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. 
  BIS7-03 
   
   
   
   
  All That for a Bag of Silver? 
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Bissel Regional Adventure 
  Version 0.5.0 
   
  by Cameron Logan 
  Reviewers: Bissel Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Crystal Babcock, Phil Bonder, Bud Britton, Lee Burton and Jon Sedich 
   
   
  “To the manse came six, gathered for their great knowledge and experience. A seventh would speed the tasks that were 
  their burden and their destiny. The water bearer was the keystone to success, bound in manacles. The equite, a shade, 
  distorted by avarice, the downfall of one.” A Bissel regional adventure for APLs 2-12, and Part 2 of the Shadows and Sigils 
  series. 
  Note: This adventure will be of particular interest to PCs that belong to the Bardic Circle, Guild of the Arcane Path, 
  Nightwatch or any Bissel Church meta-org. 
   
  Resources: Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], Sandstorm [Bruce R. 
  Cordell, Jennifer Clarke Wilkes, JD Wiker], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matthew 
  Sernett, Chris Thomasson, James Wyatt]. 
  
  BIS7-03 All That for a Bag of Silver? 
   
  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 
  
  BIS7-03 All That for a Bag of Silver? 
   
  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 
  the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley 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 
  As the curtain opens on CY 597, the March of Bissel 
  contends with a number of threats to its national peace 
  and prosperity. Kettite raiders have provoked the Great 
  Army of Bissel into launching an assault into the 
  Bramblewood 
  Forest. 
  A 
  deadly 
  disease 
  spreads 
  unchecked among the populace, with priests and healers 
  befuddled to its preternatural resistance to curing. A 
  sprawling primeval forest has erupted from the once 
  quiet plains of Nightwatch. In short, the nation is going 
  to hell in a haversack.  
   
  His Lofty Grace, Malto Adeur, newly elected 
  Margrave of Bissel, is taking steps to alleviate the 
  suffering of the people. While Field Marshall Steich 
  Valiserat battles the Kettites at Bissel’s border, Margrave 
  Adeur has assembled a group of scholars, mages and 
  priests with the purpose of solving the grave internal 
  problems. Gathered at an otherwise abandoned keep in 
  the Barony of Paercium, the group of tireless scholars has 
  taken to calling themselves the Paercine Camerata.  
   
  Their first priority is researching possible treatments 
  and an eventual cure to the plague spreading over the 
  nation. Unfortunately, internal strife and a corrupting 
  influence within their new home in Paercium may 
  prevent the Camerata from even beginning the most 
  important aspects of their work.    
  ADVENTURE SUMMARY 
  The PCs are traveling from Pellak to Dountham on the 
  March Road when they encounter a few wagons 
  traveling in the same direction. Some dangerous 
  creatures erupt from the wagons and the PCs are urged to 
  subdue these creatures. The PCs then travel to Leigor 
  Manor where they meet the Paercine Camerata. 
  # 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 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 3 
   
  For the remainder of the adventure, the PCs are 
  aiding the Paercine Camerata in whatever tasks are 
  needed to be completed. The first task is to retrieve an 
  expert needed by the Camerata to continue their 
  research. While the PCs are completing this task they 
  hear of some complaints from a few commoners and may 
  choose to do an optional encounter where they bring the 
  complaints of the common man to the Baron.  
   
  Once the PCs return to Leigor Manor they become 
  aware of a corrupting influence in the building and are 
  sent to investigate after an undead attack. In their 
  explorations the PCs come upon a hideous trap before 
  finding the source of the corruption, an undead knight 
  named Sir Leigor. The PCs can either destroy Sir Leigor 
  or convince him to leave through diplomacy. Once they 
  have eliminated Sir Leigor, the Camerata can continue 
  their work in peace, and the PCs are dismissed until their 
  aid is called for again.   
   
  Introduction: On the Road Again 
  Estimated Time: 15 minutes 
  The PCs have been traveling on the March Road when 
  they stumble onto a pair of slow moving wagons driven 
  by two teamsters, cousins named Jorvus and Siln. It is 
  obvious to the PCs that Jorvus and Siln should require a 
  little more protection in their travels. 
  Encounter 1: Delicious Surprise 
  Estimated Time: 40 minutes 
  Crates on the wagons break open revealing unusually 
  large animals trying to escape. Jorvus and Siln will 
  desperately try to get the PCs to capture and subdue the 
  fleeing creatures, though the PCs may be more inclined 
  to use deadly force.  
  Encounter 2: Mansion on the Hill 
  Estimated Time: 20 minutes 
  The wagons and PCs arrive at Leigor Manor in the 
  Barony of Paercium. They are greeted by members of the 
  Paercine Camerata, briefed on the group’s existence and 
  mission, and asked to aid the Camerata in completing 
  some crucial tasks.  
  Encounter 3: I Love This Bar 
  Estimated Time: 25 minutes 
  The PCs’ first task is to travel to the village of Emon’s 
  Rest, a village near the Baronial capital of Mahiro. At a 
  tavern called the Fountain they are to pick up a priestess 
  of Geshtai named Mehri la’Feyvim, an expert in 
  herbalism whose aid is required by the Camerata. While 
  there the PCs also have an opportunity to interact with 
  some disgruntled locals.  
  Encounter 4 (optional): Big Boss Man 
  Estimated Time: 20 minutes 
  In this optional encounter, the PCs have agreed to take 
  the complaints of the locals directly to the Baron of 
  Paercium, Lord Conri Sollus. After some brief 
  consideration, Baron Sollus gives the PCs a counter-offer.  
  Encounter 5: Turn the Page 
  Estimated Time: 30 minutes 
  Having returned to Leigor Manor the PCs find 
  themselves once again at the disposal of the Paercine 
  Camerata. The PCs are given a tour of the Mansion, and 
  are attacked by undead while in the Estate’s library.  
  Encounter 6: Suspicious Minds 
  Estimated Time: 20 minutes 
  After the undead attack it becomes clear that there is 
  some corrupting influence in the mansion, and the PCs 
  are sent to deal with it. As the PCs explore they find some 
  clues as to the corruption’s origins and encounter a 
  hideous trap. 
  Encounter 7: Crazy 
  Estimated Time: 25 minutes 
  The PCs encounter Sir Leigor, the undead knight, 
  jealousy guarding the entrance to his secret vault. The 
  PCs must either destroy Sir Leigor or convince him to 
  abandon his undead existence and move on to the 
  afterlife.  
  Encounter 8: Mixed Bag 
  Estimated Time: 5 minutes 
  Once Sir Leigor is gone, the PCs have access to his vault. 
  Unfortunately, it seems someone else has beaten them to 
  it and all that’s left is a lonely bag. But the bag is more 
  than it seems… 
  Conclusion A: Behind Closed Doors 
  Estimated Time: 5 minutes 
  In this general conclusion, the PCs have gotten rid of Sir 
  Leigor.  Now the Camerata can continue their work in 
  peace. The Camerata informs the PCs that they may need 
  their help again in the near future.  
  Conclusion B: Take This Job and Shove It! 
  Estimated Time: 5 minutes 
  In this optional conclusion, the PCs have decided to take 
  Baron Sollus up on his offer and subjugate the peasantry 
  until the complaints of the disgruntled commoners are 
  forgotten and their hopes for a better life are quashed.  
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 4 
  Conclusion C: I Had a Heart 
  Estimated Time: 5 minutes 
  In this optional conclusion, the PCs delivered the 
  treasures they found to the Baron so he can use it to 
  begin to alleviate the suffering of the common people of 
  Paercium.  
  PREPARATION FOR PLAY 
  This adventure has a rather picaresque style; there is even 
  an optional encounter that can be done. While no time-
  limit is placed on the PCs in game, judges running this 
  scenario in a convention slot should keep an eye on time 
  and keep things moving.  
   
  The adventure begins on Waterday, 5 Readying CY 
  597 and can take any number of days until its conclusion. 
  The season is early spring and the weather is mild 
  throughout. A full moon will not occur until Godsday, 11 
  Readying CY 597 – if it matters.  
   
  It is good to have a pair of scissors or similar paper-
  cutting implement to cut the bookshelves on Player 
  Handout #1 - Bookshelves for Encounter 5. 
   
  Before beginning, asks the players if they have 
  played any of the following Bissel Regional Adventures: 
  BIS2-A1 Wizardly Plans, BIS3-01 Oakstaff, BIS4-01 Murder in 
  Pellak, BIS5-03 Trials and Triumphs, BIS5-05 Strange 
  Bedfellows, BIS5-06 Vanity and Vexation, BIS6-04 Face of 
  Copper, BIS7-02 Caravan. NPCs that appear in this 
  adventure previously appeared in the adventures listed 
  and it’s probable that the PCs may have met these NPCs 
  before. 
   
  Also establish if the PCs are members of the 
  following Bissel meta-orgs: Bardic Circle, Church of 
  Geshtai, Church of Heironeous, Church of Pelor, Church 
  of Rao, Church of Zilchus, Great Army of Bissel, Guild of 
  the Arcane Path or the Nightwatch. As many of the NPCs 
  appearing in this adventure have strong connections to 
  power groups, members in these meta-orgs would 
  recognize some of the NPCs.  
   
  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: ON THE 
  ROAD AGAIN 
  Estimated Time: 15 minutes 
  As the placid oracles of Istus would put it, “These are 
  interesting times for the March of Bissel.”  
   
  “Interesting times” is putting it mildly.  
   
  It was not long after the election of Archpriest 
  Malto Adeur to the position of Margrave that Kettite 
  raiders attacked the capital city of Thornward. Large 
  forces of the Great Army have been activated to serve 
  as border defense and have begun to drive the 
  Kettites back into the Bramblewood Forest.  
   
  Meanwhile, Bissel faces a number of internal 
  problems 
  to 
  its 
  peace 
  and 
  prosperity. 
  The 
  appearance of an unnatural and rapidly growing 
  forest in an otherwise treeless plain forced the 
  evacuation of most of the Barony of Nightwatch. 
  Meanwhile, a mysterious illness has begun to claim 
  the lives of the infected, with priests and healers 
  unable to cure the blight. 
  The PCs may wish to gather some information and 
  rumors before beginning the adventure. The following 
  are rumors they can pick up with a Gather Information 
  check that beats the DC listed. The truth or falsehood of 
  each rumor will be revealed with the passage of time. 
  DC 15 
  • 
  After a close election, the Council of Barons chose 
  Archpriest Malto Adeur to ascend to the vacant 
  position of Margrave of Bissel. Malto has proven to 
  be an effective leader of the Church of Heironeous 
  in Bissel, and many expect that he will bring these 
  admirable qualities to his position as ruling 
  monarch.  
  • 
  The various barons are traveling to Thornward to 
  renew their pledges of fealty to the newly elected 
  Margrave of Bissel, Malto Adeur.  
  • 
  It seems unbelievable, but Brar the Crusader has 
  now gone 15 straight bouts unbeaten. The 
  underground combat arenas in Sareden have never 
  before seen such a skilled pit fighter.  
  DC 20 
  • 
  Little is known about the newly elected Margrave’s 
  background except this; Malto Adeur was born a 
  commoner and got his start as a parish priest in the 
  now destroyed township of Clunther.  
  • 
  The 1
  st Kynneret, under the leadership of Field 
  Marshall Valiserat, has seized Avernand Keep – the 
  first waypoint along the Irafa Road in Ket. If this 
  progress continues, Bissel will soon be able to end 
  the Kettite threat, once and for all. 
  • 
  A force is being assembled to delve into the forests 
  of Nightwatch, and retake the abandoned township 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 5 
  of Truelight. They should be ready to move within a 
  few weeks. 
  DC 25 
  • 
  The new Margrave Malto Adeur is elderly and 
  heirless. Many see his election as stopgap measure 
  for some nobles who seek to be his replacement in a 
  few years. 
  • 
  Margrave Malto Adeur has assigned a force of 
  clerics, arcanists, and other specialists to find a cure 
  to the plague. 
  • 
  While boat traffic has resumed across Lake Hasra, a 
  number of keelboat pilots living in New Clunther 
  whisper about a terrible creature lurking beneath the 
  surface.  
  DC 30 
  • 
  A few people remember a Malto Adeur working as 
  parish priest in Clunther about 30 years ago. It is said 
  that necromancers murdered his wife and children 
  in a reprisal killing, around CY 560. 
  • 
  A comet was spotted in the sky during Needfest at 
  the beginning of the year. Most oracles and diviners 
  see the celestial occurrence as a bad omen, and 
  refrain from talking about it. 
  The adventure takes place in the Barony of Paercium. PCs 
  who wish to gain a little information on this place may 
  attempt a Knowledge [local – Sheldomar Valley 
  Metaregion] check that beats the DCs listed below:  
  • 
  (DC 10) Paercium serves as an agricultural center for 
  Bissel. In fact, a common saying here is “Bissel grows 
  when Paercium sows. 
  • 
  (DC 15) The current Baron of Paercium, Lord Conri 
  Sollus, is a devout priest of Heironeous and an 
  appointment to the Baronial seat from Larrangin’s 
  time on the Margrave’s throne. 
  • 
  (DC 20) Baron Sollus’s beloved nephew, Mylan, was 
  found murdered in Pellak in early CY 594. A tribunal 
  brought the suspected killers in for judgment, but 
  the accused were cleared of any wrongdoing and 
  released.  
  • 
  (DC 25) The former baron, Hendri Paercium, was 
  from a line of nobles who had ruled since about 400 
  CY. An assassin's poisoned dagger brought that 
  bloodline to an end. The assassin was never captured, 
  and no one is sure why someone wanted Hendri 
  dead.  
  Establish which PCs are members of the Great Army of 
  Bissel and which PCs are not. All citizens of Bissel are 
  required to join the Great Army of Bissel due to 
  mandatory conscription laws. If PCs eligible for service 
  are not currently serving they are breaking the law. See 
  regional documentation for more information.  
   
  The following should be read or paraphrased for PCs 
  who are members of the Great Army of Bissel: 
  You can’t believe your luck. For once it was your 
  name called by the company clerk as he announced 
  the list of soldiers being given a week of leave. 
  Getting out of Pellak as quickly as you could you 
  now find yourself on the March Road, heading for 
  the township of Dountham. There, far from the 
  regional centers of Bissel’s Army, you’ll be able to 
  find some peace and quiet, and maybe a little gold to 
  be made on the side. 
   
  The following should be read or paraphrased for PCs 
  who are not members of the Great Army of Bissel: 
  The March of Bissel is both a trade nexus and a land 
  seemingly perpetually at war. These two facts leave 
  you confident that opportunity awaits you within 
  the heart of the nation. You now find yourself 
  traveling on the March Road, leaving the former 
  capital Pellak en route to the township of 
  Dountham. Cutting across the Barony of Paercium 
  you speculate on what adventure awaits you on the 
  open road. 
   
  The following can now be read or paraphrased for all 
  PCs to lead them into Encounter 1: 
  As you travel steadily north and west on the March 
  Road you’ve come across a handful of fellow 
  travelers heading in the same direction. Among 
  them are two teamsters driving a pair of slow 
  moving wagons laden with crates and trade goods. 
  Their only guard is a beardless swordsman, barely 
  past the age of childish games, yet dressed in the 
  uniform of a soldier of Bissel. 
  Now would be the appropriate time for PC introductions. 
  The PCs will also undoubtedly wish to get to know the 
  teamsters and their guard. They will first meet the two 
  teamsters, named Jorvus and Siln. They can also interact 
  with the teamsters’ guard, a young man named Ilden. 
  This event should happen on the PCs first day of travel 
  (Waterday, 5 Readying CY 597) a little before noon.  
   
  Read or paraphrase the following:  
  It doesn’t take you very long to get acquainted with 
  the two wagon drivers, who turn out to be cousins 
  named Jorvus and Siln. When you first met the two 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 6 
  mixed-blood humans, they were bickering amiably 
  about who should be driving the lead wagon. After a 
  coin toss, a dice roll, a brief wrestling match and a 
  final coin toss, Jorvus now sits in the lead wagon 
  with his cousin driving the rear wagon.  
   
  Both have greeted you amiably and freely invite 
  you all to travel with them. It seems these two are 
  teamsters in the Great Army who have agreed to do a 
  little side job while they have a week’s leave. 
  While both men are generally jocular and boisterous, 
  Jorvus is the more energetic and gregarious of the two, 
  while Siln is slightly more introspective and thoughtful. 
  It is more likely that the PCs will interact with Jorvus 
  than his cousin, unless the PCs specifically speak with 
  Siln. This is important since Siln knows about the 
  dangerous creatures that they are transporting, and has 
  purposely kept his cousin Jorvus in the dark on that 
  aspect of the job.  
   
  PCs who have played BIS7-02 Caravan have met 
  Jorvus and Siln before as they are members of a group of 
  Great Army teamsters called The Archpaladin’s Heralds. 
  Likewise, PCs who are teamster specialists in the Great 
  Army of Bissel have likely met Jorvus and Siln in an out-
  of-game context, for example…teamster orientation.  
   
  Regardless, both men can provide the following 
  information: 
  • 
  Both Jorvus and Siln are members of the 
  Archpaladin’s Heralds. 
  • 
  They are using a two-day pass to do some side work, 
  transporting supplies to a group of scholars in the 
  Barony of Paercium. The crates are to be sealed until 
  their arrival and the contents are all just boring stuff, 
  research materials and the like.  
  • 
  Their next orders are to report to Dountham to do a 
  supply run to Thornward and then the front lines. 
  They’ll be doing this with their regular unit, the 
  Archpaladin’s Heralds. 
  • 
  Their guard is Ilden, fresh out of basic training. 
  Ilden has a five-day pass until he is to report to the 
  front lines.   
   
  If the PCs get curious about Iden, read or paraphrase 
  the following: 
  The young recruit is barely an adult; he is not so 
  much wet behind the ears as soaked. Literally too, 
  his face is covered in sweat as he struggles to keep 
  up. This is one recruit who hasn’t yet built up the 
  endurance and savvy he’ll need to survive the Kettite 
  front. 
  Ilden is from Gerorgos, and is seeking fortune and glory 
  as a soldier in order to impress his sweetheart back home. 
  His girlfriend’s name is Cyress. Otherwise, Ilden knows 
  nothing that would interest the PCs. 
   
  Once the PCs have met each other and the members 
  of the caravan, continue with Encounter 1. 
  ENCOUNTER 1: DELICIOUS 
  SURPRISE 
  Estimated Time: 40 minutes 
  Refer to DM Aid: Map #1 – Delicious Surprise for PC 
  placements in this encounter. The positions for PCs are 
  suggested positions, but the players may place the PCs 
  wherever they would want to be during travel. Note that 
  only Siln’s wagon is pictured; Jorvus’s wagon is off the 
  map to the left.  
   
  The events of this subsection should occur at about 
  midafternoon on the first day of travel. The PCs are 
  traveling with the teamsters when dangerous creatures 
  escape from a crate to cause terror and mayhem. 
   
  Read or paraphrase the following: 
  You have been traveling with Jorvus’ and Siln’s 
  wagons for a few hours when a savage roar assaults 
  the relative peace and quiet of travel. Quickly 
  scanning the horizon of the flat plain to either side 
  of the road you see…nothing. It is then that you 
  realize the bestial snarl came not from your flank, 
  but from a crate on one of the wagons. 
   
  From Siln’s wagon the crate explodes in a 
  violent burst of splinters, revealing an enormous 
  and feral looking animal of rather unusual size. 
  [Siln]: “Great Holy Halls of Heironeous! Don’t let it 
  escape! Capture it alive!” 
  Combat: The animals being transported by Jorvus and 
  Siln are unusual specimens captured and sedated for 
  transport. They are being taken to the Paercine Camerata 
  for study. Siln will insist on the creatures being captured 
  alive. 
   
  The animals, on the other hand, have only one thing 
  in mind - escape. They will move across the ground in the 
  quickest direction possible to take them away from the 
  teamsters and the PCs, clawing and biting as they go. 
  APL 2 (EL 3) 
  � Dire Toad: hp 30; see Appendix 1. 
  APL 4 (EL 5) 
  � Dire Toad (2): hp 30; see Appendix 2. 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 7 
  APL 6 (EL 7) 
  � Advanced Dire Toad of Legend: hp 105; see 
  Appendix 3. 
  APL 8 (EL 9) 
  � Advanced Dire Tortoise: hp 224; see Appendix 4. 
  APL 10 (EL 11) 
  � Advanced Dire Tortoise of Legend: hp 288; see 
  Appendix 5. 
  APL 12 (EL 13) 
  � Advanced Dire Tortoise of Legend (2): hp 288; 
  see Appendix 6. 
  Tactics: During the fight, Siln will attempt to cajole the 
  PCs into subduing the animals instead of killing them. 
  Jorvus will simply try to get his cousin out of danger, and 
  Ilden will rush forward like a good caravan guard. Ilden 
  will charge, provoke attacks of opportunity, and likely get 
  killed pretty quickly.  
   
  The animals will simply try to get away but will 
  attack if threatened or damaged. The tortoises will not 
  attempt to burrow.  
   
  APL 2-6: The toads can attempt jump checks to get 
  away, otherwise they will try to make a meal of a small 
  sized PC at APL 2 or 4, and a medium or small sized PC at 
  APL 6. 
   
  APL 8-12: The tortoises will take advantage of its 
  Lightning Strike ability if any opponent (including 
  NPCs) is in range. It will then do its best to flee but will 
  attack any PC threatening it.  
  Developments: After the combat, Siln (if he still lives) 
  will be more forthcoming with the details of the job. He 
  was told upon picking up the crates that they contained 
  live animals that were magically sedated. He was assured 
  the animals would sleep throughout the entire journey. 
  Siln can produce official army orders that state the 
  following: the animals are being taken to a place called 
  Leigor Manor here in the Barony of Paercium for study. 
  The mission was to remain secret, but in light of what has 
  just happened he doesn’t mind the PCs knowing all about 
  it.  
   
  At hearing the name Leigor Manor, PCs can attempt 
  a Knowledge [nobility and royalty] check (DC 25), a 
  Knowledge [local – Sheldomar Valley Metaregion] check 
  (DC 30) or a Bardic Knowledge check (DC 20) to receive 
  the following information: Leigor is the name of a 
  Baronial Knight of Paercium. A noble hero of some small 
  renown, Leigor was last heard traveling to Geoff to battle 
  giants for the glory of his nation (Bissel) and his baron 
  (Lord Conri Sollus, Baron of Paercium). 
   
  If the PCs decide that they are done with Siln, Jorvus 
  and their crates full of dangerous animals, they may leave 
  the adventure at this time. If they decide to travel with 
  Jorvus and Siln to Leigor Manor (which is what Jorvus 
  and Siln suggest), proceed to Encounter 2. 
  All APLs 
   
  � Jorvus 
  Bingham: 
  Male 
  Human 
  (bos) 
  War1/Rog1 (Bluff +4, Climb +4, Intimidate +7, Handle 
  Animal +6, Hide +4, Move Silently +4, Slight of Hand +4, 
  Spot +3); AL NG; hp 12; see Appendix 7. 
   
  � Siln Bingham: Male Human (bos) War1/Rng1 
  (Climb +6, Handle Animal +6, Ride +7); AL LG; hp 15; see 
  Appendix 7. 
   
  � Ilden: Male human War1 (Handle Animal +5); 
  AL LG; hp 9; see Appendix 7. 
  ENCOUNTER 2: MANSION ON 
  THE HILL 
  Estimated Time: 20 minutes 
  This encounter occurs once the PCs have arrived at 
  Leigor Manor, which occurs near sundown on the first 
  day of travel. At Leigor Manor the PCs will meet the 
  Paercine Camerata, learn of the Camerata’s reason for 
  being, and asked to aid in tasks important to the 
  Camerata’s mission. 
   
  Read or paraphrase the following: 
  Thankfully, your continuing travels with Jorvus and 
  Siln are not long: by sundown you have arrived at 
  your apparent destination. Passing the wagons 
  through heavy iron gates you arrive on the grounds 
  of an old-looking mansion. The estate shows some 
  signs of disrepair as you make your way to a carriage 
  awning in front of steps leading to the main 
  entrance.  
   
  Standing there to greet you is a middle-age 
  human man of mixed Oeridian and Suel features. 
  He is dressed in comfortable-looking traveling 
  clothes, but you can’t help noticing the fine looking 
  vest and headband. The man greets you in an 
  articulate, but hard to place accent.  
  [Tsogath]: “Most excellent. My divinations warned 
  me of your arrival, and here you all are at the 
  appointed time. But my… there are more of you 
  than I expected. I trust the cargo is intact?” 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 8 
  PCs that played BIS2-A1 Wizardly Plans (ConnCon 
  Interactive 2002) will recognize Tsogath as an officer in 
  the Great Army of Bissel. He is in charge of training 
  Battlecasters, and in BIS2-A1 Wizardly Plans PCs would 
  have only had a chance to interact with his severed head. 
  Fortunately he has been raised and has been serving 
  Bissel to the best of his ability since. 
   
  PCs who are Battlecasters in the Great Army of 
  Bissel or members of the Guild of the Arcane Path will 
  likewise recognize Tsogath as he is a member of both 
  organizations.  
   
  At this point, Tsogath is expecting the PCs to tell 
  him why they are traveling with Jorvus and Siln and 
  what, if anything, happened with the cargo (sedated 
  animals). If the PCs are purposely evasive or try to ask 
  questions of Tsogath before they have told him what he 
  needs to know, read or paraphrase the following response 
  from Tsogath. 
  [Tsogath]: “Why are you being so evasive? I only 
  wish to know what has transpired in the shipping of 
  the animals my companions and I have been asked 
  to study.” 
   
  Tsogath has a genius-level intellect, and is normally 
  quite impatient, but he is willing to verbally spar with the 
  PCs if they continue to be uncooperative. His main 
  motivation for greeting the PCs at the door is to get away 
  from the rest of the Camerata for a time. The more time 
  spent out with the PCs is more time spent away from his 
  companions, who he finds very annoying (see below).  
   
  Once the PCs have told Tsogath about their combat 
  with the unusually enormous animals, read or paraphrase 
  the following (tailoring the text to best fit the 
  circumstances):  
  [Tsogath]: “I am very pleased that the specimens 
  have arrived intact. Finally, my comrades and I can 
  cease speculating about these creatures and begin to 
  gather some serious empirical data for our 
  research.” 
   
  It’s possible that PCs are extremely curious about 
  Tsogath, Leigor Manor, his companions and their 
  researches. For his part, Tsogath wants to delay his return 
  to the Camerata’s meeting for as long as possible, so he 
  will answer questions that the PCs might have at this 
  time. Probable questions and Tsogath’s responses are 
  listed below.  
  Who are you? “I am called Tsogath. I am a Guildmage 
  of the Arcane Path and until recently, I have been 
  involved in training battlecasters for the Great Army 
  of Bissel.” 
  Who are these companions you mentioned? “I am 
  joined in my researches by several distinguished 
  scholars, who have all been hand selected by either 
  Margrave Malto Adeur or one of his advisors. You 
  can meet with them as well, in a moment.” 
  What is this place? “When the Margrave assembled 
  our group of researchers, he asked the Baron of 
  Paercium, Lord Conri Sollus, to donate a secluded 
  location for us to work without distraction. Lord 
  Sollus had this estate available. It is called Leigor 
  Manor.” 
  Why is this place called Leigor Manor? ”I do not know. 
  I have not had time to research the complete history 
  of this place; significantly more important matters 
  have been taking up most of my time.” 
  What are you doing here?”/“What are you researching? 
  “The idea of assembling a group of scholars to begin 
  researching 
  some 
  unpleasant 
  phenomenon 
  occurring around Bissel was one of the first things 
  Margrave Malto Adeur wished to put into action. My 
  colleagues and I have been here almost a month 
  now, looking into a mysterious illness that has been 
  spreading across the March. We are also interested 
  in the preternatural appearance of a forest in 
  Nightwatch along with oddly large and aggressive 
  animals. We call ourselves the Paercine Camerata. 
  “Paercine,” from Old Oeridian meaning “abundant” 
  or “productive” and is the same root word from 
  which this Barony, “Paercium” takes its name. 
  “Camerata,” also from the Old Oeridian, meaning 
  “cooperation” or “assortment of complementary 
  things.” Thus my companions, and I, are the 
  Paercine Camerata. I came up with the name myself; 
  languages are very interesting to me.” 
  What progress have you made in your research? 
  “Research of this type is a slow and largely 
  unrewarding task. Although it has taken up most of 
  our time, there have been no breakthroughs on the 
  issue of the disease. As far as this forest is 
  concerned, so far we have only been working with 
  inert plant samples, so I am eager to begin studying 
  the animal specimens that you have brought us.” 
  What’s the deal with the accent? ”What accent? I am a 
  brilliant scholar. Currently I am speaking twenty-
  two languages, of which, common I am speaking the 
  best.” 
  You like languages? I learned Illumian from this book I 
  found in BIS6-04 Face of Copper. “Impossible! There is 
  not a language on Oerth that I am not aware of, yet I 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 9 
  have never heard of this “Illumian” of which you 
  speak. Tell me how you came by this…” 
  As Tsogath is conversing with the PCs, it will occur to 
  him that they could be of a tremendous help to the 
  Paercine Camerata. After the PCs are done with 
  questions, he will say as much. Read or paraphrase the 
  following:  
  The wizard begins to tap his chin as he becomes 
  deeply lost in thought. Finally, he starts to nod as if 
  having decided on a course of action. His gray eyes 
  land squarely upon you.  
  [Tsogath]: “It occurs to me that the Paercine 
  Camerata would benefit, at least for a short while, 
  from 
  involving 
  skilled 
  outsiders 
  who 
  can 
  accomplish tasks both swiftly and successfully. Such 
  a group of skilled outsiders would greatly aid our 
  researches both in the immediate and long-term 
  future. Normally I would impart a sending to my 
  guild in Sareden for some capable people, but since 
  you’re already here… well, why don’t you meet the 
  rest of the Camerata and then I can tell you what I 
  have in mind?” 
  The PCs can if they wish, express reservations or try to 
  press Tsogath on the issue of payment, but he will deflect 
  objections until the PCs have heard him out. When the 
  PCs are ready to continue, read or paraphrase the 
  following:  
  Following the wizard Tsogath into the manor you 
  find yourself in what must have been a magnificent 
  foyer at some time. A grand staircase leads to a 
  second floor landing, numerous hallways branch off 
  in your line of sight, but it has all fallen into 
  disrepair from lack of use. A once impressive 
  chandelier hangs limply from the ceiling and a fine 
  layer of dust lies on the ornate carved banister. 
   
  You don’t have much time to study the foyer as 
  Tsogath leads you down a corridor.  
  [Tsogath]: “I keep meaning to conjure up some 
  servants to clean this place up, but the work is so 
  important it takes up much of my time. Besides, a 
  true scholar needs neither the appearance nor 
  comforts afforded by great luxury.” 
  If the PCs succeed at Listen checks  (DC 21) they hear the 
  sound of shouting up ahead. PCs that have played BIS5-03 
  Trials and Triumphs will find the voice familiar but will be 
  unable to place it. 
  Tsogath leads you to the end of the short hallway to 
  a heavy wooden door. He first cracks the door a 
  little, sighs with obvious exasperation, and then 
  opens the door fully. From the hallway you can see a 
  long wooden table around which a number of 
  figures are seated. At the head of the table is a tall, 
  wizened man with an unkempt mane of grey hair. 
  He wears a blue tunic, edged in silver, and a holy 
  symbol of a fist clenching a lightning bolt. He 
  pounds his own fist into the table as he shouts. 
  [Levanor]: “Unity be damned Sollus, I want an 
  apology and I want it now!”  
  PCs who have played BIS5-03 Trials and Triumphs will 
  recognize Prefect Levanor Curanis, a scholar from the 
  Church of Heironeous. Regardless of whether they have 
  met Levanor before, if the PCs can succeed at a 
  Knowledge [religion] check (DC 10), they can identify 
  his holy symbol as that of Heironeous. 
  The man addressed as Sollus is a short, middle-aged 
  human. You note that he is 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 raises his hands palm 
  up in a non-threatening gesture.  
  [Sollus]: “Please Levanor, there’s no need to get so 
  upset.” 
  PCs that have played BIS5-03 Trials and Triumphs, BIS5-06 
  Vanity and Vexation or BIS6-04 Face of Copper will 
  recognize Father Sollus Illuminus, a scholar of the 
  Church of Pelor. Regardless of whether they have met 
  Sollus before, if the PCs can succeed at a Knowledge 
  [religion] check (DC 10), they can identify his holy 
  symbol as that of Pelor. Incidentally, this man wears a 
  ring of mind shielding, and so his thoughts cannot be 
  probed by resourceful PCs. 
  [Levanor]: “No! I want an apology and I want it now! 
  Take it back: Heironeous and Hextor are NOT the 
  same!” 
   
  Levanor points as he speaks, and you follow the 
  line of his finger to a tall, gaunt woman. Long silver 
  hair flows downward over robes of purple with 
  white trim. The image of a heart-shaped mask hangs 
  from a gleaming pendant around her long, thin 
  neck. 
  PCs who have played BIS6-04 Face of Copper will recognize 
  Lady Abia Sanoose, a meditative priestess of Rao. 
  Regardless of whether they have met Lady Abia before, if 
  the PCs can succeed at a Knowledge [religion] check (DC 
  10), they can identify her holy symbol as that of Rao. If 
  the PCs can succeed at a Knowledge [nobility and 
  royalty] or Knowledge [local – Sheldomar Valley 
  Metaregion] check (DC 15), they will know that Lady 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 10 
  Abia Sanoose is mother to Baroness Ketzia Sanoose, ruler 
  of the Barony of Gerorgos and a onetime hopeful for the 
  Margrave’s throne. 
  [Abia]: “Now Levanor, true serenity will elude you 
  until you realize that shouting and silence will net 
  the same results.” 
  [Loriti]: “If that’s true then why do you continue to 
  inflict your useless aphorisms on us all?” 
   
  Your eyes shift to the new speaker, a golden-
  haired half-elf in red and gold robes; her hands 
  bedecked in about a dozen rings all bearing large 
  gemstones 
  and 
  a 
  heavy 
  bejeweled 
  pendant 
  displaying the symbol of hands gripping a large 
  money purse. 
  PCs that have played BIS6-04 Face of Copper will recognize 
  the Holy Clerk Loriti Lorgrave, an administrator in the 
  Church of Zilchus. Regardless of whether they have met 
  Loriti before, if the PCs can succeed at a Knowledge 
  [religion] check (DC 10), they can identify her holy 
  symbol as that of Zilchus. 
  [Loriti]: “Guildmaster forgive me for being here pro 
  bono. I would charge the March an extra 16 ¾% for 
  having to deal with this.” 
   
  A strident lute chord brings your attention to 
  the foot of the table where a young man dressed in 
  traveler’s clothes begins to sing in a clear falsetto: 
  [Bince]: (to the tune of “Nights in White Satin” by 
  the Moody Blues) 
   
  “Arguing Clerics…never reaching the end/ 
   
  “Arguing Clerics…they won’t break nor will 
  bend…” 
  PCs that have played BIS3-03 Oakstaff will recognize 
  Bince Rupel, a trouvere of the Bardic Circle and one time 
  assistant to historical expert Yindera Raschid. Regardless 
  of whether they have met Bince before, they can identify 
  him as a bard. 
  The others at the table don’t allow two lines of the 
  song to go by before they are all talking at once. 
  [Abia]: “True enlightenment will escape you young 
  musician until you realize that the beginning and 
  the end are in fact, the same.” 
  [Sollus]: “He’s singing that song again. I don’t get it, 
  we aren’t argumentative.” 
  [Levanor]: “Well…I didn’t want to mention it, but 
  you can be something of a pain, Sollus.” 
  [Sollus]: “Me? Take a look in the holy font yourself 
  once in awhile.” 
  [Loriti]: “Make that 17 ½ %.” 
   
  Slowly and silently, the wizard Tsogath pulls the 
  door closed without the occupants having ever 
  noticed it being open. He turns to you with an 
  obvious look of embarrassment on his face.  
  [Tsogath]: “Maybe you can meet the Camerata later. 
  Why don’t I just tell you about the task I have in 
  mind for you right here, without the others?”  
  It’s possible that the PCs will want to guess at what 
  Tsogath has in mind. If the PCs ask if the task is to slay 
  the rest of the Camerata so Tsogath can finally get some 
  work done, he will laugh heartily before abruptly 
  stopping as if seriously considering the proposal. 
   
  When you are ready to proceed, read or paraphrase 
  the following:  
  [Tsogath]: “This may come as a surprise to you, given 
  the 
  impressive 
  collection 
  of 
  scholars 
  here, 
  but…unfortunately our progress has been much 
  slower than I expected.” 
   
  Allow the PCs a moment to digest this startling 
  revelation before continuing:  
  [Tsogath]: “We are in need of fresh ideas in order to 
  be successful. There is a priestess of Geshtai, 
  someone gifted in herbal remedies; I think she 
  could be the key to forwarding our research. The 
  priestess’s 
  name 
  is 
  Mehri 
  la’Feyvim, 
  but 
  unfortunately she has been incarcerated for the past 
  eight months. It seems she has ties to the criminal 
  element, not what I would expect from someone so 
  learned. Fortunately, His Lofty Grace has taken my 
  recommendation to heart and has arranged her 
  provisional release. An official is escorting her to 
  the nearby village of Emon’s Rest. I was going to go 
  myself to pick her up, but I am eager to begin 
  studies of the creatures you have brought. Will you 
  travel to Emon’s Rest on my behalf and escort this 
  priestess back here?” 
   
  Tsogath can provide the following information if the 
  PCs wish to inquire: 
  • 
  An escort is needed since Mehri la’Fayvim has 
  proven that she is not above working with 
  unscrupulous types before. These criminals may 
  attempt to abduct or murder her in retaliation for 
  her cooperation. Worse yet, she may still be working 
  with the criminal element to arrange a daring escape.  
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 11 
  • 
  As part of Mehri la’Feyvim’s provisional release, she 
  will be given her freedom after the Paercine 
  Camerata successfully concludes its researches.  
  • 
  Emon’s Rest is only about an hour away. Mehri and 
  her escort are scheduled to arrive sometime 
  tomorrow. The PCs have the option of staying here 
  at Leigor Manor, or traveling to Emon’s Rest and 
  staying there.  
  • 
  The meeting place in Emon’s Rest is to be a tavern 
  called The Fountain. A fitting place to meet a 
  priestess of Geshtai, yes? 
  • 
  Tsogath will write the PCs a letter showing them as 
  authorized agents of the Camerata, if he is reminded 
  to do so. 
  • 
  The PCs’ payment is the satisfied feeling that they 
  receive knowing that they are aiding in an effort to 
  benefit a number of innocent people who have 
  befallen the very ills that the Camerata seeks to end. 
  Also, the PCs will get 50 gp.  
  Troubleshooting: Resourceful PCs might remember 
  Jorvus and Siln and try to pawn this task off on them. The 
  two teamsters and their crew can be found in the stables 
  outside Leigor Manor. The stables have been converted 
  in the holding cages for the animal specimen, and they 
  have just finished securing the animals if the PCs seek 
  them 
  out. 
  Jorvus 
  and 
  Siln will express great 
  disappointment that they can’t go on this milk run for an 
  easy 50 gp, but their orders are to report to Dountham to 
  pick up a shipment for Thornward. They can’t linger 
  another minute.  
   
  When the PCs are ready to proceed to Emon’s Rest, 
  proceed to Encounter 3.  
  All APLs 
  � Tsogath: Male human Con10 (Bluff +1, 
  Knowledge [arcana] +18, Knowledge [the planes] 
  +13, Sense Motive +3); AL NG. 
  � Father Sollus Illuminus: Male human (O) Clr6 
  (Pelor) / RSoP5 (Bluff +17, Knowledge [religion] 
  +11, Sense Motive +18); AL NG. 
  � Prefect Levanor Curanis: Male human (oS) 
  Clr13 (Heironeous) (Bluff +9, Knowledge [religion] 
  +16, Sense Motive +16); AL LG. 
  � Loriti 
  Lorgrave: 
  Female 
  half-elf 
  Clr3 
  (Zilchus)/ChI8 (Bluff +10, Sense Motive +15); AL 
  LG 
  � Lady Abia Sanoose: Female human (O) 
  Ari2/Mnk2/Clr3 (Rao)/SaF4 (Bluff +8, Knowledge 
  [religion] +10, Sense Motive +16,); AL LG. 
  � Bince Rupel: Male human (O) Brd 8 (Bluff +15, 
  Knowledge [arcane] +8, Knowledge [history] +10, 
  Perform [singing] +18, Perform [string instruments] 
  +15, Sense Motive +10,); AL CG. 
  ENCOUNTER 3: I LOVE THIS 
  BAR 
  Estimated Time: 25 minutes 
  This encounter consists of two main subsections. In the 
  first subsection, the PCs arrive in Emon’s Rest and have 
  an opportunity to interact with some locals at a tavern 
  called The Fountain. In the second subsection, Mehri 
  la’Veyvim arrives and is placed in the custody of the PCs.  
  Into the Fountain 
  Leaving the home of the strange researchers behind, 
  you now find yourselves back on the road heading 
  deeper into the Barony of Paercium. Well regarded 
  as an agricultural center, you are looking forward to 
  nice weather, amiable people, and perhaps the 
  prospect of helping yourself to a bit of fresh fruit – 
  right off the vine. 
   
  While the weather is pleasant enough, the fields 
  you pass by are untended and are choked by weeds 
  and scrub grass. You find no people on the road as 
  you travel.  
  If the PCs request skill checks in regards to finding out 
  what is going on, allow Knowledge [nature], Profession 
  [farmer], or Survival checks. PCs making the Profession 
  [farmer] check receive a +4 circumstance modifier. A 
  successful check (DC 15) reveals that if left untended for 
  much longer, these fields will fall fallow and will not 
  yield crops for at least this season, and maybe many 
  seasons to follow. 
   
  Very inquisitive PCs may try to investigate a 
  farmhouse, in which case they should be allowed to do 
  so. Don’t get bogged down with specifics, the PCs can spy 
  a farmhouse from the road and a closer inspection reveals 
  the house to be boarded up and abandoned. PCs 
  attempting to track will find no trail, meaning that the 
  occupants must have left quite a while ago. 
   
  When ready to proceed, read or paraphrase the 
  following:  
  The 
  wizard 
  Tsogath 
  seems 
  to 
  have 
  greatly 
  underestimated the time of travel, for it is almost 
  four hours from when you set off from Leigor 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 12 
  Manor until you arrive at the small village of 
  Emon’s Rest. What few shops there are have closed 
  up, and no people can be seen on the main road 
  through the village. What activity there is seems to 
  be coming from a two-story building. A painted 
  shingle depicts a bright blue waterspout. 
   
  Entering the tavern you find about a dozen 
  people inside, gathered around tables with tankards 
  in front of them. They regard you briefly with some 
  curiosity 
  before 
  returning 
  to 
  their 
  quiet 
  conversation. The air is heavy with fragrant smoke, 
  as a few of the locals enjoy a few puffs on long cob 
  pipes. Through the haze you spy a large, bearded 
  man behind the bar rubbing a tankard with a grimy 
  cloth.  
   
  Mehri and her escort have not yet arrived, so the PCs 
  have a moment to relax. They can order a simple meal 
  and to drink have a choice of either Barrier Brew, or a 
  new drink called Medig’s Hillside Heather Ale. Both are 
  made by the Medig’s Hill Brewing Company, run by the 
  Medigkin clan of dwarves. The innkeeper will report that 
  most of the locals don’t care for the Heather Ale and stick 
  with Barrier Brew. In fact, he probably won’t order more 
  of the Heather Ale, as it is unpopular with his customers.  
   
  PCs may wish to interact with the locals a little bit. 
  Treat this as a Gather Information check at the DCs listed 
  below. At your option, and if time permits, the 
  information below can be disseminated through role-
  play.  
  DC 10 
  • 
  A vile plague has descended on Paercium; the 
  afflicted contract black sores that soon become 
  seeping lesions. After which, death comes soon. The 
  Plague is called the Mark of the Black Hand, since 
  the lesions look like little black hands.  
  • 
  Most of the residents of Paercium who have not died 
  of the Mark have left the Barony for other places. 
  Rumor has it that jobs are plentiful in Kynneret and 
  wages are quite high in New Clunther. The resulting 
  labor shortage means that fields have gone 
  untended.  
  DC 20 
  • 
  Some of the residents who remain in Paercium are 
  thinking of petitioning the Baron, Lord Conri Sollus, 
  for some help during these bleak times.  
  DC 30 
  • 
  An adventurer came through here about a week ago, 
  a warrior of some type. The wandering sellsword 
  died of the plague shortly there after. One of the 
  locals, a farmer named Daech, kept his stuff.  
  As the PCs are going about there business, they will 
  attract the attention of two local farmers, Daech and 
  Myem. These two have gotten it in their heads that the 
  Baron owes more to them and the other peasants due to 
  the massive labor shortage. They will approach the PCs to 
  act as their proxy. When you are ready to introduce 
  Daech and Myem, read or paraphrase the following:  
  As you help yourself to another spoonful of 
  delicious tasting mutton stew, two simple looking 
  peasants, probably farmers, approach your table. 
  One is tall and thin, with stringy black hair hanging 
  over his eyes. He holds a wide brimmed hat in his 
  hands. The other man is short and rotund, with a 
  close-cropped blonde hair and a ruddy complexion. 
  The second man clears his throat before addressing 
  you. 
  [Daech]: “How do noble travelers? Allow myself to 
  make my introductions: my name’s Daech and this 
  here’s my associate Myem.” 
  [Myem]: “Ayuh.” 
  [Daech]: “We couldn’t help but notice that y’all had 
  an 
  adventuring 
  look 
  to 
  ya, 
  and 
  we 
  was 
  wonderin’…well, ya probably don’t conventionally 
  git this request, least not from simple folk like us, 
  but we was thinking to hire y’all fer a job.” 
  Both Daech and Myem are expert farmers, but they are 
  inexpert at everything else. Daech tries to sound 
  intelligent, but winds up mispronouncing many of the 
  impressive-sounding words he wishes to wield. Daech 
  will do most of the talking, as Myem suffers from severe 
  shyness in front of strangers. The PCs are free to dismiss 
  Daech and Myem as simpletons, but if they wish to know 
  more about Daech’s proposal, then likely questions and 
  the appropriate responses are listed below.  
  What is this job you wanted us to do? “Those laborers 
  and farmers what haven’t died of the Mark have left 
  to seek better opportunities elsewhere. In fact, we 
  hear there is plenty of jobs in Kynneret, but then 
  we’d have to live in Kynneret.” 
  [Myem]: “Ick.” 
  [Daech]: “So we was thinking to draft up a letter to 
  the Baron, asking for some incentives and 
  rewardizement to those of us what stayed in 
  Paercium. Then it’d be no problem to get the hands 
  we need to till the fields.” 
  [Myem]: “Ayuh.” 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 13 
  [Daech]: “You can see that simple folk such as Myem 
  and myself not wanting to deliver such a potential 
  inflammatorializing 
  missive 
  to 
  the 
  beloved 
  sovereign of us. We was hoping you could do that.” 
  Okay, so what will this letter say? “Well, we don’t know. 
  Neither Myem or I are much for the writ word, so we 
  were hoping ya could help us out with dat part.” 
  Isn’t this letter you’re drafting tantamount betrayal of 
  your Baron? “In the old days ya used to be able to 
  petition the Baron for help, money for keeping up 
  roads, stones to build a foot bridge. Lord Sollus has 
  been rather withdrawn-like since the death of his 
  nephew. We’re just asking for some help, like in the 
  old days.” 
  So, we deliver the letter and the net result is that it 
  benefits you and the Baron. How do I benefit? “Well, 
  awhile back an adventurer came to our village. 
  Supped right where you are sitting actually. He died 
  of the plague the next day. I happen to hang on to 
  his stuff. If you deliver this letter, I’ll get dat 
  equipment to ya.” 
  Wow, so what kind of equipment are talking about? 
  Mithral Breastplate? A Holy Avenger? “Um…some 
  weapons and equipment.” 
  Adamantine Glaive? “Um…is that a weapon or an 
  equipment?” 
  Boots of Speed? “Um…boots of what?” 
  Why don’t you tell us what you do know about this 
  adventurer and his stuff? “Well, he came in here in a 
  bad state. Very quiet. Slight points to his ears, he 
  musta been half-elven or some such. Had him some 
  soup and we thought he’d open up a bit. He just 
  went to his room and died.” 
  So why don’t you just sell this adventurer’s stuff and then 
  hire all the hands you need? “Oh no! The same thing is 
  what happened to my brother-in-law…with so much 
  riches it wasn’t long ‘fore he had a dagger in his side. 
  Better its ya that’s carrying such treasures. Besides, 
  such things aren’t helping me till mah fields.” 
  Okay, so how long is this going to take me to deliver your 
  letter? “The Baronial capital of Mahiro is only a 
  couple of hours from here. Shouldn’t take you too 
  far out of your way, depending on where you’re 
  going I guess.” 
  Why don’t you guys just quit being farmers and rush to 
  the front lines to kill some Kettites? “Well, I’ve got a 
  letter (and Myem does too), that we’re supposed to 
  be farming to do our bit for the Great Army of Bissel. 
  But we don’t get paid like a soldier, we put up with 
  the same feudal strictatures that our fathers and 
  grandfathers put up with. Doesn’t seem right.” 
  If the PCs decline Daech’s offer, skip to the Mehri 
  Arrives section of this encounter. If the PCs have agreed 
  to help, have one of the players write down Daech and 
  Myem’s requests from the Baron. Feel free to role-play 
  through this as you will, but be mindful of time in a 
  convention setting. 
   The Requests 
  • 
  First, Daech believes that the time has come for the 
  Baron’s serfs to actually get paid for working the 
  Baron’s fields. A reasonable wage would be 
  acceptable; Daech was thinking that 3 gp a month 
  would be fair. This would be in addition to the 
  normal perks of being the Baron’s serf, which would 
  include the right to live on the Baron’s land, build a 
  house on the Baron’s land (with the lord’s 
  permission) and the right to keep 30% of the crops 
  they grown for their own use.  
  • 
  Second, the Baron takes too much in tax. From now 
  on the peasants should be allowed to keep 40% of the 
  crops they grow. “Dare I say, even 50%? No, I don’t 
  want to be angering the Baron.” 
  • 
  Third, it might be nice if the Baron were to hold 
  court again. Then the peasants could bring their 
  appeals directly to the Baron and not feel ashamed 
  for sending a letter of this sort. 
  • 
  Fourth, Myem will finally chirp in to fervently state 
  that the Baron should make it legal for a man to 
  marry his livestock. Not that Myem wants to do this, 
  but why shouldn’t a man marry his livestock? Just 
  hypothetically speaking, of course. 
  • 
  Fifth, the PCs should feel free to suggest even more 
  demands, from the reasonable to the outrageous. 
  Daech will agree to the inclusion of the reasonable 
  demands. 
   
  Treasure: Once the letter to the Baron has been 
  completed, Daech will present the dead adventurer’s 
  equipment to the PCs. 
  APL 2: L: 0 gp, C: 25 gp, M: 320 gp, masterwork 
  elvencraft composite longbow (+2 Str) (150 gp), arcane 
  scroll of magic weapon (4 gp), cloak of resistance +1 (166 
  gp). 
  APL 4: L: 0 gp, C: 25 gp, M: 540 gp, masterwork 
  elvencraft composite longbow (+2 Str) (150 gp), arcane 
  scroll of magic weapon (4 gp), arcane scroll of arrow mind 
  (4 gp), cloak of resistance +1 (166 gp), bracers of armor +1 
  (166 gp), potion of cure moderate wounds (50 gp). 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 14 
  APL 6: L: 0 gp, C: 25 gp, M: 885 gp, +1 elvencraft 
  composite longbow (+2 Str) (433 gp), arcane scroll of 
  magic weapon (4 gp), arcane scroll of arrow mind (4 gp), 
  arcane scroll of greater magic weapon (62 gp), cloak of 
  resistance +1 (166 gp), bracers of armor +1 (166 gp), 
  potion of cure moderate wounds (50 gp). 
  APL 8: L: 0 gp, C: 25 gp, M: 1551 gp, +1 elvencraft 
  composite longbow (+2 Str) (433 gp), arcane scroll of 
  magic weapon (4 gp), arcane scroll of arrow mind (4 gp), 
  arcane scroll of greater magic weapon (62 gp), cloak of 
  resistance +1 (166 gp), bracers of armor +1 (166 gp), 
  gloves of dexterity +2 (666 gp), potion of cure moderate 
  wounds (50 gp). 
  APL 10: L: 0 gp, C: 25 gp, M: 2551 gp, +1 elvencraft 
  composite longbow (+2 Str) (433 gp), arcane scroll of 
  magic weapon (4 gp), arcane scroll of arrow mind (4 gp), 
  arcane scroll of greater magic weapon (62 gp), cloak of 
  resistance +1 (166 gp), bracers of armor +1 (166 gp), 
  gloves of dexterity +2 (666 gp), ring of enduring arcana 
  (1000 gp), potion of cure moderate wounds (50 gp). 
  APL 12: L: 0 gp, C: 25 gp, M: 4375 gp, +1 bane 
  (monstrous humanoid) elvencraft composite longbow (+2 
  Str) (1483 gp), arcane scroll of magic weapon (4 gp), 
  arcane scroll of arrow mind (4 gp), arcane scroll of greater 
  magic weapon (62 gp), arcane scroll of shadow walk (275 
  gp), cloak of resistance +1 (166 gp), bracers of armor +2 
  (666 gp), gloves of dexterity +2 (666 gp), ring of enduring 
  arcana (1000 gp), potion of cure moderate wounds (50 
  gp). 
  Mehri Arrives 
  This subsection occurs about an hour or two after the PCs 
  arrive at The Fountain, no matter when they arrive at The 
  Fountain. Read or paraphrase the following:  
  A lovely young woman with a big gap-tooth smile is 
  bringing you your next round of refreshments, 
  when you note two figures enter the tavern.  
   
  The first is a tall human man, dressed in 
  traveler’s clothes with a heavy cloak drawn about his 
  head and shoulders. The second is a smaller figure, a 
  woman with dark features wearing an identical 
  cloak. They make their way to a table and the man 
  signals a server to attend to them.  
  PCs who are studying the new entrants and that succeeds 
  at a Spot check (DC 20) will note the following:  
  Looking the two new arrivals over you note 
  something unusual before they are seated: beneath 
  the heavy cloak it appears the woman’s hands are 
  bound by shackles of some kind. 
  The two individuals are Warz Haberdasher, a skilled 
  guide, and his escort, the prisoner Mehri la’Feyvim. Warz 
  is a world-weary, sarcastic scout, a veteran Pathwalker 
  with the Company of the Brightpath, Bissel’s premiere 
  wilderness defense organization. PC members of the 
  Company of the Brightpath will immediately recognize 
  him. He has been charged with escorting the prisoner 
  from Beruak to this location, and is eager to be done with 
  his task. 
   
  PCs that have played BIS6-04 Face of Copper will 
  recognize the woman as Mehri la’Feyvim, Waterbearer 
  (priestess) of Geshtai. 
   
  If the PCs are upfront with their association and 
  don’t act too shady, the interaction between them and 
  Warz should go quite smoothly. If the PCs try to furtively 
  study the pair without approaching them, Warz will 
  become suspicious. He will assume the worst: that the 
  PCs are a criminal group here to free Mehri la’Feyvim or 
  to murder her in retaliation.  
   
  Warz is an experienced scout and warrior, but he is a 
  little lazy. He will not ask for official paperwork unless 
  the PCs behave in a suspicious way. When the transfer of 
  custody is made, read or paraphrase the following:  
  Warz reaches for a pouch at his side and removes a 
  small iron key. He hands it over to you. 
  [Warz]: (with obvious sarcasm) “Watch out for this 
  dangerous felon, don’t be unlocking those shackles 
  except for the strictest of emergencies.” 
   
  Mehri la’Feyvim, a lovely woman of mixed elven 
  and Baklunish heritage, sighs at the pain of being 
  reminded of her restraints. Warz seems not to 
  notice as he finishes his drink and makes to stand. 
  [Warz]: “Well, the transfer of custody is all complete 
  and official. I’ll be on my way; can’t stand to be in 
  one place for too long, you know.” 
   
  Warz stands and begins to make his way to the 
  door. He pauses, turns about and kneels at Mehri’s 
  chair. 
  [Warz]: “Take care, m’lady. I hate to see good people 
  incarcerated, especially ones as honorable and kind 
  as yourself.” 
   
  Mehri simply nods after the gruff guide has said 
  his peace. Once he is out the door, the priestess in 
  shackles looks at you. 
  [Mehri]: “That’s the first kind words he’s had for me 
  all trip.” 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 15 
  At this point the PCs can interact with Mehri la’Feyvim. 
  Mehri la’Feyvim is the child of elf and Baklunish 
  parentage, giving her very dark hair and complexion 
  coupled with sharp features and piercing green eyes. She 
  is compassionate, independent and somewhat anti-
  authoritarian. If the PCs choose to remove her restraints, 
  they may: Mehri has no intention of escaping or doing 
  harm to the party. She can provide the following 
  information listed below. 
  • 
  Shortly after the dispute at Lake Hasra (see BIS6-04 
  Face of Copper), Mehri la’Feyvim was apprehended 
  and incarcerated for her connections to the Thieves’ 
  Guild 
  rogues 
  operating 
  under 
  the 
  name 
  “Copperheads.” She just found herself in jail; she 
  doesn’t even remember going before a magistrate.  
  • 
  She’s heard that a wizard (she’s not sure who) has 
  pulled some strings to get her released provisionally. 
  She doesn’t know specifics yet.  
  • 
  She was taken from her cell with a bag over her 
  head. She fell asleep as she was being transported. 
  When she awoke she was in a jail cell in Beruak. 
  That’s when Warz Haberdasher picked her up to 
  escort her here.  
  • 
  The journey here was uneventful, the only hostilities 
  coming from the bad-tempered Warz Haberdasher. 
  His parting words of kindness took her by surprise.  
  • 
  If told about her task, she will express great gratitude 
  at being able to uses her skills to help people, though 
  she doesn’t understand how working with such 
  illustrious scholars could be construed as an equal 
  punishment to incarceration. Little does she know… 
  At this point, the PCs are free to return to Leigor Manor 
  with Mehri la’Feyvim. They may choose to take the 
  peasants’ appeal to Baron Sollus, if they choose to do this 
  proceed to Encounter 4. If they decide to skip this, 
  proceed to Encoutner 5.  
  All APLs 
  � Daech: Male human (bos) Com5 (Bluff +6, 
  Knowledge [nature] +4, Profession [farmer] +11, 
  Sense Motive +8); AL LG. 
  � Myem: Male human (bos) Com5 (Bluff +2, 
  Profession [farmer] +9, Sense Motive -1); AL LN. 
  � Warz Haberdasher: Male human (Bos) Rng7 
  (Bluff +3 (+7 against orcs, +5 against undead), 
  Knowledge [geography] +8, Sense Motive +7 (+11 
  against orcs, +9 against undead), Survival +15); AL N. 
  � Mehri 
  la’Feyvim: 
  Female 
  half-elf 
  Clr11 
  (Geshtai) (Bluff +10, Sense Motive +10); AL NG. 
  ENCOUNTER 4 (OPTIONAL): 
  BIG BOSS MAN 
  Estimated Time: 20 minutes 
  In this optional encounter, the PCs deliver the peasant’s 
  list of demands to the Baron Conri Sollus. This encounter 
  consists of the PCs presenting the letter and the Baron’s 
  three reactions. While the actions of the PCs in this 
  encounter can change the outcome of the adventure, 
  playing through this encounter is not necessary to 
  complete the adventure. It is listed as optional for this 
  reason.  
   
  This is a role-play intensive encounter, where Baron 
  Conri Sollus’s initial reactions to the PCs need to be 
  tracked. For PCs who participated in BIS4-01 Murder in 
  Pellak, this could cause a problem. In that scenario, the 
  PCs were found accused of the murder of Mylan Sollus, 
  Baron Conri Sollus’s nephew. It’s possible that in some 
  cases the PCs were convicted and imprisoned for this 
  crime. For PCs who played this adventure, check their 
  AR to see if they have received the “Prison!” item. This 
  will affect Conri Sollus’s reactions to them.  
   
  When ready to proceed, read or paraphrase the 
  following:  
  The Baronial capital of Mahiro is a mostly deserted 
  walled village with a straightforward layout. A large 
  black hand is painted on several of the doors you’ve 
  just passed by.  
   
  The Baron’s castle stands in the center of the 
  town, the sparse stone keep uncomplicated by 
  spires, inlays or other decorative features. A guard 
  greets you at the entrance and after having 
  ascertained your purpose, sends a runner to 
  announce your presence to the Baron and ask if he 
  wishes to see you.   
   
  After a moment spent chatting with the guard, 
  the page returns to escort you into an audience with 
  the Baron. Entering the castle you are lead through 
  several narrow chambers and up a few flights of 
  stairs until coming to an open doorway, from which 
  flees a wizened sage of some type, carrying several 
  scroll tubes.  “He’s all yours,” hisses the old man to 
  the page, who directs you to enter.  
   
  The room inside is illuminated by a number of 
  obviously magical glowing spheres attached to 
  sconces. Standing at one end of a long rosewood 
  table is a brawny middle-aged noble with long 
  blonde hair and similarly light-colored beard. He 
  gathers up some parchments he has been studying 
  and speaks as you enter. 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 16 
  [Conri]: “My page tells me you have a message, 
  please enter and give your report.” 
  If any of the PCs played BIS4-01 Murder in Pellak, but did 
  not receive the “Prison!” item on the AR, Baron Sollus 
  will recognize that PC. Read or paraphrase the following: 
  [Conri]: “I recognize you; you were one of the ones 
  who stood accused of the murder of my dear 
  nephew.” (A look of great sadness crosses the 
  Baron’s face) “Poor Mylan: I’m afraid I’ll never know 
  the full circumstances of his murder.”  
  If the PCs attempt to console the Baron in a heartfelt 
  manner, he will react positively. Those PCs will receive a 
  +2 on Bluff, Diplomacy and Sense Motive checks against 
  the Baron for the remainder of this encounter.  
   
  If any of the PCs played BIS4-01 Murder in Pellak and 
  received the “Prison!” item on the AR, Baron Sollus will 
  recognize that PC as his nephew’s murderer. Read or 
  paraphrase the following:  
  The look of great anger crosses the Baron’s face once 
  his stern gray eyes fall on you.  
  [Conri]: “You! Murderer! How dare you come into 
  my presence?” 
  While Baron Sollus starts this Encounter with an attitude 
  of “Indifferent” to the PCs, the presence of a PC who 
  received the “Prison!” item will automatically shift his 
  attitude to “Unfriendly.” He will not look at the PCs’ 
  message nor do anything but deliver angry diatribes at 
  the offending PC. In order to proceed from here, the PCs 
  must succeed at a Diplomacy check (DC 15) to improve 
  the Baron’s attitude to “Indifferent.” See page 72 in the 
  PHB for more information on the Diplomacy skill and 
  NPC attitudes.  
   
  If asked about the parchments he was just 
  inspecting, the Baron will confess (if he is of at least an 
  “Indifferent” attitude) that he has been inspecting 
  agricultural reports for his barony, and the prospects are 
  not good – due to lack of labor.  
   
  Feel free to role-play a bit as Baron Sollus, if you 
  wish. He is very conservative and traditional in his 
  beliefs, but he is also a deeply emotional man, prone to 
  quick fits of anger or depression. He is devout adherent 
  to the strictures of Heironeous, and something of a 
  fighter himself – in his younger days.  
   
  Eventually, the PCs are going to get around to 
  imparting the peasant’s requests on the Baron. If the PCs 
  are lollygagging, the Baron will ask them directly why 
  they are here (in fact, he did exactly that when they first 
  entered).  
  First Reaction 
  When the PCs impart the list of peasants’ requests, Baron 
  Sollus’s first reaction will be one of total disbelief. Read 
  or paraphrase the following: 
  A slight smile cross the baron’s face… 
  [Conri]: “This has to be some sort of joke! Tell me, 
  did Elina put you up to this?” 
   If the PCs succeed at a Bluff check against the Baron’s 
  Sense Motive, they can convince the Baron that it was all 
  a joke. They are free to leave this Encounter and continue 
  with the adventure.  
   
  If the PCs decide to continue with the peasant’s plea, 
  proceed to Second Reaction below.  
  Second Reaction 
  When the PCs reiterate the peasants’ requests, Baron 
  Sollus’s second reaction will be one of quiet frustration. 
  Fortunately he doesn’t actually have the will to act on this 
  feeling, unless the PCs are willing to act as his agents. 
  Read or paraphrase the following:  
  A somber look crosses the Baron’s face. He does not 
  speak for about a minute, thinking on what you 
  have just told him. Finally… 
  [Conri]: “I can see your points here, but I really can’t 
  afford to have rebellion among my subjects. Now 
  you folk appear to be capable warriors of a sort. If 
  you agree to quash these seditious commoners, I’ll 
  knight the lot of you. What do you say?” 
  If the PCs accept they are on their word to complete the 
  Baron’s request. If the party follows through they will go 
  through Conclusion B of the adventure and receive 
  either the Black Knight of Paercium or the Stood Idly By 
  favor. 
   
  Once one PC has agreed to do as the Baron asks, the 
  interview is over. The Baron is satisfied that his problem 
  will be dealt with and does not wish to discuss the matter 
  with the PCs any longer. 
   
  The PCs may attempt a Sense Motive check against 
  the Baron’s Bluff. Those PCs that succeed realize that the 
  Baron is not angry with his people, merely annoyed and 
  trying to find the expedient solution.  
   
  If the PCs decide to continue with the peasant’s plea, 
  proceed to Third Reaction below. 
  Third Reaction 
  When the PCs reiterate the peasants’ requests, Baron 
  Sollus’s third reaction will be one of subdued acceptance. 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 17 
  He sees the changes occurring, and realizes that he must 
  change with them.  
  The Baron’s expression begins to change and the 
  weights of the commoners’ requests begin to sink 
  in. Pensively, he approaches a window to view the 
  fields of Paercium, stretching to the horizon - fields 
  that will fall fallow, if this matter is not resolved. 
  Finally the Baron speaks: 
   [Conri]: “It is clear that in order to act to the benefit 
  of the Barony, I must acquiesce to these demands. 
  The relief felt to my people will come gradually…I 
  only wish there was a way to aid them sooner. Alas, 
  my resources have been drained from funding the 
  Margrave’s war against Ket. If only that traitorous 
  Leigor 
  had 
  been 
  of 
  some 
  use 
  before 
  he 
  disappeared…” 
  If the PCs ask after this Leigor person, Baron Sollus will 
  explain the predicament:  
  [Conri]: “Leigor was a Knight of mine, who spent 
  much of the early part of the decade fighting giants 
  in Geoff for the glory of Bissel, and for his Baron. 
  When he returned he promised to gift upon his 
  Baron a great hoard of treasure looted from the 
  giants. He never made good on these promises and 
  his manor has stood empty since he and his family 
  disappeared late last year. I recently loaned use of 
  the keep to a group of insipid crackpots, at the 
  behest of the Margrave. If the treasure exists, it may 
  still be hidden there. ” 
   
  “If you can find Leigor’s treasure and return it 
  here, I will distribute it fairly among the peasantry, 
  with not a copper spent on frivolity. This I swear on 
  the memory of my nephew.”  
  And he means it too. If the PCs accept Baron Sollus’ 
  mission, their audience is at an end. The next thing to do 
  is return to Leigor Manor, where the Paercine Camerata 
  awaits.  
  All APLs 
  � Baron Conri Sollus: Male human (S) Ari5/Clr2 
  (Heironeous)/Ftr2 (Bluff +8, Knowledge [Religion] 
  +6, Sense Motive +12); AL LN. 
  ENCOUNTER 5: TURN THE 
  PAGE 
  Estimated Time: 30 minutes 
  In this encounter, the PCs return to Leigor Manor and to 
  the group of scholars gathered there. The PCs tour the 
  manse and find some unexpected residents, undead 
  creatures bent on sucking their souls. When you are 
  ready to proceed, read or paraphrase the following: 
  All along the journey back to Leigor Manor a light 
  drizzle of rain has accompanied you. Just as you 
  arrive the rain ceases - bathing the noble estate in a 
  multicolored soft glow. It all looks very peaceful.  
  PCs that succeed at a Listen check (DC 40) can hear the 
  voices of the Camerata, even at this distance, arguing 
  about some undetermined thing. The arguing will 
  become quite easy to determine once the PCs enter the 
  manor.  
  Even if you did not recall the exact location of the 
  Camerata’s meeting room, you would be able to find 
  it easily from the heated shouting and arguing. The 
  woman you were sent to retrieve, Mehri la’Feyvim, 
  gives you a look of puzzlement.  
   
  Proceeding down the hallway you find the door 
  to the meeting hall open. A black pot rests on the 
  bare wooden table; the water inside boils though no 
  heat source is visible to you. A number of pouches 
  containing various herbs and leaves lie open around 
  the pot of boiling water. The Camerata argue 
  incessantly about what tea variety they will have for 
  their afternoon break.  
   
  Silently, Mehri la’Feyvim enters the room. The 
  Priestess of Geshtai puts a few of the bags close to 
  her nose and then sniffs. Without a word of warning 
  she dumps half portions of two pouches into the 
  pot.  
   
  Blissful silence falls onto the room as the six 
  scholars of the Camerata stare blankly at the 
  newcomer.   
   
  Suddenly, the room erupts in cacophonous 
  noise as they all begin to talk at once.  
  [Loriti]: “But it was my turn to choose the tea this 
  afternoon!” 
  [Sollus]: “As we have been trying to explain, madam, 
  it was your turn yesterday.” 
  [Levanor]: “I thought we had voted that any 
  newcomers must wait a week before they can select.” 
  [Abia]: “Newcomer and veteran are, in fact, the 
  same.” 
  [Bince] (sings): “Arguing clerics…” 
   
  The PCs can join in the arguments if they wish, and 
  there is enough tea and cookies for everyone present. 
  Eventually, Tsogath will pull the PCs aside as he wishes 
  to speak with them. Read or paraphrase the following:  
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 18 
  While the rest of the Paercine Camerata finishes 
  their tea, the mage Tsogath leads you into the 
  corridor and thanks you profusely for bringing the 
  Priestess of Geshtai to them.  
  [Tsogath]: “I’m quite encouraged that Mehri will 
  have a positive influence on the speed of our group’s 
  decision making.” 
   
  Tsogath is quiet for a moment, as if trying to 
  choose his next words carefully. Finally, he speaks 
  again:   
  [Tsogath]: “You have already been a great help to us, 
  but you could continue to aid us greatly if you were 
  to stay but a few days longer. Is this agreeable?” 
  The PCs are free to decline Tsogath’s offer, at which point 
  they depart from Leigor Manor and exit the adventure. 
  When they accept, read or paraphrase the following:  
  Tsogath smiles and nods his head vigorously as you 
  accept his invitation.  
  [Tsogath]: “Wonderful! The first order of business 
  will be to tour our facilities here to get an idea of 
  what we need of you. Regrettably, I cannot take you 
  on this tour. One of the first bylaws of the Camerata 
  was that all Manor tours are conducted by…” 
  [Levanor]: “Well, are we ready to depart?” 
   
  Levanor Curanis approaches your group, a fresh 
  tea stain on his priestly vestments. Tsogath sighs 
  and forces a smile. 
  [Tsogath]: “May I present your guide.” 
  Paranoid PCs make take Levanor’s presence as a sign that 
  trouble is about to begin. Right before the manor tour, 
  PCs are free to cast whatever buff spells they wish. Do not 
  discourage this; Levanor will wait patiently as the PCs 
  expend their resources. When the tour is ready to begin, 
  read or paraphrase the following:  
  Leigor Manor is quite large, though much of the 
  mansion’s space is not being used. So far the 
  Camerata has made use of the meeting hall, a 
  kitchen and pantry on the first floor, and just a few 
  rooms for sleeping quarters on the second floor. 
  Numerous rooms originally designed for comfort 
  and entertaining lie unused. Levanor confides that 
  they have removed a number of mechanical traps 
  and arcane wards on the rooms they are currently 
  using, and he suspects that such traps exist in the 
  rooms yet unexplored. You get the feeling that the 
  Camerata intends for you to take on this task for 
  them.  
   
  Having finished with the above ground levels, 
  Levanor leads you down a flight of stone steps into a 
  cellar. As you exit the staircase you note a table with 
  papers and alchemical equipment on it. A sturdy 
  desk sits against a wall on the other side of the table. 
   
  Opposite 
  the 
  staircase 
  is 
  a 
  number 
  of 
  bookshelves, 
  but 
  something 
  is 
  wrong: 
  the 
  bookshelves are flush against each other so that no 
  person can get in between them. Only between two 
  of the shelves is there enough space for a human or 
  halfling to get by. In the side of each shelf is a large 
  ruby. 
   
  Levanor is positively beaming. 
  [Levanor]: “These bookshelves are quite ingenious; 
  they allow us to store many more volumes than this 
  space would normally allow. Bince designed them. I 
  confess to not thinking much of the bard when I 
  first met him, but he does have a knack for magic 
  devices.” 
   
  Levanor moves to a bookshelf adjacent to the 
  empty space. He places his hand over the ruby, and 
  concentrates for a moment.  
   
  In response, the bookshelf slides over to create 
  space to peruse previously inaccessible tomes.  
  At this point an incorporeal undead creature will float in 
  taking position in the bookshelf that Levanor just moved. 
  When Levanor moves the shelf back, combat will begin. 
  Record the PCs positions in the room, referring to DM 
  Aid: Map #2 – Turn the Page. 
  Levanor slides the bookshelf back to its original 
  position, revealing not an empty space but a floating 
  apparition of pure evil, a look of dark hatred in its 
  unholy visage. It reaches a wispy tendril into 
  Levanor, feeding on the old priest’s very life force.  
  At APLs 8 and 12, read the following:  
  Another of the apparitions floats into the room, 
  appearing from the wall nearest the alchemist’s 
  equipment.  
  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. 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 19 
  APL 8 (EL 9) 
  �  Spectre (2): hp 63; see Monster Manual, page 232. 
  APL 10 (EL 11) 
  � Dread Wraith: hp 146; see Monster Manual, page 
  258. 
  APL 12 (EL 13) 
  � Dread Wraith (2): hp 146; see Monster Manual, 
  page 258. 
  Tactics: At all APLs, one of the incorporeal undead 
  creatures will stay in the confines of the bookshelves, 
  alternating rounds with floating out and attacking a PC. 
  This gives a slight advantage to the PCs, as the 
  bookshelves can be moved about in order to find a hiding 
  incorporeal undead. It takes a standard action to activate 
  the gem on a bookshelf so that it can be moved. A 
  bookshelf can only move 5 foot to its left or right (up or 
  down if looking at the map) if and only if there is an 
  empty space for it to go. A PC who succeeds at a Use 
  Magic Device check (DC 21) can move two shelves at a 
  time with a standard action. 
   
  For ease, Player Handout 1 – Bookshelves has cutout 
  bookshelves that can be used as the moveable 
  bookshelves on most standard grid maps. 
   
  One hit from the apparition at any APL knocks 
  Levanor unconscious. This is due in some part to the 
  overriding evil taint of the manor that emanates from 
  Leigor himself. He cannot be revived. 
   
  At APLs 2 and 4 only, Levanor is conscious enough 
  to cast a magic weapon spell. He holds the charge until the 
  first PC approaches him, and then he casts the spell on 
  their weapon. Once he does this, he falls unconscious 
  with no hope of being revived. 
   
  At APLs 8 and 12, the second incorporeal undead 
  will not hide in the bookshelves, but instead alternate 
  rounds of hiding in a wall and then floating out to attack 
  a PC. 
   
  At APL 10 and 12, note that the Dread Wraiths are 
  large size, so moving one of the book shelves likely only 
  exposes half of the creature. This may give the creature a 
  bonus to AC from cover; consult pages 150-151 of the 
  PHB.  
  Developments: Immediately after the combat, the rest 
  of the Camerata will rush in, too late to participate in 
  battling the undead creatures. It is clear that Levanor 
  Curanis is not going to recover soon, there is some 
  additional taint in Leigor Manor beyond mere 
  apparitions. 
   
  If the PCs succeed at a Search check (DC 20) they 
  will find a secret door. Beyond the secret door leads to 
  the dungeons described in Encounter 6.  
  ENCOUNTER 6: SUSPICIOUS 
  MINDS 
  Estimated Time: 20 minutes 
  This encounter occurs immediately after the combat in 
  Encounter 5. Allow the PCs only a round or two of 
  actions after the fight before you read or paraphrase the 
  following:  
  Mere moments after the strange apparition has been 
  destroyed, the members of the Camerata come 
  rushing down the stairs. There is a collective gasp 
  from the group of scholars upon seeing the 
  unconscious form of one of their own, Prefect 
  Levanor Curanis. 
   
  Father Sollus rushes forward and kneels at the 
  side of the elder priest. Cradling the old man’s head 
  in his arms, Sollus turns his gaze upward.  
  [Sollus]: “Light protect us! Levanor! My friend, how 
  could you possibly deserve this?” 
   
  Tsogath turns to you, a thoughtful look on his 
  face.   
  [Tsogath]: “Tell me exactly what happened here.” 
  Tsogath will listen carefully to the PCs’ description of 
  what happened, interrupting to get out any details they 
  may have omitted. Once the Camerata knows what is 
  happening, the group of scholars can relay the following 
  information:  
  • 
  This is the first such undead attack they have 
  experienced since being at Leigor Manor. The only 
  defenses they have encountered since moving into 
  the mansion have been traps, and none of them have 
  been deadly.  
  • 
  Despite their quick efforts here, Levanor cannot be 
  revived and seems to be in between a living state and 
  a dying state.  
  • 
  After some rapid-fire debate and idea-sharing (the 
  first efficient exchange by the Camerata that the PCs 
  will have witnessed) the scholars will come up with a 
  theory. Levanor’s state seems indicative of a Strongly 
  Evil-Aligned Planarmaterial Bifrucation Matrix, or 
  SEAPBiM for short. In layman’s terms a powerful 
  negative energy taint seems to be emanating from 
  somewhere in the mansion, likely in a secret 
  location yet to be discovered. Such an effect would 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 20 
  come from Planar Bifrucation Nexi, which will 
  manifest to our senses as objects of some sort that 
  will radiate powerful magic. Because the Camerata 
  have been living among the taint for more than a 
  month, they are more susceptible to its effects. The 
  PCs, as new arrivals, will likely be unaffected by the 
  taint, as they search down the Planar Bifrucation 
  Nexi and destroy it.   
  • 
  PCs that succeed at a Knowledge [the planes] check 
  (DC 35) will understand the theory behind a 
  Planarmaterial Bifrucation Matrix and recognize that 
  this idea has validity. 
  • 
  A dissenting opinion will come from the bard Bince 
  Rupel, with Mehri la’Fayvim agreeing with him. 
  Bince posits that the same effects could come from 
  an Empathic Destabilization Torus, in which case 
  the source would not be an object but a creature in 
  great emotional turmoil. By resolving the emotional 
  turmoil (likely from destroying the creature) the 
  taint will be lifted. The other members of the 
  Camerata will ridicule this theory, stating that Bince 
  should revisit Fola’s Law of Planardynamics if he 
  wishes to contribute anything useful to this 
  discussion. 
  • 
  PCs that succeed at a Knowledge [arcana] check (DC 
  35) will understand the theory behind a Empathic 
  Destabilization Torus and recognize that this idea 
  has validity. 
  • 
  The only hope is for the PCs to locate the taint 
  (whether it is a Strongly Evil-Aligned Planarmaterial 
  Bifrucation Matrix or an Empathic Destabilization 
  Torus) and do what is necessary to lift it. The 
  Camerata will convene in the stables outside and 
  work to revive Levanor, but his situation does not 
  look good.  
  • 
  Obviously the Camerata cannot accompany the PCs, 
  since once one of them comes in contact with the 
  results of the taint they will succumb to the same 
  fate as Levanor.  
  • 
  Mehri la’Fayvim is willing to accompany the PCs; as 
  a new arrival she, like the PCs, should not as 
  vulnerable to the taint’s effects. Tsogath will not 
  allow this. When he gets a chance he will privately 
  confess that he feels that Mehri is vital to curing the 
  Mark and is thus too valuable a life to risk.  
  Once the PCs agree to search out the taint, the Camerata 
  will depart for the stables outside, which they plan on 
  consecrating for greater protection.  
  Troubleshooting: Canny PCs might try to hit the 
  Camerata up for some free spell-casting. Unfortunately 
  for the PCs, the Camerata is not an optimized 
  adventuring party. They do not have many beneficial 
  spells left; most of their magic for the day has already 
  been cast in the service of their research. As an example, 
  Lady Abia prepared all her fourth level slots as 
  divinations, which she cast in order to discover what sort 
  of tea they should have on their break (results were 
  ambiguous and contradictory). All members of the 
  Camerata have done similar things. However, at APLs 2 
  and 4 the party may need some serious help. The 
  Camerata is willing to cast up to 6 levels worth of healing 
  spells, which could include lesser restoration, restoration, or 
  raise dead. For example, PCs could request a raise dead and 
  a cure light wounds and the Camerata would be done as far 
  as aid they can give the PCs. At APLs 6 and above, the 
  Camerata cannot offer any spells unless the PCs provide 
  pearls of power, at which point the PCs can receive cure 
  spells of the appropriate level.  The PCs will have to pay 
  for any material components consumed. 
   
  The PCs can spend time searching the ground floor 
  and second floor on Leigor Manor. A thorough search 
  takes 3 hours and results in nothing. They must return to 
  the cellar library if they wish to make any progress.  
   
  While in the cellar, if the PCs succeed at a Search 
  check (DC 20) they will find a secret door. Beyond the 
  secret door is a corridor that leads to the dungeons 
  described in the next section. 
  THE DUNGEONS 
  The secret door in the cellar library leads into a corridor 
  and is about 100 feet in length. Have the PCs create a 
  marching order. Then read or paraphrase the following:  
  The secret door you have found leads into a long 
  corridor that unfortunately terminates in a dead 
  end. 
   
  If the PCs succeed at a Search check (DC 20) they 
  will find a secret door at the end of the corridor. Beyond 
  the secret door are the dungeons of Leigor Manor. Refer 
  to DM Aid: Map #3 – Leigor Dungeons for a layout.  
  Location A 
  Beyond this secret door is a stone chamber with a 
  number of barred cells. Obviously this is a dungeon 
  of some sort. On the stone floor you see only 
  nauseating refuse and rotten debris, and the air is 
  stale with a detestable stench. 
  Each of the doors to the four cells (Locations B, C, and D) 
  is closed and has the following stats:  
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 21 
  � Strong Wooden Doors (4): 2 in. thick; hardness 5; 
  AC 5; hp 20; Open Lock DC 21, Break DC 25. 
  Location B 
  This cell contains a single corpse in an advanced 
  state of decay. Most of the flesh has been stripped by 
  an unknowable number of vermin, now only 
  maggots cling to slowly shrinking areas of 
  blackened skin. What tattered clothing remains 
  seems to belong to a woman of high standing.  
   
  Examining the corpse can be done through a Heal 
  check; information of varying DCs are listed below.  
  • 
  (DC 5) She’s dead, Jim.  
  • 
  (DC 10) This is the body of a young human woman, 
  likely in her teenage years at time of death. 
  • 
  (DC 15) Judging from the state of decay, this woman 
  has been dead for 2 to 4 months.  
  • 
  (DC 20) There are no injuries or sign of poison. The 
  most likely cause of death is starvation.  
  Location C 
  This cell contains a single corpse in an advanced 
  state of decay. Most of the flesh has been stripped by 
  an unknowable number of vermin, now only 
  maggots cling to slowly shrinking areas of 
  blackened skin. What tattered clothing remains 
  seems to belong to a woman of high standing. 
  Unlike the other cells, there seems to be words 
  written in dusty red chalk on one of the cell walls.  
   
  Examining the corpse can be done through a Heal 
  check, and results in the same information as Location B 
  with one exception: a Heal check (DC 20) reveals a small 
  tooth-marked wound on the right index finger. 
  Thorough PCs can match the tooth-marks on the finger 
  with the teeth of the corpse itself. 
   
  PCs examining the writing that succeed at a Heal or 
  Craft [alchemy] check (DC 15) will recognize the “dusty 
  red chalk” as dried blood. PCs reading the writing receive 
  Player Handout 2 – Final Message.  
  Location D 
  Unlike the other three cells, this cell is eerily clean, 
  devoid of even dust or dirt.  
  The following is to be read only to PCs with a good 
  alignment who enter Location D:  
  A palpable sense of great evil washes over you when 
  you enter this cell.  
  PCs can attempt to detect evil with a spell or spell-like 
  ability, but they will not be able to detect a specific aura. 
  The specific strength of aura is Strong (see spell 
  description on pages 218-219 of the PHB).  
   
  PCs that succeed at a Search check (DC 20) while in 
  Location D will find a secret door. The secret leads into a 
  corridor approximately 100 feet in length. Have the PCs 
  create a marching order. Then read or paraphrase the 
  following: 
  The secret door you have found leads into a long 
  corridor that slopes downward and unfortunately 
  terminates in a dead end. 
  If the PCs succeed at a Search check (DC 20) they will 
  find a secret door at the end of the corridor. Beyond the 
  secret door is the Room of Betrayal, though the PCs will 
  not know it by that name. Refer to DM Aid: Map #4 – 
  Room Of Betrayal for a layout. 
  ROOM OF BETRAYAL 
  Beyond the secret door is a strange room seemingly 
  constructed of gleaming white marble from floor to 
  ceiling. The walls show no exits and the room is 
  empty except a dark marble pillar in the center of 
  the room. On top of the marble pillar rests the onyx 
  bust of a strikingly beautiful woman. 
  PCs that come within 5 ft. of the pillar in the center of 
  the room or of the secret door that leads to DM Aid: Map 
  #4 – Room Of Betrayal will trigger the trap.   
  Trap: Once the trap is activated, roll initiative. The trap 
  will act on its initiative turn each round by extending 
  ghostly hands from each 5-foot square in the room. The 
  hands must succeed at a melee touch attack to affect a PC 
  standing in that square. The effects of the traps depend 
  on APL. 
  APL 2 (EL 2) 
  � Enfeebling Hands Trap: Search DC 17; magic; 
  proximity trigger (alarm); see Appendix 1. 
  APL 4 (EL 4) 
  � Stupefying Hands Trap: Search DC 19; magic; 
  proximity trigger (alarm); see Appendix 2. 
  APL 6 (EL 6) 
  � Exhausting Hands Trap: Search DC 21; magic; 
  proximity trigger (alarm); see Appendix 3. 
  APL 8 (EL 8) 
  � Enervating Hands Trap: Search DC 23; magic; 
  proximity trigger (alarm); see Appendix 4. 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 22 
  APL 10 (EL 10) 
  � Mind-Draining Hands Trap: Search DC 25; 
  magic; proximity trigger (alarm); see Appendix 5. 
  APL 12 (EL 12) 
  � Disintegrating Hands Trap: Search DC 27; 
  magic; proximity trigger (alarm); see Appendix 6. 
  PCs can deal with the trap in a number of ways. They can 
  dispel, disarm or destroy the hands one by one, or they 
  can destroy the onyx bust in the center of the room, 
  which disarms the entire trap. To destroy or dispel a 
  hand, a PC must ready such an action with the trigger for 
  a hand to show itself.  
   
  PCs can simply flee from the trap, either by going 
  back the way they came, or by locating the secret door 
  that leads to DM Aid: Map #5 – Antechamber and 
  Encounter 7. This secret door can be located with a 
  successful Search check (DC 20).  
  Troubleshooting: PCs who destroy the onyx bust but 
  fail to locate the secret door that leads to DM Aid: Map #5 
  – Antechamber and Encounter 7 may assume that they 
  have found and destroyed the source of the taint. If they 
  return to the Camerata, now gathered in the stables 
  outside Leigor Manor, will find that the Levanor has not 
  recovered. Members of the Camerata will postulate that 
  he will not recover unless the taint is lifted. This should 
  be a strong clue to the PCs that they have not completed 
  their task. 
  ENCOUNTER 7: CRAZY 
  Estimated Time: 25 minutes 
  In this encounter, the PCs find Sir Leigor, now an 
  undead creature, skulking about as he defends his vault. 
  Refer to DM Aid: Map #5 – Antechamber for a layout. 
   
  However, the PCs must first get there. Read or 
  paraphrase the following:  
  The secret door you have found leads into a long 
  corridor that slopes downward and unfortunately 
  terminates in a dead end. 
  If the PCs succeed at a Search check (DC 20) they will 
  find a secret door at the end of the corridor. Beyond the 
  secret door is the anteroom before Leigor’s Vault. Refer to 
  DM Aid: Map #5 – Antechamber for a layout. 
  The air in this room is extremely cold and dry 
  against your skin. The room seems hastily excavated 
  from rough-hewn stone, and is larger than the 
  pristine marble chamber you just left. The same 
  odious stench that assailed your senses in the 
  dungeons is present here, seemingly coming from a 
  nearby corpse. 
   
  A man is here, pacing in front of a solid metal 
  door on the opposite wall. The door glows with an 
  unnatural green radiance, the only light source in 
  the room. 
   
  The man here is obviously of a martial 
  profession, judging from his gleaming chain shirt 
  and the axes hanging from his belt. Numerous 
  pieces of jewelry and a fur-lined cloak tell you that 
  this man must be very wealthy, or at least a member 
  of the noble class. After a moment of study you are 
  displeased to note that he appears slightly 
  translucent in the shadows of this chamber. He is 
  muttering to himself. 
  PCs curious about what Leigor is saying can attempt a 
  Listen check (DC 17) to hear his mutterings. To those 
  that succeed, read or paraphrase the following:  
  [Leigor] (whispers): “Ever vigilant, must be on guard. 
  They want the fortune. My own daughters flank me 
  with smiling faces, but I know their true intent. 
  Poisoning, plotting, stab me in the back. My own 
  wife turns them against me. She coos her soothing 
  words and her wiles, but she is now silent. It is their 
  kind; all women are born betrayers.” 
  PCs who approach Leigor will receive a warning. Read or 
  paraphrase the following:  
  [Leigor]: “Not another step. You’ll not be laying a 
  finger on my treasures.” 
  During life, Leigor became increasingly covetous of the 
  treasures he took in loot during his time in Geoff. He 
  suspected his wife (Vione) and three daughters (Lene, 
  Onata, and Tesi) of conspiring to kill him in order to take 
  his treasure. He imprisoned his three daughters, who in 
  turn starved to death. He murdered his wife and then 
  plunged a dagger in his own heart in a fit of confusion. 
  His deep emotional turmoil has created the dark taint on 
  Leigor Keep, attracting the undead creatures from 
  Encounter 5 and even creating the trap in Encounter 6. 
  He jealously guards this vault, which cannot be opened 
  so long as he exists. For PCs wishing to interact with 
  Leigor, see the ‘Talking with Leigor’ subsection. Those 
  who prefer combat or approach within 5 feet of Leigor 
  will meet the violent conclusion, see the ‘Battling Leigor’ 
  subsection. 
   
  PCs who inspect the corpse may do so.  Examining 
  the corpse can be done through a Heal check; 
  information of varying DCs are listed below.  
  • 
  (DC 5) She’s dead, Jim.  
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 23 
  • 
  (DC 10) This is the body of a middle age human 
  woman. While her face is in an extreme state of 
  decay, it is clear that the onyx bust in the trapped 
  room (Encounter 6) was of this woman. 
  • 
  (DC 15) Judging from the state of decay, this woman 
  has been dead for 2 to 4 months.  
  • 
  (DC 15) There are a number of wounds, likely from 
  some slashing weapon. These wounds caused her 
  death.  
  The door to the vault cannot be opened until Leigor has 
  been dealt with. 
  Talking with Leigor 
  One way of dealing with Leigor is to remind him of his 
  past nobility and to convince him of his misdeeds. This is 
  done through a bit of role-play with some Diplomacy 
  checks. Leigor begins with an attitude of Hostile, though 
  he does not immediately attack. In order to succeed, the 
  PCs must shift his attitude to Helpful. They are allowed 
  three checks to do this; refer to page 72 of the PHB for 
  information on shifting NPC attitudes. If after three 
  checks, he is not helpful, the madness of greed takes hold 
  and he will attack the PCs. 
   
  PCs may have questions for Leigor. Leigor must have 
  an attitude of at least Unfriendly before he will answer 
  questions. Some likely questions and Leigor’s responses 
  are given below:   
  Who are you? “I am Leigor, a Knight of Paercium” 
  Where are your daughters? “My daughters are being 
  punished for betrayal of their father. I will release 
  them this afternoon if they swear utmost loyalty not 
  to seek retribution.” 
  Where is your wife? “My wife is asleep. When she 
  awakens she will swear to abandon her scheme 
  against me, lest I take more drastic action.” 
  I think your daughters are dead. “Nonsense. You are 
  either mistaken or attempting to deceive me.” 
  I think your wife is dead. In fact, she’s right over 
  there…dead. “Nonsense. You are either mistaken or 
  attempting to deceive me.” 
  No really, come take a look. “You are attempting to 
  betray me into leaving my post, so that you can gain 
  access to my…I mean, the Baron’s treasure.” 
  You know, we aren’t here for your treasure. “It is 
  obvious that is precisely why you are here.” 
  I think you might be dead. “Preposterous.” 
  Where did you get this treasure? “In Geoff, aiding in 
  the fight against the Sakhut. The Archpaladin saw fit 
  to see me through the righteous battles. I am not a 
  greedy man, and I would not have accepted the 
  Gyri’s reward, were I not already pledged to gift it to 
  my Baron.” 
  It’s been awhile since you got back, why haven’t you 
  given the treasure to the Baron. “I plan to during 
  Needfest before the next Fireseek, at the start of the 
  coming year.” 
  What is the day today? “A silly question. Today is 17 
  Ready’reat, CY 596.” 
  What is your wife’s name? “Vione.” 
  Tell us about your wife? “Common-born, from the 
  village of Emon’s Rest. The miller’s daughter, so 
  beautiful. We met when I defended Emon’s Rest 
  from a group of dark ghouls. I was but a squire 
  then.” 
  What are your daughters’ names? “Lene, Onata, and 
  Tesi.” 
  Tell us about your daughters? “Beautiful girls. Lene is 
  the oldest, near marrying age. She is very intelligent, 
  a brilliant musician and has a knack for simple 
  cantrips. Onata is as pious as Lene is clever. When 
  she told me that she planned to take orders as a 
  priestess of the Archpaladin, I was deeply proud. 
  Tesi is not much now, but she will grow to be a great 
  champion, like her father. She already displays great 
  skill with the spiked chain, an instrument of war 
  that I never could master.” 
  Why have you punished your family? “My wife and 
  daughters, they conspire to poison me and bring my 
  death. They do this because they covet my…I mean, 
  the Baron’s treasure. I suspect they have made a deal 
  to deliver the treasure to brigands, that would be 
  you…correct?” 
  Nope, we aren’t brigands. “Of course that’s what a 
  brigand would say.” 
  It is up to the PCs to convince Sir Leigor that he is dead 
  and to release his hold on the mortal coil. As stated above, 
  the PCs must shift his attitude from Hostile to Helpful. 
  They are allowed three checks to do this; refer to page 72 
  of the PHB for information on shifting NPC attitudes. 
  One PC makes the checks, though other PCs may assist. 
   
  The PCs can add the following circumstantial 
  modifiers as they make their appeal for Leigor to regain 
  his senses, all depending on their role-play: 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 24 
  • 
  The PC mentions Leigor’s family members by name: 
  +2 per family member mentioned. 
  • 
  The PC mentions Leigor’s duties to the Baron: +2. 
  • 
  The PC mentions Leigor’s past good deeds: +2. 
  • 
   The PC tactfully points out the dead forms of 
  Leigor’s family: +2. 
  • 
  The PC mentions Tesi’s message on the cell wall: +2 
  • 
  The PC has someway of proving the correct date 
  (Waterday, 5 Readying CY 597): +2. 
  • 
  PC is a Knight of some kind: +2 per PC. 
  • 
  PC is an obvious worshipper of Heironeous: +2 per 
  PC. 
  • 
  PC is female: -2 per PC.  
  • 
  PC is currently large-size for whatever reason: -2 per 
  PC. 
  If the PCs are successful in shifting Leigor’s attitude to 
  Helpful, he will regain some of his previously noble 
  nature. He will release his hold on the material plane; 
  read or paraphrase the following:  
  A profound sense of shock crosses Leigor’s face as he 
  recognizes what he has done. The tips of his fingers 
  begin to dissipate into trails of gray mist floating to 
  the ceiling. Slowly his hands disappear as trails of 
  mist begin wafting from his boot tips, which also 
  begin to vanish.  
  [Leigor]: “What have I done? My baron…the 
  betrayer is none other than I. Vione…forgive me.” 
   
  Like a parchment consumed from edge to edge 
  by a tiny flame, Leigor’s undead form rapidly 
  dissolves into faint gray snoke. Just before his face 
  vanishes, he looks upon you.  
  [Leigor]: “Thank you for giving me…oblivion.” 
   
  Once Leigor’s form is gone, the green glow on 
  the vault door gradually dims until it is not there at 
  all.  
  The 
  PCs 
  have 
  successfully 
  talked 
  Leigor 
  into 
  nonexistence. They receive experience as if they have 
  defeated Leigor in combat. They also receive the Leigor’s 
  Gratitude favor on the AR.  
   
  All is not complete just yet. Once the PCs enter the 
  vault, proceed to Encounter 8.  
  Battling Leigor 
  Whatever the circumstances the PCs now find 
  themselves in combat with Leigor. He is an untiered 
  combatant. 
  ALL APLs (EL 4) 
  � Sir Leigor, Knight of Paercium, Male 
  Swordwraith Ftr2: hp 20; see Appendix 7. 
  Tactics: Leigor should present no challenge for APLs 6 to 
  12, but at APL 2 or 4 Leigor can cause some problems. His 
  DR can be difficult, but not impossible, to overcome and 
  his strength damage can be devastating. Nonetheless, 
  most parties at APL 2 or 4 should be able to deal with 
  Leigor, though it may be a near thing. PCs are free to flee 
  this fight and come back rested, if they wish. For his part, 
  Leigor attacks in a very straight-forward manner. He 
  attacks PCs in order of the level of threat to him they 
  present. 
  Developments: Once the PCs successfully destroy 
  Leigor, the green glow on the vault door dissipates – 
  allowing entry. 
  Almost immediately after Leigor is destroyed, the 
  green glow on the vault door gradually dims until it 
  is not there at all. 
  All is not complete just yet. Once the PCs enter the vault, 
  proceed to Encounter 8. 
  ENCOUNTER 8: MIXED BAG 
  Estimated Time: 5 minutes 
  In this encounter, the PCs gain entry to the Vault to find 
  what it is they find. Read or paraphrase the following:  
  The inside of the vault is much smaller than you 
  might have imagined, but it is filled with enough 
  treasure to make a Zilchan Enumerator gasp. There 
  are a great number of gleaming weapons and armor, 
  sacks overflowing with gold, trunks filled with 
  gleaming jewels. All of this treasure is neatly piled 
  in the center of the room. Sitting on top of the pile 
  are two individuals, a halfling and an elf. The 
  halfling speaks. 
  [Arlo]: “Are you sure you can teleport all this?” 
   
  The elf shrugs his shoulders as he speaks a few 
  arcane words. Then he and his companion, and the 
  pile of treasure, all vanish. 
   
  All that is left is a lean-looking leather sack… 
  PCs who participated in BIS5-05 Strange Bedfellows will 
  recognize these two NPCs as members of the Cult of the 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 25 
  Daring Feat, a group of thrill-seekers who conduct 
  dangerous and often illegal actions. Members of the Cult 
  of the Daring Feat also recognize these figures. The 
  halfling is Arlo Tallowburn, the elf’s name is Calaran.  
   
  PCs who succeed at a Spellcraft check (DC 22) will 
  recognize that Calaran cast a greater teleport spell.  
   
  For PCs who wish to investigate the last remaining 
  bag, read or paraphrase the following:  
  Untying the drawstrings of the leather sack, you 
  open it up to reveal a strangely dark and cavernous 
  space.  
  PCs that succeed at an Appraise, Bardic Knowledge or 
  Knowledge [arcana] check (DC 20) will recognize this 
  item as a bag of holding. PCs who attempt to remove an 
  item may do so. If they do, read or paraphrase the 
  following:  
  Reaching into the bag, your hand comes into contact 
  with what feels like a large slab of cold medal. 
  Pulling it free you find that you are holding a 
  gleaming silver shield. 
  PCs that succeed at an Appraise check (DC 15) will 
  recognize this item as a mithral heavy shield.  
  Treasure: Dumping out the contents of the bag of holding 
  reveals the following items. 
  ALL APLs: L: 0 gp, C: 0 gp, M: 729 gp, bag of holding, 
  type I (208), elven chain (345 gp), mithral heavy shield 
  (85 gp), mithral shirt (91 gp). 
  CONCLUSION A: BEHIND 
  CLOSED DOORS 
  Estimated Time: 5 minutes 
  In this, the Main Conclusion, the PCs have gotten rid of 
  Sir Leigor – the source of the taint around Leigor Manor. 
  The PCs find the Camerata just as Levanor is recovering.  
  You locate the Camerata in the stables outside 
  Leigor Manor. Here the cadre of scholars has created 
  a makeshift infirmary where they tend to Levanor 
  Curanis. The fallen priest of Heironeous lies on a 
  cot underneath a rough looking wool blanket while 
  the rest of the Camerata stand watch. Suddenly the 
  old man begins to cough violently as he stirs to 
  consciousness.  
  [Bince]: “Huzzah! He awakens!” 
  [Loriti]: “Our treatments have succeeded.” 
  [Tsogath]: “No…it was our guests. Lo, they have 
  returned.” 
   
  The Camerata greet you warmly and hail your 
  victory. Levanor, for his part, seems quite confused, 
  even more so as he peeks beneath the blanket he 
  rests under. 
  [Levanor]: “Last I remember we were in the cellar 
  library. What happened to me? And where in the 
  name of the Archpaladin are my clothes?” 
  [Abia]: “We had to remove all your garments in order 
  to effectively diagnose your condition.” 
  If the PCs succeed at a Heal check (DC 15) they will 
  realize that, in fact, Levanor’s clothing did not need to be 
  removed.  
  [Sollus]: “You know Levanor, you should probably 
  do something about that wart on your…” 
  [Levanor]: “Silence!” 
   
  You stay on at Leigor Manor for two more days, 
  in case there is more undead activity, but things are 
  relatively quiet. You note with great satisfaction the 
  positive effect Mehri la’Feyvim has on the Camerata: 
  while the arguing is still ongoing the paralyzing 
  effects it had on the group’s progress seem to have 
  lessened. Perhaps the removal of the Strongly Evil-
  Aligned Planarmaterial Bifrucation Matrix, or the 
  Empathic Destabilization Torus, or whatever it was, 
  has something to do with this. It appears as if the 
  Paercine Camerata is going to be okay… for now. 
   
  The PCs receive the Favor of the Camerata and 
  Invitation of the Camerata AR items.  
  CONCLUSION B: TAKE THIS 
  JOB AND SHOVE IT! 
  Estimated Time: 5 minutes 
  Note: the party can only receive Conclusion B or 
  Conclusion C, depending on their actions in Encounter 
  4. They cannot receive both conclusions. All PCs receive 
  the benefits, or detriments of the party’s actions, even if 
  only one PC is acting as the decider.  
   
  In Conclusion B, an optional conclusion, the PCs 
  have followed Baron Sollus’ half-hearted suggestion to 
  subjugate the peasantry.   
  It takes you all of a half a day to break the will of an 
  already broken people. Daech and Myem silently 
  regard you with looks of betrayal from their new 
  residence in the stocks. Such is the punishment for 
  sedition. After you have made an example of the 
  ringleaders of this uprising, the Baron’s men 
  quickly and gleefully go about the brutal tasks of 
  making the commoners toil. It is not long before the 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 26 
  peasantry feels the sting of the whip at their back, 
  but the fields are now being tended. The great feudal 
  engine of production stirs to life at the cost of 
  crushed hopes and trampled dreams. All thanks to 
  you. 
   
  PCs who vigorously pursued the chance to be 
  knighted receive the Black Knight of Paercium AR item. All 
  other PCs receive the Stood Idly By AR item. No PCs 
  receive the Favor of the Peasantry or the A Stranger’s 
  Spellbook AR items. 
  CONCLUSION C: I HAD A 
  HEART 
  Estimated Time: 5 minutes 
  Note: the party can only receive Conclusion B or 
  Conclusion C, depending on their actions in Encounter 
  4. They cannot receive both conclusions. All PCs receive 
  the benefits, or detriments of the party’s actions, even if 
  only one PC is acting as the decider.  
   
  In Conclusion C, an optional conclusion, the PCs 
  have found a bag of holding containing mithral items, the 
  sale of which can bring necessary relief to    
  It is two days after you presented the Baron with the 
  magical bag containing the various mithral items. At 
  a long meeting table in Mahiro the Baron sits with 
  his knights and the prominent merchants and 
  farmers of his lands. Your presence at this meeting 
  is not necessary, but you stand in the corner, arms 
  crossed, well pleased as the sale of the mithral is 
  distributed fairly to hire new farmhands, rebuild 
  roads, and to revitalize the barony’s infrastructure. 
  It won’t be long before the fields will spring to life 
  with much needed grain and produce. In the coming 
  days the great feudal engine of production stirs to 
  life and while it has cost the Baron some small 
  amount of power among his subjects, Conri Sollus is 
  now regarded as a generous and beneficent ruler 
  among his people. All thanks to you. 
   
  Just as you are setting off from Paercium, the 
  farmer Daech seeks you out. You are surprised to see 
  an ornate book in the simple man’s hands.  
  [Daech]: “Thank ya again for yur aid: I had no idea 
  what a difference a little tavern talk would make, 
  when it got to the right ears. Here’s a little 
  something I forgot to get you when we first met. It’s 
  a book of strange squiggles left by that adventurer 
  what died of the plague. Perhaps ya might have some 
  use for it.” 
   
  The PCs receive the Favor of the Peasantry and the A 
  Stranger’s Spellbook AR items. They do not receive the 
  Black Knight of Paercium or Stood Idly By AR item. 
  CAMPAIGN CONSEQUENCES 
   
  If you run this event in July or August of 2007, 
  please e-mail the results from this sheet to a member of 
  the Bissel Triad by September 1
  st, 2007, or have the Senior 
  DM of your event do so. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 1 
  Defeat the escaping animals. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 5 
  Defeat the undead apparitions in the cellar library. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 6 
  Survive or dismantle the trap in the Room of Betrayal. 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 27 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Encounter 7 
  Talk Leigor into departing through Diplomacy OR 
  Destroy Leigor in combat. 
   
  APL 2: 120 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 120 xp. 
   
  APL 10: 120 xp. 
   
  APL 12: 120 xp. 
  Story Award 
  Capture the animals alive in Encounter 1 
   
  APL 2: 45 xp. 
   
  APL 4: 67 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 112 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 157 xp. 
   
  Discretionary Roleplaying Award 
   
  APL 2: 45 xp. 
   
  APL 4: 68 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 113 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 158 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 2 Mansion on the Hill: 
  ALL APLs: L: 0 gp, C: 50 gp, M: 0 gp 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 28 
  Encounter 3 I Love This Bar: 
  APL 2: L: 0 gp, C: 25 gp, M: 320 gp, masterwork 
  elvencraft composite longbow (+2 Str) (150 gp), arcane 
  scroll of magic weapon (4 gp), cloak of resistance +1 (166 
  gp). 
  APL 4: L: 0 gp, C: 25 gp, M: 540 gp, masterwork 
  elvencraft composite longbow (+2 Str) (150 gp), arcane 
  scroll of magic weapon (4 gp), arcane scroll of arrow mind 
  (4 gp), cloak of resistance +1 (166 gp), bracers of armor +1 
  (166 gp), potion of cure moderate wounds (50 gp). 
  APL 6: L: 0 gp, C: 25 gp, M: 885 gp, +1 elvencraft 
  composite longbow (+2 Str) (433 gp), arcane scroll of 
  magic weapon (4 gp), arcane scroll of arrow mind (4 gp), 
  arcane scroll of greater magic weapon (62 gp), cloak of 
  resistance +1 (166 gp), bracers of armor +1 (166 gp), 
  potion of cure moderate wounds (50 gp). 
  APL 8: L: 0 gp, C: 25 gp, M: 1551 gp, +1 elvencraft 
  composite longbow (+2 Str) (433 gp), arcane scroll of 
  magic weapon (4 gp), arcane scroll of arrow mind (4 gp), 
  arcane scroll of greater magic weapon (62 gp), cloak of 
  resistance +1 (166 gp), bracers of armor +1 (166 gp), 
  gloves of dexterity +2 (666 gp), potion of cure moderate 
  wounds (50 gp). 
  APL 10: L: 0 gp, C: 25 gp, M: 2551 gp, +1 elvencraft 
  composite longbow (+2 Str) (433 gp), arcane scroll of 
  magic weapon (4 gp), arcane scroll of arrow mind (4 gp), 
  arcane scroll of greater magic weapon (62 gp), cloak of 
  resistance +1 (166 gp), bracers of armor +1 (166 gp), 
  gloves of dexterity +2 (666 gp), ring of enduring arcana 
  (1000 gp), potion of cure moderate wounds (50 gp). 
  APL 12: L: 0 gp, C: 25 gp, M: 4375 gp, +1 bane 
  (monstrous humanoid) elvencraft composite longbow (+2 
  Str) (1483 gp), arcane scroll of magic weapon (4 gp), 
  arcane scroll of arrow mind (4 gp), arcane scroll of greater 
  magic weapon (62 gp), arcane scroll of shadow walk (275 
  gp), cloak of resistance +1 (166 gp), bracers of armor +2 
  (666 gp), gloves of dexterity +2 (666 gp), ring of enduring 
  arcane (1000 gp), potion of cure moderate wounds (50 
  gp). 
  Encounter 8 Mixed Bag: 
  ALL APLs: L: 0 gp, C: 0 gp, M: 729 gp, bag of holding, 
  type I (208), elven chain (345 gp), mithral heavy shield 
  (85 gp), mithral shirt (91 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 0 gp, C: 75 gp, M: 1049 gp – Total: 1124 gp 
  (450 gp). 
  APL 4: L: 0 gp, C: 75 gp, M: 1269 gp – Total: 1344 gp 
  (650 gp). 
  APL 6: L: 0 gp, C: 75 gp, M: 1614 gp – Total: 1689 gp 
  (900 gp). 
  APL 8: L: 0 gp, C: 75 gp, M: 2280 gp – Total: 2355 gp 
  (1,300 gp). 
  APL 10: L: 0 gp, C: 75 gp, M: 3280 gp – Total: 3355 gp 
  (2,300 gp). 
  APL 12: L: 0 gp, C: 75 gp, M: 5104 gp – Total: 5179 gp 
  (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  �  Favor of the Camerata: You have proven yourself 
  to be a great use to the group of scholars known as the 
  Paercine Camerata. If your PC becomes infected with the 
  Mark of the Black Hand, then you can spend this favor to 
  move your PC back to Stage 1 of the disease no matter 
  which stage you are currently at. Mark this favor as 
  USED when it is expended. This favor may have other 
  uses in the future. 
   
  �  Invitation of the Camerata: Recognizing your 
  scholarly nature and based on the recommendations of 
  your colleagues, the Camerata invites you to join them in 
  their research. This is available only to current members 
  of one of the following Bissel Meta-orgs: Bardic Circle, 
  Guild of the Arcane Path, Nightwatch or any Bissel 
  Church meta-org. In accepting the invitation you become 
  a member of the Paercine Camerata and must spend 2 
  TUs yearly aiding the group in their work. With the 
  Camerata’s resources at your disposal, you receive a +2 on 
  all Knowledge checks while in Bissel. There may be other 
  benefits, contact tsogath.the.mage@gmail.com for further 
  information. If you are not a current member of one of 
  the meta-orgs listed above, do not cross this favor out. If 
  you become a member within one calendar year of the 
  date on this AR, you may accept the invitation. 
   
  �  Favored of the Peasantry: After locating Leigor’s 
  treasure you have seen that it was sold to benefit the 
  people of the Barony of Paercium. In addition to 
  receiving access (Frequency: Adventure) to the mithral 
  items listed at APL 2, you also receive access (Frequency: 
  Regional), as the peasants hold onto the items if you wish 
  to purchase them later. Furthermore, all commoners of 
  Paercium you encounter begin with an initial attitude of 
  Friendly. 
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 29 
   
  �  Leigor’s Gratitude: You avoided combat, and your 
  words restored the Knight Leigor to some modicum of 
  his former nobility. In gratitude, Leigor shows his thanks 
  from whatever afterlife awaited him. As a swift action, 
  you may invoke Leigor’s Gratitude in the form of a +20 
  sacred bonus to a single attack roll, skill check, or saving 
  throw. Mark this favor as USED once this benefit is used. 
   
  � A Stranger’s Spellbook: Taken from a victim of the 
  Mark by the Farmer Daech. APL 4 – shield, shock and awe 
  (SpC), 200 gp; APL 6 – augment familiar (SpC), see 
  invisibility, 400 gp; APL 8 – dragonskin (SpC), fortify familiar 
  (SpC) 600 gp; APL 10 – confusion, translocation trick (SpC) 
  800 gp; APL 12 – mind fog, vulnerability (SpC) 1000 gp. 
   
  �  Stood Idly By: You had a chance to prevent the 
  subjugation of decent folk, but you did nothing. All 
  peasants in Bissel begin with an initial attitude of 
  Unfriendly. This disfavor may be removed by expending 
  an Influence Point granted to you by any Bissel group. 
   
  �  Black Knight of Paercium: Following the Baron’s 
  orders, you have quashed the peasant’s uprising in 
  Paercium. You are immediately Knighted, receiving all 
  the benefits of being a Baronial Knight of Paercium as 
  detailed in Bissel Meta-Activities Handbook, without 
  having to pay the TU costs. However, you have earned 
  the hatred of all peasants in Bissel, and they work very 
  hard for you to feel the depth of their rancor. Any effects 
  that grant you free lifestyle in Bissel, including those 
  from being a member of the Great Army, are immediately 
  revoked. In addition, all item purchases and lifestyle 
  costs are doubled for you in Bissel. 
   
  Item Access 
  APL 2: 
  � masterwork elvencraft composite longbow (+2 Str) 
  (Adventure; RW) 
  � elven chain (Adventure; DMG) 
  � mithral heavy shield (Adventure; DMG) 
  � mithral shirt (Adventure; DMG) 
  � bag of holding, type I (Adventure; DMG) 
  APL 4 (all of APL 2 plus the following): 
  � arcane scroll of arrow mind (Adventure; Complete 
  Adventurer) 
  � A Stranger’s Spellbook, APL 4 version (Adventure; see 
  above) 
  APL 6 (all of APLs 2, 4 plus the following): 
  � +1 elvencraft composite longbow (+2 Str) (Adventure; 
  RW) 
  � A Stranger’s Spellbook, APL 6 version (Adventure; see 
  above) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  � A Stranger’s Spellbook, APL 8 version (Adventure; see 
  above) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  � ring of enduring arcana (Adventure; CM) 
  � A Stranger’s Spellbook, APL 10 version (Adventure; 
  see above) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  � +1 bane (monstrous humanoid) elvencraft composite 
  longbow (+2 Str) (Adventure; RW) 
  � arcane scroll of shadow walk (Adventure; DMG) 
  � A Stranger’s Spellbook, APL 12 version (Adventure; 
  see above) 
   
   
   
   
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 30 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 3 
   
   
   
   
  D I R E  T O A D 
  CR  3 
  N Medium Animal 
  Init +2; Senses Low-Light Vision, Listen +7, Spot +8 
  AC 15, touch 12 , flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 30 (4 HD) 
  Fort +6, Ref +6, Will +6  
  Speed 30 ft. (6 squares)  
  Melee bite +5 (1d4 plus poison) 
  Ranged tongue +5 (0)  
  Space 5 ft.; Reach 5 ft. (10 ft. with tongue) 
  Base Atk +3; Grp +3 
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7  
  Feats Alertness, Weapon Finesse 
  Skills Hide +8, Jump +10, Listen +7, Spot +8 
  Poison (Ex): A dire toad delivers its poison (Fortitude save DC 
  14) with each successful bite attack. The initial and 
  secondary damage is the same (1d6 points of Constitution 
  damage). The save DC is Constitution-based. 
  Improved Grab (Ex): If a dire toad hits an opponent that is at 
  least one size category smaller than itself with a bite attack or 
  a tongue attack, it deals normal damage and attempts to start 
  a grapple as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can try to swallow the 
  opponent. Alternatively, the dire toad has the option to 
  conduct the grapple normally, or simply use its jaws to hold 
  the opponent (-20 penalty on grapple check, but the dire 
  toad is not considered grappled). In either case, each 
  successful grapple check it makes during successive rounds 
  automatically deals bite damage. 
  Swallow Whole (Ex): A dire toad can swallow a grabbed 
  opponent that is at least one size category smaller than itself 
  by making a successful grapple check. Once inside the toad, 
  the opponent takes1d6 points of bludgeoning damage plus 
  1d4 points of acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the swallowed 
  creature to climb out of the stomach and return to the toad’s 
  mouth, where another successful grapple check is needed to 
  get free. Alternatively, a swallowed creature can try to cut its 
  way out with either claws or a light piercing or slashing 
  weapon. Dealing at least 10 points of damage to the gizzard 
  (AC 13) in this way creates an opening large enough to 
  permit escape. Once a single swallowed creature exits, 
  muscular action closes the hole; thus, another swallowed 
  opponent must cut its own way out. A Medium-size dire 
  toad’s stomach can hold 2 Small or 8 Tiny or smaller 
  opponents. 
  Skills A dire toad receives a +4 racial bonus on Hide, Listen, and 
  Spot checks, and a +8 racial bonus on Jump checks. 
  Description This squat, blobby creature is about the size of a 
  large dog. It has a bony ridge along its head, malevolent eyes, 
  and a wicked, forked tongue. 
  Sources Monster Manual II (Page 76, including 3.5 updates) 
   
   
  ENCOUNTER 6 
   
   
   
   
  E N F E E BLI N G  H A N D S  T R A P 
  CR  2 
  Description A 30-foot square room with a secret entrance on 
  one side and a secret door located on an adjacent wall 
  (Search DC 20, see DM AID: MAP 4 – Room of Betrayal for 
  exact location). In the center of the room is a dark marble 
  pillar on which rests an onyx bust of a strikingly beautiful 
  woman. Anyone approaching within five feet of either the 
  bust or the secret door trippers the trap: ghostly black hands 
  rise from each five-foot square and grope at creatures within 
  the room. Anyone touched by a hand is affected by a ray of 
  enfeeblement spell. 
  Search DC 17 
  Type magic 
  Trigger proximity (alarm), Init +1 
  Effect Ray of Enfeeblement (PHB 269) at CL 1 against each target 
  in the room each round (+2 melee touch). While the effects 
  of subsequent attacks do not stack higher penalties replace 
  existing penalties. The penalties last for 1 minute. 
  Duration 5 rounds (automatic reset) 
  Destruction one hand AC 12, 5 hp; onyx bust AC 13, hardness 
  2, 9 hp (disadvantage, destroying this disarms the entire trap) 
  Disarm Disable Device DC 26 (per hand) 
  Dispel DC 12 (per hand) 
   
   
   
   
   
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 31 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 3 
   
   
   
   
  D I R E  T O A D 
  CR  3 
  N Medium Animal 
  Init +2; Senses Low-Light Vision, Listen +7, Spot +8 
  AC 15, touch 12 , flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 30 (4 HD) 
  Fort +6, Ref +6, Will +6  
  Speed 30 ft. (6 squares)  
  Melee bite +5 (1d4 plus poison) 
  Ranged tongue +5 (0)  
  Space 5 ft.; Reach 5 ft. (10 ft. with tongue) 
  Base Atk +3; Grp +3 
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7  
  Feats Alertness, Weapon Finesse 
  Skills Hide +8, Jump +10, Listen +7, Spot +8 
  Poison (Ex): A dire toad delivers its poison (Fortitude save DC 
  14) with each successful bite attack. The initial and 
  secondary damage is the same (1d6 points of Constitution 
  damage). The save DC is Constitution-based. 
  Improved Grab (Ex): If a dire toad hits an opponent that is at 
  least one size category smaller than itself with a bite attack or 
  a tongue attack, it deals normal damage and attempts to start 
  a grapple as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can try to swallow the 
  opponent. Alternatively, the dire toad has the option to 
  conduct the grapple normally, or simply use its jaws to hold 
  the opponent (-20 penalty on grapple check, but the dire 
  toad is not considered grappled). In either case, each 
  successful grapple check it makes during successive rounds 
  automatically deals bite damage. 
  Swallow Whole (Ex): A dire toad can swallow a grabbed 
  opponent that is at least one size category smaller than itself 
  by making a successful grapple check. Once inside the toad, 
  the opponent takes1d6 points of bludgeoning damage plus 
  1d4 points of acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the swallowed 
  creature to climb out of the stomach and return to the toad’s 
  mouth, where another successful grapple check is needed to 
  get free. Alternatively, a swallowed creature can try to cut its 
  way out with either claws or a light piercing or slashing 
  weapon. Dealing at least 10 points of damage to the gizzard 
  (AC 13) in this way creates an opening large enough to 
  permit escape. Once a single swallowed creature exits, 
  muscular action closes the hole; thus, another swallowed 
  opponent must cut its own way out. A Medium-size dire 
  toad’s stomach can hold 2 Small or 8 Tiny or smaller 
  opponents. 
  Skills A dire toad receives a +4 racial bonus on Hide, Listen, and 
  Spot checks, and a +8 racial bonus on Jump checks. 
  Description This squat, blobby creature is about the size of a 
  large dog. It has a bony ridge along its head, malevolent eyes, 
  and a wicked, forked tongue. 
  Sources Monster Manual II (Page 76, including 3.5 updates) 
   
  ENCOUNTER 6 
   
   
   
   
  S T U P E F Y I N G  H A N D S  T R A P 
  CR  4 
  Description A 30-foot square room with a secret entrance on 
  one side and a secret door located on an adjacent wall 
  (Search DC 20, see DM AID: MAP 4 – Room of Betrayal for 
  exact location). In the center of the room is a dark marble 
  pillar on which rests an onyx bust of a strikingly beautiful 
  woman. Anyone approaching within five feet of either the 
  bust or the secret door trippers the trap: ghostly black hands 
  rise from each five-foot square and grope at creatures within 
  the room. Anyone touched by a hand is affected by a touch of 
  idiocy spell. 
  Search DC 19 
  Type magic 
  Trigger proximity (alarm), Init +2 
  Effect Touch of Idiocy (PHB 294) at CL 3 against each target in 
  the room each round (+4 melee touch). While the effects of 
  subsequent attacks do not stack higher penalties replace 
  existing penalties. The penalties last for 30 minutes. 
  Duration 7 rounds (automatic reset) 
  Destruction one hand AC 14, 10 hp; onyx bust AC 16, hardness 
  4, 18 hp (disadvantage, destroying this disarms the entire trap) 
  Disarm Disable Device DC 27 (per hand) 
  Dispel DC 14 (per hand) 
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 32 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 3 
   
   
   
   
  A D V A N C E D  D I R E  T O A D  O F  L E G E N D 
   CR  7 
  N Large Animal 
  Init +8; Senses Low-Light Vision Listen +9, Spot +13 
  AC 23 touch 13, flat-footed 19 
   (-1 size, +4 Dex, +10 natural) 
  hp 105 (7 HD) 
  Reflective Hide (Spell Turning) 
  Fort +17, Ref +12, Will +11 
  Speed 30 ft. (6 squares) 
  Melee bite +15 (1d8+9 plus poison)  
  Ranged tongue +8 (0)  
  Space 10 ft.; Reach 10 ft. (20 ft. with tongue) 
  Base Atk +5; Grp +18 
  Atk Options Haste 
  Special Actions Breath Weapon 
  Abilities Str 28, Dex 18, Con 29, Int 4, Wis 17, Cha 11  
  Feats Improved Initiative, Improved Natural Attack [bite], 
  Multiattack, Weapon Finesse 
  Skills Hide +14, Jump +21, Listen +9, Spot +13 
  Breath Weapon (Su): Every 1d4+1 rounds, a dire toad of 
  legend can use a breath weapon (15-foot cone, 3d6 acid 
  damage). A target can make a Reflex save (DC 22) for half 
  damage. 
  Haste (Su): A dire toad of legend is supernaturally quick. It can 
  make an extra attack during a full-attack action, as if affected 
  by haste spell. 
  Poison (Ex): A dire toad delivers its poison (Fortitude save DC 
  21) with each successful bite attack. The initial and 
  secondary damage is the same (1d6 points of Constitution 
  damage). The save DC is Constitution-based. 
  Improved Grab (Ex): If a dire toad hits an opponent that is at 
  least one size category smaller than itself with a bite attack or 
  a tongue attack, it deals normal damage and attempts to start 
  a grapple as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can try to swallow the 
  opponent. Alternatively, the dire toad has the option to 
  conduct the grapple normally, or simply use its jaws to hold 
  the opponent (-20 penalty on grapple check, but the dire 
  toad is not considered grappled). In either case, each 
  successful grapple check it makes during successive rounds 
  automatically deals bite damage. 
  Swallow Whole (Ex): A dire toad can swallow a grabbed 
  opponent that is at least one size category smaller than itself 
  by making a successful grapple check. Once inside the toad, 
  the opponent takes1d8 points of bludgeoning damage plus 
  1d6 points of acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the swallowed 
  creature to climb out of the stomach and return to the toad’s 
  mouth, where another successful grapple check is needed to 
  get free. Alternatively, a swallowed creature can try to cut its 
  way out with either claws or a light piercing or slashing 
  weapon. Dealing at least 10 points of damage to the gizzard 
  (AC 15) in this way creates an opening large enough to 
  permit escape. Once a single swallowed creature exits, 
  muscular action closes the hole; thus, another swallowed 
  opponent must cut its own way out. A Large-size dire toad’s 
  stomach can hold 2 Medium or 8 Small or smaller 
  opponents. 
  Reflective Hide (Su): A dire toad of legend has a silvery sheen 
  to its skin and is permanently protected by a spell turning 
  effect.  
  Skills A dire toad receives a +4 racial bonus on Hide, Listen, and 
  Spot checks, and a +8 racial bonus on Jump checks. 
  Description This squat, blobby creature is about the size of a 
  large dog. It has a bony ridge along its head, malevolent eyes, 
  and a wicked, forked tongue. 
  Sources Monster Manual II (Page 76, including 3.5 updates) 
   
  ENCOUNTER 6 
   
   
   
   
  E X H A U S T I N G  H A N D S  T R A P 
  CR  6 
  Description A 30-foot square room with a secret entrance on 
  one side and a secret door located on an adjacent wall 
  (Search DC 20, see DM AID: MAP 4 – Room of Betrayal for 
  exact location). In the center of the room is a dark marble 
  pillar on which rests an onyx bust of a strikingly beautiful 
  woman. Anyone approaching within five feet of either the 
  bust or the secret door trippers the trap: ghostly black hands 
  rise from each five-foot square and grope at creatures within 
  the room. Anyone touched by a hand is affected by a ray of 
  exhaustion spell. 
  Search DC 21 
  Type magic 
  Trigger proximity (alarm), Init +3 
  Effect Ray of Exhaustion (PHB 269) at CL 5 against each target in 
  the room each round (+6 melee touch, Fortitude partial DC 
  14). There is no effect on creatures that are already 
  exhausted. The effect lasts for 5 minutes. 
  Duration 9 rounds (automatic reset) 
  Destruction one hand AC 16, 15 hp; onyx bust AC 19, hardness 
  6, 27 hp (disadvantage, destroying this disarms the entire trap) 
  Disarm Disable Device DC 28 (per hand) 
  Dispel DC 16 (per hand) 
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 33 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 3 
   
   
   
   
  A D A V N C E D  D I R E  T O R T O I S E 
   CR  9 
  N Huge Animal 
  Init -2; Senses Low-Light Vision Listen +7, Spot +7 
  AC 25 touch 6, flat-footed 25 
   (-2 size, -2 Dex, +19 natural) 
  hp 224 (17 HD) 
  Fort +18, Ref +8, Will +10 
  Speed 20 ft. (4 squares), burrow 20 ft. (4 squares) 
  Melee bite +18 (1d8+12)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +28 
  Special Actions Lightning Strike, trample 4d8+12 
  Abilities Str 26, Dex 6, Con 26, Int 2, Wis 10, Cha 6  
  Feats Alertness, Endurance, Imrpoved Toughness*, Toughness 
  (x3) 
  Skills Hide +0*, Listen +7, Spot +7 
  Lightning Strike (Ex) A dire tortoise can lash out very rapidly. 
  On the first round of combat, it gets a surprise round 
  regardless of whether it has been noticed. A creature that 
  notices the dire tortoise is still treated as flat-footed during 
  this round.  
  Trample (Ex) Reflex half DC 25. The save DC is Strength-
  based.  
  Skills *A dire tortoise has a +12 racial bonus on Hide checks in 
  rocky terrain.  
  Description This massive tortoise has a spiked, rocky shell as 
  big as a small house. Its large head ends in a wickedly sharp 
  beak. 
  Sources Sandstorm (Page 151) 
   
  ENCOUNTER 6 
   
   
   
   
  E N E R V A T I N G  H A N D S  TRAP 
  CR  8 
  Description A 30-foot square room with a secret entrance on 
  one side and a secret door located on an adjacent wall 
  (Search DC 20, see DM AID: MAP 4 – Room of Betrayal for 
  exact location). In the center of the room is a dark marble 
  pillar on which rests an onyx bust of a strikingly beautiful 
  woman. Anyone approaching within five feet of either the 
  bust or the secret door trippers the trap: ghostly black hands 
  rise from each five-foot square and grope at creatures within 
  the room. Anyone touched by a hand is affected by an 
  enervation spell. 
  Search DC 23 
  Type magic 
  Trigger proximity (alarm), Init +4 
  Effect Enervation (PHB 226) at CL 7 against each target in the 
  room each round (+8 melee touch). The effects of subsequent 
  attacks stack with each other. Negative levels are restored 
  after 7 hours. 
  Duration 11 rounds (automatic reset) 
  Destruction one hand AC 18, 20 hp; onyx bust AC 22, hardness 
  8, 36 hp (disadvantage, destroying this disarms the entire trap) 
  Disarm Disable Device DC 29 (per hand) 
  Dispel DC 18 (per hand) 
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 34 
   APPENDIX 5 – APL 10 
   
  ENCOUNTER 3 
   
   
   
   
  A D A V A N C E D  D I R E  T O R T O I S E  O F  L E G E N D  CR  7 
  N Huge Animal 
  Init +5; Senses Low-Light Vision Listen +8, Spot +8 
  AC 33 touch 9, flat-footed 30 
   (-2 size, +1 Dex, +24 natural) 
  hp 288 (17 HD); fast healing 5 
  Reflective Hide (Spell Turning) 
  Fort +26, Ref +14, Will +14 
  Speed 20 ft. (4 squares), burrow 20 ft. (4 squares) 
  Melee bite +23 (2d6+26 plus poison)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +33 
  Special Actions Lightning Strike, trample 4d8+26 
  Abilities Str 36, Dex 12, Con 36, Int 4, Wis 12, Cha 10  
  Feats Alterness, Endurance, Improved Initiative, Improved 
  Toughness*, Multiattack, Toughness (x3) 
  Skills Hide +0*, Listen +8, Spot +8 
  Fast Healing (Ex) A dire tortoise of legend regains hit points at 
  a rate of 5 per round. Fast healing does not restore hit points 
  lost from starvation, thirst, or suffocation, and it does not 
  allow a dire tortoise of legend to regrow or reattach body 
  parts.  
  Lightning Strike (Ex) A dire tortoise of legend can lash out 
  very rapidly. On the first round of combat, it gets a surprise 
  round regardless of whether it has been noticed. A creature 
  that notices the dire tortoise is still treated as flat-footed 
  during this round.  
  Poison (Ex) A dire tortoise of legend delivers its poison 
  (Fortitude save DC 31) with each successful bite attack. The 
  initial and secondary damage is the same (1d6 points of 
  Strength damage). The save DC is Constitution-based. 
  Reflective Hide (Su) A dire tortoise of legend has a silvery 
  sheen to its skin and is permanently protected by a spell 
  turning effect. 
  Trample (Ex) Reflex half DC 30. The save DC is Strength-
  based.  
  Skills *A dire tortoise has a +12 racial bonus on Hide checks in 
  rocky terrain. 
  Description This massive tortoise has a spiked, rocky shell as 
  big as a small house. Its large head ends in a wickedly sharp 
  beak. 
  Sources Sandstorm (Page 151) 
   
  ENCOUNTER 6 
   
   
   
   
  M I N D-D R A I N I N G  H A N D S  T R A P 
  CR  10 
  Description A 30-foot square room with a secret entrance on 
  one side and a secret door located on an adjacent wall 
  (Search DC 20, see DM AID: MAP 4 – Room of Betrayal for 
  exact location). In the center of the room is a dark marble 
  pillar on which rests an onyx bust of a strikingly beautiful 
  woman. Anyone approaching within five feet of either the 
  bust or the secret door trippers the trap: ghostly black hands 
  rise from each five-foot square and grope at creatures within 
  the room. Anyone touched by a hand is affected by a 
  feeblemind spell. 
  Search DC 25 
  Type magic 
  Trigger proximity (alarm), Init +5 
  Effect Feeblemind (PHB 229) at CL 9 against each target in the 
  room each round (+10 melee touch). Will save (DC 17) 
  negates the effect. 
  Duration 13 rounds (automatic reset) 
  Destruction one hand AC 20, 25 hp; onyx bust AC 25, hardness 
  10, 45 hp (disadvantage, destroying this disarms the entire trap) 
  Disarm Disable Device DC 30 (per hand) 
  Dispel DC 20 (per hand) 
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 35 
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 3 
   
   
   
   
  A D V A N C E D  D I R E  T O R T O I S E  O F  L E G E N D  CR  7 
  N Huge Animal 
  Init +5; Senses Low-Light Vision Listen +8, Spot +8 
  AC 33 touch 9, flat-footed 30 
   (-2 size, +1 Dex, +24 natural) 
  hp 288 (17 HD); fast healing 5 
  Reflective Hide (Spell Turning) 
  Fort +26, Ref +14, Will +14 
  Speed 20 ft. (4 squares), burrow 20 ft. (4 squares) 
  Melee bite +23 (2d6+26 plus poison)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +33 
  Special Actions Lightning Strike, trample 4d8+26 
  Abilities Str 36, Dex 12, Con 36, Int 4, Wis 12, Cha 10  
  Feats Alterness, Endurance, Improved Initiative, Improved 
  Toughness*, Multiattack, Toughness (x3) 
  Skills Hide +0*, Listen +8, Spot +8 
  Fast Healing (Ex) A dire tortoise of legend regains hit points at 
  a rate of 5 per round. Fast healing does not restore hit points 
  lost from starvation, thirst, or suffocation, and it does not 
  allow a dire tortoise of legend to regrow or reattach body 
  parts.  
  Lightning Strike (Ex) A dire tortoise of legend can lash out 
  very rapidly. On the first round of combat, it gets a surprise 
  round regardless of whether it has been noticed. A creature 
  that notices the dire tortoise is still treated as flat-footed 
  during this round.  
  Poison (Ex) A dire tortoise of legend delivers its poison 
  (Fortitude save DC 31) with each successful bite attack. The 
  initial and secondary damage is the same (1d6 points of 
  Strength damage). The save DC is Constitution-based. 
  Reflective Hide (Su) A dire tortoise of legend has a silvery 
  sheen to its skin and is permanently protected by a spell 
  turning effect. 
  Trample (Ex) Reflex half DC 30. The save DC is Strength-
  based.  
  Skills *A dire tortoise has a +12 racial bonus on Hide checks in 
  rocky terrain. 
  Description This massive tortoise has a spiked, rocky shell as 
  big as a small house. Its large head ends in a wickedly sharp 
  beak. 
  Sources Sandstorm (Page 151) 
   
  ENCOUNTER 6 
   
   
   
   
  D I S I N T E G R A T I N G  H A N D S  T R A P 
  CR  12 
  Description A 30-foot square room with a secret entrance on 
  one side and a secret door located on an adjacent wall 
  (Search DC 20, see DM AID: MAP 4 – Room of Betrayal for 
  exact location). In the center of the room is a dark marble 
  pillar on which rests an onyx bust of a strikingly beautiful 
  woman. Anyone approaching within five feet of either the 
  bust or the secret door trippers the trap: ghostly black hands 
  rise from each five-foot square and grope at creatures within 
  the room. Anyone touched by a hand is affected by a 
  disintegration spell. 
  Search DC 27; Type magic 
  Trigger proximity (alarm), Init +6 
  Effect Disintegration (PHB 222) at CL 11 against each target in 
  the room each round (+12 melee touch). Creatures affected 
  take 22d6 points of damage; a successful Fortitude save (DC 
  19) reduces the damage to 5d6. The effects of subsequent 
  attacks stack with each other. 
  Duration 15 rounds (automatic reset) 
  Destruction one hand AC 22, 30 hp; onyx bust AC 28, hardness 
  12, 54 hp (disadvantage, destroying this disarms the entire trap) 
  Disarm Disable Device DC 31 (per hand) 
  Dispel DC 22 (per hand) 
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 36 
  APPENDIX 7 – ALL APLS 
   
  ENCOUNTER 1 
   
   
   
   
  J O R V U S  B I N G H A M 
  CR  2   
  M Human(bos) War1/Rog1  
  NG Medium Humaniod 
  Init +7; Senses Listen -1, Spot +3 
  Languages Common, Old Oeridian 
  AC 16, touch 13, flat-footed 13, Dodge, 
   (+0 size, +3 Dex, +3 armor, +0 shield, +0 deflection, +0 insight, 
  +0 natural) 
  hp 12 (2 HD);  
  Fort +3, Ref +5, Will -1 
  Speed 30 ft. in light armor (6 squares), base movement 30 ft. 
  Melee longsword +1 (1d8 S/19-20) 
  Ranged longbow +4 (1d8 P /x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Atk Options Sneak Attack +1d6 
  Combat Gear longsword, longbow, studded leather armor, x20 
  arrows 
  Abilities Str 10, Dex 16, Con 12, Int 12, Wis 8, Cha 14  
  Feats Dodge, Improved Initiative 
  Skills Bluff +4, Climb+4, Intimidate+7, Handle Animal+6, 
  Hide+4, Move Silently +4, Slight of Hand+4, Spot+3 
  Possessions combat gear plus deck of cards 
  Description A jovial man with dark hair and pale skin make a 
  striking visage.  The epitome of the extrovert Jorvus will talk 
  your ear off about anything going and then work on the next. 
   
   
   
  S I L N  B I N G H A M 
  CR  2   
  M Human(bos) War1/Rng1 
  LG Medium Humaniod 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common 
  AC 16, touch 12, flat-footed 14 
   (+0 size, +2 Dex, +4 armor) 
  hp 15 (2 HD); 
  Fort +6, Ref +4, Will +1  
  Speed 30 ft. in light armor (6 squares), base movement 30 ft. 
  Melee longsword +4 (1d8+2 S 19-20) 
  Ranged longbow +4 (1d8 P  x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Point Blank Shot 
  Combat Gear longsword, longbow, studded leather armor, x20 
  arrows 
  Abilities Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 12  
  Feats Weapon Focus: longbow, Point Blank Shot 
  Skills Climb +6, Handle Animal +6, Ride +7 
  Possessions combat gear plus rope, rations, spare tack 
  Description Siln, look like his cousin Jorvus, but where Jorvus 
  is jovial Siln is quiet.  He takes solace with the horses and is 
  meticulous in their care. 
   
  I L D E N 
  CR  1   
  M Human(bos) War1 
  LG Medium Humaniod 
  Init +2; Senses Listen -1, Spot -1 
  Languages Common 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 9 (1 HD); 
  Fort +3, Ref +2, Will +1  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee halberd +3 (1d10+3) 
  Ranged shortbow +3 (1d6 x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Combat Gear halberd, shortbow, scale mail, x20 arrows 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 12  
  Feats Improved Initiative, Iron Will 
  Skills, Handle Animal +5, Ride +2, Swim -2 
  Possessions combat gear plus rope, rations, bull’s eye lantern, 
  love letters from home 
  Description A well-built warrior with a strong grasp on his 
  halberd, Ilden nonetheless has the wide-eyed look of a 
  novice.  
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 37 
  ENCOUNTER 7 
   
   
   
   
  S I R  L E I G O R,  K N I G H T  O F  P A E R C I U M 
   CR  4 
  Male Swordwraith Ftr 2 
  LE Medium undead 
  Init +3; Senses Darkvision 60’, Listen +2, Spot +2 
  Languages Common, Dwarven 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 20 (2 HD);  DR 10/magic and slashing 
  Undead Immunities  
  Turn Resistance +2 
  Fort +3, Ref +3, Will +1 
  Speed 30t. (6squares) 
  Melee mwk Battleaxe +8  (1d8+4/x3) or mwk Handaxe +7  
  (1d6+4/x3) or mwk Battleaxe +6  (1d8+4/x3) and mwk 
  Handaxe +5  (1d6+4/x3) Two-Weapon Fighting 
  Ranged mwk Throwing Axe +6 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Combat Gear mwk Chainshirt, mwk Battleaxe, mwk Handaxe, 
  mwk Throwing Axe 
  Abilities Str 18, Dex 16, Con -, Int 13, Wis 8, Cha 8  
  SQ Strength Damage 
  Feats 
  Alertness, 
  Iron 
  Will, 
  Skill 
  Focus 
  (Sense 
  Motive)Toughness Two-Weapon Fighting  Weapon Focus 
  (Battleaxe)  
  Skills Climb +8, Hide +6, Jump +8, Knowledge (Nobility and 
  Royalty) +3, Move Silently +6, Ride +5, Sense Motive +4 
  Possessions combat gear plus explorer’s outfit, 830 gp worth of 
  jewelry 
  Strength Damage (Su) A creature struck by a swordwraith’s 
  melee weapon takes 1 point of Strength damage. 
  Description The man before you is clearly of a martial 
  profession, judging from his gleaming chainshirt and the axes 
  hanging from his belt. Numerous pieces of jewelry and a fur-
  lined cloak tell you that this man must be very wealthy, or at 
  least a member of the noble class. After a moment of study you 
  are displeased to note that he appears slightly translucent in the 
  shadows of this chamber. 
  Sources Fiend Folio (Page 174) 
   
   
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 38 
  DM AID: MAP #1 – DELICIOUS SURPRISE 
   
   
   
   
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 39 
  DM AID: MAP #2 – TURN THE PAGE 
   
   
   
   
   
   
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 40 
  DM AID: MAP #3 – LEIGOR DUNGEONS 
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 41 
  DM AID: MAP #4 – ROOM OF BETRAYAL 
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 42 
  DM AID: MAP #5 – ANTECHAMBER 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 43 
  DM AID: NEW RULES 
  NEW FEATS 
  Improved Toughness (Libris Mortis, page 27.) 
  You are significantly tougher than normal. 
  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 Die (such as by losing a level), you lose 1 hit point 
  permanently. 
  NEW TEMPLATE 
  Swordwraith Template* (Fiend Folio, page 174) 
   
  “Swordwraith” is a template that can be added to any humanoid or monstrous humanoid creature with levels in fighter 
  (referred to thereafter as the base creature). The creature’s type changes to undead. It uses all the base creature’s statistics 
  and special abilities except as noted here. 
  Hit Dice: Increase to d12. 
  Special Attacks: A swordwraith retains all the special attacks of the base creature and also gains the following. 
   
  Strength Damage (Su): A creature struck by a swordwraith’s melee weapon takes 1 point of Strength damage. 
  Special Qualities: A swordwraith retains all the special qualities of the base creatures and also gains the following 
  special qualities: 
  Damage reduction (Su): A swordwraith’s insubstantial-appearing body is tough, giving the creature damage reduction 
  10/magic and slashing*. Despite their appearance, swordwraiths are not incorporeal. 
  Turn resistance (Ex): A swordwraith is treated as an undead with 2 more Hit Dice than it actually has for the purposes 
  of turn, rebuke, command, or bolster attempts. 
  Abilities: Same as the base creature except that, as undead creatures, swordwraith have no Constitution score. 
  Skills: Swordwraith gain a +4 racial bonus on Hide and Move Silently checks. 
  Feats: Swortwraiths gain Alertness and Iron Will feats. 
  Climate/Terrain: Any land and underground. 
  Organization: Solitary, company (2-8), or squadron (11-20 plus 1 leader of 1-4 levels higher). 
  Challenge Rating: Same as the base creature +2 
  Treasure: Standard 
  Alignment: Usually lawful evil. 
  Advancement: By character class 
  *Updated to D&D 3.5 
   
   
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 44 
  PLAYER HANDOUT #1 – BOOKSHELVES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 45 
  PLAYER HANDOUT #2 – FINAL MESSAGE 
   
  NOT SURE HOW LONG DOWN HERE 
   
  SO HUNGRY 
   
  I WORRY FOR MA 
   
  DA 
  YOU ARE KILLING YOUR DAUGHTERS 
  WE WEREN’T POISONING YOU 
  WE WEREN’T PLOTTING AGAINST YOU 
  WE DON’T CARE OF GIANT’S TREASURES 
  WE CARE FOR YOU 
  LOVE YOU STILL 
   
  TESI 
   
   
  
  BIS7-03 All That for a Bag of Silver? 
   
  Page 46 
  CRITICAL EVENT SUMMARY: BIS7-03 ALL THAT FOR A BAG OF 
  SILVER? 
  If you run this event in July or August of 2007, please e-mail the results from this sheet to a member of the Bissel Triad 
  by September 1
  st, 2007, or have the Senior DM of your event do so. 
   
  1. Did the PCs successfully capture the animals alive in Encounter 1? 
  Yes 
  No 
   
   
   
   
   
   
   
  2. Did Ilden survive? 
  Yes 
  No 
   
   
   
   
   
   
   
  3. Did the PCs A) subjugate the peasants or B) work to relieve their suffering? 
  A 
  B 
   
  If they did neither, explain. 
   
   
   
   
   
  4. Did the PCs A) talk Leigor into departing or B) destroy Leigor? 
  A 
  B 
   
   
   
   
   
   
   
   
   
   
  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)/BIS7-03 All That For a Bag of Silver (3E).pdf