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-IS3 
   
   
   
   
   
   
  Words of Wisdom 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bissel Regional Introductory Adventure 
  Version 1.0 
   
  By Michael Hallet 
  Edited by Jay Babcock 
  Playtested by Dashiell Anderson, Chris Babcock, Crystal Babcock, Kevin Baumann, Sharon Baumann, Gabe 
  Bonder, Phil Bonder, Lee Burton, Bob Gallant, Christine Hallet, Bob Lutinski, Rebeka Marcus, Keith Richmond, 
  and Jon Sedich 
   
   
  Every year the Nightwatch hosts Remembrance Day in honor of those who made sacrifices in the service of the March.  
  But in times like these, when new heroes are made every day, who knows what people will have left to remember for 
  next year? An introductory LG adventure set in the March of Bissel. 
   
  
  BIS5-IS3 Words of Wisdom 
   
  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. 
  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 
  
  BIS5-IS3 Words of Wisdom 
   
  Page 3 
   
  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. 
  1. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  INTRODUCTORY 
  ADVENTURES 
  Welcome to Living Greyhawk and the March of Bissel. 
  This document is an introductory adventure designed to 
  introduce characters and players to Living Greyhawk in 
  general and the Bissel campaign in particular. As such, it 
  can only be played by 1
  st level characters. Higher level 
  characters must play standard regional, meta-regional, or 
  core adventures. This adventure is only playable at APL 2. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round introductory 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 
   
  Fifteen years ago Evard the Necromancer led the 
  Insurrection, an attempt to arrest control of the March of 
  Bissel.  Though the coup failed, many of the evil items of 
  power used by Evard would not be put to rest so easily. 
   
  One such artifact, the Iron Bone, was used during an 
  assault on the city of Truelight.  The rod, said to have 
  powers over the dead, gave Evard’s undead army near 
  limitless power.  If it were not for the noble sacrifice of 
  six brave heroes, Truelight surely would have been 
  overtaken. 
   
  Fifteen years later, the city of Truelight honors its 
  heroes that fell during both the Insurrection and Evard’s 
  recent return. The bards recount the stories and the 
  Nightwatch, whose members sponsor and lead these 
  memorials, recall their founding. 
   
  The Iron Bone, its powers supposedly contained, has 
  slowly been awakening. Sealed away with one of the 
  heroes, the rod has slowly corrupted him, granting him 
  undeath so that the artifact’s purpose can be fulfilled. 
  # 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-IS3 Words of Wisdom 
   
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  ADVENTURE SUMMARY 
   
  The PCs are in Truelight to observe Rememberance 
  Day, a holiday in the Barony of Nightwatch in Bissel. 
  During this annual event the survivors of the war against 
  Evard gather to remember the fallen. 
   
  During the ceremony, chaos breaks out as undead 
  swarm out of the cemetery and into the streets.  The PCs 
  are forced to act quickly to save the life of a young 
  woman. 
   
  The father of the young woman, the cemetery’s 
  groundskeeper, is also missing and it is feared that he 
  returned to his house within the walls.  The Nightwatch 
  cannot spare a soul to go looking for Hegard, so they ask 
  the PCs to help. 
   
  Inside the Mausoleum, the PCs find the true cause 
  of the horror plaguing the city where they can put an end 
  to it and become true heroes to the people of Truelight. 
   
  This year in Truelight, the stories will have a new 
  ending.  Will it end with Truelight’s destruction, or will 
  the city have new heroes to honor? 
  Introduction: The Waiting Game 
   
  The PCs enter Truelight. During the long wait, they 
  become familiar with the strict laws of the Barony and are 
  introduced to the Nightwatch. 
  Encounter 1: A Day to Remember 
   
  The Remembrance Day ceremony takes place. The 
  PCs learn some of Bissel’s history regarding Evard, the 
  Necromantic 
  Insurrection, 
  and 
  the 
  Barony 
  of 
  Nightwatch. 
  Encounter 2: Time for Action 
   
  Undead erupt from the cemetery and the PCs must 
  intervene to save the life of a young woman, Maelina 
  Aerist. 
  Encounter 3: The Aerist House 
   
  The PCs explore the home of the Aerist family. 
  Encounter 4: The Mausoleum 
   
  The PCs explore the Truelight mausoleum. They 
  deal with the undead lurking there and with the Iron 
  Bone.  They also have a chance to rescue Hegard Aerist. 
  Conclusion A 
   
  The PCs fail to unlock the riddle of the Iron Bone. 
  They return with the information they have collected 
  and report to the Baron. 
  Conclusion B 
   
  The PCs solve the riddle of the Iron Bone.  They learn 
  the secrets of Inselda’s assistant. They then return with 
  the information they have collected and report to the 
  Baron. 
  INTRODUCTION: THE 
  WAITING GAME 
   
  Today is Remembrance Day, when the Baron of 
  Nightwatch hosts a celebration of somber reflection 
  meant to honor the heroes that have kept the March 
  safe from Evard since the days of the Insurrection.  
  Of all the ceremonies, the grandest occurs at the 
  baronial capital of Truelight at the steps of the 
  Temple of Pelor. 
   
  Though you arrived just before dawn, you have 
  spent the last two hours standing in line at the city 
  gates.  The early summer morning is cooler than 
  usual thanks to recent rain and overcast skies.  A 
  guard patrol has slowly been making its way up the 
  line, ignoring many, but sending others to a second 
  line that leads to an unremarkable tent. 
   
  By the time the patrol makes its way to you, all 
  the sergeant says is a gruff, “You <number of 
  characters at the table>, over ‘ere,” as he points 
  towards the tent. 
   
  If the PCs can succeed at a Sense Motive check (DC 
  10) they can tell that the sergeant has grown tired of this 
  routine. He expects them to cooperate without question. 
   
  Should anyone voice dissent or ignore his order, the 
  sergeant will become more abrasive with them: 
   
  “I said get in that line and don’ give me any of 
  yer attitude!” 
   
  If the PC still refuses, give them one last chance.  
  The PCs can ask the sergeant to show some manners all 
  they want, but he really isn’t entitled to give them any.  
  This is the best he’ll do: 
   
  The sergeant sighs and sizes you up for a 
  moment. “Look, with the war going on, we’ve been a 
  little on edge.  We’ve got men that can snuff out our 
  life or raise an army of undead with a wave of their 
  hand trying to do us in.  It makes a fellow a bit 
  paranoid. If you want to get in, you’ve got to follow 
  the rules.  So, can you help me out here?” 
   
  Unrelenting PCs will not be allowed into the city of 
  Truelight.   
  
  BIS5-IS3 Words of Wisdom 
   
  Page 5 
   
   
  Once all PCs have either agreed to stand in the other 
  line, proceed with this: 
   
  As you make your way to the back of the other 
  line leading towards the tent, you notice that all the 
  people in this line are those that have taken up a life 
  of adventure.  The line winds all the way down the 
  side of the hill along the brook that runs parallel to 
  the main road into town. It appears as though you 
  are in for another long wait. 
   
  At this point the PCs have time to make their 
  introductions.  Once they have finished, continue: 
   
  An hour later, you finally make it to the front of 
  the line and are ushered into the tent.  Inside you 
  find three people seated at a table.  Each of them 
  wears a simple tabard emblazoned with the arms of 
  Bissel, above which is a stylized owl’s head.   
   
  Give the players Player Handout 1 - Symbol of the 
  Nightwatch.  Citizens of Bissel can roll a Knowledge (local 
  – Sheldomar Valley Metaregion) check (DC 10) to know 
  that the men are wearing the insignia of the Nightwatch. 
   
  The three introduce themselves as members of 
  the Nightwatch, a group of magic-using Bisselites 
  charged with policing the use of magic within the 
  borders of the March. 
   
  After casting a few spells, the Nightwatch agents 
  carefully look over the group.  They then ask you 
  many of the same questions that the guards did.  At 
  the end of the interview they inform you that all of 
  your weapons are to be peace-bonded before 
  entering the city, and that all spell component 
  pouches are to be searched and any material 
  components 
  for 
  Necromancy 
  spells 
  will 
  be 
  confiscated. 
   
  If the PCs succeed at Spellcraft checks (DC 16), they 
  can identify either of the spells being cast as detect evil and 
  detect magic. 
   
  A peace-bonded weapon requires a full-round action 
  to make ready.   
   
  Anyone who wishes to hide a weapon or spell 
  component pouch from the Nightwatch should make a 
  Sleight of Hand check opposed by the Search check of 
  the Nightwatch agent.  The searching NPC gets a +4 
  circumstance bonus to his check as it is easier to spot a 
  hidden item than to hide one. 
   
  Anyone who refuses to peace-bind all their weapons 
  (padded sacks will be tied around the heads of weapons 
  that do not sheath easily) and spellcasters who refuse to 
  turn over their spell component pouches for inspection 
  will be denied entrance into the city.   
   
  Once that bit of bureaucracy is taken care of, 
  continue with this: 
   
  Finally you are cleared by the Nightwatch to 
  enter the city when those dreadful words are 
  uttered: “Well, I guess you can all get back in line at 
  the gates”. 
   
  Another few hours pass, and dawn has given 
  way to high sun.  Even once you make your way into 
  the city there is a wait for everything.  Famished, you 
  finally get something to eat, but by this time it is 
  late in the afternoon.  You manage to find a spot 
  near the cemetery wall that affords you a decent 
  though not perfect view of the hill upon which 
  stands the Temple of Pelor. 
   
  Once the PCs have successfully entered the town of 
  Truelight, continue on with Encounter 1. 
  All APLs 
  � Nightwatch, Divine Watcher: Male human 
  Clr3 (Diplomacy +8, Intimidate +4); AL LG; hp 18. 
  � Nightwatch Agents: Male human Clr1 (Spot +6, 
  Search +3); AL LG; hp 6. 
  ENCOUNTER 1: A DAY TO 
  REMEMBER 
   
  The temple bells ring, turning everyone’s 
  attention to the top of the hill. Two men step 
  forward from the congregation gathered at the 
  temple doors.  One is dressed in resplendent 
  vestments with gold embroidery glistening in the 
  sunlight. A finely-crafted ornamental mace hangs at 
  his side. The staff he carries is topped with a large 
  disk, carved in the shape of a sunburst and face - the 
  holy symbol of Pelor. 
   
  The man standing next to him wears the same 
  Nightwatch uniform you’ve seen all around the city. 
   His belt holds both a sword and a ring of dozens of 
  keys of all shapes and sizes. 
   
  A third man, of obvious noble bearing and 
  dressed in well-polished full plate armor steps 
  through the crowd carrying a battle standard. 
   
  If the PCs can succeed on a Knowledge (religion) 
  (DC 15), Knowledge (local – Sheldomar Valley 
  Metaregion) (DC 18), or Bardic Knowledge check (DC 
  20) they can identify the first individual as Andrin 
  Hissler, the Archpriest of Pelor in Bissel. 
  
  BIS5-IS3 Words of Wisdom 
   
  Page 6 
   
   
  If the PCs can succeed on a Knowledge (nobility and 
  royalty) (DC 15), Knowledge (local – Sheldomar Valley 
  Metaregion) (DC 18), or Bardic Knowledge check (DC 
  20) they can identify the second individual as Rovan 
  Burncroft, who is also known as the Keeper of Keys.  He 
  is one of the founding members of the Nightwatch, and 
  one of the very few who possess no known magical 
  ability - normally a requirement to join the organization. 
   
  If the PCs can succeed on a Knowledge (nobility and 
  royalty) (DC 15), Knowledge (local – Sheldomar Valley 
  Metaregion) (DC 18), or Bardic Knowledge check (DC 
  20) they can identify the third individual as Baron 
  Argwen Helinaut, the ruler of the Barony of Nightwatch. 
  Baron Helinaut is a brave warrior that converted to the 
  worship of Pelor after the horrors of the Insurrection. 
   
  Furthermore, If the PCs can succeed on a 
  Knowledge (history) (DC 15), Knowledge (local – 
  Sheldomar Valley Metaregion) (DC 18), or Bardic 
  Knowledge check (DC 20) they can identify the symbol 
  on the standard as the old crest of the Barony of Wynith, 
  which was renamed Nightwatch after the Insurrection. 
   
  A young squire moves to meet the nobleman 
  and takes the standard from him.  The noble then 
  looks up to the temple and raises his arms to the 
  sky. The late day sun is just barely touching the top 
  of the temple.  
   
  “Sun Father, bless us this day as you blessed us 
  fifteen years ago and every day since.  Lead us as we 
  honor those whom you helped lead in our hour of 
  need.  Accept me as your humble servant as you 
  accepted me that day when I prayed to you…” 
   
  “Lord Pelor, Bringer of Life, the Light of Oerth, 
  grant me the strength to lead my people in these 
  dark times for we have lost our way.  We are blinded 
  by our folly.” 
   
  “Day after day the horrors of the Necromancer 
  would visit us.  They would blight our crops, raze 
  our villages, and then turn our dead against us.  
  Every day our fortunes waned until this day fifteen 
  years ago when this hill, Kellsgrove Hill, would 
  become the place where Wynith would see its 
  greatest day… and its last.” 
   
  “As the sun set beyond the hill, the hordes came 
  for us.  Though we fought valiantly, we cannot forget 
  the six heroes of Truelight, without whom we would 
  have fallen.” 
   
  Pause reverently in between each name. 
   
  Dein Gerich… Razmi Al-Hastoori… Elsabet  
  Leig… Alfden Moorwick… Moreland Hansil… 
  Shulla an-Dour… 
   
  “They gave their lives to stop the necromancers 
  and the evil they would bring.  They contained them 
  and thus turned the tide of battle.”   
   
  “Though they never saw the light of day again, it 
  is thanks to them that some of us on that hill did.”   
   
  At this time the noble walks up the hill to take 
  his place by the side of the priest. 
   
  “But let us not forget those who fought and died 
  on the hill that day…” 
   
  With that, the man in the Nightwatch uniform 
  is handed a scroll from the by the priest of Pelor.  He 
  begins to read names one by one from it.  Several 
  hundred are read, and by the time he has finished 
  the last remnants of the day are a rosy line on the 
  horizon. 
   
  After he is finished the priest speaks: “Every 
  year our battle against the forces of evil adds many 
  names to the list of those who have given their lives 
  for the March. I welcome those who would wish to 
  remember them to come up here and be heard.” 
   
  With that, several people begin to form a line 
  leading up to the temple.  As each person reaches the 
  temple, they eulogize someone who has died in the 
  war against the Necromancer. 
   
  Give the players a chance to eulogize someone if 
  they wish.  This is a good time for the more experienced 
  players to fondly remember old characters that may have 
  been lost. 
   
  Once they are done, continue with Encounter 2. 
  ENCOUNTER TWO: TIME FOR 
  ACTION 
   
  As the last of those paying tribute to the fallen 
  begin to leave the stage, a trio of bards begins 
  singing a slow, mournful dirge.  Night falls, casting a 
  somber shadow over the proceedings. 
   
  What sounds like a peal of thunder sends 
  everyone’s attention skyward. A moment later, 
  screams erupt and chaos ensues as people try to flee, 
  trampling over stranger and friend alike. As you 
  strain to see what is happening, you watch in horror 
  as a number of undead abominations climb over the 
  cemetery wall and onto the street.  
  
  BIS5-IS3 Words of Wisdom 
   
  Page 7 
   
   
  Within moments the panicked crowd flees from 
  the terrors, but a young girl isn’t so lucky. Tripped 
  and trampled her barely conscious form lies only 
  yards from several rampaging skeletons. 
   
  Please refer to DM Aid – Map #3 – The Cemetery Wall. 
  All APLs (EL 2) 
  �  Human Warrior Skeletons (6):  hp 6 each; see 
  Monster Manual page 226. 
  � Maelina Aerist: Female human Com 1; hp 2 
  (currently 0). 
   
  Preparations:  Place Maelina about 15 feet from the 
  skeletons - she is currently disabled and prone. The 
  skeletons should be placed about 30 feet or so from the 
  majority of the PCs. 
   
  Tactics: The act of climbing over the fence 
  constitutes the skeletons’ surprise round action.  If the 
  skeletons act before the PCs can cut them off, the 
  skeletons will walk up to Maelina and attack.  A hit will 
  send Maelina into a dying state.  Once she is dying, the 
  skeletons will move on to the next closest target, 
  charging if possible.  
  Treasure: 
  APL 2: L: 34 gp; C: 0 gp; M: 0 gp. 
   
  Once the undead are dispatched, continue with this: 
   
  A number of clerics and Nightwatch agents step 
  forward from the panicked crowd. Their voices are a 
  jumbled cacophony of chants, prayers, and arcane 
  syllables – but their meaning becomes very clear as 
  the street erupts with divine light and magical fire.. 
  When your vision clears, the undead have been 
  reduced to smoldering piles of ash, and all that is 
  left is the crowd, - left to wonder how a group of 
  such abominations could strike so close to home 
  without warning. 
   
  Assuming Maelina survives and someone heals her, 
  she will thank her rescuers, but then become very 
  concerned: 
   
  “My father… please heroes tell me… is Father 
  all right? He was inside before those things 
  emerged.” She points to a two-story stone house on 
  the other side of the cemetery gates. “You must… 
  help.” Tears start to freely flow down her face. She 
  buries her head in her hands and begins to sob, her 
  straw-like locks bouncing loosely. 
   
  Once the PCs have figured out what they are doing 
  next, continue with this: 
   
  As you make ready to leave the scene, three 
  people, all attired in the uniform of the Nightwatch 
  come walking up to you. Their tunics bear many rips 
  and their hands and faces welts and scratches.  The 
  one in the middle has a deeper wound in his side 
  and he requires the assistance of his two comrades.  
   
  Should one of the PCs try to administer any healing, 
  the man will raise his hand to ask them to stop.  The 
  other two will hesitate for the moment before one of 
  them speaks.   
   
  “Friends, save your healing for those who still 
  have some fight left in them.  We are simply 
  gathering the wounded to bring them to the temple. 
   We will take young Maelina off your hands now; 
  her father must be looking for her.”  
   
  If Maelina did not survive the battle read the 
  follwing: 
   
  The man looks over at the body of the young girl 
  and gasps.  With some help, he leans over her and 
  hold her face in his hands. 
   
  “Young Maelina, why does this have to happen 
  to one so young?  My friends, I thank you for your 
  efforts to help Maelina, but perhaps it is not too late 
  to save her father.  Hegard would have probably 
  gone back into his house to try and protect his 
  daughter.” 
   
  If someone mentions Hegard (due to Maelina’s pleas 
  or their own comments), the Watchers will hint that the 
  PCs should investigate: 
   
  A sad look crosses the face of the man in the 
  middle.  You can tell by the respect and deference 
  shown by the other two that he is their superior - 
  and a well-liked one at that.  “Our orders are to hold 
  the perimeter of the cemetery.  The Aerist house lies 
  within.  No one would be sent in until it is far too 
  late.  I could not dream of sending another into 
  danger when I cannot go myself, but Hegard is a 
  good friend of mine…” 
   
  Pride prevents him from finishing his request, but 
  he hopes the PCs get the gist of what he is saying.  
   
  Once the PCs agree to investigate the Aerist home, 
  continue with this: 
   
  With his mind a little more at ease, he motions 
  for his comrades to pick up Maelina and they walk 
  away together. 
   
  Continue with Encounter 3. 
  
  BIS5-IS3 Words of Wisdom 
   
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  All APLs 
  � Divine Watcher Narden Wallis: Male human 
  Ftr 2/Clr 3; hp 31 (currently 0). 
  � Watcher Tinneus Barret: Male human Clr 3; 
  hp 21 (currently 15). 
  � Watcher Haeli Corston: Female human Wiz 3; 
  hp 13 (currently 8). 
  ENCOUNTER THREE: THE 
  AERIST HOUSE 
   
  As most people in Truelight know, Hegard Aerist 
  has been the caretaker of the cemetery for over twenty 
  years.  
   
  What most people do not realize is that Hegard 
  studied as a wizard in his youth. He moved to Truelight 
  to put that all behind him when he met his wife, Inselda. 
  Inselda was an architect and engineer. Among her more 
  notable projects were their house, the cemetery walls, 
  and the town mausoleum - though the last project was 
  left unfinished due to her untimely death. The 
  mausoleum was instead finished by her assistant, 
  Talascus Blanock. 
   
  Though Hegard was not cut out for the life of a 
  wizard, he never forgot his skills.  His curiosity and his 
  fear of necromancy led him to dabble every so often to 
  “keep an eye on things”.  Over the past two weeks, he had 
  noticed an increase in magical energy radiating from the 
  mausoleum, but he did not report it to anyone for fear 
  that his secret would be exposed and he would be taken 
  from his daughter. 
   
  Please refer to DM Aid – Map #1 – The Aerist House. 
   
  The walls and doors of the Aerist house share the 
  following characteristics: 
  � Wooden Doors: 1½ in. thick; hardness 5; hp 15; AC 
  5; Break DC 18. 
  � Masonry Walls: 12 in. thick; hardness 8; hp 90; AC 5; 
  Break DC 35. 
  Location A - Foyer 
   
  As you open the front door to the Aerist house, 
  you are greeted by a large open foyer. This 20 foot 
  square room is covered from floor to ceiling in 
  white marble.  A pair of staircases leads to a balcony 
  overlooking the room. At the far wall is a fireplace 
  over which a life-sized portrait of a beautiful 
  Baklunish woman with long dark hair wearing a 
  purple and blue dress in a seated pose. Her left hand 
  is crossed over her right, showing off a gold ring 
  with a sizable diamond. Hanging in the center of the 
  room, a decorative chandelier casts off light to every 
  corner. 
  Location B - Sitting Room 
   
  Off to the east of the foyer is a sitting room.  
  Several chairs and a couch are placed around an 
  ornate rug that lies in the center of the room.   
  Location C - Dining Room 
   
  A large oak table stands at the center of the 
  dining room, nearly filling it. A few tapestries 
  depicting tranquil woodland scenes hang on the 
  walls. Though the fireplace has been cleaned, a hint 
  of burnt hickory tickles your nose. 
  Location D - Kitchen 
   
  Contrary to all the other rooms of the house, the 
  kitchen emphasizes functionality over form. This 
  long, narrow kitchen has a fireplace at one end, 
  several shelves full of food and a long wooden table. 
   Everything is neat here and the scents of a recently 
  cooked meal still linger in the air. 
   
  The door in the northern section of the west wall 
  leads to a staircase that descends into the basement. 
  (Location B on DM Aid – Map #2 – The Mausoleum). If the 
  PCs proceed this way, continue with Encounter 4. 
  Location E - Study 
   
  Off the sitting room, you come to a small study 
  about half the size of the former room. A simple 
  cherry desk has three books standing on end.  A few 
  more tomes are neatly stacked in a bookshelf on the 
  far wall.  The candles in the room are new. 
   
  Characters who study the books will find them to be 
  of a variety of mundane topics from gardening to 
  carpentry and painting.  There is even a Pelorite liturgical 
  text among the books on the shelf. 
   
  The northern section of the east wall contains a 
  secret door that leads into another study (Location F).  If 
  the PCs can succeed on a Search check (DC 20) they can 
  find this door. 
  Location F - Secret Study 
   
  With a firm push, the secret door grinds open 
  revealing another study the same size as the last.  
  The desk in this room is older and in much worse 
  condition than all the rest of the furniture in this 
  place.  An old balance and a sextant lie on the desk.  
  A spiral staircase leads to the upper floor. 
  
  BIS5-IS3 Words of Wisdom 
   
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  This room holds a few remnants of Hegard’s 
  wizardly career.  If someone searches the draws all they 
  will find is an odd assortment of knickknacks, but a 
  successful Knowledge (arcana) check (DC 15) will 
  recognize that these items are among those typically 
  found in a spell component pouch. The bottom drawer 
  contains two flasks of holy water stamped with the 
  symbol of Pelor and three potions of cure light wounds. 
  Treasure: 
  APL 2: L: 4 gp; C: 0 gp; M: potion of cure light wounds 
  x3 (4 gp each). 
  Location G - Studio 
   
  This large room contains a desk with many 
  drawing tools.  A pair of bookshelves stocked full of 
  books flank the desk.  An open book is set on a table 
  along the north wall.  A half finished architectural 
  drawing is set up on an easel.  The entire room is 
  coated in a layer of dust - its contents haven’t been 
  disturbed in some time. 
   
  If someone looks at the drawing on the easel, give 
  them Player Handout 2 - Mausoleum Map. 
   
  The architectural tools in this room are functional 
  but in no way remarkable.  The only thing of interest is a 
  secret compartment in the desk. On a successful Search 
  check (DC 20) someone searching the desk will find the 
  secret compartment and the letter that Inselda had been 
  saving inside. If they find it, give them Player Handout 3 - 
  Letter to Inselda Aerist.  Anyone making a successful 
  Knowledge (local – Sheldomar Valley Metaregion) or 
  Bardic Knowledge check (DC 15) will recognize the seal 
  as belonging to the magical college of the Guild of the 
  Arcane Path in Sareden.  Any PC who has participated in 
  BIS5-IS2: A Day at the GAP will recognize both the seal 
  and the name of Professor Sal’lasterious Ugumondil. 
  Location H - Master Bedroom 
   
  The master bedroom contains a large bed on the 
  west wall, opposite a large armoire. Like the dining 
  room, the floors are a polished hardwood. An area 
  rug sits between the bed and dresser. 
   
  There is nothing else in this room other than simple 
  men’s clothing in the armoire. 
  Location I - Bedroom 
   
  A smaller bedroom contains a single bed. A 
  chest lies at the foot of the bed.  Next to the chest is 
  a pair of ladies’ slippers. A dulcimer sits in a corner 
  of the room. 
   
  A search of the chest will turn up several outfits for a 
  woman.  
  Location J - Secret Observatory 
   
  Ascending the stairs you arrive at another 
  simple room.  The only things currently here are a 
  brazier in the northeast corner, a telescope perched 
  on a tripod set upon a wooden pallet, and an open 
  journal perched on a mahogany stand.  The single 
  window in this room where the telescope is set 
  looks out over the cemetery. 
   
  If a PC looks out the telescope at the cemetery, they 
  will notice that there are signs of recent battle, but that it 
  is quiet at the moment. If the PC looking through the 
  telescope makes a Spot check (DC 20), they will notice 
  the body of a man trapped under some fallen pillars.  This 
  is the paladin described in Location A of Encounter 4. 
   
  If someone looks at the journal give them Player 
  Handout 4 – Journal of Hegard Aerist. 
  ENCOUNTER FOUR: THE 
  MAUSOLEUM 
   
  The Truelight Mausoleum was Inselda Aerist’s most 
  ambitious project and ultimately the one that lead to her 
  death. She envisioned her project as a grand palace for 
  the city’s heroes. 
   
  Please refer to DM Aid – Map #2 – The Mausoleum. 
   
  The 
  walls 
  and 
  doors 
  share 
  the 
  following 
  characteristics: 
  � Reinforced Wooden Doors: 2 in. thick; hardness 5; 
  hp 40; AC 5; Break DC 33. 
  � Superior Masonry Walls: 18 in. thick; hardness 8; 
  hp 135; AC 5; Break DC 35. 
   
  If the PCs go to find the outside entrance, they will 
  find their path blocked. As the undead poured forth, they 
  brought part of the structure down with them: 
  Location A – The Mausoleum Entrance 
   
  You find the entryway to the mausoleum 
  blocked. Some of the stone pillars lining the path 
  have been toppled, the gates lies in ruins, and even a 
  few trees have been uprooted. With no windows in, 
  you will have to find some other way to enter. 
   
  The only other entrance that is useable at this time is 
  the breach in the basement of the Aerist house. 
   
  If the PCs succeed at a Spot (DC 15) or Search (DC 
  10) check, they notice the broken body of a man trapped 
  
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  under one of the broken pillars.  The warrior bears a 
  silver holy symbol of Pelor and wears a suit of chainmail.  
  A Heal check (DC 10) will reveal that the pillars are what 
  killed him and that he died less than an hour ago.  
   
  If someone moves the pillars they will find a 
  masterwork long sword that used to belong to the 
  deceased paladin. 
  Treasure: 
   
  APL 2: L: 40 gp; C: 0 gp; M:  0 gp. 
  Location B – Breach in the Walls 
   
  As the PCs enter through the breach, continue with 
  the following: 
   
  You take the first few tentative steps into the 
  mausoleum. Your light flickers off the mineral 
  specks embedded within the solid granite blocks 
  that form the walls.  Carved frescoes depicting 
  scenes of the battle line the walls.   
  Location C – Trap and Well-Traveled Path 
   
  The halls here are fairly clean but the dirt floors have 
  been heavily traveled recently. Anyone with the Track 
  feat looking for signs of Hegard’s passing can notice a set 
  of boot prints amongst the skeletal tracks on a successful 
  Survival check (DC 15). The tracks lead out the main 
  hallway to a razor-wire trap at Location C. 
   
  The trap was placed across the archway by Hegard 
  Aerist to trip up any non-intelligent undead if they were 
  ever raised from their graves.  What he did not count on 
  was an intelligent undead being created that would lead 
  them through breaches in the mausoleum’s structure.  
   
  The boot prints end at the trap, but there is evidence 
  that someone was dragged away here.  Even those that 
  did not notice Hegard’s prints before can find the drag 
  marks on a successful Search or Survival check (DC 10).  
  A second set of prints can be picked up, but they have 
  been covered over by the dragging, so finding them 
  requires a Survival check (DC 20) by someone with the 
  Track feat.  The tracks are the slender humanoid feet of 
  Inselda Aerist, now the ghoul prowling the mausoleum. 
  All APLs (EL 1) 
  � Razor-Wire 
  across 
  Hallway: 
  mechanical; 
  location trigger; no reset; Atk +10 melee (2d6, wire); 
  multiple targets (first target in each of two adjacent 
  5-ft. squares); Search DC 22; Disable Device DC 15. 
   
  The trap had been tripped before, but Inselda knew 
  where Hegard kept the extra strings (in a hollow in the 
  wall) and rebuilt the trap.  The PCs can find some extra 
  strings by succeeding on a Search check (DC 20) in the 
  general area of the trap. 
  Treasure: 
  APL 2: L: 22 gp; C: 0 gp; M:  0 gp. 
   
  The nineteen wall sections in between the crypt 
  chambers bear bronze and marble plaques each bearing 
  an inscription memorializing the heroes buried within.  
  A final plaque is hung the end of the hallway that leads 
  into the Hall of The Most Revered.  The numbers on the 
  map correspond with the locations of the inscriptions 
  listed in Player’s Handout 5 - Memorial Plaques. Etched into 
  the bottom part of the frame of each plaque is a 
  dedication date.  Plaque #1 has their earliest date and they 
  proceed in ascending order as numbered with plaque #20 
  being the last to be added.. You should read these 
  inscriptions aloud until such time as the PCs indicate 
  that they are taking the time to record all of them.  Once 
  they do, you can just give them the handout in order to 
  speed things up. 
  Location D – Ambush 
   
  As the PCs round the corner from the first hallway 
  to the second, they will pass by the room where Inselda 
  Aerist is lurking.  The power of the Iron Bone has 
  transformed her into a ghoul, turning her determination 
  in life into an unholy hunger for flesh.  Inselda has been 
  hunting dire rats and the leftovers from her hunt have 
  drawn a small pack of giant centipedes looking for 
  carrion. They have formed a symbiotic relationship, 
  assisting each other in the hunt.  As the players pass the 
  entrance of this room, read the following: 
   
  As you round the corner the smell of carrion 
  assaults your nose.  In the burial chamber directly 
  across from you, you see six giant insects feasting on 
  the corpses of some of the denizen of these tombs. 
  They begin clicking their mandibles excitedly as you 
  round the corner. 
  Please refer to DM Aid – Map #4 – Ghoul Ambush. 
  All APLs (EL 4) 
  �  Ghoul: hp 13; see Monster Manual page 119. 
  � Medium Monstrous Centipedes (6): hp 4 
  each; see Monster Manual page 287. 
   
  Tactics: The ghoul is hiding around the corner of 
  the burial chamber marked as Location D, using the 
  centipedes as a diversion.  As each PC enters or passes by 
  the room, secretly make a Spot check (DC 16). If the 
  check succeeds, inform the player that their character 
  notices something hiding in the room.  The ghoul is 
  hoping someone will enter the room.  If the PC entering 
  
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  the room does not spot the ghoul, the PC will be 
  considered flat-footed against the ghoul’s first round of 
  action.  On her turn, she will step out from behind the 
  door, looking to make a full attack against a flat-footed 
  opponent.  If everyone ignores the room, the ghoul will 
  try to sneak up an attack one of the PCs at the back of the 
  group.  The PCs can make Listen checks (DC 16) 
  modified by the distance each PC is from the doorway.  If 
  no one notices, she will charge down the hall during the 
  surprise round.  The centipedes will follow on their 
  action.   
   
  A centipede attacking a PC on the ground while it is 
  within a sarcophagus is entitled to a bonus for higher 
  ground. 
  Moving 
  from 
  the 
  sarcophagus 
  to 
  the 
  sarcophagus requires 10 feet (2 squares) of movement. 
   
  When the last opponent is defeated, read the 
  following: 
   
  As the last of your foes fall, your attention is 
  fixed on the ghoul. Though its features are no longer 
  recognizable and its clothing is tattered and dirty, 
  there is no mistaking it. The indigo and lavender 
  dress that loosely frames the ghoul is the same style 
  as the one that you saw in the painting of Inselda 
  Aerist that hung above the mantle in the Aerist 
  house.   
   
  The only other remarkable item on her is a tarnished 
  gold and diamond ring worth 250 gp. If any of the PCs 
  remove the ring to examine it, their suspicions will surely 
  be confirmed: 
   
  The inside of the band is still intact, and the 
  inscription can clearly be read: 
   
  To My Dearest Inselda. With Love – Hegard. 
  Location E – Inselda’s Grave 
   
  The corridor turns to your left once more, and 
  less than twenty feet ahead of you is a large pit, ten 
  feet wide, ten feet long, and ten feet deep. Only an 
  inch-wide length of rope, fastened at both ends by 
  iron spikes, crosses the pit that lies between you and 
  the iron door at the far end. The remnants of a rope 
  bridge lie in the pit below. 
   
  Inselda Aerist, the original architect of the 
  mausoleum was killed at this very spot when the ground 
  beneath her collapsed into a sinkhole. Her assistant 
  carried on the work, but had the sinkhole dug out into 
  the chamber that is there now. Her grave, now 
  unoccupied, lies in this chamber. 
   
  A rope bridge was built to span the pit, but it was 
  trapped so that it could drop away, protecting the 
  treasures of The Most Revered from looters and invaders. 
  The deathlock had triggered the trap and fell into the pit, 
  but its abilities allowed it to survive and escape.  The rope 
  bridge covers the grave below, but anyone in the pit can 
  move the bridge.  
   
  There are several ways to cross the pit, but any 
  method is difficult at best. There is not sufficient room 
  for a running start, so jumping across would require a 
  Jump check (DC 20). One could also attempt to walk 
  along the rope, but doing so requires a Balance check (DC 
  20).  It is possible to climb or jump down the near side of 
  the pit and up the far wall, but climbing either wall 
  requires a Climb check (DC 20).  Additionally, a PC can 
  hang from the rope and move across with his hands; 
  doing this requires a Strength check (DC 15) to cross and 
  a Climb check (DC 15) to pull himself up the opposite 
  ledge.  In the case of anything but a jump check, failure 
  by less than 5 means the character does not move that 
  round. Failure by 5 or more indicates a fall resulting in 
  1d6 points of damage. A Jump check failed by less than 5 
  means the character is within arms’ 'reach of the far 
  ledge.  Catching the ledge requires a Reflex saving throw 
  (DC 15) which would then be followed by a Climb check 
  (DC 15) for that PC to pull himself up. Failing the Jump 
  check by 5 or more means the character comes up way 
  short and falls.  These DC can be modified for any 
  situations, tool, or plans the PCs come up with; use your 
  discretion. 
   
  Anyone viewing the pit from above might notice a 
  human hand partially concealed by the bridge on a 
  successful Spot check (DC 15).  At the bottom of the pit, 
  the check is easier (DC 10) due to the decreased distance 
  and the better angle they have. 
   
  If anyone moves the rope bridge, describe what they 
  find: 
   
  As you heave the broken bridge aside, you make 
  a grim discovery. Inside a recently dug out grave, the 
  body of Hegard Aerist lies here.  His arm is broken, 
  twisted at an odd angle, the ring finger of his left 
  hand has been severed, there is a large bruise on his 
  forehead, and his feet have been lacerated at the 
  ankles, coating his shoes with so much blood that 
  they are soaked through.  Though toppled over and 
  cracked, you can see the inscription on the 
  headstone: ‘Inselda Aerist, 553 – 581’. 
   
  If someone checks the body, a successful Heal check 
  (DC 15) will reveal that in actuality, Hegard barely clings 
  to life. 
  
  BIS5-IS3 Words of Wisdom 
   
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  All APLs 
  � Hegard Aerist: Male human Wiz (Div) 3; hp 10 
  (currently  -8 and stable). 
   
  As you check one last time for vital signs, your 
  efforts are rewarded with a cough that brings up 
  some blood. Surprised and perhaps a bit disgusted 
  for a moment, you wipe the blood off your arm and 
  continue to attend to Hegard. His breath is very 
  shallow though he appears stable.   
   
  When Hegard entered into the mausoleum, he 
  unexpectedly encountered his wife transformed into a 
  ghoul. He momentarily lost himself and when he tried to 
  approach his late wife, he was tripped up by his own trap. 
  The fall broke his arm and caused the injury to his head. 
  His wife, still clinging to some of the memories of life, 
  decided that Hegard was a morsel worth saving and 
  savoring. She only ate the finger that still held his 
  wedding band and then dumped his battered body into 
  the pit where she placed him in her own grave. Luckily, 
  Hegard stabilized, but he will not survive the night one 
  way or another. 
   
  It will be tricky to get Hegard out alive in his 
  condition, as another fall will surely be fatal. The party 
  will have to do something to get him out, since he will 
  not survive long enough for someone else to come in and 
  get him. 
   
  If the PCs search Hegard they will find two more 
  potions of cure light wounds that he has not yet used.  The 
  players can certainly use them to help Hegard. 
  Treasure: 
  APL 2: L: 0 gp; C: 0 gp; M: potion of cure light wounds 
  x2 (4 gp each). 
   Location F – Hall of the Most Revered 
   
  The door leading the room of The Most Revered is 
  the only door in the entire mausoleum that is currently 
  closed. The deathlock has rearmed the trap on the door. 
   
  Crossing the pit you find yourself standing on a 
  ledge only 10 feet wide and 15 feet long in front of 
  an iron door.  A large owl is carved in bas-relief into 
  the door.  Its eyes are opened wide as if guarding the 
  hall, watching every movement, watching… you.  Its 
  talons are outstretched as though ready to swoop 
  down and snatch up any who dare to defile this 
  tomb. 
   
  The tomb door has the following characteristics: 
  � Iron Door: 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 28. 
   
  The door opens into the room and is trapped. As the 
  PC opens the door, the chain mechanism will pull the 
  door open wide and activate the tripping chain trap that 
  will target that PC. 
   
  Once the PCs enter the room, continue with this: 
   
  As you open the door, your eyes sweep over the 
  regally decorated room. The moldings are adorned 
  with fine gold filigree. Rather than native stone, the 
  sarcophagi here are carved from expensive green 
  marble that must have been imported from some far 
  away land. You admire the blue silk cushions that 
  line the sarcophagus to your right, but only long 
  enough to realize that it lies open. From the 
  opposite doorway, two narrow points of red light, 
  the eyes of some desiccated undead creature are 
  glaring at you. Though he is wearing the garb of a 
  Bissel officer, he is most assuredly not on your side.  
  He raises his arms and prepares for battle. A 
  hulking, undead, reptilian humanoid with a javelin 
  in its hand and a greatclub behind him stands 
  guard. 
   
  A few days ago, a nightwatch patrol killed a 
  troglodyte skulking around the mausoleum.  The Iron 
  Bone has since animated it. 
   
  Please refer to DM Aid – Map #5 – Hall of the Most 
  Revered. 
  All APLs (EL 5) 
   
  � Deathlock: hp 19; see Appendix 1. 
  � Troglodyte Zombie: hp 29; see Monster Manual 
  page 266. 
  � Tripping Chain Trap: mechanical; location 
  trigger; automatic reset; multiple traps (tripping and 
  melee attack); Atk +15 melee touch (trip), Atk +15 
  melee (2d4+2, spiked chain); Search DC 15; Disable 
  Device DC 18. Note: This trap is really one CR 1 trap 
  that trips and a second CR 1 trap that attacks with a 
  spiked chain. If the tripping attack succeeds, a +4 
  bonus applies to the spiked chain attack because the 
  opponent is prone. 
   
  Preparation: The deathlock has expended its two 
  daily uses of its ghoul glyph ability (see Appendix Two) in 
  this chamber. A PC entering the squares so marked on 
  the map will be affected by the spell. 
   
  Tactics: The deathlock will try to incapacitate 
  weaker foes by using its magic missile ability. Fighters are 
  prime targets for its cause fear ability. Once all the targets 
  are incapacitated in some way, it will use it’s summon 
  monster ability to create attackers to finish off the PCs.  It 
  
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  loathes melee combat and will only resort to it if there is 
  no other option.   The troglodyte zombie will do the best 
  it can to guard the deathlock, but its slow speed might 
  hinder it.  The zombie is under the command of the 
  deathlock and will not charge up to attack unless ordered 
  to do so by the deathlock or upon the deathlock’s 
  destruction.  
   
  When the deathlock is destroyed read the following: 
   
  As the final blow strikes home, the undead 
  creature shudders for a moment and then falls to 
  one knee. The whole time he does not take his hate-
  filled eyes off of you until the very moment the red 
  light fades from them and he collapses to the 
  ground. 
   
  Once the PCs dispatch the undead, continue with 
  this: 
   
  The threat dispatched, you take a moment to 
  survey the Hall of The Most Revered, the burial 
  chamber of the six Heroes that saved the town of 
  Truelight fifteen years ago at the cost of their own 
  lives.  Inside the open sarcophagus are a well-crafted 
  breastplate and a gold holy symbol of Pelor that 
  contains small diamonds in the eyes that appear to 
  have been discarded by its occupant.  At each end of 
  the room is a stone plate that which delivers a 
  cryptic message. 
   
  Show the players Player Handout 6 - Marker of The 
  Most Revered. 
   
  None of the other sarcophagi contain anything 
  particularly valuable; however, the plates in the floor 
  have a hidden switch.  The cache of goods under each 
  plate was left here in cast the mausoleum needed to be 
  defended.  Finding the switch requires a Search check 
  (DC 20).  Underneath each plate are three flasks of holy 
  water, a potion of lesser restoration, two potions of cure light 
  wounds and a scroll of arcane lock. 
  Treasure: 
  APL 2: L: 41 gp; C: 41 gp; M:  potion of lesser restoration 
  x2 (25 gp each), potion of cure light wounds x4 (4 gp 
  each), scroll of arcane lock x2 (12 gp each). 
  Location G – The Iron Bone 
   
  You proceed through the already opened secret 
  door and reach another chamber. In stark contrast 
  with the rest of the mausoleum, the chamber 
  appears to be hastily constructed. There is a cheap 
  wooden desk up against the far wall. The walls are 
  constructed of worked stone with two wooden 
  supports holding up the ceiling. In between those 
  supports is the only part of the room that appears to 
  be carefully crafted, a silver circle inlaid into the 
  floor. At the center of the circle, suspended in 
  midair, is a rod made to look like a femur made 
  entirely of iron. The upper tip is glowing bright red, 
  casting runes and words upon the floor and walls of 
  the chamber. The right hand wall of the chamber 
  once held a portcullis that connected to the sewers, 
  but crumbling plaster has sealed that exit off. 
   
  The runes on the walls are incomprehensible.  In 
  order to read the words on the floor, a PC will have to 
  move closer to the circle.  Once someone does, give the 
  players Player Handout 7 - The Mausoleum Puzzle.  
   
  If anyone inspects the desk, and succeeds at a Search 
  check (DC 10), they will find a leather pouch containing  
  300 gp and a tattered old diary. Most of the pages have 
  been ruined due to water or vermin, but one page is 
  mostly intact.  Give the players Player Handout 8 - Diary of 
  Talascus Blanock. 
   
  At this point there is really only one thing to do -  
  Someone should take hold of the Iron Bone and attempt 
  to answer the riddle. If the person holding the bone gives 
  an incorrect answer, the Iron Bone will flare up with 
  negative energy.  The PC must make a Fortitude saving 
  throw (DC 18) or take 1 point of Strength damage.  The 
  player can stop trying to guess the answer at any time, 
  and another player can grasp the artifact and try instead.  
  If a PC’s Strength is reduced to zero, that character is 
  slain and then immediately transformed into a shadow 
  that leaves through a gap in the plaster to terrorize the 
  city. 
   
  If all the PCs give up on solving the riddle, continue 
  with Conclusion A. 
   
  If the PC grasping the rod gives the correct answer 
  to the riddle (“dreams”), continue with Conclusion B. 
  CONCLUSION A 
   
  In this case, the party does not solve the riddle. They 
  return to town with what they have learned. 
   
  Try as you might, the riddle of the Iron Bone 
  eludes you. What could this conundrum possibly 
  mean? At your wits end, you have no choice but to 
  leave this to others more skilled than yourselves.   
   
  You emerge into the streets of Truelight. Two of 
  the Nightwatch members who helped Maelina 
  earlier in the evening are waiting for you. Without 
  as much as a word they escort you up Kellsgrove Hill 
  to the steps of the Temple of Pelor.  Ascending those 
  
  BIS5-IS3 Words of Wisdom 
   
  Page 14 
   
  steps, you enter the hallowed halls where Baron 
  Helinaut awaits your report. 
   
  Should anyone show the excerpt taken from 
  Talascus’ diary, the Baron will reach out for it. Continue 
  with this: 
   
  Slowly the Baron reads the page. He takes in 
  every word of it and every word weighs heavily upon 
  him.  As he takes the page away from his face, you 
  can see his eyes glistening with unshed tears.   
   
  “This is very grave news you bring to me.  
  Talascus Blanock was Inselda Aerist’s assistant.  
  Upon her death he had a hand in almost anything to 
  do with rebuilding the city.  The Mausoleum, the 
  walls, this very temple, even my manor… and they 
  are all compromised. Talascus left Truelight eight 
  months ago to pursue other projects - or so we were 
  told, but who knows what secrets he has left for us?” 
   
  “But you have brought us hope, and perhaps 
  that is all we ever really needed.  Now we can 
  prepare for the worst, the inevitable day that may 
  see this Barony brought yet again to the brink of 
  destruction… But heroes like you have given me 
  faith that someone will be ready to face that day and 
  deliver us once again.” 
   
  The Baron arranges a place in his manor for you 
  to stay the evening.  In the morning he helps see you 
  off and before you leave he hands each of you a 
  pouch of coins. 
   
  Each PC is given a pouch containing 125 gp. 
   
  “It is what little I can do right now but it will 
  never be enough to repay you for all you have done.  
  Nightwatch and its people will always be in your 
  debt. Godspeed good heroes; hopefully our paths 
  shall cross again.” 
  The End 
  CONCLUSION B 
   
  In this case, the party solves the riddle. They are 
  granted a vision, before returning to town with what they 
  have learned. 
   
  As you speak the answer to the riddle, a surge of 
  power radiates from the Iron Bone. A spark of magic 
  dances between you and the artifact. A strange 
  compulsion grabs a hold of you and you feel as 
  though you are floating outside your body.  You lift 
  the artifact from its resting place and suddenly you 
  see someone else holding it.   
   
  Though he carries many of the features of a 
  strong man, the small vestibule horns at the top of 
  his head and steel gray skin betray his devilish 
  heritage.  He stands atop a great iron fortress 
  surrounded among all types of hellish creatures.  
  Undead of all sorts and sizes are laying siege to his 
  castle, attacking the gates and climbing the walls.   
   
  With a word, he takes up the Iron Bone and its 
  power surges forth in a great wave.  It washes over 
  the army of the dead and suddenly they turn against 
  one another. The bones of many strange fiends rise 
  up and join in pushing back the invaders. At the 
  back of the army, a large demonic looking creature 
  with a bloated body and tusked mouth shrieks in 
  anger before he lifts off under the power of his 
  enormous bat-like wings.   
   
  The next thing you see is back on the castle 
  battlements and once again it is you who is there 
  holding the Iron Bone. You feel the cold power of 
  death coursing through your body yet you are not 
  afraid.  You feel in control as though you are death’s 
  master and the world would tremble at your feet if 
  you gave into its awesome potential. 
   
  But somewhere in the back of your mind your 
  conscience screams for you to resist, imploring you 
  to fight the temptation at all costs. Then a low, 
  powerful voice whispers to you. “Speak your wish 
  and by my powers shall it be granted.” You know 
  that it is the Iron Bone that speaks to you, but what 
  is your choice? Do you give into its powers or do you 
  do something else? All you know is that you must do 
  something while the choice is yours to make. 
   
  Ideally, the PC would ask the artifact to destroy or 
  banish itself.  If that is what happens, read the following: 
   
  “Too bad hero; we could have had so much 
  power by working together,” says the voice. Then 
  suddenly the power playing between you and the 
  artifact intensifies but then it begins the crumble, to 
  rust in your very grasp. Soon it is gone, dust carried 
  upon some unknown breeze and all is quiet once 
  again. 
   
  If the PC asks for anything that would result in some 
  amount of personal gain, even minor - even some way to 
  defeat Evard or save Bissel - then he is succumbing to the 
  temptation of the infernal artifact. He earns the Taint of 
  the Iron Bone item on the Adventure Record. Read the 
  following: 
  
  BIS5-IS3 Words of Wisdom 
   
  Page 15 
   
   
  The Iron Bone’s emanations of power start to 
  grow even stronger until it begins to glow red-hot 
  from the inside.  A searing pain shoots up your arms, 
  but you are not able to let go.  The circle of power 
  that you are standing in begins to melt and swirl 
  beneath your feet.  Suddenly a portal of fire and 
  brimstone opens up beneath you, and though you 
  scream, evil laughter is only sound you here before 
  the Iron Bone is sucked into the gate. As quickly as 
  it opened, it is gone.  Examining your hand you find 
  a strange rust-colored mark imprinted onto your 
  palm.  
   
  Alternatively, the PC could simply choose to do 
  nothing and put the rod down.  In that case another PC 
  can choose to pick it up, speak the answer to the riddle 
  and make a decision or they can all just leave it alone. 
   
  Once the PCs decide to leave, continue with this: 
   
  You emerge once again onto the streets of 
  Truelight where two of the Nightwatch members 
  who helped Maelina earlier in the evening are 
  waiting for you.  Without so much as a word they 
  escort you up Kellsgrove hill to the steps of the 
  Temple.  Ascending those steps you enter the 
  hallowed halls where Baron Helinaut, Archpriest 
  Hissler, and Rovan Burncroft await your report. 
   
  Should anyone show the excerpt taken from 
  Talascus’ diary, the Baron will reach out for it. Continue 
  with this: 
   
  Slowly the Baron reads the page.  He takes in 
  every word of it and every word weighs heavily upon 
  him. As he takes the page away from his face, you 
  can see his eyes glistening with unshed tears.   
   
  “This is very grave news you bring to me.  
  Talascus Blanock was Inselda Aerist’s assistant.  
  Upon her death he had a hand in almost anything to 
  do with rebuilding the city.  The Mausoleum, the 
  walls, this very temple, even my manor… and they 
  are all compromised. Talascus left Truelight eight 
  months ago to pursue other projects or so we were 
  told, but who knows what secrets he has left for us?” 
   
  “But you have brought us hope, and perhaps 
  that is all we ever really needed.  Now we can 
  prepare for the worst, the inevitable day that may 
  see this Barony brought yet again to the brink of 
  destruction… But heroes like you have given me 
  faith that someone will be ready to face that day and 
  deliver us once again.” 
   
  The Baron arranges a place in his manor for you 
  to stay the evening. In the morning he helps see you 
  off and before you leave he hands each of you a 
  pouch of coins. 
   
  Each PC is given a pouch containing 125 gp. 
   
  “It is what little I can do right now but it will 
  never be enough to repay you for all you have done.  
  Nightwatch and its people will always be in your 
  debt. Godspeed good heroes; hopefully our paths 
  shall cross again.” 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2 
  Defeat the skeletons 
   
  APL 2: 60 xp. 
  Encounter 4 
  Survive the razor-wire trap 
   
  APL 2: 30 xp. 
  Defeat the ghoul and her minions 
   
  APL 2: 120 xp. 
  Defeat the deathlock and his minions, and survive the 
  tripping chain trap 
   
  APL 2: 150 xp. 
  Story Award 
  Save Maelina Aerist in Encounter 2 
   
  APL 2: 20 xp. 
  Rescue Hegard Aerist in Encounter 4 
   
  APL 2: 20 xp. 
  Solve the riddle of the Iron Bone in Encounter 4 
   
  APL 2: 20 xp. 
  Discretionary Roleplaying Award 
   
  APL2: 30 xp. 
  Total possible experience 
   
  APL2: 450 xp. 
  
  BIS5-IS3 Words of Wisdom 
   
  Page 16 
   
  TREASURE SUMMARY 
  During an adventure, characters come upon 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.  In the case of potions, 
  they may use Spellcraft to identify them.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 2: 
  APL 2: L: 34 gp; C: 0 gp; M: 0 gp. 
  Encounter 3: 
  APL 2: L: 4 gp; C: 0 gp; M: potion of cure light wounds 
  x3 (4 gp each). 
  Encounter 4: 
  APL 2: L: 103 gp; C: 91 gp; M: potion of cure light 
  wounds x6 (4 gp each), potion of lesser restoration x2 (25 
  gp each), scroll of arcane lock x2 (12 gp each). 
  Conclusion: 
  APL 2: L: 0 gp; C: 125 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed): 
  APL 2: L: 141 gp; C: 216 gp; M: 110 gp – Total: 
  467 gp (450 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  � Favor of Baron Helinaut: For uncovering the 
  plans of Talascus Blanock, you have earned the favor 
  of Argwen Helinaut, Baron of Nightwatch. This will 
  have consequences in future adventures. 
  � Favor of the Nightwatch: For helping the 
  Aerist family, Divine Watcher Narden Wallis has put 
  it a good word for you with Roven Burncroft. This 
  will have consequences in future adventures. 
  � Taint of the Iron Bone: You have been marked 
  by an odd infernal relic. This will have consequences 
  in future adventures. 
   
   
   
  
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  APPENDIX ONE – NEW CREATURES 
  DEATHLOCK 
  Source:  Libris Mortis page  94 
   
  Medium Undead 
  Hit Dice: 3d12 (19 hp) 
  Initiative: +6 
  Speed: 30 ft. (6 squares) 
  Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 
  Base Attack/Grapple: +1/+1 
  Attack: Bite +1 melee (1d4) 
  Full Attack: Bite +1 melee (1d4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Spell-like abilities 
  Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance 
  Saves: Fort +1, Ref +3, Will +4 
  Abilities: Str 11, Dex 15, Con –, Int 14, Wis 13, Cha 14 
  Skills: Concentration +8, Hide +8, Knowledge (arcana) +8, Listen +9, Spellcraft +8, Spot +9 
  Feats: Alertness, Improved Initiative 
  Environment: Any 
  Organization: Solitary, trio, or college (5-9) 
  Challenge Rating: 3 
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: By character class 
  Level Adjustment: +3 
   
  Skeletally thin, this figure wears a dramatic cloak fringed with magical sigils. Its cadaverous eyes sizzle with cursed power, and 
  deadly spells dance on its fingertips. 
   
  Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with  magic that 
  they are unable to lie quiet in the grave. Animate, but shorn of the spirit that once ruled their forms, deathlocks seek to 
  bring all those they meet into an intimate embrace with death. Only their knowledge of spellcasting remains, though 
  twisted and changed. 
   
  Sometimes, deathlocks retain a single shred of memory from their former spirits. If the recollection was dear to the 
  spirit that once inhabited the now shriveled and blasted body of the deathlock, the creature usually seeks out the source 
  of that memory, hoping to destroy it, compromise it, or undo the deeds associated with it. 
   
  Deathlocks stand between 5-1/2 and 6-1/2 feet tall and weigh between 100 and 120 pounds. 
   
  Deathlocks speak Common, Abyssal, and Infernal. 
  
  BIS5-IS3 Words of Wisdom 
   
  Page 18 
   
  Combat 
  A deathlock prefers to use its spell-like abilities from a distance, disdaining melee. Thus, it can also use inflict minor 
  wounds to heal itself. 
   
  Spell-Like Abilities: At will – detect magic, inflict minor wounds (DC 13), read magic; 3/day – cause fear (DC 13), magic 
  missile, summon monster I; 2/day – death knell (DC 14), ghoul glyph (DC 14). Caster level equals the deathlock's HD. The 
  save DCs are Charisma-based. 
  
  BIS5-IS3 Words of Wisdom 
   
  Page 19 
   
  APPENDIX TWO – NEW SPELLS 
  GHOUL GLYPH 
  Source: Libris Mortis page 66 
   
  Necromancy 
  Level:  Hunger 2, sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Effect:  One ghoul glyph that must fit within a 1-ft. square 
  Duration:  Permanent until discharged 
  Saving Throw:  Fortitude Partial 
  Spell Resistance: Yes 
   
  You inscribe a glyph that paralyzes any living creature of Large or smaller size that enters passes, or opens the 
  warded area.  You can scribe the glyph to be visible as faintly glowing lines, or invisible.  You can inscribe a ghoul glyph 
  on a portable object, but if the object is moved more than 5 feet, the glyph fades. 
   
  Conditions for triggering a ghoul glyph are stringent.  It takes effect on any creature other than yourself that move 
  to or within 2 feet of it.  It affects invisible creatures normally but is not triggered by those that travel past it ethereally.  
  Only a single ghoul glyph can be inscribed in a 5-foot square. 
   
  Ghoul glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be 
  dispelled.  Mislead and nondetection can fool a ghoul glyph. 
   
  Read magic allows identification of a ghoul glyph with a successful DC 13 Spellcraft check, if the glyph is noticed 
  before it is activated.  A rogue (only) can use the Search skill to find a ghoul glyph and Disable Device to thwart it.  The 
  DC in each case is 27. 
   
  When a glyph is activated, the subject is paralyzed for 1d6+2 rounds. Additionally, if the subject fails his Fortitude 
  save, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius.  Those in the 
  radius must make a Fortitude save or take a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill 
  checks, and ability checks until the spell ends. 
   
  Material Component:  You trace the glyph with earth from a ghoul’s lair. 
  
  BIS5-IS3 Words of Wisdom 
   
  Page 20 
   
  DM AID - MAP #1 – THE AERIST HOUSE 
   
   
   
  A
  B 
  C 
  D
  E
  F 
  G 
  H
  I
  J
  S
  
  BIS5-IS3 Words of Wisdom 
   
  Page 21 
   
  DM AID - MAP #2 – THE MAUSOLEUM 
   
   
   
  A 
  B 
  C
  D
  E
  F
  G
  1 
  2 
  3
  4
  5
  6
  7
  8
  9 
  10 
  11 
  12
  13
  14
  15
  16
  17
  18 
  19 
  20
  
  BIS5-IS3 Words of Wisdom 
   
  Page 22 
   
  DM AID - MAP #3 – THE CEMETERY WALL 
   
  DM AID - MAP #4 – GHOUL AMBUSH 
   
  
  BIS5-IS3 Words of Wisdom 
   
  Page 23 
   
  DM AID - MAP #5 – HALL OF THE MOST REVERED 
   
  
  BIS5-IS3 Words of Wisdom 
   
  Page 24 
   
  PLAYER HANDOUT 1 – SYMBOL OF THE NIGHTWATCH 
   
   
   
  
  BIS5-IS3 Words of Wisdom 
   
  Page 25 
   
  PLAYER HANDOUT 2 – MAP OF THE MAUSOLEUM 
   
   
  
  BIS5-IS3 Words of Wisdom 
   
  Page 26 
   
  PLAYER HANDOUT 3 – LETTER TO INSELDA AERIST 
   
  A letter from Hegard Aerist to Inselda Aerist. The note bears a strange seal that is still mostly intact. 
   
  My dearest Inselda, 
   
   
  I bring the most spectacular news!  Professor Ugumondil has persuaded the 
  dean to allow my leave!  I am arranging passage on a caravan to Parulla that 
  leaves one week hence.  I shall be arriving in about twenty days. 
   
  It feels like it has been ages since I’ve held you and gazed into those pretty 
  lavender eyes of yours.  The way the moonlight dances in them during our 
  evening walks captivates me. 
   
  I know this must have caught you entirely by surprise (though a happy one) 
  as mid-semester leaves are quite unusual, but when I explained everything - all 
  the important things I must tell you - they understood.   
   
  Though your apprenticeship has kept you awfully busy these past four 
  months, I’ve never felt alone with the locket you gave me when last we met. I 
  shall fondly gaze upon it often on my journey as I so do whenever you are near 
  me. 
   
   
  May distance never keep our hearts apart, my love, 
   
  Hegard 
  
  BIS5-IS3 Words of Wisdom 
   
  Page 27 
   
  PLAYER HANDOUT 4 – JOURNAL OF HEGARD AERIST  
   
  A journal written by Hegard Aerist, found in his secret observatory. 
   
   
   
  I was hoping beyond hope that today’s observations would reverse the trend 
  of the past two weeks.  Though I wish my measurements were wrong, I cannot 
  deny them.  Something magical, powerful, and evil has come to life behind the 
  walls of the mausoleum.  It is a power most foul and it is growing.  What 
  started out as a tiny point of energy from within the Hall of the Most Revered 
  has grown to encompass the entire cemetery. 
     
   
  The Nightwatch is much too busy preparing for tonight’s ceremony to have 
  time for me. If only I could bring proof of my observations to the baron without 
  giving up a few dear… secrets, then I would bring this grave matter to his 
  attention in an instant. 
   
   
  But tonight, all I can do is take a closer look for myself.  While everyone is 
  attending the ceremony I will check out the mausoleum.  Hopefully by 
  tomorrow it will not be too late to show them what I find. 
    
  
  BIS5-IS3 Words of Wisdom 
   
  Page 28 
   
  PLAYER HANDOUT 5 – MEMORIAL PLAQUES 
   
  The following inscriptions are found on the various markers in the mausoleum of Truelight: 
  1. OF ALL THE PEOPLE I’VE KNOWN AND LOST, I WILL MISS YOU THE MOST. (COLDEVEN 14, 581) 
  2. LIFE LIVED FULLEST IS OFTEN LIFE LIVED SHORTEST. (COLDEVEN 23, 581) 
  3. NOT A SINGLE DAY SHALL PASS THAT I WILL NOT THINK OF YOU. (FLOCKTIME 7, 581) 
  4. DEATH CAN NEVER CONQUER THE NOBLE SPIRIT. (FLOCKTIME 21, 581) 
  5. IN TROUBLED TIMES HEROES LIKE THESE ARE A DIVINE GIFT. (WEALSUN 16, 581) 
  6. DAY AFTER DAY YOU WATCHED OVER US; NOW MAY THE GODS WATCH OVER YOU. (REAPING 1, 581) 
  7. AND THOUGH YOU ARE GONE, YOU WILL ALWAYS LIVE ON IN OUR HEARTS. (REAPING 19, 581) 
  8. NIGHT HAS NO POWER OVER THE BRAVE. (REAPING 27, 581) 
  9. AN EXEMPLARY DISPLAY OF VALOR SHALL NOT BE FORGOTTEN. (GOODMONTH 8, 581) 
  10. INSPIRING COURAGE UNTIL YOUR VERY LAST BREATH; BLESSED BY THE GODS IN LIFE AND IN DEATH. 
  (GOODMONTH 17, 581) 
  11. THOUGHT, WORD, AND DEED, PURE AND NOBLE WERE THEY ALWAYS. (GOODMONTH 24, 581) 
  12. RARELY ARE WE BLESSED BY SUCH HEROES. (PATHWALL 6, 581) 
  13. REMEMBERED FOR THE WAY YOU LIVED; HONORED FOR THE WAY YOU DIED. (PATHWALL 20, 581) 
  14. ALWAYS VIGILANT. (READY’REAT 11, 581) 
  15. THERE IS NOTHING WE CAN SAY TO EXPRESS THE EXTENT OF OUR GRATITUDE. (READY’REAT 23, 581) 
  16. TRUE HEROES WHO DIED IN THE DARKEST OF NIGHTS SO THAT WE MAY GREET THE BRIGHTEST OF 
  DAYS. (SUNSEBB 5, 581) 
  17. FRIEND, BROTHER, HUSBAND, FATHER… MANY THINGS TO DIFFERENT PEOPLE; HEROES TO ALL. 
  (READYING 26, 582) 
  18. FOR ALL YOU HAVE DONE, YOU WILL NEVER BE FORGOTTEN. (COLDEVEN 12, 582) 
  19. LOST WITHOUT YOU BUT LIVING ON BECAUSE OF YOU. (COLDEVEN 28, 582) 
  20. HOPE WAS THE GREATEST GIFT YOU GAVE US. (FLOCKTIME 1, 582) 
  
  BIS5-IS3 Words of Wisdom 
   
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  PLAYER HANDOUT 6 – MARKER OF THE MOST REVERED 
   
  A marker found in the Hall of the Most Honored in the mausoleum of Truelight: 
   
   
  True heroes heed our words of wisdom 
  but fools haven’t the first clue 
   
   
  To reach the end you must start at the beginning. 
  
  BIS5-IS3 Words of Wisdom 
   
  Page 30 
   
  PLAYER HANDOUT 7 – THE MAUSOLEUM PUZZLE 
   
  The words encircling the strange iron bone: 
   
   
   
   
   
  
  BIS5-IS3 Words of Wisdom 
   
  Page 31 
   
  PLAYER HANDOUT 8 – DIARY OF TALASCUS BLANOCK 
   
  A page from an old diary written in the form of a letter: 
   
  Sunsebb 24, 581 
   
  Dearest Inselda,  
   
   
  It is unfortunate that the loves of your life are going to be directly responsible 
  for your death.  But I cannot complete my plans with your husband standing 
  around like a lost puppy every day.  Master Evard is counting on me to make 
  sure that his artifacts do not sleep long, for he will have need of them when he 
  returns to seize this land from the unworthy wretches that you so wish to 
  idolize.  I have learned so much from you during the years I have worked with 
  you, and I must admit that in the end you were right.  We must all reach out 
  to achieve that to which we most strongly aspire.  So tomorrow you shall be 
  leaving your dreams to me.  But do not worry; I shall be faithful to your 
  design.  I will only be making a few needed additions. 
   
  Your apprentice, 
   
  Talascus Blanock 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS5-IS3 Words of Wisdom (3E).pdf