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. 
  BIS7-06 
   
   
   
   
  The Golden Masque 
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Bissel Regional Adventure 
  Version 1.0.0 
   
  by Cameron Logan 
  Reviewers: Bissel Triad 
  Circle Reviewer: Steven Conforti 
   
  The dark revelers gathered amidst the screams and howls: they plead for death. Two captives are held. Release for them 
  spins out the rescue of the rook. One is the younger of two cruel brothers, a mask of jealousy worn. Darker than that is 
  the other, her secrets are wicked and true things. A Bissel regional adventure for APLs 2-12, and Part 3 of the Shadows 
  and Sigils series. 
   
  Note: This adventure will be of particular interest to members of the Thieves Guild of Dountham. 
   
  Resources: Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete Champion [Ed Stark, Chris 
  Thomasson, Rhiannon Louve, Ari Marmell, Gary Astleford], Complete Divine [David Noonan], Complete Scoundrel [Mike 
  McArtor, F. Wesley Schneider], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Dungeonscape [Jason 
  Bulmahm, Rich Burlew], Heroes of Battle [David Noonan, Will McDermott, Stephen Schubert], Libris Mortis [Andy 
  Collins, Bruce R. Cordell], Races of Destiny [David Noonan, Eric Cagle, Aaron Rosenberg], Spell Compendium [Matthew 
  Sernett, Jeff Grubb, Mike McArtor]. 
  
  BIS7-06 The Golden Masque 
   
  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 
  
  BIS7-06 The Golden Masque 
   
  Page 2 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Bissel.  Characters native to Bissel pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  Lord Camryn Fertuine is a man who knows how to turn 
  adversity into opportunity. In CY 585 the peasants 
  rebelled against Baron Faren Cassiter, a Ketite 
  collaborator, and Camryn used the popular uprising as 
  the justification for driving his rapier through Faren’s 
  heart.  Seven years later Camryn, now Baron of Cassiter, 
  grew weary of paying levies to his counterpart in 
  Dountham and formed a Thieves Guild there to steal the 
  money back for him. One year later Baron Fertuine saw 
  the strife between Elina Luchelyn and Zafar Rashedra as 
  the means to sell his vote on the Bissel Ruling Council to 
  the highest bidder. Today the dire situation of a plague 
  has driven Lord Fertuine to seek a very lucrative and 
  dangerous partnership.  
   
  While Galen Luchelyn - formerly a stalwart Knight 
  of the Watch, until Evard turned him into trusted and 
  powerful vampiric lieutenant - did not create the plague 
  besetting Bissel, he does have the means to fight against 
  its effects. In exchange for an endless supply of an elixir 
  that guards against the plague, Lord Fertuine has granted 
  free and safe travels throughout his lands to Galen and 
  those who serve him. Necromancers and undead roam 
  freely in the court at Cassiter, where a masque without 
  end is being held for the purpose of forgetting the plague 
  and the suffering of those outside Fertuine Manor. 
   
  Meanwhile, the newly elected Margrave, Malto 
  Adeur, has been hearing the oaths of fealty owed to him 
  by the Barons of Bissel. A few Barons have not yet made 
  the journey to Thornward to fulfill their feudal 
  obligations. Lord Camryn Fertuine is among the Barons 
  who have yet to pledge loyalty to Margrave Malto, and 
  the new sovereign is beginning to get concerned. 
  # 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 
  
  BIS7-06 The Golden Masque 
   
  Page 3 
  ADVENTURE SUMMARY 
  The PCs begin at the Margrave’s court in Thornward; 
  here they learn that Baron Camryn Fertuine has not yet 
  traveled to the capital to renew his pledge of fealty to the 
  throne.  The PCs are dispatched to Cassiter to investigate 
  if anything has happened to the Baron to prevent his 
  travel to and communication with Thornward.  
   
  The PCs arrive in Rabechel, the baronial capital of 
  Cassiter. There they find a deserted and desolate place; 
  the plague here has spread quickly and ravaged the 
  populace. The only sign of activity that the PCs 
  encounter is a stray patrol of creatures loyal to Galen 
  Luchelyn harassing a lone adventurer. Once the PCs 
  dispatch Galen’s supporters, they can speak with the 
  adventurer to gain some information. 
   
  Once the PCs enter Fertuine Manor they begin to 
  hear strange screams, though they will be unable to 
  locate the source. Also, in the Manor they will find more 
  of Galen’s supporters and concrete proof of a close 
  alliance between Galen and Baron Fertuine. In the 
  dungeon the PCs will find Camryn’s brother Knowel and 
  another captive with some information. Exiting the 
  manor, the PCs will encounter an interested party 
  purporting to be an agent of the March. If the PCs can 
  see through the bluff, they will gain more information 
  useful for subsequent installments of the series. After the 
  PCs are done in Cassiter, the return to Thornward to 
  report what they have seen.  
   
  The module ends on a cliffhanger; Malto decides to 
  send a heavy force into Cassiter to meet the Baron’s 
  challenge to his authority. In the next adventure of the 
  series, the PCs return to Cassiter to deliver the heavy 
  hammer of vengeance directly onto Baron Fertuine’s 
  head.  
  Introduction: Pictures at an Exhibition 
  Estimated Time: 5 minutes 
  The PCs begin the adventure witnessing the fealty 
  ceremony of Baron Theoder Cullen as he pledges loyalty 
  to the new Margrave, Malto Adeur. Here they learn of 
  how Baron Camryn Fertuine has been delinquent in 
  renewed his pledge of fealty.  
  Encounter 1: Domestic Symphony 
  Estimated Time: 10 minutes 
  The PCs meet with a few important nobles. They are told 
  about the situation in Cassiter and are asked to look into 
  it. 
  Encounter 2: Death and Transfiguration 
  Estimated Time: 5 minutes 
  The PCs travel to Cassiter and enter the Baronial capital 
  of Rabechel, where they begin to get some idea of what 
  has been transpiring in the town.  
  Encounter 3: The Noon Witch 
  Estimated Time: 45 minutes 
  The PCs come across a hapless adventurer who is about to 
  fall prey to an undead druid and her entourage. Combat 
  ensues.  
  Encounter 4: Luonnatar 
  Estimated Time: 10 minutes 
  The PCs make contact with an “adventuress by trade and 
  damsel in distress by unlucky fortune.” She can provide 
  some useful information for the party.  
  Encounter 5: An Episode during Masquerade 
  Estimated Time: 75 minutes 
  The PCs explore Fertuine Manor, gathering more 
  information as they do. They run into some of the Baron’s 
  new allies and combat ensues.  
  Encounter 6: The Origin of Fire 
  Estimated Time: 20 minutes 
  Underneath the dungeons of Fertuine Manor, the PCs 
  encounter two of the Baron’s prisoners. Both of these 
  persons can provide the PCs with useful information.  
  Encounter 7: Le Chasseur Maudit 
  Estimated Time: 25 minutes 
  While leaving, the PCs encounter a man claiming to be a 
  Mist Chameleon agent – but he has his own goals to 
  persue with the PCs.  
  Encounter 8: A Heroic Life 
  Estimated Time: 10 minutes 
  The PCs return to Thornward to learn that the problems 
  in Bissel are continuing to multiply.  
  Conclusion: The Prelude 
  Estimated Time: 5 minutes 
  Preperations are being made to take an army into 
  Cassiter. The PCs will have to wait for the next module to 
  participate in these events.   
  PREPARATION FOR PLAY 
  The adventure is intended to be very straightforward in 
  its format; the PCs travel to Rabechel where they gain 
  valuable information and then they return to Thornward. 
  That being said, Encounter 4 and Encounter 7 can pose 
  
  BIS7-06 The Golden Masque 
   
  Page 4 
  some problems for an unprepared judge. In Encounter 4 
  a good balance between playing to the PCs paranoia in 
  exploring the mansion must be balanced with good time 
  management. Encounter 7 is not a standard win or die 
  combat; the PCs’ opponent is not out to kill them and can 
  “win” the encounter without combat having to ensue. It 
  is recommended that this encounter is studied carefully 
  and that the judge prerolls the Bluff checks of the PCs’ 
  opponent.     
   
  Before beginning the adventure, check to see if one 
  of the PCs possesses the Strange Orb from BIS6-05 The 
  Unauthorized Biography of Lady Constance Lendel. Only one 
  PC can carry the orb with them at the table, so make this 
  determination up front. 
   
  Also, check to see if one of the PCs possesses the 
  Curiosity Compulsion from BIS5-05 Strange Bedfellows. 
  This condition will likely make their time in Fertuine 
  Manor an interesting one.  
   
  As well, check to see if any of the PCs is affiliated 
  with the Thieves Guild of Dountham. Their affiliation 
  has some bearing on what occurs in the adventure.  
   
  The expected running time of this adventure is 3 
  hours, 30 minutes. If this is running during a standard 4-
  hour convention slot, this allows 25 minutes for 
  marshalling, and 5 minutes for paperwork distribution. 
  INTRODUCTION: PICTURES 
  AT AN EXHIBITION 
  Estimated Time: 5 minutes 
  “Dre Kulla al-Layik abdu-Geshtai, Dre Kulla ymir-
  Dre Kulla benzoin kalakti Malto,” says the tall thin 
  man dressed in a colored hides and animal skins, his 
  dark hair braided with dried leaves and feathers. He 
  kneels and brandishes an intricate carved rod upon 
  which hang a disparate collection of wood-carved 
  baubles and feathers. The rod makes a slight 
  percussive sound reminiscent of the falling rain as 
  it is presented to another man, one still standing 
  upon a raised dais in front of the kneeling speaker.  
   
  The first man is also tall, well formed and 
  muscular despite his obvious old age. He wears 
  robes of scarlet and black, with a richly decorated 
  cloak of blue around his shoulders. On his brow 
  rests the crown of the Margrave of Bissel. He bows 
  slightly and places his hands on the proffered 
  wooden rod and replies.  
   
  “Dre Kulla al-Layik adbu-Geshtai, shokran 
  benzoin. Anta lateef,” says the crowned man with a 
  smile. As the wooden rod changes possession, the 
  assembled crowd around you begins to applaud. 
  Many of the fealty ceremonies by which the Barons 
  of Bissel have pledged their loyalty to the newly 
  elected Margrave Matlo Adeur have been open to the 
  public, but when you decided to attend one you 
  didn’t think it would be this colorful. The oddly 
  dressed Baron and the constant intoning in Ancient 
  Baklunish were very unexpected. Throughout the 
  ceremony you had plenty of time to wonder how 
  Thoeder Cullen, Baron of Cullen Drae could stand 
  the chill of the stark throne room in his bare feet. 
  Now that the formalities are done with you begin to 
  think more on the servants as they set up tables for 
  the upcoming feast.   
  The players may have some questions on what they have 
  just witnessed. The following is public knowledge: as is 
  custom the Margrave receives visits from each of the 
  Barons in Thornward so that they may renew their 
  pledges of loyalty to the throne. In the first year of a 
  Margrave’s rule, these ceremonies can be quite elaborate, 
  though they are usually less formal at the discretion of 
  the Margrave. The man dressed in hides and furs is Baron 
  Thoeder Cullen, Baron of Cullen Drae. The crowned man 
  is Margrave Malto Adeur. They, along with many nobles, 
  courtiers and important personages are gathered in the 
  Throneroom of Thornward Keep, located in Thornward, 
  capital of Bissel. 
   
  PCs who speak Ancient Baklunish understand the 
  words quoted. Essentially the Baron pledges his loyalty 
  and the loyalty of his subjects and proffered a symbol of 
  that loyalty, a wooden rod. Malto replied with thanks (in 
  a halting and untrained accent). 
   
  PCs who succeed at a Knowledge [nobility and 
  royalty] check (DC 15) know that Baron Cullen is a druid 
  of Geshtai, like those of his line before him.   
   
  The PCs may wish to gather some information and 
  rumors before continuing. They are in a good place to do 
  this as they are among some of the most influential 
  nobles and courtiers of the land. They also tend to be a bit 
  gossipy. The following are rumors they can pick up with 
  a Gather Information check that beats the DC listed. The 
  truth or falsehood of each rumor will be revealed with 
  the passage of time. 
  DC 10 
  • 
  Jasmine and Cainlan Rashedra have announced the 
  birth of their daughter, Kira.  
  • 
  Avernand Keep, the first Ket fortress along the Irafa 
  Road has been lost - the first defeat for the Bissel 
  forces. 
  
  BIS7-06 The Golden Masque 
   
  Page 5 
  DC 15 
  • 
  A significant portion of the Bramblewood south of 
  Avernand Keep has been razed, and a large camp has 
  been constructed. It hasn’t given Bissel forces the 
  leverage to retake Avernand, but has allowed a 
  stalemate. 
  • 
   Almost all the barons of Bissel have now traveled to 
  Thornward to renew their pledges of fealty to the 
  new Margrave, Malto Adeur. One, in particular, who 
  has not, is Lord Camryn Fertuine, Baron of Cassiter. 
  DC 20 
  • 
  Strange lights have been reported shining from 
  beneath the surface of Lake Hasra. 
  • 
  They just can’t find a worthy competitor to fight 
  against the famed pit fighter, Brar the Crusader. In 
  order to keep up interest organizers in Sareden have 
  taken to organizing group fights, where the 
  acclaimed brawler takes on two or more opponents 
  at a time. 
  DC 25 
  • 
  Margrave Adeur has fallen ill. It is not the plague 
  that wears on him; nor does it appear to be his age.  
  • 
  It is said the forces of Iuz have begun to stir. His 
  most powerful minions are searching for something. 
  • 
  The Paercium Camerata is a group of scholars 
  assembled on Malto’s orders. They are researchers 
  looking into various problems of Bissel, mainly the 
  plague that spreads across the land.  Their existence 
  is supposed to be a secret.  
  • 
  Some of the residents of Truelight are being allowed 
  to return to the city after the Barony was retaken by 
  a contingent of the army. The Temple of Pelor is 
  under guard at all times and no one is allowed to 
  enter. 
  DC 30 
  • 
  The war with Ket has stalled along the Irafa Road, 
  with the loss of Avernand. However, the Field 
  Marshall seems oddly confident. 
  The adventure takes place in the Barony of Cassiter. PCs 
  who wish to gain a little information on this place at any 
  point in the adventure may attempt a Knowledge [local – 
  Sheldomar Valley metaregion] check that beats the DCs 
  listed below:  
  • 
  (DC 10) Cassiter is located in Southwestern Bissel. 
  The residents are extremely wary of outsiders. The 
  capital of Cassiter is Rabechel. 
  • 
  (DC 15) The current Baron of Cassiter, Lord Camryn 
  Fertuine, ascended to his position by killing the 
  previous baron, a Ketite collaborator.  
  • 
  (DC 20) The Knights of the Watch openly suspect 
  Lord Fertuine of directing one or more Thieves’ 
  Guilds operating in Bissel, including the large one in 
  Dountham. There is no love lost between the Baron 
  of Cassiter and the Knights of the Watch.  
  • 
  (DC 25) Most of the other Barons don’t like the 
  Baron of Cassiter and would like to see him replaced 
  with his brother, Knowel Fertuine. Other Barons are 
  hesitant to see a Knowel, a priest of Kurell (CN 
  Oeridian God of Jealousy, Revenge and Theft), 
  elevated to a Baronial seat.  
  Once you are ready to continue, proceed to Encounter 1.  
  ENCOUNTER 1: DOMESTIC 
  SYMPHONY 
  Estimated Time: 10 minutes 
  The PCs may be feeling a little out of place among the 
  nobles and courtiers gathered at the ceremony. Explain 
  that there are a few adventurers present as well as soldiers 
  and other individuals more used to the battlefield than 
  the feast hall. Make sure the PCs are introduced and can 
  be construed as being “together” for the remainder of the 
  encounter. 
   
  Margrave Malto is not approachable at this point but 
  there’s another person interested in seeing the PCs. Read 
  or paraphrase the following:  
  Purposefully making her way over to you is a 
  beautiful young woman dressed in an expensive 
  looking blue dress with matching jewelry. She has 
  tan skin and honey-blonde hair. She carries an 
  infant on her shoulder. “Excuse me,” she says 
  addressing you as she passes the baby to a waiting 
  servant. “Aren’t you friends of my husband?” 
   
  The woman is Jasmine Besselar, the Baroness of 
  Besselar. It may be that case that the PCs have met her 
  before: she appears in a number of adventures including, 
  but not limited to, BIS5-05 Strange Bedfellows which 
  concerned events surrounding her wedding to Cainlan 
  Rashedra. Feel free to role-play a bit; Jasmine can impart 
  the following information:  
  • 
  Jasmine has been Baroness of her lands for two years 
  now, following the death of her father at the hands 
  of agents of Evard.  Her father and Cainlan’s 
  grandfather were political allies and likely died 
  together. 
  
  BIS7-06 The Golden Masque 
   
  Page 6 
  • 
  Her daughter is named Kira, after Cainlan’s dearly 
  departed mother. Kira is 6 months old. Jasmine 
  fawns over her daughter’s achievements, feel free to 
  improvise some (Kira is crawling at an alarming 
  speed, Kira spoke her first word, Kira cast her first 
  magic missile, etc.).  
  • 
  The fealty ceremony was quite magnificent. Her 
  husband coached the Margrave on his Baklunish. 
  The fealty ceremonies do tend to be formal. As per 
  the traditions of the Barons of Besselar, Jasmine was 
  required to recite epic poetry and present the new 
  monarch with a ruby encrusted silver cup. Since 
  times are a little tough, it was a small cup.  
  • 
  While she thinks her husband would have done an 
  excellent job had he been elected Margrave, she 
  believes that Malto has reacted extremely well to the 
  crisis with Ket.  
  • 
  She is not very knowledgeable about warfare, and 
  doesn’t have much to say about the war in Ket.  
  Jasmine had a purpose for seeking out the PCs, one that 
  she wants to make clear.  
  “Do you see Cainlan around here?” ask Jasmine with 
  a look of mild concern. “He had mentioned having a 
  need for “heroes tried and true.” That man does love 
  a good cliché.”  
   
  As if on cue a man of clear Baklunish descent 
  dressed in a crisp military uniform plucks the infant 
  from the woman’s arms and holds her aloft. “There’s 
  my pretty girl,” he exclaims. With a look to Jasmine 
  he adds “Both of them.” 
   
  Jasmine sighs, or perhaps more precisely 
  groans, at her husband’s comment and then 
  presents you and your companions. Cainlan 
  transfers his daughter into one arm and extends his 
  free hand in friendship.  
   
  It may be the case that the PCs have met Cainlan 
  Rashedra before: he appears in a number of adventures 
  including, but not limited to, BIS5-05 Strange Bedfellows 
  which concerned events surrounding his wedding to 
  Jasmine. Feel free to role-play a bit; Cainlan can impart 
  the following information: 
  • 
  Cainlan has been Baron of Parulla for two years now, 
  following the death of his grandfather at the hands 
  of agents of Evard. His grandfather and Jasmine’s 
  father were political allies and likely died together.  
  • 
  Since Cainlan and Jasmine are both without their 
  parents they felt it important to honor their 
  ancestors through their children. Their daughter 
  bears the same name as Cainlan’s dearly departed 
  mother.  
  • 
  Cainlan can’t wait for his daughter to be old enough 
  to learn to ride and swing a sword.  
  • 
  Cainlan has been teaching Malto the Baklunish 
  language, and most of the Baklunish Barons have 
  taken the Margrave’s effort to have fealty ceremonies 
  in the Ancient tongue as a high complement. If the 
  PCs are curious, Cainlan will disclose that in his own 
  fealty ceremony he was required to wear an ornate 
  golden helm and participate in a number of staged 
  mock duals representing past events, all according to 
  tradition.  
  • 
  Being Margrave was once extremely important to 
  Cainlan, but after the birth of his daughter he sees 
  that life as a noble is not his most important 
  achievement. He feels honored that Malto has 
  treated him as a trusted advisor, even though they 
  were once political rivals.  
  • 
  Regarding the conflict with Ket: Cainlan sees that 
  there is a genuine concern with overextending 
  Bissel armies. Staunch allies are critical to Bissel’s 
  success against those traitorous Ketites.  
  Cainlan’s need for the PCs has nothing to do with more 
  ceremonies. 
  Cainlan passes his daughter to a hovering servant 
  and then sits at a hastily placed table. He motions 
  for you to sit with him, as more servants begin to 
  bring out food and drink for the feast.  
   
  “The ceremony you witnessed here today is an 
  extremely important one, as it fosters trust between 
  the Barons and the ruling monarch. Almost all of 
  the Barons have made the journey to Thornward for 
  the rite.” Cainlan takes a long drink before 
  continuing. “Those that have not yet pledged their 
  fealty have at least been in communication with 
  legitimate reasons for their delay, but one man in 
  particular has been exceptional in having no 
  communication with anyone since the beginning of 
  the year.” 
   
  “His name is Lord Camryn Fertuine, and he is 
  the Baron of Cassiter. Let me reiterate: it’s not that 
  the Baron has been unable to make his way to 
  Thornward; there has been no communication 
  whatsoever. I want a group to travel there and find 
  out what has happened. If it is a case of the Baron 
  being…indignant, then deliver the message that he 
  is to report to Thornward, but take no other actions. 
  If the state of affairs is, as I fear, more dire then deal 
  
  BIS7-06 The Golden Masque 
   
  Page 7 
  with what aspects of the situation you are able and 
  report back. Can you do this?” 
  Cainlan can impart the following information: 
  • 
  The Barony of Cassiter is almost literally on the 
  direct opposite side of Bissel from Thornward. Even 
  riding swift horses a journey there will take five to 
  six days of hard travel.  
  • 
  Absolutely no information is coming of Cassiter. 
  One major road skirts the edge of the Barony’s 
  northern border and many travelers and merchants 
  refuse to enter without good reason. Despite the lack 
  of communication, the residents of the Barony have 
  a reputation for being extremely ill tempered toward 
  outsiders.  
  • 
  If the PCs inquire about Lord Camryn Fertuine’s 
  character, Cainlan can provide all the information 
  excepting that at the highest DC from the 
  Knowledge [local – Sheldomar Valley metaregion] 
  check in the introduction.  
  • 
  Upon successful completion of the task, Cainlan can 
  arrange some sufficient hazard pay as well as formal 
  commendations to those in the military.  
  Once the PCs agree, read or paraphrase the following:  
  Just as you are uttering your agreements to 
  Cainlan’s request, a shadow falls over the table. 
  Standing before you is Margrave Malto Adeur, 
  accompanied by a retinue of about twenty or so 
  courtiers and servants.  
   
  Hastily Cainlan stands and bows. Jasmine does 
  the same, standing and passing the baby to a waiting 
  servant and curtsying in one fluid motion.  
   
  Ask what the PCs are doing at this moment. If the 
  PCs do not stand and bow (or curtsy as the case may be) 
  or if they act in a blatantly disruptive or offensive 
  manner, then they gain the Insulted the Margrave favor on 
  the AR.  
  After a brief moment, Cainlan straightens and 
  motions to you and your companions. “These are the 
  ones, Your Lofty Grace. I’ve explained the problem 
  and they’ve agreed to look into it.” 
   
  The Margrave looks upon each of you briefly 
  and then turns toward Cainlan before saying, “Good. 
  They look more than capable. Keep me apprised of 
  the situation.” The Margrave and his entourage then 
  move away to greet others gathered in the hall.  
  The PCs are free to depart at this point. The PCs have the 
  opportunity to make special preparations before 
  departing. If they wish to purchase equipment or 
  services, they are in luck – Thornward is the heart of 
  trade in the March. They can purchase anything from the 
  following PHB tables: Table 7-3: Trade Goods, Table 7-5: 
  Weapons (small & medium sized), Table 7-6: Armor and 
  Shields, Table 7-8: Goods and Services (except they can’t 
  have spells cast by NPCs). They may purchase any potion, 
  oil, or scroll from the DMG Tables 7-17, 7-23, or 7-24 with 
  a market price of 750 gp or less, and any standard spell 
  components up to 2,000 gp in value. 
   
  Once they have made any preparations, and wish to 
  head to Cassiter, continue with Encounter 2. 
  ENCOUNTER 2: DEATH AND 
  TRANSFIGURATION 
  Estimated Time: 5 minutes 
  In this Encounter the PCs travel to Cassiter and enter the 
  baronial capital of Rabechel. Descriptions for travel are 
  not given. PCs may use whatever means they have at 
  their disposal (teleport, wind walk, their own two feet) to 
  get to Cassiter. For the purposes of teleport, Rabechel is 
  considered as having been viewed by PCs with a home 
  region of Bissel only. Even then it can only be considered 
  as being “Viewed Once” for the purposes of the spell. The 
  exception would be PCs who have a home region of 
  Bissel and a declared home area of Cassiter. The PC, as 
  per the rules in the Bissel Omnibus, would have this 
  logged in the play notes of a previous AR. In this rare 
  case Rabechel is considered as “Very Familiar.” This is 
  due to the insular nature of a barony where outsiders are 
  not welcome. 
   
  For all other methods of travel, note that the 
  distance of Thornward to Rabechel is about 230 miles as 
  the crow flies. Cassiter is a desolate place at this time. 
  Most of the population is dead from the plague; those 
  that cling to life are in hiding from undead that roam the 
  lands unchallenged.  
   
  Once the PCs enter Rabechel, read or paraphrase the 
  following: 
  You’ve heard of the famously cold and unfriendly 
  demeanor of the people of Cassiter, but nothing 
  prepared you for what you see when you enter 
  Rabechel. The streets of the city are deserted, only a 
  few mangy and emaciated dogs wander about. The 
  houses and shops are dark, the taverns and inns are 
  silent. Worse than the desertion and the silence is 
  the stench, a foul rotting smell like old meat left in 
  the sun. On many of the doors is marked a crude, 
  painted black hand. 
  
  BIS7-06 The Golden Masque 
   
  Page 8 
   
  The PCs may try to investigate a town, but they 
  won’t find anything of importance. Fertuine Manor, the 
  home of the Baron, is located about a half mile outside 
  the town. While in Rabechel the PCs can enter homes. 
  Feel free to describe the desolation of a population 
  completely destroyed by disease. Don’t get bogged down 
  with specifics. 
   
  Once the PCs get the idea of what’s been happening 
  in Rabechel, have the party make a Listen check (DC 5). 
  Those that succeed here pain-wracked cries for help 
  coming from a nearby warehouse. If they decide to 
  investigate, proceed to Encounter 3.   
  ENCOUNTER 3: THE NOON 
  WITCH 
  Estimated Time: 45 minutes 
  When the PCs decide to investigate they will find the 
  adventurer Luona Tar being tormented by Echlora and 
  her pets. Combat ensues; use DM Aid: Map #1 – The Noon 
  Witch to note NPC positions.  
  You follow the cries you’ve heard to a dark 
  warehouse in the deserted town of Rabechel. 
  Searching for an entrance you find a ruined section 
  of wall that seems to have been torn down by some 
  immense creatures. Through the hole you see 
  humanoid figure in leathers writhing on the ground 
  in pain. (A) Multilegged creature(s) with a long, 
  insect-like body clacks at you through its tooth-
  filled maw. To the side is a horrific pile of stacked 
  bodies. 
   
  Observing all this with obvious glee is a 
  withered human woman with sunken eye sockets. 
  She wears tattered black clothing and a bizarre, 
  gnarled 
  amulet. 
  Pointing 
  at 
  you 
  and 
  your 
  companions she exclaims, “Feast my pets, but leave 
  their innards for me to sup on!” 
  APL 2 (EL 5) 
  � Carrion Crawler: hp 23; see Monster Manual, 
  page 30. 
  � Echlora, Necropolitan Female Human Drd1: 
  hp 15; see Appendix 1. 
  � Tozar, Dire Rat Companion: hp 7; see Appendix 
  1. 
  APL 4 (EL 7) 
  � Carrion Crawler (2): hp 23; see Monster Manual, 
  page 30. 
  � Echlora, Necropolitan Female Human Drd3: 
  hp 29; see Appendix 2. 
  � Tozar, Dire Rat Companion: hp 23; see 
  Appendix 2. 
  APL 6 (EL 9) 
  � Advanced Carrion Crawler (3): hp 63; see 
  Appendix 3. 
  � Echlora, Necropolitan Female Human Drd5: 
  hp 49; see Appendix 3. 
  � Tozar, Dire Rat Companion: hp 23; see 
  Appendix 3. 
  APL 8 (EL 11) 
  � Devil Crawler (3): hp 72; see Appendix 4. 
  � Echlora, Necropolitan Female Human Drd7: 
  hp 68; see Appendix 4. 
  � Tozar, Dire Rat Companion: hp 38; see 
  Appendix 4. 
  APL 10 (EL 13) 
  � Devil Crawler (4): hp 72; see Appendix 5. 
  � Echlora, 
  Necropolitan 
  Female 
  Human 
  Drd10: hp 98; see Appendix 5. 
  � Tozar, Dire Rat Companion: hp 53; see 
  Appendix 5. 
  APL 12 (EL 15) 
  � Devil Crawler (5): hp 99; see Appendix 6. 
  � Echlora, 
  Necropolitan 
  Female 
  Human 
  Drd13: hp 127; see Appendix 6. 
  � Tozar, Dire Rat Companion: hp 68; see 
  Appendix 6. 
   
  Preparation: Echlora and her “pets” have been out 
  collecting bodies for the purposes of her own dark 
  interests and those of her masters. While they have been 
  moving around Rabechel she has cast a number of buff 
  spells, depending on the APL.   
   
  Tactics: Thanks to her Amulet of Aberrant Empathy, 
  Echlora can direct the carrion crawlers with her Handle 
  Animal skill. The Carrion Crawlers have been well 
  trained. Echlora supports the attacking Carrion Crawlers 
  with spells, only wild shaping if there is no other 
  alternative (excepting at APL 12 when she can wild shape 
  as a swift action due to the mantle of the beast). The cure 
  spells she has prepared are for her pets, not for her. Tozar, 
  her dire rat animal companion, stays by her side to 
  protect her.  
  
  BIS7-06 The Golden Masque 
   
  Page 9 
   
  Luona Tar is the “humanoid figure in leathers,” she is 
  more fully described in Encounter 4. She spends the 
  combat screaming as pain shoots through her body, due 
  to an interesting curse. Again, see Encounter 4 for more 
  details.  
   
  Treasure: Most of the treasure here is found on the 
  destroyed form of Echlora, though Tozar has barding 
  which can be looted.  
  APL 2: L: 37 gp, C: 173 gp, M: 166 gp, amulet of 
  aberrant empathy (116 gp). 
  APL 4: L: 88 gp, C: 3 gp, M: 120 gp, amulet of aberrant 
  empathy (116 gp), potion of protection from good (4 gp). 
  APL 6: L: 74 gp, C: 203 gp, M: 241 gp, amulet of 
  aberrant empathy (116 gp), potion of protection from good 
  (4 gp), +1 heavy wooden shield (96 gp), potion of blur (25 
  gp). 
  APL 8: L: 60 gp, C: 103 gp, M: 504 gp, amulet of 
  aberrant empathy (116 gp), potion of protection from good 
  (4 gp), +1 heavy wooden shield (96 gp), potion of blur (25 
  gp), +1 hide armor (97 gp), ring of protection +1 (166 gp). 
  APL 10: L: 27 gp, C: 263 gp, M: 1215 gp, amulet of 
  aberrant empathy (116 gp), potion of protection from good 
  (4 gp), +1 heavy wooden shield (96 gp), potion of blur (25 
  gp), +2 dragonhide plate armor (608 gp), ring of 
  protection +1 (166 gp), +1 silver scimitar (200 gp). 
  APL 12: L: 27 gp, C: 268 gp, M: 2715 gp, amulet of 
  aberrant empathy (116 gp), potion of protection from good 
  (4 gp), +1 heavy wooden shield (96 gp), potion of blur (25 
  gp), +2 dragonhide plate armor (608 gp), ring of 
  protection +1 (166 gp), +1 silver scimitar (200 gp), mantle 
  of the beast (1500 gp). 
   
  Developments: The PCs will find a note from 
  Echlora’s undead allies once they search her defeated 
  husk. When they find this, give them Player’s Handout 1.  
   
  Luona Tar is thankful for the timely rescue. By 
  saving her from Echlora and her pets, the PCs receive the 
  Gratitude of Luona. If they wish to converse with Luona, 
  proceed to Encounter 4.  
  ENCOUNTER 4: LUONNATAR 
  Estimated Time: 10 minutes 
  This encounter occurs after Echlora and her pets have 
  been defeated. In this encounter the PCs meet Luona Tar, 
  an adventuress with some useful information to impart.  
  As the last of the enemies are destroyed, the 
  humanoid figure they were tormenting stands. She 
  is a human woman with dark hair dressed in well-
  worn leather armor. Of note is the small crossbow 
  hanging at her hip and a strange rune etched upon 
  the right side of her face. As she picks up her 
  backpack, she lays eyes on you and your companions 
  for the first time.  
  At this point, Luona’s curse may kick into effect. If the 
  party consists of any visible Medium-sized or larger 
  living creature with more than two legs (a centaur, an 
  animal companion, a familiar, etc.) then read or 
  paraphrase the following (otherwise skip this bit):  
  The rune on the side of her face begins to glow a 
  fiery red color. She issues forth a hideous scream 
  and drops to the ground in obvious pain. Between 
  screams she points and yells, “Get it away! Get it 
  away!” 
  Luona points to members of the party that match the 
  above description (more than two legs, living, Medium-
  sized or larger, visible). She will not be able to speak until 
  they are out of sight.  
   
  Once Luona is able to speak, she can provide some 
  information for the PCs. Likely questions and their 
  answers are listed below. Luona has a checkered history. 
  She began life as Luona Tarfingers, a halfling from the 
  Barony of Gerorgos in eastern Bissel. She was killed on 
  an adventure and reincarnated into human form by a 
  druid ally. She will not disclose any of this information to 
  the PCs; the background has been written to aid the 
  judge to portraying Luona. She’s friendly, talkative and 
  operates with a very loose definition of what constitutes 
  as “personal property.” In short, she acts like a halfling 
  even though she’s a human.  
  • 
  “Who are you?” 
  “The name’s Luona Tar. Adventuress by trade and 
  damsel in distress by unlucky fortune.” 
  • 
  “What are you doing in a deserted town? 
  “I came her with a friend of mine. He’s from around 
  here and he needed to visit with his brother.” 
  • 
  “Who is your friend?” 
  “My friend’s name is Knowel Fertuine; his older 
  brother is the Baron of these lands.”  
  • 
  “Where is Knowel now?” 
  “We split up once we hit Rabechel. He traveled to 
  the family estate whilst I tarried behind.” 
  • 
  “What was your purpose staying behind while 
  Knowel traveled to the manor?” 
  
  BIS7-06 The Golden Masque 
   
  Page 10 
  “The place is deserted, it looks like it’s been ravaged 
  by the Hand. There’s survivors might be needing 
  help, though.”  
  [PCs who request and succeed at a Sense Motive check 
  (DC 25) note that Luona seems less interested in 
  survivors then she claims. Likely she is more interested 
  in looting the dead.] 
  • 
  “How did you meet Knowel?”  
  “We both belong to a… social club.” 
  [Luona will not be more specific as to the nature of the 
  “social club.”] 
  • 
  “What’s the deal with the rune?” 
  “Oh that. It’s a curse I picked during a bit of 
  unpleasantness of few years back. My companions 
  and I were tracking a priest of Wastri in the swamps 
  of Cullen Drae. I was captured before the affair was 
  over, and the frog-worshipping jackanape stamped 
  the bloody sign on me. Now any time I lay eyes on a 
  creature bigger than a pup with more than two legs, 
  the rune burns and I’m wracked with debilitating 
  pain.”   
  • 
  “How did you come to be in that sticky situation?”  
  “I was exploring in this warehouse, looking for 
  survivors, when that undead she-witch and her pets 
  came up behind me. Of course, when I saw those 
  foul monstrous centipedes, I couldn’t do a thing to 
  defend myself.” 
  • 
  “Where can we find the manor that your friend 
  Knowel traveled to?” 
  “Fertuine Manor is a ways away from Rabechel, 
  probably about a half-mile though those woods to 
  the east.” 
  • 
  “You mentioned something called the “Hand” 
  earlier. What did you mean by that?” 
  “What’s wrong with you, haven’t you got eyes? The 
  “Black Hand” s’what folk have been calling the 
  disease what’s been spreading around. Nasty blight – 
  those that catch it get nasty black pustules that look 
  like hands on their skin. Then they die. Real 
  horrible.” 
  Luona is a member of the Thieves’ Guild of Dountham. 
  PC members of the Guild will recognize her as a member 
  immediately. They also know that Knowel Fertuine is 
  affiliated with the Thieves’ Guild, and it is common 
  knowledge that his brother the Baron has some deal with 
  the Guild so that his servant and allies are never the 
  targets of Thieves’ Guild operations. If possible, Luona 
  will try to speak to PC Guild members privately or impart 
  the information below with a hastily written note.  
  • 
  Only for members of the Thieves Guild of 
  Dountham. 
  “The folks what run things up in Dountham are 
  getting a little worried that they haven’t heard from 
  Lord Fertuine in a long while. Even his own brother, 
  who’s one of ours if you didn’t know, hasn’t heard 
  anything. Knowel is up at the manor to make sure 
  the arrangements are still good.” 
  The PCs may be concerned about Luona’s curse. The 
  curse can be lifted by a simple remove curse spell. PCs can 
  get Luona’s gratitude if the PCs do they can remove the 
  curse themselves or arrange to pay (out of their own 
  pocket, no over the cap gold) for the removal of the curse. 
  PCs who do this, or PCs who cover the combined cost of 
  the spell, receive the Greater Gratitude of Luona on the AR. 
  Members of the Thieves Guild of Dountham receive this 
  favor regardless.  
   
  Luona will not travel with the PCs to Fertuine 
  Manor; she wants to explore some more around the town. 
  She wishes to do this alone, though she promises that if 
  she sees the PCs in trouble that she’ll come help them 
  out.  
   
  The PCs can continue to explore Rabechel, but the 
  real action is at Fertuine Manor. There is no set time limit 
  on the remaining encounters of the adventure. The PCs 
  may rest in Rabechel before setting off to Fertuine Manor 
  if they so desire. When the PCs decide to travel to 
  Fertuine Manor, proceed to Encounter 5.  
  All APLs 
  � Luona Tar: Female Human (bOs) Rog10 (Bluff 
  +15, Sense Motive +12); AL CG; hp 52. 
  ENCOUNTER 5: AN EPISODE 
  DURING MASQUERADE 
  Estimated Time: 75 minutes 
  This encounter covers the PCs arrival at Fertuine Manor 
  and their explorations therein. When the PCs decide to 
  travel to the manor, read or paraphrase the following: 
  The road leading from Rabechel to the Baronial 
  Manor travels through a sparsely forested woods. 
  The trees are bare for the upcoming winter, the 
  leaves they wore in the living seasons have gathered 
  on the floor of the forest. The sounds these leaves 
  make underneath your footfalls are the only sound 
  accompanying your journey. It’s not long before you 
  can spy a large house through the bare branches.  
  
  BIS7-06 The Golden Masque 
   
  Page 11 
  If the PCs can succeed at a Listen check (DC 25), they 
  will hear faint sounds of howls and screams coming from 
  the direction of the manor.  
   
  Once the PCs approach the manor, read or 
  paraphrase the following:  
  Fertuine Manor is located on a small rise in these 
  barren woods. It is a large structure with a highly 
  decorated façade. The palpable sense that no living 
  thing is inside washes over you but this intuition 
  does not correspond to the faint sounds of pain-
  wracked screams and bestial howls coming from 
  within.  
  Refer to DM Aid: Map #2 – An Episode During Masquerade 
  for the locations listed below. All doors marked on the 
  map are locked except the following: the door leading 
  from location A to the outside, the door leading from 
  location F to location A, and the door leading from 
  location G to location F. Only these doors are unlocked. 
  The doors all have the following characteristics: 
  � Strong Wooden Door: 2 in. thick; hardness 5; AC 5; 
  hp 20; Open Lock DC 30, Break DC 25 
  As the PCs travel through the manor, they will constantly 
  be exposed to horrific sounds. These are the sounds of 
  the unholy Masque occurring in a pocket dimension 
  overlapping the manor’s position in the Prime Material 
  Plane. This is a fact that the PCs will not be able to learn 
  until they have met Knowel (see Encounter 7). Read or 
  paraphrase the following when describing the horrific 
  sounds.  
  You hear shrieks of pain, feral wails along with the 
  sound of bones crunching and flesh ripping 
  and…music. A jaunty dance at that – all concording 
  in an unholy symphony. Though you see no 
  evidence to coincide with what you hear, the sounds 
  seem to be coming from the very room you are in.   
  Troubleshooting: The PCs may be inclined to Break and 
  Enter rather than use the unlocked front door. While 
  there are no other entrances marked, there could be a 
  number of windows available as entry points at the 
  judge’s discretion. Windows could be located at locations 
  B, L, all locations marked D, and all locations marked M 
  that are on an outside wall. No other locations will have 
  windows. All windows are locked and have the following 
  characteristics. 
  � Glass Window: 1 in. thick; hardness 1; AC 4; hp 1; 
  Open Lock DC 25, Break DC 9 
  Unless the PCs make exceptional efforts to remain quiet, 
  breaking down doors or entering through windows 
  automatically alerts Kora and any allies with her. They 
  will make the necessary efforts to buff themselves for 
  upcoming combat.  
  Location A 
  The front room to Fertuine Manor is stark; the only 
  furniture being a small table set to the left as you 
  enter. The only exit is a double door in front of you. 
  On the walls to the left and right hang long red and 
  green banners on which is depicted the image of a 
  highly decorated golden goat.  
  PCs who succeed at a Knowledge [nobility and royalty] 
  check (DC 15) know that these banners depict the colors 
  and symbol of the Fertuine noble family.   
   
  The door leading from location A to location F is 
  trapped. The trigger is any creature(s) stepping through 
  the double door. A portcullis falls on them, maybe 
  causing damaging and blocking the path.  
  ALL APLs (EL 1) 
  � Portcullis Trap: CR 1; mechanical; location 
  trigger; manual reset; Atk +10 (3d6); Search DC 20; 
  Disable Device DC 20. Note: Damage applies only to 
  those underneath the portcullis. Portcullis blocks 
  way (possibly splitting the party).  
  The Portcullis has the following characteristics: 
  � Iron Portcullis: 2 in. thick; hardness 10; AC 5; hp 60; 
  Break DC 25 
  The sound of the portcullis dropping definitely alerts 
  Kora and any allies with her. They will make the 
  necessary efforts to buff themselves for upcoming 
  combat.   
  Location B 
  This room contains about a half dozen richly 
  decorated chairs flanked by small wooden tables. In 
  one corner is a large loom with a half-completed 
  weaving stretched across it. Next to the loom sits a 
  small chest.    
  Lord Fertuine’s wife and her maidservants use this room 
  to sew, braid each other’s hair and talk about boys. PCs 
  who succeed at a Search check (DC 15) find a number of 
  mundane items like sewing needles, thread, as well as the 
  impressive Masterwork Banner of Bissel.  
  Treasure:  
  ALL APLs: L: 0 gp, C: 0 gp, M: 666 gp, Masterwork 
  Banner of Bissel (666 gp). 
  
  BIS7-06 The Golden Masque 
   
  Page 12 
  Location C 
  Three large plush chairs are placed in this room 
  among a few tables and two tall bookshelves filled 
  with books.   
  The Fertuine library is filled with books that the Baron 
  wants people to think he’s read. In reality the books have 
  almost never been touched.  
  Location D 
  A plush four-poster bed and with a richly appointed 
  chest at its foot mark this room as a noble’s quarters.  
  These rooms house Lord Fertuine and his wife, his 
  brother Knowel when he is in residence and guests of 
  noble bearing that they host. Mundane details can be 
  filled in at the judge’s discretion.  
  Location E 
  In the center of this room is a long wooden table 
  surrounded by seven wooden chairs. On the table 
  are a map and some other curious items. A strange 
  painting hangs on one wall and an ornately 
  decorated cabinet stands opposite it.    
  This room is used by Lord Fertuine to entertain his 
  guests who enjoy games of chance. PCs who investigate 
  the table will find a map of the March of Sterich upon 
  which have been placed a number of intricately carved 
  metal figures. Some of the figures depict humans, elves 
  and dwarves while others depict goblinoid creatures. 
  Among the figures are a number of dice.  
   
  Inside the cabinet are several bottles of spirits as well 
  as various decks of cards. In addition the PCs can find 
  some items that aid in luck that they might wish to loot, 
  depending on APL: 
  Treasure:  
  APL 4 and 6: L: 0 gp, C: 0 gp, M: 499 gp, Bands of 
  Fortune (166 gp), Rod of Ropes (333 gp). 
  APL 8, 10 and 12: L: 0 gp, C: 0 gp, M: 1582 gp, Bands 
  of Fortune (166 gp), Rod of Ropes (333 gp), Wheel of 
  Fortune (500 gp), Lucky Charm (583 gp). 
  If PCs decide to investigate the curious painting, read or 
  paraphrase the following:  
  This painting depicts a very curious scene: a group 
  of individuals all seated around a round green table. 
  Around the table there is a stunningly beautiful 
  dark-haired woman in forester’s garb, a brown 
  haired man with rakish good-looks, a blue-eyed 
  woman dressed for battle, and two old men: one 
  with wild hair and a golden beard, the other with a 
  gray beard and green robes. They all appear to be 
  engaged in some kind of strange game of chance 
  involving cards. 
  PCs who study the painting and succeed at a Spot check 
  (DC 15) will note that the youngest of the three men is 
  cheating. PCs that study the painting and succeed at a 
  Knowledge [religion] check (DC 10) will identify the 
  figures playing cards in the painting as Ehlonna, 
  Olidammara, Mayaheine, Pelor, and Fharlanghn. 
  Location F 
  This wide hallway sports several portraits of the 
  owner.  Doors are attached to each wall.  
  All but one of the portraits depicts Lord Fertuine. He has 
  predominantly Suel features and is several hundred 
  pounds over weight. In each painting he is depicted 
  wearing noble’s clothing and engaged performing 
  valorous acts: slaying Ketites, riding out on the hunt, 
  sitting in wise judgment over his subjects. The remaining 
  painting depicts Lord Fertuine’s wife, a slight woman of 
  Suel descent dressed in a striking green dress.  
  Location G 
  This large room is likely used by the Baron for 
  holding court among his subjects, or perhaps for 
  balls in fancy dress. Right now the room is empty – 
  devoid even of furniture. If it’s possible, the eerie 
  sounds are louder in this room.  
  A number of things occur once the PCs arrive at this 
  location. First, the PC who possesses the Strange Orb 
  from BIS6-05 The Unauthorized Biography of Lady Constance 
  Lendel receives a vision. Give that player Vision 2 from 
  Player Handout #2 --- Glimpses of Horror. Read the following 
  to the other PCs, modifying it for the particular situation: 
  [Name of Orb bearer] gets a blank look on his face as 
  he reaches into his pack and pulls forth a small glass 
  orb. As he gazes into it, a look of terror crosses his 
  face. 
   
  He begins to spin about, staring intently at the 
  orb he holds. He cocks his head, and then begins to 
  lick his lips with an obvious look of hunger. 
   
  Suddenly, he pulls his gaze away from the orb, 
  and looks around at you, confusion evident on his 
  face. 
  The orb bearer has seen a vision of what is occurring at 
  this moment in the contiguous pocket dimension, 
  though he has no way of knowing this now. 
   
  Keep watch of the PC positions in this room as the 
  Blast Sphere trap activates when any living creature 
  
  BIS7-06 The Golden Masque 
   
  Page 13 
  comes within five-feet of the center of the room (see 
  below 
  and 
  the 
  appropriate 
  appendix 
  for 
  more 
  information).  
   
  Within a few moments of the PCs entering location 
  G (probably immediately after the orb bearer receives his 
  vision), Kora (and any allies with her) will enter from 
  location N. Read or paraphrase the following:  
  A door opens silently and a woman glides into the 
  room. (Burly-looking guards escort her.) She is 
  beautiful beyond measure, with straight beige hair 
  and light-colored skin. She is dressed in a 
  diaphanous umber gown and an ornate golden 
  mask.  
   
  “What is the password?” she asks through her 
  mask, as she tilts her perfect head to the side. 
   
  The password is “That’s Rhomstaff!” – Though it is 
  basically impossible for the PCs to know this. If the PCs 
  respond with an incorrect password, or one of them 
  triggers the Blast Sphere trap then combat commences. If 
  the PCs somehow get lucky and answer with the correct 
  password, Kora will converse with them. Even in this 
  case, Kora will be extremely suspicious of the PCs and 
  guarded with her responses. Kora should be portrayed as 
  the master diplomat that she is, polite but haughty and 
  extremely guarded with sensitive information. Her most 
  common response will be “You don’t need to know that,” 
  or something similar. Some of what she discloses is listed 
  below. 
  • 
  She will give her name as Kora and will introduce 
  her companions (if they are present). Her 
  companions will remain silent.  
  • 
  She will not disclose to the PCs who she really works 
  for (Galen Luchelyn). She will disclose that she has 
  been aiding the Baron by acting as a liaison between 
  Lord Fertuine and “another party.”  
  • 
  The Baron is currently unavailable as his lordship is 
  hosting a Masque (masked party).  
  • 
  The Baron is in residence. Kora will not disclose the 
  nature of the pocket dimension. She may instead 
  state that the Baron is “around” though she will not 
  turn that statement into a fat joke.  
  • 
  The PCs are not allowed into the Masque. They must 
  have both the correct password and a written 
  invitation. If they don’t have an invitation then they 
  must leave.  
  Even if the PCs respond with the correct password and 
  they have a nice conversation with Kora, she will not 
  allow them to leave alive. Sometimes she just likes to talk 
  to her food.  
  APL 2 (EL 5) 
  � Kora, Vampire Spawn Female human: hp 38; 
  see Appendix 1. 
  � Blast Sphere Un: Search DC 16; magic; 
  proximity (alarm) trigger; see Appendix 1. 
  APL 4 (EL 7) 
  � Kora, Vampire Spawn Female human: hp 38; 
  see Appendix 2. 
  � Jorm, Vampire Spawn Male human: hp 38; see 
  Appendix 2. 
  � Blast Sphere Dau: Search DC 17; magic; 
  proximity (alarm) trigger; see Appendix 2. 
  APL 6 (EL 9) 
  �  Kora, Vampire Female Human Mnk5: hp 50; 
  see Appendix 3. 
  �  Jorm, Vampire Male Human Mnk1/Ftr4: hp 
  50; see Appendix 3. 
  � Blast Sphere Tri: Search DC 18; magic; 
  proximity (alarm) trigger; see Appendix 3. 
  APL 8 (EL 11) 
  �  Kora, Vampire Female Human Mnk7: hp 68; 
  see Appendix 4. 
  � Jorm, Vampire, Male Human Mnk1/Ftr6: hp 
  68; see Appendix 4. 
  � Blast Sphere Pedwar: Search DC 19; magic; 
  proximity (alarm) trigger; see Appendix 4. 
  APL 10 (EL 13) 
  �  Kora, Vampire Female Human Mnk9: hp 88; 
  see Appendix 5. 
  � Jorm, Vampire, Male Human Mnk1/Ftr8: hp 
  88; see Appendix 5. 
  �  Morden, Vampire Male Human Mnk1/Ftr4: 
  hp 50; see Appendix 5. 
  � Blast Sphere Pum: Search DC 20; magic; 
  proximity (alarm) trigger; see Appendix 5. 
  APL 12 (EL 15) 
  �  Kora, Vampire Female Human Mnk9: hp 88; 
  see Appendix 6. 
  � Jorm, Vampire, Male Human Mnk1/Ftr8: hp 
  88; see Appendix 6. 
  
  BIS7-06 The Golden Masque 
   
  Page 14 
  �  Morden, Vampire, Male Human Mnk1/Ftr6: 
  hp 68; see Appendix 6. 
  � Blast Sphere Chwech: Search DC 21; magic; 
  proximity (alarm) trigger; see Appendix 6. 
  Preparation: Kora and her companions are well aware of 
  the trap and have taken the necessary precautions to 
  augment their already impressive cold resistance if 
  necessary. They are immune to the Fell Weaken and Fell 
  Drain effects at higher levels. In addition if they were 
  aware of the PCs presence (a likely situation) then they 
  have imbibed potions to augment their combat 
  capabilities.  
  Tactics: Kora likes the taste of arcanists, so she will 
  attempt to grapple and blood drain obvious arcane 
  spellcasters. Jorm and Morden attack with their Halberds 
  if possible but will resort to other attack options if 
  necessary. If the PCs flee the vampires will chase them 
  around the mansion, but not beyond the mansion 
  grounds. The trap targets creatures indiscriminately, so 
  make sure to roll attack rolls against both the PCs and the 
  NPCs. 
  IMPORTANT: At APLs 2 and 4 the Vampire Spawn will 
  not slam for energy drain, opting for other attacks 
  instead.  
  Trap: The Blast Sphere is a globe of dark stone that 
  descends from a hidden compartment in the room’s 
  ceiling. It “blasts” (hence the name) all targets in the 
  room (including enemy NPCs) with a blast of blue-black 
  force. The trap can be handled in the following ways: 
  • 
  The successful Search check at the listed DC allows 
  the PCs to locate a compartment on the wall that 
  exposes the mechanism by which to disable the trap 
  (with a successful Disable Device check). 
  • 
  PCs can damage the globe until it is destroyed. The 
  ceiling is 15 feet from the ground, so PCs will need 
  to have some way to reach it with melee attack (an 
  Enlarge Person spell, 10’ reach weapon, or by standing 
  on a table or chair brought from another room).  
  • 
  Spellcasters can counterspell the blasts as they are 
  fired as the counterspell action. Unfortunately they 
  can only prevent one such blast per round in this 
  manner.  
  Treasure: The following describes equipment that can be 
  found on the destroyed forms of Kora and any allies if 
  present. Eliminate any potions consumed from this list.  
  APL 2: L: 28 gp, C: 33 gp, M: 0 gp. 
  APL 4: L: 102 gp, C: 66 gp, M: 0 gp. 
  APL 6: L: 76 gp, C: 436 gp, M: 594 gp, bracers of armor 
  +1 (83 gp), potion of protection from good (4 gp), +1 
  halberd (192 gp), potion of resist energy cold (20) (58 gp), 
  potion of resist energy cold (30) (91 gp), ring of protection 
  +1 (166 gp). 
  APL 8: L: 28 gp, C: 383 gp, M: 1120 gp, bracers of armor 
  +1 (83 gp), potion of protection from good x2 (8 gp), +1 
  halberd (192 gp), potion of resist energy cold (30) x2 (182 
  gp), ring of protection +1 x2 (332 gp), light crossbow +1 
  (194 gp), +1 chain shirt (104 gp), potion of blur (25 gp). 
  APL 10: L: 49 gp, C: 689 gp, M: 2239 gp, bracers of 
  armor +1 (83 gp), potion of protection from good x3 (12 
  gp), +1 halberd (192 gp), potion of resist energy cold (30) 
  x3 (273 gp), ring of protection +1 x2 (332 gp), light 
  crossbow +1 (194 gp), +1 chain shirt (104 gp), potion of 
  blur (25 gp), cloak of resistance +1 (83 gp), potion of 
  protection from energy (cold) (62 gp), potion of greater 
  mage armor x3 (187 gp), +1 magebane halberd (692 gp). 
  APL 12: L: 28 gp, C: 589 gp, M: 2509 gp, bracers of 
  armor +1 (83 gp), potion of protection from good x3 (12 
  gp), +1 halberd (192 gp), potion of resist energy cold (30) 
  x3 (273 gp), ring of protection +1 x3 (498 gp), light 
  crossbow +1 (194 gp), +1 chain shirt x2 (208 gp), potion 
  of blur (25 gp), cloak of resistance +1 (83 gp), potion of 
  protection from energy (cold) (62 gp), potion of greater 
  mage armor x3 (187 gp), +1 magebane halberd (692 gp). 
  Developments: The PCs will find a note on Kora’s 
  defeated husk. When they find this, give them Player’s 
  Handout 3. They can also take the masks worn by their 
  vampiric opponents, thereby gaining access to The Golden 
  Mask on the AR. 
   
  Once they have dealt with the vampires, the PCs are 
  free to explore Fertuine Manor unmolested.   
  Location H 
  The only things in this stark room are a few 
  manacles attached to the wall and a door off to the 
  left.   
  Those individuals who incur the Baron’s anger are 
  quickly ushered into this room by guards so that they can 
  be taken to the dungeons below.  
  Location I 
  This long room sports a number of tables and 
  cabinets. A large brick oven stands at one side of the 
  room with large stacks of cut logs piled nearby. 
  The kitchen is always a hub of constant work and activity 
  for the Fertuine servants – the Baron’s massive appetite 
  keeps the cooks very busy. The PCs can find mundane 
  
  BIS7-06 The Golden Masque 
   
  Page 15 
  kitchen tools and food ingredients, but nothing else of 
  interest.  
  Location J 
  This small and stark room contains naught but a few 
  small tables and a large cabinet.     
  The servants use this room as a staging area between the 
  kitchen (location I) and the dining room (location K). 
  Inside the cabinet are the table settings for the dining 
  room. There is nothing here of interest for the PCs. 
  Location K 
  A long polished table surrounded by more than 
  twenty chairs fills this room almost completely. 
  Paintings hang from the wall, and tall candelabras 
  stand on the table.      
  The dining room is exactly as it appears. The paintings 
  depict Lord Fertuine in much the same manner as the 
  portraits at location F.  
  Location L 
  A half dozen plush chairs and a lingering scent of 
  pipe smoke tell you that this is another room of 
  leisure.       
  This sitting room is for the Baron to entertain guest in an 
  informal setting. There is nothing of interest here for the 
  PCs.  
  Location M 
  A stark bed and a small chest tell you that this is the 
  modest quarters inhabited by a servant.        
  The chest contains some mundane clothing and items – 
  nothing of interest for the PCs.  
  Location N 
  Behind the secure door is a narrow staircase leading 
  downward.         
  The stairs lead to the dungeons below. If PCs go down to 
  the dungeons, proceed to Encounter 6.  
  ENCOUNTER 6: THE ORIGIN 
  OF FIRE 
  Estimated Time: 20 minutes 
  This encounter occurs in the dungeons underneath 
  Fertuine Manor. Refer to DM Aid: Map #3 – The Origin of 
  Fire for the location of the places described in this 
  encounter.  
   
  The dungeon is completely dark – determine what 
  sort of light source the PCs have. Once an appropriate 
  light source has been determined, proceed location by 
  location. Each of the doors in the dungeon is locked and 
  has the same characteristic as doors in the manor proper. 
  Location A 
  Descending the stairs you come to a musty smelling 
  hallway with a number of small cells. It’s clear to 
  you that those who earn the Baron’s anger wind up 
  in this dungeon, perhaps to spend the rest of their 
  days.  
  There is nothing much of interest in the dungeon. 
  What’s of more interest to the PCs is in the cells. 
  Location B 
  Within the cell is a small pile of straw and hay.  A set 
  of manacles is attached to the wall, used to restrain 
  captives though no prisoner currently resides in 
  this cell. 
  These cells are both empty. Nothing of interest can be 
  found here.  
  Location C 
  Within the cell is a small pile of straw and hay.  A set 
  of manacles is attached to the wall, and restrained to 
  the manacles is a husky man of predominantly Suel 
  features. His slumped head indicates that he is 
  unconscious.  
  The man here is Knowel Fertuine, brother to the Baron. 
  If the PCs are able to revive him, read or paraphrase the 
  following:  
  The prisoner inhales deeply before regarding you 
  with iron-gray eyes. “Hello there,” he says without 
  changing his expression. “I guess you caught me 
  napping there.” The man’s tone of voice seems to be 
  completely disinterested in his situation. In a blink 
  he slips from his manacles as is they had not been 
  holding him. He stands and stretches, his bones 
  cracking and creaking as he does. 
  Knowel is completely stoic; he displays only two 
  emotions when the PCs first meet him. The first is a 
  small amount of gratitude at their arrival. The second is a 
  large amount of hatred for his brother. The PCs probably 
  have some questions for him. Likely questions and their 
  answers are given below.  
  • 
  “Who are you?” 
  “I am Knowel Fertuine. I suffer the unique insult of 
  having Lord Camryn Fertuine, Baron of Cassiter, as 
  my brother.” 
  • 
  “How did you come to be here?” 
  
  BIS7-06 The Golden Masque 
   
  Page 16 
  “When I came to visit my brother to understand why 
  he has been so reclusive I noted some rather 
  disturbing changes in the company that he keeps. 
  When I pointed out some of the more foolish 
  choices that he’s been making his repulsiveness 
  decided to have me locked up?” 
  • 
  “We met some vampires upstairs. Is that what you 
  mean when you refer to “disturbing” company?” 
  “My ignoramus of a brother has allied himself with 
  an undead legion, the lord of which provides him 
  with safety and protection from the disease which 
  marches unchecked around the nation.”  
  • 
  “How do you really feel about your brother?” 
  “A lout. A voracious layabout with no sense of 
  propriety. A fountain of useless babble. A witless 
  pile of dung. These are just a few of the words I 
  would use to describe my brother.” 
  • 
  “What are the specifics of the arrangement that your 
  brother has made with the undead?” 
  “The monstrosity, here I’m referring to my brother, 
  resides in a newly constructed pocket dimension 
  contiguous with our own. There he feels he is safe 
  from the Hand. Also they’ve given him some serum 
  that helps boost his resistance to the blight.”  
  • 
  “Do you know Luona? We met her in town.”  
  “Of course I know her. Is she okay?” 
  • 
  “Luona said you two belong to a “social club” of all 
  things. Do you know what she means?”  
  “Yes.” 
   
  [Knowel will not disclose his affiliation with the 
  Thieves’ Guild of Dountham.] 
  • 
  “How did you get out of those manacles?”  
  “It’s not that hard if you know what you’re doing.” 
  Knowel wishes to leave the manor and travel with the 
  PCs back to Thornward where he hopes that he can make 
  a deal with Margrave Malto to exact revenge on his 
  brother. He doesn’t want to make this seem like it’s his 
  idea. Once the PCs are done with questions, Knowel will 
  get ready for travel. Read or paraphrase the following:  
  Knowel begins working at a loose stone is his cell 
  which he eventually pries off. From within he takes 
  out a silver chain on which hangs the symbol of a 
  hand grasping a broken coin. He then takes out a 
  large back pack from which he takes a small bottle.  
  “Here’s a bit of that serum I mentioned,” he says – 
  tossing the bottle to you. 
  A PC who makes any small effort to catch the bottle can. 
  If they open the bottle they will see a noxious-smelling, 
  viscous liquid within. Knowel’s backpack has a several 
  bottles of the serum which he wishes to trade to the 
  Margrave in exchange for vengeance against his brother. 
  Still, Knowel doesn’t want to seem like a betrayer – so he 
  won’t suggest this idea himself. Regardless of whether or 
  not the PCs suggest the clear beneficence that could 
  occur through such a partnership, the PCs receive the 
  Liquid Remedy item on the AR.   
   
  If the PCs can succeed at a Knowledge [religion] 
  check (DC 10), they can identify Knowel’s holy symbol as 
  that of Kurell. Known as The Bitter Hand, Kurell is the 
  Oeridian god of Jealousy, Revenge and Theft.  
  Location D 
  Within the cell is a small pile of straw and hay on 
  which lies the unconscious form of a dark-haired 
  woman. She is unshackled though you can tell from 
  the bruises on her face and arms that she has been 
  beaten badly.   
  The woman here is an illumian sorceress called Abgriel. 
  Baron Fertuine and his undead allies captured her while 
  she snooped around. The activities of the PCs awaken her 
  and she takes this opportunity to attempt an escape. Read 
  or paraphrase the following when a PC enters her cell 
  with the intent to approach: 
  As you take one more step closer, the woman’s eyes 
  shoot open. At the same moment, strange ephemeral 
  sigils begin to rotate around her head and she 
  intones words of arcane power.  
  PCs who succeed at a Spellcraft check (DC 20) will know 
  that Abgriel is casting teleport. As long as one PC in the 
  party can make an initiative roll above 10 and makes even 
  a minimal effort to interfere with Abgriel’s casting, she 
  can be stopped. If Abgriel somehow gets her spell off 
  then she teleports away and is not heard from again. It’s 
  more likely that she is prevented form escaping, at which 
  point the PCs have an interesting captive to question.  
   
  For her part, Abgriel refuses to speak Common or 
  any other language other than the Illumian language.  
  While she thinks the PCs cannot understand her she 
  spares no effort to insult them. She is not afraid of death 
  and cannot be intimidated or compelled to speak 
  anything other than illumian. In order to understand 
  Abgriel, they must either use magic (comprehend languages 
  or some similar spell) or have learned to speak illumian 
  
  BIS7-06 The Golden Masque 
   
  Page 17 
  from the Illumian Translation of March Palatine AR favor 
  from BIS6-04 Face of Copper. 
   
  If the PCs use magic to understand Abgriel, read or 
  paraphrase the following:  
  After you complete your spell the woman flashes 
  you an evil grin before speaking once again in her 
  strange language, which you now understand. “Well 
  done, swine. I see you’ve learning the basics of 
  children’s magic,” she says her words dripping with 
  venom.  
  If instead one or more of the PCs to understand illumian 
  without resorting to magic, read or paraphrase the 
  following:  
  The woman tilts her head in surprise, and then 
  wrinkles her nose in disgust. “Hearing you speak 
  our language,” she says caustically, “Is like watching 
  an ape set the tiles of a mosaic.” 
  Once the PCs have established a way to communicate, 
  they can ask Abgriel some questions. Remember that she 
  is not afraid of death and cannot be intimidating or 
  compelled to be more specific with her answers here.  
  • 
  “Who are you?” 
  “I am called Abgriel” 
  • 
  “Whom are you affiliated with?” 
  “I serve the Duskwatchers.” 
  • 
  “What are the Duskwatchers?” 
  “We observe.”  
  [Abgriel will not be more specific about the purpose of 
  the Duskwatchers for now. If she details too much on the 
  purpose of the Duskwatchers then a gaes will kick in and 
  she will die (see below). The gaes cannot be removed and 
  she will not disclose its hold or even mention that she is 
  under a geas.] 
  • 
  “What are you doing here?” 
  “I sought to learn of the alliance between the 
  Fertuine and those who follow the sign of the Black 
  Skull.” 
  • 
  “So I guess you aren’t with the undead creatures 
  allied with Lord Fertuine?” 
  “No. The undead are the partisans of the destroyed 
  megalomaniac Evard – and the Duskwatchers 
  oppose those loyal to Evard.” 
  • 
  “We saw some illumians attacking a priestess of 
  Geshtai named Mehri la’Feyvim a while back. Why 
  would they do this?” 
  “The augors tell us that the priestess Mehri 
  la’Feyvim must die.” 
  • 
  “I have this really strange item (Some Junk AR item 
  from BIS6-IN5 If On A Winter’s Night An Adventurer). 
  Do you know what it is?” 
  “You look like an infant wielding a greataxe right 
  now.” 
  [Abgriel will not be more specific on the nature of Some 
  Junk.] 
  • 
  “Okay, enough of this nonsense. What are you 
  illumians doing in Bissel?” 
  “I cannot tell you this. To disclose such secrets 
  would be…against my religion.” 
  • 
  “What religion is that?” 
  “I pay homage to the Whispered One.” 
   
  Abgriel doesn’t actually mind the prospect of dying. 
  If the PCs even attempt a small amount of persuasion of 
  coercion, she will begin to explain what it is the 
  Duskwatchers are doing. This will result in her death, but 
  she’s okay with that.  
  • 
  “I don’t accept what you are saying. Tell us your 
  secrets.” 
  “Very well, you are obviously too clever. We 
  Duskwatchers observe the decline of civilizations, 
  mass destruction, war, famine…our augors told us 
  of the impending…”  
   
  The woman coughs violently and you begin to 
  smell the faint scent of ozone. Finally the woman 
  stops coughing and continues her story. 
   
  “They told us of the impending extinction of 
  your species. We wish very much to bear witness to 
  this.” 
   
  The woman begins to laugh fitfully and you 
  know that the visible tightening of her skin around 
  her bones is not your imagination. The smell of 
  magic becomes stronger as her laughter becomes 
  violent coughing. She tries to gain her composure 
  and speaks again. 
   
  “Many journeyings ago, we observed a planar 
  conjunction…” by now the woman’s face has 
  shrunken around her skull. It is clear she is in great 
  pain as she cries out. 
   
  “By the Maimed Lord!” she exclaims, “Welcome 
  me into dark…” In an instant her flesh decays as if 
  you are watching the span of eons in but a few short 
  moments. When the process is complete, all that is 
  
  BIS7-06 The Golden Masque 
   
  Page 18 
  left of her is a withered skeleton, whose skull falls 
  from its spine to roll to your feet.  
   
  Her disembodied voice lingers in the air, 
  though all it says now is meaningless gibberish. You 
  feel the presence of a powerful evil, watching you at 
  this instant.  
  Abgriel’s Final Utterance (see Illumian racial abilities in 
  the index under the NPC named Allfauruk) is nothing 
  but meaningless gobbledygook. Even careful handling of 
  her skeleton will turn the bones into dust.   
  Development: Once the PCs have interacted with both 
  Knowel and Abgriel, Luona will appear – having found a 
  back way into Fertuine manor. Read or paraphrase the 
  following:  
  The sound of stone grinding on stone assaults the 
  relative quiet of the dungeon, heralding the sliding 
  away of a wall! A secret tunnel can be seen beyond 
  the entrance, illuminated with the light of a torch 
  held by a human woman with dark hair dressed in 
  well-worn leather armor. A strange rune is etched on 
  her face and a small crossbow hangs at her hip. 
  The PCs should recognize Luona Tar from Encounters 3 
  and 4. Again, if any of the PCs or their attending 
  creatures are have more than two legs and are Medium-
  sized or larger, Luona’s rune flashes and she begins to be 
  wracked by pain until the offending creature is no longer 
  visible to her. If the PCs are not quick to remedy the 
  situation, then Knowel will produce a strip of cloth for 
  Luona to use as a blindfold. Luona will greet the PCs 
  amiably (as long as her curse is not active). Luona and 
  Knowel will greet each other in a manner befitting close 
  friends, though PCs who succeed at a Sense Motive 
  check (DC 20) may suspect that Knowel and Luona’s 
  relationship may be romantic in nature. Neither of them 
  will comment on this.  
   
  Luona will explain about the tunnel she discovered, 
  a long bypass that comes out shortly north of town. 
  Likely this passage was created as an escape plan for a 
  Baron who wanted to leave his manor without his 
  subjects in Rabechel noticing. Knowel did not have prior 
  knowledge of this tunnel. Nevertheless, it proves as a 
  handy escape route for the PCs.  
   
  If the PCs take the tunnel out of Fertuine Manor, 
  proceed to Encounter 7. If the PCs do not take the tunnel 
  but travel by foot or horseback through Rabechel, 
  proceed to Encounter 7, as they will still come across 
  Allfauruk on the road. If the PCs travel by magic means 
  (i.e. teleport) then they will not meet Allfauruk on the 
  road (therefore not earning the xp or treasure which 
  could potentially be gained). In the event of magical 
  travel, proceed to Encounter 8.  
  All APLs 
  � Knowel Fertuine: Male Human (S) Clr4 of 
  Kurell/Rog6 (Bluff +15, Sense Motive +10); AL CG; 
  hp 61. 
  � Abgriel: Female Illumian Sor10 (Bluff +17, 
  Sense Motive +5); AL NE; hp 21. 
  ENCOUNTER 7: LE CHASSEUR 
  MAUDIT  
  Estimated Time: 25 minutes 
  This encounter occurs on the road out of Rabechel, 
  which the PCs either reach via the secret tunnel 
  referenced in Encounter 6, or by merely retracing their 
  steps through the adventure. As noted above, if the PCs 
  use magical means of travel then they skip this 
  encounter, missing the opportunity of earning the xp or 
  treasure which could potentially be gained.  
   
  This encounter is more about competing interests 
  rather than actual combat, though violence may ensue 
  depending on the actions. The general outline of the 
  encounter is this: Allfauruk, an illumian Duskwatcher 
  like Abgriel, approaches the PCs. Allfauruk claims to be 
  Barik al’Faruk, an Official Cover Mist Chameleon of 
  Baklunish heritage. He will ask the PCs for a situation 
  report, though he is only interested in their dealings with 
  Abgriel. If the PCs have captured Abgriel alive, he will 
  claim that he needs to take custody of the body. If he can 
  get a good amount of information from the PCs and claim 
  Abgriel, he will leave them as his mission has been 
  accomplished. 
   
  PCs who do not trust Barik al’Faruk or at least want 
  to confirm his story will attempt Sense Motive skill 
  checks. These should be opposed checks against Barik 
  al’Faruk’s Bluff skill, though it is recommended that the 
  judge preroll a set of Bluff checks to avoid overly tipping 
  off the players. As Allfauruk is a tiered NPC, his Bluff 
  skill varies by APL. His Bluff modifier (with magical 
  buffs) is as follows: APL 2, Bluff +8; APL 4, Bluff + 13; APL 
  6, Bluff +14; APL 8, Bluff +19; APL 10, Bluff +23; APL 12, 
  Bluff +26.  
   
  Allfauruk is not evil and does not radiate as such. PC 
  members of the Mist Chameleon meta-org receive a +5 
  bonus on opposed Sense Motive checks against Barik 
  al’Faruk, as his cover story about being an Official Cover 
  Agent of the Mist Chameleons is not as solid as he would 
  like. He does not have papers, which may also cause PCs 
  to be suspicious.  
  
  BIS7-06 The Golden Masque 
   
  Page 19 
  As you make your way north from Rabechel, a lone 
  rider approaches at a break neck speed. Once he is 
  within shouting distance, he quickly dismounts and 
  holds his hands high.  
   
  “Don’t attack!” he cries out. The man is olive-
  skinned with closely shaved head. He wears a non-
  descript gray cloak.  
   
  “My name is Barik al’Faruk and I am an Official 
  Cover Agent of the Mist Chameleons. I need a 
  situation report – which of you is in charge?” 
  Allfauruk is clever in his questioning and will try to get 
  the most information from the PCs. The questions with 
  an * next to them are the ones that he must ask and have 
  answered in order to “win” this encounter. Note that PCs 
  may simply volunteer all this information – so literally 
  asking the questions may not be necessary. Play the 
  situation as organically as possible.  
  • 
  What is the status of Rabechel? 
  • 
  Are there any survivors in Rabechel? 
  • 
  What is the nature of your mission? 
  • 
  What is the Baron’s status? 
  • 
  How many undead are there?/How many undead 
  did you encounter? 
  • 
  Did you encounter any strange beings (meaning 
  illumian)?* 
  • 
  Did you communicate with the illumian?* 
  • 
  What did the illumian tell you?* 
  • 
  What was the illumian’s fate?* 
  • 
  (If Abgriel died) Did the illumian “say” anything 
  important after perishing?* 
  For their part, the PCs may have questions for Barik 
  al’Faruk. Some likely questions and their answers are 
  given below. Note that Allfauruk tries to answer 
  questions with questions of his own in order to further 
  his purposes.  
  • 
  “Who are you?” 
  “My name is Barik al’Faruk. I am a native Bisselite 
  and have been with the Mist Chameleons for as long 
  as I could swing a sword.” 
  • 
  “What is your mission?” 
  “I have an open mandate to investigate strange 
  beings known as Illumians. They would have odd 
  sigils floating around their heads – have you had 
  dealings with any such beings?”  
  • 
  “Aren’t Mist Chameleons supposed to be secret 
  about their identities and stuff?” 
  “I am an Official Cover agent which means I identify 
  myself to allies and work through official channels 
  to gather the information needed to protect Bissel.” 
  • 
  “Why are you so interested in Illumians? 
  “I can’t disclose everything in my mission brief, but 
  these Illumians seem to pose a threat to Bissel. Have 
  you had dealings prior to this one with these 
  beings?” 
  Once Allfauruk has gotten the information he needs, he 
  will take his leave – riding south toward Rabechel. This is 
  for the purpose, he claims, to investigate further – 
  though once he is outside the eyes of the PCs he will 
  abandon this area – mission accomplished.  
   
  One thing will cause Allfauruk to linger, and that 
  would be if the PCs have taken Abgriel as a live captive. 
  He will attempt to assert authority over the captive if the 
  PCs tell him of her nature.  
  “You’ve captured one then – excellent work! I will 
  need to take custody of the prisoner as per my 
  mandate, 
  but 
  I 
  will 
  see 
  that 
  you 
  receive 
  commendations for this.” 
  If the PCs agree to turn over Abgriel, the Allfauruk 
  secures her to his mount and rides off, much in the same 
  manner listed above.  
   
  If Allfauruk gets away without the PCs having 
  discovered his nature, then he “wins” the encounter if he 
  leaves with the information he wants. The PCs do not 
  receive experience for this encounter.  
   
  If the PCs guess that Allfauruk is an imposter and 
  confront him, either verbally or by initiating combat, 
  then read or paraphrase the following: 
  This Mist Chameleon turns his head away in 
  thought, though you know that you have his full 
  attention. When he turns back his eyes are wide and 
  a set of odd, translucent sigils begin to rotate around 
  his head  
  APL 2 (EL 1) 
  � Duskwatcher 
  Allfauruk, 
  Male 
  Illumian 
  Rog1: hp 7; see Appendix 1. 
  APL 4 (EL 3) 
  � Duskwatcher 
  Allfauruk, 
  Male 
  Illumian 
  Rog2/Wiz (Illusionist) 1: hp 15; see Appendix 2. 
  
  BIS7-06 The Golden Masque 
   
  Page 20 
  APL 6 (EL 5) 
  � Duskwatcher 
  Allfauruk, 
  Male 
  Illumian 
  Rog2/Wiz (Illusionist) 3: hp 24; see Appendix 3. 
  APL 8 (EL 7) 
  � Duskwatcher 
  Allfauruk, 
  Male 
  Illumian 
  Rog3/Wiz (Illusionist) 4: hp 33; see Appendix 4. 
  APL 10 (EL 9) 
  � Duskwatcher 
  Allfauruk, 
  Male 
  Illumian 
  Rog3/Wiz (Illusionist) 5/Arcane Trickster 1: hp 
  41; see Appendix 5. 
  APL 12 (EL 11) 
  � Duskwatcher 
  Allfauruk, 
  Male 
  Illumian 
  Rog3/Wiz (Illusionist) 5/Arcane Trickster 3: hp 
  49; see Appendix 6. 
  Preparation: Depending on the APL, Allfauruk has some 
  appropriate buff spells cast as listed in the Power-up Suite 
  of his entry. 
  Tactics: Allfauruk is not a match for an average party, but 
  remember that he does not have to defeat his opponents 
  – he merely has to escape. At most APLs this means that 
  Allfauruk will concentrate on incapacitating his foes or 
  becoming invisible. If Abgriel is present he attempts to 
  take custody of her. At higher APLs Allfauruk can 
  dimension door to escape and at APL 12 he possesses a cape 
  of the mountebank for escape purposes.  
   
  If the party discovers Allfauruk’s true nature but do 
  not defeat him in combat (i.e. he escapes), then the party 
  receives experience for defeating him though they miss 
  out on whatever treasure can be looted from him.  
  Treasure: If the PCs defeat Allfauruk and are able to loot 
  his body, what they find is listed below. Mark off any 
  potions or other disposable magic used in the fight.  
  APL 2: L: 47 gp, C: 28 gp, M: 25 gp, potion of invisibility 
  (25 gp). 
  APL 4: L: 35 gp, C: 74 gp, M: 166 gp, potion of 
  invisibility (25 gp), cloak of resistance +1 (83 gp), potion 
  of resist energy cold (20) (58 gp). 
  APL 6: L: 35 gp, C: 74 gp, M: 316 gp, potion of 
  invisibility (25 gp), cloak of resistance +1 (83 gp), potion 
  of resist energy cold (20) (58 gp), hat of disguise (150 gp). 
  APL 8: L: 35 gp, C: 74 gp, M: 482 gp, potion of 
  invisibility (25 gp), cloak of resistance +1 (83 gp), potion 
  of resist energy cold (20) (58 gp), hat of disguise (150 gp), 
  ring of protection +1 (166 gp). 
  APL 10: L: L: 35 gp, C: 74 gp, M: 648 gp, potion of 
  invisibility (25 gp), cloak of resistance +1 (83 gp), potion 
  of resist energy cold (20) (58 gp), hat of disguise (150 gp), 
  ring of protection +1 (166 gp), gloves of dexterity +2 (332 
  gp). 
  APL 12: L: 27 gp, C: 74 gp, M: 1654 gp, potion of 
  invisibility (25 gp), vest of resistance +1 (83 gp), potion of 
  resist energy cold (20) (58 gp), hat of disguise (150 gp), 
  ring of protection +1 (166 gp), gloves of dexterity +2 (332 
  gp), cape of the mountebank (840 gp). 
  Developments: Like Abgriel, Allfauruk’s final utterance 
  (if he is killed) is gibberish. If he is captured alive then he 
  reacts much the same as Abgriel, feel free to use that 
  encounter as a basis for the PCs line of interrogation of 
  Allfauruk.  
   
  The PCs are not harassed further on their way back 
  to Thornward to report their findings (their original 
  mission). Use the travel information in Encounter 2 as a 
  guide. Knowel and Luona will also travel to Thornward. 
  The travel time (if by foot) is enough time for PCs to have 
  Luona’s curse remove, if they wish to do this. PCs can get 
  Luona’s gratitude if the PCs do they can remove the curse 
  themselves or arrange to pay (out of their own pocket, no 
  over the cap gold) for the removal of the curse. PCs who 
  do this, or PCs who cover the combined cost of the spell, 
  receive the Greater Gratitude of Luona on the AR. Members 
  of the Thieves Guild of Dountham receive this favor 
  regardless. 
  ENCOUNTER 8: A HEROIC 
  LIFE 
  Estimated Time: 10 minutes 
  The PCs travel to Thornward and complete their mission 
  by telling of what they learned while in Cassiter. During 
  this encounter the PCs can learn that the situation in 
  Bissel is growing more and more dire. Determine 
  whether or not Knowel is accompanying them into 
  Thornward Keep to make their report, and then continue 
  with the following:  
  Returning to Thornward Keep the guards salute you 
  crisply and the stewards direct you through the 
  halls to a long staircase going up.  
  If the PCs succeed at a Listen check (DC 10), they hear 
  some of a conversation happening on a high balcony. 
  Read or paraphrase the following:  
  Echoing down the stairway comes a low and 
  mournful voice saying, “Is this the fate that Istus 
  has laid before me? Baron in a dying land, husband 
  to a dying wife, father to a dying…” 
  
  BIS7-06 The Golden Masque 
   
  Page 21 
   
  Another voice interrupts: “Despair leads to 
  defeat, lad. To surrender to one is to surrender to 
  both.” 
  PCs that succeeded at the Listen check can identify the 
  first voice as belonging to Lord Cainlan Rashedra and the 
  second voice as belonging to Margrave Malto Adeur.  
   
  Whether or not the PCs made their Listen check, 
  continue with the following:  
  The staircase ends at an opening in the floor of a 
  high balcony overlooking the city below. Leaning on 
  a parapet is Baron Cainlan Rashedra, his back to you 
  and his shoulders slumped. Standing next to him is 
  Margrave Malto Adeur, his lip curled in pity over 
  young Rashedra. Leaning against a wall nearby is 
  Watcher Jerius Greenblade, a gold chain signifying 
  his position as Lord Mayor of Thornward hangs 
  from the Knight’s neck. It is Jerius who speaks first 
  when you enter.  
   
  “Look Cainlan, the envoys you selected have 
  returned from Cassiter. Perhaps they have weal 
  tidings to impart.” 
  Now is the time for the PCs report what they have found. 
  It would be an understatement to say that the three 
  nobles here are displeased with the actions of Baron 
  Cassiter and the presence of undead. If Knowel is present 
  he will confirm the PCs’ story and urges vengeance 
  against his brother.  
   
  The PCs might have a few questions about the 
  conversation between Cainlan and Malto that they 
  overheard. Jerius will wave them off this sensitive line of 
  questioning; no one is willing to speak of how Jasmine 
  and her infant daughter have come sick with the Mark of 
  the Black Hand.  
   
  Once the PCs have made a full report, read or 
  paraphrase the following:  
  As you relate your tale, a look of indomitable fury 
  begins to show on the Margrave’s face. Once you are 
  finished he speaks in a quiet but extremely intense 
  tone of voice.  
   
  “Jerius,” he begins, “Muster the 2
  nd Thornward 
  and begin marching south…” 
   
  “I’m sorry your grace,” interrupts Jerius. “The 2
  nd 
  Thornward has just been called to the Ketite front.” 
   
  The Margrave sighs before replying: “Then the 
  1
  st 
  Ebbernaut. 
  Muster 
  them 
  and 
  begin 
  preparations…” 
   
  “The 1
  st Ebbernaut is just coming off a tour in 
  the Bramblewood Gap. They can’t be ready for an 
  expedition.” This time it was Cainlan who spoke. 
   
  “Are there no soldiers in my Army that can deal 
  with this threat?” The frustration is his voice is 
  palpable and his question lingers in the silence of 
  the chill open air. Finally Cainlan speaks:  
   
  “The 1
  st Menawyk are on light training 
  maneuvers. They can be mustered quickly.” 
   
  The Margrave sighs and then turns to Jerius. 
  “Ride out to Menawyk to oversee the muster. Then 
  march the force into Cassiter.” 
   
  Cainlan interrupts, “I will accompany Jerius on 
  this…” 
   
  “You stay here with your wife!” roars the 
  Margrave and he locks a gaze of great intensity at 
  the younger man. Ashamed, Cainlan looks down at 
  his feet.  
   
  “Jerius,” continues the Margrave, “You are in 
  charge of this mission. Baron Fertuine is to be 
  captured and brought here. All other resistance is to 
  be destroyed with extreme zeal. I want Cassiter 
  pacified, and I want it yesterday. Understand?” 
   
  “Completely, your grace,” replies Jerius and in 
  an instant he is halfway down the stairs to see to his 
  tasks. 
  The PCs are now dismissed as the Margrave wishes to 
  have a private discussion with Cainlan and with Knowel 
  (if he is present). The PCs can find out about the fate of 
  Jasmine and her infant daughter from servants in 
  Thornward Keep. If they wish to pay their respects to the 
  Baroness of Besselar, read or paraphrase the following:  
  The servants ask repeatedly on whether you really 
  want to visit with Jasmine Besselar. Once your 
  determination has been confirmed, you are lead into 
  rooms deep into Thornward Keep. You don’t have to 
  be a dwarf to note that the hallway you arrive at is a 
  subterranean one. A door marked with a Black Hand 
  seems to be your destination.  
   
  Entering, you see a small bedchamber dimly lit 
  from a few meager lanterns. A slight figure lies on 
  the bed resting peacefully. To the right is a small 
  crib and to the left sits a delicate-looking woman 
  with honey-blonde hair dressed in green robes. A 
  staff leans against the wall.  
   
  The seated woman turns to you. “Hello,” she 
  says. “Are you friends of my sister?” 
  
  BIS7-06 The Golden Masque 
   
  Page 22 
  The girl in the green robes is Alia Besselar. Barely 16, she 
  is the youngest of the three Besselar sisters. She was 
  ordained a Guidesister of Fharlanghn early this year and 
  has been spending the better part of a year taking her 
  first steps in the world. PC clerics or worshippers of 
  Fharlanghn may know her by her trail name, “Ballata” as 
  she has a reputation as being a graceful dancer. She can 
  provide the PCs with the following information: 
  • 
  A sending spell told her of her sister’s illness while 
  she was in Veluna. She made haste to journey back 
  to Thornward.  
  • 
  The Mark of the Black Hand infects both Jasmine 
  and baby Kira.  
  • 
  The middle sister, Chalice, has been informed of the 
  illness but has not yet made her way to visit.  
  • 
  The disease seems to be at a very early stage. Their 
  bodies are covered in small black pocks that 
  resemble hands. Alia has used detect magic and can 
  report that the pocks radiate slight conjuration 
  magic. 
  • 
  Alia has asked for the Protection of Fharlanghn to 
  watch over her as she sits vigil. She is not afraid of 
  catching the disease.  
  • 
  Her brother-in-law, Cainlan Rashedra, has taken the 
  news very hard. Alia has not been able to have much 
  of a conversation with him since her arrival.  
  Alia is the face of great optimism in an uncertain future. 
  She is certain that her sister will be okay and that her 
  niece will grow to be a great woman. The reality may be 
  much more grim.  
   
  The expeditionary force into Cassiter is the subject 
  of the next module in the series. Until then, the Players 
  must wait to resolves the situation with Lord Fertuine.  
  CONCLUSION: THE PRELUDE 
  Estimated Time: 5 minutes 
  The shadows grow darker as the situation in Bissel 
  becomes much more dire. You and your companions 
  have helped identify the enemies that gather at the 
  periphery. Soon it will be time to do more to the 
  enemies of Bissel than merely gain information. 
  The Shadows and Sigils series continues with the 
  expeditionary force into Cassiter.  
  CAMPAIGN CONSEQUENCES 
  If you run this event in November or December of 2007, 
  please e-mail the results from this sheet to a member of 
  the Bissel Triad by January 1
  st, 2008, or have the Senior 
  DM of your event do so. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3 
  Defeat Echlora and her pets.  
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Encounter 5 
  Survive the Portculis trap.  
   
  APL 2: 30 xp. 
   
  APL 4: 30 xp. 
   
  APL 6: 30 xp. 
   
  APL 8: 30 xp. 
   
  APL 10: 30 xp. 
   
  APL 12: 30 xp. 
  Encounter 5 
  Defeat Kora and any allies with her while surviving the 
  Blast Sphere trap. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  
  BIS7-06 The Golden Masque 
   
  Page 23 
  Encounter 7 
  Learn of Allfauruk’s true nature and defeat or drive him 
  off.  
   
  APL 2: 30p. 
   
  APL 4: 90 xp. 
   
  APL 6: 150 xp. 
   
  APL 8: 210 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 330 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 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. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 3: 
  APL 2: L: 37 gp, C: 173 gp, M: 166 gp, amulet of 
  aberrant empathy (116 gp). 
  APL 4: L: 88 gp, C: 3 gp, M: 120 gp, amulet of aberrant 
  empathy (116 gp), potion of protection from good (4 gp). 
  APL 6: L: 74 gp, C: 203 gp, M: 241 gp, amulet of 
  aberrant empathy (116 gp), potion of protection from good 
  (4 gp), +1 heavy wooden shield (96 gp), potion of blur (25 
  gp). 
  APL 8: L: 60 gp, C: 103 gp, M: 504 gp, amulet of 
  aberrant empathy (116 gp), potion of protection from good 
  (4 gp), +1 heavy wooden shield (96 gp), potion of blur (25 
  gp), +1 hide armor (97 gp), ring of protection +1 (166 gp). 
  APL 10: L: 27 gp, C: 263 gp, M: 1215 gp, amulet of 
  aberrant empathy (116 gp), potion of protection from good 
  (4 gp), +1 heavy wooden shield (96 gp), potion of blur (25 
  
  BIS7-06 The Golden Masque 
   
  Page 24 
  gp), +2 dragonhide plate armor (608 gp), ring of 
  protection +1 (166 gp), +1 silver scimitar (200 gp). 
  APL 12: L: 27 gp, C: 268 gp, M: 2715 gp, amulet of 
  aberrant empathy (116 gp), potion of protection from good 
  (4 gp), +1 heavy wooden shield (96 gp), potion of blur (25 
  gp), +2 dragonhide plate armor (608 gp), ring of 
  protection +1 (166 gp), +1 silver scimitar (200 gp), mantle 
  of the beast (1500 gp). 
  Encounter 5 – Location B: 
  ALL APLs: L: 0 gp, C: 0 gp, M: 666 gp, Masterwork 
  Banner of Bissel (666 gp). 
  Encounter 5 – Location E: 
  APL 2: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 4 and 6: L: 0 gp, C: 0 gp, M: 499 gp, Bands of 
  Fortune (166 gp), Rod of Ropes (333 gp). 
  APL 8, 10 and 12: L: 0 gp, C: 0 gp, M: 1582 gp, Bands 
  of Fortune (166 gp), Rod of Ropes (333 gp), Wheel of 
  Fortune (500 gp), Lucky Charm (583 gp). 
  Encounter 5 – Location G: 
  APL 2: L: 28 gp, C: 33 gp, M: 0 gp. 
  APL 4: L: 102 gp, C: 66 gp, M: 0 gp. 
  APL 6: L: 76 gp, C: 436 gp, M: 594 gp, bracers of armor 
  +1 (83 gp), potion of protection from good (4 gp), +1 
  halberd (192 gp), potion of resist energy cold (20) (58 gp), 
  potion of resist energy cold (30) (91 gp), ring of protection 
  +1 (166 gp). 
  APL 8: L: 28 gp, C: 383 gp, M: 1120 gp, bracers of armor 
  +1 (83 gp), potion of protection from good x2 (8 gp), +1 
  halberd (192 gp), potion of resist energy cold (30) x2 (182 
  gp), ring of protection +1 x2 (332 gp), light crossbow +1 
  (194 gp), +1 chain shirt (104 gp), potion of blur (25 gp). 
  APL 10: L: 49 gp, C: 689 gp, M: 2239 gp, bracers of 
  armor +1 (83 gp), potion of protection from good x3 (12 
  gp), +1 halberd (192 gp), potion of resist energy cold (30) 
  x3 (273 gp), ring of protection +1 x2 (332 gp), light 
  crossbow +1 (194 gp), +1 chain shirt (104 gp), potion of 
  blur (25 gp), cloak of resistance +1 (83 gp), potion of 
  protection from energy (cold) (62 gp), potion of greater 
  mage armor x3 (187 gp), +1 magebane halberd (692 gp). 
  APL 12: L: 28 gp, C: 589 gp, M: 2509 gp, bracers of 
  armor +1 (83 gp), potion of protection from good x3 (12 
  gp), +1 halberd (192 gp), potion of resist energy cold (30) 
  x3 (273 gp), ring of protection +1 x3 (498 gp), light 
  crossbow +1 (194 gp), +1 chain shirt x2 (208 gp), potion 
  of blur (25 gp), cloak of resistance +1 (83 gp), potion of 
  protection from energy (cold) (62 gp), potion of greater 
  mage armor x3 (187 gp), +1 magebane halberd (692 gp). 
  Encounter 7: 
  APL 2: L: 47 gp, C: 28 gp, M: 25 gp, potion of invisibility 
  (25 gp). 
  APL 4: L: 35 gp, C: 74 gp, M: 166 gp, potion of 
  invisibility (25 gp), cloak of resistance +1 (83 gp), potion 
  of resist energy cold (20) (58 gp). 
  APL 6: L: 35 gp, C: 74 gp, M: 316 gp, potion of 
  invisibility (25 gp), cloak of resistance +1 (83 gp), potion 
  of resist energy cold (20) (58 gp), hat of disguise (150 gp). 
  APL 8: L: 35 gp, C: 74 gp, M: 482 gp, potion of 
  invisibility (25 gp), cloak of resistance +1 (83 gp), potion 
  of resist energy cold (20) (58 gp), hat of disguise (150 gp), 
  ring of protection +1 (166 gp). 
  APL 10: L: L: 35 gp, C: 74 gp, M: 648 gp, potion of 
  invisibility (25 gp), cloak of resistance +1 (83 gp), potion 
  of resist energy cold (20) (58 gp), hat of disguise (150 gp), 
  ring of protection +1 (166 gp), gloves of dexterity +2 (332 
  gp). 
  APL 12: L: 27 gp, C: 74 gp, M: 1654 gp, potion of 
  invisibility (25 gp), vest of resistance +1 (83 gp), potion of 
  resist energy cold (20) (58 gp), hat of disguise (150 gp), 
  ring of protection +1 (166 gp), gloves of dexterity +2 (332 
  gp), cape of the mountebank (840 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 112 gp, C: 234 gp, M: 857 gp – Total: 1203 
  gp (450 gp). 
  APL 4: L: 225 gp, C: 143 gp, M: 1451 gp – Total: 1819 
  gp (650 gp). 
  APL 6: L: 185 gp, C: 713 gp, M: 2316 gp – Total: 3214 
  gp (900 gp). 
  APL 8: L: 123 gp, C: 560 gp, M: 4354 gp – Total: 5037 
  gp (1,300 gp). 
  APL 10: L: 111 gp, C: 1026 gp, M: 6350 gp – Total: 
  7487 gp (2,300 gp). 
  APL 12: L: 82 gp, C: 931 gp, M: 9126 gp – Total: 
  10139 gp (3,300 gp). 
  
  BIS7-06 The Golden Masque 
   
  Page 25 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  �  Gratitude of Luona: You resucued the adventuress 
  Luona from attack, and she is thankful. Spending this 
  favor grants the PC free Luxury lifestyle on any one 
  Bissel regional adventure.  
   
  � Greater Gratitude of Luona: You went out of your 
  way to help Luona have her curse removed, and she is 
  grateful. Luona can find the things that you want, as long 
  as you don’t ask too many questions about where they 
  came from. You may spend this favor to gain access 
  (Frequency: Adventure) to one currently legal item that 
  you previously had access to on an Adventure Record, 
  but lost this access because it expired (rather than a loss 
  caused by an action or penalty). Mark this favor as USED 
  once it is spent. Current members of the Thieves Guild of 
  Doutham meta-org automatically receive access to this 
  favor.  
   
  � Masterwork Banner of Bissel: This wellmade 
  standard displays the black rook of Bissel on a divided 
  field of red and silver. It functions as a Banner of Law 
  (Heroes of Battle, page 133). Market price: 8000 gp. Weight: 
  -. 
    
  � Illumian Spellbook: Taken from the Illumian spy, 
  this book can be broken up into volumes. APL 4 – Color 
  Spray, Lesser Orb of Acid (SpC), Mage Armor, Obscuring Mist, 
  Lesser Orb of Acid (SpC), Serene Visage (SpC), Scholar’s Touch 
  (SpC), Silent Portal  (SpC), 800 gp; APL 6 – Blur, Invisibility, 
  False Life, Melf’s Acid Arrow, Shadow Spray (SpC), 1000 gp; 
  APL 10 – Dispel Magic, Fireball, Glitterdust, Shadow Binding 
  (SpC) 1100 gp; APL 12 – Dimension Door, Greater 
  Invisibility, Orb of Cold, Shadow Conjuration 1600 gp. 
   
  � Golden Mask: This ornate golden mask covers the 
  entire face and is suitable for hiding one’s identity at 
  masquerade. It displays either the face of comedy or 
  tragedy (circle one).  
   
  � Liquid Remedy: Lord Fertuine and his allies used 
  this serum to boost their resistance to the Mark of the 
  Black Hand. A PC who imbibes one does gains a +4 bonus 
  on the Fortitude save to avoid advancing one stage of the 
  Mark of the Black Hand. This favor covers three doses and 
  doses can be used for other PCs.  
  �       �  � 
   
  � Insulted the Margrave: Your actions have made 
  light of the reigning Margrave of Bissel. For PCs who are 
  current members of the Great Army of Bissel, you lose all 
  commendations currently earned. This may result in loss 
  of rank. PCs who are not members of the military must 
  work off the stain of their shame by spending 4 TUs in 
  the stocks.  
  Item Access 
  APL 2: 
  � Amulet of Aberrant Empathy (Adventure; Complete 
  Adventurer) 
  � Masterwork Banner of Bissel (Adventure; See Above) 
  APL 4 (all of APL 2 plus the following): 
  � Illumian Spellbook – APL 4 volume (Adventure; See 
  Above) 
  � Bands of Fortune  (Adventure; Complete Scoundrel) 
  � Rod of Ropes (Adventure; Complete Scoundrel) 
  APL 6 (all of APLs 2, 4 plus the following): 
  � Potion of Resist Energy (Cold) 30 (Adventure; DMG) 
  � Hat of Disguise (Adventure; DMG) 
  � Illumian Spellbook – APL 6 (Adventure; See Above) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  � Wheel of Fortune, (Adventure; Complete Scoundrel) 
  � Lucky Charm (Adventure; Complete Scoundrel) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  � +2 Dragonhide Plate Armor (Adventure; DMG) 
  � Potion of Greater Mage Armor (Adventure; Complete 
  Arcane) 
  � +1 Magebane Halberd (Adventure; Complete Arcane) 
  � Illumian Spellbook – APL 10 (Adventure; See Above) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  � Mantle of the Beast (Adventure; Complete Champion) 
  � Cape of the Mountebank (Adventure; DMG) 
  � Illumian Spellbook – APL 12 (Adventure; See Above) 
   
   
   
   
   
  
  BIS7-06 The Golden Masque 
   
  Page 26 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 3 
   
   
   
   
  E C H L O R A,  D A R K  D R U I D 
  CR  2 
  Necropolitan, Female Human Drd1 
  NE Medium Undead (Augmented Humanoid) 
  Init +1; Senses Darkvision 60 ft., Listen +3, Spot +3 
  Languages Common, Undercommon, Druidic 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 armor, +2 shield) 
  hp 15 (1 HD) 
  Immune undead immunities 
  Fort +2, Ref +1, Will +5 (+7 against the effect of the spell control 
  undead) 
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft.  
  Melee silver scimitar +1 (1d6 slashing 18-20/x2)  
  Ranged sling +1 (1d4+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Combat Gear silver scimitar, sling, masterwork hide armor, 
  masterwork heavy wooden shield, amulet of aberrant empathy, 
  20 bullets 
  Druid Spells Prepared (CL 1st): 
    1st—cure light wounds, entangle 
   
  0—cure minor wounds, detect magic, flare  
  Abilities Str 12, Dex 12, Con -, Int 12, Wis 16, Cha 14  
  SQ vermin empathy +3, rootwalker class features, resist control, 
  +2 turn resistance, unnatural resilience 
  Feats Skill Focus (Concentration) , Toughness 
  Skills Concentration +7, Diplomacy +6, Handle Animal +6, 
  Knowledge (nature) +7, Spellcraft +5, Survival +7 
  Possessions combat gear plus Black tattering clothing, 173 gp 
  in coin, papers from Kora 
  Resist Control (Ex) Necropolitans have a +2 profane bonus on 
  their Will saving throws to resist the effect of a control undead 
  spell.  
  Unnatural Resilience (Su) Necropolitans automatically heal 
  hit point damage and ability damage at the same rate as a 
  living creature. The Heal skill has no effect on necropolitans; 
  however, negative energy (such as an inflict spell) heals them.  
  Description This withered human woman stares at you 
  through sunken eye sockets; her eyes are so blue they are more 
  accurately white, as if drained of the color of life. This figure 
  wears tattered black clothing and a bizarre, gnarled amulet.  
  Sources Libris Mortis (Page 114-115) 
   
  T O Z A R  (D I R E  R A T  C O M P A N I O N) 
  CR  1 
  N Small  Animal 
  Init +3; Senses Low-Light Vision, Scent, Listen +4, Spot +4 
  AC 15, touch 14, flat-footed 12 
   (+3 Dex, +1 size, +1 natural) 
  hp 7 (1 HD) 
  Fort +3, Ref +5, Will +3  
  Speed 40 ft. (8 squares), climb 20 ft.  
  Melee bite +4 (1d4 plus disease) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +0; Grp -4 
  Abilities Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4  
  Feats Alertness, Weapon Finesse 
  Skills Climb +11, Hide +8, Move Silently +4, Swim +11 
  Disease (Ex): Filth fever – bite, Fortitude DC 11, incubation 
  period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC 
  is Constitution-based.   
  Skills Dire rats have a +8 racial bonus on Swim checks. Dire rats 
  have a +8 bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. Dire 
  rats use their Dexterity modifier for Climb and Swim checks.  
   
  ENCOUNTER 6 
   
   
   
   
  K O R A,  V O I C E  O F  C A S S I T E R 
  CR  4 
  Vampire Spawn, Female Human 
  LE Medium Undead  
  Init +6; Senses Darkvision 60 ft., Listen +11, Spot +11 
  Languages Common, Infernal 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 38 (4 HD); fast healing 2; DR 5/silver 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +1, Ref +5, Will +5  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee slam +5 (1d6+4 bludgeoning plus energy drain)  
  Ranged masterwork light crossbow +5 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +9 
  Atk Options Blood Drain, Dominate, Energy Drain 
  Special Actions Gaseous Form, +2 Turn Resistance 
  Combat Gear masterwork light crossbow, 20 bolts 
  Abilities Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14  
  Feats Alertness, Improved Grapple, Improved Initiative, 
  Toughness, Lightning Reflexes 
  Skills Bluff +11, Diplomacy +6, Hide +10, Jump +8, Move 
  Silently +10, Search +8, Sense Motive +11 
  Possessions combat gear plus Noble’s Outfit, signet ring, 33 gp 
  worth of jewelry, papers in Lord Fertuine’s hand, a Golden 
  Mask 
  Blood Drain (Ex) A vampire spawn can suck blood from a 
  living victim with its fangs by making a successful grapple 
  check. If it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful drain attack, the vampire gains 5 temporary 
  hit points. 
  
  BIS7-06 The Golden Masque 
   
  Page 27 
  Dominate (Su) A vampire spawn can crush an opponent’s will 
  just by looking onto his or her eyes. This is similar to a gaze 
  attack, except that the vampire must use a standard action, 
  and those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 14) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 5th). The ability has a range 
  of 30 feet.  
  Energy Drain (Su) Living creatures hit by a vampire spawn’s 
  slam attack gain one negative level. The DC is 14 for the 
  Fortitude save to remove the negative level. For each 
  negative level bestowed, the vampire spawn gains 5 
  temporary hit points.  
  Fast Healing (Ex) A vampire spawn heals 2 points of damage 
  each round so long as it has at least 1 hit point. If reduced to 
  0 hit points in combat, it automatically assumes gaseous form 
  and attempts to escape. It must reach its coffin home within 
  2 hours or be utterly destroyed. (It can travel up to nine 
  miles in 2 hours.) Any additional damage dealt to a vampire 
  in gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 2 hit 
  points per round.  
  Gaseous Form (Su) As a standard action, a vampire spawn can 
  assume gaseous form at will as the spell (caster level 6th), but 
  it can remain gaseous indefinitely and has a fly speed of 20 
  feet with perfect maneuverability.  
  Spider Climb (Su) A vampire spawn can climb sheer surfaces 
  as though with a spider climb spell.  
  Skills Vampire spawn have a +4 racial bonus on Bluff, Hide, 
  Listen, Move Silently, Search, Sense Motive, and Spot 
  checks.  
  Description The stunning woman before you is dressed in a 
  diaphanous umber gown and an ornate golden mask. She has 
  fine, straight beige hair and light-colored skin.  
  Sources DMG (Page 253-254) 
   
  B L A S T  S P H E R E  U N 
  CR  1 
  Description A 30-foot-by-50-foot room with four exits. Once 
  any living creature comes within 5 feet of the center of the 
  room, the trap activates. A globe of dark stone descends from 
  a hidden compartment in the room’s ceiling and targets each 
  creature (including enemy NPCs) with a blast of blue-black 
  force.  
  Search DC 16; Type magic 
  Trigger proximity (alarm), Init +0 
  Effect lesser orb of cold (CL 1), each creature in the room is 
  targeted with a blast of blue-black force (+1 ranged touch 
  attack, 1d8 cold damage, no save)  
  Duration 8 rounds 
  Destruction globe of dark stone AC 13, 5 hp, hardness 8 
  (destroying this disables the entire trap) 
  Disarm Disable Device DC 26 (a successful disable check 
  disarms the trap) 
  Dispel DC 12 (per blast) 
  Sources Spell Compendium (Page 151) 
   
  ENCOUNTER 9 
   
   
   
   
  D U S K W A T C H E R  A L L F A U R U K 
  CR  1 
  Male Illumian Rog1 
  N Medium Humanoid (Human)  
  Init +4; Senses Listen +0, Spot +0 
  Languages Common, Illumian, Draconic, Ancient Baklunish 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 7 (1 HD) 
  Fort +1, Ref +5, Will +0  
  Speed 30 ft  
  Melee masterwork rapier +1 (1d6 piercing 18-20/x2) or dagger 
  +0 (1d4 piercing or slashing 19-20/x2) 
  Ranged dagger +3 (1d4 piercing or slashing 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options sneak attack +1d6 
  Combat Gear masterwork rapier, masterwork chainshirt, 
  dagger, potion of invisibility 
  Abilities Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 12  
  SQ luminous sigils, glyphic resonance, power sigils, final 
  utterance, +2 saves vs. spells with the shadow descriptor, 
  superior literacy, trapfinding 
  Feats Skill Focus (Bluff) 
  Skills Bluff +8, Decipher Script +6, Disable Device +6, Escape 
  Artist +7, Forgery +6, Hide +4, Move Silently +4, Open Lock 
  +8, Search +6, Sense Motive +4, Tumble +8 
  Possessions combat gear plus Explorer’s Outfit, forged papers, 
  28 gp 
  Luminous Sigils (Su) The sigils that orbit an Illumian’s head 
  glow softly, providing illumination equal to that of a candle. 
  Illumians can make their sigils disappear by concentrating 
  for a moment (a standard action), but they don’t receive the 
  sigil’s benefits and can’t use any special abilities granted by 
  illumian words (see below) while they’re doused. Restoring 
  the sigils to visibility is a free action.  
   
  Luminous sigils (including power sigils; see below) are 
  insubstantial and disappear into any matter they touch. An 
  illumian’s sigils remain present and in effect even when the 
  illumian take another form, unless she would lose her 
  supernatural abilities as a result of the form change. An 
  illumian wizard who cast a polymorph spell on herself 
  retains her sigils, but an illumian who becomes a zombie 
  loses them. 
  Glyphic Resonance (Ex) Illumians are the physical 
  embodiment of a magical language, so they interact 
  strangely with symbol-based spells. This group includes all 
  spells whose names contain the words glyph, rune, sigil, or 
  symbol (such spells in the Player’s Handbook include 
  explosive runes, glyph of warding, greater glyph of warding, 
  sepia snake sigil, and the various symbol spells). When an 
  illumian encounters such magic, on of two things happen: 
  Either the illumian’s resonance overpowers the spell, or the 
  foreign magic corrupts the mystical language that defines 
  the illumian. Illumians have a –4 racial penalty on saving 
  throws against these effects if their level is less than the 
  
  BIS7-06 The Golden Masque 
   
  Page 28 
  Caster Level of the spell. If an illumian’s level is equal or 
  exceeds the spell’s Caster Level, she is immune to the effect.  
  Power Sigils (Su) In addition to the array of dimly glowing 
  luminous sigils that orbits her head, a 1st-level illumian has a 
  single brightly glowing power sigil that grants her certain 
  bonuses. A power sigil can be discerned from other sigils 
  surrounding an illumian with a DC 10 Spot check, and 
  identified with a DC 15 Knowledge [arcana] check.  
   
  On attaining 2nd level in any class, an illumian gains a 
  second different power sigil, and the bonus granted by each 
  power sigil increases to +2. Depending on the combination 
  of power sigils she chooses, an illumian gains one or more 
  extra special abilities (see Illumian words below).  
   
  The benefit of this Illumian’s power sigil is given below, 
  along with the Common translation of each sigil’s Illumian 
  name.  
   
  Uur (“grace”): +1 bonus on Dexterity checks and Dexterity-
  based skill checks.  
    
  Final Utterance (Ex) When an Illumian dies, her body releases 
  the stored Illumian language within it. For 1 round per Hit 
  Die of the Illumian anyone within earshot hears ululating 
  Illumian syllables – usually gibberish, but occasionally a 
  prophetic phrase or a final curse on the illumian’s enemies. 
  The illumian’s body need not remain intact for the final 
  utterance to occur. Even if an illumian succumbs to a 
  disintegrate spell, her disembodied voice still utters strange 
  gibberish for several rounds.  
  Description This dark-skinned man dressed in grays and 
  blacks is clearly an intelligent and canny practitioner of the 
  subtler arts. His head is shaved. Strange symbols rotate around 
  it.  
  Sources Races of Destiny (Page 53-55) 
   
   
   
   
   
  
  BIS7-06 The Golden Masque 
   
  Page 29 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 3 
   
   
   
   
  E C H L O R A,  D A R K  D R U I D 
  CR  4 
  Necropolitan, Female Human Drd3 
  NE Medium Undead (Augmented Humanoid) 
  Init +1; Senses Darkvision 60 ft., Listen +3, Spot +5 
  Languages Common, Undercommon, Druidic 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 armor, +2 shield) 
  hp 29 (3 HD) 
  Immune undead immunities 
  Fort +3, Ref +2, Will +6 (+8 against the effect of the spell control 
  undead) 
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft.  
  Melee masterwork silver scimitar +4 (1d6 slashing 18-20/x2)  
  Ranged sling +3 (1d4+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Combat Gear masterwork silver scimitar, sling, masterwork 
  hide armor, masterwork heavy wooden shield, amulet of 
  aberrant empathy, potion of protection from good, 20 bullets 
  Druid Spells Prepared (CL 3rd): 
  2nd—barkskin, flaming 
  sphere  
    1st—cure light wounds, entangle, longstrider 
   
  0—cure minor wounds, detect magic, flare (x2) 
  Abilities Str 12, Dex 12, Con -, Int 12, Wis 16, Cha 14  
  SQ vermin empathy +3, rootwalker class features, resist control, 
  +6 turn resistance, unnatural resilience 
  Feats Skill Focus (Concentration) , Improved Toughness, 
  Improved Turn Resistance 
  Skills Concentration +9, Diplomacy +6, Handle Animal +8, 
  Knowledge (nature) +11, Spellcraft +7, Survival +13 
  Possessions combat gear plus Black tattering clothing, 3 gp in 
  coin, papers from Kora 
  Resist Control (Ex) Necropolitans have a +2 profane bonus on 
  their Will saving throws to resist the effect of a control undead 
  spell.  
  Unnatural Resilience (Su) Necropolitans automatically heal 
  hit point damage and ability damage at the same rate as a 
  living creature. The Heal skill has no effect on necropolitans; 
  however, negative energy (such as an inflict spell) heals them.  
  Description This withered human woman stares at you 
  through sunken eye sockets; her eyes are so blue they are 
  more accurately white, as if drained of the color of life. This 
  figure wears tattered black clothing and a bizarre, gnarled 
  amulet.  
  Power-Up Suite:  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +3 armor, +2 shield, +2 natural) [barkskin, 10 minutes 
  left] 
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
  Sources Libris Mortis (Page 114-115) 
   
  T O Z A R  (D I R E  R A T  C O M P A N I O N) 
  CR  1 
  N Small  Animal 
  Init +4; Senses Low-Light Vision, Scent, Listen +5, Spot +5 
  AC 20, touch 15, flat-footed 16 
   (+4 Dex, +1 size, +2 armor, +3 natural) 
  hp 23 (3 HD) 
  Fort +4, Ref +7, Will +4  
  Speed 40 ft. (8 squares), climb 20 ft.  
  Melee bite +7 (1d4 plus disease) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp -2Combat Gear masterwork leather barding 
  Abilities Str 11, Dex 18, Con 12, Int 1, Wis 12, Cha 4  
  SQ evasion 
  Feats Alertness, Improved Toughness, Weapon Finesse 
  Skills Climb +11, Hide +8, Move Silently +4, Swim +11 
  Disease (Ex): Filth fever – bite, Fortitude DC 12, incubation 
  period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC 
  is Constitution-based.   
  Skills Dire rats have a +8 racial bonus on Swim checks. Dire rats 
  have a +8 bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. Dire 
  rats use their Dexterity modifier for Climb and Swim checks. 
   
  ENCOUNTER 6 
   
   
   
   
  (V A M P I R E  S P A W N  A B I L I T I E S  L I S T E D  O N LY  U N D E R  
  T H E  S T A T S  F O R  K O R A) 
   
  K O R A,  V O I C E  O F  C A S S I T E R 
  CR  4 
  Vampire Spawn, Female Human 
  LE Medium Undead  
  Init +6; Senses Darkvision 60 ft., Listen +11, Spot +11 
  Languages Common, Infernal 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 38 (4 HD); fast healing 2; DR 5/silver 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +1, Ref +5, Will +5  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee slam +5 (1d6+4 bludgeoning plus energy drain)  
  Ranged masterwork light crossbow +5 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +9 
  Atk Options Blood Drain, Dominate, Energy Drain 
  Special Actions Gaseous Form, +2 Turn Resistance 
  Combat Gear masterwork light crossbow, 20 bolts 
  Abilities Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14  
  
  BIS7-06 The Golden Masque 
   
  Page 30 
  Feats Alertness, Improved Grapple, Improved Initiative, 
  Toughness, Lightning Reflexes 
  Skills Bluff +11, Diplomacy +6, Hide +10, Jump +8, Move 
  Silently +10, Search +8, Sense Motive +11 
  Possessions combat gear plus Noble’s Outfit, signet ring, 33 gp 
  worth of jewelry, papers in Lord Fertuine’s hand, a Golden 
  Mask 
  Blood Drain (Ex) A vampire spawn can suck blood from a 
  living victim with its fangs by making a successful grapple 
  check. If it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful drain attack, the vampire gains 5 temporary 
  hit points. 
  Dominate (Su) A vampire spawn can crush an opponent’s will 
  just by looking onto his or her eyes. This is similar to a gaze 
  attack, except that the vampire must use a standard action, 
  and those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 14) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 5th). The ability has a range 
  of 30 feet.  
  Energy Drain (Su) Living creatures hit by a vampire spawn’s 
  slam attack gain one negative level. The DC is 14 for the 
  Fortitude save to remove the negative level. For each 
  negative level bestowed, the vampire spawn gains 5 
  temporary hit points.  
  Fast Healing (Ex) A vampire spawn heals 2 points of damage 
  each round so long as it has at least 1 hit point. If reduced to 
  0 hit points in combat, it automatically assumes gaseous form 
  and attempts to escape. It must reach its coffin home within 
  2 hours or be utterly destroyed. (It can travel up to nine 
  miles in 2 hours.) Any additional damage dealt to a vampire 
  in gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 2 hit 
  points per round.  
  Gaseous Form (Su) As a standard action, a vampire spawn can 
  assume gaseous form at will as the spell (caster level 6th), but 
  it can remain gaseous indefinitely and has a fly speed of 20 
  feet with perfect maneuverability.  
  Spider Climb (Su) A vampire spawn can climb sheer surfaces 
  as though with a spider climb spell.  
  Skills Vampire spawn have a +4 racial bonus on Bluff, Hide, 
  Listen, Move Silently, Search, Sense Motive, and Spot 
  checks.  
  Description The stunning woman before you is dressed in a 
  diaphanous umber gown and an ornate golden mask. She has 
  fine, straight beige hair and light-colored skin.  
  Sources DMG (Page 253-254) 
   
  J O R M,  G U A R D  O F  C A S S I T E R 
  CR  4 
  Vampire Spawn, Male Human 
  LE Medium Undead  
  Init +6; Senses Darkvision 60 ft., Listen +11, Spot +11 
  Languages Common, Infernal 
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +4 Armor, +3 natural) 
  hp 38 (4 HD); fast healing 2; DR 5/silver 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +1, Ref +5, Will +5  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee masterwork halberd +6 (1d10+4 piercing or slashing 
  20/x3) or slam +5 (1d6+4 bludgeoning plus energy drain)  
  Ranged masterwork light crossbow +5 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +9 
  Atk Options Blood Drain, Dominate, Energy Drain 
  Special Actions Gaseous Form, +2 Turn Resistance 
  Combat Gear masterwork halberd, masterwork chain shirt, 
  masterwork light crossbow, 20 bolts 
  Abilities Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14  
  Feats Alertness, Improved Grapple, Improved Initiative, 
  Toughness, Lightning Reflexes 
  Skills Bluff +11, Diplomacy +6, Hide +10, Jump +8, Move 
  Silently +10, Search +8, Sense Motive +11 
  Possessions combat gear plus Courtier’s Outfit, 33 gp in coin, a 
  Golden Mask 
  Blood Drain (Ex) As Kora.  
  Dominate (Su) As Kora.   
  Energy Drain (Su) As Kora.   
  Fast Healing (Ex) As Kora.   
  Gaseous Form (Su) As Kora.   
  Spider Climb (Su) As Kora.   
  Skills As Kora.   
  Description The broad-shouldered man has the obvious look of 
  a palace guard, with a well-polished suit of armor and a baroque 
  halberd in his hands. His hair is blonde and curled and his skin 
  in light. The uniform he wears is pristine and he is wearing an 
  ornate golden mask.   
  Sources DMG (Page 253-254) 
   
  B L A S T  S P H E R E  D A U 
  CR  2 
  Description A 30-foot-by-50-foot room with four exits. Once 
  any living creature comes within 5 feet of the center of the 
  room, the trap activates. A globe of dark stone descends from 
  a hidden compartment in the room’s ceiling and targets each 
  creature (including enemy NPCs) with a blast of blue-black 
  force.  
  Search DC 17; Type magic 
  Trigger proximity (alarm), Init +1 
  Effect lesser orb of cold (CL 3), each creature in the room is 
  targeted with a blast of blue-black force (+2 ranged touch 
  attack, 2d8 cold damage, no save)  
  Duration 9 rounds 
  Destruction globe of dark stone AC 15, 12 hp, hardness 8 
  (destroying this disables the entire trap) 
  Disarm Disable Device DC 26 (a successful disable check 
  disarms the trap) 
  Dispel DC 14 (per blast) 
  Sources Spell Compendium (Page 151) 
  
  BIS7-06 The Golden Masque 
   
  Page 31 
  ENCOUNTER 9 
   
   
   
   
  D U S K W A T C H E R  A L L F A U R U K 
  CR  3 
  Male Illumian Rog2/Wiz (Illusionist)1 
  N Medium Humanoid (Human)  
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Illumian, Draconic, Ancient Baklunish 
  AC 13, touch 13, flat-footed 10 
   (+3 Dex) 
  hp 15 (3 HD) 
  Fort +2, Ref +7, Will +3  
  Speed 30 ft  
  Melee masterwork rapier +2 (1d6 piercing 18-20/x2) or dagger 
  +1 (1d4 piercing or slashing 19-20/x2) 
  Ranged dagger +4 (1d4 piercing or slashing 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Atk Options sneak attack +1d6 
  Combat Gear masterwork rapier, 3 daggers, potion of invisibility, 
  tanglefoot bag, thunderstone, alchemist’s fire, potion of resist 
  energy (electricity) 20, +1 cloak of resistance 
  Illusionist Spells Prepared (CL 3rd):Prohibited Schools: 
  Evocation, Enchantment  
  1st—color spray, serene 
  visage, mage armor 
   
  0—acid splash, mage hand, detect magic, silent portal 
  Abilities Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 12  
  SQ evasion, luminous sigils, glyphic resonance, power sigils, 
  illumian words, final utterance, +2 saves vs. spells with the 
  shadow descriptor, superior literacy, trapfinding 
  Feats Skill Focus (Bluff), Quick Draw, Scribe Scroll 
  Skills Bluff +12, Concentration +2, Decipher Script +8, Disable 
  Device +7, Escape Artist +9, Forgery +7, Hide +6, Knowledge 
  (arcana) +3, Move Silently +6, Open Lock +9, Search +7, 
  Sense Motive +5, Spellcraft +3, Tumble +10 
  Possessions combat gear plus Explorer’s Outfit, forged papers, 
  tiny viper familiar, 74 gp 
  Spellbook spells prepared plus 1st—obscuring mist, scholar’s 
  touch, lesser orb of cold 
  Luminous Sigils (Su) The sigils that orbit an Illumian’s head 
  glow softly, providing illumination equal to that of a candle. 
  Illumians can make their sigils disappear by concentrating 
  for a moment (a standard action), but they don’t receive the 
  sigil’s benefits and can’t use any special abilities granted by 
  illumian words (see below) while they’re doused. Restoring 
  the sigils to visibility is a free action.  
   
  Luminous sigils (including power sigils; see below) are 
  insubstantial and disappear into any matter they touch. An 
  illumian’s sigils remain present and in effect even when the 
  illumian take another form, unless she would lose her 
  supernatural abilities as a result of the form change. An 
  illumian wizard who cast a polymorph spell on herself 
  retains her sigils, but an illumian who becomes a zombie 
  loses them. 
  Glyphic Resonance (Ex) Illumians are the physical 
  embodiment of a magical language, so they interact 
  strangely with symbol-based spells. This group includes all 
  spells whose names contain the words glyph, rune, sigil, or 
  symbol (such spells in the Player’s Handbook include 
  explosive runes, glyph of warding, greater glyph of warding, 
  sepia snake sigil, and the various symbol spells). When an 
  illumian encounters such magic, on of two things happen: 
  Either the illumian’s resonance overpowers the spell, or the 
  foreign magic corrupts the mystical language that defines 
  the illumian. Illumians have a –4 racial penalty on saving 
  throws against these effects if their level is less than the 
  Caster Level of the spell. If an illumian’s level is equal or 
  exceeds the spell’s Caster Level, she is immune to the effect.  
  Power Sigils (Su) In addition to the array of dimly glowing 
  luminous sigils that orbits her head, a 1st-level illumian has a 
  single brightly glowing power sigil that grants her certain 
  bonuses. A power sigil can be discerned from other sigils 
  surrounding an illumian with a DC 10 Spot check, and 
  identified with a DC 15 Knowledge [arcana] check.  
   
  On attaining 2nd level in any class, an illumian gains a 
  second different power sigil, and the bonus granted by each 
  power sigil increases to +2. Depending on the combination 
  of power sigils she chooses, an illumian gains one or more 
  extra special abilities (see Illumian words below).  
   
  The benefit of this Illumian’s power sigils is given below, 
  along with the Common translation of each sigil’s Illumian 
  name.  
   
  Uur (“grace”): +2 bonus on Dexterity checks and Dexterity-
  based skill checks.  
    
   
  Krau (“magic”): +2 bonus to caster level for all spells and 
  spell-like abilities (up to a maximum value equal to the 
  illumian’s character level).   
  Illumian Words (Su) Each combination of two power sigils’ 
  names makes an Illumian word of great power, and thus 
  grants extra abilities to a character who possesses those two 
  power sigils. The benefit of this Illumian’s power word is 
  described below.  
   
  Uurkrau: The illumian can use her Dexterity score to 
  determine the bonus spells she gains for a high ability score, 
  instead of the normal ability score used by her class to 
  determine this feature. If she has more than one spellcasting 
  class, she may use her Dexterity score in place of any or all of 
  the ability score used by her classes for this purpose. 
  Final Utterance (Ex) When an Illumian dies, her body releases 
  the stored Illumian language within it. For 1 round per Hit 
  Die of the Illumian anyone within earshot hears ululating 
  Illumian syllables – usually gibberish, but occasionally a 
  prophetic phrase or a final curse on the illumian’s enemies. 
  The illumian’s body need not remain intact for the final 
  utterance to occur. Even if an illumian succumbs to a 
  disintegrate spell, her disembodied voice still utters strange 
  gibberish for several rounds.  
  Description This dark-skinned man dressed in grays and 
  blacks is clearly an intelligent and canny practitioner of the 
  subtler arts. His head is shaved. Strange symbols rotate 
  around it.  
  Power-Up Suite:  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) [mage armor, 80 minutes left] 
  Skills Bluff +13[serene visage, 2 minutes left] 
  Sources Races of Destiny (Page 53-55) 
   
  
  BIS7-06 The Golden Masque 
   
  Page 32 
   
  
  BIS7-06 The Golden Masque 
   
  Page 33 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 3 
   
   
   
   
  E C H L O R A,  D A R K  D R U I D 
  CR  6 
  Necropolitan, Female Human Drd5 
  NE Medium Undead (Augmented Humanoid) 
  Init +1; Senses Darkvision 60 ft., Listen +3, Spot +11 
  Languages Common, Undercommon, Druidic 
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +3 armor, +3 shield) 
  hp 49 (5 HD) 
  Immune undead immunities 
  Fort +4, Ref +2, Will +7 (+9 against the effect of the spell control 
  undead) 
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft.  
  Melee masterwork silver scimitar +6 (1d6 slashing 18-20/x2)  
  Ranged sling +5 (1d4+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5Atk Options Corrupted Wild Shape 1/day 
  Combat Gear masterwork silver scimitar, sling, masterwork 
  hide armor, +1 heavy wooden shield, amulet of aberrant empathy, 
  potion of protection from good, potion of blur, potion of resist energy 
  (acid) 10, 20 bullets 
  Druid Spells Prepared (CL 5th): 
  3rd—call 
  lightning, 
  poison 
   
  2nd—barkskin, hold animal, resist energy (fire)  
    1st—cure light wounds, entangle, faerie fire, longstrider 
   
  0—cure minor wounds (x2), detect magic, flare (x2) 
  Abilities Str 12, Dex 12, Con -, Int 12, Wis 17, Cha 14  
  SQ vermin empathy +3, rootwalker class features, resist control, 
  +2 turn resistance, unnatural resilience, trackless step 
  Feats Corrupted Wild Shape, Skill Focus (Concentration) , 
  Improved Toughness 
  Skills Concentration +11, Diplomacy +6, Handle Animal +10, 
  Knowledge (nature) +11, Spellcraft +9, Survival +13 
  Possessions combat gear plus Black tattering clothing, 203 gp 
  in coin, papers from Kora 
  Resist Control (Ex) Necropolitans have a +2 profane bonus on 
  their Will saving throws to resist the effect of a control undead 
  spell.  
  Unnatural Resilience (Su) Necropolitans automatically heal 
  hit point damage and ability damage at the same rate as a 
  living creature. The Heal skill has no effect on necropolitans; 
  however, negative energy (such as an inflict spell) heals them.  
  Description This withered human woman stares at you 
  through sunken eye sockets; her eyes are so blue they are 
  more accurately white, as if drained of the color of life. This 
  figure wears tattered black clothing and a bizarre, gnarled 
  amulet.  
  Power-Up Suite:  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +3 armor, +3 shield, +2 natural) [barkskin, 10 minutes 
  left] 
  Resist fire 10 [resist energy, 10 minutes left], acid 10 [potion of 
  resist energy (acid) 10, 10 minutes left], 
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
  Sources Libris Mortis (Page 114-115) 
   
  T O Z A R  (D I R E  R A T  C O M P A N I O N) 
  CR  1 
  N Small  Animal 
  Init +4; Senses Low-Light Vision, Scent, Listen +5, Spot +5 
  AC 20, touch 15, flat-footed 16 
   (+4 Dex, +1 size, +2 armor, +3 natural) 
  hp 23 (3 HD) 
  Fort +4, Ref +7, Will +4  
  Speed 40 ft. (8 squares), climb 20 ft.  
  Melee bite +7 (1d4 plus disease) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp -2Combat Gear masterwork leather barding 
  Abilities Str 11, Dex 18, Con 12, Int 1, Wis 12, Cha 4  
  SQ evasion 
  Feats Alertness, Improved Toughness, Weapon Finesse 
  Skills Climb +11, Hide +8, Move Silently +4, Swim +11 
  Disease (Ex): Filth fever – bite, Fortitude DC 12, incubation 
  period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC 
  is Constitution-based.   
  Skills Dire rats have a +8 racial bonus on Swim checks. Dire rats 
  have a +8 bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. Dire 
  rats use their Dexterity modifier for Climb and Swim checks. 
   
  A D V A N C E D  C A R R I O N  C R A W L E R 
  CR  5 
  N Huge Aberration  
  Init +2; Senses Darkvision 60’, Scent, Listen +8, Spot +8 
  AC 19, touch 10, flat-footed 17 
   (-2 size, +2 Dex, +9 natural) 
  hp 63 (7 HD);  
  Fort +6, Ref +4, Will +7  
  Speed 30 ft., climb 15 ft. 
  Melee Tentacle +9 (paralysis) or 8 tentacles +9 (paralysis) and 
  bite +4 (1d6+3) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +5; Grp +19 
  Abilities Str 22, Dex 14, Con 18, Int 1, Wis 15, Cha 6  
  Feats Ability Focus (Paralysis), Alertness, Combat Reflexes, 
  Track 
  Skills Climb +12 
  Paralysis (Ex) Those hit by a carrion crawler’s tentacle attack 
  must succeed on a DC 19 Fortitude save or be paralyzed for 
  2d4 rounds. The save DC is Constitution-based.  
  Description The stink of rotten meat surrounds this 
  multilegged creature with a segmented, 15-foot-long body. 
  Eight writhing tentacles protrude from its head, growing 
  
  BIS7-06 The Golden Masque 
   
  Page 34 
  directly from below its clacking mandibles and tooth-filled 
  maw.  
   
  ENCOUNTER 6 
   
   
   
   
  (V A M P I R E  
  A B I L I T I E S  L I S T E D  
  O N LY  
  U N D E R  
  T H E  
  S T A T S  F O R  K O R A) 
   
  K O R A,  V O I C E  O F  C A S S I T E R 
  CR  7 
  Vampire, Female Human Mnk5 
  LE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +13, Spot +13 
  Languages Common, Infernal 
  AC 27, touch 20, flat-footed 22, Dodge, Mobility, Deflect Arrows 
   (+5 Dex, +1 armor, +1 deflection, +3 Wisdom, +1 Class, +6 
  natural) 
  hp 50 (5 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +4, Ref +11, Will +7 (+9 against spells and effects from the 
  school of enchantment) 
  Weakness vampire weaknesses 
  Speed 40 ft; Spider climb, slow fall 20 ft.  
  Melee unarmed strike +10 (1d8+6 bludgeoning plus energy 
  drain) or unarmed strike +9/+9  (1d8+6 bludgeoning plus 
  energy drain) with flurry of blows 
  Ranged masterwork light crossbow +9 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +13 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear bracers of armor +1, ring of protection +1, 
  masterwork light crossbow, potion of resist energy (cold) 20, 20 
  bolts 
  Abilities Str 22, Dex 20, Con -, Int 12, Wis 16, Cha 14  
  SQ Evasion, Still Mind 
  Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Lightning Reflexes, Mobility, Weapon Focus 
  (Unarmed Strike) 
  Skills Bluff +10, Diplomacy +12, Escape Artist +13, Hide +21, 
  Jump +15, Move Silently +21, Search +9, Sense Motive +16, 
  Tumble +13 
  Possessions combat gear plus Noble’s Outfit, signet ring, 183 
  gp worth of jewelry, papers in Lord Fertuine’s hand, a 
  Golden Mask 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.   
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 14) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial.  
   
  If the vampire instead drains the victim’s Constitution to 0 
  or lower, the victim retirns as a spawn if it had 4 or less HD 
  and as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the vampire 
  that created it and remains enslaved until its master’s 
  destruction. At any given time a campire may have an 
  enslaved spawn totaling no more than twice its own Hit 
  Dice; any spawn it creates that would exceed this limit are 
  created as free-willed vampires or vampire spawn. A vampire 
  that is enslaved may create and enslave spawn of its own, so a 
  master vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again.  
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise.  
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round.  
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability.  
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell.  
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks.  
  
  BIS7-06 The Golden Masque 
   
  Page 35 
  Description The stunning woman before you is dressed in a 
  diaphanous umber gown and an ornate golden mask. She has 
  fine, straight beige hair and light-colored skin.  
  Sources DMG (Page 252) 
   
  J O R M,  Y E O M A N  O F  C A S S I T E R 
  CR  7 
  Vampire, Male Human Mnk1/Ftr4 
  LE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +10, Spot +10 
  Languages Common, Infernal, Sylvan 
  AC 25, touch 15, flat-footed 20, Dodge, Spinning Halberd 
   (+5 Dex, +4 armor, +6 natural) 
  hp 50 (5 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +6, Ref +10, Will +3  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee +1 halberd +13 (1d10+13 piercing or slashing 20/x3) or +1 
  halberd +13 (1d10+13 piercing or slashing 20/x3) and +8 
  (1d6+6 bludgeoning 20/x3) or unarmed strike +11 (1d6+7 
  bludgeoning plus energy drain) 
  Ranged masterwork light crossbow +10 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +15 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Power 
  Attack 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear +1 halberd, masterwork chain shirt, masterwork 
  light crossbow, potion of resist energy (cold) 30, potion of 
  protection from good, 20 bolts 
  Abilities Str 24, Dex 20, Con -, Int 14, Wis 10, Cha 14  
  Feats Alertness, Combat Reflexes, Dodge, Improved Grapple, 
  Improved Initiative, Improved Toughness, Lightning 
  Reflexes, Power Attack, Spinning Halberd, Two-Weapon 
  Fighting, Weapon Focus (Halberd), Weapon Specialization 
  (Halberd) 
  Skills Bluff +10, Diplomacy +8, Handle Animal +4, Hide +14, 
  Jump +13, Knowledge (local – Sheldomar Valley MR) +4, 
  Knowledge (nobility and royalty) +4, Move Silently +14, 
  Ride +9, Search +10, Sense Motive +12, Tumble +9 
  Possessions combat gear plus Courtier’s Outfit, 253 gp in coin, 
  a Golden Mask 
  Blood Drain (Ex) As Kora.  
  Children of the Night (Su) As Kora.    
  Dominate (Su) As Kora.   
  Create Spawn (Su) As Kora.    
  Energy Drain (Su) As Kora.  
  Alternate Form (Su) As Kora.   
  Fast Healing (Ex) As Kora.   
  Gaseous Form (Su) As Kora.   
  Spider Climb (Su) As Kora.   
  Skills As Kora.   
  Description The broad-shouldered man has the obvious look of 
  a palace guard, with a well-polished suit of armor and a baroque 
  halberd in his hands. His hair is blonde and curled and his skin 
  in light. The uniform he wears is pristine and he is wearing an 
  ornate golden mask.   
  Sources DMG (Page 252) 
   
  B L A S T  S P H E R E  T R I 
  CR  3 
  Description A 30-foot-by-50-foot room with four exits. Once 
  any living creature comes within 5 feet of the center of the 
  room, the trap activates. A globe of dark stone descends from 
  a hidden compartment in the room’s ceiling and targets each 
  creature (including enemy NPCs) with a blast of blue-black 
  force.  
  Search DC 18; Type magic 
  Trigger proximity (alarm), Init +1 
  Effect empowered lesser orb of cold (CL 5), each creature in the 
  room is targeted with a blast of blue-black force (+3 ranged 
  touch attack, 3d8+50% cold damage, no save)  
  Duration 10 rounds 
  Destruction globe of dark stone AC 16, 18 hp, hardness 8 
  (destroying this disables the entire trap) 
  Disarm Disable Device DC 28 (a successful disable check 
  disarms the trap) 
  Dispel DC 16 (per blast) 
  Sources Spell Compendium (Page 151) 
   
  ENCOUNTER 9 
   
   
   
   
  D U S K W A T C H E R  A L L F A U R U K 
  CR  5 
  Male Illumian Rog2/Wiz(Illusionist)3 
  N Medium Humanoid (Human)  
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Illumian, Draconic, Ancient Baklunish 
  AC 13, touch 13, flat-footed 10 
   (+3 Dex) 
  hp 24 (5 HD) 
  Fort +3, Ref +8, Will +4  
  Speed 30 ft  
  Melee masterwork rapier +3 (1d6 piercing 18-20/x2) or dagger 
  +2 (1d4 piercing or slashing 19-20/x2) 
  Ranged dagger +5 (1d4 piercing or slashing 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Atk Options sneak attack +1d6 
  Combat Gear masterwork rapier, 3 daggers, potion of invisibility, 
  tanglefoot bag, thunderstone, alchemist’s fire, potion of resist 
  energy (electricity) 20, +1 cloak of resistance 
  Illusionist Spells Prepared (CL 5th):Prohibited Schools: 
  Evocation, Enchantment  
  2nd—blur, 
  false 
  life, 
  shadow spray  
    1st—color spray, serene visage, mage armor, obscuring mist 
   
  0—acid splash, daze, detect magic, mage hand, silent portal 
  Abilities Str 10, Dex 17, Con 12, Int 14, Wis 10, Cha 12  
  SQ evasion, luminous sigils, glyphic resonance, power sigils, 
  illumian words, final utterance, +2 saves vs. spells with the 
  shadow descriptor, superior literacy, trapfinding 
  Feats Skill Focus (Bluff), Quick Draw, Scribe Scroll 
  
  BIS7-06 The Golden Masque 
   
  Page 36 
  Skills Bluff +12, Concentration +9, Decipher Script +9, Disable 
  Device +7, Escape Artist +9, Forgery +7, Hide +6, Knowledge 
  (arcana) +3, Move Silently +6, Open Lock +9, Search +7, 
  Sense Motive +5, Spellcraft +3, Tumble +10 
  Possessions combat gear plus Explorer’s Outfit, hat of disguise, 
  forged papers, tiny viper familiar, 74 gp 
  Spellbook spells prepared plus 1st—scholar’s touch, lesser orb of 
  cold; 2nd—invisibility, melf’s acid arrow 
  Luminous Sigils (Su) The sigils that orbit an Illumian’s head 
  glow softly, providing illumination equal to that of a candle. 
  Illumians can make their sigils disappear by concentrating 
  for a moment (a standard action), but they don’t receive the 
  sigil’s benefits and can’t use any special abilities granted by 
  illumian words (see below) while they’re doused. Restoring 
  the sigils to visibility is a free action.  
   
  Luminous sigils (including power sigils; see below) are 
  insubstantial and disappear into any matter they touch. An 
  illumian’s sigils remain present and in effect even when the 
  illumian take another form, unless she would lose her 
  supernatural abilities as a result of the form change. An 
  illumian wizard who cast a polymorph spell on herself 
  retains her sigils, but an illumian who becomes a zombie 
  loses them. 
  Glyphic Resonance (Ex) Illumians are the physical 
  embodiment of a magical language, so they interact 
  strangely with symbol-based spells. This group includes all 
  spells whose names contain the words glyph, rune, sigil, or 
  symbol (such spells in the Player’s Handbook include 
  explosive runes, glyph of warding, greater glyph of warding, 
  sepia snake sigil, and the various symbol spells). When an 
  illumian encounters such magic, on of two things happen: 
  Either the illumian’s resonance overpowers the spell, or the 
  foreign magic corrupts the mystical language that defines 
  the illumian. Illumians have a –4 racial penalty on saving 
  throws against these effects if their level is less than the 
  Caster Level of the spell. If an illumian’s level is equal or 
  exceeds the spell’s Caster Level, she is immune to the effect.  
  Power Sigils (Su) In addition to the array of dimly glowing 
  luminous sigils that orbits her head, a 1st-level illumian has a 
  single brightly glowing power sigil that grants her certain 
  bonuses. A power sigil can be discerned from other sigils 
  surrounding an illumian with a DC 10 Spot check, and 
  identified with a DC 15 Knowledge [arcana] check.  
   
  On attaining 2nd level in any class, an illumian gains a 
  second different power sigil, and the bonus granted by each 
  power sigil increases to +2. Depending on the combination 
  of power sigils she chooses, an illumian gains one or more 
  extra special abilities (see Illumian words below).  
   
  The benefit of this Illumian’s power sigils is given below, 
  along with the Common translation of each sigil’s Illumian 
  name.  
   
  Uur (“grace”): +2 bonus on Dexterity checks and Dexterity-
  based skill checks.  
    
   
  Krau (“magic”): +2 bonus to caster level for all spells and 
  spell-like abilities (up to a maximum value equal to the 
  illumian’s character level).   
  Illumian Words (Su) Each combination of two power sigils’ 
  names makes an Illumian word of great power, and thus 
  grants extra abilities to a character who possesses those two 
  power sigils. The benefit of this Illumian’s power word is 
  described below.  
   
  Uurkrau: The illumian can use her Dexterity score to 
  determine the bonus spells she gains for a high ability score, 
  instead of the normal ability score used by her class to 
  determine this feature. If she has more than one spellcasting 
  class, she may use her Dexterity score in place of any or all of 
  the ability score used by her classes for this purpose. 
  Final Utterance (Ex) When an Illumian dies, her body releases 
  the stored Illumian language within it. For 1 round per Hit 
  Die of the Illumian anyone within earshot hears ululating 
  Illumian syllables – usually gibberish, but occasionally a 
  prophetic phrase or a final curse on the illumian’s enemies. 
  The illumian’s body need not remain intact for the final 
  utterance to occur. Even if an illumian succumbs to a 
  disintegrate spell, her disembodied voice still utters strange 
  gibberish for several rounds.  
  Description This dark-skinned man dressed in grays and 
  blacks is clearly an intelligent and canny practitioner of the 
  subtler arts. His head is shaved. Strange symbols rotate 
  around it.  
  Power-Up Suite:  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) [mage armor, 80 minutes left] 
  hp 35 (5 HD) [false life, 80 minutes left] 
  Skills Bluff +14[serene visage, 2 minutes left] 
  Sources Races of Destiny (Page 53-55) 
   
   
  
  BIS7-06 The Golden Masque 
   
  Page 37 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 3 
   
   
   
   
  E C H L O R A,  D A R K  D R U I D 
  CR  8 
  Necropolitan, Female Human Drd7 
  NE Medium Undead (Augmented Humanoid) 
  Init +1; Senses Darkvision 60 ft., Listen +7, Spot +13 
  Languages Common, Undercommon, Druidic 
  AC 19, touch 12, flat-footed 18 
   (+1 Dex, +1 Deflection, +4 armor, +3 shield) 
  hp 68 (7 HD) 
  Immune undead immunities 
  Fort +4, Ref +2, Will +7 (+9 against the effect of the spell control 
  undead) 
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft.  
  Melee masterwork silver scimitar +6 (1d6 slashing 18-20/x2)  
  Ranged sling +5 (1d4+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6Atk Options Corrupted Wild Shape 3/day 
  Combat Gear masterwork silver scimitar, sling, +1 hide armor, 
  +1 heavy wooden shield, amulet of aberrant empathy, ring of 
  protection +1, potion of protection from good, potion of blur, potion of 
  resist energy (acid) 10, 20 bullets 
  Druid Spells Prepared (CL 7th): 
  4th—dispel magic 
   
  3rd—call lightning, cure moderate wounds, poison 
   
  2nd—barkskin, chill metal, hold animal, resist energy (fire)  
    1st—cure light wounds (x2), entangle, faerie fire, longstrider 
   
  0—cure minor wounds (x3), detect magic, flare (x2) 
  Abilities Str 12, Dex 12, Con -, Int 12, Wis 17, Cha 14  
  SQ vermin empathy +3, rootwalker class features, resist control, 
  +2 turn resistance, unnatural resilience, trackless step 
  Feats Corrupted Wild Shape, Skill Focus (Concentration) , 
  Improved Toughness, Natural Spell 
  Skills Concentration +13, Diplomacy +6, Handle Animal +12, 
  Knowledge (nature) +11, Spellcraft +11, Survival +13 
  Possessions combat gear plus Black tattering clothing, 103 gp 
  in coin, papers from Kora 
  Resist Control (Ex) Necropolitans have a +2 profane bonus on 
  their Will saving throws to resist the effect of a control undead 
  spell.  
  Unnatural Resilience (Su) Necropolitans automatically heal 
  hit point damage and ability damage at the same rate as a 
  living creature. The Heal skill has no effect on necropolitans; 
  however, negative energy (such as an inflict spell) heals them.  
  Description This withered human woman stares at you 
  through sunken eye sockets; her eyes are so blue they are 
  more accurately white, as if drained of the color of life. This 
  figure wears tattered black clothing and a bizarre, gnarled 
  amulet.  
  Power-Up Suite:  
  AC 22, touch 12, flat-footed 21 
   (+1 Dex, +1 Deflection, +4 armor, +3 shield, +3 natural) 
  [barkskin, 10 minutes left] 
  Resist fire 20 [resist energy, 10 minutes left], acid 10 [potion of 
  resist energy (acid) 10, 10 minutes left], 
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
  Sources Libris Mortis (Page 114-115) 
   
  T O Z A R  (D I R E  R A T  C O M P A N I O N) 
  CR  2 
  N Small  Animal 
  Init +4; Senses Low-Light Vision, Scent, Listen +6, Spot +6 
  AC 22, touch 15, flat-footed 18 
   (+4 Dex, +1 size, +2 armor, +5 natural) 
  hp 38 (5 HD) 
  Fort +5, Ref +8, Will +5  
  Speed 40 ft. (8 squares), climb 20 ft.  
  Melee bite +8 (1d4+1 plus disease) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp -1Combat Gear masterwork leather barding 
  Abilities Str 13, Dex 19, Con 12, Int 1, Wis 12, Cha 4  
  SQ evasion, devotion 
  Feats Alertness, Improved Toughness, Weapon Finesse 
  Skills Climb +11, Hide +8, Move Silently +4, Swim +11 
  Disease (Ex): Filth fever – bite, Fortitude DC 13, incubation 
  period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC 
  is Constitution-based.   
  Skills Dire rats have a +8 racial bonus on Swim checks. Dire rats 
  have a +8 bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. Dire 
  rats use their Dexterity modifier for Climb and Swim checks. 
   
  D E V I L  C R A W L E R 
  CR  7 
  NE Huge Aberration (Extraplanar) 
  Init +2; Senses Darkvision 60’, Scent, Listen +9, Spot +9 
  AC 19, touch 10, flat-footed 17 
   (-2 size, +2 Dex, +9 natural) 
  hp 72 (8 HD); DR 5/ magic 
  Resist cold 10, fire 10; SR 13 
  Fort +7, Ref +5, Will +9  
  Speed 30 ft., climb 15 ft. 
  Melee Tentacle +10 (paralysis) or 8 tentacles +10 (paralysis) and 
  bite +5 (1d6+3) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +6; Grp +20Atk Options Smite Good 
  Abilities Str 22, Dex 14, Con 18, Int 3, Wis 16, Cha 6  
  Feats Ability Focus (Paralysis), Alertness, Combat Reflexes, 
  Track 
  Skills Climb +13 
  Paralysis (Ex) Those hit by a carrion crawler’s tentacle attack 
  must succeed on a DC 20 Fortitude save or be paralyzed for 
  2d4 rounds. The save DC is Constitution-based.  
  Smite Good (Su) Once per day the creature can make a normal 
  melee attack to deal extra damage equal to its HD total 
  (maximum of +20) against a good foe.  
  
  BIS7-06 The Golden Masque 
   
  Page 38 
  Description The stink of rotten meat and the faint smell of 
  brimstone surrounds this multilegged creature with a 
  segmented, 15-foot-long body. Eight writhing tentacles 
  protrude from its head, growing directly from below its 
  clacking mandibles and tooth-filled maw. 
   
  ENCOUNTER 6 
   
   
   
   
  (V A M P I R E  
  A B I L I T I E S  L I S T E D  
  O N LY  
  U N D E R  
  T H E  
  S T A T S  F O R  K O R A) 
   
  K O R A,  V O I C E  O F  C A S S I T E R 
  CR  9 
  Vampire, Female Human Mnk7 
  LE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +13, Spot +13 
  Languages Common, Infernal 
  AC 27, touch 20, flat-footed 22, Dodge, Mobility, Deflect Arrows 
   (+5 Dex, +1 armor, +1 deflection, +3 Wisdom, +1 Class, +6 
  natural) 
  hp 68 (7 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +5, Ref +12, Will +8 (+10 against spells and effects from 
  the school of enchantment) 
  Weakness vampire weaknesses 
  Speed 50 ft; Spider climb, Spring Attack, slow fall 30 ft.  
  Melee unarmed strike +12 (1d8+6 bludgeoning plus energy 
  drain) or unarmed strike +11/+11  (1d8+6 bludgeoning plus 
  energy drain) with flurry of blows 
  Ranged +1 light crossbow +11 (1d8+1 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +15 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Improved 
  Trip 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear bracers of armor +1, ring of protection +1, light 
  crossbow +1, potion of resist energy (cold) 30, potion of protection 
  from good, potion of blur, 20 bolts 
  Abilities Str 22, Dex 20, Con -, Int 12, Wis 16, Cha 14  
  SQ Evasion, Still Mind, Wholeness of Body 
  Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Improved Trip, Lightning Reflexes, Mobility, 
  Spring Attack, Weapon Focus (Unarmed Strike) 
  Skills Bluff +10, Diplomacy +14, Escape Artist +15, Hide +22, 
  Jump +21, Move Silently +22, Search +9, Sense Motive +18, 
  Tumble +17 
  Possessions combat gear plus Noble’s Outfit, signet ring, 233 
  gp worth of jewelry, papers in Lord Fertuine’s hand, a 
  Golden Mask 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.   
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 15) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial.  
   
  If the vampire instead drains the victim’s Constitution to 0 
  or lower, the victim retirns as a spawn if it had 4 or less HD 
  and as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the vampire 
  that created it and remains enslaved until its master’s 
  destruction. At any given time a campire may have an 
  enslaved spawn totaling no more than twice its own Hit 
  Dice; any spawn it creates that would exceed this limit are 
  created as free-willed vampires or vampire spawn. A vampire 
  that is enslaved may create and enslave spawn of its own, so a 
  master vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again.  
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise.  
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round.  
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability.  
  
  BIS7-06 The Golden Masque 
   
  Page 39 
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell.  
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks.  
  Description The stunning woman standing before you is 
  dressed in a diaphanous umber gown and an ornate golden 
  mask. She has fine, straight beige hair and light-colored skin.  
  Sources DMG (Page 252) 
   
  J O R M,  S Q U I R E  O F  C A S S I T E R 
  CR  9 
  Vampire, Male Human Mnk1/Ftr6 
  LE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +10, Spot +10 
  Languages Common, Infernal, Sylvan 
  AC 27, touch 16, flat-footed 22, Dodge, Spinning Halberd, 
  Combat Expertise 
   (+5 Dex, +5 armor, +1 deflection, +6 natural) 
  hp 68 (7 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +7, Ref +11, Will +6  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee +1 halberd +15 (1d10+13 piercing or slashing 20/x3) or +1 
  halberd +15/+10 (1d10+13 piercing or slashing 20/x3) and 
  +10 (1d6+6 bludgeoning 20/x3) or unarmed strike +13 
  (1d6+7 bludgeoning plus energy drain) 
  Ranged masterwork light crossbow +12 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +17 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Power 
  Attack 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear +1 halberd, +1 chain shirt, ring of protection +1, 
  masterwork light crossbow, potion of resist energy (cold) 30, 
  potion of protection from good, 20 bolts 
  Abilities Str 24, Dex 20, Con -, Int 14, Wis 10, Cha 14  
  Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Iron Will, Lightning Reflexes, Power Attack, 
  Spinning Halberd, Two-Weapon Fighting, Weapon Focus 
  (Halberd), Weapon Specialization (Halberd) 
  Skills Bluff +13, Diplomacy +8, Handle Animal +4, Hide +14, 
  Jump +12, Knowledge (local – Sheldomar Valley MR) +4, 
  Knowledge (nobility and royalty) +4, Move Silently +14, 
  Ride +10, Search +10, Sense Motive +12, Tumble +11 
  Possessions combat gear plus Courtier’s Outfit, 153 gp in coin, 
  a Golden Mask 
  Blood Drain (Ex) As Kora.  
  Children of the Night (Su) As Kora.    
  Dominate (Su) As Kora.   
  Create Spawn (Su) As Kora.    
  Energy Drain (Su) As Kora.  
  Alternate Form (Su) As Kora.   
  Fast Healing (Ex) As Kora.   
  Gaseous Form (Su) As Kora.   
  Spider Climb (Su) As Kora.   
  Skills As Kora.  
  Description The broad-shouldered man has the obvious look of 
  a palace guard, with a well-polished suit of armor and a baroque 
  halberd in his hands. His hair is blonde and curled and his skin 
  in light. The uniform he wears is pristine and he is wearing an 
  ornate golden mask.   
  Sources DMG (Page 252) 
   
  B L A S T  S P H E R E  P E D W A R 
  CR  4 
  Description A 30-foot-by-50-foot room with four exits. Once 
  any living creature comes within 5 feet of the center of the 
  room, the trap activates. A globe of dark stone descends from 
  a hidden compartment in the room’s ceiling and targets each 
  creature (including enemy NPCs) with a blast of blue-black 
  force.  
  Search DC 19; Type magic 
  Trigger proximity (alarm), Init +2 
  Effect orb of cold (CL 7), each creature in the room is targeted 
  with a blast of blue-black force (+4 ranged touch attack, 7d6 
  cold damage, no save)  
  Duration 11 rounds 
  Destruction globe of dark stone AC 18, 24 hp, hardness 8 
  (destroying this disables the entire trap) 
  Disarm Disable Device DC 29 (a successful disable check 
  disarms the trap) 
  Dispel DC 18 (per blast) 
  Sources Spell Compendium (Page 151) 
   
  ENCOUNTER 9 
   
   
   
   
  D U S K W A T C H E R  A L L F A U R U K 
  CR  7 
  Male Illumian Rog3/Wiz(Illusionist)4 
  N Medium Humanoid (Human)  
  Init +6; Senses Listen +3, Spot +3 
  Languages Common, Illumian, Draconic, Ancient Baklunish 
  AC 14, touch 14, flat-footed 11 
   (+3 Dex, +1 Deflection) 
  hp 33 (7 HD) 
  Fort +4, Ref +8, Will +6  
  Speed 30 ft  
  Melee masterwork rapier +5 (1d6 piercing 18-20/x2) or dagger 
  +4 (1d4 piercing or slashing 19-20/x2) 
  Ranged dagger +7 (1d4 piercing or slashing 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options sneak attack +2d6 
  Combat Gear masterwork rapier, 3 daggers, potion of invisibility, 
  tanglefoot bag, thunderstone, alchemist’s fire, potion of resist 
  energy (electricity) 20, +1 cloak of resistance, ring of protection +1, 
  potion of greater mage armor 
  Illusionist Spells Prepared (CL 7th):Prohibited Schools: 
  Evocation, Enchantment  
  2nd—blur, 
  false 
  life, 
  shadow spray, melf’s acid arrow  
    1st—color spray, serene visage, obscuring mist, lesser orb or cold 
  (x2) 
  
  BIS7-06 The Golden Masque 
   
  Page 40 
   
  0—acid splash, daze, detect magic, mage hand, silent portal 
  Abilities Str 10, Dex 17, Con 12, Int 14, Wis 10, Cha 12  
  SQ evasion, luminous sigils, glyphic resonance, power sigils, 
  illumian words, final utterance, +2 saves vs. spells with the 
  shadow descriptor, superior literacy, trapfinding, trap sense 
  +1 
  Feats Enhanced Power Sigils, Skill Focus (Bluff), Quick Draw, 
  Scribe Scroll 
  Skills Bluff +16, Concentration +10, Decipher Script +9, Disable 
  Device +9, Escape Artist +13, Forgery +7, Hide +7, 
  Knowledge (arcana) +6, Move Silently +7, Open Lock +10, 
  Search +7, Sense Motive +5, Spellcraft +3, Tumble +13 
  Possessions combat gear plus Explorer’s Outfit, hat of disguise, 
  forged papers, tiny viper familiar, 74 gp 
  Spellbook spells prepared plus 1st—scholar’s touch; 2nd—
  invisibility 
  Luminous Sigils (Su) The sigils that orbit an Illumian’s head 
  glow softly, providing illumination equal to that of a candle. 
  Illumians can make their sigils disappear by concentrating 
  for a moment (a standard action), but they don’t receive the 
  sigil’s benefits and can’t use any special abilities granted by 
  illumian words (see below) while they’re doused. Restoring 
  the sigils to visibility is a free action.  
   
  Luminous sigils (including power sigils; see below) are 
  insubstantial and disappear into any matter they touch. An 
  illumian’s sigils remain present and in effect even when the 
  illumian take another form, unless she would lose her 
  supernatural abilities as a result of the form change. An 
  illumian wizard who cast a polymorph spell on herself 
  retains her sigils, but an illumian who becomes a zombie 
  loses them. 
  Glyphic Resonance (Ex) Illumians are the physical 
  embodiment of a magical language, so they interact 
  strangely with symbol-based spells. This group includes all 
  spells whose names contain the words glyph, rune, sigil, or 
  symbol (such spells in the Player’s Handbook include 
  explosive runes, glyph of warding, greater glyph of warding, 
  sepia snake sigil, and the various symbol spells). When an 
  illumian encounters such magic, on of two things happen: 
  Either the illumian’s resonance overpowers the spell, or the 
  foreign magic corrupts the mystical language that defines 
  the illumian. Illumians have a –4 racial penalty on saving 
  throws against these effects if their level is less than the 
  Caster Level of the spell. If an illumian’s level is equal or 
  exceeds the spell’s Caster Level, she is immune to the effect.  
  Power Sigils (Su) In addition to the array of dimly glowing 
  luminous sigils that orbits her head, a 1st-level illumian has a 
  single brightly glowing power sigil that grants her certain 
  bonuses. A power sigil can be discerned from other sigils 
  surrounding an illumian with a DC 10 Spot check, and 
  identified with a DC 15 Knowledge [arcana] check.  
   
  On attaining 2nd level in any class, an illumian gains a 
  second different power sigil, and the bonus granted by each 
  power sigil increases to +2. Depending on the combination 
  of power sigils she chooses, an illumian gains one or more 
  extra special abilities (see Illumian words below).  
   
  The benefit of this Illumian’s power sigils is given below, 
  along with the Common translation of each sigil’s Illumian 
  name. This includes the benefit of the Enhanced Power 
  Sigils feat.  
   
  Uur (“grace”): +3 bonus on Dexterity checks and Dexterity-
  based skill checks.  
    
   
  Krau (“magic”): +3 bonus to caster level for all spells and 
  spell-like abilities (up to a maximum value equal to the 
  illumian’s character level).   
  Illumian Words (Su) Each combination of two power sigils’ 
  names makes an Illumian word of great power, and thus 
  grants extra abilities to a character who possesses those two 
  power sigils. The benefit of this Illumian’s power word is 
  described below.  
   
  Uurkrau: The illumian can use her Dexterity score to 
  determine the bonus spells she gains for a high ability score, 
  instead of the normal ability score used by her class to 
  determine this feature. If she has more than one spellcasting 
  class, she may use her Dexterity score in place of any or all of 
  the ability score used by her classes for this purpose. 
  Final Utterance (Ex) When an Illumian dies, her body releases 
  the stored Illumian language within it. For 1 round per Hit 
  Die of the Illumian anyone within earshot hears ululating 
  Illumian syllables – usually gibberish, but occasionally a 
  prophetic phrase or a final curse on the illumian’s enemies. 
  The illumian’s body need not remain intact for the final 
  utterance to occur. Even if an illumian succumbs to a 
  disintegrate spell, her disembodied voice still utters strange 
  gibberish for several rounds.  
  Description This dark-skinned man dressed in grays and 
  blacks is clearly an intelligent and canny practitioner of the 
  subtler arts. His head is shaved. Strange symbols rotate 
  around it.  
  Power-Up Suite:  
  AC 20, touch 14, flat-footed 17 
   (+3 Dex, +6 armor, +1 Deflection) [greater mage armor, 80 
  minutes left] 
  hp 46 (5 HD) [false life, 80 minutes left] 
  Skills Bluff +19[serene visage, 2 minutes left] 
  Sources Races of Destiny (Page 53-55) 
   
  
  BIS7-06 The Golden Masque 
   
  Page 41 
   APPENDIX 5 – APL 10 
   
  ENCOUNTER 3 
   
   
   
   
  E C H L O R A,  D A R K  D R U I D 
  CR  11 
  Necropolitan, Female Human Drd10 
  NE Medium Undead (Augmented Humanoid) 
  Init +1; Senses Darkvision 60 ft., Listen +13, Spot +16 
  Languages Common, Undercommon, Druidic 
  AC 25, touch 12, flat-footed 24 
   (+1 Dex, +1 Deflection, +10 armor, +3 shield) 
  hp 98 (10 HD) 
  Immune undead immunities 
  Fort +7, Ref +4, Will +11 (+13 against the effect of the spell 
  control undead) 
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft.  
  Melee +1 silver scimitar +9 (1d6+1 slashing 18-20/x2)  
  Ranged sling +8 (1d4+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +8Atk Options Corrupted Wild Shape 3/day, 
  Corrupted Wild Shape (Large) 
  Combat Gear +1 silver scimitar, sling, +2 dragonhide plate, +1 
  heavy wooden shield, amulet of aberrant empathy, ring of protection 
  +1, potion of protection from good, potion of blur, potion of resist 
  energy (acid) 10, 20 bullets 
  Druid Spells Prepared (CL 10th): 
  5th—stoneskin (x2) 
   
  4th—dispel magic, freedom of movement, rapid call lightning, 
  rapid summon nature’s ally III 
   
  3rd—cure moderate wounds, greater magic fang, rapid summon 
  nature’s ally II, wind wall 
   
  2nd—barkskin, chill metal, hold animal, resist energy (fire) (x2)  
    1st—cure light wounds (x2), entangle, faerie fire, longstrider 
   
  0—cure minor wounds (x3), detect magic, flare (x2) 
  Abilities Str 12, Dex 12, Con -, Int 12, Wis 18, Cha 14  
  SQ vermin empathy +3, rootwalker class features, resist control, 
  +2 turn resistance, unnatural resilience, trackless step 
  Feats Corrupted Wild Shape, Skill Focus (Concentration) , 
  Improved Toughness, Natural Spell, Rapid Spell 
  Skills Concentration +16, Diplomacy +6, Handle Animal +15, 
  Knowledge (nature) +11, Spellcraft +14, Survival +13 
  Possessions combat gear plus Black tattering clothing, 250 gp 
  worth of diamond dust, 13 gp in coin, papers from Kora 
  Resist Control (Ex) Necropolitans have a +2 profane bonus on 
  their Will saving throws to resist the effect of a control undead 
  spell.  
  Unnatural Resilience (Su) Necropolitans automatically heal 
  hit point damage and ability damage at the same rate as a 
  living creature. The Heal skill has no effect on necropolitans; 
  however, negative energy (such as an inflict spell) heals them.  
  Description This withered human woman stares at you 
  through sunken eye sockets; her eyes are so blue they are 
  more accurately white, as if drained of the color of life. This 
  figure wears tattered black clothing and a bizarre, gnarled 
  amulet.  
  Power-Up Suite:  
  AC 29, touch 12, flat-footed 28 
   (+1 Dex, +1 Deflection, +10 armor, +3 shield, +4 natural) 
  [barkskin, 10 minutes left] 
  hp 98 (10 HD) DR 10/adamantine, (up to 100 points) [stoneskin, 
  10 minutes left] 
  Resist fire 20 [resist energy, 10 minutes left], acid 10 [potion of 
  resist energy (acid) 10, 10 minutes left], 
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] Freedom of Movement, 10 minutes left 
  Sources Libris Mortis (Page 114-115) 
   
  T O Z A R  (D I R E  R A T  C O M P A N I O N) 
  CR  3 
  N Small  Animal 
  Init +5; Senses Low-Light Vision, Scent, Listen +7, Spot +7 
  AC 25, touch 16, flat-footed 20 
   (+5 Dex, +1 size, +2 armor, +7 natural) 
  hp 53 (7 HD) 
  Fort +6, Ref +12, Will +6  
  Speed 40 ft. (8 squares), climb 20 ft.  
  Melee bite +11/+6 (1d4+2 plus disease) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +5; Grp +1Combat Gear masterwork leather barding 
  Abilities Str 14, Dex 20, Con 12, Int 1, Wis 12, Cha 4  
  SQ evasion, devotion 
  Feats Alertness, Improved Toughness, Lightning Reflexes, 
  Weapon Finesse 
  Skills Climb +12, Hide +9, Move Silently +5, Swim +12 
  Disease (Ex): Filth fever – bite, Fortitude DC 14, incubation 
  period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC 
  is Constitution-based.   
  Skills Dire rats have a +8 racial bonus on Swim checks. Dire rats 
  have a +8 bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. Dire 
  rats use their Dexterity modifier for Climb and Swim checks. 
  Power-Up Suite:  
  hp 53 (7 HD) DR 10/adamantine, (up to 100 points) [stoneskin, 
  10 minutes left] 
  Resist fire 20 [resist energy, 10 minutes left] 
  Melee bite +13/+8 (1d4+4 plus disease) [greater magic fang, 10 
  minutes left] 
   
  D E V I L  C R A W L E R 
  CR  7 
  NE Huge Aberration (Extraplanar) 
  Init +2; Senses Darkvision 60’, Scent, Listen +9, Spot +9 
  AC 19, touch 10, flat-footed 17 
   (-2 size, +2 Dex, +9 natural) 
  hp 72 (8 HD); DR 5/ magic 
  Resist cold 10, fire 10; SR 13 
  Fort +7, Ref +5, Will +9  
  Speed 30 ft., climb 15 ft. 
  Melee Tentacle +10 (paralysis) or 8 tentacles +10 (paralysis) and 
  bite +5 (1d6+3) 
  Space 15 ft.; Reach 10 ft. 
  
  BIS7-06 The Golden Masque 
   
  Page 42 
  Base Atk +6; Grp +20Atk Options Smite Good 
  Abilities Str 22, Dex 14, Con 18, Int 3, Wis 16, Cha 6  
  Feats Ability Focus (Paralysis), Alertness, Combat Reflexes, 
  Track 
  Skills Climb +13 
  Paralysis (Ex) Those hit by a carrion crawler’s tentacle attack 
  must succeed on a DC 20 Fortitude save or be paralyzed for 
  2d4 rounds. The save DC is Constitution-based.  
  Smite Good (Su) Once per day the creature can make a normal 
  melee attack to deal extra damage equal to its HD total 
  (maximum of +20) against a good foe.  
  Description The stink of rotten meat and the faint smell of 
  brimstone surrounds this multilegged creature with a 
  segmented, 15-foot-long body. Eight writhing tentacles 
  protrude from its head, growing directly from below its 
  clacking mandibles and tooth-filled maw. 
  ENCOUNTER 6 
   
   
   
   
  (V A M P I R E  
  A B I L I T I E S  L I S T E D  
  O N LY  
  U N D E R  
  T H E  
  S T A T S  F O R  K O R A) 
   
  K O R A,  V O I C E  O F  C A S S I T E R 
  CR  11 
  Vampire, Female Human Mnk9 
  LE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +13, Spot +13 
  Languages Common, Infernal 
  AC 27, touch 20, flat-footed 22, Dodge, Mobility, Deflect Arrows 
   (+5 Dex, +1 armor, +1 deflection, +3 Wisdom, +1 Class, +6 
  natural) 
  hp 88 (9 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +7, Ref +14, Will +10 (+12 against spells and effects from 
  the school of enchantment) 
  Weakness vampire weaknesses 
  Speed 60 ft; Spider climb, Spring Attack, slow fall 40 ft.  
  Melee unarmed strike +13 (1d8+6 bludgeoning plus energy 
  drain) or unarmed strike +12/+12  (1d8+6 bludgeoning plus 
  energy drain) with flurry of blows 
  Ranged +1 light crossbow +12 (1d8+1 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +16 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Improved 
  Trip 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear bracers of armor +1, ring of protection +1, light 
  crossbow +1, cloak of resistance +1, potion of resist energy (cold) 30, 
  potion of protection from good, potion of blur, potion of protection 
  from energy (cold), potion of greater mage armor, potion of greater 
  mage armor x3, 20 bolts 
  Abilities Str 22, Dex 20, Con -, Int 12, Wis 16, Cha 15  
  SQ Improved Evasion, Still Mind, Wholeness of Body 
  Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, 
  Improved Energy Drain, Improved Grapple, Improved 
  Initiative, Improved Toughness, Improved Trip, Lightning 
  Reflexes, Mobility, Spring Attack, Weapon Focus (Unarmed 
  Strike) 
  Skills Bluff +10, Diplomacy +16, Escape Artist +17, Hide +22, 
  Jump +22, Move Silently +22, Search +9, Sense Motive +23, 
  Tumble +19 
  Possessions combat gear plus Noble’s Outfit, signet ring, 283 
  gp worth of jewelry, papers in Lord Fertuine’s hand, a 
  Golden Mask 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.   
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 16) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial.  
   
  If the vampire instead drains the victim’s Constitution to 0 
  or lower, the victim retirns as a spawn if it had 4 or less HD 
  and as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the vampire 
  that created it and remains enslaved until its master’s 
  destruction. At any given time a campire may have an 
  enslaved spawn totaling no more than twice its own Hit 
  Dice; any spawn it creates that would exceed this limit are 
  created as free-willed vampires or vampire spawn. A vampire 
  that is enslaved may create and enslave spawn of its own, so a 
  master vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again.  
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise.  
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  
  BIS7-06 The Golden Masque 
   
  Page 43 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round.  
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability.  
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell.  
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks.  
  Description The stunning woman standing before you is 
  dressed in a diaphanous umber gown and an ornate golden 
  mask. She has fine, straight beige hair and light-colored skin.  
  Sources DMG (Page 252) 
  Power-Up Suite:  
  AC 32, touch 20, flat-footed 27, Dodge, Mobility, Deflect Arrows 
   
  (+5 Dex, +6 greater mage armor, +1 deflection, +3 Wisdom, 
  +1 Class, +6 natural) 
   
  J O R M,  S Q U I R E  O F  C A S S I T E R 
  CR  11 
  Vampire, Male Human Mnk1/Ftr8 
  LE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +10, Spot +10 
  Languages Common, Infernal, Sylvan 
  AC 27, touch 16, flat-footed 22, Dodge, Spinning Halberd, 
  Combat Expertise 
   (+5 Dex, +5 armor, +1 deflection, +6 natural) 
  hp 88 (9 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +8, Ref +12, Will +7  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee +1 magebane halberd +18 (1d10+13 piercing or slashing 
  19-20/x3) or +1 magebane halberd +18/+13 (1d10+13 piercing 
  or slashing 19-20/x3) and +13 (1d6+6 bludgeoning 19-20/x3) 
  or unarmed strike +15 (1d6+7 bludgeoning plus energy 
  drain) 
  Melee +1 magebane halberd +20 (1d10+15+2d6 piercing or 
  slashing 19-20/x3) or +1 magebane halberd +20/+15 
  (1d10+15+2d6 piercing or slashing 19-20/x3) and +15 
  (1d6+8+2d6 bludgeoning 19-20/x3) [against creatures that 
  are capable of casting arcane spells] 
  Ranged masterwork light crossbow +14 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +19 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Power 
  Attack 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear +1 magebane halberd, +1 chain shirt, ring of protection 
  +1, masterwork light crossbow, potion of resist energy (cold) 30, 
  potion of protection from good, 20 bolts 
  Abilities Str 24, Dex 20, Con -, Int 14, Wis 10, Cha 14  
  Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, 
  Greater Weapon Focus (Halberd), Improved Critical 
  (Halberd), 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved Toughness, Iron Will, Lightning Reflexes, Power 
  Attack, Spinning Halberd, Two-Weapon Fighting, Weapon 
  Focus (Halberd), Weapon Specialization (Halberd) 
  Skills Bluff +15, Diplomacy +10, Handle Animal +4, Hide +14, 
  Intimidate +8, Jump +12, Knowledge (local – Sheldomar 
  Valley MR) +4, Knowledge (nobility and royalty) +4, Move 
  Silently +14, Ride +10, Search +10, Sense Motive +12, 
  Tumble +11 
  Possessions combat gear plus Courtier’s Outfit, 153 gp in coin, 
  a Golden Mask 
  Blood Drain (Ex) As Kora.  
  Children of the Night (Su) As Kora.    
  Dominate (Su) As Kora.   
  Create Spawn (Su) As Kora.    
  Energy Drain (Su) As Kora.  
  Alternate Form (Su) As Kora.   
  Fast Healing (Ex) As Kora.   
  Gaseous Form (Su) As Kora.   
  Spider Climb (Su) As Kora.   
  Skills As Kora.    
  Sources DMG (Page 252) 
   
  M O R D E N,  Y E O M A N  O F  C A S S I T E R 
  CR  7 
  Vampire, Male Human Mnk1/Ftr4 
  LE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +10, Spot +10 
  Languages Common, Infernal, Dwarven 
  AC 25, touch 15, flat-footed 20, Dodge, Spinning Halberd 
   (+5 Dex, +4 armor, +6 natural) 
  hp 50 (5 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +6, Ref +10, Will +3  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee +1 halberd +13 (1d10+13 piercing or slashing 20/x3) or +1 
  halberd +13 (1d10+13 piercing or slashing 20/x3) and +8 
  (1d6+6 bludgeoning 20/x3) or unarmed strike +11 (1d6+7 
  bludgeoning plus energy drain) 
  Ranged masterwork light crossbow +10 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +15 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Power 
  Attack 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  
  BIS7-06 The Golden Masque 
   
  Page 44 
  Combat Gear +1 halberd, masterwork chain shirt, masterwork 
  light crossbow, potion of resist energy (cold) 30, potion of 
  protection from good, 20 bolts 
  Abilities Str 24, Dex 20, Con -, Int 14, Wis 10, Cha 14  
  Feats Alertness, Combat Reflexes, Dodge, Improved Grapple, 
  Improved Initiative, Improved Toughness, Lightning 
  Reflexes, Power Attack, Spinning Halberd, Two-Weapon 
  Fighting, Weapon Focus (Halberd), Weapon Specialization 
  (Halberd) 
  Skills Bluff +10, Diplomacy +8, Handle Animal +4, Hide +14, 
  Jump +13, Knowledge (local – Sheldomar Valley MR) +4, 
  Knowledge (nobility and royalty) +4, Move Silently +14, 
  Ride +9, Search +10, Sense Motive +12, Tumble +9 
  Possessions combat gear plus Courtier’s Outfit, 253 gp in coin, 
  a Golden Mask 
  Blood Drain (Ex) As Kora.  
  Children of the Night (Su) As Kora.    
  Dominate (Su) As Kora.  Save DC is 14.  
  Create Spawn (Su) As Kora.    
  Energy Drain (Su) As Kora.  
  Alternate Form (Su) As Kora.   
  Fast Healing (Ex) As Kora.   
  Gaseous Form (Su) As Kora.   
  Spider Climb (Su) As Kora.   
  Skills As Kora.   
  Description The broad-shouldered man has the obvious look of 
  a palace guard, with a well-polished suit of armor and a baroque 
  halberd in his hands. His hair is blonde and curled and his skin 
  in light. The uniform he wears is pristine and he is wearing an 
  ornate golden mask.   
  Sources DMG (Page 252) 
   
  B L A S T  S P H E R E  P U M 
  CR  5 
  Description A 30-foot-by-50-foot room with four exits. Once 
  any living creature comes within 5 feet of the center of the 
  room, the trap activates. A globe of dark stone descends from 
  a hidden compartment in the room’s ceiling and targets each 
  creature (including enemy NPCs) with a blast of blue-black 
  force.  
  Search DC 20; Type magic 
  Trigger proximity (alarm), Init +2 
  Effect fell weaken orb of cold (CL 9), each creature in the room is 
  targeted with a blast of blue-black force (+5 ranged touch 
  attack, 9d6 cold damage, no save. Creatures who take damage 
  from the blast also take a –4 penalty to strength for 1 minute. 
  Strength penalties do not stack.)  
  Duration 12 rounds 
  Destruction globe of dark stone AC 19, 30 hp, hardness 8 
  (destroying this disables the entire trap) 
  Disarm Disable Device DC 30 (a successful disable check 
  disarms the trap) 
  Dispel DC 20 (per blast) 
  Sources Spell Compendium (Page 151), Libris Mortis (Page 27) 
   
  ENCOUNTER 9 
   
   
   
   
  D U S K W A T C H E R  A L L F A U R U K 
  CR  9 
  Male Illumian Rog3/Wiz(Illusionist)5/Arcane Trickster1 
  N Medium Humanoid (Human)  
  Init +8; Senses Listen +3, Spot +3 
  Languages Common, Illumian, Draconic, Ancient Baklunish 
  AC 16, touch 16, flat-footed 11 
   (+5 Dex, +1 Deflection) 
  hp 41 (9 HD) 
  Fort +4, Ref +12, Will +8  
  Speed 30 ft  
  Melee masterwork rapier +5 (1d6 piercing 18-20/x2) or dagger 
  +4 (1d4 piercing or slashing 19-20/x2) 
  Ranged dagger +9 (1d4 piercing or slashing 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options sneak attack +2d6 
  Combat Gear masterwork rapier, 3 daggers, potion of invisibility, 
  tanglefoot bag, thunderstone, alchemist’s fire, potion of resist 
  energy (electricity) 20, +1 cloak of resistance, ring of protection +1, 
  gloves of dexterity +2, potion of greater mage armor 
  Illusionist Spells Prepared (CL 9th):Prohibited Schools: 
  Evocation, Enchantment  
  3rd—dispel magic (x2), 
  sculpted glitterdust, shadow binding  
    2nd—blur, false life, sculpted color spray, shadow spray, melf’s 
  acid arrow 
    1st—color spray, serene visage, obscuring mist, lesser orb or cold 
  (x4) 
   
  0—acid splash, daze, detect magic, mage hand, silent portal 
  Abilities Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 12  
  SQ evasion, luminous sigils, glyphic resonance, power sigils, 
  illumian words, final utterance, +2 saves vs. spells with the 
  shadow descriptor, superior literacy, trapfinding, trap sense 
  +1, ranged legerdemain 1/day 
  Feats Enhanced Power Sigils, Heighten Spell, Skill Focus 
  (Bluff), Quick Draw, Sculpt Spell, Scribe Scroll 
  Skills Bluff +19, Concentration +13, Decipher Script +9, Disable 
  Device +9, Escape Artist +15, Forgery +7, Hide +9, 
  Knowledge (arcana) +6, Move Silently +9, Open Lock +12, 
  Search +7, Sense Motive +5, Spellcraft +6, Tumble +16 
  Possessions combat gear plus Explorer’s Outfit, hat of disguise, 
  forged papers, tiny viper familiar, 74 gp 
  Spellbook spells prepared plus 1st—scholar’s touch; 2nd—
  invisibility; 3rd—fireball 
  Luminous Sigils (Su) The sigils that orbit an Illumian’s head 
  glow softly, providing illumination equal to that of a candle. 
  Illumians can make their sigils disappear by concentrating 
  for a moment (a standard action), but they don’t receive the 
  sigil’s benefits and can’t use any special abilities granted by 
  illumian words (see below) while they’re doused. Restoring 
  the sigils to visibility is a free action.  
   
  Luminous sigils (including power sigils; see below) are 
  insubstantial and disappear into any matter they touch. An 
  illumian’s sigils remain present and in effect even when the 
  illumian take another form, unless she would lose her 
  supernatural abilities as a result of the form change. An 
  illumian wizard who cast a polymorph spell on herself 
  
  BIS7-06 The Golden Masque 
   
  Page 45 
  retains her sigils, but an illumian who becomes a zombie 
  loses them. 
  Glyphic Resonance (Ex) Illumians are the physical 
  embodiment of a magical language, so they interact 
  strangely with symbol-based spells. This group includes all 
  spells whose names contain the words glyph, rune, sigil, or 
  symbol (such spells in the Player’s Handbook include 
  explosive runes, glyph of warding, greater glyph of warding, 
  sepia snake sigil, and the various symbol spells). When an 
  illumian encounters such magic, on of two things happen: 
  Either the illumian’s resonance overpowers the spell, or the 
  foreign magic corrupts the mystical language that defines 
  the illumian. Illumians have a –4 racial penalty on saving 
  throws against these effects if their level is less than the 
  Caster Level of the spell. If an illumian’s level is equal or 
  exceeds the spell’s Caster Level, she is immune to the effect.  
  Power Sigils (Su) In addition to the array of dimly glowing 
  luminous sigils that orbits her head, a 1st-level illumian has a 
  single brightly glowing power sigil that grants her certain 
  bonuses. A power sigil can be discerned from other sigils 
  surrounding an illumian with a DC 10 Spot check, and 
  identified with a DC 15 Knowledge [arcana] check.  
   
  On attaining 2nd level in any class, an illumian gains a 
  second different power sigil, and the bonus granted by each 
  power sigil increases to +2. Depending on the combination 
  of power sigils she chooses, an illumian gains one or more 
  extra special abilities (see Illumian words below).  
   
  The benefit of this Illumian’s power sigils is given below, 
  along with the Common translation of each sigil’s Illumian 
  name. This includes the benefit of the Enhanced Power 
  Sigils feat.  
   
  Uur (“grace”): +3 bonus on Dexterity checks and Dexterity-
  based skill checks.  
    
   
  Krau (“magic”): +3 bonus to caster level for all spells and 
  spell-like abilities (up to a maximum value equal to the 
  illumian’s character level).   
  Illumian Words (Su) Each combination of two power sigils’ 
  names makes an Illumian word of great power, and thus 
  grants extra abilities to a character who possesses those two 
  power sigils. The benefit of this Illumian’s power word is 
  described below.  
   
  Uurkrau: The illumian can use her Dexterity score to 
  determine the bonus spells she gains for a high ability score, 
  instead of the normal ability score used by her class to 
  determine this feature. If she has more than one spellcasting 
  class, she may use her Dexterity score in place of any or all of 
  the ability score used by her classes for this purpose. 
  Final Utterance (Ex) When an Illumian dies, her body releases 
  the stored Illumian language within it. For 1 round per Hit 
  Die of the Illumian anyone within earshot hears ululating 
  Illumian syllables – usually gibberish, but occasionally a 
  prophetic phrase or a final curse on the illumian’s enemies. 
  The illumian’s body need not remain intact for the final 
  utterance to occur. Even if an illumian succumbs to a 
  disintegrate spell, her disembodied voice still utters strange 
  gibberish for several rounds.  
  Description This dark-skinned man dressed in grays and 
  blacks is clearly an intelligent and canny practitioner of the 
  subtler arts. His head is shaved. Strange symbols rotate 
  around it.  
  Power-Up Suite:  
  AC 22, touch 16, flat-footed 17 
   (+5 Dex, +6 armor, +1 Deflection) [greater mage armor, 80 
  minutes left] 
  hp 55 (9 HD) [false life, 80 minutes left] 
  Skills Bluff +23[serene visage, 2 minutes left] 
  Sources Races of Destiny (Page 53-55) 
   
  
  BIS7-06 The Golden Masque 
   
  Page 46 
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 3 
   
   
   
   
  E C H L O R A,  D A R K  D R U I D 
  CR  14 
  Necropolitan, Female Human Drd13 
  NE Medium Undead (Augmented Humanoid) 
  Init +1; Senses Darkvision 60 ft., Listen +19, Spot +19 
  Languages Common, Undercommon, Druidic 
  AC 25, touch 12, flat-footed 24 
   (+1 Dex, +1 Deflection, +10 armor, +3 shield) 
  hp 127 (13 HD) 
  Immune undead immunities 
  Fort +8, Ref +5, Will +12 (+14 against the effect of the spell 
  control undead) 
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft.  
  Melee +1 silver scimitar +11 (1d6+1 slashing 18-20/x2)  
  Ranged sling +10 (1d4+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10Atk Options Corrupted Wild Shape 
  4/day, Corrupted Wild Shape (Large), Corrupted Wild Shape 
  (tiny), Corrupted Wild Shape (plant) 
  Combat Gear +1 silver scimitar, sling, +2 dragonhide plate, +1 
  heavy wooden shield, amulet of aberrant empathy, ring of protection 
  +1, mantle of the beast, potion of protection from good, potion of blur, 
  potion of resist energy (acid) 30, 20 bullets 
  Druid Spells Prepared (CL 13th): 
  7th—fell 
  drain 
  fell 
  weaken arc of lightning 
   
  6th—mass bull’s strength, mass cat’s grace 
   
   
  5th—stoneskin (x2), fell weaken rapid call lightning 
   
  4th—dispel magic, freedom of movement, flame strike, rapid 
  dominate animal, rapid summon nature’s ally III 
   
  3rd—cure moderate wounds, greater magic fang, poison, rapid 
  summon nature’s ally II, wind wall 
   
  2nd—barkskin, bear’s endurance, chill metal, hold animal, resist 
  energy (fire) (x2)  
    1st—cure light wounds (x2), entangle, faerie fire, longstrider 
   
  0—cure minor wounds (x3), detect magic, flare (x2) 
  Abilities Str 12, Dex 12, Con -, Int 12, Wis 19, Cha 14  
  SQ vermin empathy +3, rootwalker class features, resist control, 
  +2 turn resistance, unnatural resilience, trackless step, a 
  thousand faces 
  Feats Corrupted Wild Shape, Fell Weaken Spell , Fell Drain 
  Spell , Improved Toughness, Natural Spell, Rapid Spell 
  Skills Concentration +16, Diplomacy +6, Handle Animal +18, 
  Knowledge (nature) +11, Spellcraft +17, Survival +13 
  Possessions combat gear plus Black tattering clothing, 250 gp 
  worth of diamond dust, 218 gp in coin, papers from Kora 
  Resist Control (Ex) Necropolitans have a +2 profane bonus on 
  their Will saving throws to resist the effect of a control undead 
  spell.  
  Unnatural Resilience (Su) Necropolitans automatically heal 
  hit point damage and ability damage at the same rate as a 
  living creature. The Heal skill has no effect on necropolitans; 
  however, negative energy (such as an inflict spell) heals them.  
  Description This withered human woman stares at you 
  through sunken eye sockets; her eyes are so blue they are 
  more accurately white, as if drained of the color of life. This 
  figure wears tattered black clothing and a bizarre, gnarled 
  amulet.  
  Power-Up Suite:  
  Init +3[mass cat’s grace, 8 minutes left] 
  AC 32, touch 14, flat-footed 29 
   (+3 Dex, +1 Deflection, +10 armor, +3 shield, +5 natural) 
  [barkskin, 10 minutes left, mass cat’s grace, 8 minutes left] 
  hp 127 (13 HD) DR 10/adamantine, (up to 130 points) [stoneskin, 
  10 minutes left] 
  Resist fire 30 [resist energy, 10 minutes left], acid 30 [potion of 
  resist energy (acid) 30, 10 minutes left], 
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] Freedom of movement, 10 minutes left 
  Melee +1 silver scimitar +13 (1d6+3 slashing 18-20/x2) [mass bull’s 
  strength, 8 minutes left] 
  Ranged sling +10 (1d4+3) [mass bull’s strength, 8 minutes left] 
  Sources Libris Mortis (Page 114-115) 
   
  T O Z A R  (D I R E  R A T  C O M P A N I O N) 
  CR  3 
  N Small  Animal 
  Init +6; Senses Low-Light Vision, Scent, Listen +8, Spot +8 
  AC 28, touch 17, flat-footed 22 
   (+6 Dex, +1 size, +2 armor, +9 natural) 
  hp 68 (9 HD) 
  Fort +7, Ref +13, Will +7  
  Speed 40 ft. (8 squares), climb 20 ft.  
  Melee bite +13/+8 (1d4+2 plus disease) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +2Combat Gear masterwork leather barding 
  Abilities Str 15, Dex 22, Con 12, Int 1, Wis 12, Cha 4  
  SQ evasion, devotion 
  Feats Alertness, Dodge, Improved Toughness, Lightning 
  Reflexes, Weapon Finesse 
  Skills Climb +13, Hide +10, Move Silently +6, Swim +13 
  Disease (Ex): Filth fever – bite, Fortitude DC 15, incubation 
  period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC 
  is Constitution-based.   
  Skills Dire rats have a +8 racial bonus on Swim checks. Dire rats 
  have a +8 bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. Dire 
  rats use their Dexterity modifier for Climb and Swim checks. 
  Power-Up Suite:  
  Init +8[mass cat’s grace, 8 minutes left] 
  AC 30, touch 19, flat-footed 22 
   
  (+8 Dex, +1 size, +2 armor, +9 natural) [mass cat’s grace, 8 
  minutes left] 
  hp 81 (9 HD) DR 10/adamantine, (up to 130 points) [stoneskin, 
  10 minutes left, bear’s endurance, 12 minutes left] 
  Resist fire 30 [resist energy, 10 minutes left] 
  
  BIS7-06 The Golden Masque 
   
  Page 47 
  Melee bite +18/+13 (1d4+7 plus disease) [greater magic fang, 10 
  minutes left, mass cat’s grace, 8 minutes left, mass bull’s strength, 
  8 minutes left] 
   
  D E V I L  C R A W LE R 
  CR  7 
  NE Huge Aberration (Extraplanar) 
  Init +6; Senses Darkvision 60’, Scent, Listen +10, Spot +9 
  AC 19, touch 10, flat-footed 17 
   (-2 size, +2 Dex, +9 natural) 
  hp 99 (9 HD); DR 5/ magic 
  Resist cold 10, fire 10; SR 14 
  Fort +7, Ref +5, Will +9  
  Speed 30 ft., climb 15 ft. 
  Melee Tentacle +10 (paralysis) or 8 tentacles +10 (paralysis) and 
  bite +5 (1d6+3) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +6; Grp +20Atk Options Smite Good 
  Abilities Str 22, Dex 14, Con 18, Int 3, Wis 16, Cha 6  
  Feats Ability Focus (Paralysis), Alertness, Combat Reflexes, 
  Improved Initiative, Track 
  Skills Climb +13 
  Paralysis (Ex) Those hit by a carrion crawler’s tentacle attack 
  must succeed on a DC 20 Fortitude save or be paralyzed for 
  2d4 rounds. The save DC is Constitution-based.  
  Smite Good (Su) Once per day the creature can make a normal 
  melee attack to deal extra damage equal to its HD total 
  (maximum of +20) against a good foe.  
  Description The stink of rotten meat and the faint smell of 
  brimstone surrounds this multilegged creature with a 
  segmented, 15-foot-long body. Eight writhing tentacles 
  protrude from its head, growing directly from below its 
  clacking mandibles and tooth-filled maw.  
  Power-Up Suite:  
  Init +8[mass cat’s grace, 8 minutes left] 
  AC 21, touch 10, flat-footed 19 
   
  (-2 size, +4 Dex, +9 natural) [mass cat’s grace, 8 minutes left] 
  Melee Tentacle +12 (paralysis) or 8 tentacles +12 (paralysis) and 
  bite +7 (1d6+5) [mass bull’s strength, 8 minutes left] 
  Grp +22[mass bull’s strength, 8 minutes left] 
  ENCOUNTER 6 
   
   
   
   
  (V A M P I R E  
  A B I L I T I E S  L I S T E D  
  O N LY  
  U N D E R  
  T H E  
  S T A T S  F O R  K O R A) 
   
  K O R A,  V O I C E  O F  C A S S I T E R 
  CR  11 
  Vampire, Female Human Mnk9 
  LE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +13, Spot +13 
  Languages Common, Infernal 
  AC 27, touch 20, flat-footed 22, Dodge, Mobility, Deflect Arrows 
   (+5 Dex, +1 armor, +1 deflection, +3 Wisdom, +1 Class, +6 
  natural) 
  hp 88 (9 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +7, Ref +14, Will +10 (+12 against spells and effects from 
  the school of enchantment) 
  Weakness vampire weaknesses 
  Speed 60 ft; Spider climb, Spring Attack, slow fall 40 ft.  
  Melee unarmed strike +13 (1d8+6 bludgeoning plus energy 
  drain) or unarmed strike +12/+12  (1d8+6 bludgeoning plus 
  energy drain) with flurry of blows 
  Ranged +1 light crossbow +12 (1d8+1 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +16 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Improved 
  Trip 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear bracers of armor +1, ring of protection +1, light 
  crossbow +1, cloak of resistance +1, potion of resist energy (cold) 30, 
  potion of protection from good, potion of blur, potion of protection 
  from energy (cold), potion of greater mage armor, potion of greater 
  mage armor x3, 20 bolts 
  Abilities Str 22, Dex 20, Con -, Int 12, Wis 16, Cha 15  
  SQ Improved Evasion, Still Mind, Wholeness of Body 
  Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, 
  Improved Energy Drain, Improved Grapple, Improved 
  Initiative, Improved Toughness, Improved Trip, Lightning 
  Reflexes, Mobility, Spring Attack, Weapon Focus (Unarmed 
  Strike) 
  Skills Bluff +10, Diplomacy +16, Escape Artist +17, Hide +22, 
  Jump +22, Move Silently +22, Search +9, Sense Motive +23, 
  Tumble +19 
  Possessions combat gear plus Noble’s Outfit, signet ring, 283 
  gp worth of jewelry, papers in Lord Fertuine’s hand, a 
  Golden Mask 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.   
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 16) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial.  
   
  If the vampire instead drains the victim’s Constitution to 0 
  or lower, the victim retirns as a spawn if it had 4 or less HD 
  and as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the vampire 
  that created it and remains enslaved until its master’s 
  
  BIS7-06 The Golden Masque 
   
  Page 48 
  destruction. At any given time a campire may have an 
  enslaved spawn totaling no more than twice its own Hit 
  Dice; any spawn it creates that would exceed this limit are 
  created as free-willed vampires or vampire spawn. A vampire 
  that is enslaved may create and enslave spawn of its own, so a 
  master vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again.  
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise.  
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round.  
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability.  
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell.  
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks.  
  Description The stunning woman standing before you is 
  dressed in a diaphanous umber gown and an ornate golden 
  mask. She has fine, straight beige hair and light-colored skin.  
  Sources DMG (Page 252) 
  Power-Up Suite:  
  AC 32, touch 20, flat-footed 27, Dodge, Mobility, Deflect Arrows 
   
  (+5 Dex, +6 greater mage armor, +1 deflection, +3 Wisdom, 
  +1 Class, +6 natural) 
   
  J O R M,  S Q U I R E  O F  C A S S I T E R 
  CR  11 
  Vampire, Male Human Mnk1/Ftr8 
  LE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +10, Spot +10 
  Languages Common, Infernal, Sylvan 
  AC 27, touch 16, flat-footed 22, Dodge, Spinning Halberd, 
  Combat Expertise 
   (+5 Dex, +5 armor, +1 deflection, +6 natural) 
  hp 88 (9 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +8, Ref +12, Will +7  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee +1 magebane halberd +18 (1d10+13 piercing or slashing 
  19-20/x3) or +1 magebane halberd +18/+13 (1d10+13 piercing 
  or slashing 19-20/x3) and +13 (1d6+6 bludgeoning 19-20/x3) 
  or unarmed strike +15 (1d6+7 bludgeoning plus energy 
  drain) 
  Melee +1 magebane halberd +20 (1d10+15+2d6 piercing or 
  slashing 19-20/x3) or +1 magebane halberd +20/+15 
  (1d10+15+2d6 piercing or slashing 19-20/x3) and +15 
  (1d6+8+2d6 bludgeoning 19-20/x3) [against creatures that 
  are capable of casting arcane spells] 
  Ranged masterwork light crossbow +14 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +19 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Power 
  Attack 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear +1 magebane halberd, +1 chain shirt, ring of protection 
  +1, masterwork light crossbow, potion of resist energy (cold) 30, 
  potion of protection from good, 20 bolts 
  Abilities Str 24, Dex 20, Con -, Int 14, Wis 10, Cha 14  
  Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, 
  Greater Weapon Focus (Halberd), Improved Critical 
  (Halberd), 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved Toughness, Iron Will, Lightning Reflexes, Power 
  Attack, Spinning Halberd, Two-Weapon Fighting, Weapon 
  Focus (Halberd), Weapon Specialization (Halberd) 
  Skills Bluff +15, Diplomacy +10, Handle Animal +4, Hide +14, 
  Intimidate +8, Jump +12, Knowledge (local – Sheldomar 
  Valley MR) +4, Knowledge (nobility and royalty) +4, Move 
  Silently +14, Ride +10, Search +10, Sense Motive +12, 
  Tumble +11 
  Possessions combat gear plus Courtier’s Outfit, 153 gp in coin, 
  a Golden Mask 
  Blood Drain (Ex) As Kora.  
  Children of the Night (Su) As Kora.    
  Dominate (Su) As Kora.  
  Create Spawn (Su) As Kora.    
  Energy Drain (Su) As Kora.  
  Alternate Form (Su) As Kora.   
  Fast Healing (Ex) As Kora.   
  Gaseous Form (Su) As Kora.   
  Spider Climb (Su) As Kora 
  Skills As Kora.    
  Description The broad-shouldered man has the obvious look of 
  a palace guard, with a well-polished suit of armor and a baroque 
  halberd in his hands. His hair is blonde and curled and his skin 
  in light. The uniform he wears is pristine and he is wearing an 
  ornate golden mask.   
  Sources DMG (Page 252) 
   
  
  BIS7-06 The Golden Masque 
   
  Page 49 
  M O R D E N,  S Q U I R E  O F  C A S S I T E R 
  CR  9 
  Vampire, Male Human Mnk1/Ftr6 
  LE Medium Undead (Augmented Humanoid) 
  Init +9; Senses Darkvision 60 ft., Listen +10, Spot +10 
  Languages Common, Infernal, Dwarven 
  AC 27, touch 16, flat-footed 22, Dodge, Spinning Halberd, 
  Combat Expertise 
   (+5 Dex, +5 armor, +1 deflection, +6 natural) 
  hp 68 (7 HD); fast healing 5; DR 10/silver and magic 
  Immune undead immunities 
  Resist cold 10, electricity 10 
  Fort +7, Ref +11, Will +6  
  Weakness vampire weaknesses 
  Speed 30 ft; Spider climb  
  Melee +1 halberd +15 (1d10+13 piercing or slashing 20/x3) or +1 
  halberd +15/+10 (1d10+13 piercing or slashing 20/x3) and 
  +10 (1d6+6 bludgeoning 20/x3) or unarmed strike +13 
  (1d6+7 bludgeoning plus energy drain) 
  Ranged masterwork light crossbow +12 (1d8 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +17 
  Atk Options Blood Drain, Children of the Night, Combat 
  Reflexes, Create Spawn, Dominate, Energy Drain, Power 
  Attack 
  Special Actions Alternate Form, Gaseous Form, +4 Turn 
  Resistance 
  Combat Gear +1 halberd, +1 chain shirt, ring of protection +1, 
  masterwork light crossbow, potion of resist energy (cold) 30, 
  potion of protection from good, 20 bolts 
  Abilities Str 24, Dex 20, Con -, Int 14, Wis 10, Cha 14  
  Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Iron Will, Lightning Reflexes, Power Attack, 
  Spinning Halberd, Two-Weapon Fighting, Weapon Focus 
  (Halberd), Weapon Specialization (Halberd) 
  Skills Bluff +13, Diplomacy +8, Handle Animal +4, Hide +14, 
  Jump +12, Knowledge (local – Sheldomar Valley MR) +4, 
  Knowledge (nobility and royalty) +4, Move Silently +14, 
  Ride +10, Search +10, Sense Motive +12, Tumble +11 
  Possessions combat gear plus Courtier’s Outfit, 153 gp in coin, 
  a Golden Mask 
  Blood Drain (Ex) As Kora.  
  Children of the Night (Su) As Kora.    
  Dominate (Su) As Kora.  Save DC is 15.  
  Create Spawn (Su) As Kora.    
  Energy Drain (Su) As Kora.  
  Alternate Form (Su) As Kora.   
  Fast Healing (Ex) As Kora.   
  Gaseous Form (Su) As Kora.   
  Spider Climb (Su) As Kora.   
  Skills As Kora.   
  Description The broad-shouldered man has the obvious look of 
  a palace guard, with a well-polished suit of armor and a baroque 
  halberd in his hands. His hair is blonde and curled and his skin 
  in light. The uniform he wears is pristine and he is wearing an 
  ornate golden mask.   
  Sources DMG (Page 252) 
   
  B L A S T  S P H E R E  C H W E C H 
  CR  6 
  Description A 30-foot-by-50-foot room with four exits. Once 
  any living creature comes within 5 feet of the center of the 
  room, the trap activates. A globe of dark stone descends from 
  a hidden compartment in the room’s ceiling and targets each 
  creature (including enemy NPCs) with a blast of blue-black 
  force.  
  Search DC 21; Type magic 
  Trigger proximity (alarm), Init +3 
  Effect fell drain orb of cold (CL 11), each creature in the room is 
  targeted with a blast of blue-black force (+6 ranged touch 
  attack, 11d6 cold damage, no save. Creatures who take 
  damage from the blast also gain a negative level. Multiple 
  negative levels stack and a creature whose negative levels 
  equal their hit dice dies. The effect of the negative level(s) 
  last for 11 hours.)  
  Duration 13 rounds 
  Destruction globe of dark stone AC 21, 36 hp, hardness 8 
  (destroying this disables the entire trap) 
  Disarm Disable Device DC 31 (a successful disable check 
  disarms the trap) 
  Dispel DC 22 (per blast) 
  Sources Spell Compendium (Page 151), Libris Mortis (Page 27) 
  ENCOUNTER 9 
   
   
   
   
  D U S K W A T C H E R  A L L F A U R U K 
  CR  11 
  Male Illumian Rog3/Wiz(Illusionist)5/Arcane Trickster3 
  N Medium Humanoid (Human)  
  Init +8; Senses Listen +3, Spot +3 
  Languages Common, Illumian, Draconic, Ancient Baklunish 
  AC 16, touch 16, flat-footed 11 
   (+5 Dex, +1 Deflection) 
  hp 49 (11 HD) 
  Fort +5, Ref +13, Will +9  
  Speed 30 ft  
  Melee masterwork rapier +6 (1d6 piercing 18-20/x2) or dagger 
  +5 (1d4 piercing or slashing 19-20/x2) 
  Ranged dagger +10 (1d4 piercing or slashing 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Atk Options sneak attack +3d6 
  Combat Gear masterwork rapier, 3 daggers, potion of invisibility, 
  potion of resist energy (electricity) 20, +1 vest of resistance, cape of the 
  mountebank, ring of protection +1, gloves of dexterity +2, potion of 
  greater mage armor 
  Illusionist Spells Prepared (CL 11th):Prohibited Schools: 
  Evocation, Enchantment  
  4th—dimension 
  door, 
  greater invisibility, sculpted fireball, orb of cold 
    3rd—dispel magic (x2), fireball, sculpted glitterdust, shadow 
  binding  
    2nd—blur, false life, sculpted color spray, shadow spray, melf’s 
  acid arrow  
    1st—color spray, serene visage, obscuring mist, lesser orb or cold 
  (x4) 
   
  0—acid splash, daze, detect magic, mage hand, silent portal 
  Abilities Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 12  
  
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  SQ evasion, luminous sigils, glyphic resonance, power sigils, 
  illumian words, final utterance, +2 saves vs. spells with the 
  shadow descriptor, superior literacy, trapfinding, trap sense 
  +1, ranged legerdemain 1/day 
  Feats Enhanced Power Sigils, Heighten Spell, Skill Focus 
  (Bluff), Quick Draw, Sculpt Spell, Scribe Scroll 
  Skills Bluff +21, Concentration +14, Decipher Script +9, Disable 
  Device +9, Escape Artist +22, Forgery +7, Hide +9, 
  Knowledge (arcana) +6, Move Silently +9, Open Lock +12, 
  Search +7, Sense Motive +12, Spellcraft +6, Tumble +16 
  Possessions combat gear plus Explorer’s Outfit, hat of disguise, 
  forged papers, tiny viper familiar, 74 gp 
  Spellbook spells prepared plus 1st—obscuring mist, scholar’s 
  touch; 2nd—invisibility; 4th—shadow conjuration  
  Luminous Sigils (Su) The sigils that orbit an Illumian’s head 
  glow softly, providing illumination equal to that of a candle. 
  Illumians can make their sigils disappear by concentrating 
  for a moment (a standard action), but they don’t receive the 
  sigil’s benefits and can’t use any special abilities granted by 
  illumian words (see below) while they’re doused. Restoring 
  the sigils to visibility is a free action.  
   
  Luminous sigils (including power sigils; see below) are 
  insubstantial and disappear into any matter they touch. An 
  illumian’s sigils remain present and in effect even when the 
  illumian take another form, unless she would lose her 
  supernatural abilities as a result of the form change. An 
  illumian wizard who cast a polymorph spell on herself 
  retains her sigils, but an illumian who becomes a zombie 
  loses them. 
  Glyphic Resonance (Ex) Illumians are the physical 
  embodiment of a magical language, so they interact 
  strangely with symbol-based spells. This group includes all 
  spells whose names contain the words glyph, rune, sigil, or 
  symbol (such spells in the Player’s Handbook include 
  explosive runes, glyph of warding, greater glyph of warding, 
  sepia snake sigil, and the various symbol spells). When an 
  illumian encounters such magic, on of two things happen: 
  Either the illumian’s resonance overpowers the spell, or the 
  foreign magic corrupts the mystical language that defines 
  the illumian. Illumians have a –4 racial penalty on saving 
  throws against these effects if their level is less than the 
  Caster Level of the spell. If an illumian’s level is equal or 
  exceeds the spell’s Caster Level, she is immune to the effect.  
  Power Sigils (Su) In addition to the array of dimly glowing 
  luminous sigils that orbits her head, a 1st-level illumian has a 
  single brightly glowing power sigil that grants her certain 
  bonuses. A power sigil can be discerned from other sigils 
  surrounding an illumian with a DC 10 Spot check, and 
  identified with a DC 15 Knowledge [arcana] check.  
   
  On attaining 2nd level in any class, an illumian gains a 
  second different power sigil, and the bonus granted by each 
  power sigil increases to +2. Depending on the combination 
  of power sigils she chooses, an illumian gains one or more 
  extra special abilities (see Illumian words below).  
   
  The benefit of this Illumian’s power sigils is given below, 
  along with the Common translation of each sigil’s Illumian 
  name. This includes the benefit of the Enhanced Power 
  Sigils feat.  
   
  Uur (“grace”): +3 bonus on Dexterity checks and Dexterity-
  based skill checks.  
    
   
  Krau (“magic”): +3 bonus to caster level for all spells and 
  spell-like abilities (up to a maximum value equal to the 
  illumian’s character level).   
  Illumian Words (Su) Each combination of two power sigils’ 
  names makes an Illumian word of great power, and thus 
  grants extra abilities to a character who possesses those two 
  power sigils. The benefit of this Illumian’s power word is 
  described below.  
   
  Uurkrau: The illumian can use her Dexterity score to 
  determine the bonus spells she gains for a high ability score, 
  instead of the normal ability score used by her class to 
  determine this feature. If she has more than one spellcasting 
  class, she may use her Dexterity score in place of any or all of 
  the ability score used by her classes for this purpose. 
  Final Utterance (Ex) When an Illumian dies, her body releases 
  the stored Illumian language within it. For 1 round per Hit 
  Die of the Illumian anyone within earshot hears ululating 
  Illumian syllables – usually gibberish, but occasionally a 
  prophetic phrase or a final curse on the illumian’s enemies. 
  The illumian’s body need not remain intact for the final 
  utterance to occur. Even if an illumian succumbs to a 
  disintegrate spell, her disembodied voice still utters strange 
  gibberish for several rounds.  
  Description This dark-skinned man dressed in grays and 
  blacks is clearly an intelligent and canny practitioner of the 
  subtler arts. His head is shaved. Strange symbols rotate 
  around it.  
  Power-Up Suite:  
  AC 22, touch 16, flat-footed 17 
   (+5 Dex, +6 armor, +1 Deflection) [greater mage armor, 80 
  minutes left] 
  hp 66 (11 HD) [false life, 80 minutes left] 
  Skills Bluff +26[serene visage, 2 minutes left] 
  Sources Races of Destiny (Page 53-55) 
   
   
  
  BIS7-06 The Golden Masque 
   
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   DM AID: MAP #1 – THE NOON WITCH 
   
  1 square = 5 feet 
  PCs begin just outside the break in the warehouse wall.  
   
   
   
  
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  DM AID: MAP #2 – AN EPISODE DURING MASQUERADE 
   
   
   
   
  1 square = 5 feet 
   
   
   
   
   
   
   
   
  
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  DM AID: MAP #3 – THE ORIGIN OF FIRE 
   
  
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  DM AID: NEW RULES 
  NEW FEATS 
  Corrupted Wild Shape [Monstrous] (Libris Mortis, page 25) 
  You have learned to use the necromantic energy that powers your undead form to overcome the inability of undead 
  creatures to wild shape. You can assume the form of an undead, rotten creature with the use of your wild shape ability.  
   
  Prerequisites: Undead type, wild shape class feature.  
   
  Benefit: You can use your wild shape ability even though you are undead. The ability functions just as if your were 
  a living creature using the ability, with the following exceptions.  
   
  You do not gain a Constitution score in the new form, and you retain all the immunities of the undead type while 
  in your new form. The form you assume looks half-decayed, with missing patches of fur and rotted, worm-eaten flesh. 
  While you are in this form, the rank odor of death hangs around you. 
   
  Enhanced Power Sigils [Racial] (Races of Destiny, page 152) 
  You tap into the power of your aesh power sigil to gain enhanced accuracy with your favored melee weapon. 
  Prerequisites:  Illumian, two power sigils 
  Benefit: The bonus granted by each of your power sigils improve by 1.  
  Normal: Without this feat, the bonuses granted by each of your power sigils are equal to the number of power sigils 
  you possess. 
   
  Fell Drain [Metamagic] (Libris Mortis, page 27) 
  Living Foes damaged by your spells also gain a negative level. 
   
  Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a 
  negative level. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the 
  negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level 
  (maximum 15). A fell draining spell uses up a spell slot two level higher than the spell’s actual level. 
   
  Fell Weaken [Metamagic] (Libris Mortis, page 27) 
  Living Foes damaged by your spells are also weakened. 
   
  Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a –
  4 penalty to Strength for 1 minute. Strength penalties from multiple spells enhanced by the Fell Weakening feat do not 
  stack. A fell weakening spell uses up a spell slot one level higher than the spell’s actual level. 
   
  Improved Energy Drain [Monstrous] (Libris Mortis, page 27) 
  You draw extra power from your energy-drained victims.  
   
  Prerequisites: Cha 15, energy drain supernatural ability 
   
  Benefit: Whenever you bestow a negative level upon a creature, you gain a +1 bonus on skill checks, ability checks, 
  attack rolls, and saving throws for 1 hour. 
   
  Improved Toughness [General] (Libris Mortis, page 27) 
  You are significantly tougher than normal  
  
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  Prerequisites: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a Hit Die (such as by 
  gaining a level), you gain 1 additional hit point. If you lose a Hit Dice (such as by losing  a level), you lose 1 hit point 
  permanently. 
   
  Improved Turn Resistance [Monstrous] (Libris Mortis, page 27) 
  You have a better than normal chance to resist turning. 
   
  Prerequisites: Undead type.  
   
  Benefit: You are less easily affected by clerics or paladins than you normally would be (see Turn or Rebuke 
  Undead, page 159 of the Player’s Handbook). When resolving a turn, rebuke, command, or bolster attempt, add +4 to your 
  character level (monster Hit Dice plus class levels) to determine your Hit Dice for turn, rebuke, command, and bolster 
  attemptes. For example, a 4 HD wight with this feat is treated as an 8 HD undead for the purpose of turn, rebuke, 
  command, and bolster attempts, even though it is a 4 HD creature for any other purpose. A vampire that already has +4 
  turn resistance adds an additional +4 with this feat, for a total of +8. 
   
  Rapid Spell [Metamagic] (Complete Divine, page 84) 
   
  Benefit: Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a 
  casting time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be 
  cast in a full round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with 
  casting times measured in hours can be cast in 1 hour. A rapid spell uses up a spell slot one level higher than the spell’s 
  actual level.  
   
  Special: A spell can be made rapid and quickened only if its original casting time was 1 full round. This feat can be 
  applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round. 
   
  Sculpt Spell [Metamagic] (Complete Arcane, page 83) 
   
  Prerequisite: Any metamagic feat.  
   
   
  Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot radius, 30 feet 
  high), a 40-foot cone, four 10-foot cubes, a ball (20 foot-radius spread), or a 120-foot line. The sculpted spell works 
  normally in all respects except for its shape. For example, a lightning bolt whose area is charged to a ball deals the same 
  amount of damage, but affects a 20-foot-radius spread.  
   
  A sculpted spell uses a spell slot one level higher than the spell’s actual level. 
   
  Spinning Halberd [Weapon Style] (Complete Warrior, page 114) 
  You have mastered the style of fighting with a halberd, and can use all parts of the weapon – blade, spike, hook, or butt – 
  to strike devastating blows.  
   
  Prerequisites: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd) 
   
  Benefit: When you make a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as 
  an additional attack with the weapon at a –5 penalty. This attack deals bludgeoning damage equal to 1d6 + 1/2 your 
  Strength modifier. 
   
  NEW CLASS FEATURE 
  Alternative Class Feature: Root Walker (Dungeonscape, page 9) 
  You are a child of the underworld. While other druids dwell in lush forests and rolling fields, you tend to the 
  mushroom tangles and lichen beds that lie beneath their feet.  
  
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  Level: 1st. 
   
  Replaces: If you select this alternative class feature, you do not gain any of the following abilities: wild empathy at 
  1st level, woodland stride at 2nd level, and resist nature’s lure at 4th level.  
   
  Benefit: At 1st level, you gain vermin empathy. This ability functions just like wild empathy (PH 35) except that 
  you can improve the attitude of vermin instead of animals, even though vermin are usually nonintelligent.  
   
  At 2nd level, you gain the ability to move over stone, rock, and earthen debris at your full speed without taking 
  damage or suffering any other impairment. This ability functions only with natural surfaces. Magically altered surfaces, 
  such as those created by soften earth and stone or spike stones, affect you normally. 
   
  At 4th level, you gain resistance to the powers of creatures most abhorrent to nature. You gain a +4 bonus on saving 
  throws against the spell-like abilities of aberrations. 
    
  NEW MONSTER TEMPLATE 
  NECROPOLITAN  
  “Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to 
  hereafter as the bade creature). 
   
  A necropolitan speaks any language it knew in life, and it has all the base creatures statistics and special abilities 
  except as noted here. 
   
  Size and Type: The creature’s type changes to undead, and it gains the augmented subtype. Do not recalculate base 
  attack bonus, saves, or skill points. Size is unchanged. 
   
  Hit Dice: Increases to d12. 
   
  Special Qualities: A necropolitan retains all the special qualities of the base creature and gains those described 
  below. 
   
  Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a 
  control undead spell. 
   
  Turn Resistance (Ex): A necropolitan has a +2 turn resistance. 
   
  Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same 
  rate as a living creature. The Heal skill has no effect on necropoltans; however, negative energy (such as an inflict spell) 
  heals them. 
   
  Abilities: Same as the base creature, except that as undead creatures, necropolitans have no Constitution score. 
   
  Advancement: By character class. 
   
  Level Adjustment: Same as the base creature. (Becoming a necropolitan involves losing a level – see Ritual of 
  Crucimigration, below – so the advantages of the undead type cancel out what would otherwise be a larger adjustment.) 
  Ritual of Crucimigration 
   
  Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of 
  Crucimigration, which (if successful) enable the creature to become a necropolitan. The petition for consideration 
  requires a fee of 3,000 gp and a written plea. 
   
  The Ritual: The first part of the ritual requires the placement of the petioner on a standing pole. Cursed nails are 
  used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten 
  metal through the petitioners fingers and up the arms is not what finally ends the petitioner’s mortal life, however, 
  since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many 
  have second thoughts, but it is far too late to go back – the cursed nails and chanting of the ritual ensures that the 
  Curcimigration is completed. 
  
  BIS7-06 The Golden Masque 
   
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  The ceremony lasts for 24 hours – the usual time it takes for the petitioner to perish. During this period, two or 
  three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. 
  Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link 
  with the Negative Energy Plane, and then impales the petitioner. Dying the petitioner is reborn as a necropolitan, dead 
  but animate. 
   
  Game Effect: Immediately upon opening its undead eyes, a new necropolitan loses a level as if the spell raise dead 
  had been used upon it and it was alive instead of animate. (If the subject has no levels to lose, it is simply destroyed.) It 
  then also loses an additional 1,00 XP. If the loss of this much XP forces the necropolitan to loose another level, then it 
  loses another level. No spell, not even restoration, can restore this lost XP. Petitioners may not spend experience points 
  they don’t have – if the level loss and the 1,000 XP cost drains a creature to  0 XP or less, it is destroyed, turned to dust, 
  and can never be raised or revived again using any means. If the ritual is interrupted before it is completed the 
  petitioned is merely dead. 
  NEW ITEMS 
  Amulet of Aberrant Empathy (Complete Adventurer, page 132) 
   
  This strange, twisted amulet allows the wearer to use the Handle Animal skill instead of the Diplomacy skill when 
  dealing with some aberrations. 
   
  While wearing an amulet of aberrant empathy, a character can make Handle Animal checks instead of Diplomacy 
  checks to influence the attitude of aberrations with an intelligence of 9 or lower.    
   
  Moderate enchantment; CL 11
  th; Craft Wondrous Item, charm monster, Price 1400gp. 
   
  Magebane Weapon Enhancement (Complete Arcane, page 143) 
   
  Weapons crafted with the magebane property are rightly feared by all arcane spellcasters. Against any creature with 
  arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures 
  with the ability to use arcane spell-like abilities, a magebane weapon’s effective enhancement level is 2 better than 
  normal (so that a +1 longsword becomes a +3 longsword when wielded against arcane spellcasters) and deals an extra 2d6 
  points of damage. Magebane bows, crossbows, and slings bestow this ability upon their ammunition.  
   
  Moderate conjuration; CL 8
  th; Craft Magic Arms and Armor, dispel magic, Price +1 bonus.  
   
  Mantle of the Beast (Complete Champion, page 140) 
   
  This heavy cloak is made of a rough, gray fur from some unidentifiable creature. 
   
  The mantle of the beast allows you to use your wild shape ability as a swift action. While wild shaped, your natural 
  weapons gain a +1 enhancement bonus on attack and damage rolls.  
   
  A mantle of the beast is part of a set known collectively as the trappings of the beast, which also includes the armor of the 
  beast and the ring of the beast. When you wear all three items together, you gain additional abilities, as noted in the 
  description of armor of the beast.  
   
  Moderate transmutation; CL 10
  th; Craft Wondrous Item, greater magic fang, ability to wild shape, Price 18,000 gp; 
  Weight 2 lb. 
   
  Vest of Resistance (Complete Arcane, page 150) 
   
  These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5
  th; Craft Wondrous Item, resistance, caster’s level must be at least three times the vest’s bonus; 
  Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. 
   
  NEW SPELLS 
  Arc of Lightning (Spell Compendium, page 15) 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5 
  
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  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
   
  Static fills the air as you complete the spell. With a gesture you create magical conductivity between two creatures, and a bolt of 
  electricity arcs between them with a shockingly loud crackle.  
   
   
  This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything 
  in the line between them. 
   
  Both creatures must be in range, and you must be able to target them both (as if this spell had them as its targets). 
  Draw a line from any corner in one creature’s space to any corner in the other’s space. The bolt affects all squares in this 
  line.  
   
  Arcane material component: Two small iron rods.   
   
  Lesser Orb of Cold (Spell Compendium, page 151) 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: One orb of cold 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
   
  Your hand takes on a blue tint and your fingers turn numb and unresponsive as you complete the spell. From your chilled palm 
  flies an orb composed of blue ice.  
   
   
  An orb of cold about 2 inches across shoots from your palm at its target, dealing 1d8 points of cold damage. You 
  must succeed on a ranged touch attack to hit your target.  
   
  For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 
  5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.  
   
  Orb of Cold (Spell Compendium, page 151) 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: One orb of cold 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
   
   
  An orb of cold about 3 inches across shoots from your palm at its target dealing 1d6 points of cold damage per 
  caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target.  
  
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  A creature struck by the orb takes damage and becomes blinded for 1 round. A successful Fortitude save negates 
  the blinded effect but does not reduce the damage. 
   
  Scholar’s Touch (Races of Destiny, page 167) 
  Divination 
  Level: Bard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S, M, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: One book/round 
  Duration: Concentration, up to 1 round/level 
   
   
  With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. 
  This is equivalent to a solid reading but not deep study – the character does not gain perfect recall of the information, 
  just whatever he would have gotten from reading it completely once. If you can’t read the language of the source, the 
  spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, not does it have any effect when 
  reading a magical book (such as a tome of understanding).   
   
  Material Component: A scrap of parchment and a pinch of tinder.  
   
  Focus: A thin crystal disc. 
   
  Serene Visage (Spell Compendium, page 182) 
  Illusion (Glamer) 
  Level: Bard 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
   
  By casting this spell, you imbue yourself with an ephemeral quality that induces others to trust what you say.  
   
  Simple illusions aid your attempts to be persuasive. You gain an insight bonus equal to one-half your caster level 
  (maximum +10) on Bluff checks. 
   
  Shadow Binding (Spell Compendium, page 182) 
  Illusion (Shadow) 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Area: 10 ft.-radius burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
   
  As the links of chain in your hand dissipate to feed the arcane energies of your spell, a multitude of ribbonlike shadows 
  instantaneously explodes outward from an indicated point nearby.  
   
  Creatures in the area that fail a Will save are entangled and unable to move. Breaking free of a shadow binding 
  requires a DC 20 Strength check or a DC 20 Escape Artist check, taken as a full-round action.   
  
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  Material Component: A few links of iron chain.  
   
  Shadow Spray (Spell Compendium, page 186) 
  Illusion (Shadow) 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Area: 5 ft.-radius burst 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
   
  As you finish casting the spell, ribbonlike shadows burst outward from the midst of your foes.   
   
  You cause a multitude of ribbonlike shadows to instantaneously explode outward from the point of origin. 
  Creatures in the area take 4 points of Strength damage and are dazed for 1 round.  
   
  Material Component: A handful of black ribbons. 
   
  Silent Portal (Spell Compendium, page 190) 
  Illusion (Glamer) 
  Level: Assassin 1, sorcerer/wizard 0 
  Components: S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Target: One portal 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
   
   
  The door squeaks slightly as you force it. You pause and wave your finger in a pattern along the opening and it silences.   
   
  This simple cantrip negates the sound of the opening and closing a single portal (door, window, gate, drawer, chest, 
  lid, or the like). Even the squeakiest door opens without a sound when under the effect of this spell. Silent portal covers 
  only the normal means of opening and closing the targeted portal. Breaking a window or kicking in a door still makes 
  noise, but opening a door that is loosely hanging by its hinges does not (since this is the normal way a door would be 
  opened). Portals composed of magical energy are not affected by this spell.  
   
  In the case of magic or even intelligent portals, spell resistance and a Will save (DC 10 + caster’s ability modifier + 
  other modifiers as appropriate) apply.    
  
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  PLAYER HANDOUT #1 – A CURIOUS MISSIVE 
  The following is written on tear-stained parchment in a deliberate and highly trained script.  
   
  Echlora:  
   
   With regret I must inform you that your presence is not needed at the manor. 
  Our alliance with our host is tenuous at best. Some of the mortals find you 
  demeanor to be disconcerting. Your skills and knowledge are, of course, a great 
  asset. We are extremely pleased that are a part of our organization.  
   
   The truth is this: some of us are skilled at dealing with the mortals. We put 
  them at ease or else cloud their highly suggestible minds with the lordly abilities 
  given to us in undeath. Likewise your knowledge and skills are of great use in the 
  field, combating intruders and gathering specimen for data. I would not presume to 
  associate with your pets, and I would expect you to not impose unduly upon the 
  hospitality of our host.   
   
   They all find you a bit repugnant, I’m afraid. It’s nothing personal; the 
  mortals have only a small threshold for creatures such as us. Their squeamishness 
  can cause problems, so please do not return to the manor until called from.  
   
  With great respect,  
   
  All of us 
   
  
  BIS7-06 The Golden Masque 
   
  Page 62 
  PLAYER HANDOUT #2 – GLIMPSES OF HORROR 
   
  You begin to spin about. Peering through the orb you see not only the appearance of your location 
  but the truth it hides. 
   
  About a hundred revelers dressed in the finest clothing you’ve ever seen fill the room, surrounding 
  you on all sides. Each reveler wears an ornate golden mask. Some sit in lavish furniture while others 
  dance about. Servants attend to the revelers carrying trays of what appear to be hunks of bloody 
  flesh. You don’t know how, but you know the meat to have once been human. The revelers tear at 
  the flesh with gnarled claws and feral teeth, hissing and howling all the while. A few desolate and 
  emaciated figures are led into the room, bound in chains and wearing nothing but rags. The revelers 
  leap upon the captives with hunger, and the victims scream as they are eaten alive. In the corner a 
  quartet of performers provide background music.  
   
  At the center of it all is a rotund man. His golden mask is the largest and most ornate of all the 
  revelers and his matching golden robes are open at the top to expose his fat belly. He drains a 
  golden cup and then applauds as his guests tear another victim apart.  
   
  You realize that you are also a bit hungry. 
   
  A moment later, you find yourself back in the empty room with only your companions around you. 
  The glass orb clutched tightly in your hand is jet black with clouds of white swirling upon the 
  surface. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  BIS7-06 The Golden Masque 
   
  Page 63 
   
   
   
   
   
  
  BIS7-06 The Golden Masque 
   
  Page 64 
  PLAYER HANDOUT #3 – ANOTHER CURIOUS MISSIVE 
  The following is written on parchment in a deliberate and highly trained script. The ink is barely dry. 
   
  My most gracious master:  
   Things proceed well in Cassiter. The Baron here is easy to please with food 
  and spectacle, and as long as he is provided with the serum we will have free reign 
  over his lands. The barony is empty and forgotten; the perfect staging ground to 
  marshall our forces. This sickness that plagues the humans has proven to be just 
  the opportunity we required, as you foresaw. Still I wonder who we have to thank 
  for its creation… 
   The Baron’s brother came here today – after some brief interrogation we 
  determined that he came here without the knowledge of any official entity. He will 
  not be missed by any comrades that could do us real harm.     
   As always I strive to act in Evard’s Way, with noble toil and sacrifice to the 
  cause of vengenance against mortalkind. I thank your most esteemed lordship for 
  granting me the strength to slay the problems that I can and the immortality to 
  outlast those that resist my powers.  
  Your servant and child,  
  Kora 
   
   
   
   
  
  BIS7-06 The Golden Masque 
   
  Page 65 
  CRITICAL EVENT SUMMARY: BIS7-06 THE GOLDEN MASQUE 
  If you run this event in November or December of 2007, please e-mail the results from this sheet to a member of the 
  Bissel Triad by January 1
  st, 2008, or have the Senior DM of your event do so. 
   
  1. Did the PCs learn as much as possible from Abgriel? 
  Yes 
  No 
   
   
   
   
   
   
   
  2. Did the PCs discover Allfauruk’s true nature?  
  Yes 
  No 
   
  Describe if you can anything unusual that occurred in Encounter 7.  
   
   
   
   
   
  3. Did the PCs make an effort to get Knowel’s stolen serum to the proper 
  authorities? 
  Yes 
  No 
   
   
   
   
   
   
  4. Did the PCs seem to care that Jasmine Besselar was sick with the Black Hand? 
  Yes 
  No 
   
   
   
   
   
   
   
   
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange 
  occurrences, results that may not fit the above, etc): 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/597/Normal Scenarios/BIS7-06 - The Golden Masque (APL 2-12)/BIS7-06 - The Golden Masque.pdf