TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  BIS4-01 
   
   
   
   
   
   
  Murder In Pellak 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bissel Regional Adventure 
  Version 1.1 
   
  by Charles Jason Albitz 
   
   
   
   
  The city of Pellak is the current heart of Bissel, filled to the brim with the most important and influential people in the 
  country.  Perhaps this is why people are so upset about the recent rash of madness and feeblemindedness.  Is this a 
  strange magical contagion or something worse? In any case you will need your wits as well as your sword to get to the 
  bottom of this dilemma. Just be careful not to get too involved.  A Bissel regional adventure for APLs 2-12. 
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  BIS4-01 Murder in Pellak 
   
  Page 2 
  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Bissel.  Characters native to Bissel pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. 
   
  BIS4-01 Murder in Pellak 
   
  Page 3 
  
  Adventure Background 
  Winter is a time for politics.  After the harvest is counted 
  and the taxes are paid, nobles seek to put their houses in 
  order for year ahead. It is also a time when the limits of 
  feudal lord are tested the most.  This year is worse than 
  most as Bissel’s decisions are coming back to haunt them. 
  The friction caused by the recent tax policies, the cost of 
  the Great Army of Bissel, and the not too distant war with 
  Ket has strained the nation.  It is said that the gods bless 
  even the weakest of kings so he is stronger than the sum 
  of his vassals, but do they do the same of Margraves? 
  It is in this firmament of turmoil and strife that a 
  cambion named Vardesh seeks to take root.  Vardesh is 
  an old demon wrapped in the skin of a man who until 
  recently had been magically ensnared.  Those who 
  released Vardesh sought to use him to further their own 
  political aims.  They supported him with both the funds 
  and the people needed to start an assassin’s guild.  Soon 
  Vardesh became strong enough to shuck those who 
  released him and now works for whoever will play the 
  highest price. 
  Surprisingly, many young minor nobles of lower birth 
  rank have been drawn to this cult.  Without any 
  prospects of a court or manor to call their own, they see 
  Vardesh as their key to lordship.  These nobles will lie, 
  steal, and spy for their new master.  For the past few 
  months Vardesh has been teaching them how to kill. 
  This unholy brotherhood makes use of an old warehouse 
  basement for their headquarters.  Two weeks ago Vardesh 
  managed to acquire a significant amount of Stygian 
  Water (see Appendix V). They use the waters of 
  forgetfulness like a poison, practicing their foul art on 
  the poor of the city.  The waters are useful because they 
  do not leave corpses behind and an accidental mistake is 
  not fatal. 
  Now, a high-ranking authority in the Bissel government 
  has contacted Vardesh to help with the growing unrest.  
  A young assassin in training says too much over drinks 
  and the party ends up in the wrong place at the wrong 
  time with no memory of the past eight hours. 
  In addition, the Margrave has demanded that many of 
  the Barons who opposed him during the Council of 
  Barons come to Pellak and renew their feudal oaths.  For 
  these lords the city is currently a most dangerous place. 
  Adventure Summary 
  This adventure starts with a twist.  The party is standing 
  in a sealed room with a dead body and no recollection of 
  the past eight hours.  They either escape on their own or 
  are found by Knights of the Watch.  Covered with evil 
  and found with a dead body, they have a hard time 
  bluffing past the Watch. They decide if they want to turn 
  themselves in or subdue the authorities and try to clear 
  their names.   
  If the party turns itself in, a magistrate will hear their case 
  and then refers it to the city’s tribunal.  The amount of 
  time the party has to investigate before the tribunal is 
  dependant on how skilled they are at diplomacy and who 
  they know.  If the party flees, bounty hunters pursue 
  them while they investigate.   
  While investigating the murders and trying to clear their 
  own names they may (re)discover the depth of an 
  assassination plot against Lord Salla al-Nasr during his 
  stay in Pellak. In a surprise twist, Lord Salla himself sits 
  as part of the tribunal set to hear the accusations against 
  the party. 
  The climax comes when the party arrives in the manor 
  house Lord al-Nasr is staying in and must use the clues 
  they gathered in Pellak to figure out who the assassin is 
  and then survive his fury. 
  Introduction 
  The harvests of autumn are over. For those few weeks 
  Bissel felt like a true nation.  Almost everyone 
  worked together and built stores of food for the 
  winter.  With the pantries full and the markets well 
  stocked there was a moment of peace. The bounty of 
  the local lords’ lands opened the markets, and the 
  great feudal economy churned along another year.  As 
  you traveled from village to village, you noticed how 
  the harvests connected generations.   
   
  But like the calm before the storm this peace could 
  not last.  As your travels take you closer to the great 
  city of Pellak you hear rumors of peasants returning 
  from the great city with strange maladies.  Indeed, 
  you have seen those inflicted with a strange ailment 
  that robbed them of sections of their memories.  
  Sadly, some of them were so cursed as to have totally 
  lost their memories.  
  Nothing that you or the local clergies have tried to do 
  to heal these shattered minds has worked.  You can 
  see the enormous weight of their loss in their eyes.  
  This great mystery in Pellak beckons you.  
  The roads to Pellak are sparsely populated.  Most 
  travelers are peasants going to the city market to buy 
  things like blankets to keep them warm and spices to 
  flavor the foods they have stored.  Occasionally, you 
  pass a Knight or soldier patrolling the road.  They 
  BIS4-01 Murder in Pellak 
   
  Page 4 
  
  report that bandit activity is on the rise since the local 
  brigands’ stomachs are empty. 
  As you finally make it to the main gates, you notice 
  new signs posted.  As you move further ahead in line, 
  they become clearer.  It seems that the Margrave’s 
  coffers must be light for a plethora of new “visitors” 
  taxes are listed. You sigh as you absent-mindedly 
  finger some coins and wonder what this trip across 
  the gate will cost you.  
  The costs to enter the city are covered by the PC’s 
  Upkeep costs they already paid. 
  Encounter One: Confusion 
  This encounter occurs eight hours after the PCs enter the 
  city (See Appendix I for the missing eight hours). The 
  DM has two options at this point.  The envisioned option 
  is to just jump straight into this encounter after the 
  introduction.  Optionally, the DM can let the players 
  role-play entering the city and provisioning themselves. 
  This encounter should be run before any of the PCs 
  actively get involved with investigating what has been 
  happening with the peasants, as that is included in the 
  missing eight hours. 
  It is cold and wet.  Your mind starts to swim as it tries 
  to fight off a sudden wave of confusion. Torchlight 
  flickers across the walls, and reflects off a pool of 
  water in the corner.  It was just before dusk and you 
  were crossing the gates of Pellak, wasn’t it?    Your 
  stomach lurches.  Strange, greasy, dark water covers 
  you.  You remember arguing with the guards over 
  gate taxes.  The water in the corner seems to be 
  draining away.  Where are you?  The setting sun 
  warmed you, and the smell of roasted meats filled the 
  air.  Suddenly you notice flotsam lying in that 
  brackish cesspool, the water a particularly sickening 
  shade of crimson.  
  The party is in a 20 ft. by 20 ft room with no apparent 
  exits.  One corner of the room is flooded and has the 
  remains of a wooded storage tank.  Under the wooded 
  debris lies the corpse of Mylan Sollus, nephew to the 
  Baron Conri Sollus and assassin-in-training.   
  Two secret exits doors exist in this room on opposite 
  ends.  The first one is easy to find (Search DC 15 + the 
  APL). It leads up and out of the complex via Rault’s 
  Warehouse (see Appendix IV) and behind it are a Knight 
  of the Watch, Sir Grelath, and his company of men.  The 
  second secret door is harder to find (Search DC 20 + the 
  APL).  This door leads to a passageway to the docks and 
  river.  Both exits are trapped.  If the PCs leave this 
  encounter via this door to the docks before Sir Grelath 
  can encounter them, skip ahead to the second part of 
  Encounter Two (the Outlaw! Section). 
  The foul black water is from the River Styx.  Vardesh and 
  his assassin cult have been using it to cover their 
  activities in the city.   
  When the PCs cornered Mylan here, he sought to use the 
  water to subdue them.  Instead he only succeeded in 
  collapsing the structure on his own head.  A wave of 
  water broke over the party robbing them of all memory 
  of the last eight hours (see Appendix V). Normally 
  contact with this water would cause a character to make a 
  Fortitude save (DC 17).  Failure on this roll would mean 
  complete amnesia while success would mean only eight 
  hours of memories would be lost.  For the purposes of 
  this adventure, all the PCs successfully saved. 
  Trap on Door to Rault’s: 
  APL 2 and 4 (EL 2) 
  � Poison Needle Trap: CR 2; mechanical; touch trigger; 
  manual reset, lock bypass (Open Lock DC 30); Atk +17 
  melee (1 plus poison, needle); poison (blue whinnis, DC 
  14 
  Fortitude 
  save 
  resists 
  (poison 
  only), 
  1 
  Con/unconsciousness); Search DC 22; Disable Device DC 
  17.  
  APL 6 (EL 3) 
  � Ghoul Touch Trap: CR 3; magic device; touch 
  trigger; automatic reset; spell effect (ghoul touch, 3rd-
  level wizard, DC 13 Fortitude save negates); Search DC 
  27; Disable Device DC 27. 
  APL 8 (EL 4) 
  � Poisoned Dart Trap: CR 4; mechanical; location 
  trigger; manual reset; Atk +15 ranged (1d4+4 plus poison, 
  dart); multiple targets (1 dart per target in a 10-ft.-by-10-ft. 
  area); poison (Small monstrous centipede poison, DC 10 
  Fortitude save resists, 1d2 Dex/1d2 Dex); Search DC 21; 
  Disable Device DC 22.  
  APL 10 (EL 5) 
  � Secret Door Release Smeared with Contact Poison: 
  CR 5; mechanical; touch trigger (attached); manual reset; 
  poison (nitharit, DC 13 Fortitude save resists, 0/3d6 
  Con); Search DC 25; Disable Device DC 19. 
  APL 12 (EL 6) 
  � Compacting Room: CR 6; mechanical; timed trigger; 
  automatic reset; hidden switch bypass (Search DC 25); 
  BIS4-01 Murder in Pellak 
   
  Page 5 
  
  walls move together (12d6, crush); multiple targets (all 
  targets in room); never miss; onset delay (4 rounds); 
  Search DC 20; Disable Device DC 22. 
  Trap on Door to Docks: 
  APL 2 and 4 (EL 3) 
  � Stone Blocks from Ceiling: CR 3; mechanical; 
  location trigger; repair reset; Atk +10 melee (4d6, stone 
  blocks); Search DC 25; Disable Device DC 20. 
  APL 6 (EL 4) 
  � Water-Filled Room Trap: CR 4; mechanical; location 
  trigger; automatic reset; multiple targets (all targets in 
  room); never miss; onset delay (5 rounds); liquid; Search 
  DC 17; Disable Device DC 23. 
  APL 8 (EL 5) 
  � Flooding Room Trap: CR 5; mechanical; proximity 
  trigger; automatic reset; no attack roll necessary (see note 
  below); Search DC 20; Disable Device DC 25. Note: Room 
  floods in 4 rounds. 
  APL 10 (EL 6) 
  � Compacting Room: CR 6; mechanical; timed trigger; 
  automatic reset; hidden switch bypass (Search DC 25); 
  walls move together (12d6, crush); multiple targets (all 
  targets in room); never miss; onset delay (4 rounds); 
  Search DC 20; Disable Device DC 22. 
  APL 12 (EL 7) 
  � Water-Filled Room: CR 7; mechanical; location 
  trigger; manual reset; multiple targets (all targets in 
  room); never miss; onset delay (3 rounds); water; Search 
  DC 20; Disable Device DC 25. 
  Development: If the party departs this room via the door 
  to the Warehouse, they will encounter Sir Grelath, a 
  Knight of the Watch. Five warriors in banded mail 
  accompany Sir Grelath.  When the PCs and Sir Grelath 
  meet, he will ask for the PCs surrender.  If he is met with 
  force he will order his me back first and then follow 
  them so he can make a report back to the Knights.  Note 
  that Sir Grelath will use his detect evil ability on the party 
  and each will detect with a strong evil aura from their 
  bath in the Stygian Water.  If the PCs surrender to Sir 
  Grelath continue to Encounter Two.  If they subdue, kill 
  or flee from him, skip to the second part of Encounter 
  Two (the Outlaw! Section). 
  � Sir Grelath: Male Human (Oeridian) Pal3; hp 28; see 
  DMG, page 118. 
  � Warriors (5): Male Human (mixed) Ftr1; hp 12 each; 
  see DMG, page 117. 
  Encounter Two: The Ambush 
  After the PCs surrender to Sir Grelath, he takes them to 
  the entrance of the complex and he tries to facilitate the 
  surrender of the party to the city watch stationed above. 
  Sir Grelath seems relieved that you came with him 
  peacefully.   He and his men escort you through a 
  long passageway, through what appears to be the 
  sewers of Pellak.   
  Grelath leads the party up towards the complex entrance 
  in Rault’s warehouse.  If any character with the Track feat 
  looks for tracks in the passageways have them make a 
  Survival check (DC 8 + the APL).  Success indicates that 
  the PC recognizes their own tracks in the passageways 
  heading towards the room in Encounter One. 
  Soon the passageway ends in a sturdy wooden door.  
  Sir Grelath turns to you and says, “Well on the other 
  side of that door is a mess of the Lord Mayor’s 
  soldiers.  Things would go better for you now if you 
  handed over your weapons and let me do the talking.” 
  Any Elf PCs get a free chance to spot (Search DC 18 + the 
  APL) a secret sliding door in this hallway. 
  Sir Grelath knows that the PCs could have escaped by 
  now and is really only asking for a sign of good faith.  He 
  takes all the weapons offered and wraps them in an old 
  blanket.  He then orders his men to keep the PCs at least 
  30 ft. from the door as he talks to the Lord Mayor’s 
  troops. 
  Sir Grelath knocks on the door in a quick code.  He 
  seems surprised when noth ng happens.  Then the 
  trap door above him starts to open.  Sir Grelath 
  flashes a quick smile as he looks back towards you.  
  The telltale tang of crossbow fire fills the air.  The 
  smile quick y turns into a look of shock as he drops to 
  the floor.  His body lands face down, with two bolts 
  sticking out of his back. 
  i
  l
  The city guards stationed in Rault’s warehouse lay dying 
  in the next room.  In this ambush the assassins’ primary 
  goals are to eliminate all of Sir Grelath’s men in order to 
  set to PCs up as their patsies.  
  The passage way is ten feet wide by ten feet tall, and a 
  ladder leads up to the trap door at its end.  The warehouse 
  above is 30 ft. by 50 ft. with the trap door opening into a 
  corner opposite the entrance.  A secret passage runs 
  BIS4-01 Murder in Pellak 
   
  Page 6 
  
  parallel to the main passage for a length of 50 ft. Its 
  entrance is located behind the ladder, and it exits behind 
  where the party is assumed to be standing.  See the map 
  in Appendix D. 
  APL 2 (EL 2) 
  � Thugs, Male Human War1 (4): hp 7 each; see 
  Appendix III. 
  APL 4 (EL 6) 
  � Thugs, Male Human War1 (4): hp 7 each; see 
  Appendix III. 
  � Sneak, Male Human Rog3 (1): hp 14; see Appendix 
  III. 
  � Spellthief, Male Human Sor4 (1): hp 15; see 
  Appendix III. 
  APL 6 (EL 8) 
  � Thugs, Male Human War1 (4): hp 7 each; see 
  Appendix III. 
  � Spellthief, Male Human Sor4 (1): hp 15; see 
  Appendix III. 
  � Mineria Venomharvest, Female Medusa (1): hp 50; 
  see Appendix III. 
  APL 8 (EL 10) 
  � Heavies, Male Human War4 (2): hp 33 each; see 
  Appendix III. 
  � Spellthieves, Male Human Sor4 (2): hp 15 each; see 
  Appendix III. 
  � Mineria Venomharvest, Female Medusa Asn2 (1): 
  hp 63; see Appendix III. 
  APL 10 (EL 12) 
  � Heavies, Male Human War4 (2): hp 33 each; see 
  Appendix III. 
  � Ogre Mage (1): hp 42; see Monster Manual. 
  � Mineria Venomharvest, Female Medusa Asn4 (1): 
  hp 77; see Appendix III. 
  APL 12 (EL 14) 
  � Muscles, Male Human War7 (4): hp 58 each; see 
  Appendix III. 
  � Male Ogre Mage Ftr2 (1): hp 61; see Appendix III. 
  � Mineria Venomharvest, Female Medusa Asn6 (1): 
  hp 90; see Appendix III. 
  Tactics: During the first round of combat, Sir Grelath is 
  at –2 hp and poisoned.  His men will risk their lives to 
  pull him to safety. 
  The assassins fight until all of Sir Grelath’s men are dead, 
  they take 50% casualties themselves, or any assassin is 
  subdued. If the party retreats, they will continue to stake 
  out the entrance for two hours before they leave.  At APL 
  4 and above they will target PCs after they kill all the 
  guards.  
  Thugs, heavies, and muscles throw tanglefoot bags at the 
  party and shoot down at them from inside the warehouse. 
   They target Sir Grelath’s men first. 
  Sneaks hide in the secret passage and try to surprise the 
  party.  They target Sir Grelath’s men. 
  Spellthieves will support thugs if the PCs attack the 
  warehouse or will invisibly float to the passageway to 
  support the sneaks if the encounter takes place there. 
  The ogre mage will stay in the secret passage nearest the 
  way out in hopes to catch a large group in a cone of cold. 
  Then he will use his flight to attach from a distance with 
  his weapons. 
  Mineria will stay back and out of sight in the secret 
  passage during the ambush. If only one or two people 
  search the passage, she will try to attack the first one in.  
  Otherwise she waits until the PCs leave the tunnel and 
  attacks the last one as they are on the ladder.  In any case 
  she will try to surprise that PC with a death attack/sneak 
  attack/poisoned arrow. 
  NPC Knowledge: The only thing the NPCs here will 
  reveal is the fact that their leader’s notes are always 
  signed with either a V or K. 
  Development: If Sir Grelath or any of his men are alive 
  at the end of this encounter they urge the PCs to go with 
  them the magistrate’s office.  If the PCs do so, them skip 
  to Encounter Three.  If they flee from justice then 
  continue with the second part of this encounter (Outlaw! 
  below). 
  Outlaw!  
  The night air is cool and crisp.  As you hurry from 
  shadow to shadow, the darkness takes on a menacing 
  tone.  As you are dashing through the street you 
  notice a lone well-dressed figure is hastily posting a 
  notice on one of the many city boards.  As you get 
  closer you realize that your face adorns the wanted 
  poster. The notion is still sinking in when suddenly 
  you hear the clanging of metal armor ahead of you.  
   
  BIS4-01 Murder in Pellak 
   
  Page 7 
  
  � Knights (4): Male Human Pal1; hp 11 each; see DMG, 
  page 118. 
  Development: The PCs could easily avoid this encounter 
  or they could fight.  The city watch will use subdual 
  damage unless the PCs fight with lethal force.  If the PCs 
  surrender or are defeated go to Encounter Three; 
  otherwise, let them investigate the city in Encounter 
  Four, but throw additional groups of Knights at them 
  roughly 
  every 
  twelve 
  hours 
  until 
  they 
  are 
  defeated/surrender or complete/abandon this adventure. 
  Encounter Three: The Magistrate 
  This is a role-playing scene where the PCs have an 
  opportunity to interact with Magistrate Ovart who will 
  decide how the party’s next few days will be spent.  The 
  time the magistrate walks into the office is 4 o’clock in 
  the morning.  This encounter can be used if the party 
  turns itself in before the tribunal is convened, but not 
  afterwards.  
  There are two hundred and nineteen small roses 
  painted on each darkwood panel of Lord Magistrate 
  Ovart’s office. You know the Magistrate’s name since 
  it is on a nice placard on his desk.  You know the 
  number of roses on the panel since you have counted 
  them repeatedly.  While you are crammed in this tiny 
  office, the time seems to creep along.  Occasionally 
  sounds of guards moving outside the door or feet 
  shuffling in the room above you break the monotony. 
  A loud thud shakes the room and a pile of official 
  looking papers sways precariously before settling 
  down again. 
  Pause to see if the party does anything.  Remember if the 
  party decides to flee or escape they start on the outlaw 
  path, see Outlaw! in Encounter Two.  The office is a 
  typical for a medieval city magistrate’s; small but well 
  furnished.  It has a small legal library. 
  The stack of papers is dockets that need to be gone 
  through.  If the PCs want to go through it they must 
  make a Dex check (DC 10) or the papers spill all over the 
  floor.  In the tower of paper there are two cases that 
  involve people losing their memory.  One is Harin 
  Smithson, a local blacksmith, and the other is labeled 
  unknown.  In both cases the men were found near the 
  docks and a description of the tracks are written in the 
  notes.  Any person with the Track feat may make a 
  Survival check (DC 15) to determine an approximate 
  height and weight associated with those tracks. Success 
  means the character approximates the suspect’s height is 
  5’ 6” and weight is 160 lbs. 
  When the party is ready to continue read: 
  Eventually a loud commotion comes from the door to 
  the room. With a loud creek the door opens up and 
  the weary form of a hastily dressed middle aged man 
  walks into the room.  He shuffles towards his desk 
  with a leather bound portfolio in his hand. He speaks 
  with a tone of authority, “Now let us hear why I had 
  to be awoken at this ungodly hour.” He takes a seat 
  and looks at you expectantly. 
   
  Lord Magistrate Ovart is not happy to be woken up this 
  early in the morning. 
  � Lord Magistrate Ovart, Male Human (Oeridian) 
  ExpX (X = the APL): Sense Motive +Y (Y = 6 + the APL); 
  Initial Attitude = Unfriendly.  
  A circus full of officials has already traipsed through his 
  bedchambers.  The death of a noble has drawn the 
  attention of the Mayor, the Knights, and even His Lofty 
  Grace.  Ovart now wants to hear the story from the PCs 
  perspective and make a decision if a tribunal has to hear 
  the case, and if so, when.  The party should role-play out 
  the encounter before any Diplomacy checks are allowed.  
  At the end of the encounter let one player roll a 
  Diplomacy check to see what Ovart decides to do (the 
  other PCs may aid). See chart below for additional 
  modifiers. 
  Action 
  Modifier 
  Killed any guards 
  - 5 / guard 
  Guards survived Encounter Two 
  + 1 / guard 
  Bribe offered 
  - 5 
  Party surrendered to Sir Grelath 
  + 2 
  Failed Bluff attempt 
  -2 / failure 
  Stack of papers toppled 
  - 1 
  Clergy of a Good deity 
  +1 / clergy 
  Knight of the Watch 
  +1 / Knight 
  Good role-playing 
  Up to +3 
   
  Development: 
  The following happens depending on 
  the outcome of the Diplomacy check. If Ovart’s attitude 
  is: 
  • 
  Hostile, then the party is ordered to surrender 
  all weapons and magic and is placed in the 
  prison until the tribunal is convened.  Skip to 
  Encounter Five.  Skip directly to the Outlaw! 
  section of Encounter Five if they break out of 
  jail. 
  • 
  Unfriendly, then the party is ordered to 
  surrender all weapons and magical items and is 
  placed in the prison until the tribunal is 
  convened.  Skip to Encounter Five. Skip directly 
  to the Outlaw! section of Encounter Five if they 
  BIS4-01 Murder in Pellak 
   
  Page 8 
  
  break out of jail.  Fortunately, the PCs can post a 
  voucher with the courts to be released on bail.  
  Voucher amount is 100 x the APL in gp per PC.  
  This money is returned once the tribunal starts. 
   If the PCs inquire, the value of any confiscated 
  good may be applied towards the voucher. 
  • 
  Indifferent, then the party is ordered to remain 
  in the city of Pellak until the tribunal is 
  convened.  All weapons and magical items are 
  ordered confiscated.  The PCs must also pay a 
  voucher is needed to insure that they do not 
  leave. Voucher amount is 50 x the APL in gp per 
  PC.  This money is returned once the tribunal 
  starts. The value of any confiscated items counts 
  toward this total.  
  • 
  Friendly, then the then the party is ordered to 
  remain in the city of Pellak until the tribunal is 
  convened.  All weapons are ordered confiscated. 
   The PCs must also pay a voucher is needed to 
  insure that they do not leave. Voucher amount 
  is 25 x the APL in gp per PC.  This money is 
  returned once the tribunal starts. The value of 
  any confiscated items counts toward this total. 
  • 
  Helpful, then the then the party is ordered to 
  remain in the city of Pellak until the tribunal is 
  convened.  Ovart will delay the tribunal for 24 
  hours, and will speak on the PCs behalf during 
  the tribunal. 
  Encounter Four: Investigation 
  If the PCs do not find themselves behind bars, then they 
  have a chance to do some investigation. By default the 
  tribunal will convene at noon on the same day as 
  Encounter Three, giving the PCs about 8 hours to 
  investigate.  The PCs may get an additional 24 hours to 
  investigate if the meeting with the magistrate went very 
  well (see Encounter Three). 
  The sun rises on Pellak and it seems a cruel and 
  dangerous place.  You can feel the city folk stare at 
  you as you walk down the street.  Merchants close 
  their shudders as you draw near and children are 
  hurriedly shooed into their homes by nervous 
  mothers.  Red heavy storm clouds gather on the 
  horizon and the peal of thunder echoes from the 
  distance.  You set out on the city streets with an odd 
  feeling that they are full of forgotten memories. 
  Use Appendix I and Appendix II to let the party 
  investigate what happened and gather as much 
  information as they can.  In addition the PCs may hire an 
  NPC for spellcasting as detailed in the Bissel Gazetteer, 
  seek legal advice for the tribunal, and curry influence 
  with people who owe them favors. 
  Encounter Five: Tribunal 
  Use this encounter if the PCs are cooperating with the 
  city authorities when the tribunal convenes, and actually 
  show up. The court guards insist that all armor, weapons, 
  and magic items are to be surrendered while the PCs are 
  in court.  
  The court chambers are very still.  Just a few moments 
  ago these halls were alive with the murmuring and 
  hurried whispers wondering who would preside over 
  this tribunal.  As the bailiff walks through the court, 
  everyone stares in anticipation.  It is so quiet that you
  can hear the Seal of Bissel being popped open as he 
  reads the fresh scroll. 
   
  l
   
  “I do hereby call to order this tribunal to resolve the 
  matter of the murder of Mylan Sollus, beloved 
  nephew to the Baron Conri Sollus.  Will the accused 
  stand and face justice.”  With those words the whole 
  assembly stands and three robed figures enter the 
  room. As they slowly take their places you heart falls. 
   The first lord you recognize is Lord Mayor Jacen 
  Aldenvor – the ruler of the city.  The second juror is 
  even more disturbing: Lord Garavin.  Lord Garavin is 
  largely known as a proxy to the Margrave himself, 
  and now sits at His Lofty Grace’s place in your 
  judgment.  The final Lord is a slight mystery, a 
  Bak unish male dressed in great finery and exquisite 
  gems.  It is only when you hear someone in the 
  gallery gasp “Salla” that you realize he is Lord Salla al-
  Nasr, the Baron of Jadarta.  After the lords are seated, 
  the assembled also sit and you can feel everyone 
  staring at you.  Suddenly Lord Salla stares at you and 
  says, “Let us hear your response to these charges.”  
  The trial begins. 
  The tribunal consists of three men; one is Hostile 
  towards the party – Lord Garavin who is representing the 
  Margrave’s interests.  Another is unfriendly to the party – 
  Lord Jacen Aldenvor who has hear the rumors of people 
  losing their memories in his city and would like to get to 
  the bottom of it.  The final is indifferent to the PCs 
  causes.  While Lord Salla does not agree with all of the 
  Margraves policies, he is not one to traffic with 
  murderers either. 
  The encounter should be role-played out and at the end 
  only one PC may make a Diplomacy check (although the 
  others may aid).  See the table below for modifiers.  After 
  the Diplomacy check is rolled, the Lords just start to 
  confer when a surprise witness enters the room. 
  BIS4-01 Murder in Pellak 
   
  Page 9 
  
  � Salumar Coingiver, male Human (Suloise) Exp4: 
  hp 18: see Appendix III. 
  Salumar Coingiver bursts into the room claiming to have 
  seen the PCs hunt down the victim across the city streets. 
   Salumar is a con artist hired by the assassin guild to peg 
  the PCs as murders and swords for hire.  He recounts the 
  events using his Performance skill and then makes a 
  Diplomacy check to try to sway the jurors.  For the 
  purpose of this adventure a Friendly reaction to the PC is 
  the same as a Hostile reaction towards Salumar and vice 
  versa.   
  Once Salumar has finished his speech, the PCs are 
  allowed one more Diplomacy check.  If they try to enter 
  more evidence, Salumar tries to refute if by opposing the 
  PCs using Bluff, Knowledge (local) or Diplomacy.  The 
  PCs may use any skill appropriate in the opposed roll. 
  In addition, magical evidence will only be allowed if the 
  PCs pay to have a court appointed spell caster perform it.  
  Make sure you check the Bissel Gazetteer for the cost and 
  availability of NPC spells. If the PCs spend this money, 
  and are successful at the end of the adventure, Baron 
  Salla will refund them the money spent. 
  If the PCs can reasonably contact people or organizations 
  they have influence, they can spend Influence Points to 
  improve their rolls.  Spent influence affects both the 
  initial and the second attempts. 
  Action 
  Modifier 
  Any person killed by the PCs 
  - 5 / person 
  Guards survived Encounter Two 
  + 1 / guard 
  Bribe offered 
  - 5 
  Party surrendered to Sir Grelath 
  + 2 
  Party came of their own volition 
  + 2 
  Failed Bluff attempt 
  -2 / failure 
  Proving Mylan was part of an evil cult 
  + 5 
  Proving the party was affected by 
  Stygian water. 
  + 5 
  Uncovering source of mind-numbing 
  epidemic 
  + 5 
  Party Contains a Clergy of a Good 
  deity 
  +1 / clergy 
  Party contains a Knight of the Watch 
  +1 / Knight 
  Good role-playing 
  Up to +3 
  Proving their innocence by magic 
  + 10 
  Per point of influence spent 
  + 3 
   
  As long as the PCs provide some sort of credible evidence 
  and two of the lords have attitudes of friendly at the end 
  of the tribunal, the PCs are exonerated and can go about 
  their normal lives.  If the PCs fail to get exonerated, but 
  no judge is hostile, they are sentenced to serve a prison 
  sentence of one year (52 TUs) and the adventure is over 
  (see the Treasure Summary).  If any of the judges remain 
  hostile, the PCs are sentenced to death and the adventure 
  is over. 
  If the PCs do manage to clear their name, Lord Salla 
  invites them to dinner that night in his manor in the city. 
  As the hall empties sharp-eyed PCs may notice a number 
  of figures (Spot DC 10 + the APL) watching Lord Salla.  
  These are assailants gathering information for an 
  attempted murder.  If for any reason statistics are needed 
  for these fellows, use the stat block for the Sneak from 
  Encounter Two.  
  Outlaw! 
  Run this encounter if the tribunal convenes without the 
  PCs.  Unconvinced at the evidence presented, Lord Salla 
  hires a group of young adventurers to try to convince the 
  PCs to visit him so he can help get to the truth of the 
  matter.  Modify this encounter’s setting as needed. 
  As you sit in a grimy tavern trying to plan out you 
  next moves, a young slender elven figure tries to get 
  your attention.  As your eyes fall upon her she 
  swallows hard.  “Um, yes” she clears her throat. “Our 
  employer would like to speak with you about your 
  current situation.  That is if you don’t mind.” She 
  stammers looking for some inner strength. “I mean if 
  don’t then we will have no o her cho ce than to 
  subdue you ourselves.”  She motions to her cloaked 
  companions who nod in nervous agreement. 
  t
  i
  All APLs 
  � Jarman: Female Elf Brd1; hp 6. 
  � Delpineous: Male Human (Suloise) Wiz1; hp 4. 
  � Walather: Male Human (Oeridian) Ftr1; hp 12. 
  If the PCs accept, then they are directed to the Pellak 
  manor of Lord Salla al-Nasr.  Skip to the Outlaw! section 
  of Encounter Six.  If they refuse, the group decides to 
  leave the PCs be rather than risk a combat; proceed to the 
  Conclusion in this case. 
   Encounter Six: Dinner 
  If the party is not thrown into jail, then this is the final 
  encounter of the adventure.  The PCs are the only thing 
  standing between Lord Salla of Jadarta and a master 
  assassin. 
  The Pellak manor of Lord Salla al-Nasr is truly a 
  marvelous sight.  Hidden by tall brick walls covered 
  in thick ivy, the entrance is hard to find.  As you 
  BIS4-01 Murder in Pellak 
   
  Page 10 
  
  swing open a great wrought iron gate you see Lord 
  Salla beckoning you welcome.  “Good evening!” he 
  booms from across a lavish garden. “We have a few 
  minutes before our suppers are prepared, I hope you 
  would indulge me by letting me show my humble 
  abode in this great city.”  With that he takes you on a 
  whirlwind tour o  h s “humble” estate.  You are shown
  a montage of themed rooms and meet the house staff 
  during your rounds.   
  f
  i
   
  i
   
   
  Allow the PCs to stop and talk to anyone they meet the 
  following are the house staff.  If asked Lord Salla will 
  comment on the recent turnovers in staff.  Krelath has 
  been slowly corrupting those he is working with and has 
  been leading them down a road of ruin.  The exact details 
  are left vague intentionally so the DMs have some leeway 
  to use as they see fit. Please note that at higher APLs, 
  Krelath will have used his potion of nondetection.  
  Valet – Argoths –a.k.a. Krelath, see below, N. 
  Cook – Reglus, Male Human(Baklunish) Exp3, N. 
  Apprentice Cook – Jamith, Female Human(Baklunish) 
  Exp1, CG, child. 
  House Maid – Sharlesa, Female Human(Rhenee) Exp3, 
  LE. 
  Groundtender – Flareth, Male Human(Oeridian) Com5, 
  NE. 
  Man-at-Arms – Rilath, Male Human(Oeridian) War4, N. 
  If a full-blown melee does not occur before the tour ends 
  continue: 
  Lord Salla ends the tour in the din ng hall.  A great 
  meal is laid out on the table. “Friends, sit and share 
  my bounty” Lord Salla says as he moves to the head of 
  the table.  He picks up a full goblet and raises it in a 
  toast. “To good health and good friends” and lifts the 
  glass to his mouth. 
  After the toast you begin to feast. The Baron speaks 
  much of the recent Baron’s Council and the many 
  evils that the March has been through…and may be 
  heading into. Though he supported the faction 
  against the Margrave, it was not without doubts. He 
  worries about an organized force, perhaps that of 
  Evard (if he is even alive), and the damage it could 
  cause the March. But, he is also happy that the 
  Margrave even agreed to eliminate the Baklunish tax, 
  a move that helped Baron Salla’s people a great deal. 
  Conversation eventually moves towards you, and the 
  adventures and travels you have experienced. 
  The Baron’s food is poisoned.  If the Lord eats his dinner, 
  he will become very drowsy and bid the party to take 
  their leave.  If the PCs never pick up on the fact he was 
  poisoned the adventure ends, proceed to the Conclusion. 
   If the party is a little savvier, then Krelath will play along 
  until he is reasonably sure the PCs suspect him, or act 
  like they are going to leave to get help.  In either case 
  Krelath will try to attack from surprise, using his potions 
  beforehand if at all possible.  None of the NPCs will help 
  either side.  Right before any surprise rounds happen, 
  Vardesh scrys on Krelath.  Any PC with Int 12 or higher 
  can attempt an Int check (DC 20) to detect the sensor.  
  After any surprise rounds, Vardesh sends reinforcements: 
  Suddenly the whole house seems to wobble slightly. 
  You feel something open and shut again and as reality 
  settles back down you know you are no longer alone 
  with the would-be assassin. 
  APL 2 (EL 5) 
  � Krelath. Male Human Rog1/Ftr2 (1): hp 22; see 
  Appendix III. 
  � Hell Hound (1): hp 27; see Monster Manual. 
  APL 4 (EL 7) 
  � Krelath. Male Human Rog2/Ftr3 (1): hp 36; see 
  Appendix III. 
  � Devil, Bearded (1): hp 50; see Monster Manual. 
  APL 6 (EL 9) 
  � Krelath. Male Human Rog3/Ftr4 (1): hp 49; see 
  Appendix III. 
  � Devil, Hellcat (1): hp 66; see Monster Manual. 
  APL 8 (EL 11) 
  � Krelath. Male Human Rog4/Ftr5 (1): hp 63; see 
  Appendix III. 
  � Devil, Bone (1): hp 98; see Monster Manual. 
  APL 10 (EL 13) 
  � Krelath. Male Human Rog5/Ftr6 (1): hp 76; see 
  Appendix III. 
  � Devil, Barbed (1): hp 126; see Monster Manual. 
  APL 12 (EL 15) 
  � Krelath. Male Human Rog6/Ftr7 (1): hp 90; see 
  Appendix III. 
  � Devil, Ice (1): hp 147; see Monster Manual. 
  BIS4-01 Murder in Pellak 
   
  Page 11 
  
  Outlaw! 
  If the party comes to the manor of Lord Salla after they 
  encounter the “bounty” hunters, he is already poisoned 
  and dying.  Krelath is hidden in the house watching his 
  target slowly die.  He will attack from stealth as soon as 
  the opportunity presents itself.  
  The Pellak manor of Lord Salla al-Nasr is truly a 
  marvelous sight.  Hidden by tall brick walls covered 
  in thick ivy, the entrance is hard to find.  As you 
  swing open a great wrought iron gate you see an 
  empty garden and the great doors to the manor are 
  open. 
  Pause for player actions.  When someone can see inside 
  the manor, continue: 
  Inside the manor is a large foyer and beyond that is a 
  great dining hal .  It is hard to tel  for sure, but you 
  think you can see the figure of a man slumped over at 
  the head of the table. 
  l
  l
   
  When the players get close continue: 
  As you approach you see a noble Baklunish figure 
  slumped over his food.  His breathing is shallow but 
  stable for now. 
  Krelath will attack from hiding.  Check for surprise as 
  normal. Right before any surprise rounds happen, 
  Vardesh scrys on Krelath.  Any PC with Int 12 or higher 
  can attempt an Int check (DC 20) to detect the sensor.  
  After any surprise rounds, Vardesh sends reinforcements: 
  Suddenly the whole house seems to wobble slightly. 
  You feel something open and shut again and as reality 
  settles back down you know you are no longer alone 
  with the would-be assassin. 
  See above for the opponents the PCs face. 
  Conclusion 
  If the party ends up saving Lord Salla, they are rewarded 
  with influence with the Baklunish of Bissel (see the 
  Treasure Summary).  If they discover the conspiracy 
  behind the feeblemind epidemic, they are rewarded with 
  influence in Pellak (see the Treasure Summary). 
  If they subdue, and not kill, Krelath they will have a 
  choice who to hand him over to.  If they give him to Lord 
  Salla, Krelath will tell of his involvement with Vardesh, 
  and they will be granted influence with Lord himself 
  (and access to the assassin’s gear).  If they hand him over 
  to the Margrave’s troops, they are thanked and allowed to 
  keep the assassin’s gear. 
  If the PCs go through the entire adventure and never 
  clear themselves of the Outlaw! status, they will become 
  outlaws in Bissel from then on (see the Treasure 
  Summary). 
  The PCs, if they gain the Influence Point with Lord Salla, 
  may spend that IP immediately to gain the Baklunish 
  Scimitar boon (see the Treasure Summary); otherwise, 
  that boon is not available and should be crossed out on 
  the AR. 
   
   
  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 One 
  Disarm or survive the trapped secret door to the 
  Warehouse 
   
  APL 2 – 60 xp. 
   
  APL 4 – 60 xp. 
   
  APL 6 – 90 xp. 
   
  APL 8 – 120 xp. 
   
  APL 10 – 150 xp. 
   
  APL 12 – 180 xp. 
  Disarm or survive the trapped secret door to the Docks 
   
  APL 2 – 90 xp. 
   
  APL 4 – 90 xp. 
   
  APL 6 – 120 xp. 
   
  APL 8 – 150 xp. 
   
  APL 10 – 180 xp. 
   
  APL 12 – 210 xp. 
  Encounter Two 
  Defeat the ambushers 
   
  APL 2 – 30 xp. 
   
  APL 4 – 90 xp. 
   
  APL 6 – 120 xp. 
   
  APL 8 – 180 xp. 
   
  APL 10 – 240 xp. 
   
  APL 12 – 300 xp. 
  Keep the warriors and Sir Garleth alive 
   
  APL 2 – 5 xp per survivor. 
   
  APL 4 – 15 xp per survivor. 
  BIS4-01 Murder in Pellak 
   
  Page 12 
  
   
  APL 6 – 20 xp per survivor. 
   
  APL 8 – 20 xp per survivor. 
   
  APL 10 – 20 xp per survivor. 
   
  APL 12 – 20 xp per survivor. 
  Encounter Six:  
  Save the Lord and defeat Krelath 
   
  APL 2 – 150 xp.   
   
  APL 4 – 210 xp.  
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp.  
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp.  
   
  APL 10 – 270 xp. 
   
  APL 12 – 310 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 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)   
  Encounter Two 
   
  APL 2: L: 110 gp; C: 50 gp ; M: 0 
   
  APL 4: L: 164 gp; C: 50 gp; M: elixir of vision (21 gp), 
  wand of magic missile - 1
  st level caster (63 gp).  
   
  APL 6: L: 168 gp; C: 50 gp; M: elixir of vision (21 gp), 
  wand of magic missile - 1
  st level caster (63 gp), brooch of 
  shielding (125 gp). 
   
  APL 8: L: 125 gp; C: 50 gp; M: elixir of vision (21 gp), 
  wand of magic missile - 1
  st level caster (63 gp), +1 
  shortbow (194 gp), brooch of shielding (125 gp). 
   
  APL 10: L: 92 gp; C: 50 gp; M: elixir of vision (21 gp), 
  +1 shortbow (194 gp), +2 studded leather (360 gp), 
  necklace of fireballs type II (229 gp), wand of magic 
  missile - 1
  st level caster (63 gp), brooch of shielding (125 
  gp). 
   
  APL 12: L: 108 gp; C: 50 gp; M: elixir of vision (21 
  gp), +1 shock shortbow (694 gp), +2 studded leather (360 
  gp), necklace of fireballs type II (229 gp), wand of magic 
  missile - 1
  st level caster (63 gp), brooch of shielding (125 
  gp). 
  BIS4-01 Murder in Pellak 
   
  Page 13 
  
  Encounter Six   
   
  APL 2: L: 132 gp; C: 100 gp; M: cloak of resistance +1 
  (83 gp). 
   
  APL 4: L: 104 gp; C: 100 gp; M: cloak of resistance +1 
  (83 gp), +1 studded leather armor (98 gp), potion of haste 
  (63 gp). 
   
  APL 6: L: 104 gp; C: 100 gp; M: cloak of resistance +1 
  (83 gp), +1 studded leather armor (98 gp), potion of haste 
  (63 gp), hat of disguise (150 gp). 
   
  APL 8: L: 78 gp; C: 100 gp; M: cloak of resistance +1 
  (83 gp), +1 studded leather armor (98 gp), potion of haste 
  (63 gp), hat of disguise (150 gp), +1 rapier (193 gp), potion 
  of nondetection (63 gp). 
   
  APL 10: 
  L: 53 gp; C: 100 gp; M: cloak of 
  resistance +2 (250 gp), +1 studded leather armor (98 gp), 
  potion of haste (63 gp), hat of disguise (150 gp), +1 rapier 
  (193 gp), potion of nondetection (63 gp), +1 kukri (192 
  gp), potion of invisibility (25 gp), potion of bull’s strength 
  (25 gp), potion of shield of faith +5 (75 gp). 
   
  APL 12: 
  L: 53 gp; C: 100 gp; M: cloak of 
  resistance +2 (250 gp), +1 studded leather armor (98 gp), 
  potion of haste (63 gp), hat of disguise (150 gp), +1 frost 
  rapier (693 gp), potion of nondetection (63 gp), +1 kukri 
  (192 gp), potion of invisibility (25 gp), potion of bull’s 
  strength (25 gp), potion of shield of faith +5 (75 gp). 
  Total Possible Treasure 
   
  APL 2: L: 242 gp; C: 150 gp; M: 83 gp – Total: 475 gp 
  (450 gp). 
   
  APL 4: L: 268 gp; C: 150 gp; M: 328 gp – Total: 746 gp 
  (650 gp). 
   
  APL 6: L: 272 gp; C: 150 gp; M: 603 gp – Total: 1,025 
  gp (900 gp). 
   
  APL 8: L: 203 gp; C: 150 gp; M: 1,058 gp – Total: 1,406 
  gp (1,300 gp). 
   
  APL 10: L: 145 gp; C: 150 gp; M: 2,056 gp – Total: 
  2,351 gp (2,300 gp). 
   
  APL 12: L: 161 gp; C: 150 gp; M: 3,126 gp – Total: 
  3,437 gp (3,300 gp). 
  Special 
  � Influence with the Baklunish of Bissel 
   
  This PC possesses an Influence Point with the 
  Baklunish citizenry of Bissel.  It may be used to influence 
  any NPC or NPC organization of Baklunish descent.  
  Please contact the Bissel Triad for additional information. 
  � Influence with the People of Pellak  
   
  You have proven yourself both capable and 
  trustworthy to the people of Pellak.  As such you now 
  possess an Influence Point with the courts and city watch 
  of Pellak.  It may be used to influence NPCs and NPC 
  organizations based in Pellak.  Please contact the Bissel 
  Triad for additional information. 
  � Influence with Lord Salla al-Nasr 
   
  You have earned the personal gratitude of Lord Salla 
  al Nasr, Lord of Jadarta, and thus an Influence Point with 
  him.  You may use this Influence Point to gain the 
  Baklunish Scimitar boon (see below), thereby consuming 
  this IP.  You can also use it at any time to remove the 
  Outlaw! and Prison! statuses you gained during this 
  adventure, thereby consuming this IP.  You may also save 
  this Influence Point for later use.  Please contact the 
  Bissel Triad for more information. 
  � Baklunish Scimitar Boon 
   
  You have gained access (Frequency: Regional) to 
  purchase one, and only one, special, ornate blade.  These 
  masterwork blades (choose either scimitar OR falchion) 
  are forged in Jadarta; the patterns on the pommel are very 
  distinctive.  They are only given to those who display 
  great courage and respect for the Baklunish people.  As 
  such, by displaying the sheathed blade, the owner is 
  granted a +2 circumstance bonus to Bluff, Diplomacy, 
  and Gather Information checks involving those of 
  Baklunish descent in Bissel. 
   
  The weapon costs the same as a standard masterwork 
  scimitar or falchion.  Additionally, this boon grants the 
  recipient access (Frequency: Regional) to purchase the 
  following upgrades for this weapon, as per the rules in 
  the LGCS (by paying the difference in price): +1 
  enhancement bonus, merciful special ability, shock 
  special ability, and disarming special ability (CW). 
  � Outlaw! 
   
  Because of your actions this day you have been 
  declared an outlaw in the March of Bissel.  Due to the 
  extra precautions you need to take in order to avoid 
  detection, all Bissel Regional adventures take one more 
  time unit (1 TU) to complete.  Additionally, law 
  enforcement officials seek to capture you.  Unless you 
  take measures to conceal your identity all NPCs involved 
  with the military, law enforcement, and Knights of the 
  Watch will have hostile initial reactions towards you.  
  Please contact the Bissel Triad for additional information. 
  � Prison! 
   
  You have been convicted of the murder of Mylan 
  Sollus and for this crime have been sentenced to serve 
  one year in prison (52 TUs).  If you do not have enough 
  TUs available to serve this sentence in the current 
  campaign year, you must subtract any additional TUs 
  from the next year’s total. Please contact the Bissel Triad 
  for additional information. 
  BIS4-01 Murder in Pellak 
   
  Page 14 
  
  Items for the Adventure Record 
  Item Access 
  APL 2:  
  � Wand of Magic Missile (Adventure, 1
  st level 
  caster, DMG) 
  � Elixir of Vision (Adventure, DMG) 
   
  APL 4:  (All items from APL 2 plus): 
  � Potion of Haste (Adventure, DMG) 
   
  APL 6:  (All items from APL 2, 4 plus): 
  � Hat of Disguise (Adventure, DMG) 
  � Brooch of Shielding (Adventure, DMG) 
   
  APL 8:  (All items from APL 2, 4, 6 plus):  
  � Potion of Nondetection (Adventure, DMG) 
   
  APL 10: (All items from APL 2, 4, 6, 8 plus): 
  � Necklace of Fireballs Type II (Adventure, 
  DMG) 
  � +2 Studded Leather Armor  (Adventure, DMG) 
  � Potion of Shield of Faith +5  (Adventure, DMG) 
  � Cloak of Resistance +2 (Adventure, DMG) 
   
  APL 12: (All items from APL 2, 4, 6, 8, 10 plus): 
  � +1 Shock Shortbow (Adventure, DMG) 
  � +1 Frost Rapier (Adventure, DMG) 
   
   
  BIS4-01 Murder in Pellak 
   
  Page 15 
  
  Appendix I – The Missing Eight Hours 
  While it is not the intent of this appendix to dictate what the PCs did to every minutia during the eight hours they do 
  not remember, a general time-line is needed. 
   
  0.00 hours: 
  PCs are entering Pellak. 
  1.00 hours: 
  PCs stable any mounts and get inn rooms. 
  2.00 hours: 
  PCs provision and eat dinner. 
  3.50 hours: 
  PCs finish dinner and start investigating. 
  4.00 hours:  PC’s find out someone at the Golden Lion knows about the feebleminded people. 
   
  4.50 hours: 
  PC’s arrive at Golden Lion and meet Mylan Sollus. 
  5.50 hours: 
  Mylan in his drunkenness tries to recruit the PCs. Tells them to meet him at Rault’s in 2 hours. 
  6.00 hours: 
  Mylan starts to sober up and realizes his mistake.  He sets a trap for the party. 
  7.50 hours:  Mylan’s trap is sprung and the party escapes unscathed.  Mylan retreats into the den.  The PCs follow. 
  8.00 hours:  PCs corner Mylan in assassin den; get doused in stygian water. Start of Encounter One.
  BIS4-01 Murder in Pellak 
   
  Page 16 
  
  Appendix II – Places in Pellak
   
  The Gilded Mermaid: 
   
  Any PC who pays adventurer’s standard upkeep has a room key for this inn in their possession. 
   
  Description: An average fare type inn.  It is comfortable but not extravagant.  A nice sized hearth warms the 
  common area. 
   
  Clues: In here is an old golden ring with an inscription written in Infernal.  A note next to it indicates it was found 
  in the grasp of one of the victims. 
  The Dragon’s Fire: 
   
  This is an upscale inn where PCs paying rich upkeep are staying. 
   
  Clues: The inn has a doorkeeper who can help the PCs put together a timeline. 
  The Golden Truffle: 
   
  If any PCs are paying luxury upkeep, then this is where they are staying.  A sprawling luxurious estate, the service 
  here is truly remarkable. 
   
  Clues: There are not many direct clues here, but as soon as the PCs arrive the owner greets them.  It seems that a 
  lord is interested in renting the entire Truffle out and they want to relocate the PC to another location.  If the PCs 
  snoop around they can see finery bearing Jadarta’s heraldry.   
  Gregor Timmin: 
   
  Gregor is hard to find.  The PCs will only run into him if they have time to Gather Information or if they 
  specifically take a piece of wood from the assassin’s den and spend a couple hours looking for the source. 
   
  Clues:  Gregor remembers Krelath buying the wood because it was a fancy special order.  He does not remember 
  Krelath’s name but does remember that he looked like the worst carpenter he ever saw, getting splinters all over the 
  place.  If the PCs convince Gregor to let them search his office, they can indeed (Search DC 15) find an invoice written 
  to “creepy short guy”. 
  Assassin’s Den: 
   
  If the PCs go back to the den and walk through the secret door, they will see a pool of blood seeping from under 
  one of the walls.  This is an illusionary wall, leading into a passageway.  At the end of it is a small laboratory where 
  Vardesh and Krelath have been holding their grim anatomy lessons.  There is a large dissection table and lots of 
  containers for some type of liquid.  A Craft (alchemy) check (DC 16) tells that these use to hold healing potions.  If the 
  room is searched (Search DC 10 + the APL) successfully, then the PCs find a note left for Krelath.  The note is written in 
  Infernal. See Player Handout #1. 
   
  BIS4-01 Murder In Pellak 
   
  Page 17 
  
  Appendix III – NPCs
  Encounter Two: 
  All APLs 
  Thug: male Human War1; CR 1/2; Medium Humnoid; 
  HD 1D8 + 1; hp 7; Init +3; Spd 30 ft.; AC 15, touch 13, 
  flatfooted 12; Base Atk +1; Grp +0; Atk +0 melee (1d4-
  1/19-20, dagger) or +5 ranged (1d8/19-20, 
  crossbow,light); Full Atk +0 melee (1d4-1/19-20, 
  dagger) or +5 ranged (1d8/19-20, crossbow,light); 
  Space/Reach 5ft./5ft.; AL CE; SV Fort +3, Ref +3, Will 
  +0; Str 9, Dex 16, Con 12, Int 12, Wis 10, Cha 10.  
   
   
   
   
  Skills and Feats: Bluff +1, Hide +5, Listen +1, Move 
  Silently +4, Spot +1; Point Blank Shot, Weapon Focus 
  (Crossbow, light) 
   
  Possessions: Crossbow, light; Bolts, crossbow (10); 
  Buckler; Leather Armor; Dagger one dose Black Adder 
  Venom (already applied to bolt); Tanglefoot Bag (3). 
  Sneak: male Human Rog3; CR 3; Medium humanoid; 
  HD 3d6; hp 14; Init +7; Spd 30 ft.; AC 17, touch 13, 
  flatfooted 14; Base Atk +2; Grp +2; Atk +2 melee 
  (1d4/19-20, dagger) or +6 ranged (1d8/19-20 plus 
  poison, crossbow, light); Full Atk +2 melee (1d4/19-20, 
  dagger) or +6 ranged (1d8/19-20 plus poison,  
  crossbow, light); Space/Reach 5ft./5ft.; SA: Sneak 
  Attack +2d6; SQ: Evasion, Trap Sense,  Trapfinding, 
  Uncanny Dodge; AL CE; SV Fort +1, Ref +6, Will +2; 
  Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 12.  
  Skills and Feats: Bluff +7, Climb +6, Hide +11, 
  Listen +7, Move Silently +11, Search +8, Spot +7, 
  Tumble +9; Improved Inititive, Stealthy, Weapon 
  Focus (Crossbow, light)  
  Possessions: Crossbow, 
  light; Bolts, crossbow (10); Buckler; Studded Leather 
  Armor; Dagger; Black Adder Poision (2 doses total, one 
  applied to bolt already),Elixir of Vision. 
  Spellthief: male Human Sor4; CR 4; Medium 
  humanoid; HD 4d4 + 4; hp 15; Init +6; Spd 30 ft.; AC 
  12, touch 12, flat-footed 10; Base Atk +2; Grp +2; Atk +2 
  melee (1d4/19-20, dagger) or +5 ranged (1d8/19-20, 
  crossbow,light); Full Atk +2 melee (1d4/19-20, dagger) 
  or +5 ranged (1d8/19-20, crossbow,light); Space/Reach 
  5 ft./5 ft.; SA: Spells; AL NE; SV Fort +2, Ref +4, Will 
  +5; Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 16.  
   
  Skills and Feats: Concentration +8, Hide +4, 
  Knowledge (arcana) +8. Move Silently +4, Spellcraft +3; 
  Dodge,Improved Inititive, Silent Spell. 
   
  Possessions: Crossbow, Light; Bolts, Crossbow 
  (10); wand of magic missile (CL: 1st) 
   
  Spells Known  (7/7/4; base DC = 13 + spell level): 
  0—Daze, Detect Magic, Detect Poison, Ghost Sound, 
  Ray of Frost, Touch of Fatigue; 1st—Grease, True 
  Strike, Ray of Enfeeblement; 2nd—Invisibility. 
  Heavy: male Human War4; CR 3; Medium humanoid; 
  HD 4D8 + 12; hp 33; Init +3; Spd 30 ft.; AC 14, touch 
  11, flatfooted 12; Base Atk +4; Grp +6; Atk +6 melee 
  (1d4+2/19-20, dagger) or +6 ranged (1d8/19-20, 
  crossbow,light); Full Atk +6 melee (1d4+2/19-20, 
  dagger) or +6 ranged (1d8/19-20, crossbow,light); 
  Space/Reach 5 ft./5 ft.; AL CE; SV Fort +7, Ref +2, Will 
  +2; Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 10.  
  Skills and Feats:  Hide +2, Intimidate +7, Listen +1, 
  Move Silently +3, Spot +1; Point Blank Shot, Rapid 
  Reload, Weapon Focus (Crossbow, light).  
   
  Possessions: Crossbow, light, masterwork; bolts, 
  crossbow (10); buckler; studded leather armor; dagger, 
  one dose black addler venom, tanglefoot bag. 
  Muscle: male Human War7; CR 6; Medium 
  Humanoid; HD 7D8 + 21; hp 58; Init +3; Spd 30 ft.; AC 
  14, touch 11, flatfooted 12; Base Atk +7; Grp +9; Atk +9 
  melee (1d4+2/19-20, dagger) or +10 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +9/+4 melee 
  (1d4+2/19-20, dagger) or +10/+5 ranged (1d8/19-20, 
  masterwork light crossbow);  Space/Reach 5 ft./5 ft.; 
  AL CE; SV Fort +7, Ref +2, Will +2; Str 14, Dex 12, Con 
  16, Int 10, Wis 12, Cha 10.  
  Skills and Feats:  Hide +3, Intimidate +9, Listen +1, 
  Move Silently +3, Spot +1; Point Blank Shot, Rapid 
  Reload, Rapid Shot, Weapon Focus (Crossbow, light) 
   
  Possessions: Crossbow, light, masterwork; bolts, 
  crossbow (10); buckler; studded leather armor; dagger, 
  one dose black addler venom, tanglefoot bag (3). 
  APL 6 
  Mineria Venomharvest: female Medusa; CR 8; 
  Medium monstrous humanoid ; HD 6d8+18; hp 50; 
  Init +5; Spd 30; AC 20, touch 15, flatfooted15; Base Atk 
  +6; Grp +6; Atk +11 (1d4 + poison, snakes) or +12 
  (1d6/x3, shortbow, masterwork); Full Atk +11 (1d4 + 
  poison, 
  snakes) 
  or 
  +12/+7 
  (1d6/x3, 
  shortbow, 
  masterwork); Space/Reach 5 ft./5 ft.; SA: Petrifying 
  gaze, poison; AL LE; SV Fort +5, Ref +10, Will +6; Str 
  10, Dex 20, Con 16, Int 14, Wis 12, Cha 15. 
   
  Skills and Feats: Bluff +8, Disguise +8, Hide: +13, 
  Move Silently +13, Spot +7. Feats: Point Blank Shot, 
  Precise Shot, Weapon Finesse. 
   
  Possessions: shortbow, masterwork; arrows (20); 
  dagger; studded leather armor, masterwork; elixir of 
  vision, brooch of shielding. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fortitude DC 15 negates. 
  BIS4-01 Murder In Pellak 
   
  Page 18 
  
   
  Poison (Ex): Injury, Fortitude DC 16; initial 
  damage 1d6 temporary Strength, secondary damage 
  2d6 temporary Strength. 
  APL 8 
  Mineria Venomharvest: female Medusa Asn2; CR 10; 
  Medium Monstrous Humanoid; HD 6d8+18 plus 2d6 + 
  6; hp 63; Init +5; Spd 30; AC 20, touch 15, flatfooted 15; 
  Base Atk +7; Grp +7; Atk +12 (1d4 + poison, snakes) or 
  +13 (1d6+1/x3, +1 shortbow); Full Atk +12/+7 (1d4 + 
  poison, snakes) or +13/+8 (1d6+1/x3, +1 shortbow);  
  Space/Reach 5 ft./5 ft.; SA: Death Attack, petrifying 
  gaze (Su) , poison (Ex), sneak attack +1d6, spells; SQ: 
  Poison use, uncanny dodge, +1 save against poison; AL 
  LE; SV Fort +5, Ref +13, Will +6; Str 10, Dex 20, Con 16, 
  Int 14, Wis 12, Cha 16. 
   
  Skills and Feats: Bluff +14, Disguise +12, Hide: 
  +15, Move Silently +15, Spot +7. Feats: Point Blank 
  Shot, Precise Shot, Weapon Finesse. 
   
  Possessions: +1 shortbow; arrows (20); dagger; 
  studded leather armor, masterwork; elixir of vision, 
  brooch of shielding. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fortitude DC 16 negates. 
   
  Poison (Ex): Injury, Fortitude DC 16; initial 
  damage 1d6 temporary Strength, secondary damage 
  2d6 temporary Strength. 
   
  Spells Known  (-/2; base DC = 12 + spell level):  
  1st—disguise self, obscuring mist, true strike. 
  APL 10 
  Mineria Venomharvest: female Medusa Asn4; CR 12; 
  Medium Monstrous Humanoid; HD 6d8+18 plus 4d6 + 
  12; hp 77; Init +5; Spd 30; AC 22, touch 15, flatfooted 
  17; Base Atk +9; Grp +9; Atk +14 (1d4 + poison, Snakes) 
  or +15 (1d6/x3, +1 shortbow); Atk +14 (1d4 + poison, 
  snakes) 
  or 
  +15/+10 
  (1d6/x3, 
  +1 
  shortbow); 
  Space/Reach 5 ft./5 ft.; SA: Death Attack, petrifying 
  gaze (Su) , poison (Ex), sneak attack +2d6, spells; SQ: 
  Poison use, uncanny dodge, +2 save against poison; AL 
  LE; SV Fort +5, Ref +13, Will +6; Str 10, Dex 20, Con 16, 
  Int 14, Wis 12, Cha 16. 
   
  Skills and feats: Bluff +14, Disguise +12, Hide: +15, 
  Move Silently +15, Spot +7. Feats: Ability Focus 
  (Petrafying Gaze), Point Blank Shot, Precise Shot, 
  Weapon Finesse. 
   
  Possessions: +1 shortbow; arrows (20); dagger; +2 
  studded leather armor; elixir of vision; necklace of 
  fireballs, type II, brooch of shielding, wand of magic 
  missile (1
  st level caster). 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fortitude DC 18 negates. 
   
  Poison (Ex): Injury, Fortitude DC 16; initial 
  damage 1d6 temporary Strength, secondary damage 
  2d6 temporary Strength. 
   
  Spells Known  (-/4/2; base DC = 12 + spell level):  
  1st—disguise self, jump, obscuring mist, true strike; 
  2cd—darkness, invisibility, undetectable alignment. 
  APL 12 
  Ogre Mage Fighter: male ogre mage Ftr2; CR 10; 
  Large Giant; HD 5d8+15 plus 2d10+6; hp 61; Initiative 
  +4; Spd 30 ft., fly 30 ft. (good); AC 20, touch 10, flat-
  footed 19; Base Atk +5; Grp  +14; Atk Greatsword +12 
  melee (3d6+7/19–20) or longbow +4 ranged (2d6+5/x3) 
  or longspear +12 (2d6+7/x3); Full Attack: Greatsword 
  +12 melee (3d6+7/19–20) or longspear +12 (2d6+7/x3) 
  or longbow +4 ranged (2d6+5/x3); Space/Reach: 10 
  ft./10 ft (20 ft with longspear); SA Spell-like abilities; 
  SQ Darkvision 90 ft., low-light vision, regeneration 5, 
  spell resistance 19; AL LE; SV Fort +7, Ref +1, Will +3; 
  Str 21, Dex 12, Con 17, Int 14, Wis 14, Cha 17. 
   
  Skills and Feats: Concentration +15, Listen +10, 
  Spellcraft +10, Spot +10; Combat Expertise, Improved 
  Initiative, Weapon Focus Longspear, Weapon Focus 
  Greatsword, Combat Reflexes. 
   
  Possessions: 
  masterwork 
  mighty 
  (+5) 
  large 
  composite longbow, 30 arrows, masterwork large 
  greatsword, masterwork large breastplate. 
   
  Spell-Like 
  Abilities: 
  At 
  will— 
  darkness, 
  invisibility; 1/day— charm person (DC 14), cone of 
  cold (DC 18), gaseous form, polymorph, sleep (DC 14). 
  Caster level 9th. The save DCs are Charisma-based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form it can 
  fly at its normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage. 
  Mineria Venomharvest: female Medusa Asn6; CR 14; 
  Medium Monstrous Humanoid; HD 6d8+18 plus 6d6 + 
  18; hp 90; Init +5; Spd 30; AC 22, touch 15, flatfooted 
  17; Base Atk +10; Grp +10; Atk +15 melee (1d4 + 
  poison, snakes) or +16 ranged (1d6+1/x3 + 1d6 
  electricity, +1 shock shortbow); Full Atk +15/+10 (1d4 
  + poison, snakes) or +17/+12 ranged (1d6+1/x3 + 1d6 
  electricity, +1 shock shortbow); Space/Reach 5 ft./5 ft.; 
  SA: Death Attack, petrifying gaze (Su) , poison (Ex), 
  sneak attack +3d6, spells; SQ: Inproved uncanny 
  dodge, poison use, uncanny dodge, +3 save against 
  poison; AL LE; SV Fort +5, Ref +13, Will +6; Str 10, Dex 
  21, Con 16, Int 14, Wis 12, Cha 16. 
   
  Skills and Feats: Bluff +16, Disguise +16, Hide: 
  +16, Listen +9, Move Silently +16, Spot +7. Feats: 
  Ability Focus (Petrafying Gaze), Point Blank Shot, 
  BIS4-01 Murder In Pellak 
   
  Page 19 
  
  Precise Shot, Weapon Finesse, Weapon Focus 
  (Shortbow). 
   
  Possessions: +1 shock shortbow; arrows (20); 
  dagger; +2 studded leather armor; elixir of vision; 
  necklace of fireballs, type II, brooch of shielding, wand 
  of magic missile (1
  st level caster). 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fortitude DC 18 negates. 
   
  Poison (Ex): Injury, Fortitude DC 16; initial 
  damage 1d6 temporary Strength, secondary damage 
  2d6 temporary Strength. 
   
  Spells Known  (-/4/4/1; base DC = 12 + spell level): 
   1st—disguise self, jump, obscuring mist, true strike; 
  2cd—darkness, invisibility, undetectable alignment, 
  spider climb; 3rd—deeper darkness, magic circle 
  against good, nondetection. 
  Encounter Five 
  All APLs 
  Salumar Coingiver, male Human Exp4 : 
  CR 3, Medium humanoid; HD 4D6; hp 18; Init +0; Spd 
  30 ft.; AC 10, touch 10, flatfooted 10; Base Atk +3; Grp 
  +3; Atk +3 (1d3 subdual, unarmed); Full Atk +3 (1d3 
  subdual, unarmed);  AL N;  SV Fort +1, Ref +1, Will +5; 
  Str 10, Dex 10, Con 10, Int 16, Wis 12, Cha 16.  
   
  Skills and Feats: Bluff +15, Diplomacy +12, Gather 
  Information +10, Listen +8, Perform (Oratory) +10, 
  Read Lips +10, Sense Motive +10, Spot +6, Knowledge 
  (local) +10, Profession (bookkeeper) +2, Profession 
  (scribe) +2; Negotiator, Persuasive, Skill Focus(Bluff). 
   
  Encounter Six 
  APL 2 
  Krelath, Male Human Rog1/Ftr2: CR 3; Medium 
  Humanoid;HD 1d6+1 plus 2d10+2; hp 22; Init +2; Spd 
  30; AC 14, touch 12, flatfooted 12;  Base Atk +2; Grp -1; 
  Atk +6 or +5 melee (1d6-1/18-20, rapier, masterwork; 
  1d4-1/18-20, kukri, masterwork) or +4 ranged (1d4-
  1/19-20, dagger); Full Atk +4 melee (1d6-1/18-20, 
  rapier, masterwork) and +3 melee (1d4-1/18-20, 
  kukri,masterwork) or +4 ranged (1d4-1/19-20, dagger); 
  Space/Range 5 ft./5 ft. SA: Sneak Attack +1d6; SQ: 
  Trapfinding; AL N; SV Fort +5, Ref +5, Will +1; Str 8, 
  Dex 15, Con 12, Int 13, Wis 10, Cha 14. 
   
   
  Skills and Feats: Bluff +8, Climb +5, Diplomacy +8, 
  Disable Device +1, Disguise +4, Forgery +3, Hide +4, 
  Jump +3, Listen +2, Move Silently +4, Open Lock +2, 
  Read Lips +3, Tumble +8, Slight of Hand +6, Use Magic 
  Device +8; Combat Expertise, Two-Weapon Defense, 
  Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus: Rapier. 
   
  Possessions: 
  rapier, 
  masterwork; 
  kukri, 
  masterwork; studded leather armor, masterwork; 
  dagger (3); one dose dark reaver poison; one dose giant 
  wasp poison; one dose blue whinnis; +1 cloak of 
  resistance. 
  APL 4 
  Krelath, Male Human Rog2/Ftr3: CR 5,Medium 
  Humanoid; HD 2d6+2 plus 3d10+3; hp 36; Init +3; Spd 
  30; AC 17, touch 13, flatfooted 13; Base Atk +4; Grp +3; 
  Atk +9 or +8 melee (1d6-1/18-20, rapier, masterwork; 
  1d4-1/18-20, kukri, masterwork) or +7 ranged (1d4/19-
  20, dagger); Full Atk +7 melee (1d6-1/18-20, rapier, 
  masterwork) and +6 melee (1d4-1/18-20, kukri, 
  masterwork) or +7 ranged (1d4-1/19-20, dagger); 
  Space/Reach 5 ft./5 ft.; SA: Sneak Attack +1d6; SQ: 
  Evasion, Trapfinding; AL N; SV Fort +4, Ref +7, Will 
  +1; Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 14. 
  Skills and Feats: Bluff +9, Climb +7, Diplomacy +9, 
  Disable Device +1, Disguise +5, Forgery +4, Hide +6, 
  Jump +5, Listen +4, Move Silently +6, Open Lock +3, 
  Read Lips +3, Tumble +10, Slight of Hand +7, Use 
  Magic Device +9; Combat Expertise, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus: Rapier. 
   
  Possessions: 
  rapier, 
  masterwork; 
  kukri, 
  masterwork; +1 studded leather armor; dagger (3); one 
  dose dark reaver poison; one dose giant wasp poison; 
  one dose blue whinnis; +1 cloak of resistance, potion of 
  haste. 
  APL 6 
  Krelath, Male Human Rog3/Ftr4: CR 7, Medium 
  Humanoid; HD 3d6+3 plus 4d10+4; hp 49; Init +3; Spd 
  30; AC 17, touch 13, flatfooted 13; Base Atk +6; Grp +5;  
  Atk +11 or + 10 melee (1d6-1/18-20, rapier; 1d4-1/18-
  20, kukri)  or +9 ranged (1d4-1/19-20, dagger); Full Atk 
  +9/+4 melee (1d6-1/18-20, rapier) and +8 melee(1d4-
  1/18-20, kukri) or +9/+4 ranged (1d4-1/19-20, dagger); 
  Space/Reach 5 ft./5 ft.; SA: Sneak Attack +2d6; SQ: 
  Evasion, Trap Sense +1, Trapfinding; AL N; SV Fort +6, 
  Ref +7, Will +2; Str 8, Dex 16, Con 12, Int 13, Wis 10, 
  Cha 14. 
   
  Skills and Feats: Bluff +10, Climb +9, Diplomacy 
  +10, Disable Device +1, Disguise +6, Forgery +5, Hide 
  +8, Jump +7, Listen +6, Move Silently +7, Open Lock 
  +3, Pick Pocket +6, Read Lips +3, Sleight of Hand +7, 
  Tumble +11, Use Magic Device +9; Combat Expertise, 
  Dodge, Improved Trip, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse, Weapon Focus: 
  Rapier. 
   
  Possessions: 
  rapier, 
  masterwork; 
  kukri, 
  masterwork; +1 studded leather armor; dagger (3); one 
  BIS4-01 Murder In Pellak 
   
  Page 20 
  
  dose dark reaver poison; one dose giant wasp poison; 
  one dose blue whinnis; +1 cloak of resistance, potion of 
  haste, hat of disguise. 
  APL 8 
  Krelath, Male Human Rog4/Ftr5: CR 7, Medium 
  Humanoid; HD 4d6+4 plus 5d10+5; hp 63; Init +3; Spd 
  30; AC 17, touch 13, flatfooted 13; Base Atk +8; Grp +7;  
  Atk +13 or+12 melee (1d6/18-20, +1 rapier; 1d4-1/18-
  20, kukri, masterwork), or  +11 ranged (1d4-1/19-20, 
  dagger); Full Atk +11/+6 melee (1d6/18-20, +1 rapier), 
  and +10/+5 melee (1d4-1/18-20, kukri, masterwork)  or 
  +11/+6 ranged (1d4-1/19-20, dagger); Space/Reach 5 
  ft./5 ft.; SA: Sneak Attack +2d6; SQ: Evasion, Trap 
  Sense +1, Trapfinding, Uncanny Dodge; AL N; SV Fort 
  +5, Ref +9, Will +2; Str 8, Dex 17, Con 12, Int 13, Wis 
  10, Cha 14. 
   
  Skills and Feats: Bluff +11, Climb +11, Diplomacy 
  +11, Disable Device +1, Disguise +7, Forgery +5, Hide 
  +9, Jump +9, Listen +7, Move Silently +9, Open Lock 
  +2, Read Lips +3Sleight of Hand +7, Tumble +12, Use 
  Magic Device +9; Combat Expertise, Dodge, Improved 
  Trip, Improved Two Weapon Fighting, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus: Rapier. 
   
  Possessions: kukri, masterwork; +1 studded 
  leather armor; dagger (3); one dose dark reaver poison; 
  one dose giant wasp poison; one dose blue whinnis; +1 
  cloak of resistance, potion of haste, hat of disguise, +1 
  rapier, potion of non-detection. 
  APL 10 
  Krelath, Male Human Rog5/Ftr6: CR 11, Medium 
  Humanoid; HD 5d6+5 plus 6d10+6; hp 76; Init +3; Spd 
  30; AC 17, touch 13, flatfooted13; Base Atk +9; Grp +8; 
  Atk +14 or +13 melee(1d6/18-20, +1 rapier, 1d4/18-20, 
  +1 kukri) or  +12 ranged (1d4-1/19-20, dagger); Full Atk 
  +12/+7 melee(1d6/18-20, +1 rapier) and +11/+6 melee 
  (1d4/18-20, +1 kukri), or  +12/+7 ranged (1d4-1/19-20, 
  dagger); Space/Reach 5 ft./5 ft.; SA: Sneak Attack +3d6; 
  SQ: Evasion, Trap Sense +1, Trapfinding, Uncanny 
  Dodge; AL N; SV Fort +7, Ref +11, Will +4; Str 8, Dex 
  17, Con 12, Int 13, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +12, Climb +13, Diplomacy 
  +12, Disable Device +1, Disguise +8, Forgery +5, Hide 
  +11, Jump +11, Listen +10, Move Silently +11, Open 
  Lock +2, Read Lips +3, Sleight of Hand +7, Tumble +13, 
  Use Magic Device +9; Combat Expertise, Dodge, 
  Mobility, Improved Trip, Improved Two Weapon 
  Fighting, 
  Two-Weapon 
  Defense, 
  Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus: Rapier. 
   
  Possessions: +1 studded leather armor; dagger (3); 
  one dose dark reaver poison; one dose giant wasp 
  poison; one dose blue whinnis; +2 cloak of resistance, 
  potion of haste, hat of disguise, +1 rapier, potion of 
  non-detection, +1 kukri, potion of invisibility, potion 
  of bull’s strength, potion of shield of faith (+5). 
  APL 12 
  Krelath, Male Human Rog6/Ftr7: CR 13, Medium 
  humaniod; HD 6d6+6 plus 7d10+7; hp 90; Init +3; Spd 
  30; AC 18, touch 14, flatfooted 13; Base Atk +11; Grp 
  +10; Atk +17 or +18 melee (1d6/18-20 + 1d6 cold, +1 
  frost rapier; 1d4/18-20, +1 kukri) or +15 ranged (1d4-
  1/19-20, dagger); Full Atk +15/+10/+5 melee (1d6/18-
  20 + 1d6 cold, +1 frost rapier) and +14/+9 melee 
  (1d4/18-20, +1 kukri), or +15/+10/+5 ranged (1d4/19-
  20, dagger); Space/Reach 5 ft./5 ft.; SA: Sneak Attack 
  +3d6; SQ: Evasion, Trap Sense +2, Trapfinding, 
  Uncanny Dodge; AL N; SV Fort +8, Ref +13, Will +5; 
  Str 8, Dex 18, Con 12, Int 13, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +13, Climb +15, Diplomacy 
  +13, Disable Device +1, Disguise +9, Forgery +5, Hide 
  +13, Jump +13, Listen +12, Move Silently +13, Open 
  Lock +2, Read Lips +3, Sleight of Hand +7, Tumble +14, 
  Use Magic Device +9; Combat Expertise, Dodge, 
  Mobility, Improved Trip, Improved Two Weapon 
  Fighting, Spring Attack, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse, Weapon Focus: 
  Rapier. 
   
  Possessions: +1 studded leather armor; dagger (3); 
  one dose dark reaver poison; one dose giant wasp 
  poison; one dose blue whinnis; +2 cloak of resistance, 
  potion of haste, hat of disguise, +1 frost rapier,, potion 
  of non-detection, +1 kukri, potion of invisibility, 
  potion of bull’s strength, potion of shield of faith (+5). 
   
  Krelath’s Physical Description:  
  • 
  Kerlath is 5’6 and weighs 160 pounds.   
  • 
  His left ring finger shows signs of a missing 
  ring (Spot DC 12). 
  • 
  His clothes have a slight smell of fish to them 
  (Survival DC 18). 
  • 
  There are small splinters inder his fingernails, 
  such like those of an apprentice carpanter 
  (Profession (carpentry) DC 10). 
  • 
  He has many small lapses of memory (Sense 
  Motive DC 23). 
   
  BIS4-01 Murder In Pellak 
   
  Page 21 
  
  Appendix IV – Maps
   
  Sneak 
  BIS4-01 Murder In Pellak 
   
  Page 22 
  
  Appendix V – Stygian Water
   
  Reprinted fron the Manual of the Planes, page 86: 
  The River Styx:  This river bubbles with grease, foul floatsam,and putrid remains of 
  battles along it’s banks.  Those who taste or touch its waters must make a Fortitude 
  saving throw (DC 17) or suffer total amnesia.  Treat the victim as if feebleminded (as 
  the feeblemind spell).  Even those who do make their saves lose all memory of the last 
  8 hours.  Prepared spells remain in memory although the victim may not realize 
  they’re prepared.  
  BIS4-01 Murder In Pellak 
   
  Page 23 
  
  Player Handout #1 
   
  A note found in an underground complex written in Infernal: 
   
  Krelath you fool!  I have not worked for this long to 
  have one of your charges ruin me.  The blue-blooded 
  weasel is truly lucky that he has already paid for his 
  ineptitudes.  My curses will break upon you as the tide 
  breaks upon the shores. Yet, if you show a glimmer of 
  talent during your current assignment, I may still 
  reconsider.  I will know how you fare. As for now, I 
  have taken the remainder of my students with me.  If I 
  am so inclined, I will contact you with further 
  instructions. I do not want any further issues to arise; 
  my fury will outlast your mortal coil.   
   
  Do Not Fail Me 
  V ~ 
   
  BIS4-01 Murder In Pellak 
   
  Page 24 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/594/Normal Scenarios/BIS4-01 - Murder in Pellak (APL 2-12)/BIS4-01 - Murder in Pellak.pdf