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 rshah21@delic.com.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  BIS5-03 
   
   
   
   
   
  Trials and Triumphs 
   
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Bissel Regional Adventure 
  Version 0.2 
   
  by Crystal and Jay Babcock 
  Circle Reviewer: Steven Conforti 
  Playtesters: Dashiell Anderson, Gabe Bonder, Phil Bonder, Bob Lutinski, and Jon Sedich. 
   
  All eyes are focused on the front lines, but the true glimmer of hope is hiding in the background. A tome was recovered 
  from the Necromancer’s own collection, and it is believed that a great weapon might hide within. Many have worked 
  tirelessly for the past year, and now it is time to test the fruits of that labor. A Bissel regional adventure for PCs of APLs 
  2-12, sequel to BIS4-02 Two Halves of a Whole, and Part One of the Sun after the Storm series. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 2 
  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, 2006.  
   
  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 up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 3 
  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 
  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 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp 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 
   
  While the people of Bissel have won many battles, 
  Evard the Necromancer is winning the war. His progress 
  has only just been halted, and every resource that can be 
  mustered is being used to keep his forces from advancing 
  south from Thornward. 
   
  It is now, while nearly all eyes are distracted by the 
  conflict on the front lines that an investment made in the 
  past may pay off, and signal the turning point in the war. 
   
  In BIS4-02 Two Halves of a Whole, the Bissel Free 
  Companies and the Knights of the Watch found 
  evidence of two weapons that could be of use against the 
  forces threatening Bissel – the first, a spellbook that 
  contains the research needed to create powerful spells 
  that can destroy powerful undead, the second, a set of 
  rituals that Evard used to awaken a smaller undead force 
  that has been causing issue on the border of Rhomstaff 
  and Nightwatch. Brave adventurers recovered the 
  weapons, but the result was less than perfect – it was 
  discovered that only one of the weapons could be used. 
  The Bissel Ruling Council had to choose between using 
  one weapon immediately for a short-term victory, and 
  researching the other weapon for a longer-term 
  advantage. They opted for the latter. 
   
  It is now a little more than a year later. Scholars from 
  the Guild of the Arcane Path and the Churches of 
  Heironeous and Pelor have worked tirelessly in secret to 
  complete the research. The weapon is now complete, and 
  # 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 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 4 
  all that remains is to field test it, before trying to use it 
  against Evard and his minions. 
  ADVENTURE SUMMARY 
   
  The PCs are recruited to escort a pair of researchers 
  into an undead-laden dungeon. During each encounter 
  with the denizens, the researchers attempt to employ the 
  weapon against them. Each time, it fails pathetically. 
  After the final combat, one of them discovers the secret 
  that unlocks the power of the weapon. 
   
  The dungeon that the group is sent to is an old scar 
  in the wilderness of the Barony of Menawyk. Undead 
  have been seen here regularly, and any attempt to wipe 
  them out has met with failure. However, they do not 
  leave the canyon or cause any disturbance with the locals, 
  so further strikes have little impetus. 
   
  As the PCs delve deeper into the rift, they find a long 
  forgotten crypt buried within its confines. Their 
  meddling frees a long imprisoned evil, which they must 
  then destroy once and for all. 
  Introduction: Light and Dark 
   
  The PCs receive a letter from Baron Cainlan 
  Rashedra. He asks them to escort two clerics on a field 
  test. 
  Encounter 1: A Man with a Mission 
   
  The PCs meet with Baron Rashedra. He informs 
  them of their task, and sends them off to the Barony of 
  Menawyk. 
  Encounter 2: A Heironean and a Pelorite Walk 
  Into A Bar… 
   
  The PCs meet up with the two clerics, and are 
  briefed on their destination and the rules of engagement. 
  Encounter 3: A Hole in the Ground 
   
  The party arrives at the Rift of Crayas Dorn. They are 
  attacked by hungry undead as they attempt to climb into 
  its depths. 
  Encounter 4: Dark and Dank 
   
  The party explores the caves below Crayas Dorn. 
  They find the entrance to a long-forgotten crypt, and are 
  ambushed by another group of undead. 
  Encounter 5: Home Sweet Home 
   
  The party explores the crypt, finding it to be 
  unusually well kept. They encounter a powerful evil 
  creature that has been trapped here for centuries. 
  Conclusion 
   
  The undead hordes keep coming, and the weapon 
  does not appear to work. In a last-ditch effort, one of the 
  clerics stumbles upon the key needed to unlock the 
  weapon’s power. 
  INTRODUCTION: LIGHT AND 
  DARK 
   
  Of any visitor to Pellak, springtime after a long 
  winter is probably the most welcome. Pelor’s 
  warmth has finally melted the last of winter’s cloak 
  of snow, giving Beory a chance to turn the land 
  green once more. Today is the first really sunny day 
  of the year, and the streets of town are full – it is a 
  good day to be out, even if only to bask in the 
  sunshine. 
   
  The owner of the Rusty Sword has capitalized 
  on this, moving a number of tables and stools 
  outside. You and your friends have been enjoying a 
  fine lunch and each other’s company, swapping 
  stories as you watch people go about their business. 
   
  There is certainly plenty to talk about. Five 
  months ago, Evard the Necromancer seized control 
  of Thornward, the old capital of Bissel. Within the 
  past two months, the self-styled ‘Black Margrave’ has 
  apparently gone on the offensive. Rumors abound of 
  an assassination attempt on the Regent Saralind 
  Markavan, current ruler of the March. And all the 
  military folk are whispering in hushed tones about 
  an army of undead that marched forth from 
  Thornward, intent on expanding their master’s 
  holdings. 
   
  You’ve spent the last half hour conversing with 
  a young, fresh-faced Army recruit who hardly fills 
  up a uniform. Barely over the age of conscription, he 
  is being deployed for the front lines tomorrow. He 
  speaks in excited tones about the valiant battles he 
  will fight against the minions of the Necromancer, 
  and he wonders if he will be the one to strike 
  Evard’s death blow. As he says his farewell and heads 
  off towards the Army encampment, you can’t help 
  but ponder how he may never come home again. 
   
  At this point, allow the PCs to introduce themselves 
  if they have not already. Once they are all acquainted, 
  continue: 
   
  As you drain the last drops of mead and ale from 
  your mugs, a young man steps up to your table and 
  clears his throat. About thirteen years of age, and 
  obviously a page, he is dressed in the colors of blue 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 5 
  and black, and his cloak is fastened with a silver pin 
  engraved to look like swords crossed over a shield. 
   
  “Excuse me, lords and ladies?” the page says, 
  with a practiced voice. “I bring a letter from Baron 
  Cainlan Rashedra to you. I have been instructed to 
  wait for a response before leaving.” 
   
  Citizens of Bissel can roll a Knowledge (local – 
  Sheldomar Valley Metaregion) check (DC 10) to know 
  that the page is wearing the colors and insignia of the 
  Bissel Free Companies. Members of the Bissel Free 
  Companies automatically make this check. 
   
  PCs that have played BIS4-02 Two Halves of a Whole or 
  BIS4-04 Such a Great Weight of Water will immediately 
  recognize the boy as Kerik, the same page that contacted 
  them at the beginning of those adventures. 
   
  The letter is addressed to the highest-level member 
  of the party who is a citizen of Bissel. If no PC is from the 
  region, the letter is addressed to whomever the DM 
  chooses. 
   
  If the PC to whom the letter is addressed has met 
  Baron Cainlan Rashedra give the selected PC Player 
  Handout 1 – Personal Letter from Cainlan Rashedra. 
   
  If the PCs have not met Baron Cainlan Rashedra, but 
  are members of the Great Army of Bissel give the selected 
  PC Player Handout 2 – Letter from Baron Rashedra. 
   
  Finally, if the PCs are not members of the Bissel 
  military give the selected PC Player Handout 3 – Letter from 
  Cainlan Rashedra. 
   
  The page will wait patiently for the party’s answer. 
  He will provide directions to the headquarters of the 
  Bissel Free Companies in Pellak, and will truthfully 
  answer any questions to which he knows the answer. 
  • 
  His name is Kerik, and he is a ward of Baron 
  Cainlan Rashedra of Parulla. He was, until 
  recently, a page for the late Baron Zafar 
  Rashedra. 
  • 
  The colors he wears are the colors of the Bissel 
  Free Companies. He was personally dispatched 
  by Baron Rashedra to deliver this message. 
  • 
  He was told to wait for an answer, be polite and 
  provide any directions needed. 
   
  Presuming the party agrees to the meeting, Kerik 
  will give them directions, and then leave. 
   
  The PCs have the rest of the day to themselves.  If 
  they choose, they can shop for anything that they need. 
  They may also wish to gather some information and 
  rumors before heading to their meeting with Baron 
  Rashedra. The following are rumors they can pick up 
  with a Gather Information check that beats the DC listed. 
  The truth or falsehood of each rumor will be revealed 
  with the passage of time. 
  DC 15 
  • 
  Baron Zafar Rashedra and Baron Darius Besselar 
  were ambushed and slain while traveling just 
  outside of Pellak. It is whispered that the 
  assailants were connected with the Knights of 
  the Watch in Bissel. 
  • 
  Following the assassination, General Cainlan 
  Rashedra has been named as the new baron of 
  Parulla, and his fiancé Jasmine has been named 
  as baroness of Besselar. 
  DC 20 
  • 
  A large undead force was discovered traveling 
  south from Thornward towards Pellak. The 
  force was destroyed through the joint efforts of 
  the Great Army and the Thornward Resistance. 
  • 
  Protesters have gathered outside of Castle 
  Oversight in Pellak, objecting to Regent 
  Saralind’s inability to stop Evard’s progress. 
  Some citizens have even speculated that she 
  plans to hand Bissel over to her brother. 
  • 
  [For Mist Chameleons only] A number of Bissel 
  citizens have decided to betray their nation, and 
  spy for Evard. These rogues have been quickly 
  uncovered and executed for treason. 
  DC 25 
  • 
  The war against Evard has not been going well. 
  If something doesn’t change soon, Evard will 
  win by the year’s end. 
  • 
  The Great Army has been training heavily, 
  preparing for a large upcoming offensive. It is 
  believed that it will be a direct assault on 
  Thornward. 
  DC 30 
  • 
  Mist Chameleon and Nightwatch agents have 
  been seen making raids on private homes in 
  almost every Bissel township. It is unclear what 
  they have been pursuing. 
  • 
  [Available only to a member of a recognized church in 
  Bissel] The churches of Bissel have been 
  working on some big joint project for the past 
  year. Details have been scarce, but every 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 6 
  experienced scholar or researcher has been 
  pulled away to work on it. 
  • 
  [For Nightwatch members only] A large number of 
  researchers and scholars within the churches of 
  Bissel have been diverted onto some large 
  project. It is rumored that it is a weapon of some 
  sort for use in the war against Evard. 
   
  Once the PCs are ready to head to the meeting, 
  continue with Encounter 1. 
  ENCOUNTER 1: A MAN WITH 
  A MISSION 
   
  After having found comfortable lodgings for the 
  night, you meet up with your fellow adventurers for 
  a light breakfast before heading off to your meeting 
  with Baron Rashedra.  There is a palpable air of 
  excitement amongst you, as you can only wonder at 
  what important mission the Baron may have in 
  store for you. 
   
  You make your way to edge of town and to the 
  headquarters of the Bissel Free Companies. A long 
  drive leads from the road up to the front of a stately 
  manor house. The path is flanked by budding apple 
  trees, a sure sign that the long winter is behind you. 
   
  A pair of young guards is posted at the door. 
  One nods at your approach. "Baron Rashedra is 
  waiting for you in his study," he says, as he opens the 
  door and leads you inside. He heads up a flight of 
  stairs, and down a long hallway, to a shut door. With 
  a brief knock comes the acknowledgment from 
  within to enter.  The guard opens the door and 
  stands aside to let you all enter, then closes the door 
  behind you. 
   
  Baron Rashedra is a young man with deep 
  creases worn into his brow, telltale signs of the 
  immense stress he has had to endure. You find him 
  seated behind his desk, seemingly buried behind 
  maps and notes.  The early morning sun streaming 
  in the ceiling-high windows bathes the room in 
  warm, golden light. Lord Rashedra quickly sets aside 
  the parchment he was working on and looks up to 
  greet you. 
   
  "Ah, I see my page found you in good health. 
  Please, have a seat. My apologies, but we are waiting 
  for one more to arrive. I will keep you but a short 
  time, as I know you are all quite..." 
   
  Another knock at the door interrupts the Baron 
  mid-sentence. He calls out a greeting, and the door 
  opens again. A pair of cloaked figures smoothly 
  glide into the room, and quickly survey the scene. 
  Their hands remain at their sides the entire time, 
  resting on sheathed blades. When they are satisfied 
  that the room is safe, they move to opposite corners 
  of the room, and disappear from view. 
   
  Your eyes return to the doorway, and the person 
  that the agents are protecting. Lady Saralind 
  Markavan, the Regent of the March of Bissel, is a tall 
  and beautiful woman with pale skin and blonde 
  hair. She appears to be even younger than Lord 
  Rashedra, but she carries with her a distinct air of 
  nobility, as well as a presence that betrays greater 
  experience. She wears a simple burgundy dress and a 
  necklace with a silver pendant fashioned to look 
  like a heraldic crest – a black hound over a tall green 
  tree. A rose-colored ioun stone circles her head. She 
  walks with a noticeable limp. 
   
  A PC can make a Knowledge [local - Sheldomar 
  Valley Metaregion] or Knowledge [nobility and royalty] 
  check (DC 15) to identify the pendant on Saralind’s 
  necklace as the old baronial crest of Rypthorn, the 
  ancestral home of House Markavan. 
   
  "Milady," Baron Rashedra moves across the 
  room to greet the young woman. "Thank you for 
  coming on such short notice.” 
   
  "Our opportunities are fleeting, Cainlan. We 
  must take them when we can." Lady Saralind surveys 
  each of you in turn, seemingly judging how well you 
  might fare on the mission in store for you. "I can see 
  that you have done well in finding an able group to 
  help us out." 
   
  "I was only just beginning to brief them, before 
  you arrived." Baron Rashedra turns to you.  "As you 
  may or may not be aware, the war against Evard has 
  not gone well. We have won a scattered handful of 
  battles, but every time he has decided to move, we 
  have been tossed aside. The Necromancer still holds 
  Thornward, and he has given us the impression that 
  he does not plan to stop there.” He shakes his head, 
  in spite of himself. “As you can imagine, we have 
  been searching for anything that could give us an 
  edge.” 
   
  “In the past year, we’ve recovered two such 
  advantages. The first was research done by Evard 
  himself... some sort of weapon that he probably 
  hoped to use against us. I do not understand how it 
  works, so I will not try to explain further. 
  Fortunately, the research was not completed, and so 
  it has not been used against us. Unfortunately, it 
  wasn’t completed, and we could barely scratch the 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 7 
  surface on how to make it work for us. However, we 
  recovered a second advantage - Evard’s sister, Lady 
  Saralind...” 
   
  The Regent nods. “My brother is very learned. 
  When we were young, he shared many of his secrets 
  with me. I have no memory of what happened, but 
  apparently something drastic changed in him, and 
  he imprisoned me within Calignosis. I can only 
  speculate that he wished to undo the past, and 
  contain his secrets by either killing me or my mind.” 
  For a moment, it looks like Saralind is fighting back 
  tears. She turns away, and stares out the window for 
  a long moment before continuing. “Letting me live 
  may be his biggest mistake. I was able to fill in a few 
  holes in the research project, and they have finally 
  made a breakthrough.” 
   
  Baron Rashedra continues. "Our researchers 
  have constructed a weapon based off of that 
  research. Before we send it to the front lines, we 
  need to test it. We need to know if it will work at all, 
  and if so, how best to employ it. To this end, we 
  would like you to travel to the Barony of Menawyk. 
  There, you will meet up with two of our top 
  researchers, and assist them in whatever manner 
  needed.” 
   
  “I need not tell you how important this is, or 
  how important it is that it remains secret. Do you 
  accept?” 
   
  If the PCs decline the mission, Cainlan will nod 
  solemnly, thank them for their time, and have them 
  escorted out. The adventure is over for them. 
   
  Saralind and Cainlan can supply the following 
  information if questioned: 
  • 
  The researchers that the PCs will be meeting 
  with are Father Sollus Illuminus, a priest of 
  Pelor, and Prefect Levanor Curanis, a priest of 
  Heironeous. 
  • 
  Father Sollus is well known to both Cainlan and 
  Saralind, as he was heavily involved with the 
  actions taken by the Thornward Resistance. 
  • 
  Neither of them has met Prefect Curanis, but he 
  came highly recommended by Malto Adeur, the 
  high priest of Heironeous in Bissel. 
  • 
  They are not aware of the specifics of the 
  mission, as that was left to the researcher’s 
  discretion. Understandably, it will likely 
  involve undead. 
  • 
  They will be meeting the researchers in the 
  village of Salgrath’s Nook, in the barony of 
  Menawyk. It should take them about a day to 
  travel to their destination. 
  • 
  The PCs’ first priority is to protect the 
  researchers and the weapon. The March cannot 
  afford to lose any opportunities. 
  • 
  Cainlan will make sure that the PCs are well-
  compensated. As well, the PCs will get normal 
  salvage rights on any enemies they defeat. 
  • 
  Cainlan has only recently taken up the title of 
  Baron of Parulla after his father, the late Zafar 
  Rashedra, and Baron Darius of Besselar were 
  slain in an ambush by unknown forces. Lady 
  Saralind was almost slain, as well, but was saved 
  by a contingency spell that teleported her to 
  safety. 
  • 
  If a PC asks about Saralind’s necklace, she will 
  smile wearily, and explain that it is the crest of 
  the Barony of Rypthorn, which was ruled by 
  House Markavan before the insurrection. She 
  hopes, one day, to return to her home. 
   
  If the PCs accept the mission, continue: 
   
  Saralind nods approvingly at your acceptance. "I 
  know you will all do just fine. I am sure that Baron 
  Rashedra can help you requisition any supplies you 
  will require. I must take my leave, as other matters 
  need my attention. Thank you."  With that, Saralind 
  nods slightly at each of you, and she and her 
  bodyguards depart. 
   
  Cainlan turns his attention back to you. "Our 
  researchers await your arrival in Menawyk. Fresh 
  mounts await you at the stables, if you require them. 
   Remember, our fate may very well lie in your hands. 
  Serve Bissel well." 
   
  When the PCs are ready to head to Menawyk, 
  continue with Encounter 2. 
  All APLs 
  � Baron Cainlan Rashedra: Male human Rng15; 
  AL NG. 
  � Lady Saralind Markavan: Female human 
  Wiz19; AL LG. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 8 
  ENCOUNTER 2: A 
  HEIRONEAN AND A 
  PELORITE WALK INTO A 
  BAR… 
   
  As you leave the headquarters of the Bissel Free 
  Companies, a number of soldiers stand waiting at 
  the stables, and you find your steeds ready for the 
  journey. Those without your own mounts find that 
  they have prepared sturdy horses for you, as well. 
  They go about their work with a silent efficiency, 
  and fairly soon you are on your way. 
   
  The rest of the day is a blur. You leave Pellak 
  behind, and ride hard down the Watchtower Road 
  through the plains of the Barony of Davoniya. By 
  mid-afternoon, you head east from the highway, 
  towards the hills of the Lorridges. Most of the day is 
  uneventful, until a heavy northern wind picks up - 
  the harbinger of a coming storm. Still, you press 
  your mounts onward, just crossing into the Barony 
  of Menawyk before stopping for a hot meal and 
  some rest. 
   
  Waking at the crack of dawn, you saddle up, and 
  press on further towards your destination. By late 
  morning, you have arrived in the village of 
  Salgrath’s Nook - a sleepy mining town, home to 
  more dwarves, gnomes, and halflings than humans. 
   
  The Bramble Beard Tavern is a humble 
  establishment. Taller party members have to duck 
  through the doorway - obviously this place caters 
  mostly to the shorter folk that live in the area. You 
  exchange a few hushed words with the proprietor, 
  and are met with nods of recognition - they’ve been 
  expecting you. 
   
  You are led to a private room. A long table, 
  surrounded by a dozen chairs, takes up most of its 
  space. The morning sunlight streams through a pair 
  of windows along one otherwise unadorned wall. 
   
  You are left to wait for only a few minutes when 
  the door opens once more, and two individuals 
  enter. 
   
  The first is a short, middle-aged human. 
  Beneath his travel cloak you notice a white tunic, 
  trimmed with gold, and a holy symbol shaped like a 
  sunburst with a face. His head is bald, and his skin 
  appears unusually radiant. 
   
  This is Father Sollus Illuminus. If the PCs can 
  succeed at a Knowledge [religion] check (DC 10), they 
  can identify his holy symbol as that of Pelor. The PCs 
  may have met Father Sollus before (ConnCon 2005 
  Interactive, BIS5-IN1), in which case he will recognize 
  them, and greet them warmly. Incidentally, this man 
  wears a ring of mind shielding, and so his thoughts cannot 
  be probed by resourceful PCs. 
   
  Additionally, if a PC is a member of the Mist 
  Chameleon metaorganization, they will notice a number 
  of innuendos in his dialog – key phrases and gestures – 
  that indicate that he is also an agent. 
   
  The second is a tall, older man with a mane of 
  grey hair. He wears a yellow tunic, edged in a dark 
  blue, and a holy symbol of a fist clenching a 
  lightning bolt. 
   
  This is Prefect Levanor Curanis. If the PCs can 
  succeed at a Knowledge [religion] check (DC 10), they 
  can identify his holy symbol as that of Heironeous. 
   
  The two men nod in greeting, and move towards 
  the empty seats. Suddenly, they both stop, and they 
  exchange awkward glances. Finally, the older man 
  throws up his arms, and rolls his eyes. 
   
  “Alright, alright! Take it... I know you want to.” 
   
  The younger man smiles, and moves past his 
  companion. He sits down in one of the chairs, which 
  happens to be right next to the window. He basks in 
  the sunlight, and sighs contentedly. 
   
  The older man shakes his head and moves to 
  another empty chair, but remains standing as he 
  begins. “I thank you for coming. I am Prefect 
  Levanor Curanis, and this pathetic creature is 
  Father Sollus Illuminus. Let me explain what I can.” 
   
  “We are the heads of a research team that has 
  been operating in secret for the past year. We have 
  been working tirelessly to...” 
   
  “Yes, yes... they already know all that,” interrupts 
  Father Sollus. “Don’t waste their time by telling 
  them all the details they already know.” 
   
  Prefect Curanis turns to face the younger man. 
  “Do you think you could do better? Do you want to 
  be up here?” 
   
  “I might as well, you’ll just put us all to sleep... 
  ahem... anyways, we’ve worked tirelessly for the last 
  year, and here’s what we have to show for it.” Father 
  Sollus reaches into a small pouch, and brings forth a 
  crystal-clear orb. The sphere is just big enough to fill 
  the palm of his hand. The morning sunlight shines 
  through the sphere and projects halos of color on 
  the far wall. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 9 
   
  “Yes, I know it doesn’t look like much, but we 
  managed to encapsulate the whole ritual inside of 
  this sphere. All that needs to be done is take this out 
  to the battlefield, wait for the living dead to get close 
  enough, then poof! You use it to turn them into 
  happy little dust clouds.” He shrugs, and smirks a 
  bit. “Well, in theory, at least.” 
   
  “In theory,” says Prefect Curanis. “That is why 
  we need to perform a good field test, before we try to 
  use it against the Necromancer. So here is what we 
  have planned...” 
   
  “A short distance away is our destination - a big 
  hole in the ground, called Crayas Dorn. It’s well 
  known that the place crawls with the undead. From 
  what we’ve heard, it’s been around forever. Folks 
  clear all the baddies out, and they just come right 
  back within a fortnight.” 
   
  “Sounds like fun, doesn’t it?” Father Sollus 
  shakes his head and laughs. “Perfect spot for a 
  hunting trip, if you like that sort of prey. Your 
  mission is to keep us - and more importantly, the 
  weapon - safe from harm. I know what you’re 
  thinking - an undead hunt with two extra clerics 
  along for the ride, easy right?” 
   
  The older man interrupts, “Not as easy as you 
  might think. We need to conserve our powers for 
  the test. We can keep ourselves healthy, should 
  something bad happen, but only as an absolute last 
  resort. You folks are on your own.” 
   
  “Which leads us to one final twist,” says the 
  other priest. “Rules of engagement, if you will. We 
  are not quite sure how the weapon will act, or how 
  long it will take to work. So, when we do go up 
  against the minions of darkness, you can do 
  anything you like to protect all of us... as long as you 
  leave at least one of them for us to test on. If you just 
  wipe them all out, before we get to use the weapon, 
  then the attempt is worthless. Are we clear on that?” 
   
  The clerics will wait for an affirmative response from 
  each PC. If they cannot agree to those terms, they will be 
  left behind, and the mission is over for them. 
   
  The 
  researchers 
  can 
  provide 
  the 
  following 
  information if questioned: 
  • 
  Prefect Curanis is a scholar within the church of 
  Heironeous. He has spent the last several years 
  researching potential weapons for use in the 
  war against Evard. 
  • 
  Father Sollus is an academic within the church 
  of Pelor. He was brought on to the research 
  team as an expert on undead (and in particular, 
  how to destroy them). 
  • 
  The Rift of Crayas Dorn is just a few hours’ 
  travel away from this village. 
  • 
  If the PCs ask how the weapon works, Father 
  Sollus will happily relate a million esoteric 
  details. In summary, the weapon makes the 
  ‘distance’ between the Prime Material and 
  Positive Energy Planes shorter, making a small 
  area uninhabitable by undead. It should be 
  useful for weakening small groups of undead. 
   
  Once the PCs all agree to the rules of engagement 
  continue: 
   
  Prefect Curanis nods. “Excellent. Then I suggest 
  you make any last minute preparations, and then 
  we’ll get moving.” With that, the two priests rise, 
  and head towards the door. 
   
  The PCs may wish to purchase equipment before 
  leaving Salgrath’s Nook. There is a general store here that 
  sells all standard PHB equipment, up to 5 gp in value. 
  Anything else is too difficult to find out here. 
   
  When the PCs are ready to head to the Rift of Crayas 
  Dorn, continue with Encounter 3. 
  All APLs 
  � Father Sollus Illuminus: Male human Clr6 / 
  RSoP5 (Bluff +17, Knowledge [religion] +11, Sense 
  Motive +18); AL NG. 
  � Prefect Levanor Curanis: Male human Clr13 
  (Bluff +9, Knowledge [religion] +16, Sense Motive 
  +16); AL LG. 
  ENCOUNTER 3: A HOLE IN 
  THE GROUND 
   
  Leaving the small village behind, the two 
  researchers guide you into the wilderness. The trip 
  through the hills is relatively uneventful... except 
  for all the bickering. It would appear that both 
  clerics consider themselves expert navigators, in 
  spite of the fact that their individual interpretations 
  of the map don’t quite match. Every once in a while 
  one of them will sigh, and snatch the map from the 
  other’s possession. 
   
  By mid-afternoon, the wind picks up once more, 
  reminding you that another storm is coming. 
  Undaunted, your party continues on, determined to 
  find the haunted location spoken of by the two 
  researchers. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 10 
   
  After what seems like an unnecessarily long 
  time, you find your destination. A deep canyon is cut 
  into the ground here, running like a jagged knife cut 
  for as far as you see. The stream you have been 
  following runs to the edge, before cascading down 
  into the fissure. 
   
  Two things are disturbing about this place; first, 
  the air is absolutely silent, aside from the whisper of 
  the waterfall. There isn’t even the chirp of a single 
  bird, or the buzz of a single insect. Second, the rift is 
  surrounded by hundreds of heads impaled on 
  wooden spikes, vacantly staring at you through 
  glassy eyes. 
   
  Please refer to DM AID - Map #1 - Rift of Crayas Dorn. 
   
  At some point, the PCs will want to head down into 
  the canyon. The undead guarding it will try to wait until 
  the PCs are separated before attacking. If possible, they 
  will attack once the first PC has climbed down, and the 
  other PCs are either still climbing, or are still on the 
  surface above. Typically, the PCs will attempt to climb 
  down the difficult path (location D), so the undead are 
  listed there. The researchers will perform their first test 
  of the weapon during this combat. 
   
  The canyon is 50 feet deep. The walls are cut from 
  several visible layers of bedrock. 
   
  The locations on the map are presented in detail 
  here: 
  Location A – Skulls and Totems 
   
  Hundreds of wooden spikes jut from the 
  landscape. Each one holds the decapitated head of 
  some humanoid or animal - you can see the 
  craniums of goblins, kobolds, orcs, and trolls, as well 
  as a number of different woodland creatures such as 
  bears and raccoons. Many of them are decorated 
  with small totems and crudely painted messages. 
   
  If the PCs can read Draconic, Orcish, Infernal, or 
  Abyssal, or can succeed on a Decipher Script or 
  Knowledge [religion] check (DC 15) they can identify 
  this macabre display. The heads have been placed here by 
  primitive humanoids to ward off the evil that dwells 
  within. Some of the messages and totems note that this is 
  a sacred place. Others warn that it is a very dangerous 
  place that should not be disturbed. 
  Location B – River 
   
  A small river winds its way through the woods. 
  When it reaches the edge of the rift, it crashes to the 
  bottom as a spectacular waterfall. The river then 
  continues its way through the canyon. 
  Location C – Slick Path 
   
  These sections of the cliff walls have a number 
  of easy handholds and several small ledges. They 
  appear slick with mist from the nearby waterfall, 
  but would otherwise be fairly easy to climb down. 
   
  The PCs may attempt Climb checks (DC 15, base 10 
  for a very rough wall, +5 for being slippery) to move at 
  one-quarter speed down into the canyon at this location. 
  Failure on this check means that the PC falls the 
  remaining distance, as per the climbing rules (PHB, page 
  69). There are trees near the top of the canyon, where 
  they can anchor a rope. 
   
  If the PCs climb down this way, the undead 
  described in Location D will attack once the first PC has 
  climbed down, and the other PCs are either still 
  climbing, or are still on the surface above. The 
  researchers will perform their first test of the weapon 
  during this combat, as described in Location D. 
  Location D – Difficult Path 
   
  These sections of the cliff walls are rough, but 
  look reasonably climbable. They look like it would 
  be challenging, but certainly easier than scaling the 
  more sheer portions of the canyon. 
   
  The PCs may attempt Climb checks (DC 15) to move 
  at one-quarter speed down into the canyon at this 
  location. Failure on this check means that the PC falls the 
  remaining distance, as per the climbing rules (PHB, page 
  69). There are trees near the top of the canyon, where 
  they can anchor a rope. 
   
  A number of undead creatures are lurking within the 
  canyon. If the PCs climb down this way, the monsters 
  will attack once the first PC has climbed down, and the 
  other PCs are either still climbing, or are still on the 
  surface above. The researchers will perform their first test 
  of the weapon during this combat, as described below. 
  APL 2 (EL 3) 
  � Wolf Skeletons (3): hp 18 each; see Monster 
  Manual page 225.  
  APL 4 (EL 5) 
  � Owlbear Skeletons (3): hp 45 each; see Monster 
  Manual page 225. 
  APL 6 (EL 7) 
  � Advanced Shadows (3): hp 63 each; see 
  Appendix One. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 11 
  APL 8 (EL 9) 
  � Double-Evolved Advanced Shadows (3): hp 63 
  each; see Appendix One. 
  APL 10 (EL 11) 
  � Greater Shadows (3): hp 81 each; see Monster 
  Manual page 221. 
  APL 12 (EL 13) 
  � Double-Evolved Greater Shadows (3): hp 81 
  each; see Appendix One. 
   
  Tactics: At APLs 2 and 4, the skeletons are lurking 
  in the silt at the bottom of the stream, and are impossible 
  to notice until they have revealed themselves. They will 
  wait until the first PC has climbed down before 
  emerging, automatically gaining surprise. However, the 
  process of climbing out of the stream will take their 
  entire surprise round action. 
   
  At higher APLs, the shadows are lurking within the 
  walls of the canyon, and are impossible to notice until 
  they first attack. They will wait until the first PC has 
  climbed down, and will strike out at the second climber, 
  automatically gaining surprise. Whenever possible, the 
  shadows will remain within the walls of the canyon, 
  striking with concealment. 
   
  Researchers: The researchers will stay back behind 
  the PCs, and will occupy themselves with trying to make 
  the weapon work. They will otherwise not participate in 
  the combat. On each of their turns, read the appropriate 
  text: 
  Round one: 
   
  Father Sollus produces the orb from its pouch 
  and looks at Prefect Curanis with a look of 
  uncertainty. 
   
  “Um, Levanor… I just realized what we forgot to 
  decide.” 
   
  “What would that be?” 
   
  “We never decided who would hold the weapon, 
  and who would activate it.” 
   
  “Oh, for the love of…” The older priest pauses 
  for a second. “Well, of course I’ll use it first. 
  Heironeous comes before Pelor, alphabetically…” 
   
  “But the Sky Father is older than the 
  Archpaladin, from before the alphabet was even 
  chosen. Don’t you think that seniority should 
  matter?” 
   
  The two researchers continue to bicker, as the 
  battle rages around you. 
  Round two: 
   
  Father Sollus shrugs at his companion. “I’m just 
  saying that we should decide fairly and equitably.” 
   
  “This is ridiculous…” 
   
  “How about this…? I’m thinking of a number, 
  between one and ten, and…” 
   
  Prefect Curanis pushes the orb back into Father 
  Sollus’ hands “Oh, just hold the darn thing, already, 
  before there isn’t anything left to test it on!” 
   
  Father Sollus mutters something under his 
  breath, but concedes. He holds the orb in front of 
  him, while the older priest positions himself 
  nearby. 
  Round three: 
   
  Prefect Curanis gestures, and his holy symbol 
  glows with divine light. Positive energy flows from 
  his fingertips, and he channels it into the glass orb. 
  The center of the sphere glows for a moment, and 
  then a burst of energy emanates from within. 
   
  The wave of energy washes over the canyon, and 
  you feel it penetrate you. Somehow, you feel 
  renewed and full of life. 
   
  The undead, however, don’t seem impressed. 
  They gaze in the direction of the orb, briefly pausing 
  as if to contemplate the occurrence, before resuming 
  their attack. They seem no worse for wear. 
   
  Father Sollus stows the weapon. “Hmm, 
  something didn’t work right. Go ahead and wipe out 
  these foul things. We’ll have to give it another shot.” 
   
  After reading the text for round three, each PC 
  within 100 feet is healed for 1d3 points of damage and 
  dying PCs are automatically stabilized. The PCs are now 
  free to kill the remaining undead without penalty. 
   
  If the PCs ignore the rules of engagement, and kill 
  all of the undead before the researchers test the weapon, 
  they will be penalized experience points. Read this text 
  instead: 
   
  The researchers look at you in dismay as the last 
  undead creature collapses to the ground. 
   
  Father Sollus is the first to speak. “Umm, 
  pardon me… but how can we test this if you destroy 
  all our targets, before we get the chance?” 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 12 
   
  “Yes, remember the rules of engagement,” 
  chastises Prefect Curanis. “Otherwise we are just 
  wasting our time.” 
  Location E – Treasure Pile 
   
  Hidden in a small natural alcove, you find a pile 
  of bones and scraps of cloth - probably belonging to 
  previous victims of the canyon denizens. 
   
  If the PCs can succeed on a Search check (DC 15) 
  they can find a number of intact valuables amongst the 
  waste. In particular, there is a short sword whose blade is 
  warm to the touch, a rod engraved with religious 
  markings, and a heavy pole arm of obvious dwarven 
  design (depending on the APL). 
  Treasure 
  APL 2: L: 78 gp, C: 5 gp, M:  0 gp. 
  APL 4: L: 78 gp, C: 10 gp, M: nightstick (625 gp). 
  APL 6: L: 53 gp, C: 15 gp, M: nightstick (625 gp), +1 
  short sword (192 gp). 
  APL 8: L: 53 gp, C: 20 gp, M: +1 ghost touch short sword 
  (692 gp), nightstick (625 gp). 
  APL 10: L: 53 gp, C: 25 gp, M: +1 ghost touch short 
  sword (692 gp), nightstick (625 gp). 
  APL 12: L: 53 gp, C: 30 gp, M: +1 ghost strike short 
  sword (1525 gp), nightstick (625 gp). 
  Location F – Entrance to Caverns 
   
  The river has cut its way into the rock at the end 
  of the canyon. It appears to continue on into the 
  dark underground through a low natural archway. 
   
  The only way to continue following the river is to 
  wade into the river and duck through the archway. While 
  this may not seem entirely safe, the PCs can do this 
  without incident. 
   
  If the PCs decide to follow the river into the caverns 
  beyond, continue with Encounter 4. 
  ENCOUNTER 4: DANK AND 
  DARK 
   
  Please refer to DM Aid - Map 2 - the Caverns. The PCs 
  begin at Location A. 
  Location A – Cavern Entrance 
   
  Emerging from the frigid waters, you find 
  yourself in a small cavern. Only a small amount of 
  light creeps in through the archway, and it is very 
  dark here. 
   
  The caverns are completely dark, after the first 10 
  feet. Once the PCs provide some illumination (or if they 
  all have darkvision) continue with this: 
   
  Able to see, you take a good look at your 
  surroundings. The walls are lined with stalactites 
  and stalagmites - delicate, thin structures and 
  massive columns. The varying layers of the 
  sediments paint the cavern in a rainbow of color. 
   
  The caverns are also much more expansive than 
  you initially believed. The river continues south 
  through a long passageway, presumably into 
  another chamber. 
  Location B – Large Cavern 
   
  The passageway widens here into a much larger 
  chamber. The river continues on straight ahead, 
  while to your left is a huge cavern. 
   
  “Fascinating,” whispers Prefect Curanis. “This 
  whole area consists of limestone. Over time, the 
  river must have worn away at it, forming caves, 
  passageways and domes. So simple in theory, but so 
  riveting to actually see.” 
   
  “Is there anything you don’t know about,” 
  mutters Father Sollus under his breath. “Or at least, 
  anything you won’t drone on about?” 
   
  “You know, some earth faiths regard sites like 
  this as sacred connections to Oerth,” says the older 
  priest, ignoring his companion. “I’ve never seen any 
  fact to back up that fiction, but I’ve also not seen 
  anything here to explain why it has such a 
  reputation for undeath.” 
   
  He pauses for a second, and looks over the 
  entire scene. “I’d bet there’s an answer down here, 
  somewhere.” 
  Location C – Abandoned Campsite 
   
  Completely out of place, this cavern is adorned 
  with a circle of stones - the remnants of a campfire. 
  The fire pit contains a number of charred logs, and 
  an empty skewer is hung above it. 
   
  Around the fire circle are a number of rotted 
  sleeping mats, each holding a desiccated corpse. 
  Parts of the bodies are stripped down to the bone, 
  and it appears that they’ve been gnawed upon. 
   
  This is the remains of an expedition long past. If the 
  PCs can make a Heal check (DC 15) they can tell that 
  these people died from multiple deep slashing blows, 
  likely from some clawed beast. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 13 
   
  If the PCs succeed at a Search check (DC 18) they 
  can find a few coins on the bodies. These coins have been 
  here for quite a while, and are antiques that would be 
  valuable to a collector. 
  Treasure 
  APL 2: L: 0 gp, C: 10 gp, M:  0 gp. 
  APL 4: L: 0 gp, C: 20 gp, M:  0 gp. 
  APL 6: L: 0 gp, C: 30 gp, M:  0 gp. 
  APL 8: L: 0 gp, C: 40 gp, M:  0 gp. 
  APL 10: L: 0 gp, C: 50 gp, M:  0 gp. 
  APL 12: L: 0 gp, C: 60 gp, M:  0 gp. 
  Location D – Totem 
   
  This section of the caverns is full of loose 
  sediment and mud. The underground river must 
  have flowed through here fairly recently. 
   
  Half buried in the mud stands a small obelisk, 
  its clean-cut angles a stark contrast to the smooth 
  curves of the cavern stone. Its surface is covered in 
  markings, mostly worn away by the passage of time. 
   
  This stone obelisk is a marker, placed here to caution 
  good people from disturbing the evil that was sealed 
  within these caverns. 
   
  If the PCs can read Old Oeridian, they can find a few 
  words that are intact enough to read - “...Tenvatsys, whom 
  should remain in restful solitude forever. Beware his 
  wrath, should he...” 
  Location E – Dread Feast 
   
  At this point, both the cavern and the river split 
  in two and head in different directions. 
   
  A number of foul-looking creatures squat over 
  the carcass of some animal. It doesn’t appear that 
  they are eating it, so much as tearing it apart for 
  amusement. 
   
  They glance up at you, and quickly get to their 
  feet. It appears they have decided to toy with you, 
  instead. 
   
  The undead here will attack the PCs as soon as they 
  see them. The undead are not hiding, so unless the PCs 
  are using some sort of magic to mask their presence, 
  there will be no surprise round. The researchers will 
  perform their second test of the weapon during this 
  combat, as described below. 
  APL 2 (EL 4) 
  � Ghouls (4): hp 18 each; see Monster Manual page 
  119. 
  APL 4 (EL 6) 
  � Gravetouched Ghoul Lizardfolk (4): Medium 
  undead; hp 18 each; see Appendix One. 
  APL 6 (EL 8) 
  � Gravetouched Ghoul Ettercaps (4): Medium 
  undead; hp 45 each; see Appendix One. 
  APL 8 (EL 10) 
  � Gravetouched Ghoul Trolls (4): Large undead; 
  hp 54 each; see Appendix One. 
  APL 10 (EL 12) 
  � Gravetouched Ghoul Delvers (2): Huge 
  undead; hp 138 each; see Appendix One. 
  APL 12 (EL 14) 
  � Gravetouched Ghoul Beholder (1): Large 
  undead; hp 99; see Appendix One. 
   
  Tactics: At APLs 2, 4, 8, and 10, the undead will 
  attempt to close with the PCs as quickly as possible, and 
  will attempt to single out wounded opponents. 
   
  At APL 6, the ettercaps will use their web ability to 
  immobilize opponents from a distance, following up with 
  their paralyzing bite. 
   
  At APL 12, the beholder will fly up 40 feet to the 
  ceiling, avoiding melee threats while it uses its eye rays 
  on opponents with spells and ranged attacks. 
   
  Researchers: The researchers will stay back behind 
  the PCs, and will occupy themselves with trying to make 
  the weapon work. They will otherwise not participate in 
  the combat. On each of their turns, read the appropriate 
  text: 
  Round one: 
   
  Father Sollus produces the orb from its pouch 
  and looks at Prefect Curanis with a slightly smug 
  look. 
   
  “Here, I’ll show you how it’s done…” 
   
  He hands the orb to the older priest. It rolls 
  through Levanor’s hands, and slips out, plunging 
  towards the floor. 
   
  There is a moment of panic, and the younger 
  cleric dives for the floor. He catches the sphere 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 14 
  inches away from the solid rock floor, where it 
  surely would have shattered. 
  Round two: 
   
  Father Sollus gets to his feet, and checks the 
  sphere over for damage. Content that it is intact, he 
  hands it to his companion – holding on to it a bit 
  longer this time, just to be sure. 
   
  “Light preserve us, man! Be careful with that.” 
   
  Prefect Curanis rolls his eyes. “It was an 
  accident! Let it go, already…” He holds the orb in 
  front of him, while the younger priest positions 
  himself nearby. 
  Round three: 
   
  Father Sollus begins to chant and a divine light 
  begins to radiate from his holy symbol. Positive 
  energy flows from his fingertips, and he channels it 
  into the glass orb. The center of the sphere glows for 
  a moment, and then a slight spurt of energy is 
  emitted. 
   
  The wave of energy washes over the cavern, but 
  you can barely note its passing. It barely makes your 
  skin tingle, but somehow you feel a bit refreshed. 
   
  The undead don’t seem to notice at all. They do 
  not appear affected in the slightest. 
   
  Father Sollus sheaths the orb in silence. His 
  companion is much more animated. “Blast, barely 
  any result at all! You might as well wipe out these 
  fiends. We’ll just have to keep going.” 
   
  After reading the text for round three, each PC 
  within 100 feet is healed for 1 point of damage and dying 
  PCs are automatically stabilized. The PCs are now free to 
  kill the remaining undead without penalty. 
   
  If the PCs ignore the rules of engagement, and kill 
  all of the undead before the researchers test the weapon, 
  they will be penalized experience points. Read this text 
  instead: 
   
  The researchers look at you in dismay as the last 
  undead creature collapses to the ground. 
   
  Father Sollus is the first to speak. “Now see 
  here… how can we test this if you destroy all our 
  targets, before we get the chance?” 
   
  “Have you forgotten already? We need to have 
  specimens to test with,” chastises Prefect Curanis. 
  “Otherwise, being here is pointless...” 
  Location F – River Ends 
   
  The underground river continues from here, but 
  the caverns do not. It doesn’t look like anyone could 
  keep following it, past this point, through mundane 
  means. 
   
  If the PCs insist upon following the river beyond 
  this point, all they can find are miles of underground 
  river passages that finally emerge at a spring at the feet of 
  the Lorridges. 
  Location G – Collapsed Opening 
   
  This natural archway appears to lead into 
  another cavern. However, a large section of the 
  stone ceiling has collapsed, blocking passage. 
   
  A few hours of work will allow the PCs to clear away 
  enough rubble to enter the next cavern. Resourceful PCs 
  may come up with ways to circumvent this obstacle 
  through ingenuity or magic, but any approach will work 
  just fine. 
  Location H – Crypt Entrance 
   
  When the PCs reach this point, proceed with 
  Encounter 5. 
  ENCOUNTER 5: HOME SWEET 
  HOME 
   
  Please refer to DM Aid - Map 3 – Forgotten Crypt. The 
  PCs begin at Location A. 
   
  Every room in the crypt is constructed of blocks of 
  the same white marble. The walls, floors, and ceilings all 
  radiate moderate Abjuration magic – the spell of warding 
  that was supposed to keep the undead imprisoned 
  within. The crypt rooms are noticeably drier and warmer 
  than the caverns outside – a side effect of the warding. 
  The crypt is not lit, but presumably the PCs have found 
  the means to see in the darkened caverns by now. 
   
  The crypt is warded against extra-dimensional travel, 
  just like a dimensional anchor spell effect. 
  Location A – Crypt Entrance 
   
  Having excavated the collapsed archway, you 
  catch a glimpse of something odd – the stark white 
  glare of marble blocks. 
   
  Forgotten by the passage of time, the façade of a 
  large building juts from the cavern wall. Stately 
  columns flank a large double door. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 15 
   
  The doors contain a fair amount of engraving – 
  both text and symbols. Father Sollus eagerly studies 
  them like a child in a candy shop. 
   
  “Now here is something to talk about, old man,” 
  he excitedly cries to his companion.  He points at 
  some of the writing. “The divine alphabet… ‘Evil has 
  been locked away. Allow his slumber, or risk his 
  wrath.’ Very interesting…” 
   
  “Oh, yes… thought-provoking.” Prefect Curanis 
  throws up his hands. “And thinking about it is all 
  you’re going to do, because we are not disturbing it. 
  Whatever is in there was sealed here for a reason.” 
   
  “Not very well, apparently. Hasn’t it occurred to 
  you that maybe this is the source of the undead in 
  the Rift? Whatever is inside is leaking out. Look at 
  these…” Father Sollus points at a number of 
  sunburst-shaped symbols. “Those are symbols of my 
  order – archaic ones, mind you – but there is no 
  doubt in my mind. There is only one reason a 
  follower of Pelor would choose to come down here.” 
  He looks around at the caverns with disdain. “He 
  had to. Some high and mighty earth-worshipper 
  decided to imprison some great evil down here, and 
  pulled one of my faith along to do the dirty work.” 
   
  “But, why do we…” Levanor tries to interrupt. 
   
  “No buts. I’ll bet there are some pretty powerful 
  undead in there. Obviously, they’ve found some way 
  to get out. It’s only a matter of time before they 
  decide to leave this place and wreak havoc on the 
  countryside. Besides, we still need to test the 
  weapon, the reason we came here in the first place!” 
   
  Prefect Curanis stares at his vocal companion 
  for a moment, before turning to face you. “Well, 
  then. I guess we are going inside. Is that alright with 
  you?” 
   
  The façade of the crypt is 40 feet long and 20 feet tall. 
  The massive stone doors are each 10 feet wide, and 15 feet 
  tall. 
   
  If the PCs can read Celestial, they can confirm that 
  Father Sollus read the inscriptions on the doors correctly. 
  There are also a number of holy emblems engraved on 
  the doors. Have the PCs make three Knowledge 
  [religion] checks (DC 20). For every one they succeed on, 
  they can identify one of the represented deities - Daern 
  (Oeridian deity of defense and fortification), Fortubo 
  (Dwarven deity of stone, metal, mountains and 
  guardianship), and Pelor (Oeridian deity of sun, light, 
  strength and healing). These symbols are more difficult 
  than usual to identify as they are all of much older styles. 
   
  The doors to the crypt are not locked, but they are 
  very heavy. A successful Strength check (DC 25) will 
  allow them to open them. Up to four PCs can work 
  together to make the check. 
  � Crypt Doors: 1 ft. thick; hardness 8; hp 90; AC 5; 
  Break DC 25. 
  Location B – Entrance Foyer 
   
  Entering the crypt, you are immediately startled 
  by the difference in environment. The air is stale, 
  but is noticeably drier and warmer than what you 
  found in the caverns. 
   
  You stand in a rectangular chamber 40 feet long 
  and 20 feet wide. A stone door graces the opposite 
  wall, leading deeper into the tomb. 
   
  What catches your attention are the mosaics 
  decorating the walls of the chamber, and the 
  inscriptions accompanying them. 
   
  The first panel shows a young human boy, in a 
  pastoral setting. At his feet are the still forms of 
  small woodland creatures. There is blood on his 
  hands. 
   
  All of the inscriptions beneath the mosaics are in 
  Old Oeridian. The one beneath the first mosaic reads 
  “Tenvatsys the Child”. 
   
  The second panel shows the same boy as an 
  adolescent. Behind him stands a farmhouse, 
  consumed by fire. A pair of figures can be seen in the 
  windows, pleading to the boy for help. He appears to 
  ignore them as he leaves, his arms full of valuables. 
   
  The inscription beneath this mosaic reads “Any price 
  to attain his goals”. 
   
  This third panel shows the same adolescent at 
  roughly the same age. He sits at a desk, hungrily 
  reading from a book. A pile of other books lies 
  discarded behind him. 
   
  The inscription beneath this mosaic reads “Tenvatsys 
  learned patience, for with it came power”. 
   
  The final panel in this chamber shows a robed 
  wizard, extending a hand to the same young man, 
  helping him rise from the desk where he was seated. 
  Under the desk, however, you see the body of 
  another boy. Violent wounds are depicted in graphic 
  detail. 
   
  The inscription beneath this mosaic reads “Tenvatsys 
  the opportunist found a mentor”. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 16 
   
  The PCs may ask, but there are no applicable 
  Knowledge skills that can be used to identify the figure 
  depicted in the mosaics. Knowledge of his existence was 
  lost long ago in the passage of time.  
   
  The door to the next chamber is not locked. 
  Location C – Outer Hallways 
   
  A hallway extends from the entrance foyer 
  towards a larger room. A narrower hallway branches 
  to each side. 
  Location D – First Puzzle Room 
   
  The hallway ends in a 25 foot square room. The 
  walls of this chamber contain a number of mosaics, 
  similar to the ones seen before. 
   
  The first panel shows a young man sitting 
  obediently at the feet of his master, a robed wizard. 
  The wizard patiently explains something to the 
  man, while blue fire springs from his fingertips. The 
  man watches attentively, and a spark of blue fire 
  glows in his own hands. 
   
  The inscription beneath this mosaic reads “Tenvatsys 
  seemed a good apprentice”. 
   
  The second panel shows the robed wizard 
  leaving. The young man remains behind, hunched 
  over a book. He is shown engaged in some sort of 
  ritual, and twisted, nightmarish forms appear 
  nearby. 
   
  The inscription beneath this mosaic reads “But 
  Arthelon spent much time advising the Duke, and little 
  attention was paid to what Tenvatsys was doing”. 
   
  The third panel shows the robed wizard 
  returning to find the young man summoning the 
  foul creatures. He looks furious as he dismisses 
  them, but is then depicted forgiving the apprentice 
  in the last scene. 
   
  The inscription beneath this mosaic reads “Arthelon 
  discovered the ambition of his apprentice, but did not 
  stop it when he had the chance.” 
   
  At the center of the chamber is a square 
  pedestal, holding a stone brazier. The font burns 
  with a supernatural white flame. 
   
  An odd triangular design is etched into the 
  stone pedestal, surrounded by faint text. Six stone 
  disks are stacked nearby. 
   
  Give the players Player Handout 4 – First Puzzle Panel. 
  The text on the panel is in Celestial, so at the very least, 
  Father Sollus can read it. 
   
  The six stone disks are numbered one through six, 
  and can be inserted into the depressions in the design. 
  Refer to DM Aid – Solution to the First Tomb Puzzle for one 
  possible solution. 
   
  If the disks are inserted in a correct order, the flames 
  in the brazier extinguish, and half of the outer sanctum 
  seal (location F) is unlocked. If the disks are inserted 
  incorrectly, the brazier erupts in holy fire, as described 
  below. 
    
  If the PCs are having trouble with the puzzle, they 
  can make a Knowledge [architecture & engineering] or 
  Disable Device check (DC 15) to realize that destroying 
  the brazier, or disabling the mechanism within the 
  brazier, will accomplish the same goal. However, doing 
  so causes an explosion of holy fire to erupt from the 
  brazier, dealing 1d6 points per APL of divine energy 
  damage to everyone within 10 feet. 
  � Holy Fire Brazier: hardness 8; hp 10; AC 5; Break 
  DC 26; Disable Device DC 22. 
  Location E – Second Puzzle Room 
   
  The hallway ends in a 25 foot square room. The 
  walls of this chamber contain a number of mosaics, 
  similar to the ones seen before. 
   
  The first panel shows an aged robed wizard. 
  Behind him stands an envious young man, watching 
  his master with a look of dark hatred. 
   
  The inscription beneath this mosaic reads “Arthelon 
  had earned his position through a lifetime of honor and 
  service, but Tenvatsys was growing tired of patience”. 
   
  The second panel shows the robed wizard 
  asleep. The young man lurks nearby, pouring some 
  sort of potion into a wine bottle. He gazes 
  diabolically at his master. 
   
  The inscription beneath this mosaic reads “The 
  apprentice set the stage for his master’s downfall”. 
   
  The third panel shows the robed wizard seated 
  at a dining table, with the same wine bottle in front 
  of him. He is choking, and reaching out – pleading 
  for help from his apprentice. The young man stands 
  nearby, a wicked smile on his face. 
   
  The inscription beneath this mosaic reads “History 
  repeats itself”. 
   
  At the center of the chamber is a square 
  pedestal, holding a stone brazier. The font burns 
  with a supernatural white flame. 
   
  The front of the pedestal holds six levers, and is 
  etched with a number of words. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 17 
   
  Give the players Player Handout 5 – Second Puzzle 
  Panel. The text on the panel is in Celestial, so at the very 
  least, Father Sollus can read it. 
   
  If the PCs pull the second lever from the right, the 
  flames in the brazier extinguish, and half of the outer 
  sanctum seal (location F) is unlocked. If they pull any 
  other lever, the brazier erupts in holy fire, as described 
  below. 
    
  If the PCs are having trouble with the puzzle, they 
  can make a Knowledge [architecture & engineering] or 
  Disable Device check (DC 15) to realize that destroying 
  the brazier, or disabling the mechanism within the 
  brazier, will accomplish the same goal. However, doing 
  so causes an explosion of holy fire to erupt from the 
  brazier, dealing 1d6 points per APL of divine energy 
  damage to everyone within 10 feet. 
  � Holy Fire Brazier: hardness 8; hp 10; AC 5; Break 
  DC 26; Disable Device DC 22. 
  Location F – Outer Sanctum Seal 
   
  Large marble stairs fill this chamber, leading up 
  to an ominous stone door. A mosaic flanks each side 
  of the door. 
   
  The mosaic to the left shows a funereal march. A 
  stately-looking noble looks on. His hand rests on 
  the shoulder of a young man, apparently the same 
  man from the earlier displays. 
   
  The inscription beneath this mosaic reads “The Duke 
  did not see through Tenvatsys’ treachery, and trusted in 
  him as Arthelon’s successor”. 
   
  The mosaic to the right shows the young man 
  fleeing. In his hand is a wicked-looking dagger, 
  dripping with blood. The body of the noble lies on 
  the floor, expiring. A number of guards have burst 
  through a nearby door, and are pointing at the 
  fleeing man. 
   
  The inscription beneath this mosaic reads “Tenvatsys 
  quickly grew drunk with his newfound power. He slew 
  the Duke, thinking to seize his position, but was quickly 
  discovered.” 
   
  If the PCs have not yet completed the first and 
  second puzzle rooms (locations D and E) there is a slight 
  white glow emanating from around the edges of the door, 
  and it cannot be opened by any means. 
   
  Once the PCs have completed both puzzles (or 
  extinguished the flames through brute force), the door 
  can be opened. 
  Location G – Inner Hallways 
   
  Another hallway extends from the outer seal 
  chamber, this time ending in a large door. More 
  narrow hallways branch to either side. 
  Location H – Third Puzzle Room 
   
  The hallway ends in a 25 foot square room. The 
  walls of this chamber contain a number of mosaics, 
  similar to the ones seen before. 
   
  The first panel shows a number of armed 
  knights, camped outside of a tall tower. A small 
  figure stands atop a tower balcony, raining magical 
  fire upon the forces below. 
   
  The inscription beneath this mosaic reads “The 
  forces of good would not allow evil to remain”. 
   
  The second panel shows the knights bursting 
  into a room. A middle-aged man - looking a lot like 
  the young man seen in earlier panels - is poised with 
  his arms held up high. Black arcane fire lances from 
  his outstretched fingers. 
   
  The inscription beneath this mosaic reads “Tenvatsys 
  soon learned that he was not the wizard that his master 
  was”. 
   
  The third panel shows the young wizard fleeing 
  into his study, and barring the door behind him. For 
  the first time in any of the mosaics, he looks scared. 
   
  The inscription beneath this mosaic reads “Tenvatsys 
  managed to escape to the safety of his old master’s study”. 
   
  At the center of the chamber is a square 
  pedestal, holding a stone brazier. The font burns 
  with a supernatural white flame. 
   
  The front of the pedestal is etched with a 
  number of words. 
   
  Give the players Player Handout 6 – Third Puzzle Panel. 
  The text on the panel is in Celestial, so at the very least, 
  Father Sollus can read it. 
   
  If the PCs say the word ‘echo’, the flames in the 
  brazier extinguish, and half of the outer sanctum seal 
  (location J) is unlocked. 
    
  If the PCs are having trouble with the puzzle, they 
  can make a Knowledge [architecture & engineering] or 
  Disable Device check (DC 15) to realize that destroying 
  the brazier, or disabling the mechanism within the 
  brazier, will accomplish the same goal. However, doing 
  so causes an explosion of holy fire to erupt from the 
  brazier, dealing 1d6 points per APL of divine energy 
  damage to everyone within 10 feet. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 18 
  � Holy Fire Brazier: hardness 8; hp 10; AC 5; Break 
  DC 26; Disable Device DC 22. 
  Location I – Fourth Puzzle Room 
   
  The hallway ends in a 25 foot square room. The 
  walls of this chamber contain a number of mosaics, 
  similar to the ones seen before. 
   
  The first panel shows the same young wizard 
  from earlier mosaics. He is hurriedly searching 
  through shelves of books and crates of potions, 
  looking for something. A pronounced look of fear is 
  displayed on his face. 
   
  The inscription beneath this mosaic reads "Faced 
  with certain defeat, Tenvatsys searched his old master’s 
  study for anything that could save him". 
   
  The second panel shows the same young man. 
  He is perched over a large tome, and holds a bottle 
  in his hand. The bottle contains a dark liquid, and 
  the cloud of fumes above the mouth of the bottle 
  looks suspiciously like a skull. 
   
  The inscription beneath this mosaic reads "Tenvatsys 
  found a project that Arthelon had hidden away". 
   
  The third panel shows a number of knights 
  bursting into the laboratory. On the floor is the 
  body of the young wizard, stricken with some sort of 
  illness. 
   
  The inscription beneath this mosaic reads “The 
  forces of good captured Tenvatsys, but they were too 
  late”. 
   
  At the center of the chamber is a square 
  pedestal, holding a stone brazier. The font burns 
  with a supernatural white flame. 
   
  The front of the pedestal holds two levers, and is 
  etched with a number of words. 
   
  Give the players Player Handout 7 – Fourth Puzzle 
  Panel. The text on the panel is in Celestial, so at the very 
  least, Father Sollus can read it. 
   
  If the PCs pull the left lever, the flames in the brazier 
  extinguish, and half of the outer sanctum seal (location J) 
  is unlocked. If they pull the other lever, the brazier 
  erupts in holy fire, as described below. 
   
  If the PCs are having trouble with the puzzle, they 
  can make a Knowledge [architecture & engineering] or 
  Disable Device check (DC 15) to realize that destroying 
  the brazier, or disabling the mechanism within the 
  brazier, will accomplish the same goal. However, doing 
  so causes an explosion of holy fire to erupt from the 
  brazier, dealing 1d6 points per APL of divine energy 
  damage to everyone within 10 feet. 
  � Holy Fire Brazier: hardness 8; hp 10; AC 5; Break 
  DC 26; Disable Device DC 22. 
  Location J – Inner Sanctum Seal 
   
  The hallway ends here at a large stone door. 
  Some of the same warding symbols found outside 
  the tomb adorn it, as well. Mosaics adorn the walls 
  on either side of the hallway. 
   
  The mosaic to the left shows a group of knights, 
  with swords drawn, glaring at the fallen body of the 
  young wizard that appears in the other murals. A 
  scholarly-looking figure stands between the knights 
  and the body, keeping them separated. 
   
  The inscription beneath this mosaic reads “It was 
  realized that slaying Tenvatsys would only allow him to 
  escape. He could never be fully destroyed”. 
   
  The mosaic to the right shows the same knights 
  carrying the young man, whose arms have been 
  bound to his sides. The group is heading towards a 
  white building that looks a lot like this one. 
   
  The inscription beneath this mosaic reads “It was 
  decided that Tenvatsys would be imprisoned for all time”. 
   
  Father Sollus spends a long time studying the 
  symbols. “Well, I’m sure of it… whatever these 
  ancient people wanted to lock away is behind this 
  door. And see this…” He points to a number of 
  flowing runic characters. “It says ‘Great evil sleeps 
  within, until it can be destroyed.’ I’d say that’s where 
  we come in. Honor and valor, and all that.” 
   
  Prefect 
  Curanis 
  smiles. 
  “That’s 
  the 
  first 
  worthwhile thing you’ve said all day.” 
   
  If the PCs can read Celestial, they can tell that Father 
  Sollus actually read the inscription on the door 
  incorrectly – he confused two similar words with very 
  different meanings. The phrase on the door actually says 
  ‘Great evil sleeps within, for it can not be destroyed.’ 
   
  If the PCs have not yet completed the third and 
  fourth puzzle rooms (locations H and I) there is a bright 
  white glow emanating from around the edges of the door, 
  and it cannot be opened by any means. 
   
  Once the PCs have completed both puzzles (or 
  extinguished the flames through brute force), the door 
  can be opened. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 19 
  Location K – Inner Sanctum 
   
  The unsealed door creaks open, revealing the 
  innermost chamber of the tomb. It is not quite what 
  you were expecting. 
   
  The walls are made of the same stark white 
  marble as the rest of the tomb. However, several 
  gaping holes have been carved through the stone, 
  exposing tunnels into the bare earth beyond. 
   
  The chamber itself looks rather well lived-in. An 
  ornate carpet adorns the floor, matching several fine 
  tapestries on the walls. A number of bookshelves fill 
  one wall. A smaller chamber to the right looks like 
  some sort of sleeping chamber, while a matching 
  one to the left contains a desk and alchemical 
  equipment. 
   
  In the center of this chamber is a comfortable-
  looking chair and ottoman. A robed, skeletal form 
  occupies the chair, a book in hand. It is looking at 
  you with what would probably be a look of surprise, 
  if it had facial features. 
   
  If the PCs can understand Old Oeridian, read this 
  text: 
   
  The creature speaks in a deep, gravely voice. “Is 
  it true? Can it possibly be? After all this time, I am 
  free from this accursed prison! For far too long have 
  I endured its bonds. You have done a great thing, 
  and I shall reward you by allowing you to serve me 
  further.” 
   
  As the creature rises, a number of undead forms 
  clamber out of the tunnels, and charge to the attack. 
   
  If the PCs cannot understand Old Oeridian, read this 
  text instead: 
   
  The creature speaks in a deep, gravely voice, in a 
  tongue you cannot understand. As it finishes, the 
  creature rises, and a number of undead forms 
  clamber out of the tunnels, and charge to the attack. 
   
  Prefect Curanis turns to look at you. “Hmm… 
  this can’t be good.” 
   
  This is Tenvatsys, the young wizard described in the 
  crypt mosaics. When he was faced with certain defeat, he 
  completed a ritual that started his transformation into a 
  lich. The forces of good realized that they could not 
  destroy him (his body would simply reform). It was 
  decided that he would be imprisoned here, confined 
  within the walls of the tomb. 
   
  Tenvatsys managed to find a loophole – he 
  discovered that his spells and his minions could pass 
  beyond the wards of the tomb, even though he could not. 
   
  Now that the PCs have unsealed the crypt, Tenvatsys 
  is free to pass beyond the wards. 
   
  The researchers will perform their third test of the 
  weapon during this combat, as described below. 
  APL 2 (EL 5) 
  � Tenvatsys: Ghoul Nec4; hp 30; see Appendix One. 
  � Human Commoner Zombies (4): hp 21 each; 
  see Monster Manual page 265. 
  APL 4 (EL 7) 
  � Tenvatsys: Ghoul Nec6; hp 36; see Appendix One. 
  � Troglodyte Zombies (4): hp 39 each; see 
  Monster Manual page 265. 
  APL 6 (EL 9) 
  � Tenvatsys: Ghast Nec7; hp 60; see Appendix One. 
  � Bugbear Zombies (4): hp 57 each; see Monster 
  Manual page 265. 
  APL 8 (EL 11) 
  � Tenvatsys: Ghast Nec9; hp 66; see Appendix One. 
  � Minotaur Zombies (4): hp 111 each; see 
  Monster Manual page 265. 
  APL 10 (EL 13) 
  � Tenvatsys: Ghast Nec11; hp 72; see Appendix 
  One. 
  � Grey Render Zombies (4): hp 183 each; see 
  Monster Manual page 265. 
  APL 12 (EL 15) 
  � Tenvatsys: Lich Nec12; hp 108; see Appendix 
  One. 
  � Bodaks (4): hp 81 each; see Monster Manual page 
  28. 
   
  Preparation: Tenvatsys has either mage armor or 
  greater mage armor cast in advance. 
   
  Tactics: Tenvatsys will attempt to stay behind his 
  undead minions, keeping opponents out of melee range. 
   
  APL 2: Tenvatsys will use ray of enfeeblement and 
  scorching ray to remove front-line fighters from combat, 
  and will use blindness/deafness to eliminate archers and 
  spell casters. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 20 
   
  APL 4: Tenvatsys will open the combat with fireball, 
  trying to weaken the PCs before his minions engage 
  them. 
   
  APL 6: Tenvatsys will weaken a melee fighter with 
  unluck, and a caster with enervation. 
   
  APL 8: Tenvatsys will use reciprocal gyre against an 
  obviously buffed fighter (for instance, an enlarged melee 
  fighter) followed by mass reduce person and baleful 
  polymorph. 
   
  APL 10: Tenvatsys will use disintegrate to remove a 
  spell caster from combat, and will save his quickened 
  scorching ray to interrupt a harmful incoming spell. 
   
  APL 12: Tenvatsys will use flesh to stone and disintegrate 
  to remove spell casters from combat, saving his quickened 
  scorching ray and quickened magic missile to interrupt spells. 
   
  Researchers: The researchers will stay back behind 
  the PCs, and will occupy themselves with trying to make 
  the weapon work. They will otherwise not participate in 
  the combat. On each of their turns, read the appropriate 
  text: 
  Round one: 
   
  Father Sollus retrieves the orb from its pouch 
  and starts to hand it to Prefect Curanis, and then 
  changes his mind. 
   
  “Oh, no... I think I’ll just hang on to this, for 
  now. Can’t risk breaking it.” 
   
  The older man throws up his hands. “Give me a 
  break, it was an accident. Fine, you hold it, and I’ll 
  get it going. You’re not going to stand there, are 
  you?” 
   
  “What’s wrong with where I’m standing?” 
   
  “You stood like that last time, and it didn’t work 
  right. You’re obviously doing something wrong...” 
   
  “Me? It didn’t work any better when you 
  positioned it,” Father Sollus says defensibly. “In fact, 
  it didn’t work at all.” 
   
  The two men continue to argue, almost 
  oblivious to the struggle that is going on around 
  them. 
  Round two: 
   
  “Hold it out farther,” Prefect Curanis instructs 
  his companion. “Another inch or two...” 
   
  “I’m telling you, the angle is wrong. You’re at 
  least five degrees off from my diagrams.” 
   
  “What does it matter? It’s a sphere; it should 
  work the same from any angle.” 
   
  “There’s no evidence that...” 
   
  The older man interrupts him. “There’s no 
  evidence that it will work at all. Now just hold it 
  out.” 
   
  Father Sollus holds the orb in front of him, 
  while the older priest positions himself nearby. 
  Round three: 
   
  Once more, Prefect Curanis calls upon the 
  divine might of his deity. Positive energy flows from 
  his fingertips, and he channels it into the glass orb. 
  The center of the sphere glows softly for a moment, 
  and then a slight ripple of energy is released. 
   
  The wave of energy washes over the crypt, but 
  you can barely notice it at all. Your wounds tingle a 
  bit, and somehow you feel a bit invigorated. 
   
  The undead don’t seem to notice at all. They do 
  not appear affected in the slightest. 
   
  Prefect Curanis looks very agitated. “I don’t 
  know what is wrong. Quick, dispatch the rest. We’ll 
  try to figure out what is wrong.” 
   
  After reading the text for round three, each PC 
  within 100 feet is healed for 1 point of damage and dying 
  PCs are automatically stabilized. The PCs are now free to 
  kill the remaining undead without penalty. 
   
  If the PCs ignore the rules of engagement, and kill 
  all of the undead before the researchers test the weapon, 
  they will be penalized experience points. Read this text 
  instead: 
   
  The researchers look at you in shock as the last 
  undead creature collapses to the ground. 
   
  Father Sollus is the first to speak. “Oh, come 
  on… what are we supposed to test the weapon on 
  now?” 
   
  “Remember the rules? We needed specimens to 
  test with,” chastises Prefect Curanis. “What are we 
  going to do, now?” 
   
  Once all of the undead have been destroyed, 
  continue with the Conclusion. 
  Treasure 
  APL 2: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), Codex Oeridium (16 gp), nycoptic manuscripts (208 
  gp), ring of protection +1 (166 gp), Tenvatsys’ spellbook I 
  (12 gp). 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 21 
  APL 4: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), Codex Oeridium (16 gp), nycoptic manuscripts (208 
  gp), planar fork - negative energy plane (16 gp), planar 
  fork - nine hells (16 gp), ring of protection +1 (166 gp), 
  Tenvatsys’ spellbook II (23 gp). 
  APL 6: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), brooch of shielding (125 gp), Codex Oeridium (16 
  gp), headband of intellect +2 (333 gp), nycoptic 
  manuscripts (208 gp), planar fork - negative energy plane 
  (16 gp), planar fork - nine hells (16 gp), ring of protection 
  +1 (166 gp), Tenvatsys’ spellbook III (33 gp). 
  APL 8: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), brooch of shielding (125 gp), Codex Oeridium (16 
  gp), headband of intellect +2 (333 gp), nycoptic 
  manuscripts (208 gp), planar fork - negative energy plane 
  (16 gp), planar fork - nine hells (16 gp), ring of protection 
  +1 (166 gp), Tenvatsys’ spellbook IV (55 gp). 
  APL 10: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), belt of many pockets (916 gp), brooch of shielding 
  (125 gp), Codex Oeridium (16 gp), headband of intellect 
  +2 (333 gp), lesser empower metamagic rod (750 gp), 
  nycoptic manuscripts (208 gp), planar fork - negative 
  energy plane (16 gp), planar fork - nine hells (16 gp), ring 
  of protection +1 (166 gp), Tenvatsys’ spellbook V (73 gp). 
  APL 12: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), belt of many pockets (916 gp), brooch of shielding 
  (125 gp), Codex Oeridium (16 gp), headband of intellect 
  +2 (333 gp), lesser empower metamagic rod (750 gp), 
  nycoptic manuscripts (208 gp), planar fork - negative 
  energy plane (16 gp), planar fork - nine hells (16 gp), ring 
  of arcane might (1666 gp), ring of protection +1 (166 gp), 
  Tenvatsys’ spellbook VI (78 gp). 
  CONCLUSION 
   
  Tenvatsys and his minions fall before you, but it 
  would appear the battle is not over. A new wave of 
  undead abominations crawls out of the tunnels, and 
  you can hear the sounds of more on the way. 
   
  You fight valiantly, but the odds are clearly 
  against you. You begin to lose ground, and your 
  wounds are becoming substantial. 
   
  “This is ridiculous,” mutters a frustrated Father 
  Sollus. “We’re going to get ourselves killed, trying to 
  protect something that probably doesn’t even work.” 
   
  He shoves the glass orb into Levanor’s hands, 
  and turns to face the horde of undead. “I’ve had 
  enough!” 
   
  Father Sollus begins to chant and his holy 
  symbol glows very brightly. The foes nearest to him 
  disintegrate into piles of ash as the divine light of 
  Pelor washes over them. 
   
  Suddenly, there is a cry from Prefect Curanis. As 
  everyone turns to look, you notice that the glass 
  sphere he is holding has caught some of Pelor’s 
  light, and is itself glowing as bright as the sun. A 
  split second later, a torrent of energy bursts forth 
  from the orb, filling the crypt with its radiance. All 
  around you, the undead collapse into piles of dust. 
  In but a moment they are all gone. 
   
  There is a moment of stunned silence. Finally, 
  Prefect Curanis speaks. 
   
  “Alright, I give up. What just happened?” 
   
  “I don’t know, Levanor.” Father Sollus shakes 
  his head, and then stops as if lost in thought. He 
  looks down at his holy symbol, and he smiles. 
   
  “I think I’ve got it... it’s sunlight. When we just 
  channeled energy into the weapon, it didn’t do 
  anything. But when I called upon Pelor’s light... 
  sunlight carries power over those that dwell in 
  darkness.” 
   
  The older man ponders this for a second. “You 
  know, you might be right. When we tried to use it 
  outside it was cloudy, and it barely did anything. 
  And down here, it was even weaker.” 
   
  “Yes, I could only imagine what it could do on a 
  sunny day. Or better yet, during...” Father Sollus 
  suddenly goes pale. 
   
  “During what? Don’t keep me in suspense like 
  that...” 
   
  Father Sollus swallows hard. “There is a holy 
  festival for those of my faith in just a few months. If 
  the sphere was present during the ceremony...” He 
  trails off to silence. 
   
  Prefect Curanis nods, and then turns to you. “It 
  is time for us to leave this place. We will take the 
  weapon to the Pelorite temple in Nightwatch. We 
  need to keep this as quiet as possible. The 
  Necromancer has eyes and ears everywhere, and we 
  need this secret kept from them.” 
   
  “You have done us a great service. Probably more 
  so than you can comprehend. Thank you.” 
   
  With that, the two researchers turn, and begin 
  the long walk back to civilization. 
   
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 22 
  To Be Continued… Proceed to Gift of the 
  Gnomes below … 
   
  GIFT OF THE GNOMES 
  At the conclusion of the adventure, after the characters 
  have rested up and spent a night or two in a warm bed, 
  each PC is visited individually by a gnome hailing from 
  the Yatil Mountains. The gnome knows the identity of 
  the character, and the read-aloud text below can be 
  paraphrased to include that information. Read the 
  following to the players: 
   
  Your last adventure complete, you spend a few 
  days resting and relaxing, enjoying what comforts 
  civilization offers. One day, as you are out walking 
  about, a well-worn gnome traveler dressed in an 
  earthen robe with stitchings of gold waves you 
  down. As he approaches, his face beams with the 
  delight of your attention. 
   
  “Good adventurer, I thank you for a moment of 
  your precious time. Allow me to introduce myself. 
  My name is Clegin, Master Illusionist of Gnome 
  Vale. The Laird Gwaylar, our headman, has sent me 
  to search for worthies that may be willing to aid our 
  cause. Having heard of your recent exploits, I must 
  say, I am quite impressed by your actions. You must 
  be one of the stalwarts spoke of in the foretellings of 
  our Chief Cleric. Thus, I have this gift for you, if you 
  will accept it.” 
   
  Clegin pulls a polished gemstone from one of 
  his robe pockets. The gem has a symbol of arcane 
  power etched in its face. “Please, take this. It is now 
  but an interesting bauble, but I have the power to 
  enchant it into something that would be of greater 
  use than exchange for mere coin. When the time is 
  right, you might find yourself on the path to my 
  home, and then, as is foretold, you will aid my 
  people who have been beset upon by evils thought 
  vanquished. If you are successful in your task to be, I 
  shall reward you by awakening the arcane power 
  within the gem I offer. I and my people thank you 
  for all you’ve done, and all you’ve yet to accomplish.” 
   
  If the character accepts the gemstone: 
   
  Clegin hands you the gemstone. The same smile 
  plays upon his face as when he first greeted you. “I 
  have others to seek out. Soon, our paths shall cross 
  again, brave one.” He turns from you, and walks 
  down the street, disappearing in the crowd. 
   
  If the character does not accept the gemstone: 
   
  A look of confusion furrows Clegin’s brow. “I 
  am certain you are the one spoken of, yet you do not 
  accept my gift? Are you sure you would not 
  reconsider?” 
   
  Give the player another chance to think it over. If 
  they accept, read the acceptance text above. If they 
  continue to decline, read the following: 
   
  Clegin resigns himself to a slow smile. “Gift or 
  no, our paths shall meet again. I am certain that 
  something can be arranged at a later time. I must 
  leave now; I have others to seek out. Good day to 
  you, brave one.” He turns from you, and walks down 
  the street, disappearing in the crowd. 
   
  Characters can make a DC 20 Knowledge 
  (geography) skill check to know that Gnome Vale is a 
  very isolated community of gnomes located deep within 
  the Yatil Mountains.  
   
  Clegin has more errands to run, and can’t sit and 
  chat any longer with the character. If pressed for more 
  information, he simply says that all will be revealed in 
  due time. 
   
  If a character accepts the gift, they receive the 
  Gnome Vale Gemstone listed on the AR. If they refuse, 
  cross this item off the AR. Its purpose will become 
  known at a later time. 
   
  If a character already has a gemstone, they may 
  receive a second (or third) gemstone if it is of a different 
  color than the ones already possessed by the character. A 
  character may not possess more than one of the same 
  color gemstone. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3 
  Defeat the Undead Guards 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 23 
  Encounter 4 
  Defeat the Undead Ambush 
   
  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 5 
  Defeat Tenvatsys and his minions 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Allow the researchers to test the weapon in Encounter 3 
   
  APL 2: 14 xp. 
   
  APL 4: 28 xp. 
   
  APL 6: 42 xp. 
   
  APL 8: 56 xp. 
   
  APL 10: 70 xp. 
   
  APL 12: 84 xp. 
  Allow the researchers to test the weapon in Encounter 4 
   
  APL 2: 14 xp. 
   
  APL 4: 28 xp. 
   
  APL 6: 42 xp. 
   
  APL 8: 56 xp. 
   
  APL 10: 70 xp. 
   
  APL 12: 84 xp. 
  Allow the researchers to test the weapon in Encounter 5 
   
  APL 2: 14 xp. 
   
  APL 4: 28 xp. 
   
  APL 6: 42 xp. 
   
  APL 8: 56 xp. 
   
  APL 10: 70 xp. 
   
  APL 12: 84 xp. 
  Discretionary roleplaying award 
   
  APL 2: 48 xp. 
   
  APL 4: 51 xp. 
   
  APL 6: 54 xp. 
   
  APL 8: 57 xp. 
   
  APL 10: 60 xp. 
   
  APL 12: 63 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional adventure, characters may spend 
  additional Time Units to practice professions or create 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 24 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 3:   
  APL 2: L: 78 gp, C: 5 gp, M:  0 gp. 
  APL 4: L: 78 gp, C: 10 gp, M: nightstick (625 gp). 
  APL 6: L: 53 gp, C: 15 gp, M: nightstick (625 gp), +1 
  short sword (192 gp). 
  APL 8: L: 53 gp, C: 20 gp, M: +1 ghost touch short sword 
  (692 gp), nightstick (625 gp). 
  APL 10: L: 53 gp, C: 25 gp, M: +1 ghost touch short 
  sword (692 gp), nightstick (625 gp). 
  APL 12: L: 53 gp, C: 30 gp, M: +1 ghost strike short 
  sword (1525 gp), nightstick (625 gp). 
  Encounter 4: 
  APL 2: L: 0 gp, C: 10 gp, M:  0 gp. 
  APL 4: L: 0 gp, C: 20 gp, M:  0 gp. 
  APL 6: L: 0 gp, C: 30 gp, M:  0 gp. 
  APL 8: L: 0 gp, C: 40 gp, M:  0 gp. 
  APL 10: L: 0 gp, C: 50 gp, M:  0 gp. 
  APL 12: L: 0 gp, C: 60 gp, M:  0 gp. 
  Encounter 5:   
  APL 2: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), Codex Oeridium (16 gp), nycoptic manuscripts (208 
  gp), ring of protection +1 (166 gp), Tenvatsys’ spellbook I 
  (12 gp). 
  APL 4: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), Codex Oeridium (16 gp), nycoptic manuscripts (208 
  gp), planar fork - negative energy plane (16 gp), planar 
  fork - nine hells (16 gp), ring of protection +1 (166 gp), 
  Tenvatsys’ spellbook II (23 gp). 
  APL 6: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), brooch of shielding (125 gp), Codex Oeridium (16 
  gp), headband of intellect +2 (333 gp), nycoptic 
  manuscripts (208 gp), planar fork - negative energy plane 
  (16 gp), planar fork - nine hells (16 gp), ring of protection 
  +1 (166 gp), Tenvatsys’ spellbook III (33 gp). 
  APL 8: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), brooch of shielding (125 gp), Codex Oeridium (16 
  gp), headband of intellect +2 (333 gp), nycoptic 
  manuscripts (208 gp), planar fork - negative energy plane 
  (16 gp), planar fork - nine hells (16 gp), ring of protection 
  +1 (166 gp), Tenvatsys’ spellbook IV (55 gp). 
  APL 10: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), belt of many pockets (916 gp), brooch of shielding 
  (125 gp), Codex Oeridium (16 gp), headband of intellect 
  +2 (333 gp), lesser empower metamagic rod (750 gp), 
  nycoptic manuscripts (208 gp), planar fork - negative 
  energy plane (16 gp), planar fork - nine hells (16 gp), ring 
  of protection +1 (166 gp), Tenvatsys’ spellbook V (73 gp). 
  APL 12: L: 0 gp, C: 0 gp, M:  Affairs of Circumstance (16 
  gp), belt of many pockets (916 gp), brooch of shielding 
  (125 gp), Codex Oeridium (16 gp), headband of intellect 
  +2 (333 gp), lesser empower metamagic rod (750 gp), 
  nycoptic manuscripts (208 gp), planar fork - negative 
  energy plane (16 gp), planar fork - nine hells (16 gp), ring 
  of arcane might (1666 gp), ring of protection +1 (166 gp), 
  Tenvatsys’ spellbook VI (78 gp). 
  Conclusion:   
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 78 gp, C: 65 gp, M: 418 gp – Total: 561 gp 
  (450 gp). 
  APL 4: L: 78 gp, C: 80 gp, M: 1086 gp – Total: 1244 gp 
  (650 gp). 
  APL 6: L: 53 gp, C: 95 gp, M: 1746 gp – Total: 1894 gp 
  (900 gp). 
  APL 8: L: 53 gp, C: 110 gp, M: 2268 gp – Total: 2431 
  gp (1,300 gp). 
  APL 10: L: 53 gp, C: 125 gp, M: 3952 gp – Total: 4130 
  gp (2,300 gp). 
  APL 12: L: 53 gp, C: 140 gp, M: 6456 gp – Total: 6649 
  gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Gnome Vale Yellow Gemstone: A gnome calling 
  himself Clegin presented you with a well-cut, human’s 
  palm-sized gemstone colored yellow. Upon the face is 
  etched a symbol of arcane magic signifying the school of 
  abjuration; there is also a lingering aura of this magic 
  upon the gemstone. If sold, it will fetch 50 gold pieces. 
  You do not have to pay for this item. You may only 
  possess one Gnome Vale yellow gemstone. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 25 
  � Favor of the Churches of Heironeous and Pelor: 
  This favor counts as an Influence Point with both the 
  Church of Heironeous in Bissel and the Church of Pelor 
  in Bissel. The PC can spend this favor to gain access 
  (Frequency: Any) to purchase any one, and only one of 
  the following items/upgrades (circle when chosen): rings 
  (protection +2 or +3, sustenance, counterspells, minor energy 
  resistance, water walking, minor spell storing), cloak of 
  resistance +2 to +4, pearl of power (1
  st level to 4
  th level), periapt of 
  health, lesser strand of prayer beads, gem of brightness, 
  phylactery of undead turning, +4 ability boost item from 
  DMG, armor/shield special abilities (acid resistance, cold 
  resistance, electricity resistance, fire resistance, sonic resistance).  
  Mark this favor as USED once it has been spent.  
  � Bissel Military Commendation: For your good 
  work, the powers on high have granted you a 
  commendation in the Great Army of Bissel. Please 
  contact the Bissel Triad for further details. 
  � Affairs of Circumstance: This book details 
  information about proper etiquette in formal situations.  
  When using this book as a reference, this PC may take 
  one hour to study this book and receive a +2 competence 
  bonus to Knowledge (nobility and royalty) checks with 
  regards to formal etiquette for the next twelve hours.  
  Market Price: 280 gp; Weight: 3 lbs. 
  � Codex Oeridium: This book details information 
  about the history of the Oeridian people and their 
  migrations.  When using this book as a reference, this PC 
  may take one hour to study this book and receive a +2 
  competence bonus to Knowledge (history) checks with 
  regards to the Oeridian people for the next twelve hours. 
   Market Price: 280 gp; Weight: 3 lbs. 
  � Planar Fork: This item can be used as the necessary 
  focus for the spell plane shift (plane noted below). Market 
  Price: 200 gp; Weight: - lbs. 
  � Tensatsys’ Spellbooks: This PC gains access to one 
  or more of Tensatsys’ spellbooks (the one at the APL 
  played and all those at lower APLs): 
  • 
  APL 2: 1
  st – color spray, fist of stone (Complete Arcane), 
  lesser orb of acid (Complete Arcane), lesser orb of cold 
  (Complete Arcane), mage armor, magic missile, ray of 
  enfeeblement; 2
  nd – blindness/deafness, fireburst (Complete 
  Arcane), mirror image, scorching ray. Market Price: 750 
  gp; Weight: 3 lbs. 
  • 
  APL 4: 2
  nd – invisibility; 3
  rd – dispel magic, fireball, greater 
  mage armor (Complete Arcane), vampiric touch. Market 
  Price: 700 gp; Weight: 3 lbs. 
  • 
  APL 6: 4
  th – enervation, orb of force (Complete Arcane), 
  unluck (Complete Arcane). Market Price: 600 gp; Weight: 
  3 lbs. 
  • 
  APL 8: 3
  rd – cone of cold, stinking cloud; 4
  th – mass reduce 
  person; 5
  th – baleful polymorph, reciprocal gyre (Complete 
  Arcane), waves of fatigue. Market Price: 1,250 gp; Weight: 
  3 lbs. 
  • 
  APL 10: 4
  th – wall of fire; 6
  th – disintegrate, eyebite. 
  Market Price: 800 gp; Weight: 3 lbs. 
  • 
  APL 12: 5
  th – cloudkill; 6
  th – flesh to stone. Market Price: 
  550 gp; Weight: 3 lbs. 
  Item Access 
  APL 2: 
  • 
  Affairs of Circumstance (Adventure; See Above) 
  • 
  Brooch Of Shielding (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Codex Oeridium (Adventure; See Above) 
  • 
  Dwarvencraft Dwarven Warpike (Adventure; Races of 
  Stone) 
  • 
  Nycoptic Manuscripts (Adventure; Libris Mortis) 
  • 
  Pearl of Power, 1
  st Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Planar Fork – Negative Energy Plane (Adventure; See 
  Above) 
  • 
  Planar Fork – Nine Hells (Adventure; See Above) 
  • 
  Tenvatsys’ Spellbooks (Adventure; See Above) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Nightstick (Adventure; Libris Mortis) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Belt Of Many Pockets (Adventure; Complete Adventure) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  +1 Ghost Touch Short Sword (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Lesser Empower Metamagic Rod (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Ring of Protection +2 (Adventure; Dungeon Master’s 
  Guide) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Cloak of Resistance +2 (Adventure; Dungeon Master’s 
  Guide) 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 26 
  • 
  Ring Of Arcane Might (Adventure; Complete Adventure) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  +1 Ghost Strike Short Sword (Adventure; Libris Mortis) 
  • 
  Cloak of Resistance +3 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Headband of Intellect +4 (Adventure; Dungeon Master’s 
  Guide) 
   
   
   
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 27 
  APPENDIX ONE – MONSTER AND NPC STATISTICS
  APL 2 
  ENCOUNTER 5 
   
   
   
   
  Tenvatsys: Ghoul Nec4; CR 4; Medium undead; HD 
  2d12+4d4; hp 30; Init +2; Spd 30 ft.; AC 19, touch 13, flat-
  footed 17; Base Atk +3; Grp +4; Atk +4 melee (1d6+1 plus 
  paralysis, bite); Full Atk +4 melee (1d6+1 plus paralysis, 
  bite) and +2 melee (1d3 plus paralysis, 2 claws); SA Ghoul 
  fever, paralysis; SQ Darkvision 60 ft., undead traits, +2 
  turn resistance, summon familiar; AL CE; SV Fort +1, Ref 
  +3, Will +9; Str 13, Dex 15, Con -, Int 20, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +6, Climb +5, Concentration 
  +9, Decipher Script +7, Hide +6, Jump +5, Knowledge 
  [arcana] +15, Move Silently +6, Spellcraft +15, Spot +7; 
  Ability Focus [paralysis], Improved Paralysis, Multiattack, 
  Scribe Scroll. 
   
  Ghoul Fever (Su): Disease-bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 18 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to this 
  paralysis. The save DC is Charisma-based. 
   
  Wizard Spells Prepared (5/6/4; save DC 15 + spell 
  level): 0 – daze, detect magic, ray of frost (x2), touch of fatigue; 
  1st – color spray, fist of stone, lesser orb of cold, mage armor, 
  magic missile, ray of enfeeblement; 2nd – blindness/deafness, 
  fireburst, mirror image, scorching ray. 
   
  Possessions: spellbook, ring of protection +1, pearl of power 
  (1
  st level spell), planar fork - negative energy plane, planar fork - 
  nine hells, brooch of shielding, potion of resist energy (fire) 20. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 28 
  APL 4 
  ENCOUNTER 4 
   
   
   
   
  Gravetouched Ghoul Lizardfolk: CR 2; Medium 
  undead (reptilian, augmented); HD 2d12; hp 18; Init +0; 
  Spd 30 ft.; AC 19, touch 12, flat-footed 17; Base Atk +1; 
  Grp +3; Atk +3 melee (1d4+2, claw); Full Atk +3 melee 
  (1d4+2, 2 claws) and +1 melee (1d6+1, bite); SA -; SQ 
  Hold breath, +2 turn resistance, diet dependant, undead 
  traits; AL CE; SV Fort +0, Ref +5, Will +2; Str 15, Dex 14, 
  Con -, Int 11, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +8, Jump +8, Swim +7; 
  Multiattack. 
   
  Hold Breath (Su): A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Constitution 
  score before it risks drowning (see page 304 of the 
  Dungeon Master’s Guide). 
   
  Skills: Because of their tales, lizardfolk have a +4 
  racial bonus on Jump, Swim, and Balance checks. 
   
  Ghoul Fever (Su): Disease-bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a gravetouched ghoul’s 
  bite or claw attack must succeed on a DC 12 Fortitude 
  save or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The save DC is Charisma-
  based. 
   
  Diet Dependant: Gravetouched ghouls are diet 
  dependant (see the Undead Metabolism section in Libris 
  Mortis, Chapter 1) upon flesh. 
  ENCOUNTER 5 
   
   
   
   
  Tenvatsys: Ghoul Nec6; CR 6; Medium undead; HD 
  2d12+6d4; hp 36; Init +2; Spd 30 ft.; AC 21, touch 13, flat-
  footed 19; Base Atk +4; Grp +5; Atk +5 melee (1d6+1 plus 
  paralysis, bite); Full Atk +5 melee (1d6+1 plus paralysis, 
  bite) and +3 melee (1d3 plus paralysis, 2 claws); SA Ghoul 
  fever, paralysis; SQ Darkvision 60 ft., undead traits, +2 
  turn resistance, summon familiar; AL CE; SV Fort +2, Ref 
  +4, Will +10; Str 13, Dex 15, Con -, Int 21 (23), Wis 14, 
  Cha 12. 
   
  Skills and Feats: Balance +6, Climb +5, Concentration 
  +11, Decipher Script +12, Hide +6, Jump +5, Knowledge 
  [arcana] +18, Move Silently +10, Spellcraft +18, Spot +7; 
  Ability 
  Focus 
  [paralysis], 
  Craft Wondrous Item, 
  Improved Paralysis, Multiattack, Scribe Scroll. 
   
  Ghoul Fever (Su): Disease-bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 18 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to this 
  paralysis. The save DC is Charisma-based. 
   
  Wizard Spells Prepared (5/6/6/4; save DC 16 + spell 
  level): 0 – daze, detect magic, ray of frost (x2), touch of fatigue; 
  1st – color spray, fist of stone, lesser orb of cold, magic missile 
  (x2), ray of enfeeblement; 2nd – blindness/deafness, fireburst 
  (x2), invisibility, mirror image, scorching ray; 3rd – dispel 
  magic, fireball, greater mage armor, vampiric touch. 
   
  Possessions: spellbook, ring of protection +1, pearl of power 
  (1
  st level spell), planar fork - negative energy plane, planar fork - 
  nine hells, brooch of shielding, potion of resist energy (fire) 20, 
  headband of intellect +2. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 29 
  APL 6 
  ENCOUNTER 3 
   
   
   
   
  Advanced 
  Shadow: 
  CR 
  4; 
  Medium 
  undead 
  (incorporeal); HD 7d12; hp 63; Init +2; Spd fly 40 ft. 
  (good); AC 13, touch 13, flat-footed 11; Base Atk +3; Grp -; 
  Atk incorporeal touch +5 melee (1d6 Str, touch); Full Atk 
  incorporeal touch +5 melee (1d6 Str, touch); SA Create 
  spawn, strength damage; SQ Darkvision 60 ft., 
  incorporeal traits, +2 turn resistance, undead traits; AL 
  CE; SV Fort +3, Ref +4, Will +6; Str -, Dex 15, Con -, Int 6, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Hide +12*, Listen +9, Search +4, Spot 
  +9; Alertness, Dodge, Mobility.  * Shadows receive a +4 
  racial bonus to hide checks in shadowy areas. In brightly 
  illuminated areas, they receive a -4 on hide checks. 
   
  Strength Damage (Su): The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A creature 
  reduced to Strength 0 by a shadow dies. This is a negative 
  energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow under the control of its killer 
  within 1d4 rounds. 
  ENCOUNTER 4 
   
   
   
   
  Gravetouched Ghoul Ettercap: CR 4; Medium undead 
  (augmented); HD 5d12; hp 45; Init +3; Spd 30 ft., climb 
  30 ft.; AC 18, touch 15, flat-footed 13; Base Atk +3; Grp +6; 
  Atk +6 melee (1d8+3 plus poison, bite); Full Atk +6 melee 
  (1d8+3 plus poison, bite) and +4 melee (1d4+2, 2 claws); 
  SA Poison, web; SQ Low-light vision, +2 turn resistance, 
  diet dependant, undead traits; AL CE; SV Fort +3, Ref +6, 
  Will +8; Str 16, Dex 21, Con -, Int 8, Wis 19, Cha 10. 
   
  Skills and Feats: Climb +11, Craft [trapmaking] +5, 
  Hide +11, Listen +6, Spot +10; Great Fortitude, 
  Multiattack. 
   
  Poison (Ex): Injury, Fortitude DC 14, initial damage 
  1d6 Dex, secondary damage 2d6 Dex. The save DC is 
  Constitution based and includes a +2 racial bonus. 
   
  Web (Ex): An ettercap can throw a web eight times 
  per day. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 10 
  feet, and is effective against targets of up to Medium size. 
  The web anchors the target in place, allowing no 
  movement. 
   
  An entangled creature can escape with a DC 12 
  Escape Artist check or burst the web with a DC 16 
  Strength check. The check DCs are Constitution-based, 
  and the Strength check DC includes a +4 racial bonus. 
  The web has 6 hit points, hardness 0, and takes double 
  damage from fire. 
   
  Ettercaps can also create sheets of sticky webbing 
  from 5 to 60 feet square.  They usually position these to 
  snare flying creatures but can also try to trap prey on the 
  ground.  Approaching creatures must succeed on a DC 20 
  Spot check to notice a web, or they stumble into it and 
  become trapped as though by a successful web attack.  
  Attempts to escape or burst the webbing receive a +5 
  bonus if the trapped creature has something to walk on 
  or grab while pulling free.  Each 5-foot-square section has 
  6 hit points, hardness 0, and take double damage from 
  fire. 
   
  An ettercap can move across its own sheet web at its 
  climb speed and can determine the exact location of any 
  creature touching the web. 
   
  Skills: Ettercaps have a +4 racial bonus on Craft 
  [trapmaking], Hide, and Spot checks.  They have a +8 
  racial bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. 
   
  Ghoul Fever (Su): Disease-bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a gravetouched ghoul’s 
  bite or claw attack must succeed on a DC 12 Fortitude 
  save or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The save DC is Charisma-
  based. 
   
  Diet Dependant: Gravetouched ghouls are diet 
  dependant (see the Undead Metabolism section in Libris 
  Mortis, Chapter 1) upon flesh. 
  ENCOUNTER 5 
   
   
   
   
  Tenvatsys: Ghast Nec7; CR 8; Medium undead; HD 
  4d12+7d4+3; hp 60; Init +3; Spd 30 ft.; AC 24, touch 13, 
  flat-footed 21; Base Atk +5; Grp +8; Atk +8 melee (1d8+3 
  plus paralysis, bite); Full Atk +8 melee (1d8+3 plus 
  paralysis, bite) and +6 melee (1d4+1 plus paralysis, 2 
  claws); SA Ghoul fever, paralysis, stench; SQ Darkvision 
  60 ft., undead traits, +2 turn resistance, summon familiar; 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 30 
  AL CE; SV Fort +3, Ref +6, Will +11; Str 17, Dex 17, Con -, 
  Int 23, Wis 14, Cha 16. 
   
  Skills and Feats: Balance +7, Climb +9, Concentration 
  +12, Decipher Script +11, Hide +8, Jump +9, Knowledge 
  [arcana] +20, Move Silently +12, Spellcraft +20, Spot +8; 
  Ability 
  Focus 
  [paralysis], 
  Craft Wondrous Item, 
  Improved 
  Paralysis, 
  Multiattack, 
  Scribe 
  Scroll, 
  Toughness. 
   
  Ghoul Fever (Su): Disease-bite, Fortitude DC 15, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 21 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to this 
  paralysis. The save DC is Charisma-based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 15 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected by the 
  same ghast’s stench for 24 hours. A delay poison or 
  neutralize poison spell removes the effect from a 
  sickened creature. Creatures with immunity to poison are 
  unaffected and creatures resistant to poison receive their 
  normal bonus on their saving throws. The save DC is 
  Charisma-based. 
   
  Wizard Spells Prepared (5/7/6/4/3; save DC 16 + spell 
  level): 0 – daze, detect magic, ray of frost (x2), touch of fatigue; 
  1st – color spray, fist of stone, lesser orb of cold, magic missile 
  (x2), ray of enfeeblement (x2); 2nd – blindness/deafness, 
  fireburst, invisibility, mirror image, scorching ray (x2); 3rd – 
  dispel magic, fireball, greater mage armor, vampiric touch; 4th – 
  enervation, orb of force, unluck. 
   
  Possessions: spellbook, ring of protection +1, pearl of power 
  (1
  st level spell), planar fork - negative energy plane, planar fork - 
  nine hells, brooch of shielding, potion of resist energy (fire) 20, 
  headband of intellect +2, belt of many pockets (Complete 
  Arcane). 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 31 
  APL 8 
  ENCOUNTER 3 
   
   
   
   
  Double-Evolved Advanced Shadow: CR 6; Medium 
  undead (incorporeal); HD 7d12; hp 63; Init +2; Spd fly 40 
  ft. (good); AC 17, touch 17, flat-footed 15 (+2 Dex, +5 
  deflection); Base Atk +3; Grp -; Atk incorporeal touch +5 
  melee (1d6 Str, touch); Full Atk incorporeal touch +5 
  melee (1d6 Str, touch); SA Create spawn, strength 
  damage, spell-like abilities; SQ Darkvision 60 ft., 
  incorporeal traits, +2 turn resistance, undead traits, fast 
  healing 3 (Ex); AL CE; SV Fort +3, Ref +4, Will +6; Str -, 
  Dex 15, Con -, Int 6, Wis 12, Cha 17. 
   
  Skills and Feats: Hide +12*, Listen +9, Search +4, Spot 
  +9; Alertness, Dodge, Mobility.  * Shadows receive a +4 
  racial bonus to hide checks in shadowy areas. In brightly 
  illuminated areas, they receive a -4 on hide checks. 
   
  Strength Damage (Su): The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A creature 
  reduced to Strength 0 by a shadow dies. This is a negative 
  energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow under the control of its killer 
  within 1d4 rounds. 
   
  Spell-like Abilities (Sp): 1/day – see invisibility, unholy 
  blight (DC 17).  Caster level 7
  th; save DC is Cha-based. 
  ENCOUNTER 4 
   
   
   
   
  Gravetouched Ghoul Troll: CR 6; Large undead 
  (augmented); HD 6d12; hp 54; Init +2; Spd 30 ft.; AC 20, 
  touch 13, flat-footed 16; Base Atk +4; Grp +15; Atk +10 
  melee (1d6+7, claw); Full Atk +10 melee (1d6+7, 2 claws) 
  and +5 melee (1d8+4, bite); Space/Reach 10 ft./10 ft.; SA 
  Rend 2d6+10; SQ Darkvision 90 ft., low-light vision, 
  regeneration 5, scent, +2 turn resistance, diet dependant, 
  undead traits; AL CE; SV Fort +5, Ref +6, Will +5; Str 25, 
  Dex 18, Con -, Int 8, Wis 13, Cha 8. 
   
  Skills and Feats: Listen +7, Spot +8; Alertness, Iron 
  Will, Multiattack, Track. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+10 
  points of damage 
   
  Regeneration (Ex): Fire and acid deal normal damage 
  to a troll.  If a troll loses a limb or body part, the lost 
  portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Ghoul Fever (Su): Disease-bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a gravetouched ghoul’s 
  bite or claw attack must succeed on a DC 12 Fortitude 
  save or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The save DC is Charisma-
  based. 
   
  Diet Dependant: Gravetouched ghouls are diet 
  dependant (see the Undead Metabolism section in Libris 
  Mortis, Chapter 1) upon flesh. 
  ENCOUNTER 5 
   
   
   
   
  Tenvatsys: Ghast Nec9; CR 10; Medium undead; HD 
  4d12+9d4+3; hp 66; Init +3; Spd 30 ft.; AC 25, touch 14, 
  flat-footed 22; Base Atk +6; Grp +9; Atk +9 melee (1d8+3 
  plus paralysis, bite); Full Atk +9 melee (1d8+3 plus 
  paralysis, bite) and +7 melee (1d4+1 plus paralysis, 2 
  claws); SA Ghoul fever, paralysis, stench; SQ Darkvision 
  60 ft., undead traits, +2 turn resistance, summon familiar; 
  AL CE; SV Fort +4, Ref +7, Will +12; Str 17, Dex 17, Con -, 
  Int 24, Wis 14, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +7, 
  Climb 
  +10, 
  Concentration +14, Decipher Script +14, Hide +8, Jump 
  +9, Knowledge [arcana] +23, Move Silently +12, Spellcraft 
  +23, Spot +12; Ability Focus [paralysis], Craft Wondrous 
  Item, Improved Paralysis, Multiattack, Point Blank Shot, 
  Scribe Scroll, Toughness. 
   
  Ghoul Fever (Su): Disease-bite, Fortitude DC 15, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 21 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to this 
  paralysis. The save DC is Charisma-based. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 32 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 15 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected by the 
  same ghast’s stench for 24 hours. A delay poison or 
  neutralize poison spell removes the effect from a 
  sickened creature. Creatures with immunity to poison are 
  unaffected and creatures resistant to poison receive their 
  normal bonus on their saving throws. The save DC is 
  Charisma-based. 
   
  Wizard Spells Prepared (5/7/7/6/4/3; save DC 17 + 
  spell level): 0 – daze, detect magic, ray of frost (x2), touch of 
  fatigue; 1st – color spray, fist of stone, lesser orb of cold, magic 
  missile (x2), ray of enfeeblement (x2); 2nd – blindness/deafness, 
  fireburst, glitterdust, invisibility, mirror image, scorching ray 
  (x2); 3rd – cone of cold, dispel magic, fireball, greater mage 
  armor, stinking cloud, vampiric touch; 4th – enervation, mass 
  reduce person, orb of force, unluck; 5th – baleful polymorph, 
  reciprocal gyre, waves of fatigue. 
   
  Possessions: spellbook, ring of protection +2, pearl of power 
  (1
  st level spell), planar fork - negative energy plane, planar fork - 
  nine hells, brooch of shielding, potion of resist energy (fire) 20, 
  headband of intellect +2, belt of many pockets (Complete 
  Arcane), metamagic rod (empower, lesser). 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 33 
  APL 10 
  ENCOUNTER 4 
   
   
   
   
  Gravetouched Ghoul Delver: CR 10; Huge undead 
  (augmented); HD 15d12+3; hp 138; Init +5; Spd 30 ft., 
  burrow 10 ft.; AC 28, touch 11, flat-footed 25; Base Atk 
  +11; Grp +28; Atk +18 melee (1d8+9 plus 2d6 acid, claw); 
  Full Atk +18 melee (1d8+9 plus 2d6 acid, 2 claws); 
  Space/Reach 15 ft./10 ft.; SA Corrosive slime; SQ 
  Darkvision 60 ft., immunity to acid, stone shape, 
  tremorsense 60 ft., +2 turn resistance, diet dependant, 
  undead traits; AL CE; SV Fort +7, Ref +8, Will +13; Str 27, 
  Dex 17, Con -, Int 16, Wis 18, Cha 14. 
   
  Skills and Feats: Knowledge [dungeoneering] +15, 
  Knowledge [nature] +5, Listen +22, Move Silently +19, 
  Spot +22, Survival +16 (+18 underground); Alertness, 
  Blind-Fight, Great Fortitude, Improved Initiative, 
  Multiattack, Power Attack, Toughness. 
   
  Corrosive Slime (Ex): A delver produces a mucus-like 
  slime that contains a highly corrosive substance.  The 
  slim is particularly effective against stone. 
   
  A delver’s mere touch deals 2d6 points of acid 
  damage to organize creatures or objects.  Against metallic 
  creatures or objects, a delver’s slime deals 4d8 points of 
  damage on contact and another 2d6 points of damage in 
  each of the next 2 rounds.  A large quantity (at least a 
  quart) of water or weak acid, such as vinegar, washes off 
  the slime. 
   
  An opponent’s armor and clothing dissolve and 
  become useless immediately unless the wearer succeeds 
  on a DC 17 Reflex save.  Weapons that strike a delver also 
  dissolve immediately unless the wielder succeeds on a 
  DC 17 Reflex save. 
  ENCOUNTER 5 
   
   
   
   
  Tenvatsys: Ghast Nec11; CR 12; Medium undead; HD 
  4d12+11d4+3; hp 72; Init +3; Spd 30 ft.; AC 25, touch 14, 
  flat-footed 22; Base Atk +7; Grp +10; Atk +10 melee 
  (1d8+3 plus paralysis, bite); Full Atk +10 melee (1d8+3 
  plus paralysis, bite) and +8 melee (1d4+1 plus paralysis, 2 
  claws); SA Ghoul fever, paralysis, stench; SQ Darkvision 
  60 ft., undead traits, +2 turn resistance, summon familiar; 
  AL CE; SV Fort +4 (+6), Ref +7 (+9), Will +13 (+15); Str 17, 
  Dex 17, Con -, Int 24, Wis 14, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +9, 
  Climb 
  +10, 
  Concentration +16, Decipher Script +16, Hide +10, Jump 
  +9, Knowledge [arcana] +25, Move Silently +14, Spellcraft 
  +25, Spot +12; Ability Focus [paralysis], Craft Wondrous 
  Item, Improved Paralysis, Multiattack, Point Blank Shot, 
  Precise Shot, Quicken Spell, Scribe Scroll, Toughness. 
   
  Ghoul Fever (Su): Disease-bite, Fortitude DC 15, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 21 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to this 
  paralysis. The save DC is Charisma-based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 15 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected by the 
  same ghast’s stench for 24 hours. A delay poison or 
  neutralize poison spell removes the effect from a 
  sickened creature. Creatures with immunity to poison are 
  unaffected and creatures resistant to poison receive their 
  normal bonus on their saving throws. The save DC is 
  Charisma-based. 
   
  Wizard Spells Prepared (5/7/7/7/5/4/3; save DC 17 + 
  spell level): 0 – daze, detect magic, ray of frost (x2), touch of 
  fatigue; 1st – color spray, fist of stone, lesser orb of cold, magic 
  missile (x2), ray of enfeeblement (x2); 2nd – blindness/deafness, 
  fireburst, glitterdust, invisibility, mirror image, scorching ray 
  (x2); 3rd – cone of cold, dispel magic (x2), fireball, greater mage 
  armor, stinking cloud, vampiric touch; 4th – enervation, mass 
  reduce person, orb of force, unluck, wall of fire; 5th – baleful 
  polymorph, cloudkill, reciprocal gyre, waves of fatigue; 6th – 
  disintegrate, eyebite, quickened scorching ray. 
   
  Possessions: spellbook, ring of protection +2, pearl of power 
  (1
  st level spell), planar fork - negative energy plane, planar fork - 
  nine hells, brooch of shielding, potion of resist energy (fire) 20, 
  headband of intellect +2, belt of many pockets (Complete 
  Arcane), metamagic rod (empower, lesser), ring of arcane might 
  (Complete Adventurer), cloak of resistance +2. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 34 
  APL 12 
  ENCOUNTER 3 
   
   
   
   
  Double-Evolved Greater Shadow: CR 10; Medium 
  undead (incorporeal); HD 9d12; hp 81; Init +2; Spd fly 40 
  ft. (good); AC 18, touch 18, flat-footed 16 (+2 Dex, +6 
  deflection); Base Atk +4; Grp -; Atk incorporeal touch +6 
  melee (1d8 Str, touch); Full Atk incorporeal touch +6 
  melee (1d8 Str, touch); SA Create spawn, strength 
  damage, spell-like abilities; SQ Darkvision 60 ft., 
  incorporeal traits, +2 turn resistance, undead traits, fast 
  healing 3 (Ex); AL CE; SV Fort +3, Ref +5, Will +7; Str -, 
  Dex 15, Con -, Int 6, Wis 12, Cha 18. 
   
  Skills and Feats: Hide +14*, Listen +9, Search +6, Spot 
  +9; Alertness, Dodge, Mobility, Spring Attack.  * Shadows 
  receive a +4 racial bonus to hide checks in shadowy areas. 
  In brightly illuminated areas, they receive a -4 on hide 
  checks. 
   
  Strength Damage (Su): The touch of a greater shadow 
  deals 1d8 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by a shadow dies. This is a 
  negative energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow under the control of its killer 
  within 1d4 rounds. 
   
  Spell-like Abilities (Sp): 1/day – see invisibility, unholy 
  blight (DC 18).  Caster level 9
  th; save DC is Cha-based. 
  ENCOUNTER 4 
   
   
   
   
  Gravetouched Ghoul Beholder: CR 14; Large undead 
  (augmented); HD 11d12; hp 99; Init +6; Spd 5 ft., fly 20 ft. 
  (good); AC 30, touch 13, flat-footed 26; Base Atk +8; Grp 
  +13; Atk ranged touch +11 ranged (eye rays) and +3 melee 
  (2d4+1, bite); Full Atk ranged touch +11 ranged (eye rays) 
  and +3 melee (2d4+1, bite); Space/Reach 10 ft./5 ft.; SA 
  Eye rays; all-around vision, antimagic cone; SQ 
  Darkvision 60 ft., flight, +2 turn resistance, diet 
  dependant, undead traits; AL CE; SV Fort +5, Ref +7, Will 
  +13; Str 12, Dex 18, Con -, Int 19, Wis 19, Cha 17. 
   
  Skills and Feats: Hide +14, Knowledge [arcana] +18, 
  Listen +20, Search +22, Spot +24, Survival +4 (+6 
  following tracks); Alertness, Flyby Attack, Great 
  Fortitude, Improved Initiative, Iron Will, Multiattack. 
   
  Eye Rays (Su): Each of a beholder’s ten eye rays 
  resembles a spell cast by a 13
  th-level caster.  Each eye ray 
  has a range of 150 feet and a save DC of 18.  The save DCs 
  are Charisma-based.  The ten eye rays include: 
   
   
  Charm Monster: The target must succeed on a 
  Will save or be affected as though by the spell.  Beholders 
  use this ray to confuse the opposition, usually employing 
  it early in a fight.  The beholder generally instructs a 
  charmed target to either restrain a comrade or stand aside. 
   
   
  Charm Person: The target must succeed on a Will 
  save or be affected as though by the spell.  Beholders use 
  this ray in the same manner as the charm monster ray. 
   
   
  Disintegrate: The target must succeed on 
  Fortitude save or be affected as though by the spell.  The 
  beholder likes to use this ray on any foe it considers a real 
  threat. 
   
   
  Fear: This works like the spell, except that it 
  targets one creature.  The target must succeed on a Will 
  save or be affected as though by the spell.  Beholders like 
  to use this ray against warriors and other powerful 
  creatures early in a fight to break up the opposition. 
   
   
  Finger of Death: The target must succeed on 
  Fortitude save or be slain as though by the spell.  The 
  target takes 3d6+13 points of damage if its saving throw 
  succeeds.  Beholders use this ray to eliminate dangerous 
  foes quickly. 
   
   
  Flesh to Stone: The target must succeed on 
  Fortitude save or be affected as though by the spell.  
  Beholders like to aim this ray at enemy spellcasters.  They 
  also use it on any creature whose appearance they find 
  interesting.  (After the fight, the beholder takes the statue 
  to its lair as decoration.) 
   
   
  Inflict Moderate Wounds: This works like the 
  spell, causing 2d8+10 points of damage (Will half). 
   
   
  Sleep: This works like the spell, except that it 
  affects one creature with any number of Hit Dice (Will 
  negates).  Beholders like to use this ray against warriors 
  and other physically powerful creatures.  They know 
  their foes can quickly awaken the sleepers, but they know 
  that doing so takes time and can delay an effective 
  counterattack. 
   
   
  Slow: This works like the spell, except that it 
  affects one creature.  The target can make a Will save to 
  negate the effect.  Beholders often use this ray against the 
  same creature targeted by their disintegrate, flesh to stone, or 
  finger of death ray.  If one of the former rays fails to 
  eliminate the foe, this ray might at least hamper it. 
   
   
  Telekinesis: A beholder can move objects or 
  creatures that weigh up to 325 pounds, as though with a 
  telekinesis spell.  Creatures can resist the effect with a 
  successful Will save. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 35 
   
  Antimagic Cone (Su): A beholder’s central eye 
  continually produces a 150-foot cone of antimagic.  This 
  functions just like antimagic field (caster level 13
  th).  All 
  magical and supernatural powers and effects within the 
  cone are suppressed – even the beholder’s own eye rays.  
  Once each round, during its turn, the beholder decides 
  whether the antimagic cone is active or not (the beholder 
  deactivates the cone by shutting its central eye). 
   
  Ghoul Fever (Su): Disease-bite, Fortitude DC 18, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast, not a ghoul. 
   
  Paralysis (Ex): Those hit by a gravetouched ghoul’s 
  bite or claw attack must succeed on a DC 18 Fortitude 
  save or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The save DC is Charisma-
  based. 
   
  Diet Dependant: Gravetouched ghouls are diet 
  dependant (see the Undead Metabolism section in Libris 
  Mortis, Chapter 1) upon flesh. 
  ENCOUNTER 5 
   
   
   
   
  Tenvatsys: Lich Nec12; CR 14; Medium undead 
  (Augmented); HD 12d12; hp 108; Init +3; Spd 30 ft.; AC 
  26, touch 15, flat-footed 23; Base Atk +6; Grp +6; Atk 
  touch +6 melee (1d8+5 negative energy plus paralysis, 
  touch); Full Atk touch +6/+1 melee (1d8+5 negative 
  energy plus paralysis, touch); SA Damaging touch, fear 
  aura, paralyzing touch, spells; SQ +4 turn resistance, DR 
  15/bludgeoning and magic, darkvision 60 ft., immunity 
  to cold, electricity, polymorph, and mind-affecting 
  effects, undead traits; AL CE; SV Fort +4 (+7), Ref +7 
  (+10), Will +11 (+14); Str 17, Dex 17, Con -, Int 24 (28), 
  Wis 16, Cha 18. 
   
  Skills and Feats: Concentration +15, Decipher Script 
  +17, Hide +8, Knowledge [arcana] +17, Knowledge 
  [religion] +5, Listen +16, Move Silently +8, Search +8, 
  Sense Motive +16, Spellcraft +17, Spot +16; Ability Focus 
  [paralysis], Contagious Paralysis, Craft Wondrous Item, 
  Improved Paralysis, Point Blank Shot, Precise Shot, 
  Quicken Spell, Scribe Scroll. 
   
  Touch Attack: A lich without natural weapons has a 
  touch attack that uses negative energy to deal 1d8+5 
  points of damage to living creatures; a Will save (DC 10 
  +1/2 lich’s HD + lich’s Cha modifier) halves the damage. 
  A lich with natural weapons can use its touch attack or its 
  natural weaponry, as it prefers. If it chooses the latter, it 
  deals 1d8+5 points of extra damage on one natural 
  weapon attack. The DC for this effect is 20. 
   
  Fear Aura (Su): Liches are shrouded in a dreadful aura 
  of death and evil. Creatures of less than 5 HD in a 60-foot 
  radius that look at the lich must succeed on a Will save or 
  be affected as though by a fear spell from a sorcerer of the 
  lich’s level. A creature that successfully saves cannot be 
  affected again by the same lich’s aura for 24 hours. The 
  DC for this effect is 20. The save DC is Charisma-based. 
   
  Paralyzing Touch (Su): Any living creature a lich hits 
  with its touch attack must succeed on Fortitude save or 
  be permanently paralyzed. Remove paralysis or any spell 
  that can remove a curse can free the victim (see the 
  bestow curse spell description, page 203 of the Player’s 
  Handbook). This effect cannot be dispelled. Anyone 
  paralyzed by a lich seems dead, though a DC 20 Spot 
  check or a DC 21 Heal check reveals that the victim is 
  still alive. 
   
  Contagious Paralysis (Su): Any creature affected by the 
  lich’s paralyzing touch can confer paralysis to other 
  creatures that touch it. Any creature touching a creature 
  that you have paralyzed is immediately affected as if you 
  had delivered a paralyzing attack upon it (using the same 
  save DC to resist). 
   
  If a creature successfully saves against your 
  contagious paralysis attack, it can’t be affected by your 
  attack for 24 hours. 
   
  Wizard Spells Prepared (5/8/7/7/5/6/4; save DC 19 + 
  spell level): 0 – daze, detect magic, ray of frost (x2), touch of 
  fatigue; 1st – color spray, fist of stone, lesser orb of cold (x2), 
  magic missile (x2), ray of enfeeblement (x2); 2nd – 
  blindness/deafness, fireburst, glitterdust, invisibility, mirror 
  image, scorching ray (x2); 3rd – cone of cold, dispel magic (x2), 
  fireball, greater mage armor, stinking cloud, vampiric touch; 4th 
  – enervation, mass reduce person, orb of force, unluck, wall of 
  fire; 5th – baleful polymorph, cloudkill, quickened magic missile 
  (x2), reciprocal gyre, waves of fatigue; 6th – disintegrate, eyebite, 
  flesh to stone, quickened scorching ray. 
   
  Possessions: spellbook, ring of protection +2, pearl of 
  power (1
  st level spell), planar fork - negative energy plane, planar 
  fork - nine hells, brooch of shielding, potion of resist energy (fire) 
  20, headband of intellect +4, belt of many pockets (Complete 
  Arcane), metamagic rod (empower, lesser), ring of arcane might 
  (Complete Adventurer), cloak of resistance +3. 
   
  
   
  BIS5-03 Trials and Triumphs 
   
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  BIS5-03 Trials and Triumphs 
   
  Page 37 
  APPENDIX TWO – NEW TEMPLATES 
   
  GRAVETOUCHED GHOUL 
  Source: Libris Mortis, page 103 
   
  Like traditional ghouls, gravetouched ghouls haunt 
  graveyards, battlefields, and other places rich with the 
  carrion for which they hunger.  These terrible creatures 
  lurk wherever the stench of death hangs heavy, ready to 
  devour the unwary. 
   
  Ghouls are said to be created upon the death of a 
  living sentient being who savored the taste of the flesh of 
  other sentient creatures.  This assertion may or may not 
  be true, but it does explain the disgusting behavior of 
  these anthropophagous undead.  Some believe that 
  anyone of exceptional debauchery and wickedness runs 
  the risk of becoming a gravetouched ghoul.  The 
  transformation from living beings into fell creatures of 
  the night has warped their minds, making them cunning 
  and feral. 
   
  While most humanoids who engage in such 
  activities and return from the grave are mere ghouls (as 
  described in the Monster Manual), in rare occasions the 
  creation of a ghouls briefly draws the attention of 
  Doresain, King of the Ghouls.  When this happens, the 
  newly formed ghoul does not possess the standard 
  Monster Manual statistics for a ghoul, but instead the 
  base creature gains this gravetouched ghoul template.  
  These templated creatures are said to be “touched by the 
  King.”  The DM decides when this occurs. 
  Creating a gravetouched ghoul 
   
  “Gravetouched ghoul” is an acquired template that 
  can be added to any corporeal aberration, fey, giant, 
  humanoid, or monstrous humanoid with Intelligence 
  and Charisma scores of 3 or higher (referred to hereafter 
  as the base creature). 
   
  A gravetouched ghoul speaks all the languages it 
  spoke in life (usually Common).  It has all the base 
  creature’s statistics and special abilities except as noted 
  here. 
   
  Size and Type: The creature’s type changes to 
  undead, and it gains the augmented subtype.  Do not 
  recalculate base attack bonus, saves, or skill points.  Size is 
  unchanged. 
   
  Hit Dice: Increase to d12. 
   
  Armor Class: The base creature’s natural armor 
  bonus improves by 2. 
   
  Attack: A gravetouched ghouls retains all the attacks 
  of the base creature and also gains a bite and two claw 
  attacks if it didn’t already have them.  If the base creature 
  uses weapons, the gravetouched ghoul retains this ability. 
   A creature with natural weapons retains those natural 
  weapons.  A gravetouched ghoul fighting without 
  weapons uses its bite attack.  A gravetouched ghoul 
  armed with a weapon uses its bite or weapon as it desires. 
   
  Full Attack: A gravetouched ghoul fighting without 
  weapons uses its bite and two claws to attack.  If armed 
  with a weapon, it chooses whether to use the weapon or 
  use its natural attacks. 
   
  Damage: Gravetouched ghouls have bite and claw 
  attacks.  If the base creature does not have this attack 
  form, use the appropriate damage value from the table 
  below according to the gravetouched ghoul’s size.  
  Creatures that have other kinds of natural weapons retain 
  their old damage values or use the appropriate value from 
  the table below, whichever is better. 
  Size 
  Bite Damage 
  Claw Damage 
  Fine 
  1 
  -- 
  Diminutive 
  1d2 
  1 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
  Huge 
  2d6 
  1d8 
  Gargantuan 
  2d8 
  2d6 
  Colossal 
  4d6 
  2d8 
   
   
  Special Attacks: A gravetouched ghoul retains all 
  the special attacks of the base creature and gains those 
  described below.  Saves have a DC of 10 + ½ the 
  gravetouched ghoul’s HD + gravetouched ghoul’s Cha 
  modifier unless otherwise noted. 
   
  Ghoul Fever (Su): Disease – bite, Fortitude save, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight.  A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life.  It is not under the control of any 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 38 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in respects.  A humanoid of 4 
  HD or higher rises as a ghast, rather than a ghoul. 
   
  Paralysis (Ex): Victims hit by a gravetouched ghoul’s 
  bite or claw attack must make a successful Fortitude save 
  or be paralyzed for 1d4+1 rounds.  Elves have immunity 
  to this paralysis. 
   
  Special Qualities: A gravetouched ghoul retains all 
  the special qualities of the base creature and gains those 
  described below. 
   
  Turn Resistance (Ex): A gravetouched ghoul has +2 
  turn resistance. 
   
  Diet Dependent: Gravetouched ghouls are diet 
  dependent (see the Undead Metabolism section in 
  Chapter 1) upon flesh. 
   
  Abilities: Increase from the base creature as follows: 
  Str +2, Dex +4, Int +2, Wis +4, Cha +2.  As an undead 
  creature, a gravetouched ghoul has no Constitution score. 
   
  Feats: A gravetouched ghoul retains all its feats, and 
  it gains Multiattack as a bonus feat. 
   
  Environment: Any, usually same as base creature. 
   
  Organization: Solitary, gang (2-4 ghouls plus 1 
  gravetouched ghoul), or pack (7-12 ghouls plus 1-4 
  gravetouched ghouls). 
   
  Challenge Rating: Same as the base creature +1. 
   
  Alignment: Base creature’s alignment changes to 
  chaotic evil. 
   
  Level Adjustment: Save as base creature +2.
   
  
   
  BIS5-03 Trials and Triumphs 
   
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  APPENDIX THREE – NEW FEATS
   
  CONTAGIOUS PARALYSIS [MONSTROUS] 
  Source: Libris Mortis, page 25. 
   
  Your paralyzing attack is contagious. 
   
  Prerequisite: Paralysis as an extraordinary or 
  supernatural ability. 
   
  Benefit: Any creature paralyzed by your special 
  attack can confer paralysis to other creatures that touch 
  it. Any creature touching a creature that you have 
  paralyzed is immediately affected as if you had delivered 
  a paralyzing attack upon it (using the same save DC to 
  resist, if allowed). 
   
  If a creature successfully saves against your 
  contagious paralysis attack, it can’t be affected by your 
  attack for 24 hours. 
   
  IMPROVED PARALYSIS [MONSTROUS] 
  Source: Libris Mortis, page 27. 
   
  You are better at paralyzing your victims. 
   
  Prerequisite: Undead type, paralysis special ability, 
  Ability Focus [paralysis] 
   
  Benefits: When your natural attacks threaten to 
  paralyze your foe, add a +4 bonus to the save DC.
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 40 
  APPENDIX FOUR – NEW SPELLS 
   
  FIREBURST 
  Source: Complete Arcane, page 107. 
  Evocation [Fire] 
  Level: Sorcerer/wizard 2, warmage 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 5 ft. 
  Effect: Burst of fire extending 5 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  Fireburst causes a powerful explosion of flame to 
  burst from you, damaging anyone within 5 feet of you.  
  All creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8). 
   
  Material Component: A bit of sulfur. 
  FIST OF STONE 
  Source: Complete Arcane, page 107. 
  Transmutation [Earth] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute 
   
  You transform one of your hands into a mighty fist 
  of living stone, gaining a +6 enhancement bonus to 
  Strength for purposes of attacks, grapple checks, or 
  breaking and crushing items.  In addition, you gain the 
  ability to make one natural slam attack as a standard 
  action, dealing 1d6 points of damage plus your new 
  Strength bonus (or 1-1/2 times your Strength bonus if 
  you make no other attacks that round).  You can make the 
  slam attack as a natural secondary attack with the normal 
  -5 penalty (or -2 penalty if you have the Multiattack feat; 
  see page 304 of Monster Manual) as part of a full attack 
  action.  However, you cannot gain more than one slam 
  attack per round with this spell due to a high base attack 
  bonus (+6 or higher). 
   
  Your fist undergoes no change in size or form, 
  remaining as flexible and responsive as it would normally 
  be while under the spell’s effect. 
   
  Material Component: A pebble inscribed with a 
  stylized fist design. 
  GREATER MAGE ARMOR 
  Source: Complete Arcane, page 114. 
  Conjuration (Creation) [Force] 
  Level: Sor/Wiz 3 
  Components: V, S, M 
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched 
  Duration: 1 hour/level  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This spell functions like mage armor, except that is 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Material Component: A tiny platinum shield worth 25 
  gp. 
  LESSER ORB OF ACID  
  Source: Complete Arcane, page 115. 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 41 
  Spell Resistance: No 
   
  An orb of acid about 2 inches across shoots from 
  your palm at its target, dealing 1d8 points of acid damage. 
   You must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1
  st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3
  rd level, 3d8 at 
  5
  th level, 4d8 at 7
  th level, and the maximum of 5d8 at 9
  th 
  level or higher. 
  LESSER ORB OF COLD 
  Source: Complete Arcane, page 116. 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of cold 
   
  This spell functions like lesser orb of acid, except that it 
  deals cold damage. 
  ORB OF FORCE 
  Source: Complete Arcane, page 116. 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target.  You must 
  succeed on a ranged touch attack to hit the target.  The 
  orb deals a total of 1d6 points of damage per caster level 
  (maximum 10d6). 
  RECIPROCAL GYRE 
  Source: Complete Arcane, page 119. 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see text 
  Spell Resistance: No 
   
  You manipulate the magical aura of a creature or 
  object, creating a damaging feedback reaction of arcane 
  power.  The target takes 1d6 points of damage per spell 
  level of each functioning spell or spell-like ability 
  currently affecting it (maximum 25d6).  For example, a 
  creature who is hasted (3
  rd level), and protected by a 
  stoneskin spell (4
  th-level wizard version) takes 10d6 points 
  of damage (Will save for half).  In addition, any creature 
  that fails its save must then succeed on a Fortitude save or 
  be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a reciprocal 
  gyre, so spells that affect an area (such as invisibility sphere 
  and solid fog) can’t be used to deal reciprocal damage to 
  creatures within their area.  Likewise, persistent or 
  continuous effects from magic items can’t be used to deal 
  reciprocal damage, but targeted spell effects can be – for 
  example, the magic of a cloak of resistance can’t be used by 
  reciprocal gyre, but a spell cast by a wand of invisibility could 
  be. 
   
  Material Component: A tiny closed loop of copper 
  wire. 
  UNLUCK 
  Source: Complete Arcane, page 128. 
  Divination 
  Level: Bard 4, sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  When you cast this spell, you negatively influence 
  the randomness of fortune for the target. Whenever the 
  affected creature undertakes an action involving random 
  chance (specifically, whenever any die roll is made for 
  the creature, including attack rolls, damage rolls, and 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 42 
  saving throws), two separate rolls are made and the worst 
  result applied. 
   
  A creature carrying a stone of good luck is immune to 
  the effects of unluck, but the stone’s effects do not 
  function for the duration of the spell if the creature fails 
  its save. 
   
  Material Component: A piece of a broken mirror.
   
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 43 
  APPENDIX FIVE – NEW ITEMS 
   
  BELT OF MANY POCKETS 
  Source: Complete Arcane, page 147. 
   
  This broad belt seems to be nothing more than a 
  well-made article of clothing, but closer examination 
  reveals eight small pouches along its inner front. In fact, 
  a total of sixty-four extradimensional pouches exist in the 
  belt, with seven more “behind” each of the eight readily 
  apparent ones. Each pouch is similar to a miniature bag of 
  holding, able to contain up to 1 cubic foot of material 
  weighing as much as 10 pounds. In addition, if the 
  wearer has a familiar any pouch can hold it no matter 
  what its size or weight. The familiar has no need for food, 
  water, or air while inside the pouch, but any other living 
  creature of suitable size placed within a pocket has 
  enough air or only 1 minute, after which it suffocates. 
   
  Anything stored in the belt’s pockets is effectively 
  weightless and doesn’t affect the wearer’s carrying 
  capacity so long as the belt is worn around the waist. If 
  removed, the belt weighs one-tenth of the total weight of 
  all the items stored within it. 
   
  While worn around the waist, the belt responds to 
  its wearer’s desire to extract something (by opening the 
  correct pouch) or store something (by opening an empty 
  pouch). Retrieving a specific item from the pouch is a 
  move action, but doesn’t provoke the attacks of 
  opportunity that retrieving a stored item usually does. 
   
  Moderate conjuration; CL 9
  th; Craft Wondrous Item, 
  familiar pocket, Leomund’s secret chest, locate object; Price 
  11,000 gp; Weight 1 lb. 
  GHOST STRIKE 
  Source: Libris Mortis, page 77. 
   
  A ghost strike weapon deals damage normally 
  against incorporeal creatures, regardless of its bonus, just 
  as if it were a ghost touch weapon. 
   
  In addition, a ghost strike weapon can deliver sneak 
  attacks or critical hits to an incorporeal undead creature 
  as if the creature were not undead. 
   
  Only melee weapons can have the ghost strike 
  ability. 
   
  Moderate conjuration; CL 11th; Craft Magic Arms 
  and Armor, ghost touch weapon, undeath to death; Price +2 
  bonus. 
  NIGHTSTICK 
  Source: Libris Mortis, page 78. 
   
  This black rod carved of darkly stained wood is inset 
  with religious symbols of various deities. Anyone who 
  possesses the rod and is able to turn or rebuke undead 
  gains four more uses of the ability per day. 
   
  Moderate necromancy; CL 10th; Craft Rod, Extra 
  Turning, class ability to turn or rebuke undead; Price 
  7,500 gp. 
  NYCOPTIC MANUSCRIPTS 
  Source: Libris Mortis, page 79. 
   
  These twin papyrus scrolls are inscribed with 
  ancient tales and cryptic prophecies by an anonymous, 
  almost-certainly insane author. Despite their dubious 
  accuracy, 
  the 
  manuscripts 
  contain 
  many 
  useful 
  descriptions of spells from the school of necromancy, and 
  grant the possessor a +5 competence bonus on any 
  Knowledge (arcana) check she makes that deals with 
  necromantic topics as long as the scrolls are in her 
  possession and the character can take 1d4 to find the 
  proper reference. 
   
  Moderate necromancy; CL 10th; Craft Wondrous 
  Item, Knowledge (arcana) 5 ranks; Price 2,500 gp; Weight 
  2 lb. 
  RING OF ARCANE MIGHT 
  Source: Complete Arcane, page 144. 
   
  Usually made of bronze, a ring of arcane might is 
  forged in the shape of a serpent devouring its own tail. 
  When worn by any arcane spellcaster, the ring provides a 
  +1 bonus to arcane caster level for the purpose of spell 
  penetration checks, caster level checks, and all level-
  based variables of any arcane spell the wearer casts. 
   
  Moderate abjuration; CL 8
  th; Forge Ring, limited wish, 
  greater magic weapon; Price 20,000 gp. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 44 
  DM AID – MAP #1 – RIFT OF CRAYAS DORN 
   
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 45 
  DM AID – MAP #2 – THE CAVERNS 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 46 
  DM AID – MAP #3 – FORGOTTEN CRYPT 
   
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 47 
  DM AID – SOLUTION TO THE FIRST TOMB PUZZLE 
   
   
   
   
  There are a number of solutions to this puzzle – the one given is just a single possibility. To be correct, the sum of 
  any three tokens in a row must equal 10. 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 48 
  PLAYER HANDOUT 1 – PERSONAL LETTER FROM CAINLAN 
  RASHEDRA 
   
   
  My dear friend, 
   
   I was very much relieved when I heard that you were in 
  Pellak. It happens that I am in need of some trustworthy 
  individuals, and would greatly appreciate it if you could do me a 
  favor. Please assemble a team of adventurers, and meet with 
  me tomorrow morning at the headquarters of the Bissel Free 
  Companies, and I will tell you what I can. 
   
   My page will await your answer, and can provide you with 
  directions, if needed. However, I do not expect that you will need 
  them. 
   
   I will understand if you cannot meet with me, but I will be 
  greatly disappointed. 
   
     
   
   
   
   
   
   
   
  Cainlan Rashedra 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 49 
  PLAYER HANDOUT 2 – LETTER FROM BARON RASHEDRA 
   
  [Insert PC name], 
   
   Based upon the recommendation of your commanding officer, 
  and the convenience of your being in Pellak, you have been 
  selected for a mission of utmost importance. 
   
   You are hereby ordered to assemble a team of reliable 
  adventurers, and meet with me tomorrow morning at the 
  headquarters of the Bissel Free Companies for briefing. 
   
   My page will await your response, and can provide you with 
  directions, if needed. I will be greatly disappointed if you cannot 
  meet with me. 
   
     
   
   
   
   
   
  Baron Cainlan Rashedra 
   
   
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 50 
  PLAYER HANDOUT 3 – LETTER FROM CAINLAN RASHEDRA 
   
  Dear [Insert PC name], 
   
   Through word of mouth and a few mutual friends, your 
  name has found its way to me. Based upon such words of praise, 
  and the convenience of your being in Pellak, I would like to 
  request a favor. 
   
   Please assemble a team of reliable adventurers, and meet 
  with me tomorrow morning at the headquarters of the Bissel 
  Free Companies, and I will tell you what I can. 
   
   My page will await your response, and can provide you with 
  directions, if needed. 
   
   I will understand if you cannot meet with me, but I will be 
  greatly disappointed. 
   
     
   
   
   
   
   
  Baron Cainlan Rashedra 
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 51 
  PLAYER HANDOUT 4 – FIRST PUZZLE PANEL 
   
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 52 
  PLAYER HANDOUT 5 – SECOND PUZZLE PANEL 
   
  FIVE LORDS BUILT THE TOMB WHERE EVIL WAS INTERRED 
  OVFHTES REHECNM EERTRCI HDLOICT GREOSTR 
   
   
  PLAYER HANDOUT 6 – THIRD PUZZLE PANEL 
   
  YOU HEARD ME BEFORE, 
  YET YOU HEAR ME AGAIN. 
  THEN I DIE, 
  UNTIL YOU CALL ME ONCE MORE. 
  WHAT AM I? 
   
  PLAYER HANDOUT 7 – FOURTH PUZZLE PANEL 
   
  ONE LEVER WILL OPEN THE SEAL. THE OTHER WILL BRING 
  YOU RUIN. 
   
  LEFT LEVER 
  RIGHT LEVER 
  WOE WILL COME TO HE 
  WHO PULLS THIS LEVER. 
  ONE OF THESE 
  INSCRIPTIONS IS TRUE, 
  AND ONE IS FALSE. 
   
  
   
  BIS5-03 Trials and Triumphs 
   
  Page 53 
  BIS5-03 TRIALS AND TRIUMPHS - CRITICAL EVENTS SUMMARY 
   
  1) What questions did the PCs ask about the weapon? 
   
   
   
   
  2) Did the PCs adequately defend the researchers and the 
  weapon? What special precautions did they take, if any? 
   
   
   
   
  3) Was Tenvatsys defeated? 
   
   
   
   
  4) Was the weapon successfully tested? 
   
   
   
   
   
  If you run this event in June or July of 2005, please e-mail the results from this sheet to a member of the Bissel Triad by 
  August 1st, 2005, or have the Senior DM of your event do so. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS5-03 Trials and Triumphs (3E).pdf