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. 
  BIS8-01 
   
   
   
   
  A Terrible Thing to Waste 
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Bissel Regional Adventure 
  Version 1.1 
   
  by Jay Babcock, Crystal Babcock, and Lee Burton 
  Reviewers: Bissel Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Dashiell Anderson, Phil Bonder, Bud Britton, Jon Sedich 
   
   
   
  A horrible legacy lurks in the background. If brought to bear, it could slay thousands of innocents in but a few 
  moments. Only one person knows of its existence, but she is trapped in the most secure of prisons. Setting her free may 
  change the way you think about your chosen profession. A challenging Bissel regional adventure for APLs 2-12, and 
  part of the ongoing War with Ket series. 
   
  Resources: Dungeonscape [Jason Bulmahn and Rich Burlew], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik 
  Mona, Matt Sernett, Chris Thomasson, James Wyatt], Planar Handbook [Bruce Cordell and Gwendolyn Kestrel]. 
   
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  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 
  
  BIS8-01 A Terrible Thing to Waste 
   
  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 
  In times past, cultists of Iuz in Ket developed a terrible 
  weapon that could cause widespread and indiscriminate 
  death. 
   
  Eventually, the Iuzians were driven out of Ket… but 
  the weapon remained. The leaders of that nation 
  recognized its usefulness, and kept it secreted away. 
  Everyone else with any knowledge of the weapon has 
  died or disappeared. 
   
  All but one. 
   
  One Kettite woman has first-hand knowledge of the 
  weapon, although why is unclear. She survived an 
  attempt on her life, but ended up in a deep coma. 
   
  When Bissel forces took control of Lopolla, capital of 
  Ket, they stumbled across the unconscious woman. Based 
  on the protections placed upon her, they guessed that she 
  held the key to some great secret. She was quickly taken 
  to the March, where we begin our story. 
  ADVENTURE SUMMARY 
  The PCs meet a young student from the Guild of the 
  Arcane Path. He introduces them to a Guild professor, 
  and together they tell the PCs about their research 
  subject – a comatose woman. They’ve developed a 
  method to enter her mind, and they ask the PCs to assist 
  them in unlocking the woman’s secrets. 
   
  The PCs enter the woman’s mind, and find 
  themselves in Ket. A fragment of the woman’s 
  consciousness leads them to an Iuzian temple, hinting at 
  their involvement. 
   
  Something goes wrong, and the PCs are pulled out of 
  her mind. They are sent off to bed, while the professor 
  tries to fix things. 
  # 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 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 3 
   
  The PCs soon realize that they are still within the 
  girl’s mind, as they encounter another aspect of her 
  consciousness. They help her overcome her personal 
  demons. 
   
  She leads them to another aspect, which is also in 
  trouble… but can also explain what is going on. She leads 
  them to the last trapped fragment. Where they catch a 
  glimpse of the weapon, and the ominous tidings it bears. 
  Introduction: Enthusiasm 
  Estimated Time: 10 minutes 
  The PCs meet Rani, a student from the Guild of the 
  Arcane Path. 
  Encounter 1: Connection 
  Estimated Time: 10 minutes 
  The PCs are led to the Guild campus, and are introduced 
  to the professor. He explains their mission. 
  Encounter 2: Understanding 
  Estimated Time: 10 minutes 
  The PCs are shown the subject, and given the details of 
  their mission. 
  Encounter 3: Contact 
  Estimated Time: 10 minutes 
  The PCs enter the woman’s mind, and encounter a 
  fragment of the consciousness. 
  Encounter 4: Overtones 
  Estimated Time: 5 minutes 
  The PCs explore a secret Iuzian shrine, and learn about 
  the cultists’ involvement. 
  Encounter 5: Asunder 
  Estimated Time: 50 minutes 
  The PCs fight the guardians of the temple. 
  Encounter 6: Rejection 
  Estimated Time: 10 minutes 
  The PCs are ejected from the woman’s mind. The 
  professor sends them off to get some rest. 
  Encounter 7: Reclamation 
  Estimated Time: 5 minutes 
  The PCs learn that they are still in the woman’s mind, 
  and meet another fragment of her consciousness. 
  Encounter 8: Transference 
  Estimated Time: 10 minutes 
  The PCs convince the fragment to take them to the next 
  fragment. 
  Encounter 9: Horror 
  Estimated Time: 20 minutes 
  The PCs are beset by a swarm of imaginary spiders. 
  Encounter 10: Explanation 
  Estimated Time: 5 minutes 
  The PCs meet the second fragment, who explains what is 
  happening. They learn about the third fragment. 
  Encounter 11: Production 
  Estimated Time: 10 minutes 
  The PCs arrive at the ivory tower. They search for a way 
  inside. 
  Encounter 12: Bewilderment 
  Estimated Time: 20 minutes 
  The PCs work out a puzzle lock to gain entrance to the 
  tower. 
  Encounter 13: Resolution 
  Estimated Time: 30 minutes 
  The PCs find the third fragment, and catch a glimpse of 
  the weapon. 
  Conclusion: Repetition 
  Estimated Time: 5 minutes 
  The PCs again wake from the dream world, this time to 
  see the woman led away by Mist Chameleon agents. 
  PREPARATION FOR PLAY 
  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. 
   
  This adventure contains a number of encounters that 
  may run long at particular tables, and as such may run 
  over time. Keep an eye on the clock, and try to keep 
  things moving. 
  INTRODUCTION: 
  ENTHUSIASM 
  Estimated Time: 10 minutes 
  As CY 598 begins in the March of Bissel, an unusual 
  calm has washed over the land. 
   
  Certainly, much is occurring. Just a few months 
  ago, Bissel made landmark strides in the war against 
  Ket. Even without key ally support, the forces of the 
  Great Army surged forward. As the year closed, Ket’s 
  capital city lay in ruin. 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 4 
   
  At the same time, the March worked to bind her 
  wounds. A traitorous baron was routed, and the 
  planar rift in Truelight was closed. The vicious 
  animal attacks in the Nightwatch forest have ceased, 
  and clerics have managed to slow the spread of the 
  Black Hand plague. 
   
  Still, not all is calm. Rumors abound of a force 
  of undead that emerged from Lake Hasra… could 
  the necromancer, or his forces, be back? And to the 
  east, it is said that the wheels of war are beginning 
  to turn, once more. 
   
  Much has happened, and more is yet to come. 
  But, for now, within Bissel’s borders there is peace. 
  The PCs may wish to gather some information and 
  rumors before beginning the adventure. The following 
  are rumors they can pick up with a Gather Information 
  check that beats the DC listed. The truth or falsehood of 
  each rumor will be revealed with the passage of time. 
  DC 10 
  • 
  Lopolla, the capital city of Ket, has been captured. In 
  a startling move, the order was given to burn it to the 
  ground. Surely, this marks the end of the war. 
  • 
  Lord Camryn Fertuine, Baron of Cassiter, has been 
  arrested for treason after an army detachment 
  stormed the baronial capital. 
  DC 15 
  • 
  Field Marshall Valiscerat has ordered the Great 
  Army to construct permanent structures on the 
  ashes of Lopolla. With them, Army detachments will 
  be able to occupy the area indefinitely. 
  • 
  It is rumored that Brar the Crusader will be retiring 
  early from his brief – but remarkable – career. The 
  undefeated pit fighter is reportedly going to use his 
  fame in the combat arenas to propel himself into the 
  world of… theater. 
  • 
  The horde of undead creatures that marched from 
  Lake Hasra was partially responsible for distracting 
  the Kettite defenders in the recent assault on 
  Lopolla. Patrols through the ruined city have 
  reportedly encountered them. 
  • 
  Kettite guerrillas have begun harassing the resident 
  Bissel forces. 
  • 
  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 that the forces of Iuz have begun to stir. His 
  most powerful minions are searching for something. 
  DC 20 
  • 
  An army detachment hurriedly made their way back 
  to Bissel, immediately following the fall of Lopolla. 
  They led a wagon, the contents of which were 
  heavily obscured. Their papers bore the mark of Lady 
  Imycina, baroness of Misty Hills. 
  DC 25 
  • 
  Kettite patrols are somehow intercepting those 
  employing magical transport between Ket and 
  Bissel. 
  DC 30 
  • 
  The order to burn Lopolla did not come from the 
  Margrave, but rather from Field Marshall Valiscerat. 
  It is unclear why he took it upon himself to issue 
  that order. 
  Once the PCs are done with rumors, continue with the 
  following: 
  Morning’s first light crests the peaks of the 
  Lorridges, promising a bright and sunny day once 
  the Sun Father has burned away the heavy dew over 
  the Sardee River. 
   
  The quiet streets of Sareden begin to slowly fill 
  with life as people start their days - collecting water, 
  tending to animals, and going about their business. 
  In the distance, the smoky smell of cured bacon 
  being prepared for the morning meal wafts through 
  the air. 
   
  It is on such a morning that your last adventure 
  ended, and before setting out again, the smells of 
  cured meats, fruits, and fresh eggs has lured you to 
  an early morning breakfast at The Familiar’s Perch, a 
  popular local tavern. 
   
  The common room of the tavern has sprung to 
  life, packed to the gills. The wait staff attends to the 
  throng of customers, as they groggily discuss their 
  plans for the day. You find yourself sharing a table 
  with some travelers much like yourself. 
  Allow the PCs a few moments to briefly introduce 
  themselves. Once they are finished, continue with the 
  following: 
  You have just about finished your meal when a 
  young man of about 19 years of age ungraciously 
  stumbles into the common room. He looks very 
  much like he has not slept in days. You watch as he 
  stumbles up to the table next to you, and as he 
  downs his tea in a single hurried gulp. He slams the 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 5 
  cup onto the counter and – noticing your attention – 
  turns sheepishly to you. 
   
  “Heh… ever have one of those days?” 
  This young man is Rani Mahir. He will happily make 
  small talk. Try to work the following points into 
  conversation: 
  • 
  His name is Rani Mahir. 
  • 
  He is originally from Jadarta, but is a student at the 
  Guild of the Arcane Path, here in Sareden. 
  • 
  He has spent the past year as an apprentice to 
  Professor Sunnan, of the Department of Charms. 
  • 
  His studies have been neglected, recently, as a result 
  of a new experiment that is taking up all of the 
  Professor’s time. 
  • 
  He’s not really supposed to talk about the Professor’s 
  experiments… if his research was leaked, the 
  Professor might lose the credit for any valuable 
  discoveries. 
  • 
  The Professor did mention that he needed the help 
  of some outside staff. He was waiting for the 
  Psychology department to get back to him, but that 
  could take forever. Help from the PCs would save 
  them weeks. 
  If the PCs express interest in helping out, continue with 
  the following: 
   “Oh excellent! Well, no time to waste… please, 
  come with me!” Rani is already to the door before 
  you can even lift yourselves from your seats. He 
  waits at the door, looking excited and slightly 
  impatient. 
  Once the PCs follow the young boy, continue with 
  Encounter 1. 
  All APLs 
  � Rani Mahir: Male human (B) Adp 2 (Bluff +1, 
  Sense Motive +1); AL CG. 
  ENCOUNTER 1: CONNECTION 
  Estimated Time: 10 minutes 
  The young boy leads you through the twisted maze 
  that is the streets of Sareden with the certainty of 
  someone having spent substantial time in town. 
  After a short walk, the crowded sprawl of 
  townhouses gives way to the open courtyards and 
  ominous stone buildings of the Guild campus. Lush 
  gardens 
  surround 
  the 
  facilities 
  - 
  the 
  most 
  prominent feature being shrubberies carved into 
  the forms of various animals and beasts. After a 
  moment, you notice that the statues move of their 
  own accord, slowly shifting position and coming to 
  rest a few feet from where they started. 
  If a PC happens to have a true seeing effect active, they 
  notice that a number of students loitering around the 
  campus are actually adults, and are well-armed. They are 
  strategically positioned about such that they can see 
  anyone coming anywhere near the campus buildings. 
  These are Mist Chameleon agents, and will not interact 
  with anyone that sees through their ruse. 
  Rani leads you to a set of immense double doors, at 
  least twenty feet tall. Above the door is a bestial 
  gargoyle head carved into the stone. Upon your 
  arrival, the carving springs to life and speaks in a 
  deep, gravelly voice. 
   
  “Welcome back, master Rani. I do not recognize 
  your companions.” 
   
  “I’d like to bring these folk to the Professor. I 
  think they can help us!” Rani speaks excitedly, with 
  an adrenaline-filled edge to his voice. 
   
  “Ahh, very good, young sir.” The gargoyle nods 
  slowly. “But first, a question of mind power… 
  answer correctly, and the way will be opened before 
  you.” 
  “I slay the vicious evil fiend, 
  But a hungry squirrel runs me off, 
  I can make you cry, 
  But you will be most proud of me, 
  I make wise men look stupid, 
  But normal men look wise.  
   I cook your morning meal,  
  But have no better use,  
  Can you guess my riddle?” 
   
  “Oh, you’ve GOT to be kidding me…” Rani looks 
  annoyed. “I hate it when he gets like this…” 
  There is really no correct answer to this. Notice that the 
  gargoyle ends the riddle with ‘Can you guess my riddle?’ 
  not ‘What is the answer?’, or the like. An appropriate 
  answer could be ‘What am I?’ or ‘Yes’ or ‘No’ or even 
  ‘Maybe’. Play the gargoyle as erudite and secretive, but be 
  careful not to give the trick away. 
   
  If the PCs give an appropriate answer, continue with 
  the following: 
  “Ahh, a glimmer of wisdom! Surely, you have 
  studied. I welcome you within our halls!” 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 6 
  On the other hand, if they can’t come to the answer, or if 
  they gripe about having to deal with a riddle, continue 
  with the following: 
  “Hmph… the impatience of youth. Fine, I don’t care. 
  Don’t answer my riddle… just go inside…” 
  Regardless of whether they answered the riddle, mark 
  the result for Critical Event 1. 
  � Critical Event 1: Did the PCs answer the gargoyle’s 
  riddle in Encounter 1? If so, what was their answer? 
  Continue with the following: 
  The gargoyle issues a strange grating noise, and the 
  doors slowly swing open. 
  If any of the PCs understands Terran they will realize 
  that the Gargoyle said ‘open’ in that language. 
  Inside the antechamber of the facility, you notice no 
  other doors beyond the one you just passed through. 
   
  Rani turns back to the door. “Instructors’ 
  Offices, please,” he mutters. 
   
  There is a momentary sense of vertigo, before 
  the door swings back open of its own power. You see 
  that it no longer leads outside, but to a long hallway. 
   
  The young man rushes through a series of 
  winding and changing hallways. 
   
  “Stay close, this place can be pretty hard to 
  navigate if you get lost.” 
  If the PC’s choose not to follow Rani through the halls of 
  the GAP, they find themselves walking around in circles 
  through illusionary corridors, until Rani locates them 
  and insists that they follow more closely. 
  Rani stops at a door marked ‘Office 1232, Professor 
  Ignacius Sunnan’. He throws it open, and heads 
  inside “Professor! I found some folks to help us out, 
  just like you said!” 
   
  An aged man looks up from a stack of 
  parchments and opened scrolls. The closet of a room 
  around him is stuffed full of various materials, 
  arranged in precarious stacks. Surprise is evident on 
  his face. 
   
  “Ah… Rani. I was… I mean… I wasn’t …” He 
  sighs in resignation. “Well, don’t just stand there, 
  come in.” 
  If anyone in the party is an officer in the Great Army, a 
  member of the Bissel Free Companies, a noted hero, a 
  noble, or went on tour in BIS5-01 That’s Rhomstaff!, 
  continue with the following: 
  The professor’s eyes go wide in recognition as he 
  looks you over. “Rani! I meant that we’d get a few 
  graduate students or a couple campus guards to help 
  us out… not… I mean…” He gestures in your 
  direction, awe clearly reflected in his features. “… 
  not deities and demigods!” 
  Regardless, continue with the following text: 
  The old man looks around the room frantically for a 
  moment, before approaching a chair covered in 
  books. “Hmm… I’m afraid I cannot offer much in 
  the way of seating, so I suppose I will get straight to 
  the point.” 
   
  “I am Professor Sunnan – call me Ignacius. I 
  have been with the Guild for the better part of two 
  decades. Rani here is my student. Together we’ve 
  been studying magical afflictions, particularly those 
  of the mind. I suppose that’s what attracted their 
  attention…” 
   
  “About three months ago, we received a large 
  government grant – funding way out of league with 
  anything we’ve ever dreamed of. Contingent to its 
  receipt, we were asked to assist in the recovery of an 
  individual.  This is obviously very important to 
  Bissel, given the lengths to which they’ve gone.” 
   
  “Unfortunately, we don’t have enough hands to 
  do all the required lifting. If you are interested, I 
  could use your assistance in completing our work. I 
  can even arrange a respectable honorarium, as well. 
  What do you say?” 
  The professor can offer the following points of 
  information, if questioned: 
  • 
  He can’t really say more about the subject or their 
  destination until the PCs agree to the mission. The 
  government officials made it clear that certain 
  information must remain confidential. 
  • 
  The professor believes that the subject is hindered 
  by a magical affliction. The PCs will be helping to 
  cure the subject. 
  • 
  The PCs will be traveling to a dangerous, unexplored 
  location. Any and all of their skills may come into 
  play. 
  • 
  The PCs will receive 50 gold pieces apiece, upon 
  successful completion of the research – more than 
  the professor usually makes in a month. 
  If the PCs agree to help, continue with Encounter 2. 
  
  BIS8-01 A Terrible Thing to Waste 
   
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  All APLs 
  � Professor Ignacius Sunnan: Male human (Os) 
  Wiz 10 (Bluff +2, Sense Motive +2); AL NG. 
  ENCOUNTER 2: 
  UNDERSTANDING 
  Estimated Time: 10 minutes 
   “Very well, we have an accord.” Professor Sunnan 
  settles back in his chair, a look of relief on his face. 
  “Now, where to begin?” 
   
  Young Rani raises his hand. 
   
  “Boy, I told you not to do that…” 
   
  Rani lowers his hand, and smiles weakly. “We 
  could show them the subject, professor.” 
   
  “A fair suggestion.” The old man squeezes past 
  you towards the door, gesturing for you to follow. A 
  short walk and another stomach-lurching ride later, 
  you find yourself in another hallway full of 
  identical, austere doors. He moves purposefully 
  towards one of them. 
   
  Two figures inside the room leap to their feet, as 
  the door squeaks open. 
   
  “Easy there, gentlemen.” The professor gestures 
  for them to calm down. “They’re with us.” 
   
  The two men settle back into their seats, but 
  each keeps a hand on the blade sheathed at their 
  side. Each wears a simple black tunic, with a small 
  emblem on the left breast – red and white vertical 
  bars, behind a large, curved lizard. 
  If the PCs succeed at a Knowledge [local – Sheldomar 
  Valley Metaregion] or Knowledge [nobility and royalty] 
  check (DC 15) they can identify the symbol as that of the 
  Mist Chameleons, the spies of Bissel. 
   
  Additionally, if a PC is a member of the Mist 
  Chameleon organization and makes a successful Sense 
  Motive check (DC 10), they will notice a number of 
  innuendos and mannerisms – key phrases and gestures – 
  that indicate that they are also agents. 
  The left wall of the room holds a single door, and a 
  long glass window. Several panels sit beside the 
  window, studded with levers, wheels, and other 
  mechanical fixtures. 
   
  The professor directs your attention to the room 
  on the other side of the glass – a sterile, featureless 
  chamber, except for the table at its center. An 
  unconscious 
  woman, 
  with 
  strong 
  Baklunish 
  features, lies upon it. A white sheet is draped over 
  her. 
   
  “Poor thing.” He stares at her still form for a 
  long moment. “I’ve never seen a coma so deep, 
  without some sort of… obvious injury. Apparently, 
  neither have the powers that be.” 
   
  “Anyways… they’re convinced that something 
  of value is held away in her mind, and have charged 
  us with picking the lock. We’ve developed a method 
  by which we can meld a healthy mind – such as 
  yours – into hers. At worst, we should be able to 
  learn her deepest, darkest secrets…” 
   
  Rani stifles a giggle, and blushes as Professor 
  Sunnan glares at him. 
   
  “… and at best, we may be able to heal her mind 
  of whatever affliction has beset her.” The professor 
  adjusts his glasses on the bridge of his nose, before 
  continuing. “That, my friends, is where I hope you 
  will come in. We will send you into her mind, and 
  hopefully you can gain some insight. Our magic has 
  kept her alive, but there is no telling if we can do so 
  indefinitely.” 
   
  “Think you are up to the task?” 
  The professor can offer the following points of 
  information, if questioned: 
  • 
  The party’s mission is to enter the subject’s mind and 
  determine the cause of her coma. If they come across 
  any valuable information, they should take note. 
  • 
  The mind is a complex and unpredictable device. 
  There is no way to set expectations on what they will 
  encounter. 
  • 
  The PCs should appear in the subject’s mindscape as 
  they believe themselves to be in real life. They 
  should find themselves in possession of their 
  equipment, and able to use all of their abilities. 
  • 
  Any strange or warped pieces of the environment 
  may be a hint as to the stresses and traumas of the 
  subject’s life. 
  • 
  The subject’s mind will instinctively resist and 
  attempt to suppress anything that feels abnormal to 
  it. 
  • 
  The professor will be able to observe their progress 
  during the mission, and may even be able to 
  communicate with the party from time to time. 
  Unfortunately, their own minds aren’t used to 
  having his input, and may filter out his messages. 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 8 
  • 
  If the professor sees any abnormalities, he can abort 
  the mission, and pull the PCs out of the subject’s 
  mind. 
  • 
  If the PCs should die within the subject’s mind, their 
  minds will cause them to die in real life, too. Rani 
  will scoff, and claim that everyone knows that… 
  Once the PCs agree to the mission, continue with the 
  following: 
  “Excellent.” Professor Sunnan cracks his knuckles, 
  and rolls up his sleeves. “There are a few things Rani 
  and I have to set up before we can send you in.” 
   
  “Need a few more chairs, to say the least…” Rani 
  nods his head sagely, missing the old man rolling 
  his eyes. 
   
  “If you have anything you need to take care of, 
  do so now. We should be ready for you in about an 
  hour.” 
  The PCs have an hour to make any special preparations. 
  If they wish to purchase equipment or services, they will 
  have mixed results in Sareden. They can purchase 
  anything from the following PHB tables: Table 7-3: Trade 
  Goods, Table 7-8: Goods and Services (except they can’t 
  have spells cast by NPCs). They may purchase any  
  potion, oil, or arcane scroll from the DMG Tables 7-17 or 
  7-23 with a market price of 750 gp or less, and any 
  standard spell components up to 2000 gp in value. 
   
  Once the PCs are ready to go, continue with 
  Encounter 3. 
  All APLs 
  � Mist Chameleon Agents (2): Male human Rog 
  8 (Bluff +10, Sense Motive +7); AL LN. 
  � Comatose Woman: Female human Com 4; AL 
  N; hp 22 (currently helpless). 
  ENCOUNTER 3: CONTACT 
  Estimated Time: 10 minutes 
  Returning to the laboratory, you find the professor 
  and Rani ready for you. 
   
  Around the subjects table is an uncomfortable-
  looking chair for each of you, and a black cloth hood. 
  Unwieldy tubes and wires spring from the top of 
  each hood, connecting you to each other and to the 
  contraptions in the other room. 
   
  Professor Sunnan lays a similar hood over the 
  face of the comatose woman, and then gestures for 
  you to sit. As the strange apparatus is placed on your 
  head, the opaque cloth falls over your eyes, leaving 
  you in utter darkness. 
   
  You hear the door shut. A moment later, the 
  professor’s echoic voice fills the air. 
   
  “Testing… testing… good! We’ll begin in just a 
  moment. Just a few last minute suggestions… while 
  you are in there you will likely encounter the 
  subject, herself, in some form. Be careful not to give 
  away that you are outsiders… but try to get her to 
  tell you about her life… who she is, and how she got 
  to be this way.” 
   
  Rani’s voice suddenly interrupts. “And ask her 
  what women think about… I’ve always wondered 
  wha-…” 
   
  There is a moment of silence, before the 
  professor’s voice returns. “Sorry about that. Are we 
  ready? Here we go…” 
   
  There is a loud pop, and a quick scent of acrid 
  smoke. You begin to feel a slight sense of dizziness, 
  almost as if you had consumed a little too much 
  Barrier Brew. As quickly as it came, however, it is 
  gone. You are left in darkness and silence. The only 
  noise is the occasional creaking of one of the other 
  chairs around you. 
  The PCs are now inside of the subject’s mind, though it is 
  not (and should not be) immediately apparent. 
   
  Say nothing until the PCs decide to remove their 
  hoods to discover what has happened to them. Once they 
  do, continue: 
  Removing the hood from your eyes, you discover… 
  nothing different. You still sit in the laboratory with 
  your companions. 
   
  Through the glass window, you can see the 
  professor and Rani, fiddling with the controls of 
  their device. 
  Again, say nothing until the PCs decide to try and leave 
  the room. The professor and Rani are merely figments of 
  their imagination, and will not respond to anything they 
  do. Once they try to open the lab door, continue: 
  Stepping through the laboratory door, you find 
  yourself somewhere else entirely. It is very warm 
  here, and you are forced to shield your eyes from the 
  blinding light above. 
   
  It takes you a moment to orient yourself as the 
  world seems to form from the intense light. Blurred 
  masses begin to sharpen into buildings, towering 
  over your party. 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 9 
   
  After a moment, your eyes adjust. A cursory look 
  around to take in your surroundings quickly 
  solidifies that you are no longer in the professor’s 
  lab, but rather in the streets of some large city. 
  There are a number of ways the PCs might identify where 
  they are. If they can succeed at the following checks, they 
  can glean the corresponding insight: 
  • 
  Spot (DC 10): Most of the people bustling about are 
  humans of Baklunish decent. 
  • 
  Listen (DC 15):  The sounds of hawkers plying their 
  trades come from somewhere nearby – likely an 
  open-air bazaar. 
  • 
  Knowledge [architecture and engineering] (DC 10): 
  The buildings here are of a much different style than 
  those of Sareden. 
  • 
  Knowledge [architecture and engineering] (DC 15): 
  The architecture resembles that of the northern 
  Baklunish nations. 
  • 
  Knowledge [nature] or Survival (DC 15): The 
  weather appears to be that of summer, though it 
  should still be winter. 
  • 
  Knowledge [local - VTF Metaregion] (DC 10): They 
  are in one of the cities of the northern Baklunish 
  nations. 
  • 
  Knowledge [local - VTF Metaregion] (DC 20): They 
  are in Lopolla, the capital city of Ket. Lopolla was 
  razed months ago, so this can’t be real… 
  If the PCs attempt to interact with any of the individuals 
  on the street, they are ignored as if they didn’t exist. 
   
  Once the PCs have had a chance to puzzle out where 
  they are, continue with the following: 
  Suddenly, a beautiful woman breaks from the 
  crowd, walking directly past you down the street. 
  Everything else seems to move in slow motion as 
  she passes, purpose in her step, her hair caught in 
  the wind. She glances towards you, her soft 
  Baklunish features regarding you, making eye 
  contact for just a split-second. 
   
  The professor’s disembodied voice in the air 
  about you confirms exactly what you were thinking: 
  “Yes… that’s her, our subject. Stay on her, see what 
  you can find out.” 
  The woman is extremely easy to follow, as the crowd 
  seems to part around her, giving her a wide berth. 
  The woman walks steadily until she reaches a wide 
  intersection. A larger crowd of people bustles about, 
  going about their daily business. You catch a brief 
  glimpse of sadness in her features before she turns 
  away. She quickly heads into the shelter of a small, 
  nearby building. 
  Once the PCs enter the building, continue: 
  This small structure is obviously a warehouse of 
  some 
  sort. 
  Crates 
  are 
  stacked 
  in 
  perfectly 
  symmetrical rows, on each side of the room. 
   
  There is no sign of the woman. 
  The crates are empty. 
   
  If the PCs succeed on a Search check (DC 20) they 
  find small hinges on the corner of one of the crates – 
  pressing a hidden latch causes the side to swing open, 
  revealing a ladder that descends into darkness. 
   
  Once the PCs head down the ladder, continue with 
  Encounter 4. 
  ENCOUNTER 4: OVERTONES 
  Estimated Time: 5 minutes 
  The ladder descends to a floor ten feet below. The 
  floor is smooth granite, the walls rough-hewn 
  bedrock, and the air is musty. 
   
  A short distance away, you can discern a light 
  source, and some sort of structure. 
  Once they approach the light, continue with the 
  following: 
   
  At the center of the chamber is a circle of marble 
  pillars, each one carved to look like a valiant hero in 
  excruciating pain. Their arms are held above them, 
  making it appear that the ceiling is crushing them 
  to death. 
  If the PCs take a close look at the pillars, and succeed at a 
  Knowledge [architecture and engineering] check (DC 
  12), they note that the pillars serve no structural purpose, 
  as they bear none of the ceiling’s weight. A close 
  examination of the top of the column (Search check, DC 
  15) or a keen eye (Spot check, DC 25) shows that the 
  column is not cemented or joined to the ceiling. Dwarves 
  and other creatures with stonecutting receive a free 
  Search check as though actively looking when they pass 
  within 10 feet of one of the columns. 
   
  Success on any of these checks will allow that 
  character to act in the surprise round of the upcoming 
  combat. 
  A pool of light, without an apparent source, 
  solemnly displays the onyx altar within the circle. A 
  small fixture rests upon its surface. 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 10 
  The object on the altar cannot be examined without 
  getting closer – and thus entering the circle of pillars. 
  Once they do, continue: 
  The object on the altar is an icon, engraved with a 
  single symbol – a grinning skull. 
  If the PCs succeed at a Knowledge [religion] check (DC 
  10) they can identify the symbol as that of Iuz. 
  “This is where it all started, you know.” The woman’s 
  voice is soft, but full of conviction. She steps out of 
  the darkness, and into the pool of light, without a 
  sound. “They were tolerated. Permitted. But that 
  might have changed if their labor was exposed. So 
  they met in darkness and worked in secret.” 
   
  She takes a step towards the altar, looking upon 
  it as one might view an exhibit in a museum. 
  This is the same woman they have been following – a 
  fragment of the subject’s mind. She currently believes 
  that the PCs are part of herself. If they don’t say anything 
  to contradict that (for instance, like asking “Who are 
  you?” or saying “We’re outsiders, here to help you!”) then 
  she can impart the following information: 
  Who are ‘they’? “They were murderers and betrayers, 
  those of wicked heart. They are gone, now.” 
  Where have ‘they’ gone? “Many were slain. Others fled. 
  They will be back, in time.” 
  Why were ‘they’ cast out? 
  “Simply because it makes 
  us stronger.” 
  Were ‘they’ worshippers of Iuz? ‘Yes’ 
  What were ‘they’ working on? She exhales slowly. “Our 
  demise – beautiful and dangerous.” 
  Was ‘it’ a weapon? “Not just a weapon. THE weapon.” 
  What happened to ‘it’? “We found it. It would make us 
  powerful. So we kept it. And then there was no more 
  ‘we’. It became ‘us’ and ‘them’.” 
  What separates ‘us’ from ‘them’? “We had seen it, before 
  they did. We knew of it. As long as we knew of it, it 
  was not a secret.” 
  Who are ‘they’, this time? “Those that have it, now. Those 
  that decide.” 
  Are ‘they’ the Kettite leadership? “Yes.” 
  What happened to ‘us’? “Everyone that came in contact 
  with it… disappeared. Only one remains, and she 
  would be a fool to admit what she saw.” 
  If the PCs learn about the weapon here, circle ‘Yes’ for 
  Critical Event 2. Otherwise, circle ‘No’. 
  � Critical Event 2: Did the PCs learn about the 
  weapon in Encounter 4? 
  Once the PCs either get all of the information that they 
  are going to get, or give the woman reason to doubt them, 
  continue with Encounter 5. 
  All APLs 
  � Ego Figment: Female human Com 4; AL N; hp 
  22. 
  ENCOUNTER 5: ASUNDER 
  Estimated Time: 50 minutes 
  The woman turns to look at you for the first time. 
  Panic and confusion show in her eyes. 
   
  “Who are you? You are not supposed to be 
  here… You must leave…” 
   
  Suddenly, the ground shakes violently beneath 
  your feet. 
   
  “We must leave here… we will not survive…” 
  The woman turns, and flees into the darkness. In a 
  mere moment, she is gone. 
  At this point, the pool of light in the middle of the room 
  disappears. If the PCs do not have their own light source 
  active, read the following: 
  Suddenly, the pool of light illuminating the altar 
  disappears, casting you into total darkness. Then 
  you hear the sound of stone crumbling, and 
  something else in the room advances upon you. 
  If they do have their own light source, or possess 
  darkvision, read the following: 
  Suddenly, the pool of light illuminating the altar 
  disappears. Then, (one/several) of the pillars 
  wrenches free of its base. It leaps to the attack, 
  drawing its stone sword in midair. 
  Please refer to DM Aid: Map #1 – Shrine Combat. A number 
  of the columns in the room animate and attack. Choose 
  the first column randomly, and then choose additional 
  ones such that they are as far apart as possible – so that 
  the PCs will be surrounded. 
   
  Characters that took the time to examine the statues 
  and made the earlier checks may act in the surprise 
  round. 
   
  The woman is nowhere to be found, once the 
  columns animate. 
   
  The ELs of this combat take into account both the 
  darkness, 
  and 
  the non-expenditure of resources 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 11 
  (anything expended or broken is returned in Encounter 
  6). 
  APL 2 (EL 4) 
  � Animated Columns (2): hp 34 each; see 
  Appendix 1. 
  APL 4 (EL 6) 
  � Caryatid Column: hp 65; see Appendix 2. 
  APL 6 (EL 8) 
  � Caryatid Columns (2): hp 65 each; see Appendix 
  3. 
  APL 8 (EL 10) 
  � Caryatid Columns (4): hp 65 each; see Appendix 
  4. 
  APL 10 (EL 12) 
  � Advanced Caryatid Columns (3): hp 151 each; 
  see Appendix 5. 
  APL 12 (EL 14) 
  � Advanced Caryatid Columns (6): hp 151 each; 
  see Appendix 6. 
   
  Tactics: The defenders will attempt to slay any 
  intruders to the temple. 
   
  APL 2: The animated columns will move and attack, 
  in a straightforward manner. They are not intelligent, and 
  so will not employ any outstanding tactics. 
   
  APL 4 & higher: The caryatid columns are tactical 
  defenders. They will focus on sunder attempts, grouping 
  their attacks to disarm a PC that is capable of harming 
  them. Keep in mind that any equipment loss here will 
  not be permanent (although the PCs don’t know that), so 
  use the caryatid columns’ weapon smashing abilities to 
  the fullest. 
   
  Developments: Once the PCs defeat their foes or 
  flee, continue with Encounter 6. 
  ENCOUNTER 6: REJECTION 
  Estimated Time: 10 minutes 
  The harsh lines of the foul shrine waver and shift, 
  and the scene around you dissolves. Edges blur, and 
  your eyes strain. Then your stomach is lurching 
  once more. 
   
  You feel a rough impact. Blurry figures move 
  about you, speaking in distorted tones. Gradually, 
  your eyes and ears begin to focus, and you find 
  yourself back in your seats in the laboratory. The 
  professor and Rani bustle about you, freeing you 
  from the apparatus. 
   
  Slowly, your hearing comes back to normal. “… 
  and thank the gods you are all okay,” Rani exclaims 
  as he helps you up. 
   
  Waves of dizziness wash over you, as well as a 
  feeling of exhaustion - as if sleep hadn’t come for 
  weeks. 
   
  Professor Sunnan alternates between looking 
  you over, and pouring over a set of notes. He looks 
  stressed as he mutters under his breath. “Things 
  seemed dicey, so we pulled you out. I don’t 
  understand; this should not have been a problem…” 
   
  “I suppose that we are done for tonight. We’ve 
  arranged housing for you, over in the dormitories. 
  How about we all get some rest, and pick this up in 
  the morning?” 
  The PC’s wounds are all now healed, and their 
  possessions are intact. Any consumables that they used 
  are replenished. However, they are now exhausted. Rest 
  is the best idea at this point. Once they decide to head to 
  the dormitories, continue with Encounter 7. 
  ENCOUNTER 7: 
  RECLAMATION 
  Estimated Time: 5 minutes 
  Rani leads you through the Guild hall and back out 
  into the open air of the campus grounds. Night has 
  encroached upon the town, and a light rain has 
  begun to fall. 
   
  The grounds are much quieter now; only a few 
  students are still out and about: A few hurriedly 
  running from one building to another, an amorous 
  couple huddling in the eaves of a library, and a 
  bored girl whacking away at one of the animate 
  topiaries with a stick. 
   
  Rani leads you to simple rooms in one of the 
  dormitories. With a yawn, he quickly departs, 
  leaving you to your own devices. 
  There is really nothing else that the PCs can achieve. 
  Emphasize that they are dead tired, and encourage them 
  to get some rest. Make sure that they are aware that if 
  they choose to stay awake for even part of the night (as 
  guards, or such) they will not fully recover from their 
  exhaustion. 
   
  The next section occurs after an indeterminate 
  amount of time; PCs that chose to rest were asleep, and 
  PCs standing guard zoned out from boredom. Neither 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 12 
  have any idea how much time has passed. Have them roll 
  Listen checks. Sleeping PCs have a -10 penalty. The 
  highest result determines which PC is alerted first. Read 
  the following to that PC: 
  You are shaken out of your (slumber/daze) by an 
  annoying, repetitive sound. 
   
  Tap, tap, tap. 
   
  You try to settle back in, but the sound keeps 
  intruding upon your attention. It echoes through 
  your mind. 
   
  Tap, tap, tap. 
  If the PCs decide to investigate, continue with the 
  following: 
  The repetitive tapping echoes through the halls and 
  corridors of the dormitory, disturbing the otherwise 
  tranquil scene. The sound appears to get louder as 
  you approach the building entrance. 
   
  Tap, tap, tap. 
   
  Crossing the threshold, you are stopped dead in 
  your tracks by a grisly scene: the Guild of the Arcane 
  Path has been almost totally destroyed. 
   
  All of the guild buildings lie in ruins – little 
  more than piles of rubble. The animated shrubbery 
  has been reduced to scattered piles of leaves. Statues 
  and fountains have been shattered. Even the skyline 
  buildings of Sareden are missing from the horizon. 
   
  The only feature of the landscape still standing 
  is the dormitory you just left. The girl you saw here 
  earlier stands near its corner, slowly beating it with 
  her stick. 
   
  Tap, tap, tap. 
  This young girl is another figment of the subject’s 
  personality, representing the Id portion. The Id Figment 
  is impulsive, focusing on basic drives such as food, sex, 
  and aggressive impulses. She is amoral and egocentric, 
  completely illogical, and possesses infantile emotions. 
  She will not take "no" for an answer. Play her as such. 
   
  Particularly, if you have a table of adults, feel free to 
  have her lust after a male PC. If he’s not scared, you’re not 
  trying hard enough. 
   
  The PCs will likely want to question the young girl. 
  This should be met with anger and protest, as 
  appropriate. She is destroying the campus because it’s 
  ‘not right, doesn’t belong here’. She recognizes that it is 
  something not of her making (it is a fragment brought in 
  by the PCs’ minds). 
   
  If she realizes that the PCs aren’t of her making, 
  either, she will attack them. She will not accomplish 
  anything with her stick. Should they choose to attack 
  her, she will be greatly wounded, but cannot die – she has 
  no concept of death. 
   
  Of particular interest is if the PCs expend effort to 
  calm the girl down. If they do so, circle ‘Yes’ for Critical 
  Event 3. Otherwise, circle ‘No’. 
  � Critical Event 3: Did the PCs placate the Id Figment 
  in Encounter 7? 
  All in all, there is only one valuable piece of information 
  to be gleaned from her: if the PCs ask something that she 
  considers ‘stupid’, like ‘Where are your parents?’ or ‘Is 
  there an adult we can talk to?’, continue with the 
  following: 
  The young girl rolls her eyes at you. 
   
  “Oh great, another one of YOU. You sound JUST 
  like her.” She shakes her head in disgust, and walks 
  away. 
  If pressed, she will tell the PCs that they sound just like 
  someone she hates. She spends her time at ‘the river 
  shore’. 
   
  Of course, now the PCs are going to want to go to 
  the river shore, looking for that person. Let them wander 
  aimlessly for a bit, if they try to go there on foot. The 
  truth is that the figment of the guild campus, and their 
  intended destination, are two completely separate 
  existences. And only the girl can take them from one to 
  the other… she just doesn’t know it. 
   
  Once the PCs try to deal with this situation, 
  continue with Encounter 8. 
  All APLs 
  � Id Figment: Female human Com 4; AL CE; hp 
  22. 
  ENCOUNTER 8: 
  TRANSFERENCE 
  Estimated Time: 10 minutes 
  This encounter provides a challenging situation for the 
  PCs, and a framework that allows them to adapt their 
  own unique skills towards overcoming it. 
   
  In this case, the PCs need to travel from the mock 
  Guild of the Arcane Path to the riverside sanctuary 
  described by the Id Figment. However, if they try to 
  make the journey physically (walking there on foot) they 
  simply wander aimlessly for a while, before they realize 
  that they don’t know where they are going. Asking the Id 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 13 
  Figment to lead them is just met with ‘I thought you 
  knew where you were going! I’ve never been here 
  before… I don’t know how to get there from here’. 
   
  To succeed the PCs must convince the Id Figment 
  that this landscape is under her control, and that she 
  must erase one reality, and replace it with the desired 
  one. To achieve this, the PCs must score six points. Points 
  are scored by declaring a specific skill use, and then 
  succeeding at a check with that skill. However, how 
  difficult a check will be is up to you. Use the following 
  guidelines: 
  • 
  Easy Difficulty: A check of easy difficulty is one 
  that should obviously work. For example, if the PCs 
  decide to use a Bluff check to convince the Id 
  Figment that the dancing lights spell they are casting 
  is really a teleportation spell, that would be a check 
  of this difficulty. A check of easy difficulty has a DC 
  of 15, and grants one point on a success, and takes 
  away two points on a failure. 
  • 
  Moderate Difficulty: A check of moderate 
  difficulty is one that may or may not work, but does 
  not really favor either outcome. For example, if the 
  PCs decide to use a Diplomacy check to convince the 
  Id Figment that she should picture the destination 
  in her mind, that would be a check of this difficulty. 
  A check of moderate difficulty has a DC of 20, and 
  grants one point on a success, and takes away one 
  point on a failure. 
  • 
  Hard Difficulty: A check of hard difficulty is one 
  that has little chance of working, but is still not 
  impossible. For example, if the PCs decide to use a 
  Knowledge [the planes] check to explain the 
  mechanics behind a mental-morphic environment, 
  in hopes that she will understand, that would be a 
  check of this difficulty. A check of hard difficulty 
  has a DC of 25, and grants two points on a success, 
  and takes away one point on a failure. 
  Successes grant points, and failures take them away. It is 
  possible for the PCs’ point score to be negative, if they are 
  particularly unlucky. 
   
  You should make sure that as many of the PCs as 
  possible are involved in this challenge. This can be 
  achieved by asking them how they are contributing to 
  the outcome. 
   
  As well, it is not enough for a player to say ‘I’m using 
  a Perform check’. Require that specific intentions be 
  declared, such as ‘I’m using a Perform check. I have the 
  girl close her eyes, while I use my instrument to make 
  sounds that resemble the bubbling and sloshing of a 
  river’. 
   
  Once the PCs have scored six points, continue with 
  the following: 
  A cool breeze wafts past you, carrying with it the 
  earthy scent and low, rumbling sound of flowing 
  water. 
   
  You didn’t move from where you last stood, but 
  are definitely now somewhere else entirely. You 
  stand on the banks of a slow-moving river. It is no 
  longer spring; now the trees are painted with gold 
  and red. The first few leaves are just beginning to 
  fall, as if the artist’s brush dripped here and there. 
   
  At the edges of the scene, you can make out a 
  few small, stone buildings – a hamlet, nestled 
  around the river. 
  Record the amount of time elapsed and any difficulties 
  for Critical Event 4. 
  � Critical Event 4: How long (game time, and real 
  time) did it take for the PCs to complete Encounter 8? 
  How difficult did they find it? 
   
   
  Continue with Encounter 9. 
  ENCOUNTER 9: HORROR 
  Estimated Time: 20 minutes 
  Following the shore, you make your way down the 
  river, passing more of the same rural landscape. 
   
  Eventually, you come to an old stone bridge over 
  the river. Footprints lead under the arch of the 
  bridge, along the shore. 
  The footprints are those of a medium-sized humanoid, 
  wearing common shoes. When the PCs decide to proceed 
  under the bridge, continue with the following: 
  Suddenly, the young girl freezes mid-step. 
   
  “I don’t want to go under there. There’s 
  probably… spiders… I hate spiders.” 
   
  Just then, you feel something crawling up your 
  arm. 
  Trap: Any PC in the area must make a Spot check (DC 15 
  + APL) to notice the spiders starting to climb up the 
  limbs of their party members. A character that fails this 
  check is surprised. Roll initiative for the PCs AND the 
  trap, allowing those not surprised to act in the surprise 
  round. 
   
  On the traps turn a swarm of spiders in each 5-ft. 
  square attacks each PC in the room. A bitten creature 
  suffers damage. Characters that cover more than one 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 14 
  square are affected by spiders for every square they 
  occupy. 
   
  The PCs can do two things: 
  • 
  Kill the individual spiders. Doing so reduces and 
  eventually prevents further attacks in that square. 
  • 
  Convince the girl that the spiders are only a figment 
  of her imagination. Doing so requires a Diplomacy 
  check, and disarms the entire trap. 
  APL 2 (EL 4) 
  � Mind Spider Trap: see Appendix 1. 
  APL 4 (EL 6) 
  � Mind Spider Trap: see Appendix 2. 
  APL 6 (EL 8) 
  � Mind Spider Trap: see Appendix 3. 
  APL 8 (EL 10) 
  � Mind Spider Trap: see Appendix 4. 
  APL 10 (EL 12) 
  � Mind Spider Trap: see Appendix 5. 
  APL 12 (EL 14) 
  � Mind Spider Trap: see Appendix 6. 
  Developments: Once the trap has been dealt with, 
  continue with Encounter 10. 
  ENCOUNTER 10: 
  EXPLANATION 
  Estimated Time: 5 minutes 
  Passing under the bridge, you find huge webs – vast 
  curtains of silk. 
   
  Cutting through the obstructing webs, you find 
  a large, bound form – a humanoid, cocooned in the 
  sticky strands. 
  Once the PCs cut the cocoon open, continue with the 
  following: 
  The form within the cocoon breaks free, taking a 
  huge breath of air into her lungs. 
   
  The old woman stumbles free of her former 
  tomb, and looks you over with grandmotherly care. 
  She bears a strong resemblance to the young girl 
  that travels with you. 
   
  “Thank… thank you. I knew that someone had 
  to come by.” 
   
  “Oh, you knew that, did you?” The young girl is 
  defiant. “Well, I guess you know everything, now, 
  don’t you?” 
  At this point, circle ‘Yes’ for Critical Event 5. 
  � Critical Event 5: Did the PCs save the Super Ego 
  Figment in Encounter 10? 
  This woman is another fragment of the subject’s 
  personality, her Super Ego. The Super Ego is idealistic 
  and refined, the seat of the conscience. Play her as a 
  preachy old woman, with hints of a stern grandmother. 
  Particularly, play up the tension between the Id and 
  Super Ego, as they are always in direct conflict. 
   
  The Super Ego Figment can provide the following 
  information, if questioned: 
  Who are you? “Just an old woman, who likes her peace 
  and tranquility.” 
  What happened to you? “I wasn’t paying attention, and I 
  guess I got caught in a situation I couldn’t quite 
  handle. Thank you for saving me.” 
  Do you know this girl? “Yes, very well. She is a brat.” The 
  young girl shoots her a death glare.  
  Do you know anything about this weapon we’ve heard of? “No, 
  and I highly doubt any such thing would exist. Why 
  would anyone make such a thing? 
  What should we do, now? “Well, you seem to be on a roll, 
  helping us out of our respective troubles. Perhaps 
  you could do so again?” 
  What can we do to help? “There is a third in trouble. You 
  should save her, as well. Then we will be free.” 
  Where is this third being? “She is trapped within the 
  ivory tower.” She points to the horizon, behind you. 
  Jutting from the landscape is a stark white 
  structure. Odd… you didn’t notice it before…) 
  If the PCs decide to head to the ivory tower, continue 
  with the following: 
  The old woman leads you away from the river. 
  Within a few minutes, you stand at the base of the 
  ivory tower. About 50 feet tall, it appears to be a 
  single, seamless piece of stone. 
   
  “Well?’ The young girl snorts. “What now?” 
  Continue with Encounter 11. 
  All APLs 
  � Super Ego Figment: Female human Com 4; AL 
  LG; hp 22. 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 15 
  ENCOUNTER 11: 
  PRODUCTION 
  Estimated Time: 10 minutes 
  This encounter provides a challenging situation for the 
  PCs, and a framework that allows them to adapt their 
  own unique skills towards overcoming it. 
   
  In this case, the PCs need to find a way into the ivory 
  tower. To succeed the PCs must convince the Id and 
  SuperEgo Figments that they can simply create an 
  entrance. To achieve this, the PCs must score six points. 
  Points are scored by declaring a specific skill use, and 
  then succeeding at a check with that skill. However, how 
  difficult a check will be is up to you. Use the following 
  guidelines: 
  • 
  Easy Difficulty: A check of easy difficulty is one 
  that should obviously work. For example, if the PCs 
  decide to use a Diplomacy check to convince the 
  Super Ego Figment that there MUST be an entrance, 
  as building a tower without an entrance would be 
  dumb, that would be a check of this difficulty. A 
  check of easy difficulty has a DC of 15, and grants 
  one point on a success, and takes away two points on 
  a failure. 
  • 
  Moderate Difficulty: A check of moderate 
  difficulty is one that may or may not work, but does 
  not really favor either outcome. For example, if the 
  PCs decide to use a Search check to look around for 
  signs of a secret entrance on the North side 
  (convincing them that there must be an entrance on 
  the South), that would be a check of this difficulty. A 
  check of moderate difficulty has a DC of 20, and 
  grants one point on a success, and takes away one 
  point on a failure. 
  • 
  Hard Difficulty: A check of hard difficulty is one 
  that has little chance of working, but is still not 
  impossible. For example, if the PCs decide to use a 
  Knowledge [nature] check to point out moss growth 
  patterns on the tower that indicate that a door must 
  lay underneath, that would be a check of this 
  difficulty. A check of hard difficulty has a DC of 25, 
  and grants two points on a success, and takes away 
  one point on a failure. 
  Successes grant points, and failures take them away. It is 
  possible for the PCs’ point score to be negative, if they are 
  particularly unlucky. 
   
  You should make sure that as many of the PCs as 
  possible are involved in this challenge. This can be 
  achieved by asking them how they are contributing to 
  the outcome. 
   
  As well, it is not enough for a player to say ‘I’m using 
  a Climb check’. Require that specific intentions be 
  declared, such as ‘I’m using a Climb check. I’m climbing a 
  nearby tree, and then calling down that I think I can see 
  an entrance’. 
   
  Once the PCs have scored six points, continue with 
  the following: 
  The old woman looks you over, and then carefully 
  studies the bleached walls of the tower. 
   
  “You’re right. There has to be a way in… it 
  would be ridiculous to build a tower without a 
  door.” She traces her hands along the smooth 
  surface. 
  “There 
  is 
  probably 
  a 
  door 
  here, 
  somewhere… probably with a big lock on it…” 
  She suddenly jumps back as the ivory wall beneath 
  her hands begins to shake and shudder. The grating 
  sound of stone moving against stone issues through 
  the air, just before part of it cracks and falls away. 
   
  There is now a hollow on the side of the tower, a 
  few feet off the ground. Odd symbols and the glitter 
  of gemstones can be seen from within. 
  Record the amount of time elapsed and any difficulties 
  for Critical Event 4. 
  � Critical Event 6: How long (game time, and real 
  time) did it take for the PCs to complete Encounter 11? 
  How difficult did they find it? 
   
   
  Continue with Encounter 12. 
  ENCOUNTER 12: 
  BEWILDERMENT 
  Estimated Time: 20 minutes 
  Looking into the hollow, you find a number of 
  colored gem stones embedded into the side of the 
  ivory wall – a blue sapphire, a green emerald, a black 
  onyx, a purple amethyst, a red ruby, and a yellow 
  topaz. A number of diamonds are embedded in the 
  wall above that. 
   
  Words are inscribed into the stone around the 
  gems. 
  Give the PCs Player Handout 1 – Gemstone Puzzle. 
   
  Roll 4d6, and record the results in order. Consult the 
  following chart: 
  Result 
  Gemstone 
  1 
  Sapphire 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 16 
  2 
  Emerald 
  3 
  Onyx 
  4 
  Amethyst 
  5 
  Ruby 
  6 
  Topaz 
   
  These values are the current combination of the lock. The 
  PCs attempt to open the lock by pressing the gemstones 
  in order. A gem can appear multiple times in the 
  combination. After the fourth gemstone is pressed, the 
  diamonds will begin to glow with a pale white light. One 
  stone on the left will glow for each answer that was 
  correct, even if it was in the wrong order. One stone on 
  the right will glow for each answer that is correct, and in 
  the right order. 
   
  For example, if the combination is ‘Onyx, Topaz, 
  Ruby, Emerald’ and the PCs enter ‘Sapphire, Onyx, Ruby, 
  Emerald’, three of the gems on the left would glow (as the 
  Onyx, Ruby, and Emerald are correct) and two of the 
  gems on the right would glow (as the Ruby and Emerald 
  are correct, and in the correct position. 
   
  If the PCs guess incorrectly 10 times, the lock resets. 
  The PCs hear a whirring, mechanical sound. Roll a new 
  combination, and begin again. 
   
  Once the PCs enter the correct combination, 
  continue with the following: 
  As you press the last gemstone, the tower shakes 
  once more. This time, a whole section of the wall 
  collapses, revealing a spiral staircase that makes its 
  way up the interior of the structure. 
  The Id and Super Ego Figments will remain here. The 
  rest of this journey must be completed by the PCs, alone. 
   
  Once the PCs enter the tower and climb the stairs, 
  continue with Encounter 13. 
  ENCOUNTER 13: 
  RESOLUTION 
  Estimated Time: 30 minutes 
  The winding staircase leads to an austere chamber at 
  the top of the tower. 
   
   An unornamented pedestal sits in the middle 
  of the room. Upon it is a simple brass candlestick, 
  bearing an unlit white candle. 
  To proceed, the PCs must light the candle. There is 
  absolutely nothing else in this room and no other 
  doorway out, so it should be obvious. Once they have 
  done so, continue with the following: 
  The candle flares to life. Immediately, wax drippings 
  slide their way down the side of the candlestick and 
  begin to pool on the floor. 
   
  Where the wax meets the floor, it becomes black 
  as night. A firm breeze whips by your heads and 
  stokes the flame. The candle begins burning 
  ferociously and melted wax runs in rivulets to the 
  floor. The pool grows across the floor turning its 
  entire surface into a bleak void of utter darkness.  
   
  Around you, the blackness sweeps up the walls 
  and washes across the ceiling Even the candle has 
  extinguished and disappeared. You can hear the 
  breathing of your party members all around you, but 
  are unable to see them.  
   
  Above, pinpricks of light appear in what was the 
  ceiling. 
  You 
  can 
  recognize 
  some 
  of 
  the 
  constellations as familiar, although you are sure you 
  were in a building just a moment ago. 
   
  Far ahead of you, a point of golden-brown light 
  appears.  The light continues to move toward you. As 
  it moves closer, it is apparent that the light is 
  actually a path on the ground.  The path extends 
  towards you and stops just inches in front of your 
  group.  The sides of the path are not defined clearly, 
  fading away into the darkness. 
  The PCs can only see the path in front of them and the 
  “stars” on the ceiling. The path is 10 feet wide and they 
  cannot see the end in the distance – if there indeed is 
  one.  
   
  If the PCs venture near the edge of the path at any 
  point, interject the following: 
   
  As you near the edge of the path, your feet begin 
  to take on the same hazy appearance. They start to 
  lose their opacity.  
  This does not cause the PC pain. If they move back away 
  from the edge, their feet return to what they would 
  consider normal. 
   
  However, if they decide to wander away into the 
  darkness, they never seem to get anywhere. 
   
  Once the PCs choose to start down the path, 
  continue with the following: 
  Stepping onto the path, you find it to be as solid as 
  the rest of this place. As you begin heading down its 
  length, a figure appears on the left side of the path, 
  just off the edge. The man is translucent but you can 
  tell he is heavily armored.  His Baklunish features 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 17 
  are unmistakable, even in his current form. The 
  shield that sits at his feet bears the heraldry of Ket. 
  He watches your group with interest, but does not 
  speak to you. 
  This apparition will not interact with the PCs in any way. 
  If they attempt to reach out to him, he steps back from 
  the path. If they somehow manage to touch him, their 
  arms/weapons/etc pass through him. He does not react 
  in any way to the “attack.” 
   
  It should also be noted that none of these 
  apparitions are undead.  
   
  Once the PCs decide there is nothing they can do 
  and proceed along the path, continue with the following: 
  Leaving the man behind and continuing down the 
  pathway, it is only a few hundred feet before another 
  figure appears on the right edge of the path. He, too, 
  is translucent. The robes of this man move slightly 
  about him, as if he feels a slight breeze you cannot 
  sense. Lying against the man’s chest is a small 
  medallion engraved with a grinning skull. 
  If the PCs succeed at a Knowledge[religion] check (DC 
  10), they can identify the symbol as that of Iuz. 
  As your journey continues, more figures appear 
  along the path – Kettite soldiers, civilians, and 
  occasionally more of the robed figures. In a matter 
  of a few minutes, several hundred have amassed at 
  the edges of the path – merely watching your 
  progress. 
   
  The path seems to be endless, with no variation 
  in environment around it except the silent figures 
  observing your group. Abruptly, the crowd of figures 
  ends and as you approach their edge, their heads 
  turn in unison – no longer watching you, but the 
  path ahead of you. 
   
  The light of the pathway ahead of you extends to 
  fill a much larger area, surrounded by the 
  translucent figures.. At the center of this clearing is 
  a large, pyramidal structure made of brass. 
   
  In front of the pyramid, with her back turned to 
  you, is a solitary figure. She is not translucent. 
  Once the PCs decide to move toward the figure, continue 
  with the following: 
  As you approach her, the woman slowly turns to face 
  you. You recognize her instantly – she is the same 
  young woman that you first saw in the dream world, 
  the comatose figure from the laboratory. 
   
  Sadness on her face, she utters just a few words. 
  “It is too late…” 
   
  As if on cue, the pyramidal structure opens. A 
  burst of wind issues forth, twisting and flowing 
  about the top of the structure. 
  If the PCs can succeed at a Knowledge [the planes] check 
  (DC 10) they can identify the creature as an air elemental 
  – a particularly big one. 
  Suddenly, dark energy crackles about the top of the 
  pyramid. The living wind convulses as it is ripped 
  apart, but never stops moving. Then it is torn again. 
  And again. 
   
  The elemental is torn into smaller pieces, until 
  you cannot discern one from another. These smaller 
  creatures dart off into the crowd, disappearing from 
  view. The translucent forms begin grasping at their 
  chests, struggling to breathe. They collapse to the 
  ground and do not move again. 
   
  A swarm of the small elementals moves in your 
  direction. 
  Please refer to DM Aid: Map #2 – Elemental Swarms. 
  APL 2 (EL 4) 
  � Air Elementite Swarm, Variant: hp 42; see 
  Appendix 1. 
  APL 4 (EL 6) 
  � Air Elementite Swarms, Variant (2): hp 42 
  each; see Appendix 2. 
  APL 6 (EL 8) 
  � Air Elementite Swarms, Variant (4): hp 42 
  each; see Appendix 3. 
  APL 8 (EL 10) 
  � Advanced Air Elementite Swarms (2): hp 105 
  each; see Appendix 4. 
  APL 10 (EL 12) 
  � Advanced Air Elementite Swarms (4): hp 105 
  each; see Appendix 5. 
  APL 12 (EL 14) 
  � Advanced Air Elementite Swarms (8): hp 105 
  each; see Appendix 6. 
  Tactics: The elementite swarms will act very simply – 
  they will attempt to swarm the PCs, dealing them damage 
  and attempting to suffocate them. 
  Developments: Once the PCs defeat their foes, they 
  have saved the Ego Figment. Circle ‘Yes’ for Critical 
  Event 7. 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 18 
  � Critical Event 7: Did the PCs save the Ego Figment 
  in Encounter 13? 
  Continue with the Conclusion. 
  CONCLUSION: REPETITION 
  Estimated Time: 5 minutes 
  Your dark surroundings waver and shift, and the 
  scene around you dissolves. Edges blur, and your 
  eyes strain. Then your stomach is lurching once 
  more. 
   
  You feel a rough impact. Blurry figures move 
  about you, speaking in distorted tones. Gradually, 
  your eyes and ears begin to focus, and you find 
  yourself back in your seats in the laboratory. The 
  professor and Rani bustle about you, freeing you 
  from the apparatus. 
   
  Slowly, your hearing comes back to normal. “… 
  and thank the gods you are all okay,” Rani exclaims 
  as he helps you up. 
   
  Waves of dizziness wash over you, as well as a 
  feeling of exhaustion - as if sleep hadn’t come for 
  weeks. 
   
  Professor Sunnan alternates between looking 
  you over, and pouring over a set of notes. He looks 
  stressed as he mutters under his breath. “Things 
  seemed dicey, so we pulled you out. I don’t 
  understand; this should not have been a problem…” 
   
  “I suppose that we are done for tonight. We’ve 
  arranged housing for you, over in the dormitories. 
  How about we all get some rest, and pick this up in 
  the morning?” 
   
  You’ve been here before, seen this all before. Are 
  you awake, or still dreaming? 
   
  Then, you notice something different: The 
  figure under the sheet is moving. 
   
  The professor notices this, as well. He quickly 
  uncovers the young woman, and helps her sit up. 
   
  “You’ve done it! At long last… what a triumph!” 
   
  The next few minutes are a blur, and you miss 
  most of what is said. You do remember the young 
  woman looking at you, a flash of recognition 
  crossing her features. 
   
  As you watch the agents of the March lead her 
  away, she whispers the words ‘thank you’, and 
  smiles softly. 
  The PC’s wounds are all now healed, and their 
  possessions are intact. Any consumables that they used 
  are replenished. 
   
  The adventure is now over.  The PCs receive all of 
  the special items on the Adventure Record. 
  The End 
  CAMPAIGN CONSEQUENCES 
  If you run this event in March or April of 2008, please fill 
  out the Critical Events Summary page at the end of this 
  scenario with the following information: 
  � Critical Event 1: Did the PCs answer the gargoyle’s 
  riddle in Encounter 1? If so, what was their answer? 
  � Critical Event 2: Did the PCs learn about the 
  weapon in Encounter 4? 
  � Critical Event 3: Did the PCs placate the Id Figment 
  in Encounter 7? 
  � Critical Event 4: How long (game time, and real 
  time) did it take for the PCs to complete Encounter 8? 
  How difficult did they find it? 
  � Critical Event 5: Did the PCs save the Super Ego 
  Figment in Encounter 10? 
  � Critical Event 6: How long (game time, and real 
  time) did it take for the PCs to complete Encounter 11? 
  How difficult did they find it? 
  � Critical Event 7: Did the PCs save the Ego Figment 
  in Encounter 13? 
  In addition, please note any unusual or special 
  circumstances that arose in the scenario. 
   
  Once completed, the Critical Event Summary 
  should be e-mailed to a member of the Bissel Triad by 
  May 1
  st, 2008. If you are running this scenario as part of a 
  convention, the Senior DM of your event may collect and 
  return the summaries for you. 
  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 5 
  Defeat the shrine defenders. 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 19 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 9 
  Survive the mind spider trap. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 13 
  Defeat the elemental weapon. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Story Award 
  Answered the gargoyle’s riddle in Encounter 1. 
   
  All APLs: 5 xp. 
  Reach the river scene in Encounter 8. 
   
  All APLs: 25 xp. 
  Find the tower entrance in Encounter 11. 
   
  All APLs: 25 xp. 
  Solve the puzzle in Encounter 12. 
   
  All APLs: 15 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 20 xp. 
   
  APL 4: 65 xp. 
   
  APL 6: 110 xp. 
   
  APL 8: 155 xp. 
   
  APL 10: 200 xp. 
   
  APL 12: 245 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 20 
  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. 
  Conclusion: 
  APL 2: L: 0 gp, C: 450 gp, M: 0 gp. 
  APL 4: L: 0 gp, C: 650 gp, M: 0 gp. 
  APL 6: L: 0 gp, C: 900 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 1,300 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 2,300 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 3,300 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 0 gp, C: 450 gp, M: 0 gp – Total: 450 gp (450 
  gp). 
  APL 4: L: 0 gp, C: 650 gp, M: 0 gp – Total: 650 gp (650 
  gp). 
  APL 6: L: 0 gp, C: 900 gp, M: 0 gp – Total: 900 gp (900 
  gp). 
  APL 8: L: 0 gp, C: 1,300 gp, M: 0 gp – Total: 1,300 gp 
  (1,300 gp). 
  APL 10: L: 0 gp, C: 2,300 gp, M: 0 gp – Total: 2,300 gp 
  (2,300 gp). 
  APL 12: L: 0 gp, C: 3,300 gp, M: 0 gp – Total: 3,300 gp 
  (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Wide Awake and Dreaming: It is unclear whether 
  you ever woke up from the dream world, and this has 
  instilled fearlessness like no other. Once per adventure, 
  you may use this favor to achieve one of the following 
  effects: 
  • 
  Automatically succeed on a saving throw versus a 
  fear effect. You may declare this after you’ve rolled 
  the dice, but before the result has been declared as a 
  success or failure. 
  • 
  Automatically succeed on a Concentration check. 
  You may declare this after you’ve rolled the dice, but 
  before the result has been declared as a success or 
  failure. 
  • 
  Remove all fatigue and exhaustion effects from 
  yourself. 
  • 
  Continue to remain conscious after being reduced to 
  -1 to -9 hit points, as if you possessed the Diehard 
  feat. You may declare this effect after taking damage 
  that would reduce your hit points into that range, 
  and the effect lasts until the end of the current 
  encounter. 
  However, you are also vulnerable to illusions, suffering a 
  -4 penalty to any saving throw made versus illusions and 
  illusionary effects. 
   
  At any point, you may freely declare that something 
  has convinced you definitively that you are awake and in 
  the real world. Cross off this curse immediately. 
   
  � Bissel 
  Military 
  Commendation: 
  You 
  have 
  unlocked valuable intelligence concerning the war with 
  Ket. The Great Army of Bissel hereby grants you a 
  military commendation, per the Bissel Omnibus. 
   
  � Favor of the Guild of the Arcane Path: You have 
  helped Professor Sunnan perfect his mind-transference 
  device. This new technology has led to some amazing 
  breakthroughs. As a gesture of their gratitude, the Guild 
  grants you access to the items listed below. 
   
  Furthermore, this favor counts as an influence point 
  with the Guild of the Arcane Path. 
   
  You may also expend this favor to have Professor 
  Sunnan speak on your behalf to the Guild Council. This 
  fulfills the sponsorship requirement for joining the Guild 
  of the Arcane Path. Mark this favor as USED when it is 
  consumed. 
   
  � A New Threat: You have seen a Kettite weapon 
  within the mind of the comatose woman. It could cause 
  unimaginable harm to innocent people if put into use. 
  This will have future consequences. 
   
  Item Access 
  APL 2: 
  � Least Crystal Of Mind Cloaking (Adventure; MIC) 
  � Pearl Of Brain Lock (Adventure; MIC) 
  � Aroma Of Dreams (Adventure; MIC) 
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 21 
  APL 4 (all of APL 2 plus the following): 
  � Sphere Of Awakening (Adventure; MIC) 
  � Mindarmor Armor Upgrade (Adventure; MIC) 
  � Mask Of Mental Armor (Adventure; MIC) 
  APL 6 (all of APLs 2, 4 plus the following): 
  � Farspeaking Amulet (Adventure; MIC) 
  � Dreaming Blindfold (Adventure; MIC) 
  � Ring Of Mind Shielding (Adventure; DMG) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  � Mesmerist's Gloves (Adventure; MIC) 
  � Mindvault (Adventure; MIC) 
  � Crystal Mask Of Mindarmor (Adventure; MIC) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  � Gauntlets Of Mindfire (Adventure; MIC) 
  � Medallion Of Thoughts (Adventure; DMG) 
  � Aporter Armor Upgrade (Adventure; MIC) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  � Orb Of Mental Renewal (Adventure; MIC) 
  � Boots Of Temporal Acceleration (Adventure; MIC) 
  � Runestaff Of Insanity (Adventure; MIC) 
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 22 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 5 
   
   
   
   
  A N I M A T E D  C O LU M N S 
  CR  2 
  N Medium Construct 
  Init +0; Senses Darkvision 60’, Low-Light Vision, Listen +0, 
  Spot +0 
  AC 14, touch 10, flat-footed 14  
        (+4 natural) 
  hp 34 (2d10+20 HD) 
  Fort +0, Ref +0, Will -5 
  Speed 40 ft. (8 squares) 
  Melee slam +2 (1d6+1) 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 10, Con --, Int --, Wis 1, Cha 1  
  SQ Construct traits, Hardness, Improved Speed 
  Hardness (Ex) An animated column has a hardness of 8, just 
  like the stone it was carved from. 
  Improved Speed (Ex) An animated column has an increased 
  base speed.  
   
   
  ENCOUNTER 9 
   
   
   
   
  M I N D  S P I D E R  T R A P 
  CR  4 
  Description See encounter description. 
  Search DC 14; Type mechanical 
  Trigger location, Init +2 
  Effect 3 spider bites (Atk +4, 1d6 damage) per square per round 
  Duration 7 rounds 
  Destruction AC 14, hardness 4, 5 hp (each spider) 
  Disarm Diplomacy DC 23 (disadvantage: central disarm, 
  convincing the girl that it is all in her mind) 
   
  ENCOUNTER 13 
   
   
   
   
  A I R  E L E M E N T I T E  S W A R M,  V A R I A N T 
  CR  4 
  N Tiny elemental (Air, Extraplanar, Swarm) 
  Init +6; Senses Darkvision 60’, Listen +7, Spot +7 
  AC 15, touch 14, flat-footed 13, Dodge 
   (+2 size, +2 Dex, +1 natural) 
  hp 42 (7d8 HD) 
  Fort +2, Ref +7, Will +2 
  Speed Fly 80 ft. (perfect) (16 squares) 
  Melee swarm (2d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +5; Grp – 
  Abilities Str 10, Dex 15, Con 10, Int 2, Wis 11, Cha 11  
  SQ Air mastery, distraction, suffocation, elemental traits, swarm 
  traits 
  Feats Alertness, Dodge, Improved Initiative 
  Skills Hide +10, Listen +7, Spot +7 
  Air Mastery (Ex) Airborne creatures take a -1 penalty on attack 
  and damage rolls against an air elementite swarm. 
  Distraction (Ex) Any living creature vulnerable to a swarm’s 
  damage that begins its turn with an air elementite swarm in 
  its square must succeed on a DC 13 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution-based. 
  Suffocation (Ex) Air elementites swarm over and into any 
  creature in the same space, filling its lungs (or other 
  breathing apparatus) and stopping normal breathing. 
  Holding one’s breath is not possible in the middle of the 
  swarm; a victim is immediately at risk of suffocating and 
  must make a Constitution check every round (see 
  Suffocating, page 304 of the Dungeon Master’s Guide). 
  Description A light, cloudlike shimmer in the air moves of its 
  own accord. 
  Sources Planar Handbook (Page 114) 
   
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 23 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 5 
   
   
   
   
  C A R Y A T I D  C O LU M N 
  CR  6 
  N Medium Construct 
  Init +3; Senses Darkvision 60’, Listen +0, Spot +0 
  AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural) 
  hp 65 (6d10+20 HD) 
  Fort +2, Ref +5, Will -3 
  Speed 30 ft. (6 squares) 
  Melee +2 bastard sword +12 (1d10+9 two-handed) or 
  Melee 2 slams +9 (1d4+7) or 
  Melee +2 bastard sword +12 (1d10+7) and 
  Melee slam +4 (1d4+2) 
  Base Atk +4; Grp +9 
  Abilities Str 20, Dex 16, Con --, Int 6, Wis 1, Cha 1  
  SQ Break weapon, column form, hardness 8, magic weapon 
  Feats Improved Sunder, Power Attack, Weapon Focus (bastard 
  sword) (b) 
  Skills Diplomacy -3, Sense Motive +4 
  Break Weapon (Su) A caryatid column in imbued with a 
  supernatural defense against weapon attacks. Whenever a 
  creature strikes a caryatid column with a melee weapon, the 
  weapon must succeed on a Fortitude save (DC 13) or break 
  and become useless, dealing no damage to the caryatid 
  column. As usual, a magic weapon uses either the wielders 
  save bonus or its own save bonus, whichever is better. Non-
  magic ranged weapons automatically shatter upon hitting 
  the caryatid column, dealing no damage. Magic ranged 
  weapons receive a Fortitude save (DC 13) to resist this effect. 
  Column Form (Ex) When at rest (not commanded, or waiting 
  to fulfill a command), a caryatid column takes the form of a 
  simple column of stone. This column is about 2 feet in 
  diameter, and it extends up to the ceiling of the chamber or 
  to a height of 25 feet, whichever is less. Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it (Climb 
  check DC 15). A caryatid column in column form looks like 
  a pillar in most respects. It does not radiate magic, and true 
  seeing does not reveal its humanoid form. Careful 
  examination of the column (Search check DC 25) reveals 
  very faint and distorted lines that make the pillar resemble a 
  woman with a sword. Anyone who successfully makes a 
  Knowledge (architecture and engineering) check (DC 12) 
  notes that the column serves no structural purpose since it 
  bears none of the ceiling’s weight. A close examination of 
  the top of the column (Search check DC 15) or a keen eye 
  (Spot check DC 20) shows that the column is not cemented 
  or joined to the ceiling. Dwarves and other creatures with 
  stonecutting receive a free Search check as though actively 
  looking when they pass within 10 feet of a caryatid column. 
  Changing forms is a free action, and a caryatid column can 
  change once per round. 
  Hardness (Ex) Like an animated object made of stone, a 
  caryatid column has a hardness of 8. 
  Magic Weapon A magic weapon is incorporated into a caryatid 
  column at the time of its creation. This weapon, usually a +2 
  bastard sword, functions in all respects like a normal magic 
  weapon of its type, with one exception: Whenever it is out of 
  the caryatid column’s hands, it reverts to stone and becomes 
  a non-magical sculpture. Should the caryatid column then 
  pick up the weapon, it regains its normal form and magical 
  abilities. If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; the 
  weapon then merges with the caryatid column’s body and 
  can be retrieved by the caryatid column as any character 
  would draw a weapon. 
  Sources Fiend Folio (Page 30) 
   
   
  ENCOUNTER 9 
   
   
   
   
  M I N D  S P I D E R  T R A P 
  CR  6 
  Description See encounter description. 
  Search DC 16; Type mechanical 
  Trigger location, Init +3 
  Effect 4 spider bites (Atk +6, 1d6 damage) per square per round 
  Duration 9 rounds 
  Destruction AC 16, hardness 6, 5 hp (each spider) 
  Disarm Diplomacy DC 27 (disadvantage: central disarm, 
  convincing the girl that it is all in her mind) 
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 24 
  ENCOUNTER 13 
   
   
   
   
  A I R  E L E M E N T I T E  S W A R M,  V A R I A N T 
  CR  4 
  N Tiny elemental (Air, Extraplanar, Swarm) 
  Init +6; Senses Darkvision 60’, Listen +7, Spot +7 
  AC 15, touch 14, flat-footed 13, Dodge 
   (+2 size, +2 Dex, +1 natural) 
  hp 42 (7d8 HD) 
  Fort +2, Ref +7, Will +2 
  Speed Fly 80 ft. (perfect) (16 squares) 
  Melee swarm (2d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +5; Grp – 
  Abilities Str 10, Dex 15, Con 10, Int 2, Wis 11, Cha 11  
  SQ Air mastery, distraction, suffocation, elemental traits, swarm 
  traits 
  Feats Alertness, Dodge, Improved Initiative 
  Skills Hide +10, Listen +7, Spot +7 
  Air Mastery (Ex) Airborne creatures take a -1 penalty on attack 
  and damage rolls against an air elementite swarm. 
  Distraction (Ex) Any living creature vulnerable to a swarm’s 
  damage that begins its turn with an air elementite swarm in 
  its square must succeed on a DC 13 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution-based. 
  Suffocation (Ex) Air elementites swarm over and into any 
  creature in the same space, filling its lungs (or other 
  breathing apparatus) and stopping normal breathing. 
  Holding one’s breath is not possible in the middle of the 
  swarm; a victim is immediately at risk of suffocating and 
  must make a Constitution check every round (see 
  Suffocating, page 304 of the Dungeon Master’s Guide). 
  Description A light, cloudlike shimmer in the air moves of its 
  own accord. 
  Sources Planar Handbook (Page 114) 
   
   
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 25 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 5 
   
   
   
   
  C A R Y A T I D  C O LU M N 
  CR  6 
  N Medium Construct 
  Init +3; Senses Darkvision 60’, Listen +0, Spot +0 
  AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural) 
  hp 65 (6d10+20 HD) 
  Fort +2, Ref +5, Will -3 
  Speed 30 ft. (6 squares) 
  Melee +2 bastard sword +12 (1d10+9 two-handed) or 
  Melee 2 slams +9 (1d4+7) or 
  Melee +2 bastard sword +12 (1d10+7) and 
  Melee slam +4 (1d4+2) 
  Base Atk +4; Grp +9 
  Abilities Str 20, Dex 16, Con --, Int 6, Wis 1, Cha 1  
  SQ Break weapon, column form, hardness 8, magic weapon 
  Feats Improved Sunder, Power Attack, Weapon Focus (bastard 
  sword) 
  Skills Diplomacy -3, Sense Motive +4 
  Break Weapon (Su) A caryatid column in imbued with a 
  supernatural defense against weapon attacks. Whenever a 
  creature strikes a caryatid column with a melee weapon, the 
  weapon must succeed on a Fortitude save (DC 13) or break 
  and become useless, dealing no damage to the caryatid 
  column. As usual, a magic weapon uses either the wielders 
  save bonus or its own save bonus, whichever is better. Non-
  magic ranged weapons automatically shatter upon hitting 
  the caryatid column, dealing no damage. Magic ranged 
  weapons receive a Fortitude save (DC 13) to resist this effect. 
  Column Form (Ex) When at rest (not commanded, or waiting 
  to fulfill a command), a caryatid column takes the form of a 
  simple column of stone. This column is about 2 feet in 
  diameter, and it extends up to the ceiling of the chamber or 
  to a height of 25 feet, whichever is less. Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it (Climb 
  check DC 15). A caryatid column in column form looks like 
  a pillar in most respects. It does not radiate magic, and true 
  seeing does not reveal its humanoid form. Careful 
  examination of the column (Search check DC 25) reveals 
  very faint and distorted lines that make the pillar resemble a 
  woman with a sword. Anyone who successfully makes a 
  Knowledge (architecture and engineering) check (DC 12) 
  notes that the column serves no structural purpose since it 
  bears none of the ceiling’s weight. A close examination of 
  the top of the column (Search check DC 15) or a keen eye 
  (Spot check DC 20) shows that the column is not cemented 
  or joined to the ceiling. Dwarves and other creatures with 
  stonecutting receive a free Search check as though actively 
  looking when they pass within 10 feet of a caryatid column. 
  Changing forms is a free action, and a caryatid column can 
  change once per round. 
  Hardness (Ex) Like an animated object made of stone, a 
  caryatid column has a hardness of 8. 
  Magic Weapon A magic weapon is incorporated into a caryatid 
  column at the time of its creation. This weapon, usually a +2 
  bastard sword, functions in all respects like a normal magic 
  weapon of its type, with one exception: Whenever it is out of 
  the caryatid column’s hands, it reverts to stone and becomes 
  a non-magical sculpture. Should the caryatid column then 
  pick up the weapon, it regains its normal form and magical 
  abilities. If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; the 
  weapon then merges with the caryatid column’s body and 
  can be retrieved by the caryatid column as any character 
  would draw a weapon. 
  Sources Fiend Folio (Page 30) 
   
   
  ENCOUNTER 9 
   
   
   
   
  M I N D  S P I D E R  T R A P 
  CR  8 
  Description See encounter description. 
  Search DC 18; Type mechanical 
  Trigger location, Init +4 
  Effect 6 spider bites (Atk +8, 1d6 damage) per square per round 
  Duration 11 rounds 
  Destruction AC 18, hardness 8, 5 hp (each spider) 
  Disarm Diplomacy DC 31 (disadvantage: central disarm, 
  convincing the girl that it is all in her mind) 
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 26 
  ENCOUNTER 13 
   
   
   
   
  A I R  E L E M E N T I T E  S W A R M,  V A R I A N T 
  CR  4 
  N Tiny elemental (Air, Extraplanar, Swarm) 
  Init +6; Senses Darkvision 60’, Listen +7, Spot +7 
  AC 15, touch 14, flat-footed 13, Dodge 
   (+2 size, +2 Dex, +1 natural) 
  hp 42 (7d8 HD) 
  Fort +2, Ref +7, Will +2 
  Speed Fly 80 ft. (perfect) (16 squares) 
  Melee swarm (2d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +5; Grp – 
  Abilities Str 10, Dex 15, Con 10, Int 2, Wis 11, Cha 11  
  SQ Air mastery, distraction, suffocation, elemental traits, swarm 
  traits 
  Feats Alertness, Dodge, Improved Initiative 
  Skills Hide +10, Listen +7, Spot +7 
  Air Mastery (Ex) Airborne creatures take a -1 penalty on attack 
  and damage rolls against an air elementite swarm. 
  Distraction (Ex) Any living creature vulnerable to a swarm’s 
  damage that begins its turn with an air elementite swarm in 
  its square must succeed on a DC 13 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution-based. 
  Suffocation (Ex) Air elementites swarm over and into any 
  creature in the same space, filling its lungs (or other 
  breathing apparatus) and stopping normal breathing. 
  Holding one’s breath is not possible in the middle of the 
  swarm; a victim is immediately at risk of suffocating and 
  must make a Constitution check every round (see 
  Suffocating, page 304 of the Dungeon Master’s Guide). 
  Description A light, cloudlike shimmer in the air moves of its 
  own accord. 
  Sources Planar Handbook (Page 114) 
   
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 27 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 5 
   
   
   
   
  C A R Y A T I D  C O LU M N 
  CR  6 
  N Medium Construct 
  Init +3; Senses Darkvision 60’, Listen +0, Spot +0 
  AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural) 
  hp 65 (6d10+20 HD) 
  Fort +2, Ref +5, Will -3 
  Speed 30 ft. (6 squares) 
  Melee +2 bastard sword +12 (1d10+9 two-handed) or 
  Melee 2 slams +9 (1d4+7) or 
  Melee +2 bastard sword +12 (1d10+7) and 
  Melee slam +4 (1d4+2) 
  Base Atk +4; Grp +9 
  Abilities Str 20, Dex 16, Con --, Int 6, Wis 1, Cha 1  
  SQ Break weapon, column form, hardness 8, magic weapon 
  Feats Improved Sunder, Power Attack, Weapon Focus (bastard 
  sword) 
  Skills Diplomacy -3, Sense Motive +4 
  Break Weapon (Su) A caryatid column in imbued with a 
  supernatural defense against weapon attacks. Whenever a 
  creature strikes a caryatid column with a melee weapon, the 
  weapon must succeed on a Fortitude save (DC 13) or break 
  and become useless, dealing no damage to the caryatid 
  column. As usual, a magic weapon uses either the wielders 
  save bonus or its own save bonus, whichever is better. Non-
  magic ranged weapons automatically shatter upon hitting 
  the caryatid column, dealing no damage. Magic ranged 
  weapons receive a Fortitude save (DC 13) to resist this effect. 
  Column Form (Ex) When at rest (not commanded, or waiting 
  to fulfill a command), a caryatid column takes the form of a 
  simple column of stone. This column is about 2 feet in 
  diameter, and it extends up to the ceiling of the chamber or 
  to a height of 25 feet, whichever is less. Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it (Climb 
  check DC 15). A caryatid column in column form looks like 
  a pillar in most respects. It does not radiate magic, and true 
  seeing does not reveal its humanoid form. Careful 
  examination of the column (Search check DC 25) reveals 
  very faint and distorted lines that make the pillar resemble a 
  woman with a sword. Anyone who successfully makes a 
  Knowledge (architecture and engineering) check (DC 12) 
  notes that the column serves no structural purpose since it 
  bears none of the ceiling’s weight. A close examination of 
  the top of the column (Search check DC 15) or a keen eye 
  (Spot check DC 20) shows that the column is not cemented 
  or joined to the ceiling. Dwarves and other creatures with 
  stonecutting receive a free Search check as though actively 
  looking when they pass within 10 feet of a caryatid column. 
  Changing forms is a free action, and a caryatid column can 
  change once per round. 
  Hardness (Ex) Like an animated object made of stone, a 
  caryatid column has a hardness of 8. 
  Magic Weapon A magic weapon is incorporated into a caryatid 
  column at the time of its creation. This weapon, usually a +2 
  bastard sword, functions in all respects like a normal magic 
  weapon of its type, with one exception: Whenever it is out of 
  the caryatid column’s hands, it reverts to stone and becomes 
  a non-magical sculpture. Should the caryatid column then 
  pick up the weapon, it regains its normal form and magical 
  abilities. If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; the 
  weapon then merges with the caryatid column’s body and 
  can be retrieved by the caryatid column as any character 
  would draw a weapon. 
  Sources Fiend Folio (Page 30) 
   
   
  ENCOUNTER 9 
   
   
   
   
  M I N D  S P I D E R  T R A P 
  CR  10 
  Description See encounter description. 
  Search DC 20; Type mechanical 
  Trigger location, Init +5 
  Effect 7 spider bites (Atk +10, 1d6 damage) per square per 
  round 
  Duration 13 rounds 
  Destruction AC 20, hardness 10, 5 hp (each spider) 
  Disarm Diplomacy DC 35 (disadvantage: central disarm, 
  convincing the girl that it is all in her mind) 
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 28 
  ENCOUNTER 13 
   
   
   
   
  A D V A N C E D  A I R  E L E M E N T I T E  S W A R M 
  CR  8 
  N Tiny elemental (Air, Extraplanar, Swarm) 
  Init +6; Senses Darkvision 60’, Listen +11, Spot +11 
  AC 19, touch 14, flat-footed 17, Dodge, Mobility 
   (+2 size, +2 Dex, +5 natural) 
  hp 105 (15d8+15 HD) 
  Fort +6, Ref +11, Will +5 
  Speed Fly 80 ft. (perfect) (16 squares) 
  Melee swarm (2d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +11; Grp – 
  Abilities Str 10, Dex 15, Con 12, Int 2, Wis 11, Cha 11  
  SQ Air mastery, distraction, suffocation, elemental traits, swarm 
  traits 
  Feats Ability Focus [Distraction], Alertness, Dodge, Improved 
  Initiative, Mobility 
  Skills Hide +10, Listen +11, Spot +11 
  Air Mastery (Ex) Airborne creatures take a -1 penalty on attack 
  and damage rolls against an air elementite swarm. 
  Distraction (Ex) Any living creature vulnerable to a swarm’s 
  damage that begins its turn with an air elementite swarm in 
  its square must succeed on a DC 18 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution-based. 
  Suffocation (Ex) Air elementites swarm over and into any 
  creature in the same space, filling its lungs (or other 
  breathing apparatus) and stopping normal breathing. 
  Holding one’s breath is not possible in the middle of the 
  swarm; a victim is immediately at risk of suffocating and 
  must make a Constitution check every round (see 
  Suffocating, page 304 of the Dungeon Master’s Guide). 
  Description A light, cloudlike shimmer in the air moves of its 
  own accord. 
  Sources Planar Handbook (Page 114) 
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 29 
  APPENDIX 5 – APL 10 
   
  ENCOUNTER 5 
   
   
   
   
  A D V A N C E D  C A R Y A T I D  C O LU M N 
  CR  9 
  N Large Construct 
  Init +2; Senses Darkvision 60’, Listen +0, Spot +0 
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size) 
  hp 151 (14d10+46 HD) 
  Fort +4, Ref +6, Will -1 
  Speed 30 ft. (6 squares) 
  Melee +3 bastard sword +23 (2d8+18 two-handed) or 
  Melee 2 slams +19 (1d6+10) or 
  Melee +3 bastard sword +23 (2d8+13) and 
  Melee slam +14 (1d6+5) 
  Base Atk +10; Grp +20 
  Abilities Str 30, Dex 14, Con --, Int 6, Wis 1, Cha 1  
  SQ Break weapon, column form, hardness 12, magic weapon 
  Feats Cleave, Great Cleave, Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword) 
  Skills Diplomacy -3, Sense Motive +8 
  Break Weapon (Su) A caryatid column in imbued with a 
  supernatural defense against weapon attacks. Whenever a 
  creature strikes a caryatid column with a melee weapon, the 
  weapon must succeed on a Fortitude save (DC 17) or break 
  and become useless, dealing no damage to the caryatid 
  column. As usual, a magic weapon uses either the wielders 
  save bonus or its own save bonus, whichever is better. Non-
  magic ranged weapons automatically shatter upon hitting 
  the caryatid column, dealing no damage. Magic ranged 
  weapons receive a Fortitude save (DC 17) to resist this effect. 
  Column Form (Ex) When at rest (not commanded, or waiting 
  to fulfill a command), a caryatid column takes the form of a 
  simple column of stone. This column is about 2 feet in 
  diameter, and it extends up to the ceiling of the chamber or 
  to a height of 25 feet, whichever is less. Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it (Climb 
  check DC 15). A caryatid column in column form looks like 
  a pillar in most respects. It does not radiate magic, and true 
  seeing does not reveal its humanoid form. Careful 
  examination of the column (Search check DC 25) reveals 
  very faint and distorted lines that make the pillar resemble a 
  woman with a sword. Anyone who successfully makes a 
  Knowledge (architecture and engineering) check (DC 12) 
  notes that the column serves no structural purpose since it 
  bears none of the ceiling’s weight. A close examination of 
  the top of the column (Search check DC 15) or a keen eye 
  (Spot check DC 20) shows that the column is not cemented 
  or joined to the ceiling. Dwarves and other creatures with 
  stonecutting receive a free Search check as though actively 
  looking when they pass within 10 feet of a caryatid column. 
  Changing forms is a free action, and a caryatid column can 
  change once per round. 
  Hardness (Ex) Like an animated object made of reinforced 
  stone, a caryatid column has a hardness of 12. 
  Magic Weapon A magic weapon is incorporated into a caryatid 
  column at the time of its creation. This weapon, usually a +3 
  bastard sword, functions in all respects like a normal magic 
  weapon of its type, with one exception: Whenever it is out of 
  the caryatid column’s hands, it reverts to stone and becomes 
  a non-magical sculpture. Should the caryatid column then 
  pick up the weapon, it regains its normal form and magical 
  abilities. If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; the 
  weapon then merges with the caryatid column’s body and 
  can be retrieved by the caryatid column as any character 
  would draw a weapon. 
  Sources Fiend Folio (Page 30) 
   
   
  ENCOUNTER 9 
   
   
   
   
  M I N D  S P I D E R  T R A P 
  CR  12 
  Description See encounter description. 
  Search DC 22; Type mechanical 
  Trigger location, Init +6 
  Effect 9 spider bites (Atk +12, 1d6 damage) per square per 
  round 
  Duration 15 rounds 
  Destruction AC 22, hardness 12, 42 hp (each spider) 
  Disarm Diplomacy DC 39 (disadvantage: central disarm, 
  convincing the girl that it is all in her mind) 
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 30 
  ENCOUNTER 13 
   
   
   
   
  A D V A N C E D  A I R  E L E M E N T I T E  S W A R M 
  CR  8 
  N Tiny elemental (Air, Extraplanar, Swarm) 
  Init +6; Senses Darkvision 60’, Listen +11, Spot +11 
  AC 19, touch 14, flat-footed 17, Dodge, Mobility 
   (+2 size, +2 Dex, +5 natural) 
  hp 105 (15d8+15 HD) 
  Fort +6, Ref +11, Will +5 
  Speed Fly 80 ft. (perfect) (16 squares) 
  Melee swarm (2d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +11; Grp – 
  Abilities Str 10, Dex 15, Con 12, Int 2, Wis 11, Cha 11  
  SQ Air mastery, distraction, suffocation, elemental traits, swarm 
  traits 
  Feats Ability Focus [Distraction], Alertness, Dodge, Improved 
  Initiative, Mobility 
  Skills Hide +10, Listen +11, Spot +11 
  Air Mastery (Ex) Airborne creatures take a -1 penalty on attack 
  and damage rolls against an air elementite swarm. 
  Distraction (Ex) Any living creature vulnerable to a swarm’s 
  damage that begins its turn with an air elementite swarm in 
  its square must succeed on a DC 18 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution-based. 
  Suffocation (Ex) Air elementites swarm over and into any 
  creature in the same space, filling its lungs (or other 
  breathing apparatus) and stopping normal breathing. 
  Holding one’s breath is not possible in the middle of the 
  swarm; a victim is immediately at risk of suffocating and 
  must make a Constitution check every round (see 
  Suffocating, page 304 of the Dungeon Master’s Guide). 
  Description A light, cloudlike shimmer in the air moves of its 
  own accord. 
  Sources Planar Handbook (Page 114) 
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 31 
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 5 
   
   
   
   
  A D V A N C E D  C A R Y A T I D  C O LU M N 
  CR  9 
  N Large Construct 
  Init +2; Senses Darkvision 60’, Listen +0, Spot +0 
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size) 
  hp 151 (14d10+46 HD) 
  Fort +4, Ref +6, Will -1 
  Speed 30 ft. (6 squares) 
  Melee +3 bastard sword +23 (2d8+18 two-handed) or 
  Melee 2 slams +19 (1d6+10) or 
  Melee +3 bastard sword +23 (2d8+13) and 
  Melee slam +14 (1d6+5) 
  Base Atk +10; Grp +20 
  Abilities Str 30, Dex 14, Con --, Int 6, Wis 1, Cha 1  
  SQ Break weapon, column form, hardness 12, magic weapon 
  Feats Cleave, Great Cleave, Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword) 
  Skills Diplomacy -3, Sense Motive +8 
  Break Weapon (Su) A caryatid column in imbued with a 
  supernatural defense against weapon attacks. Whenever a 
  creature strikes a caryatid column with a melee weapon, the 
  weapon must succeed on a Fortitude save (DC 17) or break 
  and become useless, dealing no damage to the caryatid 
  column. As usual, a magic weapon uses either the wielders 
  save bonus or its own save bonus, whichever is better. Non-
  magic ranged weapons automatically shatter upon hitting 
  the caryatid column, dealing no damage. Magic ranged 
  weapons receive a Fortitude save (DC 17) to resist this effect. 
  Column Form (Ex) When at rest (not commanded, or waiting 
  to fulfill a command), a caryatid column takes the form of a 
  simple column of stone. This column is about 2 feet in 
  diameter, and it extends up to the ceiling of the chamber or 
  to a height of 25 feet, whichever is less. Unless commanded 
  otherwise, a caryatid column remains in this form until 
  attacked, and it even allows creatures to climb it (Climb 
  check DC 15). A caryatid column in column form looks like 
  a pillar in most respects. It does not radiate magic, and true 
  seeing does not reveal its humanoid form. Careful 
  examination of the column (Search check DC 25) reveals 
  very faint and distorted lines that make the pillar resemble a 
  woman with a sword. Anyone who successfully makes a 
  Knowledge (architecture and engineering) check (DC 12) 
  notes that the column serves no structural purpose since it 
  bears none of the ceiling’s weight. A close examination of 
  the top of the column (Search check DC 15) or a keen eye 
  (Spot check DC 20) shows that the column is not cemented 
  or joined to the ceiling. Dwarves and other creatures with 
  stonecutting receive a free Search check as though actively 
  looking when they pass within 10 feet of a caryatid column. 
  Changing forms is a free action, and a caryatid column can 
  change once per round. 
  Hardness (Ex) Like an animated object made of reinforced 
  stone, a caryatid column has a hardness of 12. 
  Magic Weapon A magic weapon is incorporated into a caryatid 
  column at the time of its creation. This weapon, usually a +3 
  bastard sword, functions in all respects like a normal magic 
  weapon of its type, with one exception: Whenever it is out of 
  the caryatid column’s hands, it reverts to stone and becomes 
  a non-magical sculpture. Should the caryatid column then 
  pick up the weapon, it regains its normal form and magical 
  abilities. If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; the 
  weapon then merges with the caryatid column’s body and 
  can be retrieved by the caryatid column as any character 
  would draw a weapon. 
  Sources Fiend Folio (Page 30) 
   
   
  ENCOUNTER 9 
   
   
   
   
  M I N D  S P I D E R  T R A P 
  CR  14 
  Description See encounter description. 
  Search DC 24; Type mechanical 
  Trigger location, Init +7 
  Effect 10 spider bites (Atk +14, 1d6 damage) per square per 
  round 
  Duration 17 rounds 
  Destruction AC 24, hardness 14, 5 hp (each spider) 
  Disarm Diplomacy DC 43 (disadvantage: central disarm, 
  convincing the girl that it is all in her mind) 
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 32 
  ENCOUNTER 13 
   
   
   
   
  A D V A N C E D  A I R  E L E M E N T I T E  S W A R M 
  CR  8 
  N Tiny elemental (Air, Extraplanar, Swarm) 
  Init +6; Senses Darkvision 60’, Listen +11, Spot +11 
  AC 19, touch 14, flat-footed 17, Dodge, Mobility 
   (+2 size, +2 Dex, +5 natural) 
  hp 105 (15d8+15 HD) 
  Fort +6, Ref +11, Will +5 
  Speed Fly 80 ft. (perfect) (16 squares) 
  Melee swarm (2d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +11; Grp – 
  Abilities Str 10, Dex 15, Con 12, Int 2, Wis 11, Cha 11  
  SQ Air mastery, distraction, suffocation, elemental traits, swarm 
  traits 
  Feats Ability Focus [Distraction], Alertness, Dodge, Improved 
  Initiative, Mobility 
  Skills Hide +10, Listen +11, Spot +11 
  Air Mastery (Ex) Airborne creatures take a -1 penalty on attack 
  and damage rolls against an air elementite swarm. 
  Distraction (Ex) Any living creature vulnerable to a swarm’s 
  damage that begins its turn with an air elementite swarm in 
  its square must succeed on a DC 18 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution-based. 
  Suffocation (Ex) Air elementites swarm over and into any 
  creature in the same space, filling its lungs (or other 
  breathing apparatus) and stopping normal breathing. 
  Holding one’s breath is not possible in the middle of the 
  swarm; a victim is immediately at risk of suffocating and 
  must make a Constitution check every round (see 
  Suffocating, page 304 of the Dungeon Master’s Guide). 
  Description A light, cloudlike shimmer in the air moves of its 
  own accord. 
  Sources Planar Handbook (Page 114) 
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 33 
   DM AID: MAP #1 – SHRINE COMBAT 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 34 
  DM AID: MAP #2 – ELEMENTAL SWARMS 
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 35 
  PLAYER HANDOUT 1 – GEMSTONE PUZZLE 
  The following is inscribed inside the hollow of the ivory tower wall. Several gemstones are embedded into the wall, as 
  well. 
   
   
  Four locks needing keys, of those which are these. 
  Touch a gem face, to set it in place. 
  The left will ensue, if the count be thus true.  
  The right you have got, if in the true spot. 
  Fail on guess ten, and begin again. 
   
   
   
  Correct 
   
  Correct in the Right Spot 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sapphire 
  Emerald 
  Onyx 
  Amethyst 
  Ruby 
  Topaz 
   
   
   
   
  
  BIS8-01 A Terrible Thing to Waste 
   
  Page 36 
  CRITICAL EVENT SUMMARY: BIS8-01 A TERRIBLE THING TO 
  WASTE 
  If you run this event in March or April of 2006, please e-mail the results from this sheet to a member of the Bissel Triad 
  by May 1
  st, 2006, or have the Senior DM of your event do so. 
   
  1. Did the PCs answer the gargoyle’s riddle in Encounter 1? 
  Yes 
  No 
   
  If so, what was their answer? 
   
   
   
   
   
   
   
  2. Did the PCs learn about the weapon in Encounter 4? 
  Yes 
  No 
   
   
   
   
  3. Did the PCs placate the Id Figment in Encounter 7? 
  Yes 
  No 
   
   
   
   
  4. How long (game time, and real time) did it take for the PCs to complete 
  Encounter 8? How difficult did they find it? 
   
   
   
   
   
   
   
   
  5. Did the PCs save the Super Ego Figment in Encounter 10? 
  Yes 
  No 
   
   
   
   
  6. How long (game time, and real time) did it take for the PCs to complete 
  Encounter 11? How difficult did they find it? 
   
   
   
   
   
   
   
   
  7. Did the PCs save the Ego Figment in Encounter 13? 
  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/598/Normal Scenarios/BIS8-01 - A Terrible Thing to Waste (APL 2-12)/BIS8-01 - A Terrible Thing to Waste.pdf