
  are dozens of empty bottles and goblets. A 
  nauseating aroma of iron lingers on the air. A 
  painting hangs defaced on one wall and an ornately 
  decorated cabinet lies on its side, smashed.    
  The bottles are empty, but PCs succeeding at a Craft 
  (alchemy) or Heal check (DC 15) can determine that the 
  bottles and goblets all contained blood of some kind. 
   
  If PCs decide to investigate the painting, read or 
  paraphrase the following:  
  This painting depicts a very curious scene: a group 
  of individuals all seated around a round green table. 
  Around the table there is a stunningly beautiful 
  dark-haired woman in forester’s garb, a brown 
  haired man with rakish good-looks, a blue-eyed 
  woman dressed for battle, and two old men: one 
  with wild hair and a golden beard, the other with a 
  gray beard and green robes. They all appear to be 
  engaged in some kind of strange game of chance 
  involving cards.  
   
  The painting has been defaced, with rude 
  sayings and drawing defiling the gods depicted in 
  the image.  
  The details of the graffiti are left to the judge to fill, but 
  suffice they should be particularly rude sayings or 
  drawings with the gods depicted (Ehlonna, Olidammara, 
  Mayaheine, Pelor, and Fharlanghn) as the butt of 
  defilement. 
  Location F 
  This wide hallway sports several streaks of red 
  across the walls. 
  PCs succeeding at a Craft (alchemy) or Heal check (DC 
  15) can determine that the streaks of red are blood 
  splatters.  
  Location G 
  This large room is likely used by the Baron for 
  holding court among his subjects, or perhaps for 
  balls in fancy dress. Right now the room is empty – 
  but it is a complete mess. Broken bottles and torn 
  clothing are strewn about the floor. Various liquids 
  streak the walls. A corpse lies discarded, slumped 
  over a turned over chair.  
  The corpse is of a human servant, one of many victims of 
  the Golden Masque. A Heal check (DC 15) determines 
  that the man’s neck was opened and he died of blood loss.  
  Location H 
  The only things in this stark room are a few 
  manacles attached to the wall. A line of red leads to a 
  door off to the left.  
  Those individuals who incur the Baron’s anger are 
  quickly ushered into this room by guards so that they can 
  be taken to the dungeons below. One such individual was 
  Alia Besselar (see Encounter 4).  
  Location I 
  This long room sports a number of tables and 
  cabinets. A large brick oven stands at one side of the 
  room with large stacks of cut logs piled nearby.  
   
  Maggots gather around hunks of raw meat 
  stacked haphazardly on the tables.  
  The PCs can find mundane kitchen tools and food 
  ingredients, but nothing else of interest. PCs that succeed 
  at a Heal or Survival check (DC 15) can identify the 
  hunks of raw meat as human flesh.  
  Location J 
  This small and stark room contains naught but a few 
  small tables and a large cabinet. A foul odor worse 
  than the grave emanates from the cabinet. 
  Inside the cabinet is a dead gnome. A Heal check (DC 15) 
  determines that the gnome was torn apart by a clawed 
  beast before being stuffed into the cabinet.  
  
  BIS7-08 Under a Platinum Sky 
   
  Page 12 
  Location K 
  A long polished table surrounded by more than 
  twenty chairs fills this room almost completely. 
  Streaks of red cross the walls and many of the 
  wooden chairs are streaked by claw marks.     
  PCs succeeding at a Craft (alchemy) or Heal check (DC 
  15) can determine that the streaks of red are blood 
  splatters. 
  Location L 
  Inside this room a half dozen plush chairs have 
  been torn to shreds and a dirty smell lingers on the 
  air.  
  During the Masque the fiendish attendants - a few of 
  them full-blown bestial undead - set about to tear this 
  room to pieces.  
  Location M 
  A stark bed is unmade and stained. A small chest lies 
  open with the items torn and strewn about the 
  room.  
  The items here are just mundane clothing, nothing more 
  interesting than that.  
  Location N 
  Behind the secure door is a narrow staircase leading 
  downward.         
  The stairs lead to the dungeons below. If PCs go down to 
  the dungeons, proceed to Encounter 4. 
  Location O 
  Note that Location O is under a continuous consecrate 
  effect. The “floaters” will not enter this room under any 
  circumstances. 
  You immediately see that this room is occupied, for 
  seated 
  on 
  a 
  plush 
  four-poster 
  bed 
  is 
  a 
  pulchritudinous if svelte woman. She wears a 
  striking green dress and her visage is marred by a 
  dour expression. She seems to be caressing some 
  type of talisman cradled in her hands.  
  PCs that succeed at Knowledge [nobility] or Knowledge 
  [Local – Sheldomar Valley Metaregion] check (DC 20) 
  can identify this woman as E’yfa Fertuine, wife to Lord 
  Camryn Fertuine. 
   
  The talisman she caresses is the symbol of a red skull 
  surrounded by flames, the holy symbol of Wee Jas.  
   
  Once the PCs make their presence known, read or 
  paraphrase the following:  
  The woman raises her head to look upon you, and it 
  is clear from her expression that she has given 
  herself solely to despair. “You are agents of the 
  Margrave,” she states before adding, “Please put me 
  out of my misery.” 
  E’yfa Fertuine is a proud Suel woman, a priestess of Wee 
  Jas and husband to Lord Camryn Fertuine. Initially she 
  was 
  silent 
  about 
  her 
  husband’s 
  dealings 
  with 
  necromancers, though she quickly learned her mistake 
  when she realized the chaotic nature of Juniphel and the 
  others. E’yfa then found herself in a moral quandary: she 
  could violate the lawful bond of marriage and oppose her 
  husband or she could violate the laws of Bissel, and of her 
  faith, by tacitly accepting the presence of chaotic undead. 
  She choose not to oppose her husband and now she finds 
  herself trapped in this pocket dimension, forgotten by 
  her husband if favor of profane companions. She is 
  denied her divine powers by Wee Jas with the exception 
  of a consecrate spell that allows her to ward her room 
  against the harassment of undead.  
   
  E’yfa wishes only for the release of death, but she can 
  aid the PCs if they can restore her spirit (see below). First, 
  it is probably that the PCs have questions for E’yfa. Likely 
  questions and their answers are listed below.  
  • 
  “Who are you?” 
  “I am Lady E’yfa Fertuine, wife to the Baron of these 
  lands.” 
  • 
  “Where is Lord Fertuine?” 
  “Most likely finding new and wicked pleasures with 
  which to indulge his increasingly evil appetites. It 
  matters not to me; I am as discarded by him as his 
  sense of propriety and piety.” 
  • 
  “What are you doing here?” 
  “For my part in the descent of this house into 
  madness, I face the wrath of my goddess. She grants 
  me but one power – the ability to consecrate this 
  room so that I may sit without being harassed by the 
  creatures of this place. Left alone, but without the 
  freedom to leave.” 
  • 
  “Tell us how this dire situation came to be?” 
  “At first I was pleased that my husband was hosting 
  itinerant necromancers – the rulers in Thornward 
  are so unenlightened about the uses of necromancy. 
  Steadily I grew aware of the chaotic nature of the 
  necromancers and their undead servants. My faith 
  could not suffer their presence yet I could not 
  violate the lawful bonds of marriage and oppose my 
  husband. I choose to do nothing, and no decision 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 13 
  proved to be my undoing. Now I sit here, forgotten 
  and spurned for the wicked depravities by which 
  these chaotic necromancers keep my husband 
  entertained.” 
  • 
  “Who do you worship?” 
  “Before these sad events, I was a minor priestess of 
  Death’s Guardian, the most revered and mighty Wee 
  Jas.” 
  • 
  “Wee Jas? Are you kidding? I thought Wee Jas was, 
  like, all about the undead and stuff?” 
  “Wee Jas opposes the use of necromancy for chaotic 
  ends and also the misuse of undead. Chaotic undead 
  are an anathema to the Ruby Sorceress, a faithful 
  servant must not suffer their existence.” 
  • 
  “How’d a priestess of Wee Jas get mixed up with a 
  ne’er-do-well like Lord Fertuine?” 
  “Initially I found his free spirit to be, intoxicating.” 
  • 
  “Can you help us?” 
  “What possible aid can I provide?” 
   
  At this point the PCs may attempt a Diplomacy 
  check to convince E’yfa to help them. Her initial attitude 
  is “Indifferent” though her great despair increases the DC 
  to make her “Friendly” or “Helpful” by 5 (see page 72 of 
  the PHB for more details on influencing NPC attitude). 
  One PC makes the check, though other PCs may assist. 
   
  The PCs can add the following circumstantial 
  modifiers as they make their appeal for E’yfa to come 
  back from despair and regain her sense of faith: 
  • 
  The PC speaks favorably about the use of beneficial 
  necromancy: +2. 
  • 
  The PC mentions E’yfa’s great faith and that she can 
  seek forgiveness for her misdeeds: +2. 
  • 
  The PC mentions that they are not here to kill her 
  husband: +2. 
  • 
  The PC agrees that the rulers in Thornward have an 
  unenlightened view of necromancy: +2. 
  • 
   The PC is complementary or respectful in speaking 
  about Wee Jas: +2. 
  • 
  PC is an obvious worshipper of Wee Jas: +2 per PC. 
  • 
  PC is a cleric/favored soul of Wee Jas: +2 per PC. 
  • 
  PC is female: +2 per PC.  
  • 
  PC is Suel: +2 per PC.  
  • 
  PC is Baklunish: -2 per PC. 
  If the PCs are successful at a Diplomacy check (DC 20) 
  then they are able to shift E’yfa’s attitude to Friendly. 
  Read or paraphrase the following:  
  E’yfa lifts herself to a standing position, and you can 
  see that some of the despair in her face has been 
  lifted as well. “I will not go with you to confront my 
  husband,” she begins, “But I can give you these items 
  to help you.” She opens a richly appointed chest and 
  brings forth two items; one a wand of some kind and 
  the other is a hunk of Ruby shaped into the form of 
  a skull. “This wand will heal wounds of a serious 
  nature, and the skull will increase you ability to use 
  those magics most favored by the Ruby Sorceress.” 
  Treasure: A description of the Ruby Skill of Wee Jas can be 
  found in the New Rules section: 
  All APLs: L: 0 gp, C: 0 gp, M: 29 gp, Ruby Skull of Wee 
  Jas (29 gp), Wand of Cure Serious Wounds (4 charges) 
  (75 gp). 
  At APLs 2 and 4 E’yfa finds that her spellcasting ability is 
  returning. She can to cast up to 6 levels worth of healing 
  spells, with a highest possible level of 3
  rd level. These 
  could include, but are not limited to, lesser restoration, cure 
  spells, or remove disease. For example, PCs could request 
  two lesser restoration spells and a cure moderate wounds and 
  then E’yfa would be done as far as aid she can give the 
  PCs. She could also potentially cast magic weapon if the 
  “floaters” are still a problem. At APLs 6 and above, she 
  cannot provide any aid with spells. 
   
  If the PCs are successful at a Diplomacy check (DC 
  35) then they are able to shift E’yfa’s attitude to Helpful. 
  Read or paraphrase the following:  
  E’yfa lifts herself to a standing position, and you can 
  see that the despair in her face has been lifted as 
  well. “I will come with you to confront my husband,” 
  she begins, “And I have some helpful items as well.” 
  She opens a richly appointed chest and brings forth 
  two items; one a wand of some kind and the other is 
  a hunk of Ruby shaped into the form of a skull. 
  “This wand will heal wounds of a serious nature, and 
  the skull will increase you ability to use those 
  magics most favored by the Ruby Sorceress.” 
  Treasure: A description of the Ruby Skill of Wee Jas can be 
  found in the New Rules section: 
  All APLs: L: 0 gp, C: 0 gp, M: 29 gp, Ruby Skull of Wee 
  Jas (29 gp), Wand of Cure Serious Wounds (4 charges) 
  (75 gp). 
  At APLs 2 and 4 E’yfa finds that her spellcasting ability is 
  returning. She can to cast up to 6 levels worth of healing 
  spells, with a highest possible level of 3
  rd level. These 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 14 
  could include, but are not limited to, lesser restoration, cure 
  spells, or remove disease. For example, PCs could request 
  two lesser restoration spells and a cure moderate wounds and 
  then E’yfa would be done as far as aid she can give the 
  PCs. She could also potentially cast magic weapon if the 
  “floaters” are still a problem. At APLs 6 and above, she 
  cannot provide any aid with spells. 
   
  E’yfa now follows the PCs, though she will not be 
  involved in combats nor will she be targeted by the 
  “floaters,” if they are still around.  
  All APLs 
  � E’yfa Fertuine: Female Human Clr5 of Wee Jas 
  (Heal +11, Sense Motive +6); AL LN; hp 38. 
  ENCOUNTER 4: LIVING DEAD 
  GIRL 
  Estimated Time: 60 minutes 
  In this encounter, the PCs enter the dungeon to face 
  down Camryn Fertuine and his entourage of evil. Refer 
  to DM Aid: Map #3 – Living Dead Girl for the positions of 
  PCs and NPCs when combat begins.  
  Descending the stairs you come upon a dungeon 
  area quite different from what you remember from 
  your last visit. Sconces encased in magic flame light 
  this area. A blasphemous sigil has been drawn on 
  the floor. Lying on the sigil restrained is a delicate-
  looking woman with honey-blonde hair dressed in 
  green robes. Her body bears several wounds and her 
  robes are torn in places. She is restrained and has 
  obviously been tortured. 
  PCs that have played BIS7-06 The Golden Masque will 
  recognize this woman as Alia Besselar, a priestess of 
  Fharlanghn. PCs that succeed at a Knowledge [nobility] 
  check (DC 15) will also be able to recognize the woman 
  for who she is. 
  Standing over this woman is a host of undead 
  abominations, dragging their foul tongues over 
  rows of dagger-like teeth. Two living figures are 
  among the torturers. One is a pale-skinned woman 
  with blonde hair and a lithe black-clad body. The 
  other is an overweight man wearing light armor 
  over his richly appointed clothing. At his hip is a 
  richly decorated rapier. 
  PCs that have played BIS6-04 Face of Copper will recognize 
  the pale-skinned woman as Juniphel, someone who 
  definitely claimed to not be a necromancer. PCs that 
  succeed at a Knowledge [nobility] check (DC 15) will 
  recognize the overweight man as Lord Camryn Fertuine, 
  Baron of Cassiter.  
   
  The next bit of text will be affecting by the presence 
  or absence of E’yfa Fertuine.  
   
  If E’yfa is present, read or paraphrase the following 
  to lead into the Combat Ensues subsection below:  
  The slight woman E’yfa Fertuine, wife to the wicked 
  Baron of these lands, strides forward. She speaks in 
  a high-pitched, but firm voice: “Thusly was Yag the 
  many-eyed, known as Yag of the devout fire, 
  besieged by the iniquitous and savage of undead – 
  who knew not wisdom nor knowledge nor a ordered 
  spirit but who only held the chaos of the Abyss at 
  their core…” 
   
  It might be your imagination but it seems that 
  E’yfa grows taller as she speaks, perhaps merely 
  standing straighter. Her hair seems redder of shade 
  by the light cast in this dungeon and wasn’t her 
  dress some other color and not black? 
   
  When E’yfa continues, it is with a voice other 
  than her own: “Yag spake thusly, saying: ‘I shall 
  suffer not the horrid mind nor the savage creature 
  in my presence for their existence is an abomination 
  and those who create such monstrosities are wrong 
  in the sight of my mistress.’” 
   
  There is a flash in your mind and E’yfa Fertuine 
  appears not as she is but as a tall woman, the most 
  radiant woman you have ever seen, wearing a dark 
  gown and a diadem of ruby skulls. She whispers a 
  single word, a word of remonstration against the 
  chaotic.  
   
  If a flash many of the undead creatures before 
  you are instantaneously incinerated; they cry out the 
  foulest curses just before their existence is ended. 
   
  Turning back to E’yfa she seems more like the 
  svelte woman of small stature you recall. She falls to 
  the floor unconscious. The skirt of her green dress is 
  gathered around her and looks as if she slept in a 
  pool of calm water.    
  Only Juniphel, Camryn Fertuine and a pair of undead 
  creatures (type depending on APL) remain, along with 
  the “floaters” from Encounter 3 if they are here. Those 
  PCs who witnessed E’yfa’s display and are non-chaotic 
  gain the benefit of an aid spell (Caster Level 5) for the 
  duration of the combat. Proceed to the Combat Ensues 
  subsection below.  
   
  If E’yfa is absent from this scene, read or paraphrase 
  the following instead to lead into the Combat Ensues 
  subsection below:  
  
  BIS7-08 Under a Platinum Sky 
   
  Page 15 
  The undead eye you hungrily, but the woman with 
  the ivory colored skin speaks a horrific word of 
  necromantic might and they shrink away.  
   
  “Gaze upon the weaklings sent by the Margrave. 
  Watch as it will only take a few of us to dispatch 
  with them.” 
  Only Juniphel, Camryn Fertuine and a pair of undead 
  creatures (type depending on APL) participate in the 
  fight, along with the “floaters” from Encounter 3 if they 
  are here. The other undead merely watch, and are not 
  present for the purposes of movement within the room. 
  Proceed to the Combat Ensues subsection below. 
  COMBAT ENSUES 
  Lord Fertuine draws his rapier, which glints in the 
  torchlight. According to the lore, it was Lord 
  Fertuine’s blade that killed Faren Cassiter, the 
  former Baron of these lands and a traitor to the 
  March. Now it is Lord Fertuine himself who is the 
  traitor, and perhaps it is now his time to fall. You 
  remember then Jerius’s instructions: Lord Fertuine 
  is to be captured alive.  
  APL 2 (EL 5) 
  � Juniphel, Female Human DrN3: hp 20; see 
  Appendix 1. 
  � Camryn Fertuine, Male Human Sws1: hp 12; 
  see Appendix 1. 
  � Ghoul (2): hp 18; see Monster Manual, page 119. 
  APL 4 (EL 7) 
  � Juniphel, Female Human DrN5: hp 37; see 
  Appendix 2. 
  � Camryn Fertuine, Male Human Rog1/Sws1: 
  hp 15; see Appendix 2. 
  � Ghast (2): hp 38; see Monster Manual, page 119. 
  APL 6 (EL 9) 
  � Juniphel, Female Human DrN7: hp 53; see 
  Appendix 3. 
  � Mynydrzzt, Quasit Familiar: hp 26; see 
  Appendix 3. 
  � Camryn Fertuine, Male Human Rog3/Sws2: 
  hp 36; see Appendix 3. 
  � Soucello, Vampire Spawn Female human: hp 
  38; see Appendix 3. 
  � Cotesse, Vampire Spawn Female human: hp 
  38; see Appendix 3. 
  APL 8 (EL 11) 
  � Juniphel, Female Human DrN9: hp 68; see 
  Appendix 4. 
  � Mynydrzzt, Quasit Familiar: hp 34; see 
  Appendix 4. 
  � Camryn Fertuine, Male Human Rog4/Sws2: 
  hp 42; see Appendix 4. 
  � Soucello, Vampire Female Human Mnk5: hp 
  50; see Appendix 4. 
  � Cotesse, 
  Vampire 
  Female 
  Human 
  Mnk1/Ftr4: hp 50; see Appendix 4. 
  APL 10 (EL 13) 
  � Juniphel, Female Human DrN11: hp 83; see 
  Appendix 5. 
  � Mynydrzzt, Quasit Familiar: hp 41; see 
  Appendix 5. 
  � Camryn Fertuine, Male Human Rog4/Sws4: 
  hp 60; see Appendix 5. 
  � Soucello, Vampire Female Human Mnk7: hp 
  68; see Appendix 5. 
  � Cotesse, 
  Vampire 
  Female 
  Human 
  Mnk1/Ftr6: hp 68; see Appendix 5. 
  APL 12 (EL 15) 
  � Juniphel, Female Human DrN13: hp 98; see 
  Appendix 6. 
  � Mynydrzzt, Quasit Familiar: hp 49; see 
  Appendix 6. 
  � Camryn Fertuine, Male Human Rog4/Sws6: 
  hp 78; see Appendix 6. 
  � Soucello, Vampire Female Human Mnk9: hp 
  88; see Appendix 6. 
  � Cotesse, 
  Vampire 
  Female 
  Human 
  Mnk1/Ftr8: hp 88; see Appendix 6. 
  Preparation: At APL 12, “Mad” Moran has cast a 
  forbiddance on the area of the blasphemous sigil. For game 
  purposes, the forbiddance effect centers on the sigil and 
  extends for two squares all around the sigil. The 
  forbiddance is attuned to those of chaotic evil alignment; 
  all others take damage. Juniphel and Camryn Fertuine 
  know about the forbiddance and avoid using spells and 
  abilities that would be negated, like summon spells or an 
  anklet of translocation. They also know where the 
  boundaries of the forbiddance are and can take advantage 
  of that as well.  
  
  BIS7-08 Under a Platinum Sky 
   
  Page 16 
   
  Also at APL 12, Camryn Fertuine has an inflict serious 
  wounds from Juniphel cast into his +1 spell storing rapier.  
  Tactics: The ghouls and ghasts of APL 2 and 4 attack in a 
  very straightforward manner. Soucello likes the taste of 
  arcanists, so she will attempt to grapple and blood drain 
  obvious arcane spellcasters. Cotesse attacks with her 
  halberd if possible but will resort to other attack options 
  if necessary. Camryn is an opportunistic attacker, and 
  will tumble or Spring Attack as necessary to gain a flank 
  advantage. Juniphel is not afraid to be in melee; she is 
  tougher and more combat hearty than most mages. She 
  casts her spells intelligently and without remorse, 
  concentrating on taking heavy-hitting PCs out of the 
  fight and then slaying the weaker members of the party. 
   
  At APL 6 and higher, Juniphel has a scabrous touch 
  ability that inflicts disease as the contagion spell, with no 
  incubation period. The disease she chooses to inflict is 
  mummy rot (Fortitude save DC 20 or immediately lose 
  1d6 Con plus 1d6 Con each subsequent day).  
  Treasure: The following can be looted from Juniphel, 
  Camryn Fertuine, and any allies with equipment.  
  APL 2: L: 98 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 98 gp, C: 0 gp, M: 332 gp, vest of resistance +1 
  (83 gp), ring of protection +1 (166 gp), cloak of resistance 
  +1 (83 gp). 
  APL 6: L: 201 gp, C: 66 gp, M: 808 gp, vest of resistance 
  +1 (83 gp), ring of protection +1 (166 gp), cloak of 
  resistance +1 (83 gp), +1 scimitar (192 gp), +1 rapier (193 
  gp), mithral shirt (91 gp). 
  APL 8: L: 169 gp, C: 436 gp, M: 1852 gp, vest of 
  resistance +2 (333 gp), ring of protection +1 (166 gp), 
  cloak of resistance +1 (83 gp), +1 scimitar (192 gp), +1 
  rapier (193 gp), +1 mithral shirt (175 gp), anklet of 
  translocation (116 gp), bracers of armor +1 (83 gp), potion 
  of protection from good (4 gp), +1 halberd (192 gp), potion 
  of resist energy fire (20) (58 gp), potion of resist energy fire 
  (30) (91 gp), ring of protection +1 (166 gp). 
  APL 10: L: 156 gp, C: 383 gp, M: 4793 gp, vest of 
  resistance +2 (333 gp), brooch of shielding (83 gp), ring of 
  protection +1 (166 gp), cloak of charisma +2 (333 gp), 
  cloak of resistance +1 (83 gp), +1 scimitar (192 gp), +1 
  rapier (193 gp), +2 mithral shirt (425 gp), anklet of 
  translocation (116 gp), gloves of dexterity +2 (333 gp), 
  bracers of armor +1 (83 gp), potion of protection from good 
  x2 (8 gp), +1 halberd (192 gp), potion of resist energy fire 
  (30) x2 (182 gp), ring of protection +1 x2 (332 gp), light 
  crossbow +1 (194 gp), +1 chain shirt (104 gp), potion of 
  blur (25 gp), mask of lies (1416 gp). 
  APL 12: L: 202 gp, C: 383 gp, M: 7550 gp, vest of 
  resistance +2 (333 gp), brooch of shielding (83 gp), ring of 
  protection +1 (166 gp), cloak of charisma +4 (1333 gp), 
  cloak of resistance +2 (333 gp), +1 scimitar (192 gp), +1 
  spellstoring rapier (693 gp), +2 mithral shirt (425 gp), 
  anklet of translocation (116 gp), gloves of dexterity +2 
  (333 gp), +1 mithral shirt (175 gp), bracers of armor +1 
  (83 gp), potion of protection from good x2 (8 gp), potion of 
  resist energy (fire) (30) x2 (182 gp), ring of protection +1 
  x2 (332 gp), light crossbow +1 (194 gp), +1 chain shirt 
  (104 gp), potion of blur (25 gp), cloak of resistance +1 (83 
  gp), potion of protection from energy (fire) (62 gp), potion 
  of greater mage armor x3 (187 gp), +1 magebane halberd 
  (692 gp), mask of lies (1416 gp). 
  Developments: With the threat vanquished, the PCs are 
  free to rescue the damsel in distress: Alia Besselar.  
  After you have destroyed the restraints that bind 
  her, Alia Besselar sits up slowly, obviously weakened 
  from her ordeal. “Thanks for the rescue,” she says as 
  she pats your arm, “Perhaps I should travel with you 
  for a while.” 
  CONCLUSION 
  Estimated Time: 5 minutes 
  There is an odd explosive sound coming from 
  behind you followed by the sound of metal on stone. 
  Descending the stairs are three members of the 
  Paercine Camerata; Father Sollus Illuminus, Prefect 
  Levenor Curanis and the mage Tsogath. Both Sollus 
  and Levenor are dressed in heavy armor, stained 
  with the gore of battle. Tsogath’s lithe form glows 
  visibly from the multiple wards guarding him.  
  If the PCs brought E’yfa with them to Encounter 4, read 
  the following:  
  “Odd,” says Father Sollus, “I would have thought we 
  would shift right in front of the manor.” 
   
  Tsogath kicks his foot at a pile of ash that was 
  once an undead creature. “I take it you’ve had no 
  problems overcoming our enemies?” 
  The members of the Camerata are interested in the PCs’ 
  experiences here, especially E’yfa Fertuine’s part in 
  Encounter 4. Role-play a bit here if you like, then proceed 
  to the appropriate conclusion path: For those about to Rock 
  if the PCs were able to capture (and not kill) Camryn 
  Fertuine OR You’ve got another thing coming if Camryn 
  Fertuine was killed. 
   
  If the PCs did not bring E’yfa with them to 
  Encounter 4, read the following:  
  
  BIS7-08 Under a Platinum Sky 
   
  Page 17 
  “Odd,” says Father Sollus, “I would have thought we 
  would shift right in front of the manor.” 
   
  “Shut up and turn!” cries Prefect Levenor, 
  pointing to the host of minor undead still present.  
  It takes no time for the PCs and their allies in the 
  Camerata to overcome the remaining undead.  
   
  The members of the Camerata are interested in the 
  PCs’ experiences here. Role-play a bit here if you like, 
  then proceed to the appropriate conclusion path: For those 
  about to Rock if the PCs were able to capture (and not kill) 
  Camryn Fertuine OR You’ve got another thing coming if 
  Camryn Fertuine was killed.  
  CONCLUSION: FOR THOSE ABOUT TO 
  ROCK 
  Back on the Prime Material Plane, Jerius taps in 
  unconscious and restrained form of Lord Fertuine 
  with his boot. “You’ve done well,” he says. “It was 
  much the same here – an overwhelming victory.” He 
  pauses as if some dark thought has crossed his 
  mind, but whatever it was he doesn’t say.  
   
  “I’ll make sure the Margrave knows that it was 
  you who captured this brigand. For now, go get some 
  rest. You’ve earned it, heroes.” 
  PCs earn a Bissel Military Commendation for their good 
  service. If they also played BIS7-06 The Golden Masque 
  then they earn an Additional Military Commendation. 
   
  Since the PCs captured, and did not slay, Lord 
  Fertuine, they receive the Favor of the Margrave AR item. 
   
  The PCs gain access to purchase the Blade Fertuine 
  AR item. 
   
  If the PCs brought E’yfa to Encounter 4 then they 
  earn the Right in the Eyes of Wee Jas AR item. 
   
  For rescuing Alia Besselar they earn the A Fellow 
  Traveler AR item. 
  CONCLUSION: YOU GOT ANOTHER 
  THING COMING 
  Back on the Prime Material Plane, Jerius frowns 
  when you show him the dead form of Lord Fertuine. 
  “This is not good – His Lofty Grace will not be 
  pleased when he learns that Baron Fertuine was 
  given an honorable death in battle,” he says with 
  sadness. “As for the battle here – an overwhelming 
  victory.” He pauses as if some dark thought has 
  crossed his mind, but whatever it was he doesn’t say.  
  “I’ll speak to the Margrave about the results of our 
  errand here. For now, go get some rest.” 
   
  PCs earn a Bissel Military Commendation for their 
  good service. If they also played BIS7-06 The Golden 
  Masque 
  then 
  they 
  earn 
  an 
  Additional 
  Military 
  Commendation. 
   
  The PCs do NOT gain the Favor of the Margrave AR 
  item since they killed, and did not capture, Lord 
  Fertuine.  
   
  The PCs gain access to purchase the Blade Fertuine 
  AR item. 
   
  If the PCs brought E’yfa to Encounter 4 then they 
  earn the Right in the Eyes of Wee Jas AR item. 
   
  For rescuing Alia Besselar they earn the A Fellow 
  Traveler AR item. 
  CAMPAIGN CONSEQUENCES 
   
  If you run this event in December of 2007 or January 
  of 2008, please e-mail the results from this sheet to a 
  member of the Bissel Triad by February 1
  st, 2008, or have 
  the Senior DM of your event do so. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2 
  Defeat the guards outside. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 3 
  Defeat the incorporeal undead. 
   
  APL 2: 90 xp. 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 18 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 4 
  Defeat undead and their allies in the dungeon. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Capture Lord Fertuine alive. 
   
  APL 2: 45 xp. 
   
  APL 4: 68 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 113 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 158 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 45 xp. 
   
  APL 4: 67 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 112 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 157 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 19 
  Encounter 1: 
  All APLs: L: 0 gp, C: 0 gp, M: 50 gp, Potion of Cure 
  Moderate Wounds (25 gp), Potion of Lesser Restoration 
  (25 gp). 
  Encounter 2: 
  APL 2: L: 94 gp, C: 0 gp, M: 177 gp, +1 mithral shirt 
  (175 gp), scroll of magic weapon (2 gp). 
  APL 4: L: 267 gp, C: 0 gp, M: 293 gp, +1 mithral shirt 
  (175 gp), anklet of translocation (116 gp), scroll of magic 
  weapon (2 gp). 
  APL 6: L: 106 gp, C: 0 gp, M: 932 gp, +1 Large 
  Breastplate (129 gp), +1 Large Spiked Chain (195 gp), 
  anklet of translocation (116 gp), +1 heavy steel shield (97 
  gp), +1 full plate (304 gp), book of all knowledge (250 
  gp), mithral shirt (91 gp). 
  APL 8: L: 106 gp, C: 0 gp, M: 1765 gp, +1 Large 
  Breastplate (129 gp), +1 Large Adamantine Spiked Chain 
  (445 gp), anklet of translocation (116 gp), +1 heavy steel 
  shield (97 gp), +1 full plate (304 gp), metamagic rod, 
  lesser (silent) (250 gp), mithral shirt (91 gp), brooch of 
  shielding (83 gp), book of all knowledge (250 gp). 
  APL 10: L: 80 gp, C: 0 gp, M: 2896 gp, +2 Large 
  Breastplate (462 gp), +2 Large Adamantine Spiked Chain 
  (696 gp), anklet of translocation (116 gp), +1 heavy steel 
  shield (97 gp), +1 full plate (304 gp), metamagic rod, 
  lesser (silent) (250 gp), periapt of wisdom +2 (333 gp), +1 
  composite shortbow (+2 Str) (214 gp), mithral shirt (91 
  gp), brooch of shielding (83 gp), book of all knowledge 
  (250 gp). 
  APL 12: L: 54 gp, C: 0 gp, M: 5110 gp, +2 Large 
  Breastplate (462 gp), +2 Large Adamantine Spiked Chain 
  (696 gp), anklet of translocation (116 gp), +2 heavy steel 
  shield (395 gp), +3 full plate (887 gp), metamagic rod, 
  lesser (silent) (250 gp), periapt of wisdom +4 (1333 gp), 
  +1 composite shortbow (+2 Str) (214 gp), mithral shirt (91 
  gp), brooch of shielding (83 gp), gloves of dexterity +2 (333 
  gp), book of all knowledge (250 gp). 
  Encounter 3: 
  All APLs: L: 0 gp, C: 0 gp, M: 104 gp, Ruby Skull of 
  Wee Jas (29 gp), Wand of Cure Serious Wounds (4 
  charges) (75 gp). 
  Encounter 4: 
  APL 2: L: 98 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 98 gp, C: 0 gp, M: 332 gp, vest of resistance +1 
  (83 gp), ring of protection +1 (166 gp), cloak of resistance 
  +1 (83 gp). 
  APL 6: L: 201 gp, C: 66 gp, M: 808 gp, vest of resistance 
  +1 (83 gp), ring of protection +1 (166 gp), cloak of 
  resistance +1 (83 gp), +1 scimitar (192 gp), +1 rapier (193 
  gp), mithral shirt (91 gp). 
  APL 8: L: 169 gp, C: 436 gp, M: 1852 gp, vest of 
  resistance +2 (333 gp), ring of protection +1 (166 gp), 
  cloak of resistance +1 (83 gp), +1 scimitar (192 gp), +1 
  rapier (193 gp), +1 mithral shirt (175 gp), anklet of 
  translocation (116 gp), bracers of armor +1 (83 gp), potion 
  of protection from good (4 gp), +1 halberd (192 gp), potion 
  of resist energy fire (20) (58 gp), potion of resist energy fire 
  (30) (91 gp), ring of protection +1 (166 gp). 
  APL 10: L: 156 gp, C: 383 gp, M: 4793 gp, vest of 
  resistance +2 (333 gp), brooch of shielding (83 gp), ring of 
  protection +1 (166 gp), cloak of charisma +2 (333 gp), 
  cloak of resistance +1 (83 gp), +1 scimitar (192 gp), +1 
  rapier (193 gp), +2 mithral shirt (425 gp), anklet of 
  translocation (116 gp), gloves of dexterity +2 (333 gp), 
  bracers of armor +1 (83 gp), potion of protection from good 
  x2 (8 gp), +1 halberd (192 gp), potion of resist energy fire 
  (30) x2 (182 gp), ring of protection +1 x2 (332 gp), light 
  crossbow +1 (194 gp), +1 chain shirt (104 gp), potion of 
  blur (25 gp), mask of lies (1416 gp). 
  APL 12: L: 202 gp, C: 383 gp, M: 7550 gp, vest of 
  resistance +2 (333 gp), brooch of shielding (83 gp), ring of 
  protection +1 (166 gp), cloak of charisma +4 (1333 gp), 
  cloak of resistance +2 (333 gp), +1 scimitar (192 gp), +1 
  spellstoring rapier (693 gp), +2 mithral shirt (425 gp), 
  anklet of translocation (116 gp), gloves of dexterity +2 
  (333 gp), +1 mithral shirt (175 gp), bracers of armor +1 
  (83 gp), potion of protection from good x2 (8 gp), potion of 
  resist energy fire (30) x2 (182 gp), ring of protection +1 x2 
  (332 gp), light crossbow +1 (194 gp), +1 chain shirt (104 
  gp), potion of blur (25 gp), cloak of resistance +1 (83 gp), 
  potion of protection from energy (fire) (62 gp), potion of 
  greater mage armor x3 (187 gp), +1 magebane halberd 
  (692 gp), mask of lies (1416 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 192 gp, C: 0 gp, M: 331 gp – Total: 523 gp 
  (450 gp). 
  APL 4: L: 365 gp, C: 0 gp, M: 779 gp – Total: 1144 gp 
  (650 gp). 
  APL 6: L: 307 gp, C: 66 gp, M: 1894 gp – Total: 2267 
  gp (900 gp). 
  APL 8: L: 275 gp, C: 436 gp, M: 3771 gp – Total: 4482 
  gp (1,300 gp). 
  APL 10: L: 236 gp, C: 383 gp, M: 7843 gp – Total: 
  8462 gp (2,300 gp). 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 20 
  APL 12: L: 256 gp, C: 383 gp, M: 12814 gp – Total: 
  13453 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Bissel Military Commendation: You have been 
  granted a commendation in the Great Army of Bissel, per 
  the Bissel Omnibus. 
   
  � Additional Military Commendation: Only PCs 
  who participated in BIS7-06 The Golden Masque are eligible 
  for this commendation. For you continued service and 
  good work, the power on high have granted you a 
  commendation in the Great Army of Bissel, per the Bissel 
  Omnibus.  
  Played BIS7-06 – AR#__________________. 
   
  � Favor of the Margrave: This PC has earned the favor 
  of the Margrave. As the former Archpriest of Heironeous, 
  Margrave Malto Adeur can see that special rites and items 
  of the Church of Heironeous be made to you. Spending 
  this favor gives you access (Frequency: Adventure) to 
  purchase one of the following items or upgrades: sacred 
  scabbard (Complete Warrior), sacred armor/shield special 
  ability (Arms and Equipment Guide), shock weapon special 
  ability, or Bolt of Heironeous (Complete Champion). 
  Alternatively, spending the favor allows a spellcaster to 
  learn two of the following spells, all from PHBII: crown of 
  clarity, crown of might, crown of protection, and crown of 
  smiting.  
   
  � Blade Fertuine: You have taken the sword of Lord 
  Fertuine as a trophy of your victory. The ornate, 
  masterwork rapier bears distinctive patterns on the 
  pommel and blade, and the guard is shaped like the 
  laughing mask of Olidammara. Displaying the sheathed 
  blade grants the owner of the blade a +2 on Bluff, 
  Diplomacy and Gather Information with good-aligned 
  NPCs in Bissel. The blade is otherwise a standard 
  masterwork rapier. The possessor of the Blade Fertuine 
  has access to purchase any of the following upgrades for 
  this weapon only: keen special ability, merciful special 
  ability, and spell storing special ability. 
   
  Prerequisites: can’t be crafted. Market Price: 320 gp. 
  Weight: 2 lbs. 
   
  � Right in the Eyes of Wee Jas: By slaying the chaotic 
  undead in Cassiter, and restoring her servant to the faith, 
  you have acted as the agent of Wee Jas’ will. You have 
  access to the feat Undying Fate (RD). 
   
  � A Fellow Traveler: You were able to rescue Alia 
  Besselar, and she has decided she’d like to travel with you 
  for a while. If you possess the Leadership feat, you can 
  take Alia Besselar as a cohort. She is a devout worshipper 
  of Fharlanghn and will only follow a good-aligned PC. 
  She can only advance as a Cleric, Ranger or Sorcerer and 
  can only take levels in the Horizon Walker or Mystic 
  Theurge prestige classes. Alia Besselar: CR 3; Female 
  Human Clr3 of Fharlanghn; Medium Humanoid; HD 
  3d8+3 (21 hp); Init +2; AC 12 (+12 Dex), touch 12, flat-
  footed 10; BAB/Grapple +2/+1; SV Fort +4, Ref +3, Will 
  +5; Str 8, Dex 14, Con 12, Int 12, Wis 14, Cha 15. Skills and 
  Feats: Concentration +7, Diplomacy +9, Heal +6, 
  Knowledge [nobility and royalty] +2, Knowledge 
  [religion] +7, Perform [dance] +3, Sense Motive +4; Far 
  Horizons (RD), Negotiator. Domains: Luck, Travel. AL: 
  NG 
   
  Item Access 
  APL 2: 
  � +1 Mithral Shirt (Adventure; DMG) 
  � Blade Fertuine (Regional; Above) 
  � Ruby Skull of Wee Jas (Adventure; Complete Champion) 
  � Wand of Cure Serious Wounds (4 charges) (Adventure; 
  DMG) 
  APL 4 (all of APL 2 plus the following): 
  � Anklet of Translocation (Adventure; Magic Item 
  Compendium) 
  APL 6 (all of APLs 2, 4 plus the following): 
  � Book of All Knowledge (Adventure; Complete Champion) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  � Metamagic Rod, Lesser (silent) (Adventure; DMG) 
  � Brooch of Shielding (Adventure; DMG) 
  � +1 Large Adamantine Spiked Chain (Adventure; DMG) 
  � Potion of Resist Energy, Fire (30) (Adventure; DMG) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  � Mask of Lies (Adventure; Complete Adventurer) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  � Potion of Greater Mage Armor (Adventure; DMG) 
  � +1 Magebane Halberd (Adventure; Complete Arcane) 
   
  
  BIS7-08 Under a Platinum Sky 
   
  Page 21 
  APPENDIX 1 – APL 2 
  ENCOUNTER 2 
   
   
   
   
  T O R U M  T H E  D O O R K E E P E R   
   CR  3 
  Male Swordwraith Human Ftr 1 
  CE Medium undead 
  Init +3; Senses Darkvision 60’, Listen +2, Spot +2 
  Languages Common, Abyssal 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 15 (1 HD);  DR 10/magic and slashing 
  Undead Immunities  
  Turn Resistance +2 
  Fort +2, Ref +3, Will +1 
  Speed 30t. (6squares) 
  Melee mwk spiked chain +7  (2d4+6/x2) 
  Ranged light crossbow +4 (1d8 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +5 
  Combat Gear +1 mithral shirt, mwk Spiked Chain, light 
  crossbow, 20 bolts 
  Abilities Str 18, Dex 16, Con -, Int 13, Wis 8, Cha 8  
  SQ Strength Damage 
  Feats Alertness, Iron Will, Exotic Weapon Proficiency (Spiked 
  Chain), Toughness , Weapon Focus (Spiked Chain) 
  Skills Climb +8, Hide +7, Jump +8, Move Silently +8, Sense 
  Motive +1 
  Possessions combat gear plus explorer’s outfit, 40 gp 
  Strength Damage (Su) A creature struck by a swordwraith’s 
  melee weapon takes 1 point of Strength damage. 
  Description The thug before you wears a gleaming chainshirt 
  and wields a wicked-looking spiked chain. He appears slightly 
  translucent in the shadows cast by the eldritch sky above. 
  Sources Fiend Folio (Page 174) 
   
  “M A D”  M O R A N 
  CR  1 
  Male human Clr1 of Nerull 
  CE Medium humanoid (human) 
  Init +1; Senses, Listen +2, Spot +2 
  Languages Common 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +6 armor, +2 shield) 
  hp 10 (1 HD) 
  Fort +4, Ref +1, Will +4 
  Speed 20 ft. in heavy armor, base movement 30 ft. 
  Melee mwk heavy mace +2 (1d8+1)  
  Ranged light crossbow +2 (1d8 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Special Actions Rebuke Undead 8/day 
  Combat Gear mwk heavy mace, mwk heavy steel shield, 
  banded mail, light crossbow, 20 bolts 
  Cleric Spells Prepared (CL 1st): 
   1st—bless, cause fear
  D, cure light wounds 
   0—cure minor wounds (x3) 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil  
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 15, Cha 12  
  Feats Combat Casting, Extra Turning 
  Skills Concentration +6, Knowledge [religion] +4, Spellcraft +4 
  Possessions combat gear plus explorer’s outfit, holy symbol, 
  scroll of magic weapon, spell component pouch 
  Description A vile gleam of madness lies behind the narrow 
  eyes of this heavily armored villain. He wears the symbol of a 
  skull and scythe and utters dark mutterings to the Hater of Life, 
  the Bringer of Darkness…Nerull! 
   
  
  BIS7-08 Under a Platinum Sky 
   
  Page 22 
  ENCOUNTER 4 
   
   
   
   
  J U N I P H E L 
  CR  3 
  Female human DrN3 
  CE Medium humanoid (human) 
  Init +5; Senses Listen -1, Spot -1 
  Languages Common 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 20 (3 HD); DR 2/bludgeoning and magic 
  Fort +4, Ref +2, Will +2 
  Speed 30 ft. in light armor (6 squares) 
  Melee charnel touch +2 (1d8 negative energy 20/x2) or scimitar 
  +2 (1d6+1 slashing 18-20/x2) 
  Ranged light crossbow +2 (1d8 piercing 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Negative Energy Burst 1/day (DC 13) 
  Special Actions Rebuke Undead 5/day 
  Combat Gear potion of barkskin +2, potion of cat’s grace, 
  masterwork chain shirt, light crossbow, dagger, scimitar, 
  spell component pouch 
  Dread Necromancer Spells Known (CL 5th): 
   1st (6/day)—bane, bestow wound
  *, cause fear
  N, chill touch
  N, detect 
  magic, detect undead, doom
  N, hide from undead, inflict light 
  wounds
  N, ray of enfeeblement
  N, summon undead I
  *, undetectable 
  alignment 
  *: New Spell Described below. N: Necromancy school spell. 
  Abilities Str 12, Dex 12, Con 16, Int 10, Wis 8, Cha 16  
  SQ Lich body 
  Feats Improved Initiative, Spell Focus (Necromancy) 
  Skills Bluff +9, Concentraion +9, Decipher Script +1, 
  Knowledge [arcana]  +1, Knowledge [religion] +2, Spellcraft 
  +2 
  Possessions combat gear plus explorer’s outfit 
  Charnel Touch (Su) Negative energy flows through a dread 
  necromancer’s body, concentrating in her hands. At will, but 
  no more than once per round, she can make a melee touch 
  attack against a living foe that deals 1d8 points of damage, +1 
  per four class levels. This touch heals undead creatures, 
  restoring 1 hit point per touch, +1 per four class levels.  
   
  A dread necromancer can use the spectral hand spell to 
  deliver this attack from a distance. 
  Rebuke Undead (Su) A dread necromancer can rebuke or 
  command undead creatures by channeling negative energy 
  through her body. See the cleric class feature described on 
  page 33 of the Player’s Handbook. 
  Lich Body: Starting at 2nd level, a dread necromancer begins 
  her journey into undeath. The first symptom is her body’s 
  increased resilience to physical harm. She gains DR 
  2/bludgeoning and magic. As the dread necromancer 
  increases in level, this DR increases in effectiveness, to DR 4 
  at 7th level, DR 6 at 11th level, and DR 8 at 15th level. 
  Negative Energy Burst (Su) Beginning at 3rd level, a dread 
  necromancer gains the ability to emit a burst of negative 
  energy from her body, harming living creatures within 5 feet 
  of her. This burst deals 1d4 points of damage per class level. 
  A successful Will save (DC 10 + ½ her class level + Cha 
  modifier) reduces damage by half. Undead creatures within 
  this burst are healed the same amount of hit points as the 
  damage she deals to living creatures. A dread necromancer 
  can use this ability once per day at 3rd level, and one 
  additional time per day for every five levels she attains 
  beyond third (2/day at 8th level, 3/day at 13th level, and 
  4/day at 18th level). 
  Description The young pale skinned woman tosses back a lock 
  of long blonde hair before uttering dark words of necromantic 
  blasphemy. Shadowy eldritch energies gather about her black-
  clad body.  
  Sources Heroes of Horror (Page 84) 
  Power-Up Suite: [barkskin (10 minutes), cat’s grace (1 minute 
  left)] 
  Init +7  
  AC 19, touch 13, flat-footed 16 
   
  (+3 Dex, +4 armor, +1 deflection, +2 natural) 
  Fort +5, Ref +4, Will +4 
  Ranged light crossbow +4 (1d8 piercing 19-20/x2) 
   
  C A M R Y N  F E R T U I N E 
  CR  1 
  Male human Sws1  
  CE Medium humanoid (human) 
  Init +3; Senses, Listen +0, Spot +0 
  Languages Common, Abyssal, Ancient Suel 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor), Dodge, Mobility 
  hp 12 (1 HD) 
  Fort +4, Ref +3, Will +0 
  Speed 30 ft. 
  Melee mw rapier +5 (1d6+1 18-20/x2) or dagger +5 (1d4+1 19-
  20/x2) 
  Ranged mw dagger (thrown) +5 (1d4+1 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Combat Gear mwk rapier, mwk dagger, mwk chainshirt  
  Abilities Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 12  
  Feats Dodge, Mobility, Weapon Finesse 
  Skills Balance +6, Bluff +5, Diplomacy +5, Escape Artist +6, 
  Jump +4, Sense Motive +4, Tumble +6 
  Possessions combat gear plus noble’s outfit 
  Description The overweight man wears light armor over his 
  richly appointed clothing. His steel-gray eyes exude extreme 
  confidence and he wields his rapier with an obviously 
  practiced hand. 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 23 
  APPENDIX 2 – APL 4 
  ENCOUNTER 2 
   
   
   
   
  T O R U M  T H E  D O O R K E E P E R   
   CR  5 
  Male Swordwraith Human Ftr 3 
  CE Medium undead 
  Init +3; Senses Darkvision 60’, Listen +2, Spot +2 
  Languages Common, Abyssal 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 29 (3 HD);  DR 10/magic and slashing 
  Undead Immunities  
  Turn Resistance +2 
  Fort +3, Ref +4, Will +2 
  Speed 30t. (6squares) 
  Melee mwk spiked chain +9  (2d4+6/x2) 
  Ranged mwk light crossbow +7 (1d8 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7Atk Options Combat Reflexes, Power 
  Attack 
  Special Actions Anklet of Translocation 
  Combat Gear +1 mithral shirt, anklet of translocation, mwk Spiked 
  Chain, mwk light crossbow, 140 bolts 
  Abilities Str 18, Dex 16, Con -, Int 13, Wis 8, Cha 8  
  SQ Strength Damage 
  Feats Alertness, Iron Will, Exotic Weapon Proficiency (Spiked 
  Chain), Combat Reflexes , Power Attack , Toughness , 
  Weapon Focus (Spiked Chain) 
  Skills Climb +8, Hide +7, Jump +8, Move Silently +8, Sense 
  Motive +1 
  Possessions combat gear plus explorer’s outfit, 140 gp 
  Strength Damage (Su) A creature struck by a swordwraith’s 
  melee weapon takes 1 point of Strength damage. 
  Description The thug before you wears a gleaming chainshirt 
  and wields a wicked-looking spiked chain. He appears slightly 
  translucent in the shadows cast by the eldritch sky above. 
  Sources Fiend Folio (Page 174) 
  Power-Up Suite: [desecrate, stones bones from “Mad” Moran (25 
  minutes)] 
  AC 21, touch 13, flat-footed 18 
   
  (+3 Dex, +5 armor, +3 natural) 
  Fort +4, Ref +5, Will +3 
  Melee mwk spiked chain +10  (2d4+7/x2) 
  Ranged mwk light crossbow +8 (1d8+1 19-20/x2) 
   
  “M A D”  M O R A N 
  CR  3 
  Male human Clr3 of Nerull 
  CE Medium humanoid (human) 
  Init +1; Senses, Listen +2, Spot +2 
  Languages Common 
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 23 (3 HD) 
  Fort +5, Ref +2, Will +5 
  Speed 20 ft. in heavy armor, base movement 30 ft. 
  Melee mwk heavy mace +4 (1d8+1)  
  Ranged light crossbow +4 (1d8 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Special Actions Rebuke Undead 8/day (2 used) 
  Combat Gear mwk heavy mace, mwk heavy steel shield, mwk 
  full plate, light crossbow, 20 bolts 
  Cleric Spells Prepared (CL 3rd): 
   2nd—cure moderate wounds, desecrate
  D, stone bones
  SpC 
   1st—bless, cause fear
  D, cure light wounds, shield of faith 
   0—cure minor wounds (x4) 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil  
  SpC: Spell Compendium 
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 15, Cha 12  
  Feats Combat Casting, Divine Ward, Extra Turning 
  Skills Concentration +8, Knowledge [religion] +6, Spellcraft +6 
  Possessions combat gear plus explorer’s outfit, holy symbol, 
  scroll of magic weapon, spell component pouch 
  Description A vile gleam of madness lies behind the narrow 
  eyes of this heavily armored villain. He wears the symbol of a 
  skull and scythe and utters dark mutterings to the Hater of 
  Life, the Bringer of Darkness…Nerull! 
  Power-Up Suite: [shield of faith (2 minutes)] 
  AC 23, touch 13, flat-footed 22 
   
  (+1 Dex, +8 armor, +2 shield, +2 deflection) 
   
  
  BIS7-08 Under a Platinum Sky 
   
  Page 24 
   
   
   
  C I O R  A T I Q 
  CR  1 
  Female human Sct1  
  CE Medium humanoid (human) 
  Init +4; Senses, Listen +1, Spot +1 
  Languages Common 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +4 armor) 
  hp 10 (1 HD) 
  Fort +2, Ref +6, Will -1 
  Speed 30 ft. 
  Melee short sword +2 (1d6+2 19-20/x2) or dagger +2 (1d4+2 19-
  20/x2) 
  Ranged mwk composite shortbow (+2 Str) +5 (1d6+2 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Atk Options Skirmish +1d6/0 
  Combat Gear mwk composite shortbow (+2 strength bonus), 
  short sword, dagger, chainshirt, 80 arrows  
  Abilities Str 14, Dex 18, Con 14, Int 8, Wis 8, Cha 8  
  SQ Trapfinding 
  Feats Point Blank Shot, Precise Shot 
  Skills Climb +4, Hide +6, Jump +4, Move Silently +6, Search +3, 
  Survival +3, Tumble +6 
  Possessions combat gear plus explorer’s outfit, potion of 
  expeditious retreat 
  Description The dark-haired woman in equally dark clothing 
  takes careful aim with her bow. Then she is a blur of black 
  and gray as she darts to her next position.   
  Power-Up Suite: [expeditious retreat (5 rounds)] 
  Speed 60 ft. 
  Skills Jump +16 
   
  ENCOUNTER 4 
   
   
   
   
  J U N I P H E L 
  CR  5 
  Female human DrN5 
  CE Medium humanoid (human) 
  Init +5; Senses Listen -1, Spot -1 
  Aura Fear Aura 5 ft. (Will DC 15) 
  Languages Common 
  AC 16, touch 12, flat-footed 15 
   (+1 Dex, +4 armor, +1 deflection) 
  hp 37 (5 HD); DR 2/bludgeoning and magic 
  Fort +5(+7 against stunning, paralysis, poison, disease), Ref +3, 
  Will +4(+6 against sleep) 
  Speed 30 ft. in light armor (6 squares) 
  Melee charnel touch +3 (1d8+1 negative energy 20/x2) or 
  scimitar +3 (1d6+1 slashing 18-20/x2) 
  Ranged light crossbow +3 (1d8 piercing 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Negative Energy Burst 1/day (DC 15) 
  Special Actions Rebuke Undead 6/day 
  Combat Gear vest of resistance +1, ring of protection +1, potion of 
  barkskin +2, potion of cat’s grace, masterwork chain shirt, light 
  crossbow, dagger, scimitar, spell component pouch 
  Dread Necromancer Spells Known (CL 5th): 
   2nd (5/day)—blindness/deafness
  N, command undead
  N, darkness, 
  death knell
  N, dessicate
  N*, false life
  N, gentle repose
  N, ghoul touch
  N, 
  inflict moderate wounds
  N, scare
  N, spectral hand
  N*, summon 
  swarm, summon undead II
  * 
   1st (7/day)—bane, bestow wound
  *, cause fear
  N, chill touch
  N, detect 
  magic, detect undead, doom
  N, hide from undead, inflict light 
  wounds
  N, ray of enfeeblement
  N, summon undead I
  *, undetectable 
  alignment 
  *: New Spell Described below. N: Necromancy school spell. 
  Abilities Str 12, Dex 12, Con 16, Int 10, Wis 8, Cha 16  
  SQ Lich body, Mental Bastion 
  Feats Improved Initiative, Tomb-Tainted Soul, Spell Focus 
  (Necromancy) 
  Skills Bluff +11, Concentraion +11, Decipher Script +2, 
  Knowledge [arcana] +2, Knowledge [religion] +2, Spellcraft 
  +2 
  Possessions combat gear plus explorer’s outfit 
  Charnel Touch (Su) Negative energy flows through a dread 
  necromancer’s body, concentrating in her hands. At will, but 
  no more than once per round, she can make a melee touch 
  attack against a living foe that deals 1d8 points of damage, +1 
  per four class levels. This touch heals undead creatures, 
  restoring 1 hit point per touch, +1 per four class levels.  
   
  A dread necromancer can use the spectral hand spell to 
  deliver this attack from a distance. 
  Rebuke Undead (Su) A dread necromancer can rebuke or 
  command undead creatures by channeling negative energy 
  through her body. See the cleric class feature described on 
  page 33 of the Player’s Handbook. 
  Lich Body: Starting at 2nd level, a dread necromancer begins 
  her journey into undeath. The first symptom is her body’s 
  increased resilience to physical harm. She gains DR 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 25 
  2/bludgeoning and magic. As the dread necromancer 
  increases in level, this DR increases in effectiveness, to DR 4 
  at 7th level, DR 6 at 11th level, and DR 8 at 15th level. 
  Negative Energy Burst (Su) Beginning at 3rd level, a dread 
  necromancer gains the ability to emit a burst of negative 
  energy from her body, harming living creatures within 5 feet 
  of her. This burst deals 1d4 points of damage per class level. 
  A successful Will save (DC 10 + ½ her class level + Cha 
  modifier) reduces damage by half. Undead creatures within 
  this burst are healed the same amount of hit points as the 
  damage she deals to living creatures. A dread necromancer 
  can use this ability once per day at 3rd level, and one 
  additional time per day for every five levels she attains 
  beyond third (2/day at 8th level, 3/day at 13th level, and 
  4/day at 18th level). 
  Advanced Learning (Ex) At 4th level, a dread necromancer 
  can add a new spell to her list, representing the result of 
  personal study and experimentation. The spell must be a 
  cleric or wizard spell of the necromancy school, and of a 
  level no higher than that of the highest-level spell the dread 
  necromancer already knows. Once a new spell is selected, it 
  is added to that dread necromancer’s spell list and can be cast 
  just like any other spell she knows. If a spell is both a cleric 
  spell and a wizard spell, use the lower of the two spell levels 
  (when different) to determine what level the spell is for a 
  dread necromancer.  
   
  A dread necromancer gains an additional new spell at 8th, 
  12th, 16th, and 20th level.  
   
  Juniphel has used her Advanced Learning to gain the spell 
  desiccate at 4th level. 
  Mental Bastion: Starting at 4th level, a dread necromancer 
  gains a +2 bonus on saving throws made to resist sleep, 
  stunning, paralysis, poison, or disease. This bonus increases 
  to +4 at 14th level. 
  Fear Arua Beginning at 5th level, a dread necromancer radiates 
  a 5-foot-radius aura as a free action. Enemies in the area must 
  succeed on a Will save (DC 10 + ½ her class level + her Cha 
  modifier) or become shaken. A creature who successfully 
  saves cannot be affected by that dread necromancer’s fear 
  aura for 24 hours. 
  Description The young pale skinned woman tosses back a lock 
  of long blonde hair before uttering dark words of necromantic 
  blasphemy. Shadowy eldritch energies gather about her black-
  clad body.  
  Sources Heroes of Horror (Page 84) 
  Power-Up Suite: [barkskin (10 minutes), cat’s grace (1 minute 
  left), false life (1 hour left)] 
  Init +7  
  AC 20, touch 14, flat-footed 17 
   
  (+3 Dex, +4 armor, +1 deflection, +2 natural) 
  hp 48 (5 HD); DR 2/bludgeoning and magic 
  Fort +5(+7 against stunning, paralysis, poison, disease), Ref +4, 
  Will +4(+6 against sleep) 
  Ranged light crossbow +5 (1d8 piercing 19-20/x2) 
   
  C A M R Y N  F E R T U I N E 
  CR  2 
  Male human Rog1/Sws1  
  CE Medium humanoid (human) 
  Init +3; Senses, Listen +0, Spot +0 
  Languages Common, Abyssal, Ancient Suel 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor), Dodge, Mobility 
  hp 15 (2 HD) 
  Fort +5, Ref +6, Will +1 
  Speed 30 ft. 
  Melee mw rapier +5 (1d6+1 18-20/x2) or dagger +5 (1d4+1 19-
  20/x2) 
  Ranged mw dagger (thrown) +5 (1d4+1 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2Atk Options Sneak Attack +1d6 
  Combat Gear mwk rapier, mwk dagger, mwk chainshirt  
  Abilities Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 12  
  SQ Trapfinding 
  Feats Dodge, Mobility, Weapon Finesse 
  Skills Balance +10, Bluff +6, Diplomacy +10, Escape Artist +7, 
  Intimidate +3, Jump +7, Search +6, Sense Motive +5, Tumble 
  +9 
  Possessions combat gear plus noble’s outfit, cloak of resistance +1 
  Description The overweight man wears light armor over his 
  richly appointed clothing. His steel-gray eyes exude extreme 
  confidence and he wields his rapier with an obviously 
  practiced hand. 
   
   
   
  
  BIS7-08 Under a Platinum Sky 
   
  Page 26 
  APPENDIX 3 – APL 6 
  ENCOUNTER 2 
   
   
   
   
  U R N U T H  T H E  W E A P O N S M I T H   
   CR  7 
  Male Swordwraith Minotaur Ftr 1 
  CE Large undead 
  Init +2; Senses Darkvision 60’, Listen +8, Spot +8 
  Languages Common, Giant 
  AC 22, touch 11, flat-footed 22 
   (-1 Size, +2 Dex, +6 armor, +5 natural) 
  hp 63 (7 HD);  DR 10/magic and slashing 
  Undead Immunities  
  Turn Resistance +2 
  Fort +4, Ref +7, Will +8 
  Speed 20 ft. in medium armor; base 30 ft.  
  Melee +1 large spiked chain +15/+10  (2d6+11/x2) and gore +8  
  (1d8+7/x2) 
  Melee gore +13  (1d8+7/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +18Atk Options Combat Reflexes, Power 
  Attack, Powerful Charge 
  Special Actions Anklet of Translocation 
  Combat Gear +1 large breastplate, anklet of translocation, +1 large 
  Spiked Chain, mwk large Spiked Chain  
  Abilities Str 24, Dex 14, Con -, Int 9, Wis 12, Cha 10  
  SQ Strength Damage, Natural Cunning 
  Feats Alertness, Iron Will, Exotic Weapon Proficiency (Spiked 
  Chain), Combat Reflexes , Power Attack , Weapon Focus 
  (Spiked Chain) 
  Skills Craft (weapon smithing) +2, Hide +3, Move Silently +3, 
  Search +4, Sense Motive +2 
  Possessions combat gear plus explorer’s outfit 
  Strength Damage (Su) A creature struck by a swordwraith’s 
  melee weapon takes 1 point of Strength damage. 
  Powerful Charge (Ex) A minotaur typically begins a battle by 
  charging an opponent, lowering its head to bring its mighty 
  horns into play. In addition to the normal benefits and 
  hazards of a charge, this allows the beast to make a single 
  gore attack with a +13 attack bonus that deals 4d6+10 points 
  of damage.  
  Natural Cunning (Ex) Although minotaurs are not especially 
  intelligent, they possess innate cunning and logical ability. 
  This gives them immunity to maze spells, prevents them 
  from ever becoming lost, and enables them to track enemies. 
  Further, they are never caught flat-footed.  
  Skills Minotaurs have a +4 racial bonus on Search, Spot and 
  Listen checks.  
  Description The creature looks like an incredibly tall, 
  powerfully muscled humanoid, covered in shaggy fur, with the 
  head of a bull. It wears a gleaming breastplate and wields a 
  wicked-looking spiked chain. It appears slightly translucent in 
  the shadows cast by the eldritch sky above. 
  Sources Fiend Folio (Page 174) 
  Power-Up Suite: [desecrate, stones bones from “Mad” Moran (25 
  minutes)] 
  AC 25, touch 11, flat-footed 25 
   
  (-1 Size, +2 Dex, +6 armor, +8 natural) 
  Fort +5, Ref +8, Will +9 
  Melee +1 large spiked chain +16/+11  (2d6+11/x2) and gore +9  
  (1d8+7/x2) 
  Melee gore +14  (1d8+7/x2) 
   
  “M A D”  M O R A N 
  CR  5 
  Male human Clr5 of Nerull 
  CE Medium humanoid (human) 
  Init +1; Senses, Listen +3, Spot +3 
  Languages Common 
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +9 armor, +3 shield) 
  hp 38 (5 HD) 
  Fort +6, Ref +2, Will +7 
  Speed 20 ft. in heavy armor, base movement 30 ft. 
  Melee mwk heavy mace +5 (1d8+1)  
  Ranged light crossbow +5 (1d8 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special Actions Rebuke Undead 8/day (2 used) 
  Combat Gear mwk heavy mace, +1 heavy steel shield, +1 full plate, 
  light crossbow, 20 bolts 
  Cleric Spells Prepared (CL 5th): 
   3rd—dispel magic, magic circle against good
  D, unholy storm
  SpC 
   2nd—cure moderate wounds, desecrate
  D, silence, stone bones
  SpC 
   1st—bless, cure light wounds, protection from good
  D resurgence
  SpC, 
  shield of faith 
   0—cure minor wounds (x5) 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil  
  SpC: Spell Compendium 
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 12  
  Feats Combat Casting, Divine Ward, Extra Turning 
  Skills Concentration +10, Knowledge [religion] +8, Spellcraft 
  +8 
  Possessions combat gear plus explorer’s outfit, holy symbol, 
  spell component pouch, book of all knowledge 
  Description A vile gleam of madness lies behind the narrow 
  eyes of this heavily armored villain. He wears the symbol of a 
  skull and scythe and utters dark mutterings to the Hater of 
  Life, the Bringer of Darkness…Nerull! 
  Power-Up Suite: [shield of faith, magic circle against good (2 
  minutes)] 
  AC 25, touch 13, flat-footed 24 
   
  (+1 Dex, +9 armor, +3 shield, +2 deflection) 
  Fort +8, Ref +4, Will +9 against good 
   
  
  BIS7-08 Under a Platinum Sky 
   
  Page 27 
   
   
   
  C I O R  A T I Q 
  CR  2 
  Female human Sct2 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +2, Spot +2 
  Languages Common 
  AC 18, touch 14, flat-footed 18 
   (+4 Dex, +4 armor) 
  hp 17 (2 HD) 
  Fort +3, Ref +7, Will -1 
  Speed 30 ft. 
  Melee short sword +3 (1d6+2 19-20/x2) or dagger +3 (1d4+2 19-
  20/x2) 
  Ranged mwk composite shortbow (+2 Str) +6 (1d6+2 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Skirmish +1d6/0 
  Combat Gear mwk composite shortbow (+2 strength bonus), 
  short sword, mithral shirt, 80 arrows  
  Abilities Str 14, Dex 18, Con 14, Int 8, Wis 8, Cha 8  
  SQ Trapfinding, Uncanny Dodge 
  Feats Point Blank Shot, Precise Shot 
  Skills Climb +7, Hide +9, Jump +9, Move Silently +9, Search +4, 
  Survival +4, Tumble +11 
  Possessions combat gear plus explorer’s outfit, potion of 
  expeditious retreat 
  Description The dark-haired woman in equally dark clothing 
  takes careful aim with her bow. Then she is a blur of black 
  and gray as she darts to her next position.   
  Power-Up Suite: [expeditious retreat (5 rounds), protection from 
  good from “Mad” Moran (2 minutes)] 
  AC 20, touch 16, flat-footed 20 
   (+4 Dex, +4 armor, +2 deflection) against good 
  Fort +5, Ref +9, Will +1 against good 
  Speed 60 ft. 
  Skills Jump +21 
  ENCOUNTER 4 
   
   
   
   
  J U N I P H E L 
  CR  7 
  Female human DrN7 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Aura Fear Aura 5 ft. (Will DC 16) 
  Languages Common, Abyssal 
  AC 16, touch 12, flat-footed 15 
   (+1 Dex, +4 armor, +1 deflection) 
  hp 53 (7 HD); DR 4/bludgeoning and magic 
  Fort +6(+8 against stunning, paralysis, poison, disease), Ref +4, 
  Will +5(+7 against sleep) 
  Speed 30 ft. in light armor (6 squares) 
  Melee charnel touch +4 (1d8+1 negative energy 20/x2) or +1 
  scimitar +5 (1d6+2 slashing 18-20/x2) 
  Ranged masterwork light crossbow +5 (1d8 piercing 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Negative Energy Burst 1/day (DC 16), Scabrous 
  Touch 1/day (DC 16) 
  Special Actions Rebuke Undead 6/day 
  Combat Gear vest of resistance +1, ring of protection +1, potion of 
  barkskin +2, potion of cat’s grace, mithral shirt, masterwork light 
  crossbow, dagger, +1 scimitar, spell component pouch 
  Dread Necromancer Spells Known (CL 7th): 
   3rd (5/day)— crushing despair, death ward
  N, halt undead
  N, inflict 
  serious wounds
  N, ray of exhaustion
  N, speak with dead
  N, summon 
  undead III
  *, vampiric touch
  N 
   2nd (7/day)—blindness/deafness
  N, command undead
  N, darkness, 
  death knell
  N, dessicate
  N*, false life
  N, gentle repose
  N, ghoul touch
  N, 
  inflict moderate wounds
  N, scare
  N, spectral hand
  N*, summon 
  swarm, summon undead II
  * 
   1st (7/day)—bane, bestow wound
  *, cause fear
  N, chill touch
  N, detect 
  magic, detect undead, doom
  N, hide from undead, inflict light 
  wounds
  N, ray of enfeeblement
  N, summon undead I
  *, undetectable 
  alignment 
  *: New Spell Described below. N: Necromancy school spell. 
  Abilities Str 12, Dex 12, Con 16, Int 10, Wis 8, Cha 16  
  SQ Lich body, Mental Bastion 
  Feats Improved Initiative, Improved Toughness, Tomb-Tainted 
  Soul, Spell Focus (Necromancy), Alertness 
  Skills Bluff +11, Concentraion +13, Decipher Script +2, 
  Knowledge [arcana] +2, Knowledge [religion] +2, Spellcraft 
  +6 
  Possessions combat gear plus explorer’s outfit 
  Charnel Touch (Su) Negative energy flows through a dread 
  necromancer’s body, concentrating in her hands. At will, but 
  no more than once per round, she can make a melee touch 
  attack against a living foe that deals 1d8 points of damage, +1 
  per four class levels. This touch heals undead creatures, 
  restoring 1 hit point per touch, +1 per four class levels.  
   
  A dread necromancer can use the spectral hand spell to 
  deliver this attack from a distance. 
  Rebuke Undead (Su) A dread necromancer can rebuke or 
  command undead creatures by channeling negative energy 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 28 
  through her body. See the cleric class feature described on 
  page 33 of the Player’s Handbook. 
  Lich Body: Starting at 2nd level, a dread necromancer begins 
  her journey into undeath. The first symptom is her body’s 
  increased resilience to physical harm. She gains DR 
  2/bludgeoning and magic. As the dread necromancer 
  increases in level, this DR increases in effectiveness, to DR 4 
  at 7th level, DR 6 at 11th level, and DR 8 at 15th level. 
  Negative Energy Burst (Su) Beginning at 3rd level, a dread 
  necromancer gains the ability to emit a burst of negative 
  energy from her body, harming living creatures within 5 feet 
  of her. This burst deals 1d4 points of damage per class level. 
  A successful Will save (DC 10 + ½ her class level + Cha 
  modifier) reduces damage by half. Undead creatures within 
  this burst are healed the same amount of hit points as the 
  damage she deals to living creatures. A dread necromancer 
  can use this ability once per day at 3rd level, and one 
  additional time per day for every five levels she attains 
  beyond third (2/day at 8th level, 3/day at 13th level, and 
  4/day at 18th level). 
  Advanced Learning (Ex) At 4th level, a dread necromancer 
  can add a new spell to her list, representing the result of 
  personal study and experimentation. The spell must be a 
  cleric or wizard spell of the necromancy school, and of a 
  level no higher than that of the highest-level spell the dread 
  necromancer already knows. Once a new spell is selected, it 
  is added to that dread necromancer’s spell list and can be cast 
  just like any other spell she knows. If a spell is both a cleric 
  spell and a wizard spell, use the lower of the two spell levels 
  (when different) to determine what level the spell is for a 
  dread necromancer.  
   
  A dread necromancer gains an additional new spell at 8th, 
  12th, 16th, and 20th level.  
   
  Juniphel has used her Advanced Learning to gain the spell 
  desiccate at 4th level. 
  Mental Bastion: Starting at 4th level, a dread necromancer 
  gains a +2 bonus on saving throws made to resist sleep, 
  stunning, paralysis, poison, or disease. This bonus increases 
  to +4 at 14th level. 
  Fear Arua: Beginning at 5th level, a dread necromancer radiates 
  a 5-foot-radius aura as a free action. Enemies in the area must 
  succeed on a Will save (DC 10 + ½ her class level + her Cha 
  modifier) or become shaken. A creature who successfully 
  saves cannot be affected by that dread necromancer’s fear 
  aura for 24 hours. 
  Scabrous Touch (Su): Starting at 6th level, once per day a 
  dread necromancer can use her charnel touch to inflict 
  disease on a creature she touches. This ability works like the 
  contagion spell (see page 213 of the Player’s Handbook), 
  inflicting the disease of her choice immediately, with no 
  incubation period, unless the target makes a successful 
  Fortitude save (DC 10 + ½ her class level + her Cha 
  modifier). The DC for subsequent saving throws to resist the 
  effects of the disease depends on the disease inflicted, see 
  page 292 of the Dungeon Master’s Guide for details.  
   
  Activating this class feature is a swift action. The effect 
  lasts until the dread necromancer makes a successful charnel 
  touch attack. The spectral hand spell enables a dread 
  necromancer to deliver a scabrous touch attack from a 
  distance.  
   
  A dread necromancer can use this ability once per day at 
  6th level, twice per day at 11th level, and three times per day 
  at 16th level. 
  Summon Familiar: At 7th level or anytime thereafter, a dread 
  necromancer can obtain a familiar. The familiar she acquires 
  is more powerful than a standard wizard’s or sorcerer’s 
  familiar, but it is unequivocally evil. The player of a dread 
  necromancer chooses one of the following creatures: imp 
  (devil), quasit (demon), vargouille, or ghostly visage. All 
  these creatures are described in the Monster Manual except 
  for the ghostly visage, an undead symbiont described on 
  page 221 of the Fiend Folio.  
   
  A dread necromancer’s familiar gains the usual familiar 
  benefits given on pages 52-53 of the Player’s Handbook, with 
  two exceptions. Its type does not change, and it does not gain 
  the exceptional ability to speak with other creatures of its 
  kind.  
   
  A dread necromancer’s familiar can use its ability to deliver 
  touch spell such as its master’s charnel touch, scabrous 
  touch, or enervating touch attack. The master must use a 
  standard action to imbue the touch attack into her familiar. 
  Description The young pale skinned woman tosses back a lock 
  of long blonde hair before uttering dark words of necromantic 
  blasphemy. Shadowy eldritch energies gather about her black-
  clad body.  
  Sources Heroes of Horror (Page 84) 
  Power-Up Suite: [barkskin (10 minutes), cat’s grace (1 minute 
  left), false life (1 hour left), spectral hand] 
  Init +7  
  AC 20, touch 14, flat-footed 17 
   
  (+3 Dex, +4 armor, +1 deflection, +2 natural) 
  hp 66 (7 HD); DR 2/bludgeoning and magic 
  Fort +6(+8 against stunning, paralysis, poison, disease), Ref +6, 
  Will +5(+7 against sleep) 
  Ranged masterwork light crossbow +7 (1d8 piercing 19-20/x2) 
   
  M Y N Y D R Z Z T 
  CR  2 
  Quasit familiar 
  CE Tiny outsider (Chaotic, Extraplanar, Evil) 
  Init +7; Senses Darkvision 60’, Listen +7, Spot +6 
  Languages Common, Abyssal 
  AC 22, touch 15, flat-footed 19 
   (+2 Size, +3 Dex, +7 natural) 
  hp 26 (2 HD); fast healing 2; DR 5/cold iron or good 
  Immune poison 
  Resist fire 10 
  Fort +3, Ref +6, Will +4 
  Speed 20 ft.; fly 50 ft. (perfect) 
  Melee 2 claws +8 (1d3-1 plus poison 20/x2) and bite +3 (1d4-1 
  20/x2) 
  Space 2½ ft.; Reach 2½ ft. 
  Base Atk +3; Grp -6 
  Atk Options Poison 
  Special Actions Alternate form, spell-like abilities 
  Spell-Like Abilities (CL 6th): 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 29 
  At will—detect good, detect magic, and invisibility (self only) 
   
  1/day—casue fear (as the spell, except that area is a 30-foot 
  radius from the quasit, save DC 11) 
  Abilities Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10  
  SQ improved evasion, share spells, empathic link, deliver touch 
  spells, speak with master 
  Feats Improved Initiative, Weapon Finesse 
  Skills Bluff +10, Diplomacy +2, Disguise +0 (+2 acting), Hide 
  +17, Intimidate +2, Knowledge [the planes] +6, Move 
  Silently +9, Search +6, Spellcraft +6 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 Dex, 
  secondary damage 2d4 Dex. The save is Constitution-based 
  and includes a +2 racial bonus.  
  Spell-like abilities: At will – detect good, detect magic, and 
  invisibility (self only); 1/day – cause fear (as the spell, except 
  that its area is a 30-foot radius from the quasit, save DC 11). 
  CL 6th. The save DCs are Charisma based.  
   
  Once per week a quasit can use commune to ask six 
  questions. The ability otherwise works as the spell (CL 12th). 
    
  Alternate form (Su): A quasit can assume other forms at will as 
  a standard action. A true seeing spell or ability reveals the 
  creature’s natural form. A creature using alternate form 
  reverts to its natural form when killed, but separated body 
  parts retain their shape. A creature cannot use alternate form 
  to take the form of a creature with a template. If the new 
  form has the aquatic subtype, the creature gains that subtype 
  as well. The creature loses the natural weapons, natural 
  armor and movement modes of its original form, as well as 
  any extraordinary special attacks of its original form not 
  derived from class levels (such as the barbarian’s rage class 
  feature).  
   
  Any individual quasit can assume only one or two forms 
  no larger than Medium. Common forms include bat, 
  monstrous centipede, toad, and wolf. A quasit in alternate 
  form loses its poison attack. Mynydrzzt uses this ability to 
  change into a raven, appearing as a more mundane familiar 
  for Juniphel. In combat he will often take on a hardier form.  
  Description A tiny humanoid-shaped creature with spiky 
  horns and bat winds hovers nearby. Its hands and feet are long 
  and slender, with long, claw-tipped digits. Warts or pustules 
  cover its greenish skin  
  Sources Monster Manual (Page 46) 
  Power-Up Suite: [false life (1 hour left)] 
  hp 39 (2 HD); fast healing 2; DR 5/cold iron or good 
   
  C A M R Y N  FE R T U I N E 
  CR  5 
  Male human Rog3/Sws2  
  CE Medium humanoid (human) 
  Init +3; Senses, Listen +4, Spot +4 
  Languages Common, Abyssal, Ancient Suel 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor), Dodge, Mobility 
  hp 36 (5 HD) 
  Fort +7, Ref +8, Will +4 
  Speed 30 ft. 
  Melee +1 rapier +8 (1d6+2 18-20/x2) or dagger +8 (1d4+1 19-
  20/x2) 
  Ranged mw dagger (thrown) +8 (1d4+1 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5Atk Options Sneak Attack +2d6 
  Combat Gear +1 rapier, mwk dagger, mwk dagger, mwk 
  chainshirt  
  Abilities Str 12, Dex 17, Con 14, Int 14, Wis 10, Cha 12  
  SQ Trapfinding, Evasion, Trap Sense +1, Grace +1 
  Feats Dodge, Iron Will, Mobility, Weapon Finesse 
  Skills Balance +12, Bluff +9, Diplomacy +10, Escape Artist +10, 
  Intimidate +3, Jump +9, Search +10, Sense Motive +8, 
  Tumble +12 
  Possessions combat gear plus noble’s outfit, cloak of resistance +1 
  Description The overweight man wears light armor over his 
  richly appointed clothing. His steel-gray eyes exude extreme 
  confidence and he wields his rapier with an obviously 
  practiced hand. 
   
  (V A M P I R E  S P A W N  A B I L I T I E S  L I S T E D  O N LY  U N D E R  
  T H E  S T A T S  F O R  S O U C E L LO) 
   
  S O U C E LL O,  C O N S O R T  O F  C A S S I T E R 
  CR  4 
  Vampire Spawn, Female Human 
  CE Medium Undead  
  Init +6; Senses Darkvision 60 ft., Listen +11, Spot +11 
  Languages Common, Infernal 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 38 (4 HD); fast healing 2; DR 5/silver 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +1, Ref +5, Will +5  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee slam +5 (1d6+4 bludgeoning plus energy drain)  
  Ranged masterwork light crossbow +5 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +9 
  Atk Options Blood Drain, Dominate, Energy Drain 
  Special Actions Gaseous Form, +2 Turn Resistance 
  Combat Gear masterwork light crossbow, 20 bolts 
  Abilities Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14  
  Feats Alertness, Improved Grapple, Improved Initiative, 
  Toughness, Lightning Reflexes 
  Skills Bluff +11, Diplomacy +6, Hide +10, Jump +8, Move 
  Silently +10, Search +8, Sense Motive +11 
  Possessions combat gear plus Noble’s Outfit, signet ring, 33 gp 
  worth of jewelry, papers in Lord Fertuine’s hand 
  Blood Drain (Ex) A vampire spawn can suck blood from a 
  living victim with its fangs by making a successful grapple 
  check. If it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful drain attack, the vampire gains 5 temporary 
  hit points. 
  Dominate (Su) A vampire spawn can crush an opponent’s will 
  just by looking onto his or her eyes. This is similar to a gaze 
  attack, except that the vampire must use a standard action, 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 30 
  and those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 14) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 5th). The ability has a range 
  of 30 feet.  
  Energy Drain (Su) Living creatures hit by a vampire spawn’s 
  slam attack gain one negative level. The DC is 14 for the 
  Fortitude save to remove the negative level. For each 
  negative level bestowed, the vampire spawn gains 5 
  temporary hit points.  
  Fast Healing (Ex) A vampire spawn heals 2 points of damage 
  each round so long as it has at least 1 hit point. If reduced to 
  0 hit points in combat, it automatically assumes gaseous form 
  and attempts to escape. It must reach its coffin home within 
  2 hours or be utterly destroyed. (It can travel up to nine 
  miles in 2 hours.) Any additional damage dealt to a vampire 
  in gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 2 hit 
  points per round.  
  Gaseous Form (Su) As a standard action, a vampire spawn can 
  assume gaseous form at will as the spell (caster level 6th), but 
  it can remain gaseous indefinitely and has a fly speed of 20 
  feet with perfect maneuverability.  
  Spider Climb (Su) A vampire spawn can climb sheer surfaces 
  as though with a spider climb spell.  
  Skills Vampire spawn have a +4 racial bonus on Bluff, Hide, 
  Listen, Move Silently, Search, Sense Motive, and Spot 
  checks.  
  Description The stunning woman before you is dressed in a 
  diaphanous violet gown that leaves little to the imagination. She 
  has fine, straight beige hair and light-colored skin.  
  Sources DMG (Page 253-254) 
   
  C O T E S S E,  C O N S O R T  O F  C A S S I T E R 
  CR  4 
  Vampire Spawn, Female Human 
  CE Medium Undead  
  Init +6; Senses Darkvision 60 ft., Listen +11, Spot +11 
  Languages Common, Infernal 
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +4 Armor, +3 natural) 
  hp 38 (4 HD); fast healing 2; DR 5/silver 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +1, Ref +5, Will +5  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee masterwork halberd +6 (1d10+4 piercing or slashing 
  20/x3) or slam +5 (1d6+4 bludgeoning plus energy drain)  
  Ranged masterwork light crossbow +5 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +9 
  Atk Options Blood Drain, Dominate, Energy Drain 
  Special Actions Gaseous Form, +2 Turn Resistance 
  Combat Gear masterwork halberd, masterwork chain shirt, 
  masterwork light crossbow, 20 bolts 
  Abilities Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14  
  Feats Alertness, Improved Grapple, Improved Initiative, 
  Toughness, Lightning Reflexes 
  Skills Bluff +11, Diplomacy +6, Hide +10, Jump +8, Move 
  Silently +10, Search +8, Sense Motive +11 
  Possessions combat gear plus Courtier’s Outfit, 33 gp in coin 
  Blood Drain (Ex) As Soucello.  
  Dominate (Su) As Soucello.   
  Energy Drain (Su) As Soucello.   
  Fast Healing (Ex) As Soucello.   
  Gaseous Form (Su) As Soucello.   
  Spider Climb (Su) As Soucello.   
  Skills As Kora.   
  Description The supple woman is much stronger than she 
  looks. She wears a well-polished suit of armor and carries a 
  baroque halberd in her hands. Her hair is blonde and curled and 
  her skin in light.  
  Sources DMG (Page 253-254) 
   
   
   
  
  BIS7-08 Under a Platinum Sky 
   
  Page 31 
  APPENDIX 4 – APL 8 
  ENCOUNTER 2 
   
   
   
   
  U R N U T H  T H E  W E A P O N S M I T H   
   CR  9 
  Male Swordwraith Minotaur Ftr 2/Exotic Weapon Master1 
  CE Large undead 
  Init +2; Senses Darkvision 60’, Listen +8, Spot +10 
  Languages Common, Giant 
  AC 22, touch 11, flat-footed 22 
   (-1 Size, +2 Dex, +6 armor, +5 natural) 
  hp 88 (9 HD);  DR 10/magic and slashing 
  Undead Immunities  
  Turn Resistance +2 
  Fort +7, Ref +7, Will +8 
  Speed 20 ft. in medium armor; base 30 ft.  
  Melee +1 adamantine large spiked chain +17/+12  (2d6+11 19-
  20/x2) and gore +10  (1d8+7/x2) or +1 adamantine large spiked 
  chain +15/+15/+10  (2d6+11 19-20/x2) flurry of strikes and 
  gore +8  (1d8+7/x2) 
  Melee gore +15 (1d8+7/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +20Atk Options Combat Reflexes, Power 
  Attack, Powerful Charge 
  Special Actions Anklet of Translocation 
  Combat Gear +1 large breastplate, anklet of translocation, +1 
  adamantine large Spiked Chain, mwk large Spiked Chain  
  Abilities Str 24, Dex 14, Con -, Int 10, Wis 12, Cha 10  
  SQ Strength Damage, Natural Cunning 
  Feats Alertness, Iron Will, Exotic Weapon Proficiency (Spiked 
  Chain), Improved Critical (Spiked Chain), Improved 
  Toughness, Combat Reflexes , Power Attack , Weapon Focus 
  (Spiked Chain) 
  Skills Craft (weapon smithing) +3, Hide +3, Move Silently +3, 
  Search +5, Sense Motive +3 
  Possessions combat gear plus explorer’s outfit 
  Strength Damage (Su) A creature struck by a swordwraith’s 
  melee weapon takes 1 point of Strength damage. 
  Powerful Charge (Ex) A minotaur typically begins a battle by 
  charging an opponent, lowering its head to bring its mighty 
  horns into play. In addition to the normal benefits and 
  hazards of a charge, this allows the beast to make a single 
  gore attack with a +15 attack bonus that deals 4d6+10 points 
  of damage.  
  Natural Cunning (Ex) Although minotaurs are not especially 
  intelligent, they possess innate cunning and logical ability. 
  This gives them immunity to maze spells, prevents them 
  from ever becoming lost, and enables them to track enemies. 
  Further, they are never caught flat-footed.  
  Skills Minotaurs have a +4 racial bonus on Search, Spot and 
  Listen checks.  
  Description The creature looks like an incredibly tall, 
  powerfully muscled humanoid, covered in shaggy fur, with the 
  head of a bull. It wears a gleaming breastplate and wields a 
  wicked-looking spiked chain. It appears slightly translucent in 
  the shadows cast by the eldritch sky above. 
  Sources Fiend Folio (Page 174) 
  Power-Up Suite: [desecrate, stones bones from “Mad” Moran (25 
  minutes)] 
  AC 25, touch 11, flat-footed 25 
   
  (-1 Size, +2 Dex, +6 armor, +8 natural) 
  Fort +7, Ref +8, Will +9 
  Melee +1 adamantine large spiked chain +18/+13  (2d6+12 19-
  20/x2) and gore +10  (1d8+7/x2) or +1 adamantine large spiked 
  chain +16/+16/+11  (2d6+12 19-20/x2) flurry of strikes and 
  gore +9 (1d8+8/x2) 
  Melee gore +16 (1d8+8/x2) 
   
  “M A D”  M O R A N 
  CR  7 
  Male human Clr7 of Nerull 
  CE Medium humanoid (human) 
  Init +1; Senses, Listen +3, Spot +3 
  Languages Common 
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +9 armor, +3 shield) 
  hp 58 (7 HD) 
  Fort +7, Ref +3, Will +8 
  Speed 20 ft. in heavy armor, base movement 30 ft. 
  Melee mwk heavy mace +7 (1d8+1)  
  Ranged light crossbow +7 (1d8 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Special Actions Rebuke Undead 8/day (2 used) 
  Combat Gear mwk heavy mace, +1 heavy steel shield, +1 full plate, 
  metamagic rod, lesser (silent), light crossbow, 20 bolts 
  Cleric Spells Prepared (CL 7th): 
   4th—recitation
  SpC, unholy blight
  D 
   3rd—dispel magic, invisibility purge, magic circle against good
  D, 
  unholy storm
  SpC 
   2nd—close wounds
  SpC, cure moderate wounds, desecrate
  D, silence, 
  stone bones
  SpC 
   1st—cure light wounds (x3), protection from good
  D resurgence
  SpC, 
  shield of faith 
   0—cure minor wounds (x6) 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil  
  SpC: Spell Compendium 
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 12  
  Feats Combat Casting, Divine Ward, Improved Toughness, 
  Extra Turning 
  Skills Concentration +12, Knowledge [religion] +10, Spellcraft 
  +10 
  Possessions combat gear plus explorer’s outfit, holy symbol, 
  spell component pouch, book of all knowledge 
  Description A vile gleam of madness lies behind the narrow 
  eyes of this heavily armored villain. He wears the symbol of a 
  skull and scythe and utters dark mutterings to the Hater of 
  Life, the Bringer of Darkness…Nerull! 
  Power-Up Suite: [shield of faith, magic circle against good (6 
  minutes)] 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 32 
  AC 26, touch 14, flat-footed 25 
   
  (+1 Dex, +9 armor, +3 shield, +3 deflection) 
  Fort +9, Ref +5, Will +10 against good 
   
  C I O R  A T I Q 
  CR  4 
  Female human Sct4 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common 
  AC 18, touch 14, flat-footed 18 
   (+4 Dex, +4 armor) Dodge, Mobility, Skirmish +1d6/+1 
  hp 30 (4 HD) 
  Fort +4, Ref +8, Will +0 
  Speed 40 ft. 
  Melee short sword +5 (1d6+2 19-20/x2) or dagger +5 (1d4+2 19-
  20/x2) 
  Ranged mwk composite shortbow (+2 Str) +8 (1d6+2 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Skirmish +1d6/+1 
  Combat Gear mwk composite shortbow (+2 strength bonus), 
  short sword, mithral shirt, 80 arrows  
  Abilities Str 14, Dex 19, Con 14, Int 8, Wis 8, Cha 8  
  SQ Trapfinding, Uncanny Dodge, Trackless step 
  Feats Dodge, Mobility,Point Blank Shot, Precise Shot 
  Skills Climb +9, Hide +11, Jump +15, Move Silently +11, Search 
  +6, Survival +6, Tumble +13 
  Possessions combat gear plus explorer’s outfit, brooch of 
  shielding, potion of expeditious retreat, potion of invisibility 
  Description The dark-haired woman in equally dark clothing 
  takes careful aim with her bow. Then she is a blur of black 
  and gray as she darts to her next position.   
  Power-Up Suite: [expeditious retreat (5 rounds), invisible (1 
  minute), protection from good from “Mad” Moran (2 minutes)] 
  AC 20, touch 16, flat-footed 20 
   (+4 Dex, +4 armor, +2 deflection) Dodge, Mobility, Skirmish 
  +1d6/+1 against good 
  Fort +6, Ref +10, Will +2 against good 
  Speed 70 ft. 
  Skills Jump +27 
  ENCOUNTER 4 
   
   
   
   
  J U N I P H E L 
  CR  9 
  Female human DrN9 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Aura Fear Aura 5 ft. (Will DC 17) 
  Languages Common, Abyssal 
  AC 17, touch 12, flat-footed 16 
   (+1 Dex, +5 armor, +1 deflection) 
  hp 68 (9 HD); DR 4/bludgeoning and magic 
  Fort +8(+10 against stunning, paralysis, poison, disease), Ref +6, 
  Will +7(+9 against sleep) 
  Speed 30 ft. in light armor (6 squares) 
  Melee charnel touch +5 (1d8+2 negative energy 20/x2) or +1 
  scimitar +6 (1d6+2 slashing 18-20/x2) 
  Ranged masterwork light crossbow +6 (1d8 piercing 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options Negative Energy Burst 2/day (DC 17), Scabrous 
  Touch 1/day (DC 17) 
  Special Actions Rebuke Undead 6/day 
  Combat Gear vest of resistance +2, ring of protection +1, potion of 
  barkskin +2, potion of cat’s grace, +1 mithral shirt, masterwork 
  light crossbow, dagger, +1 scimitar, spell component pouch, 
  175 gp worth of runebones 
  Dread Necromancer Spells Known (CL 9th): 
   4th (5/day)— animate dead
  N, bestow curse
  N, contagion
  N, death 
  ward
  N, dispel magic, enervation
  N, Evard’s black tentacles, fear
  N, 
  giant vermin, inflict critical wounds
  N, phantasmal killer, poison
  N, 
  summon undead IV
  *, wither
  *N 
   3rd (7/day)— crushing despair, death ward
  N, halt undead
  N, inflict 
  serious wounds
  N, ray of exhaustion
  N, speak with dead
  N, summon 
  undead III
  *, vampiric touch
  N 
   2nd (7/day)—blindness/deafness
  N, command undead
  N, darkness, 
  death knell
  N, dessicate
  N*, false life
  N, gentle repose
  N, ghoul touch
  N, 
  inflict moderate wounds
  N, scare
  N, spectral hand
  N*, summon 
  swarm, summon undead II
  * 
   1st (7/day)—bane, bestow wound
  *, cause fear
  N, chill touch
  N, detect 
  magic, detect undead, doom
  N, hide from undead, inflict light 
  wounds
  N, ray of enfeeblement
  N, summon undead I
  *, undetectable 
  alignment 
  *: New Spell Described below. N: Necromancy school spell. 
  Abilities Str 12, Dex 12, Con 16, Int 10, Wis 8, Cha 17  
  SQ Lich body, Mental Bastion 
  Feats Black Lore of Moil, Improved Initiative, Improved 
  Toughness, Tomb-Tainted Soul, Spell Focus (Necromancy), 
  Alertness 
  Skills Bluff +11, Concentraion +15, Decipher Script +2, 
  Knowledge [arcana] +2, Knowledge [religion] +2, Spellcraft 
  +10 
  Possessions combat gear plus explorer’s outfit 
  Charnel Touch (Su) Negative energy flows through a dread 
  necromancer’s body, concentrating in her hands. At will, but 
  no more than once per round, she can make a melee touch 
  attack against a living foe that deals 1d8 points of damage, +1 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 33 
  per four class levels. This touch heals undead creatures, 
  restoring 1 hit point per touch, +1 per four class levels.  
   
  A dread necromancer can use the spectral hand spell to 
  deliver this attack from a distance. 
  Rebuke Undead (Su) A dread necromancer can rebuke or 
  command undead creatures by channeling negative energy 
  through her body. See the cleric class feature described on 
  page 33 of the Player’s Handbook. 
  Lich Body: Starting at 2nd level, a dread necromancer begins 
  her journey into undeath. The first symptom is her body’s 
  increased resilience to physical harm. She gains DR 
  2/bludgeoning and magic. As the dread necromancer 
  increases in level, this DR increases in effectiveness, to DR 4 
  at 7th level, DR 6 at 11th level, and DR 8 at 15th level. 
  Negative Energy Burst (Su) Beginning at 3rd level, a dread 
  necromancer gains the ability to emit a burst of negative 
  energy from her body, harming living creatures within 5 feet 
  of her. This burst deals 1d4 points of damage per class level. 
  A successful Will save (DC 10 + ½ her class level + Cha 
  modifier) reduces damage by half. Undead creatures within 
  this burst are healed the same amount of hit points as the 
  damage she deals to living creatures. A dread necromancer 
  can use this ability once per day at 3rd level, and one 
  additional time per day for every five levels she attains 
  beyond third (2/day at 8th level, 3/day at 13th level, and 
  4/day at 18th level). 
  Advanced Learning (Ex) At 4th level, a dread necromancer 
  can add a new spell to her list, representing the result of 
  personal study and experimentation. The spell must be a 
  cleric or wizard spell of the necromancy school, and of a 
  level no higher than that of the highest-level spell the dread 
  necromancer already knows. Once a new spell is selected, it 
  is added to that dread necromancer’s spell list and can be cast 
  just like any other spell she knows. If a spell is both a cleric 
  spell and a wizard spell, use the lower of the two spell levels 
  (when different) to determine what level the spell is for a 
  dread necromancer.  
   
  A dread necromancer gains an additional new spell at 8th, 
  12th, 16th, and 20th level.  
   
  Juniphel has used her Advanced Learning to gain the spell 
  desiccate at 4th level, and the spell wither at 8th level. 
  Mental Bastion: Starting at 4th level, a dread necromancer 
  gains a +2 bonus on saving throws made to resist sleep, 
  stunning, paralysis, poison, or disease. This bonus increases 
  to +4 at 14th level. 
  Fear Arua: Beginning at 5th level, a dread necromancer radiates 
  a 5-foot-radius aura as a free action. Enemies in the area must 
  succeed on a Will save (DC 10 + ½ her class level + her Cha 
  modifier) or become shaken. A creature who successfully 
  saves cannot be affected by that dread necromancer’s fear 
  aura for 24 hours. 
  Scabrous Touch (Su): Starting at 6th level, once per day a 
  dread necromancer can use her charnel touch to inflict 
  disease on a creature she touches. This ability works like the 
  contagion spell (see page 213 of the Player’s Handbook), 
  inflicting the disease of her choice immediately, with no 
  incubation period, unless the target makes a successful 
  Fortitude save (DC 10 + ½ her class level + her Cha 
  modifier). The DC for subsequent saving throws to resist the 
  effects of the disease depends on the disease inflicted, see 
  page 292 of the Dungeon Master’s Guide for details.  
   
  Activating this class feature is a swift action. The effect 
  lasts until the dread necromancer makes a successful charnel 
  touch attack. The spectral hand spell enables a dread 
  necromancer to deliver a scabrous touch attack from a 
  distance.  
   
  A dread necromancer can use this ability once per day at 
  6th level, twice per day at 11th level, and three times per day 
  at 16th level. 
  Summon Familiar: At 7th level or anytime thereafter, a dread 
  necromancer can obtain a familiar. The familiar she acquires 
  is more powerful than a standard wizard’s or sorcerer’s 
  familiar, but it is unequivocally evil. The player of a dread 
  necromancer chooses one of the following creatures: imp 
  (devil), quasit (demon), vargouille, or ghostly visage. All 
  these creatures are described in the Monster Manual except 
  for the ghostly visage, an undead symbiont described on 
  page 221 of the Fiend Folio.  
   
  A dread necromancer’s familiar gains the usual familiar 
  benefits given on pages 52-53 of the Player’s Handbook, with 
  two exceptions. Its type does not change, and it does not gain 
  the exceptional ability to speak with other creatures of its 
  kind.  
   
  A dread necromancer’s familiar can use its ability to deliver 
  touch spell such as its master’s charnel touch, scabrous 
  touch, or enervating touch attack. The master must use a 
  standard action to imbue the touch attack into her familiar. 
  Undead Mastery: All undead creatures created by a dread 
  necromancer who has reached 8th level or higher gain a +4 
  enhancement bonus to Strength and Dexterity and 2 
  additional hit points per Hit Die.  
   
  In addition, when a dread necromancer uses the animate 
  dead spell to create undead, she can control 4+her Charisma 
  bonus HD worth of undead creatures per class level (rather 
  than the 4 HD per level normally granted by the spell).  
   
  Similarly, when a dread necromancer casts the control 
  undead spell, the spell targets up to (2 + her Cha bonus) 
  HD/level of undead creatures, rather than the 2 HD/level 
  normally granted by the spell. 
  Negative Energy Resistance: Beginning at 9th level, a dread 
  necromancer gains a +4 bonus on saving throws made to 
  resist negative energy effects, including energy drain, some 
  ability drain, and inflict spells. 
  Description The young pale skinned woman tosses back a lock 
  of long blonde hair before uttering dark words of necromantic 
  blasphemy. Shadowy eldritch energies gather about her black-
  clad body.  
  Sources Heroes of Horror (Page 84) 
  Power-Up Suite: [barkskin (10 minutes), cat’s grace (1 minute 
  left), false life (1 hour left), spectral hand] 
  Init +7  
  AC 21, touch 14, flat-footed 18 
   
  (+3 Dex, +5 armor, +1 deflection, +2 natural) 
  hp 83 (9 HD); DR 4/bludgeoning and magic 
  Fort +8(+10 against stunning, paralysis, poison, disease), Ref +8, 
  Will +7(+9 against sleep) 
  Ranged masterwork light crossbow +8 (1d8 piercing 19-20/x2) 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 34 
   
  M Y N Y D R Z Z T 
  CR  2 
  Quasit familiar 
  CE Tiny outsider (Chaotic, Extraplanar, Evil) 
  Init +7; Senses Darkvision 60’, Listen +7, Spot +6 
  Languages Common, Abyssal 
  AC 22, touch 15, flat-footed 19 
   (+2 Size, +3 Dex, +7 natural) 
  hp 34 (2 HD); fast healing 2; DR 5/cold iron or good 
  Immune poison 
  Resist fire 10 
  Fort +3, Ref +6, Will +4 
  Speed 20 ft.; fly 50 ft. (perfect) 
  Melee 2 claws +8 (1d3-1 plus poison 20/x2) and bite +3 (1d4-1 
  20/x2) 
  Space 2½ ft.; Reach 2½ ft. 
  Base Atk +3; Grp -6 
  Atk Options Poison 
  Special Actions Alternate form, spell-like abilities 
  Spell-Like Abilities (CL 6th): 
  At will—detect good, detect magic, and invisibility (self only) 
   
  1/day—casue fear (as the spell, except that area is a 30-foot 
  radius from the quasit, save DC 11) 
  Abilities Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10  
  SQ improved evasion, share spells, empathic link, deliver touch 
  spells, speak with master 
  Feats Improved Initiative, Weapon Finesse 
  Skills Bluff +10, Diplomacy +2, Disguise +0 (+2 acting), Hide 
  +17, Intimidate +2, Knowledge [the planes] +6, Move 
  Silently +9, Search +6, Spellcraft +6 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 Dex, 
  secondary damage 2d4 Dex. The save is Constitution-based 
  and includes a +2 racial bonus.  
  Spell-like abilities: At will – detect good, detect magic, and 
  invisibility (self only); 1/day – cause fear (as the spell, except 
  that its area is a 30-foot radius from the quasit, save DC 11). 
  CL 6th. The save DCs are Charisma based.  
   
  Once per week a quasit can use commune to ask six 
  questions. The ability otherwise works as the spell (CL 12th). 
    
  Alternate form (Su): A quasit can assume other forms at will as 
  a standard action. A true seeing spell or ability reveals the 
  creature’s natural form. A creature using alternate form 
  reverts to its natural form when killed, but separated body 
  parts retain their shape. A creature cannot use alternate form 
  to take the form of a creature with a template. If the new 
  form has the aquatic subtype, the creature gains that subtype 
  as well. The creature loses the natural weapons, natural 
  armor and movement modes of its original form, as well as 
  any extraordinary special attacks of its original form not 
  derived from class levels (such as the barbarian’s rage class 
  feature).  
   
  Any individual quasit can assume only one or two forms 
  no larger than Medium. Common forms include bat, 
  monstrous centipede, toad, and wolf. A quasit in alternate 
  form loses its poison attack. Mynydrzzt uses this ability to 
  change into a raven, appearing as a more mundane familiar 
  for Juniphel. In combat he will often take on a hardier form.  
  Description A tiny humanoid-shaped creature with spiky 
  horns and bat winds hovers nearby. Its hands and feet are long 
  and slender, with long, claw-tipped digits. Warts or pustules 
  cover its greenish skin  
  Sources Monster Manual (Page 46) 
  Power-Up Suite: [false life (1 hour left)] 
  hp 49 (2 HD); fast healing 2; DR 5/cold iron or good 
   
  C A M R Y N  F E R T U I N E 
  CR  6 
  Male human Rog4/Sws2  
  CE Medium humanoid (human) 
  Init +3; Senses, Listen +4, Spot +4 
  Languages Common, Abyssal, Ancient Suel 
  AC 17, touch 13, flat-footed 17 
   (+3 Dex, +4 armor), Dodge, Mobility 
  hp 42 (6 HD) 
  Fort +7, Ref +9, Will +4 
  Speed 30 ft. 
  Melee +1 rapier +9 (1d6+2 18-20/x2) or dagger +9 (1d4+1 19-
  20/x2) 
  Ranged mw dagger (thrown) +9 (1d4+1 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6Atk Options Sneak Attack +3d6 
  Combat Gear +1 rapier, mwk dagger, mwk dagger, mwk 
  chainshirt  
  Abilities Str 12, Dex 17, Con 14, Int 14, Wis 10, Cha 12  
  SQ Trapfinding, Evasion, Trap Sense +1, Grace +1, Uncanny 
  Dodge, Anklet of Translocation 
  Feats Daring Outlaw, Dodge, Iron Will, Mobility, Weapon 
  Finesse 
  Skills Balance +13, Bluff +10, Diplomacy +10, Escape Artist +11, 
  Intimidate +3, Jump +11, Search +10, Sense Motive +9, 
  Tumble +13 
  Possessions combat gear plus noble’s outfit, cloak of resistance +1, 
  anklet of translocation 
  Description The overweight man wears light armor over his 
  richly appointed clothing. His steel-gray eyes exude extreme 
  confidence and he wields his rapier with an obviously 
  practiced hand. 
   
  (V A M P I R E  
  A B I L I T I E S  L I S T E D  
  O N LY  
  U N D E R  
  T H E  
  S T A T S  F O R  S O U C E L L O) 
   
  S O U C E LL O,  C O N S O R T  O F  C A S S I T E R 
  CR  7 
  Vampire, Female Human Mnk5 
  CE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +13, Spot +13 
  Languages Common, Infernal 
  AC 27, touch 20, flat-footed 22, Dodge, Mobility, Deflect Arrows 
   (+5 Dex, +1 armor, +1 deflection, +3 Wisdom, +1 Class, +6 
  natural) 
  hp 50 (5 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +4, Ref +11, Will +7 (+9 against spells and effects from the 
  school of enchantment) 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 35 
  Weakness vampire weaknesses 
  Speed 40 ft; Spider climb, slow fall 20 ft.  
  Melee unarmed strike +10 (1d8+6 bludgeoning plus energy 
  drain) or unarmed strike +9/+9  (1d8+6 bludgeoning plus 
  energy drain) with flurry of blows 
  Ranged masterwork light crossbow +9 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +13 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear bracers of armor +1, ring of protection +1, 
  masterwork light crossbow, potion of resist energy (fire) 20, 20 
  bolts 
  Abilities Str 22, Dex 20, Con -, Int 12, Wis 16, Cha 14  
  SQ Evasion, Still Mind 
  Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Lightning Reflexes, Mobility, Weapon Focus 
  (Unarmed Strike) 
  Skills Bluff +10, Diplomacy +12, Escape Artist +13, Hide +21, 
  Jump +15, Move Silently +21, Search +9, Sense Motive +16, 
  Tumble +13 
  Possessions combat gear plus Noble’s Outfit, signet ring, 183 
  gp worth of jewelry, papers in Lord Fertuine’s hand 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.   
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 14) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial.  
   
  If the vampire instead drains the victim’s Constitution to 0 
  or lower, the victim retirns as a spawn if it had 4 or less HD 
  and as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the vampire 
  that created it and remains enslaved until its master’s 
  destruction. At any given time a campire may have an 
  enslaved spawn totaling no more than twice its own Hit 
  Dice; any spawn it creates that would exceed this limit are 
  created as free-willed vampires or vampire spawn. A vampire 
  that is enslaved may create and enslave spawn of its own, so a 
  master vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again.  
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise.  
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round.  
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability.  
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell.  
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks.  
  Description The stunning woman before you is dressed in a 
  diaphanous violet gown that leaves little to the imagination. She 
  has fine, straight beige hair and light-colored skin.  
  Sources DMG (Page 252) 
   
  C O T E S S E,  C O N S O R T  O F  C A S S I T E R 
  CR  7 
  Vampire, Female Human Mnk1/Ftr4 
  CE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +10, Spot +10 
  Languages Common, Infernal, Sylvan 
  AC 25, touch 15, flat-footed 20, Dodge, Spinning Halberd 
   (+5 Dex, +4 armor, +6 natural) 
  hp 50 (5 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +6, Ref +10, Will +3  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee +1 halberd +13 (1d10+13 piercing or slashing 20/x3) or +1 
  halberd +13 (1d10+13 piercing or slashing 20/x3) and +8 
  (1d6+6 bludgeoning 20/x3) or unarmed strike +11 (1d6+7 
  bludgeoning plus energy drain) 
  Ranged masterwork light crossbow +10 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 36 
  Base Atk +4; Grp +15 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Power 
  Attack 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear +1 halberd, masterwork chain shirt, masterwork 
  light crossbow, potion of resist energy (fire) 30, potion of protection 
  from good, 20 bolts 
  Abilities Str 24, Dex 20, Con -, Int 14, Wis 10, Cha 14  
  Feats Alertness, Combat Reflexes, Dodge, Improved Grapple, 
  Improved Initiative, Improved Toughness, Lightning 
  Reflexes, Power Attack, Spinning Halberd, Two-Weapon 
  Fighting, Weapon Focus (Halberd), Weapon Specialization 
  (Halberd) 
  Skills Bluff +10, Diplomacy +8, Handle Animal +4, Hide +14, 
  Jump +13, Knowledge (local – Sheldomar Valley MR) +4, 
  Knowledge (nobility and royalty) +4, Move Silently +14, 
  Ride +9, Search +10, Sense Motive +12, Tumble +9 
  Possessions combat gear plus Courtier’s Outfit, 253 gp in coin 
  Blood Drain (Ex) As Soucello.  
  Children of the Night (Su) As Soucello.    
  Dominate (Su) As Soucello.   
  Create Spawn (Su) As Soucello.   
   
  Energy Drain (Su) As Soucello.  
  Alternate Form (Su) As Soucello.   
  Fast Healing (Ex) As Soucello.   
  Gaseous Form (Su) As Soucello.   
  Spider Climb (Su) As Soucello.   
  Skills As Soucello.   
  Description The supple woman is much stronger than she 
  looks. She wears a well-polished suit of armor and carries a 
  baroque halberd in her hands. Her hair is blonde and curled and 
  her skin in light. 
  Sources DMG (Page 252) 
   
   
  
  BIS7-08 Under a Platinum Sky 
   
  Page 37 
   APPENDIX 5 – APL 10 
  ENCOUNTER 2 
   
   
   
   
  U R N U T H  T H E  W E A P O N S M I T H   
   CR  11 
  Male Swordwraith Minotaur Ftr 4/Exotic Weapon Master1 
  CE Large undead 
  Init +2; Senses Darkvision 60’, Listen +8, Spot +10 
  Languages Common, Giant 
  AC 23, touch 11, flat-footed 23 
   (-1 Size, +2 Dex, +7 armor, +5 natural) 
  hp 107 (11 HD);  DR 10/magic and slashing 
  Undead Immunities  
  Turn Resistance +2 
  Fort +8, Ref +8, Will +9 
  Speed 20 ft. in medium armor; base 30 ft.  
  Melee +2 adamantine large spiked chain +20/+15/+10  (2d6+14 19-
  20/x2) and gore +12  (1d8+7/x2) or +2 adamantine large spiked 
  chain +18/+18/+13/+8  (2d6+14 19-20/x2) flurry of strikes 
  and gore +12  (1d8+7/x2) 
  Melee gore +17 (1d8+7/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +22Atk Options Combat Reflexes, Power 
  Attack, Powerful Charge 
  Special Actions Anklet of Translocation 
  Combat Gear +2 large breastplate, anklet of translocation, +2 
  adamantine large Spiked Chain, mwk large Spiked Chain  
  Abilities Str 24, Dex 14, Con -, Int 10, Wis 12, Cha 10  
  SQ Strength Damage, Natural Cunning 
  Feats Alertness, Iron Will, Exotic Weapon Proficiency (Spiked 
  Chain), Improved Critical (Spiked Chain), Improved 
  Toughness, Combat Reflexes , Power Attack , Weapon Focus 
  (Spiked Chain), Weapon Specialization (Spiked Chain) 
  Skills Craft (weapon smithing) +3, Hide +3, Move Silently +3, 
  Search +5, Sense Motive +5 
  Possessions combat gear plus explorer’s outfit 
  Strength Damage (Su) A creature struck by a swordwraith’s 
  melee weapon takes 1 point of Strength damage. 
  Powerful Charge (Ex) A minotaur typically begins a battle by 
  charging an opponent, lowering its head to bring its mighty 
  horns into play. In addition to the normal benefits and 
  hazards of a charge, this allows the beast to make a single 
  gore attack with a +17 attack bonus that deals 4d6+10 points 
  of damage.  
  Natural Cunning (Ex) Although minotaurs are not especially 
  intelligent, they possess innate cunning and logical ability. 
  This gives them immunity to maze spells, prevents them 
  from ever becoming lost, and enables them to track enemies. 
  Further, they are never caught flat-footed.  
  Skills Minotaurs have a +4 racial bonus on Search, Spot and 
  Listen checks.  
  Description The creature looks like an incredibly tall, 
  powerfully muscled humanoid, covered in shaggy fur, with the 
  head of a bull. It wears a gleaming breastplate and wields a 
  wicked-looking spiked chain. It appears slightly translucent in 
  the shadows cast by the eldritch sky above. 
  Sources Fiend Folio (Page 174) 
  Power-Up Suite: [desecrate, iron bones from “Mad” Moran (25 
  minutes)] 
  AC 29, touch 11, flat-footed 29 
   
  (-1 Size, +2 Dex, +7 armor, +11 natural) 
  Fort +8, Ref +9, Will +10 
  Melee +2 adamantine large spiked chain +21/+16/+11  (2d6+15 19-
  20/x2) and gore +13  (1d8+8/x2) or +2 adamantine large spiked 
  chain +19/+19/+14/+9  (2d6+15 19-20/x2) flurry of strikes 
  and gore +13 (1d8+8/x2) 
  Melee gore +18 (1d8+8/x2) 
   
  “M A D”  M O R A N 
  CR  9 
  Male human Clr9 of Nerull 
  CE Medium humanoid (human) 
  Init +1; Senses, Listen +4, Spot +4 
  Languages Common 
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +9 armor, +3 shield) 
  hp 74 (9 HD) 
  Fort +8, Ref +4, Will +10 
  Speed 20 ft. in heavy armor, base movement 30 ft. 
  Melee mwk heavy mace +8/+3 (1d8+1)  
  Ranged light crossbow +8 (1d8 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Special Actions Rebuke Undead 8/day (2 used) 
  Combat Gear mwk heavy mace, +1 heavy steel shield, +1 full plate, 
  metamagic rod, lesser (silent), light crossbow, 20 bolts 
  Cleric Spells Prepared (CL 9th): 
   5th—righteous wrath of the faithful
  SpC, slay living
  D 
   4th—freedom of movement, iron bones
  SpC, recitation
  SpC, unholy 
  blight
  D 
   3rd—dispel magic, magic circle against good
  D, magic vestment, 
  unholy storm
  SpC 
   2nd—close wounds
  SpC, cure moderate wounds, deific vengeance
  SpC, 
  desecrate
  D, resist energy (electricity), silence 
   1st—cure light wounds (x3), protection from good
  D resurgence
  SpC, 
  shield of faith 
   0—cure minor wounds (x6) 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil  
  SpC: Spell Compendium 
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 19, Cha 12  
  Feats Combat Casting, Divine Ward, Domain Spontaneity 
  (Evil), Improved Toughness, Extra Turning 
  Skills Concentration +14, Knowledge [religion] +12, Spellcraft 
  +12 
  Possessions combat gear plus explorer’s outfit, holy symbol, 
  spell component pouch, book of all knowledge, periapt of wisdom 
  +2 
  Description A vile gleam of madness lies behind the narrow 
  eyes of this heavily armored villain. He wears the symbol of a 
  skull and scythe and utters dark mutterings to the Hater of 
  Life, the Bringer of Darkness…Nerull! 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 38 
  Power-Up Suite: [shield of faith, magic circle against good, freedom 
  of movement, resist energy (electricity) (7 minutes)] 
  Resist electricity 20 
  AC 26, touch 14, flat-footed 25 
   
  (+1 Dex, +9 armor, +3 shield, +3 deflection) 
  Fort +10, Ref +6, Will +12 against good 
   
  C I O R  A T I Q 
  CR  6 
  Female human Sct6 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Common 
  AC 18, touch 14, flat-footed 18 
   (+4 Dex, +4 armor) Dodge, Mobility, Skirmish +2d6/+1, 
  Improved Skirmish +4d6/+3 
  hp 45 (6 HD) 
  Fort +5, Ref +9, Will +1 
  Speed 40 ft. 
  Melee mwk short sword +7 (1d6+2 19-20/x2) or dagger +6 
  (1d4+2 19-20/x2) 
  Ranged +1 composite shortbow (+2 Str) +9 (1d6+3 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options Skirmish +2d6/+1, Improved Skirmish +4d6/+3 
  Combat Gear +1 composite shortbow (+2 strength bonus), mwk 
  short sword, mithral shirt, 80 arrows  
  Abilities Str 14, Dex 19, Con 14, Int 8, Wis 8, Cha 8  
  SQ Trapfinding, Uncanny Dodge, Trackless step, Evasion, 
  Flawless Stride 
  Feats Dodge, Improved Skirmish, Mobility, Point Blank Shot, 
  Precise Shot 
  Skills Climb +11, Hide +13, Jump +17, Move Silently +13, 
  Search +8, Survival +8, Tumble +15 
  Possessions combat gear plus explorer’s outfit, brooch of 
  shielding, potion of expeditious retreat, potion of invisibility 
  Description The dark-haired woman in equally dark clothing 
  takes careful aim with her bow. Then she is a blur of black 
  and gray as she darts to her next position.   
  Power-Up Suite: [expeditious retreat (5 rounds), invisible (1 
  minute), protection from good (2 minutes), magic vestment (2 
  hours) from “Mad” Moran] 
  AC 22, touch 16, flat-footed 22 
   (+4 Dex, +6 armor, +2 deflection) Dodge, Mobility, Skirmish 
  +2d6/+1, Improved Skirmish +4d6/+3 against good 
  Fort +7, Ref +11, Will +3 against good 
  Speed 70 ft. 
  Skills Jump +29 
  ENCOUNTER 4 
   
   
   
   
  J U N I P H E L 
  CR  11 
  Female human DrN11 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Aura Fear Aura 5 ft. (Will DC 19) 
  Languages Common, Abyssal 
  AC 18, touch 12, flat-footed 17 
   (+1 Dex, +6 armor, +1 deflection) 
  hp 83 (11 HD); DR 6/bludgeoning and magic; light fortification 
  25% 
  Fort +8(+10 against stunning, paralysis, poison, disease), Ref +6, 
  Will +8(+10 against sleep) 
  Speed 30 ft. in light armor (6 squares) 
  Melee charnel touch +6 (1d8+2 negative energy 20/x2) or +1 
  scimitar +7 (1d6+2 slashing 18-20/x2) 
  Ranged masterwork light crossbow +7 (1d8 piercing 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk Options Negative Energy Burst 2/day (DC 19), Scabrous 
  Touch 2/day (DC 19) 
  Special Actions Rebuke Undead 6/day 
  Combat Gear vest of resistance +2, brooch of shielding, ring of 
  protection +1, cloak of charisma +2, potion of barkskin +2, potion of 
  cat’s grace, +2 mithral shirt, masterwork light crossbow, dagger, 
  +1 scimitar, spell component pouch, 350 gp worth of 
  runebones 
  Dread Necromancer Spells Known (CL 11th): 
   5th (4/day)— blight
  N, cloudkill, fire in the blood
  *, greater dispel 
  magic, insect plague, magic jar
  N, mass inflict light wounds
  N, 
  nightmare, oath of blood
  *N, slay living
  N, summon undead V
  *, 
  undeath to death
  N, unhallow, waves of fatigue
  N 
   4th (7/day)— animate dead
  N, bestow curse
  N, contagion
  N, death 
  ward
  N, dispel magic, enervation
  N, Evard’s black tentacles, fear
  N, 
  giant vermin, inflict critical wounds
  N, phantasmal killer, poison
  N, 
  summon undead IV
  *, wither
  *N 
   3rd (7/day)— crushing despair, death ward
  N, halt undead
  N, inflict 
  serious wounds
  N, ray of exhaustion
  N, speak with dead
  N, summon 
  undead III
  *, vampiric touch
  N 
   2nd (7/day)—blindness/deafness
  N, command undead
  N, darkness, 
  death knell
  N, dessicate
  N*, false life
  N, gentle repose
  N, ghoul touch
  N, 
  inflict moderate wounds
  N, scare
  N, spectral hand
  N*, summon 
  swarm, summon undead II
  * 
   1st (7/day)—bane, bestow wound
  *, cause fear
  N, chill touch
  N, detect 
  magic, detect undead, doom
  N, hide from undead, inflict light 
  wounds
  N, ray of enfeeblement
  N, summon undead I
  *, undetectable 
  alignment 
  *: New Spell Described below. N: Necromancy school spell. 
  Abilities Str 12, Dex 12, Con 16, Int 10, Wis 8, Cha 19  
  SQ Lich body, Mental Bastion 
  Feats Black Lore of Moil, Improved Initiative, Improved 
  Toughness, Tomb-Tainted Soul, Spell Focus (Necromancy), 
  Alertness 
  Skills Bluff +12, Concentraion +17, Decipher Script +2, 
  Knowledge [arcana] +2, Knowledge [religion] +2, Spellcraft 
  +14 
  Possessions combat gear plus explorer’s outfit, mask of lies 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 39 
  Charnel Touch (Su) Negative energy flows through a dread 
  necromancer’s body, concentrating in her hands. At will, but 
  no more than once per round, she can make a melee touch 
  attack against a living foe that deals 1d8 points of damage, +1 
  per four class levels. This touch heals undead creatures, 
  restoring 1 hit point per touch, +1 per four class levels.  
   
  A dread necromancer can use the spectral hand spell to 
  deliver this attack from a distance. 
  Rebuke Undead (Su) A dread necromancer can rebuke or 
  command undead creatures by channeling negative energy 
  through her body. See the cleric class feature described on 
  page 33 of the Player’s Handbook. 
  Lich Body: Starting at 2nd level, a dread necromancer begins 
  her journey into undeath. The first symptom is her body’s 
  increased resilience to physical harm. She gains DR 
  2/bludgeoning and magic. As the dread necromancer 
  increases in level, this DR increases in effectiveness, to DR 4 
  at 7th level, DR 6 at 11th level, and DR 8 at 15th level. 
  Negative Energy Burst (Su) Beginning at 3rd level, a dread 
  necromancer gains the ability to emit a burst of negative 
  energy from her body, harming living creatures within 5 feet 
  of her. This burst deals 1d4 points of damage per class level. 
  A successful Will save (DC 10 + ½ her class level + Cha 
  modifier) reduces damage by half. Undead creatures within 
  this burst are healed the same amount of hit points as the 
  damage she deals to living creatures. A dread necromancer 
  can use this ability once per day at 3rd level, and one 
  additional time per day for every five levels she attains 
  beyond third (2/day at 8th level, 3/day at 13th level, and 
  4/day at 18th level). 
  Advanced Learning (Ex) At 4th level, a dread necromancer 
  can add a new spell to her list, representing the result of 
  personal study and experimentation. The spell must be a 
  cleric or wizard spell of the necromancy school, and of a 
  level no higher than that of the highest-level spell the dread 
  necromancer already knows. Once a new spell is selected, it 
  is added to that dread necromancer’s spell list and can be cast 
  just like any other spell she knows. If a spell is both a cleric 
  spell and a wizard spell, use the lower of the two spell levels 
  (when different) to determine what level the spell is for a 
  dread necromancer.  
   
  A dread necromancer gains an additional new spell at 8th, 
  12th, 16th, and 20th level.  
   
  Juniphel has used her Advanced Learning to gain the spell 
  desiccate at 4th level, and the spell wither at 8th level. 
  Mental Bastion: Starting at 4th level, a dread necromancer 
  gains a +2 bonus on saving throws made to resist sleep, 
  stunning, paralysis, poison, or disease. This bonus increases 
  to +4 at 14th level. 
  Fear Arua: Beginning at 5th level, a dread necromancer radiates 
  a 5-foot-radius aura as a free action. Enemies in the area must 
  succeed on a Will save (DC 10 + ½ her class level + her Cha 
  modifier) or become shaken. A creature who successfully 
  saves cannot be affected by that dread necromancer’s fear 
  aura for 24 hours. 
  Scabrous Touch (Su): Starting at 6th level, once per day a 
  dread necromancer can use her charnel touch to inflict 
  disease on a creature she touches. This ability works like the 
  contagion spell (see page 213 of the Player’s Handbook), 
  inflicting the disease of her choice immediately, with no 
  incubation period, unless the target makes a successful 
  Fortitude save (DC 10 + ½ her class level + her Cha 
  modifier). The DC for subsequent saving throws to resist the 
  effects of the disease depends on the disease inflicted, see 
  page 292 of the Dungeon Master’s Guide for details.  
   
  Activating this class feature is a swift action. The effect 
  lasts until the dread necromancer makes a successful charnel 
  touch attack. The spectral hand spell enables a dread 
  necromancer to deliver a scabrous touch attack from a 
  distance.  
   
  A dread necromancer can use this ability once per day at 
  6th level, twice per day at 11th level, and three times per day 
  at 16th level. 
  Summon Familiar: At 7th level or anytime thereafter, a dread 
  necromancer can obtain a familiar. The familiar she acquires 
  is more powerful than a standard wizard’s or sorcerer’s 
  familiar, but it is unequivocally evil. The player of a dread 
  necromancer chooses one of the following creatures: imp 
  (devil), quasit (demon), vargouille, or ghostly visage. All 
  these creatures are described in the Monster Manual except 
  for the ghostly visage, an undead symbiont described on 
  page 221 of the Fiend Folio.  
   
  A dread necromancer’s familiar gains the usual familiar 
  benefits given on pages 52-53 of the Player’s Handbook, with 
  two exceptions. Its type does not change, and it does not gain 
  the exceptional ability to speak with other creatures of its 
  kind.  
   
  A dread necromancer’s familiar can use its ability to deliver 
  touch spell such as its master’s charnel touch, scabrous 
  touch, or enervating touch attack. The master must use a 
  standard action to imbue the touch attack into her familiar. 
  Undead Mastery: All undead creatures created by a dread 
  necromancer who has reached 8th level or higher gain a +4 
  enhancement bonus to Strength and Dexterity and 2 
  additional hit points per Hit Die.  
   
  In addition, when a dread necromancer uses the animate 
  dead spell to create undead, she can control 4+her Charisma 
  bonus HD worth of undead creatures per class level (rather 
  than the 4 HD per level normally granted by the spell).  
   
  Similarly, when a dread necromancer casts the control 
  undead spell, the spell targets up to (2 + her Cha bonus) 
  HD/level of undead creatures, rather than the 2 HD/level 
  normally granted by the spell. 
  Negative Energy Resistance: Beginning at 9th level, a dread 
  necromancer gains a +4 bonus on saving throws made to 
  resist negative energy effects, including energy drain, some 
  ability drain, and inflict spells. 
  Light Fortification: Starting at 10th level, a dread 
  necromancer gains 25% resistance to critical hits; this is the 
  equivalent of the light fortification armor special ability 
  described on page 219 of the Dungeon Master’s Guide. At 
  17th level, this fortification increases to 50%. 
  Description The young pale skinned woman tosses back a lock 
  of long blonde hair before uttering dark words of necromantic 
  blasphemy. Shadowy eldritch energies gather about her black-
  clad body.  
  
  BIS7-08 Under a Platinum Sky 
   
  Page 40 
  Sources Heroes of Horror (Page 84) 
  Power-Up Suite: [barkskin (10 minutes), cat’s grace (1 minute 
  left), false life (1 hour left), spectral hand, fire in the blood
  *] 
  Init +7  
  AC 22, touch 14, flat-footed 19 
   
  (+3 Dex, +6 armor, +1 deflection, +2 natural) 
  hp 100 (11 HD); DR 6/bludgeoning and magic 
  Fort +8(+10 against stunning, paralysis, poison, disease), Ref +8, 
  Will +8(+10 against sleep) 
  Ranged masterwork light crossbow +9 (1d8 piercing 19-20/x2) 
   
  M Y N Y D R Z Z T 
  CR  2 
  Quasit familiar 
  CE Tiny outsider (Chaotic, Extraplanar, Evil) 
  Init +7; Senses Darkvision 60’, Listen +7, Spot +6 
  Languages Common, Abyssal 
  AC 22, touch 15, flat-footed 19 
   (+2 Size, +3 Dex, +7 natural) 
  hp 41 (2 HD); fast healing 2; DR 5/cold iron or good 
  Immune poison 
  Resist fire 10 
  Fort +3, Ref +6, Will +4 
  Speed 20 ft.; fly 50 ft. (perfect) 
  Melee 2 claws +8 (1d3-1 plus poison 20/x2) and bite +3 (1d4-1 
  20/x2) 
  Space 2½ ft.; Reach 2½ ft. 
  Base Atk +3; Grp -6 
  Atk Options Poison 
  Special Actions Alternate form, spell-like abilities 
  Spell-Like Abilities (CL 6th): 
  At will—detect good, detect magic, and invisibility (self only) 
   
  1/day—casue fear (as the spell, except that area is a 30-foot 
  radius from the quasit, save DC 11) 
  Abilities Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10  
  SQ improved evasion, share spells, empathic link, deliver touch 
  spells, speak with master 
  Feats Improved Initiative, Weapon Finesse 
  Skills Bluff +10, Diplomacy +2, Disguise +0 (+2 acting), Hide 
  +17, Intimidate +2, Knowledge [the planes] +6, Move 
  Silently +9, Search +6, Spellcraft +6 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 Dex, 
  secondary damage 2d4 Dex. The save is Constitution-based 
  and includes a +2 racial bonus.  
  Spell-like abilities: At will – detect good, detect magic, and 
  invisibility (self only); 1/day – cause fear (as the spell, except 
  that its area is a 30-foot radius from the quasit, save DC 11). 
  CL 6th. The save DCs are Charisma based.  
   
  Once per week a quasit can use commune to ask six 
  questions. The ability otherwise works as the spell (CL 12th). 
    
  Alternate form (Su): A quasit can assume other forms at will as 
  a standard action. A true seeing spell or ability reveals the 
  creature’s natural form. A creature using alternate form 
  reverts to its natural form when killed, but separated body 
  parts retain their shape. A creature cannot use alternate form 
  to take the form of a creature with a template. If the new 
  form has the aquatic subtype, the creature gains that subtype 
  as well. The creature loses the natural weapons, natural 
  armor and movement modes of its original form, as well as 
  any extraordinary special attacks of its original form not 
  derived from class levels (such as the barbarian’s rage class 
  feature).  
   
  Any individual quasit can assume only one or two forms 
  no larger than Medium. Common forms include bat, 
  monstrous centipede, toad, and wolf. A quasit in alternate 
  form loses its poison attack. Mynydrzzt uses this ability to 
  change into a raven, appearing as a more mundane familiar 
  for Juniphel. In combat he will often take on a hardier form.  
  Description A tiny humanoid-shaped creature with spiky 
  horns and bat winds hovers nearby. Its hands and feet are long 
  and slender, with long, claw-tipped digits. Warts or pustules 
  cover its greenish skin  
  Sources Monster Manual (Page 46) 
  Power-Up Suite: [false life (1 hour left)] 
  hp 58 (2 HD); fast healing 2; DR 5/cold iron or good 
   
  C A M R Y N  F E R T U I N E 
  CR  8 
  Male human Rog4/Sws4  
  CE Medium humanoid (human) 
  Init +5; Senses, Listen +5, Spot +5 
  Languages Common, Abyssal, Ancient Suel 
  AC 19, touch 15, flat-footed 19 
   (+5 Dex, +4 armor), Dodge, Mobility 
  hp 60 (8 HD) 
  Fort +8, Ref +12, Will +5 
  Speed 30 ft. 
  Melee +1 rapier +13/+8 (1d6+4 18-20/x2) or dagger +13/+8 
  (1d4+3 19-20/x2) 
  Ranged mw dagger (thrown) +13 (1d4+1 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +8Atk Options Sneak Attack +4d6 
  Combat Gear +1 rapier, mwk dagger, mwk dagger, mwk 
  chainshirt  
  Abilities Str 12, Dex 20, Con 14, Int 14, Wis 10, Cha 12  
  SQ Trapfinding, Evasion, Trap Sense +1, Grace +1, Uncanny 
  Dodge, Insightful Strike, Anklet of Translocation 
  Feats Daring Outlaw, Dodge, Iron Will, Mobility, Weapon 
  Finesse 
  Skills Balance +16, Bluff +12, Diplomacy +10, Escape Artist +14, 
  Intimidate +3, Jump +13, Search +10, Sense Motive +11, 
  Tumble +16 
  Possessions combat gear plus noble’s outfit, cloak of resistance +1, 
  anklet of translocation, gloves of dexterity +2 
  Description The overweight man wears light armor over his 
  richly appointed clothing. His steel-gray eyes exude extreme 
  confidence and he wields his rapier with an obviously 
  practiced hand. 
   
  (V A M P I R E  
  A B I L I T I E S  L I S T E D  
  O N LY  
  U N D E R  
  T H E  
  S T A T S  F O R  S O U C E L L O) 
   
  S O U C E LL O,  C O N S O R T  O F  C A S S I T E R 
  CR  9 
  Vampire, Female Human Mnk7 
  CE Medium Undead (Augmented Humanoid) 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 41 
  Init +9; Senses Darkvision 60 ft., Listen +13, Spot +13 
  Languages Common, Infernal 
  AC 27, touch 20, flat-footed 22, Dodge, Mobility, Deflect Arrows 
   (+5 Dex, +1 armor, +1 deflection, +3 Wisdom, +1 Class, +6 
  natural) 
  hp 68 (7 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +5, Ref +12, Will +8 (+10 against spells and effects from 
  the school of enchantment) 
  Weakness vampire weaknesses 
  Speed 50 ft; Spider climb, Spring Attack, slow fall 30 ft.  
  Melee unarmed strike +12 (1d8+6 bludgeoning plus energy 
  drain) or unarmed strike +11/+11  (1d8+6 bludgeoning plus 
  energy drain) with flurry of blows 
  Ranged +1 light crossbow +11 (1d8+1 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +15 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Improved 
  Trip 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear bracers of armor +1, ring of protection +1, light 
  crossbow +1, potion of resist energy (fire) 30, potion of protection 
  from good, potion of blur, 20 bolts 
  Abilities Str 22, Dex 20, Con -, Int 12, Wis 16, Cha 14  
  SQ Evasion, Still Mind, Wholeness of Body 
  Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Improved Trip, Lightning Reflexes, Mobility, 
  Spring Attack, Weapon Focus (Unarmed Strike) 
  Skills Bluff +10, Diplomacy +14, Escape Artist +15, Hide +22, 
  Jump +21, Move Silently +22, Search +9, Sense Motive +18, 
  Tumble +17 
  Possessions combat gear plus Noble’s Outfit, signet ring, 233 
  gp worth of jewelry, papers in Lord Fertuine’s hand, a 
  Golden Mask 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.   
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 15) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial.  
   
  If the vampire instead drains the victim’s Constitution to 0 
  or lower, the victim retirns as a spawn if it had 4 or less HD 
  and as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the vampire 
  that created it and remains enslaved until its master’s 
  destruction. At any given time a campire may have an 
  enslaved spawn totaling no more than twice its own Hit 
  Dice; any spawn it creates that would exceed this limit are 
  created as free-willed vampires or vampire spawn. A vampire 
  that is enslaved may create and enslave spawn of its own, so a 
  master vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again.  
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise.  
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round.  
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability.  
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell.  
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks.  
  Description The stunning woman before you is dressed in a 
  diaphanous violet gown that leaves little to the imagination. She 
  has fine, straight beige hair and light-colored skin. 
  Sources DMG (Page 252) 
   
  C O T E S S E,  C O N S O R T  O F  C A S S I T E R 
  CR  9 
  Vampire, Female Human Mnk1/Ftr6 
  CE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +10, Spot +10 
  Languages Common, Infernal, Sylvan 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 42 
  AC 27, touch 16, flat-footed 22, Dodge, Spinning Halberd, 
  Combat Expertise 
   (+5 Dex, +5 armor, +1 deflection, +6 natural) 
  hp 68 (7 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +7, Ref +11, Will +6  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee +1 halberd +15 (1d10+13 piercing or slashing 20/x3) or +1 
  halberd +15/+10 (1d10+13 piercing or slashing 20/x3) and 
  +10 (1d6+6 bludgeoning 20/x3) or unarmed strike +13 
  (1d6+7 bludgeoning plus energy drain) 
  Ranged masterwork light crossbow +12 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +17 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Power 
  Attack 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear +1 halberd, +1 chain shirt, ring of protection +1, 
  masterwork light crossbow, potion of resist energy (fire) 30, 
  potion of protection from good, 20 bolts 
  Abilities Str 24, Dex 20, Con -, Int 14, Wis 10, Cha 14  
  Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Iron Will, Lightning Reflexes, Power Attack, 
  Spinning Halberd, Two-Weapon Fighting, Weapon Focus 
  (Halberd), Weapon Specialization (Halberd) 
  Skills Bluff +13, Diplomacy +8, Handle Animal +4, Hide +14, 
  Jump +12, Knowledge (local – Sheldomar Valley MR) +4, 
  Knowledge (nobility and royalty) +4, Move Silently +14, 
  Ride +10, Search +10, Sense Motive +12, Tumble +11 
  Possessions combat gear plus Courtier’s Outfit, 153 gp in coin 
  Blood Drain (Ex) As Soucello.  
  Children of the Night (Su) As Soucello.    
  Dominate (Su) As Soucello.   
  Create Spawn (Su) As Soucello.   
   
  Energy Drain (Su) As Soucello.  
  Alternate Form (Su) As Soucello.   
  Fast Healing (Ex) As Soucello.   
  Gaseous Form (Su) As Soucello.   
  Spider Climb (Su) As Soucello.   
  Skills As Soucello.   
  Description The supple woman is much stronger than she 
  looks. She wears a well-polished suit of armor and carries a 
  baroque halberd in her hands. Her hair is blonde and curled and 
  her skin in light. 
  Sources DMG (Page 252) 
   
   
   
  
  BIS7-08 Under a Platinum Sky 
   
  Page 43 
  APPENDIX 6 – APL 12 
  ENCOUNTER 2 
   
   
   
   
  U R N U T H  T H E  W E A P O N S M I T H   
   CR  11 
  Male Swordwraith Minotaur Ftr 4/Exotic Weapon Master1 
  CE Large undead 
  Init +2; Senses Darkvision 60’, Listen +8, Spot +10 
  Languages Common, Giant 
  AC 23, touch 11, flat-footed 23 
   (-1 Size, +2 Dex, +7 armor, +5 natural) 
  hp 107 (11 HD);  DR 10/magic and slashing 
  Undead Immunities  
  Turn Resistance +2 
  Fort +8, Ref +8, Will +9 
  Speed 20 ft. in medium armor; base 30 ft.  
  Melee +2 adamantine large spiked chain +20/+15/+10  (2d6+14 19-
  20/x2) and gore +12  (1d8+7/x2) or +2 adamantine large spiked 
  chain +18/+18/+13/+8  (2d6+14 19-20/x2) flurry of strikes 
  and gore +12  (1d8+7/x2) 
  Melee gore +17 (1d8+7/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +22Atk Options Combat Reflexes, Power 
  Attack, Powerful Charge 
  Special Actions Anklet of Translocation 
  Combat Gear +2 large breastplate, anklet of translocation, +2 
  adamantine large Spiked Chain, mwk large Spiked Chain  
  Abilities Str 24, Dex 14, Con -, Int 10, Wis 12, Cha 10  
  SQ Strength Damage, Natural Cunning 
  Feats Alertness, Iron Will, Exotic Weapon Proficiency (Spiked 
  Chain), Improved Critical (Spiked Chain), Improved 
  Toughness, Combat Reflexes , Power Attack , Weapon Focus 
  (Spiked Chain), Weapon Specialization (Spiked Chain) 
  Skills Craft (weapon smithing) +3, Hide +3, Move Silently +3, 
  Search +5, Sense Motive +5 
  Possessions combat gear plus explorer’s outfit 
  Strength Damage (Su) A creature struck by a swordwraith’s 
  melee weapon takes 1 point of Strength damage. 
  Powerful Charge (Ex) A minotaur typically begins a battle by 
  charging an opponent, lowering its head to bring its mighty 
  horns into play. In addition to the normal benefits and 
  hazards of a charge, this allows the beast to make a single 
  gore attack with a +17 attack bonus that deals 4d6+10 points 
  of damage.  
  Natural Cunning (Ex) Although minotaurs are not especially 
  intelligent, they possess innate cunning and logical ability. 
  This gives them immunity to maze spells, prevents them 
  from ever becoming lost, and enables them to track enemies. 
  Further, they are never caught flat-footed.  
  Skills Minotaurs have a +4 racial bonus on Search, Spot and 
  Listen checks.  
  Description The creature looks like an incredibly tall, 
  powerfully muscled humanoid, covered in shaggy fur, with the 
  head of a bull. It wears a gleaming breastplate and wields a 
  wicked-looking spiked chain. It appears slightly translucent in 
  the shadows cast by the eldritch sky above. 
  Sources Fiend Folio (Page 174) 
  Power-Up Suite: [desecrate, iron bones, shield of faith from “Mad” 
  Moran (25 minutes)] 
  AC 33, touch 15, flat-footed 33 
   
  (-1 Size, +2 Dex, +7 armor, +11 natural, +4 deflection) 
  Fort +8, Ref +9, Will +10 
  Melee +2 adamantine large spiked chain +21/+16/+11  (2d6+15 19-
  20/x2) and gore +13  (1d8+8/x2) or +2 adamantine large spiked 
  chain +19/+19/+14/+9  (2d6+15 19-20/x2) flurry of strikes 
  and gore +13 (1d8+8/x2) 
  Melee gore +18 (1d8+8/x2) 
   
  “M A D”  M O R A N 
  CR  13 
  Male human Clr13 of Nerull 
  CE Medium humanoid (human) 
  Init +1; Senses, Listen +4, Spot +4 
  Languages Common 
  AC 26, touch 11, flat-footed 25 
   (+1 Dex, +11 armor, +4 shield) 
  hp 107 (13 HD) 
  Fort +10, Ref +5, Will +12 
  Speed 20 ft. in heavy armor, base movement 30 ft. 
  Melee mwk heavy mace +11/+6 (1d8+1)  
  Ranged light crossbow +11 (1d8 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10 
  Special Actions Rebuke Undead 8/day (2 used) 
  Combat Gear mwk heavy mace, +2 heavy steel shield, +3 full plate, 
  metamagic rod, lesser (silent), light crossbow, 20 bolts 
  Cleric Spells Prepared (CL 13th): 
   7th—blasphemy
  D, blood to water
  SpC 
   6th—create undead
  D, forbiddance, harm, heroes’ feast 
   5th—death throes
  SpC, flame strike, righteous wrath of the faithful
  SpC, 
  slay living
  D, spell resistance 
   4th—castigate
  SpC, delay death
  SpC, freedom of movement, iron 
  bones
  SpC, recitation
  SpC, unholy blight
  D 
   3rd—dispel magic, invisibility purge, lesser visage of the deity
  SpC, 
  magic circle against good
  D, magic vestment, unholy storm
  SpC 
   2nd—close wounds
  SpC, cure moderate wounds (x2), deific 
  vengeance
  SpC, desecrate
  D, resist energy (electricity) (x2), silence 
   1st—cure light wounds (x3), protection from good
  D resurgence
  SpC 
  (x2), shield of faith (x2) 
   0—cure minor wounds (x6) 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil  
  SpC: Spell Compendium 
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 22, Cha 12  
  Feats Combat Casting, Divine Ward, Domain Spontaneity 
  (Evil), Domain Focus (Evil), Improved Toughness, Extra 
  Turning 
  Skills Concentration +18, Knowledge [religion] +16, Spellcraft 
  +16 
  Possessions combat gear plus explorer’s outfit, holy symbol, 
  spell component pouch, book of all knowledge, periapt of wisdom 
  +4 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 44 
  Description A vile gleam of madness lies behind the narrow 
  eyes of this heavily armored villain. He wears the symbol of a 
  skull and scythe and utters dark mutterings to the Hater of 
  Life, the Bringer of Darkness…Nerull! 
  Power-Up Suite: [shield of faith, magic circle against good, freedom 
  of movement, resist energy (electricity), spell resistance, lesser visage 
  of the deity, death throes, heroes’ feast (10 minutes)] 
  AC 30, touch 15, flat-footed 29 
   
  (+1 Dex, +11 armor, +4 shield, +4 deflection) 
  Immune poison, fear 
  Resist fire 10, cold 10, electricity 30; SR 25 
  Will +11Fort +10, Ref +6, Will +13 against good 
  Melee mwk heavy mace +12/+7 (1d8+1)  
  Ranged light crossbow +12 (1d8 19-20/x2) 
   
  C I O R  A T I Q 
  CR  8 
  Female human Sct8 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +5, Spot +5 
  Languages Common 
  AC 20, touch 16, flat-footed 20 
   (+6 Dex, +4 armor) Dodge, Mobility, Skirmish +2d6/+2, 
  Improved Skirmish +4d6/+4 
  hp 60 (8 HD) 
  Fort +5, Ref +12, Will +1 
  Speed 40 ft.; Shot on the Run 
  Melee mwk short sword +9/+4 (1d6+2 19-20/x2) or dagger 
  +8/+3 (1d4+2 19-20/x2) 
  Ranged +1 composite shortbow (+2 Str) +13/+8 (1d6+3 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options Skirmish +2d6/+2, Improved Skirmish +4d6/+4 
  Combat Gear +1 composite shortbow (+2 strength bonus), mwk 
  short sword, mithral shirt, 80 arrows  
  Abilities Str 14, Dex 22, Con 14, Int 8, Wis 8, Cha 8  
  SQ Trapfinding, Uncanny Dodge, Trackless step, Evasion, 
  Flawless Stride, Camouflage 
  Feats Dodge, Improved Skirmish, Mobility, Point Blank Shot, 
  Precise Shot, Shot on the Run 
  Skills Climb +11, Hide +15, Jump +17, Move Silently +15, 
  Search +8, Survival +8, Tumble +17 
  Possessions combat gear plus explorer’s outfit, brooch of 
  shielding, gloves of dexterity +2, potion of expeditious retreat, potion 
  of invisibility 
  Description The dark-haired woman in equally dark clothing 
  takes careful aim with her bow. Then she is a blur of black 
  and gray as she darts to her next position.   
  Power-Up Suite: [expeditious retreat (5 rounds), invisible (1 
  minute), protection from good (2 minutes), resist energy 
  (electricity), heroes’ feast, magic vestment (2 hours) from “Mad” 
  Moran] 
  AC 25, touch 18, flat-footed 25 
   (+6 Dex, +7 armor, +2 deflection) Dodge, Mobility, Skirmish 
  +2d6/+2, Improved Skirmish +4d6/+4 against good 
  Immune poison, fear 
  Resist electricity 30 
  Will +2 
  Fort +7, Ref +14, Will +4 against good 
  Melee mwk short sword +10/+5 (1d6+2 19-20/x2) or dagger 
  +9/+4 (1d4+2 19-20/x2) 
  Ranged +1 composite shortbow (+2 Str) +14/+9 (1d6+3 20/x3) 
  Speed 70 ft.; Shot on the Run 
  Skills Jump +31 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 45 
  ENCOUNTER 4 
   
   
   
   
  J U N I P H E L 
  CR  13 
  Female human DrN13 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Aura Fear Aura 5 ft. (Will DC 21) 
  Languages Common, Abyssal 
  AC 18, touch 12, flat-footed 17 
   (+1 Dex, +6 armor, +1 deflection) 
  hp 98 (13 HD); DR 6/bludgeoning and magic; light fortification 
  25% 
  Fort +9(+11 against stunning, paralysis, poison, disease), Ref +7, 
  Will +9(+11 against sleep) 
  Speed 30 ft. in light armor (6 squares) 
  Melee charnel touch +7 (1d8+2 negative energy 20/x2) or +1 
  scimitar +8/+3 (1d6+2 slashing 18-20/x2) 
  Ranged masterwork light crossbow +8 (1d8 piercing 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options Negative Energy Burst 3/day (DC 21), Scabrous 
  Touch 2/day (DC 21) 
  Special Actions Rebuke Undead 6/day 
  Combat Gear vest of resistance +2, brooch of shielding, ring of 
  protection +1, cloak of charisma +4, potion of barkskin +2, potion of 
  cat’s grace, +2 mithral shirt, masterwork light crossbow, dagger, 
  +1 scimitar, spell component pouch, 900 gp worth of 
  runebones 
  Dread Necromancer Spells Known (CL 13th): 
   6th (4/day)— acid fog, circle of death
  N, create undead
  N, eyebite
  N, 
  gaes/quest, harm
  N, mass inflict moderate wounds
  N, waves of 
  exhaustion
  N 
   5th (7/day)— blight
  N, cloudkill, fire in the blood
  *, greater dispel 
  magic, insect plague, magic jar
  N, mass inflict light wounds
  N, 
  nightmare, oath of blood
  *N, slay living
  N, spiritwall
  N, summon 
  undead V
  *, undeath to death
  N, unhallow, waves of fatigue
  N 
   4th (7/day)— animate dead
  N, bestow curse
  N, contagion
  N, death 
  ward
  N, dispel magic, enervation
  N, Evard’s black tentacles, fear
  N, 
  giant vermin, inflict critical wounds
  N, phantasmal killer, poison
  N, 
  summon undead IV
  *, wither
  *N 
   3rd (7/day)— crushing despair, death ward
  N, halt undead
  N, inflict 
  serious wounds
  N, ray of exhaustion
  N, speak with dead
  N, summon 
  undead III
  *, vampiric touch
  N 
   2nd (7/day)—blindness/deafness
  N, command undead
  N, darkness, 
  death knell
  N, dessicate
  N*, false life
  N, gentle repose
  N, ghoul touch
  N, 
  inflict moderate wounds
  N, scare
  N, spectral hand
  N*, summon 
  swarm, summon undead II
  * 
   1st (8/day)—bane, bestow wound
  *, cause fear
  N, chill touch
  N, detect 
  magic, detect undead, doom
  N, hide from undead, inflict light 
  wounds
  N, ray of enfeeblement
  N, summon undead I
  *, undetectable 
  alignment 
  *: New Spell Described below. N: Necromancy school spell. 
  Abilities Str 12, Dex 12, Con 16, Int 10, Wis 8, Cha 22  
  SQ Lich body, Mental Bastion 
  Feats Black Lore of Moil, Empower Spell, Improved Initiative, 
  Improved Toughness, Tomb-Tainted Soul, Spell Focus 
  (Necromancy), Alertness 
  Skills Bluff +14, Concentraion +19, Decipher Script +2, 
  Knowledge [arcana] +2, Knowledge [religion] +2, Spellcraft 
  +16 
  Possessions combat gear plus explorer’s outfit, mask of lies 
  Charnel Touch (Su) Negative energy flows through a dread 
  necromancer’s body, concentrating in her hands. At will, but 
  no more than once per round, she can make a melee touch 
  attack against a living foe that deals 1d8 points of damage, +1 
  per four class levels. This touch heals undead creatures, 
  restoring 1 hit point per touch, +1 per four class levels.  
   
  A dread necromancer can use the spectral hand spell to 
  deliver this attack from a distance. 
  Rebuke Undead (Su) A dread necromancer can rebuke or 
  command undead creatures by channeling negative energy 
  through her body. See the cleric class feature described on 
  page 33 of the Player’s Handbook. 
  Lich Body: Starting at 2nd level, a dread necromancer begins 
  her journey into undeath. The first symptom is her body’s 
  increased resilience to physical harm. She gains DR 
  2/bludgeoning and magic. As the dread necromancer 
  increases in level, this DR increases in effectiveness, to DR 4 
  at 7th level, DR 6 at 11th level, and DR 8 at 15th level. 
  Negative Energy Burst (Su) Beginning at 3rd level, a dread 
  necromancer gains the ability to emit a burst of negative 
  energy from her body, harming living creatures within 5 feet 
  of her. This burst deals 1d4 points of damage per class level. 
  A successful Will save (DC 10 + ½ her class level + Cha 
  modifier) reduces damage by half. Undead creatures within 
  this burst are healed the same amount of hit points as the 
  damage she deals to living creatures. A dread necromancer 
  can use this ability once per day at 3rd level, and one 
  additional time per day for every five levels she attains 
  beyond third (2/day at 8th level, 3/day at 13th level, and 
  4/day at 18th level). 
  Advanced Learning (Ex) At 4th level, a dread necromancer 
  can add a new spell to her list, representing the result of 
  personal study and experimentation. The spell must be a 
  cleric or wizard spell of the necromancy school, and of a 
  level no higher than that of the highest-level spell the dread 
  necromancer already knows. Once a new spell is selected, it 
  is added to that dread necromancer’s spell list and can be cast 
  just like any other spell she knows. If a spell is both a cleric 
  spell and a wizard spell, use the lower of the two spell levels 
  (when different) to determine what level the spell is for a 
  dread necromancer.  
   
  A dread necromancer gains an additional new spell at 8th, 
  12th, 16th, and 20th level.  
   
  Juniphel has used her Advanced Learning to gain the spell 
  desiccate at 4th level, the spell wither at 8th level, and the 
  spell spiritwall at 12th level. 
  Mental Bastion: Starting at 4th level, a dread necromancer 
  gains a +2 bonus on saving throws made to resist sleep, 
  stunning, paralysis, poison, or disease. This bonus increases 
  to +4 at 14th level. 
  Fear Arua: Beginning at 5th level, a dread necromancer radiates 
  a 5-foot-radius aura as a free action. Enemies in the area must 
  succeed on a Will save (DC 10 + ½ her class level + her Cha 
  modifier) or become shaken. A creature who successfully 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 46 
  saves cannot be affected by that dread necromancer’s fear 
  aura for 24 hours. 
  Scabrous Touch (Su): Starting at 6th level, once per day a 
  dread necromancer can use her charnel touch to inflict 
  disease on a creature she touches. This ability works like the 
  contagion spell (see page 213 of the Player’s Handbook), 
  inflicting the disease of her choice immediately, with no 
  incubation period, unless the target makes a successful 
  Fortitude save (DC 10 + ½ her class level + her Cha 
  modifier). The DC for subsequent saving throws to resist the 
  effects of the disease depends on the disease inflicted, see 
  page 292 of the Dungeon Master’s Guide for details.  
   
  Activating this class feature is a swift action. The effect 
  lasts until the dread necromancer makes a successful charnel 
  touch attack. The spectral hand spell enables a dread 
  necromancer to deliver a scabrous touch attack from a 
  distance.  
   
  A dread necromancer can use this ability once per day at 
  6th level, twice per day at 11th level, and three times per day 
  at 16th level. 
  Summon Familiar: At 7th level or anytime thereafter, a dread 
  necromancer can obtain a familiar. The familiar she acquires 
  is more powerful than a standard wizard’s or sorcerer’s 
  familiar, but it is unequivocally evil. The player of a dread 
  necromancer chooses one of the following creatures: imp 
  (devil), quasit (demon), vargouille, or ghostly visage. All 
  these creatures are described in the Monster Manual except 
  for the ghostly visage, an undead symbiont described on 
  page 221 of the Fiend Folio.  
   
  A dread necromancer’s familiar gains the usual familiar 
  benefits given on pages 52-53 of the Player’s Handbook, with 
  two exceptions. Its type does not change, and it does not gain 
  the exceptional ability to speak with other creatures of its 
  kind.  
   
  A dread necromancer’s familiar can use its ability to deliver 
  touch spell such as its master’s charnel touch, scabrous 
  touch, or enervating touch attack. The master must use a 
  standard action to imbue the touch attack into her familiar. 
  Undead Mastery: All undead creatures created by a dread 
  necromancer who has reached 8th level or higher gain a +4 
  enhancement bonus to Strength and Dexterity and 2 
  additional hit points per Hit Die.  
   
  In addition, when a dread necromancer uses the animate 
  dead spell to create undead, she can control 4+her Charisma 
  bonus HD worth of undead creatures per class level (rather 
  than the 4 HD per level normally granted by the spell).  
   
  Similarly, when a dread necromancer casts the control 
  undead spell, the spell targets up to (2 + her Cha bonus) 
  HD/level of undead creatures, rather than the 2 HD/level 
  normally granted by the spell. 
  Negative Energy Resistance: Beginning at 9th level, a dread 
  necromancer gains a +4 bonus on saving throws made to 
  resist negative energy effects, including energy drain, some 
  ability drain, and inflict spells. 
  Light Fortification: Starting at 10th level, a dread 
  necromancer gains 25% resistance to critical hits; this is the 
  equivalent of the light fortification armor special ability 
  described on page 219 of the Dungeon Master’s Guide. At 
  17th level, this fortification increases to 50%. 
  Enervating Touch (Su): When a dread necromancer reaches 
  12th level, she gains the ability to bestow negative levels 
  when she uses her charnel touch attack. Each day, she can 
  bestow a total number of negative levels equal to one-half 
  her class level, but no more than two negative levels with a 
  single touch. The saving throw to remove negative levels has 
  a DC of 10 + ½ her class level + her Charisma modifier.  
   
  Activating this class feature is a swift action. The effect 
  lasts until she makes a successful charnel touch attack.  
   
  Beginning at 17th level, the number of negative levels a 
  dread necromancer can bestow per day increases to equal her 
  class level. 
  Description The young pale skinned woman tosses back a lock 
  of long blonde hair before uttering dark words of necromantic 
  blasphemy. Shadowy eldritch energies gather about her black-
  clad body.  
  Sources Heroes of Horror (Page 84) 
  Power-Up Suite: [barkskin (10 minutes), cat’s grace (1 minute 
  left), false life (1 hour left), spectral hand, fire in the blood, heroes’ 
  feast from “Mad” Moran] 
  Init +7  
  AC 22, touch 14, flat-footed 19 
   
  (+3 Dex, +6 armor, +1 deflection, +2 natural) 
  hp 117 (13 HD); DR 6/bludgeoning and magic 
  Immune poison, fear 
  Fort +9(+11 against stunning, paralysis, poison, disease), Ref +9, 
  Will +10(+12 against sleep) 
  Melee charnel touch +8 (1d8+2 negative energy 20/x2) or +1 
  scimitar +9/+4 (1d6+2 slashing 18-20/x2) 
  Ranged masterwork light crossbow +11 (1d8 piercing 19-20/x2) 
   
  M Y N Y D R Z Z T 
  CR  2 
  Quasit familiar 
  CE Tiny outsider (Chaotic, Extraplanar, Evil) 
  Init +7; Senses Darkvision 60’, Listen +7, Spot +6 
  Languages Common, Abyssal 
  AC 22, touch 15, flat-footed 19 
   (+2 Size, +3 Dex, +7 natural) 
  hp 49 (2 HD); fast healing 2; DR 5/cold iron or good 
  Immune poison 
  Resist fire 10 
  Fort +3, Ref +6, Will +4 
  Speed 20 ft.; fly 50 ft. (perfect) 
  Melee 2 claws +8 (1d3-1 plus poison 20/x2) and bite +3 (1d4-1 
  20/x2) 
  Space 2½ ft.; Reach 2½ ft. 
  Base Atk +3; Grp -6 
  Atk Options Poison 
  Special Actions Alternate form, spell-like abilities 
  Spell-Like Abilities (CL 6th): 
  At will—detect good, detect magic, and invisibility (self only) 
   
  1/day—casue fear (as the spell, except that area is a 30-foot 
  radius from the quasit, save DC 11) 
  Abilities Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10  
  SQ improved evasion, share spells, empathic link, deliver touch 
  spells, speak with master 
  Feats Improved Initiative, Weapon Finesse 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 47 
  Skills Bluff +10, Diplomacy +2, Disguise +0 (+2 acting), Hide 
  +17, Intimidate +2, Knowledge [the planes] +6, Move 
  Silently +9, Search +6, Spellcraft +6 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 Dex, 
  secondary damage 2d4 Dex. The save is Constitution-based 
  and includes a +2 racial bonus.  
  Spell-like abilities: At will – detect good, detect magic, and 
  invisibility (self only); 1/day – cause fear (as the spell, except 
  that its area is a 30-foot radius from the quasit, save DC 11). 
  CL 6th. The save DCs are Charisma based.  
   
  Once per week a quasit can use commune to ask six 
  questions. The ability otherwise works as the spell (CL 12th). 
    
  Alternate form (Su): A quasit can assume other forms at will as 
  a standard action. A true seeing spell or ability reveals the 
  creature’s natural form. A creature using alternate form 
  reverts to its natural form when killed, but separated body 
  parts retain their shape. A creature cannot use alternate form 
  to take the form of a creature with a template. If the new 
  form has the aquatic subtype, the creature gains that subtype 
  as well. The creature loses the natural weapons, natural 
  armor and movement modes of its original form, as well as 
  any extraordinary special attacks of its original form not 
  derived from class levels (such as the barbarian’s rage class 
  feature).  
   
  Any individual quasit can assume only one or two forms 
  no larger than Medium. Common forms include bat, 
  monstrous centipede, toad, and wolf. A quasit in alternate 
  form loses its poison attack. Mynydrzzt uses this ability to 
  change into a raven, appearing as a more mundane familiar 
  for Juniphel. In combat he will often take on a hardier form.  
  Description A tiny humanoid-shaped creature with spiky 
  horns and bat winds hovers nearby. Its hands and feet are long 
  and slender, with long, claw-tipped digits. Warts or pustules 
  cover its greenish skin  
  Sources Monster Manual (Page 46) 
  Power-Up Suite: [false life (1 hour left)] 
  hp 66 (2 HD); fast healing 2; DR 5/cold iron or good 
   
  C A M R Y N  FE R T U I N E 
  CR  10 
  Male human Rog4/Sws6 
  CE Medium humanoid (human) 
  Init +5; Senses, Listen +5, Spot +5 
  Languages Common, Abyssal, Ancient Suel 
  AC 20, touch 15, flat-footed 20 
   (+5 Dex, +5 armor), Dodge, Mobility, Dodge Bonus +1 
  hp 78 (10 HD) 
  Fort +10, Ref +14, Will +7 
  Speed 30 ft.; Spring Attack 
  Melee +1 spell storing rapier +15/+10 (1d6+4 18-20/x2) or dagger 
  +15/+10 (1d4+3 19-20/x2) 
  Ranged mw dagger (thrown) +15 (1d4+1 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10Atk Options Sneak Attack +5d6 
  Combat Gear +1 spell storing rapier, mwk dagger, mwk dagger, 
  +1 mithral shirt  
  Abilities Str 12, Dex 20, Con 14, Int 14, Wis 10, Cha 12  
  SQ Trapfinding, Evasion, Trap Sense +1, Grace +1, Uncanny 
  Dodge, Insightful Strike, Anklet of Translocation 
  Feats Daring Outlaw, Dodge, Iron Will, Mobility, Spring 
  Attack, Weapon Finesse 
  Skills Balance +19, Bluff +14, Diplomacy +10, Escape Artist +17, 
  Intimidate +3, Jump +16, Search +10, Sense Motive +13, 
  Tumble +19 
  Possessions combat gear plus noble’s outfit, cloak of resistance +2, 
  anklet of translocation, gloves of dexterity +2 
  Description The overweight man wears light armor over his 
  richly appointed clothing. His steel-gray eyes exude extreme 
  confidence and he wields his rapier with an obviously 
  practiced hand. 
  Power-Up Suite: [heroes’ feast from “Mad” Moran] 
  Immune poison, fear 
  Will +8 
  Melee +1 spell storing rapier +16/+11 (1d6+4 18-20/x2) or dagger 
  +16/+11 (1d4+3 19-20/x2) 
  Ranged mw dagger (thrown) +16 (1d4+1 19-20/x2) 
   
  (V A M P I R E  
  A B I L I T I E S  L I S T E D  
  O N LY  
  U N D E R  
  T H E  
  S T A T S  F O R  S O U C E L L O) 
   
  S O U C E LL O,  C O N S O R T  O F  C A S S I T E R 
  CR  11 
  Vampire, Female Human Mnk9 
  CE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +13, Spot +13 
  Languages Common, Infernal 
  AC 27, touch 20, flat-footed 22, Dodge, Mobility, Deflect Arrows 
   (+5 Dex, +1 armor, +1 deflection, +3 Wisdom, +1 Class, +6 
  natural) 
  hp 88 (9 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +7, Ref +14, Will +10 (+12 against spells and effects from 
  the school of enchantment) 
  Weakness vampire weaknesses 
  Speed 60 ft; Spider climb, Spring Attack, slow fall 40 ft.  
  Melee unarmed strike +13 (1d8+6 bludgeoning plus energy 
  drain) or unarmed strike +12/+12  (1d8+6 bludgeoning plus 
  energy drain) with flurry of blows 
  Ranged +1 light crossbow +12 (1d8+1 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +16 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Improved 
  Trip 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear bracers of armor +1, ring of protection +1, light 
  crossbow +1, cloak of resistance +1, potion of resist energy (fire) 30, 
  potion of protection from good, potion of blur, potion of protection 
  from energy (fire), potion of greater mage armor, potion of greater 
  mage armor x3, 20 bolts 
  Abilities Str 22, Dex 20, Con -, Int 12, Wis 16, Cha 15  
  SQ Improved Evasion, Still Mind, Wholeness of Body 
  Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, 
  Improved Energy Drain, Improved Grapple, Improved 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 48 
  Initiative, Improved Toughness, Improved Trip, Lightning 
  Reflexes, Mobility, Spring Attack, Weapon Focus (Unarmed 
  Strike) 
  Skills Bluff +10, Diplomacy +16, Escape Artist +17, Hide +22, 
  Jump +22, Move Silently +22, Search +9, Sense Motive +23, 
  Tumble +19 
  Possessions combat gear plus Noble’s Outfit, signet ring, 283 
  gp worth of jewelry, papers in Lord Fertuine’s hand 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.   
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 16) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial.  
   
  If the vampire instead drains the victim’s Constitution to 0 
  or lower, the victim retirns as a spawn if it had 4 or less HD 
  and as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the vampire 
  that created it and remains enslaved until its master’s 
  destruction. At any given time a campire may have an 
  enslaved spawn totaling no more than twice its own Hit 
  Dice; any spawn it creates that would exceed this limit are 
  created as free-willed vampires or vampire spawn. A vampire 
  that is enslaved may create and enslave spawn of its own, so a 
  master vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again.  
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise.  
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round.  
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability.  
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell.  
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks.  
  Description The stunning woman standing before you is 
  dressed in a diaphanous umber gown and an ornate golden 
  mask. She has fine, straight beige hair and light-colored skin.  
  Sources DMG (Page 252) 
  Power-Up Suite:  
  AC 32, touch 20, flat-footed 27, Dodge, Mobility, Deflect Arrows 
   
  (+5 Dex, +6 greater mage armor, +1 deflection, +3 Wisdom, 
  +1 Class, +6 natural) 
   
  C O T E S S E,  C O N S O R T  O F  C A S S I T E R 
  CR  11 
  Vampire, Female Human Mnk1/Ftr8 
  CE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +10, Spot +10 
  Languages Common, Infernal, Sylvan 
  AC 27, touch 16, flat-footed 22, Dodge, Spinning Halberd, 
  Combat Expertise 
   (+5 Dex, +5 armor, +1 deflection, +6 natural) 
  hp 88 (9 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +8, Ref +12, Will +7  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee +1 magebane halberd +18 (1d10+13 piercing or slashing 
  19-20/x3) or +1 magebane halberd +18/+13 (1d10+13 piercing 
  or slashing 19-20/x3) and +13 (1d6+6 bludgeoning 19-20/x3) 
  or unarmed strike +15 (1d6+7 bludgeoning plus energy 
  drain) 
  Melee +1 magebane halberd +20 (1d10+15+2d6 piercing or 
  slashing 19-20/x3) or +1 magebane halberd +20/+15 
  (1d10+15+2d6 piercing or slashing 19-20/x3) and +15 
  (1d6+8+2d6 bludgeoning 19-20/x3) [against creatures that 
  are capable of casting arcane spells] 
  Ranged masterwork light crossbow +14 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +19 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Power 
  Attack 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  
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  Combat Gear +1 magebane halberd, +1 chain shirt, ring of protection 
  +1, masterwork light crossbow, potion of resist energy (fire) 30, 
  potion of protection from good, 20 bolts 
  Abilities Str 24, Dex 20, Con -, Int 14, Wis 10, Cha 14  
  Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, 
  Greater Weapon Focus (Halberd), Improved Critical 
  (Halberd), 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved Toughness, Iron Will, Lightning Reflexes, Power 
  Attack, Spinning Halberd, Two-Weapon Fighting, Weapon 
  Focus (Halberd), Weapon Specialization (Halberd) 
  Skills Bluff +15, Diplomacy +10, Handle Animal +4, Hide +14, 
  Intimidate +8, Jump +12, Knowledge (local – Sheldomar 
  Valley MR) +4, Knowledge (nobility and royalty) +4, Move 
  Silently +14, Ride +10, Search +10, Sense Motive +12, 
  Tumble +11 
  Possessions combat gear plus Courtier’s Outfit, 153 gp in coin 
  Blood Drain (Ex) As Soucello.  
  Children of the Night (Su) As Soucello.    
  Dominate (Su) As Soucello.   
  Create Spawn (Su) As Soucello.   
   
  Energy Drain (Su) As Soucello.  
  Alternate Form (Su) As Soucello.   
  Fast Healing (Ex) As Soucello.   
  Gaseous Form (Su) As Soucello.   
  Spider Climb (Su) As Soucello.   
  Skills As Soucello.   
  Description The supple woman is much stronger than she 
  looks. She wears a well-polished suit of armor and carries a 
  baroque halberd in her hands. Her hair is blonde and curled and 
  her skin in light. 
  Sources DMG (Page 252) 
  
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  DM AID: MAP #1 – HOSTILE 
   
   
   
   
  
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  DM AID: MAP #2 – FERTUINE MANOR 
   
   
   
   
   
   
   
   
   
   
   
  
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  DM AID: MAP #3 – LIVING DEAD GIRL 
   
   
   
  1 square = 5 feet 
  
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  DM AID: THE PLANE OF SHADOW 
   
  The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It 
  overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover 
  great distances quickly. 
  The Plane of Shadow is also coterminous to other planes. With the right spell, a character can use the Plane of Shadow 
  to visit other realities. 
  The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It is otherwise 
  appears similar to the Material Plane. 
  Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow home. 
  The Plane of Shadow is magically morphic, and parts continually flow onto other planes. As a result, creating a precise 
  map of the plane is next to impossible, despite the presence of landmarks. 
  The Plane of Shadow has the following traits. 
  • 
  Magically morphic. Certain spells modify the base material of the Plane of Shadow. The utility and power of these 
  spells within the Plane of Shadow make them particularly useful for explorers and natives alike. 
  • 
  Mildly neutral-aligned. 
  • 
  Enhanced magic. Spells with the shadow descriptor are enhanced on the Plane of Shadow. Such spells are cast as 
  though they were prepared with the Maximize Spell feat, though they don’t require the higher spell slots. 
  • 
  Furthermore, specific spells become more powerful on the Plane of Shadow. Shadow conjuration and shadow 
  evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater 
  shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 90% 
  of the power of the original (not 80%). 
  • 
  Impeded magic. Spells that use or generate light or fire may fizzle when cast on the Plane of Shadow. A spellcaster 
  attempting a spell with the light or fire descriptor must succeed on a Spellcraft check (DC 20 + the level of the 
  spell). Spells that produce light are less effective in general, because all light sources have their ranges halved on 
  the Plane of Shadow. 
  Despite the dark nature of the Plane of Shadow, spells that produce, use, or manipulate darkness are unaffected by the 
  plane. 
   
   
   
  
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  DM AID: NEW RULES 
  NEW FEATS 
  Black Lore of Moil [Metamagic] (Complete Arcane, page 75) 
  Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your 
  necromancy spells especially potent. 
   
  Prerequisite: Spell Focus (necromancy), CL 7
  th. 
   
  Benefit: Any necromancy spell you cast can instead as a Moilian spell, dealing an 1d6 points of damage +1d6 per 
  two two spell levels (+1d6 for 1
  st-level spells, +2d6 for 2
  nd- or 3
  rd-level spells, and so on). If the spell normally allows a 
  saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the 
  save on the spell’s normal effect.  
  In addition to its normal spell components, a Moilian spell requires the creation and expenditure of a Moilian runebone 
  – a small human bone (often a finger bone) scribed with carefully prepared arcane markings. Only a character trained in 
  the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and requires special inks 
  and powders costing 25 gp per die of negative energy damage to be generated. For example, a runebone capable of 
  adding 3d6 points of negative energy damage to a spell costs 75 gp to craft.  
  While the maximum negative energy damage dealt by a Moilian spell is based on the spell’s level, the actual damage is 
  limited by the runebone. For example, if a sorcerer casts finger of death (a 7
  th-level spell, so normally +4d6) with a 75-gp 
  (3d6) runebone, the spell deals only 3d6 points of additional negative energy damage. 
   
  Daring Outlaw [General] (Complete Scoundrel, page 76) 
  You combine grace and stealth to deadly effect.   
   
  Prerequisites: Grace +1, sneak attack +2d6  
   
  Benefit: Your rogue and swashbuckler levels stack for the purpose of determining your competence bonus on 
  Reflex saves from the grace class feature and the swashbuckler’s dodge bonus to AC. For example, a 7
  th-level rogue/4
  th-
  level swashbuckler has a grace +2 and gains a +2 dodge bonus to AC, as if she were an 11
  th-level swashbuckler.  
   
  Your rogue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus damage.  For 
  example, a 7
  th-level rogue/4
  th-level swashbuckler would deal an extra 6d6 points of damage with her sneak attack, as if 
  she were an 11
  th-level rogue.  
   
  Domain Focus [General] (Complete Divine, page 80) 
  You have mastered the subtle intricacies of the divine power you’ve devoted yourself to.   
   
  Prerequisite: Access to relevant domain.   
   
  Benefit: You can cast spells associated with one of your domains at +1 caster level. This benefit also applies to 
  caster level checks to overcome a target’s spell resistance as well as other variables such as spell duration. If you cast a 
  spell from one of your nondomain spell slots, this feat does not help you, even if the spell also happens to appear on 
  your domain list.   
   
  Special: You can take Domain Focus multiple times. Its effects do not stack. Each time you take the feat, it applies 
  to a new domain to which you have access. 
   
  Domain Spontaneity [General] (Complete Divine, page 80) 
  You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.  
  
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  Prerequisite: Ability to turn or rebuke undead.  
   
  Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared 
  divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of 
  you daily turn undead attempts. This works just as good clerics spontaneously case prepared spells as cure spells.  
   
  Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain.  
    
  Divine Ward [Divine] (Player’s Handbook II, page 88) 
  You create a channel of divine energy between yourself and a willing ally. This link allows you to cast your spells upon 
  him from greater than normal range.   
   
  Prerequisite: Ability to turn or rebuke undead.  
   
  Benefit: Once every 24 hours, you can spend 10 minutes creating a magical ward between you and one willing 
  target. For the rest of the 24-hour period, you can increase the range of a touch spell to short range (25 feet + 5 feet per 
  two caster levels) if you target the warded creature, and only the warded creature. When you cast a spell in this manner, 
  you must expend a turn or rebuke undead attempt. 
   
  You can create a ward between you and more than one target, so long as you expend the necessary time and turning 
  attempts. You must expend a turn or rebuke undead attempt to create each ward beyond the first.  
   
  Improved Energy Drain [Monstrous] (Libris Mortis, page 27) 
  You draw extra power from your energy-drained victims.  
   
  Prerequisites: Cha 15, energy drain supernatural ability 
   
  Benefit: Whenever you bestow a negative level upon a creature, you gain a +1 bonus on skill checks, ability checks, 
  attack rolls, and saving throws for 1 hour. 
   
  Improved Skirmish (Complete Scoundrel, page 78) 
   
  Prerequisite: Skirmish +2d6/+1 AC 
   
  Benefit: If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage 
  increases by 2d6 and your competence bonus to AC from skirmish improves by 2.  
   
  Normal: A scout’s bonus damage and AC bonus apply if she moves at least 10 feet away from where she was at the 
  start of her turn (see skirmish class feature).  
   
  Special: A scout can select Improved Skirmish as one of her scout bonus feats (Complete Adventurer 13).  
   
  Improved Toughness [General] (Libris Mortis, page 27) 
   
  Prerequisites: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a Hit Die (such as by 
  gaining a level), you gain 1 additional hit point. If you lose a Hit Dice (such as by losing  a level), you lose 1 hit point 
  permanently. 
   
  Spinning Halberd [Weapon Style] (Complete Warrior, page 114) 
  You have mastered the style of fighting with a halberd, and can use all parts of the weapon – blade, spike, hook, or butt – 
  to strike devastating blows.  
   
  Prerequisites: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd) 
  
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  Benefit: When you make a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as 
  an additional attack with the weapon at a –5 penalty. This attack deals bludgeoning damage equal to 1d6 + 1/2 your 
  Strength modifier.   
   
  Tomb-Tainted Soul [General] (Libris Mortis, page 31) 
  Your soul is tainted by the foul touch of undeath. 
   
  Prerequisites: Nongood alignment. 
   
  Benefit: You are healed by negative energy and harmed by positive energy and harmed by positive energy as if you 
  were an undead creature. This feat gives no other penalties or benefits of the undead type. 
  NEW ITEMS 
  Anklet of Translocation (Magic Item Compendium, page 71) 
  An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport 
  (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can’t use the 
  anklet to move into a space occupied by another creature, nor can you teleport into a solid object.; if you attempt to do 
  so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring 
  another creature with you. An anklet of translocation functions two times per day. 
   
  Moderate conjuration; CL 7
  th; Craft Wondrous Item, dimension door; Price 1,400 gp; Weight – 
   
  Magebane Weapon Enhancement (Complete Arcane, page 143) 
  Weapons crafted with the magebane property are rightly feared by all arcane spellcasters. Against any creature with 
  arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures 
  with the ability to use arcane spell-like abilities, a magebane weapon’s effective enhancement level is 2 better than 
  normal (so that a +1 longsword becomes a +3 longsword when wielded against arcane spellcasters) and deals an extra 2d6 
  points of damage. Magebane bows, crossbows, and slings bestow this ability upon their ammunition.  
   
  Moderate conjuration; CL 8
  th; Craft Magic Arms and Armor, dispel magic, Price +1 bonus. 
   
  Ruby Skull of Wee Jas (Complete Champion, page 134) 
  This stylized symbol carved from ruby resembles a skull stretched and twisted by magic. Its empty eye sockets stare unceasingly at the 
  viewer.  
   
  When used as a focus for Death domain or necromancy spells, a ruby skull of Wee Jas increases your effective 
  caster level by 1. In addition, when used to rebuke of commancd (not turn or destroy) undead, it grants a +1 bonus on 
  your turning damage rolls.   
   
  Price 350 gp. 
   
  NEW SPELLS 
  Bestow Wound (Heroes of Horror, page 127) 
  Transmutation 
  Level: Dread necromancer 1, sorcerer/wizard 1, Spite 1 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  
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  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  If wounded, you can cast this spell and touch a living creature. The target takes damage equal to your wounds at the rate 
  of 1 point of damage per your CL, or the amount needed to bring you up to your maximum hit points, whichever is less. 
  At the same time, you heal that much damage, as if a cure spell had been cast on you.  
   
  Material Component: A small eye agate worth at least 10 gp.  
   
  Blood to Water (Spell Compendium, page 33) 
  Necromancy [Water] 
  Level: Cleric 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Up to five living creatures, no two of which are more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  You forcefully spit, ending your spellcasting. From where you spat arise a sea-green orb of energy for each creature you intend as a 
  subject of the spell. The orbs fly to their designated targets and turn blood red as they impact.  
   
  You transmute the subjects’ blood into pure water, dealing 2d6 points of Constitution damage. A successful 
  Fortitude save halves the Constitution damage.  
   
  The spell has no effect on living creatures with the fire or water subtype.   
   
  Castigate (Spell Compendium, page 44) 
  Evocation [Sonic] 
  Level: Cleric 4, paladin 4, Purification 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: 10 ft.  
  Area: 10-ft.-radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes  
  Shouting your deity’s teachings, you rebuke your foes with the magic of your sacred words.  
   
  This spell has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both the 
  law-choas and the good-evil axes take 1d4 points of damage per caster level (maximum 10d4). All creatures whose 
  alignment differs from yours on one component take half damage, and this spell does not deal damage to those who 
  share you alignment.  
   
  For example, a lawful good cleric who casts this spell deals full damage to any creature that is not lawful and not 
  good, half damage to any creature that is lawful or good (but not both), and no damage to lawful good creatures.  
   
  A Fortitude saving throw reduces damage by half.  
   
  Close Wounds (Spell Compendium, page 48) 
  Conjuration (Healing) 
  Level: Clr 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  
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  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell cures 1d4 points of damage +1 point per caster level (maximum +5). If you cast this spell immediately after the 
  subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to -10 hit 
  points, for example, leaving the character at negative hit points, but stable. Used against an undead creature, close 
  wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw). 
   
  Death Throes (Spell Compendium, page 60-61) 
  Necromancy [Force] 
  Level: Cleric 5, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level or until you are killed 
  Saving Throw: None 
  Spell Resistance: No 
  As the killing blow falls, you smile with grim satisfaction even as the light of life fades, knowing that your enemy will soon be joining 
  you in the afterlife.  
   
  If you are killed, your body is instantaneously destroyed in an explosion that deals 1d8 points of damage per caster 
  level to everyone in a 30-foot-radius burst.  
   
  This explosion destroys your body, preventing any form of raising or resurrection that requires part of the corpse. A 
  wish, miracle, or true resurrection spell can restore life.  
   
  Deific Vengeance (Spell Compendium, page 62) 
  Necromancy [Force] 
  Level: Cleric 2, Purification 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
  You call out to your deity, declaring your foe’s crimes and asking you deity to punish him.   
   
  This spell deals 1d6 points of damage per two caster level (maximum 5d6), or 1d6 points per caster level (maximum 
  10d6) if the target is undead.   
   
  Delay Death (Spell Compendium, page 63) 
  Necromancy 
  Level: Clr 4 
  Components: V, S, DF 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  
  BIS7-08 Under a Platinum Sky 
   
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  The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the 
  normal limit of -9 hit points before a character dies is extended without limit. A condition or spell that destroys enough 
  of the subject’s body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does 
  death brought about by ability score damage, level drain, or a death effect. The spell does not prevent the subject from 
  entering the dying state by dropping to -1 hit points. It merely prevents death as a result of hit point loss. If the subject 
  has fewer that -9 hit points when the spell’s duration expires, it dies instantly. 
   
  Desiccate (Sandstorm, page 114) 
  Necromancy 
  Level: Cleric 2, druid 2, sorcerer/wizard 2, Thirst 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  You evaporate moisture from the body of a living creature, dealing it 1d6 points of desiccation damage per two CLs 
  (maximum 5d6) and making it dehydrated (see appendix four). A successful fortitude save results in half damage and 
  negates the dehydration. A plant or elemental of the water subtype takes 1d8 points of damage per CL (maximum 10d8). 
  An elemental of the earth subtype takes only 1d4 points of damage per two CLs (maximum 5d4).  
   
  Material Component: A pinch of dust. 
   
  Fire in the Blood (Heroes of Horror, page 129) 
  Transmutation 
  Level: Cleric 5, Spite 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
  This unsettling spell enables you to make a deadly weapon out of your own arteries and veins. Once the spell is cast, 
  your blood takes on a mystical potency that makes it more corrosive than the strongest acid to anyone who draws it 
  from you. From then on, until the spell’s duration has elapsed, anyone who deals slashing or piercing melee damage on 
  you is sprayed with your blood in retribution. The blood deals a cumulative of 1d6 points of damage per attack upon 
  your attacker, with no save or spell resistance applicable, up to a maximum of 5d6. Thus, the first time a foe hits you 
  with a slashing or piercing weapon, he instantly takes 1d6 points of damage from the sanguinary backlash. The second 
  time that same foe strikes you, he takes 2d6 points of damage. As soon as any single foe has taken 5d6 points of damage 
  in a single spray from your corrosive blood, the spell ends.  
   
  Opponents striking you with magical attacks that do not manifest in a slashing or piercing manner, or those 
  striking you with only bludgeoning weapons, do not trigger the retributive blood spray.  
   
  The arc and direction of the blood is magical in nature, and the spray does not splatter adjacent squares or parties, 
  no matter how close together they might be. Each spray strikes only the one responsible for the wound.  
   
  Material Component: A drop of your own blood. 
  
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  Iron Bones (Spell Compendium, page 125) 
  Level: Cleric 5, sorcerer//wizard 5 
  A brief flash engulfs your undead ally, and through its flesh you can see its skeleton. The skeleton glows a dusky red for a moment.  
   
  This spell functions like stone bones (below), except that the subject creatures skeleton changes to iron. The gains a 
  +6 natural armor bonus to AC.  
   
  Oath of Blood (Heroes of Horror, page 131) 
  Necromancy 
  Level: Cleric 5, sorcerer//wizard 5 
  Components: V, S, M, DF 
  Casting Time: 1 minute 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: See below 
  Saving Throw: None 
  Spell Resistance: Yes 
  Oath of blood functions only when cast on a creature that has recently been subject to a gaes or similar spell. It extends 
  the reach of gaes beyond death. If the individual subject to the gaes dies before completing the task, oath of blood 
  animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is 
  determined by the CL of this spell, as per create undead (see page 215 of the Player’s Handbook). Once the task is 
  complete or the original gaes (or similar spell) expires, the magic animating the subject ends and he returns to death.  
   
  Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target. 
   
  Recitation (Spell Compendium, page 170) 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft.  
  Target: All allies within a 60-ft.-radius burst centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  By reciting a sacred passage or declaration, you invoke your deity’s blessing upon yourself and your allies.  
   
  The spell affects all allies within the spell’s area at the moment you cast it. Your allies gain a +2 luck bonus to Ac, on 
  attack rolls, and on saving throws, or a +3 luck bonus if they worship the same deity as you.  
   
  Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.  
   
  Righteous Wrath of the Faithful (Spell Compendium, page 177) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 5, Purification 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft.  
  Target: Allies within a 30-ft.-radius burst centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  
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  Spell Resistance: Yes 
  When you cast this spell, you fire your allies and companions with a divine madness of fury, greatly enhanding their combat ability.   
  Allies gain one additional melee attack each round, at their highest attack bonus, when making a full attack. (This 
  additional attack is not cumulative with other effects that grant extra attacks, such as a haste spell.) They also gain a +3 
  morale bonus morale bonus on melee attack rolls and damage rolls. (This bonus on melee attack rolls does stack with 
  the bonus provided by haste.)  
   
  Spiritwall (Spell Compendium, page 203) 
  Necromancy [Fear, Mind-Affecting] 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Swirling wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 
  ft./level 
  Duration: 1 minute/level (D) 
  Saving Throw: None; see text 
  Spell Resistance: No 
  With a deep groan, as from being subjected to eternal pain, you unleash this spell. An immobile, swirling mass of green-white energy 
  forms resembling tortured spirit forms nearby. The mass continues the low groaning you uttered while casting the spell.  
   
  One side of the wall, selected by you, emits a low groaning sound that causes creatures within 60 feet of that side to 
  make a Will save or become frightened and flee for 1d4 rounds. Any living creature that merely touches the wall takes 
  1d10 points of damage as its life force is disrupted. A living creature passing through the wall takes 1d10 points of 
  damage, as above, and must make a Fortitude save or gain one negative level.  
   
  The barrier is semimaterial and opaque, providing cover and concealment against physical attacks, and it blocks 
  line of effect for magical effects (including spells, spell-like abilities, and supernatural abilities).  
   
  Material Component: A clear cut gemstone.  
   
  Stone Bones (Spell Compendium, page 208) 
  Transmutation 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Touch  
  Target: Corporeal undead creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  A brief flash engulfs your ally, and through his flesh you can see his skeleton. The skeleton glows a foggy gray for a moment, thickening 
  with eldritch power, then all is as it was before.    
   
  You cause the skeleton of the target corporeal undead to become thicker and as strong as stone. This gives the 
  subject a +3 enhancement bonus to its existing natural armor. 
   
  Arcane Focus:  A miniature skull carved of granite. 
   
  Summon Undead I (Heroes of Horror, page 132) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 1, cleric 1, dread necromancer 1, sorcerer/wizard 1 
  Components: V, S, F/DF 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 62 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned creature 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  This spell functions like summon monster I (see page 285 of the Player’s Handbook), except that you summon an undead 
  creature.  
   
  Summon undead I conjures one of the creatures from the 1
  st-level list in the Summon Undead table below. You 
  choose which creature to summon, and you can change the choice each time you cast the spell. Summoned undead do 
  not count toward the total Hit Dice of the undead that you can control with animate dead, plague of undead, or other 
  command undead abilities. No undead creature you summon can have more Hit Dice than your CL +1.  
   
  Focus: A tiny bag, a small candle (not lit), and a carved bone from any humanoid.  
   
  Note: The description of the summon undead spells presented here supersede earlier published descriptions.  
   
  Summon Undead II (Heroes of Horror, page 132) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 2, cleric 2, dread necromancer 2, sorcerer/wizard 2 
  Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart 
  This spell functions like summon undead I, except you can summon one undead from the 2nd-level list or two undead 
  of the same kind from the 1st-level list.  
  Summon Undead 
   
  1
  st Level 
   
  Human warrior 
  skeleton 
   
  Kobold zombie 
   
   
   
  2
  nd Level 
   
  Owlbear skeleton 
   
  Bugbear zombie 
   
   
   
  3
  rd Level 
   
  Ghoul 
   
  Troll skeleton 
   
  Ogre zombie 
   
   
   
  4
  th Level 
   
  Allip 
   
  Ghast 
   
  Wyvern zombie 
   
   
   
  5
  th Level 
   
  Mummy 
   
  Shadow 
   
  Vampire Spawn 
   
  Wight 
   
  
  BIS7-08 Under a Platinum Sky 
   
  Page 63 
   
  Summon Undead III (Heroes of Horror, page 132) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 3, cleric 3, dread necromancer 3, sorcerer/wizard 3 
  Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart 
  This spell functions like summon undead I, except you can summon one undead from the 3rd-level list or two undead 
  of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.  
   
  Summon Undead IV (Heroes of Horror, page 133) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 4, cleric 4, dread necromancer 4, sorcerer/wizard 4 
  Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart 
  This spell functions like summon undead I, except you can summon one undead from the 4th-level list or two undead 
  of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list. 
   
  Summon Undead V (Heroes of Horror, page 133) 
  Conjuration (Summoning) [Evil] 
  Level: Cleric 5, dread necromancer 5, sorcerer/wizard 5 
  Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart 
  This spell functions like summon undead I, except you can summon one undead from the 5th-level list or two undead 
  of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list. 
   
  Unholy Storm (Spell Compendium, page 227) 
  Conjuration (Creation) [Evil, Water] 
  Level: Blackguard 3, cleric 3 
  Components: V, S, M, DF 
  Casting Time: 1 standard action 
  Area: Cylinder (20-ft. radius, 20 ft. high) 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You call upon the forces of evil, and a heavy rain begins to fall in the area you indicate, its raindrops foul and steaming.  
   
  A driving rain falls around you. It falls in a fixed area once created. This storm reduces hearing and visibility, 
  resulting in a –4 penalty on Listen, Spot, and Search checks. It also applies a –4 penalty on ranged attacks made into, out 
  of, or through the storm. Finallt, it automatically extinguishes any unprotected flames and has a 50% chance to 
  extinguish protected flames (such as those of lanterns).  
   
  The rain damages good creatures, dealing 2d6 points of damage per round (good outsiders take double damage). 
   
  Material Component: A flask of unholy water (25 gp).  
   
  Visage of the Deity, Lesser (Spell Compendium, page 231) 
  Transmutation [Evil or Good] 
  Level: Blackguard 4, cleric 3, Mysticism 3, paladin 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  
  BIS7-08 Under a Platinum Sky 
   
  Page 64 
  As you end your prayer, you can feel the hand of your deity upon you. Your appearance reflects her divine power, and her touch rants 
  you resistance from some of the damage of this world.  
   
  You gain a +4 enhancement bonus to Charisma. You also gain resistance to acid 10, cold 10, and electricity 10 if you 
  are good, or resistance to cold 10 and fire 10 if you are evil.  
   
  Wither (Sandstorm, page 128) 
  Necromancy 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  The spell drains moisture from the body of a living creature. The target takes 1d6 points of dessication damage per CL 
  (maximum 10d6) and is dehydrated (see below). A character that makes a successful saving throw takes half damage and 
  is not dehydrated. A plant or elemental of the water subtype instead takes 1d8 points of dessication damage per CL 
  (maximum 15d8).  
   
  Material Component: A pinch of powdered bone. 
   
   
   
  
  BIS7-08 Under a Platinum Sky 
   
  Page 65 
  CRITICAL EVENT SUMMARY: BIS7-08 UNDER A PLATINUM SKY 
  If you run this event in December of 2007 or January of 2008, please e-mail the results from this sheet to a member of 
  the Bissel Triad by February 1
  st, 2008, or have the Senior DM of your event do so. 
   
  1. Did the PCs bring E’yfa to Encounter 4? 
  Yes 
  No 
   
   
   
   
   
   
   
   
  2. Did the PCs capture or kill Lord Fertuine? 
  Yes 
  No 
   
   
   
   
   
   
   
   
  3. Did it seem as if any PCs would take Alia Besselar as a cohort? 
  Yes 
  No 
   
   
   
   
   
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange 
  occurrences, results that may not fit the above, etc): 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS7-08 Under a Platinum Sky (3E).pdf