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 
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  please visit www.wizards.com/d20 
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  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, 
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  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  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 
  veluna_poc@thejohnsons.cc for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  VEL6INT-02 
   
   
   
   
   
  A Widow's Lament 
   
  A One-Round D&D®
   
  LIVING GREYHAWK™  
  Veluna Regional Introductory Adventure 
  by Ben Mazur 
  Triad Edit:  David Kerscher 
  Circle Edit:  Tim Sech 
   
   
  The shadow cast by the lich Herion is slowly lifting from Veluna.  Yet stragglers from his army still lurk in 
  the dark places of the land.  As refugees stream back to their cities, you must help a war widow who 
  worries that her lost husband and sons may now be among Herion's remaining forces. A Veluna Regional 
  Introductory adventure for first level PCs only.
  
  Vel5-05 The Lost 
   
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  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 DM (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 Appendix 1.  
  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: 
  ● 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  ● 
  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.  
  ● 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  ● 
  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 
  
  Vel5-05 The Lost 
   
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  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 1st-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 
  Veluna.  PCs native to Veluna pay one Time Units per 
  round, all others pay two Time Units.   
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. PCs 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 PC who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild.  If the PC possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the PC 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 PC has at 
  least four ranks in Craft (bowmaking).  The PC 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 
  Two and a half years ago, an evil army rose under 
  the command of the lich Herion.  This army of 
  orcs, undead and devils overran the diocese of 
  Whitehale (including Castle Sepher), then laid 
  siege to Veluna's capitol city,  Mitrik. 
  The occupation lasted almost a year, but was 
  finally broken in an epic battle.  It is believed that 
  Herion was destroyed in the fight and his army 
  was driven out of Veluna.  Although peace has 
  largely been restored, some survivors of Herion's 
  army remain. 
  Adventure Summary  
  The adventure begins in a refugee camp outside 
  Whitehale.  A widow, who has lost her husband 
  and four children in the war, wishes to return to 
  her hometown.  However, she has heard rumors 
  (which prove to be true) that the town graveyard 
  has been plundered by Herion's necromancers for 
  corpses.  The skeletons and zombies, consisting 
  of the town's dead as well as some of Herion's 
  own casualties, never left the graveyard.  Some 
  were destroyed when the town was liberated, 
  however some still lurk among the graves. 
  The PCs travel to the Village of Eddystone, which 
  has not made a full return to tranquility yet.  The 
  villagers who have returned stay shuttered inside 
  their houses, and with good reason.  Marauding 
  orcs occasionally prowl the streets, looting all they 
  can get their hands on.  The PCs encounter some 
  of these looters on their way into town. 
  After dealing with the looters, the PCs make their 
  way to the church and then to the graveyard.  
  Many dark creatures attempt to waylay the PCs as 
  they search for the remains of the widow's family. 
  Introduction: 
  After over a year of warfare, the occupation of 
  the lich Herion has been broken and the bulk 
  of his army has been driven from the land.  
  Many weary soldiers are returning home – in 
  some cases to towns only recently liberated 
  from the clutches of evil. 
  You find yourself traveling to newly liberated 
  Whitehale.  Entirely occupied during the war, 
  Whitehale is in transition back to civilian life.  
  Merchants, guiding wagons filled with goods 
  destined for market, pass you on the road.  
  Yet, before you get to the city center, you must 
  
  Vel5-05 The Lost 
   
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  pass through refugee camps.  Some refugees 
  have to start their lives anew, while others are 
  merely waiting to return to their cities or towns 
  of origin. 
  It is in one of these camps that you come 
  across a posting.  It reads “Adventurers 
  Urgently Needed!  Please return my lost 
  husband and four children to the grave.  
  Contact the widow Molin.”  Perhaps it is the 
  desperate plea of a widow that moves you to 
  respond to the note, or perhaps it is the gristly 
  nature of it which intrigues you.  Either way, 
  the evening finds you around a cookpot in the 
  camps, in the company of a middle-aged 
  woman and several other adventurers. 
  Encounter One:  A Widow's 
  Lament 
  The Widow Molin is a Flan woman of perhaps 
  50 years.  
  “Well,” she says, “It's good to see so many 
  responding to an old woman.  The people of 
  my town used to call me Mother Molin.  Now, I 
  suppose you should call me Widow Molin.  
  Perhaps you could introduce yourselves.” 
  When the PCs have had a chance to introduce 
  themselves, she continues. 
  “Well met, to all of you.  Now, I suppose it's 
  time for my story. 
  “I was born, raised, married, and bore three   
  sons and a daughter in the village of 
  Eddystone, about a day's travel from here.  My 
  husband, Lars, was in the town guard, and my  
  children followed him into that profession.  
  They were my treasure in life and I was proud 
  of them.   
  “On the night that the war began, Herion's 
  troops marched into and occupied Whitehale.  
  There was confusion that night about what had 
  happened – regardless, my husband and four 
  children set off on their horses to reinforce the 
  troops at Whitehale. 
  “They never made it anywhere near the city.  
  Patrols found their bodies the next morning, 
  only a few miles from the village gates.  They 
  were given a hasty burial in the Eddystone 
  graveyard, even as the village was being 
  evacuated.  I wasn't even able to attend the 
  burial.”  The widow's face betrays no emotion 
  as she tells her story, but in her lap, her hands 
  are shaking. 
  “Now I want to return home, but I hear terrible 
  stories of what happened to Eddystone during 
  the war.  Lars' fellow guardsmen who have 
  returned to the village say that the graveyard 
  was crawling with the living dead, both orc and 
  human.  I want to return to my village, but 
  before I do, I want to be sure that my husband 
  and my children are dead and buried.  Can you 
  do this for me?” 
  If the PCs wish to ask more questions: 
  • 
  So you think your husband and children 
  were animated as undead?  “One of the 
  guards there said that he saw the uniform of 
  fellow guards on a zombie.  I just want to be 
  sure.” 
  • 
  Where is the graveyard in Eddystone?  “It's 
  in the north section of town, in a little hilly area 
  behind the church of Rao.  You'll have to ask 
  better directions when you get there.  I didn't 
  ever spend a lot of time at the graveyard.  I 
  wasn't even able to attend the burial, due to 
  the town being evacuated.” 
  • 
  How do we get to Eddystone?  “Take the 
  road towards Mitrik.  Eddystone will be just 
  over a day's travel from here.” 
  • 
  Is Eddystone safe?  “The village has been 
  liberated from Herion's grasp and is under the 
  control of the town guard.” 
  • 
  What monster do you think killed your 
  family? “It doesn't really matter now.  Whether 
  orc, demon or vampire, I'm sure that fiend met 
  his end at the battle at Mitrik.” 
  • 
  How will we tell when we find your family?  
  “They are all wearing simple copper rings, with 
  their initials.  The rings aren't valuable.  
  Instead they were meant as identification.  I 
  hoped they would never be used this way.” 
  • 
  What are the names of your family?  “From 
  youngest to oldest, their names are Karl, 
  Yedrick, Brenna, and Stevron.  My husband's 
  name is Lars, as I've mentioned.  Their rings 
  will have the initials KSM, YTM, BTM, SJM 
  and LLM.” 
  
  Vel5-05 The Lost 
   
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  Encounter Two:  The Village 
  of Eddystone 
  Traveling the road which runs between 
  Whitehale and Mitrik, you pass many signs of 
  the recent conflict.  Ruined fields and burnt 
  farmhouses line the road.  Where bridges once 
  stood, there are now only rickety ferries or 
  long detours. 
  Finally, you reach the Village of Eddystone.  
  Standing as a warning at the village boundary 
  are the heads of three orcs, mounted on pikes.  
  Despite this display of bravado, the village has 
  the appearance of a town still under siege.  
  The streets are nearly empty as you move 
  through them.  What few villagers you do see 
  on the streets move quickly, keeping their eyes 
  fixed on their destinations.  The inhabited 
  houses have barred doors and heavy shutters. 
  Still, inhabited houses outnumber vacant ones, 
  and the distant sound of hammers seems to 
  indicate that rebuilding is taking place. 
  Eddystone is normally a small village of about 400 
  people.  Roughly half have returned since the war.  
  The weather is gloomy when the PCs arrive and 
  will remain overcast for the rest of the week. 
  The party is free to wander as they like.  The 
  villagers are not hostile if directly confronted, just 
  nervous.  Any villager can give the PCs directions 
  to the chruch and graveyard, though all who do 
  will advise against going there at all, let alone at 
  night. 
  Here are some sample rumors that the townsfolk 
  may repeat: 
  • 
  “I sure hope the new priest comes soon.  I 
  hear she's a young girl, fresh off the front lines 
  of the war.  I hope she has what it takes to 
  breathe some life back into this town.” 
  • 
  “There are break-ins going on in the 
  abandoned houses.  Most people had to move 
  in a hurry and couldn't take all of their 
  valuables.  Now there won't be anything left 
  for them when they get back.” 
  • 
  “No one in this village would go near the 
  graveyard, even if their lives depended on it. 
  One of the first guards they sent there never 
  game out.  The survivors say he was bitten in 
  the face by a flying demon!” 
  • 
  “It was just a few nights ago that I caught a 
  glimpse of some sort of gigantic devil flying 
  over the graveyard.  My wife and were 
  terrified.  We ran back inside and bolted the 
  doors.  We don't go out of the house much 
  anymore, especially in the dark.” 
  • 
  “They sent some Mitrik Temple Guardsmen to 
  help restore order here, but there are not 
  enough of them to stop the looting.  They don't 
  even fit in with the other villagers well.” 
  • 
  “I spent the war in Grayington, and I'm not 
  sure if I'm better or worse off for it.  Sure, 
  Grayington was never attacked, but things got 
  very strange there sometimes.  I even heard 
  that there was cult activity going on in the 
  village of Farmingdale.  I get uncomfortable 
  talking about that kind of thing.” 
  Other than those rumors, PCs are not likely to get 
  any useful information from random passersby.  
  However, Eddystone contains a functional inn, 
  The Whistling Raven, where they can find out 
  more before going to find the church and 
  graveyard.  If the PCs seek it out: 
  The Whistling Raven is a small, half-timbered 
  building sitting comfortably on the west side of 
  the village square.  Lights are visible on the 
  inside through tinted windows. 
  The interior of the building is quiet and cozy.  
  A number of sturdy tables sit neat and empty.  
  At the far end of the room, a bartender quickly 
  stashes something under the bar and grabs a 
  large glass.  “Hey there!  Welcome strangers.  
  Let me get you something to drink!” 
  Some possible questions and their answers... 
  • 
  What's that you were hiding? “Ah, you 
  caught me!  It was actually me knitting.  Just a 
  little something I picked up to pass the quiet 
  times.” 
  • 
  This place sure is empty. “And that's the 
  truth, pal.  I've been back near a whole month 
  now and I've barely seen a dozen customers. 
  Everybody's acting like some orc or something 
  will stab them if they nip down here for a 
  drink.” 
  • 
  Is the town safe? “The town's plenty safe.  
  Kind of.  There's nary a demon in sight, but I 
  wish I could say the same about the orcish 
  marauders.  Anyhow, it's much safer now than 
  during the war, I'd wager.” 
  • 
  What can you tell us of the graveyard? 
  “Aye, that.  That place became a foul and evil 
  place during the war.  It sounds like the armies 
  
  Vel5-05 The Lost 
   
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  of evil set up camp there and left it filled with 
  undead, made from both their soldiers and 
  ours.  Its in a little valley, next to some woods.  
  Used to be a nice, quiet place.  Real serene.” 
  • 
  Where is the church/graveyard? “The 
  church is on the north side of town, and the 
  graveyard is further north, behind the church.”  
  When you feel the need to move things along, go 
  to Encounter Three. 
  Encounter Three:  Looting In 
  Broad Daylight 
  As the PCs move through the streets, they 
  encounter a band of orcs, looting a shop. 
  Rounding a corner, you hear a strange yelping, 
  almost like a laugh.  Down the road, you spot 
  the last of three orcs and a hyena emerging 
  from the broken front door of a shop.  As they 
  spot you, they drop the large sacks they are 
  carrying and reach for their weapons. 
  APL 2 (EL 3) 
  Orc Warriors (3): hp 6 each; see Monster Manual 
  p. 203. 
  Hyena: hp 14; see Monster Manual p. 274. 
  Treasure: 
  APL 2: Loot: 8 gp per character; Coin: 9 gp per 
  character; Magic: 0 gp 
  Development 
  Three or four rounds after combat starts, an alarm 
  bell starts ringing in the distance.  After the 
  combat, several members of the Mitrik Temple 
  Guard nervously approach.  Go to Encounter 
  Four. 
  Encounter Four:  Nervous 
  Guardsmen 
  From the far end of the street, three young 
  guardsmen approach cautiously.  They wear 
  the blue tabards of Mitrik Temple Guardsmen.    
  The 
  youngest, 
  a 
  fair-skinned 
  Suel 
  boy, 
  inspects the orcs and then turns to you.  
  “Another group of raiders.  Thank the 
  Reasoned One you were here.  I don't what 
  we're supposed to do against these numbers.” 
  The guards are young and nervous, and are doing 
  all they can to secure the town.  Still, looters, such 
  as the orcs the PCs just fought, roam the 
  countryside, making the job of a guard very 
  difficult.  They are relieved that they don't have to 
  fight, but at the same time slightly resentful at out-
  of-towners coming in and doing their job. 
  All APLs 
  Mitrik Temple Guardsmen (3): Human Warrior 2. 
  The guards can give directions to anywhere in 
  town.  They will give a recruiting pitch to any 
  fighting types if the opportunity comes up. 
  • 
  Why are there so few of you?   “There just 
  aren't a lot of guardsmen surviving the war, 
  and we need to cover a lot of territory.  Still, I 
  hope Mitrik sends us some reinforcements 
  soon.”  
  (If there are any fighter types in the party): 
  “You seem like a good prospect.  You should 
  look into joining up the next time you're in 
  Mitrik.” 
  • 
  What can you tell us about the graveyard? 
  “Is that why you're in town?  Us three are 
  replacements for the first batch of guardsmen 
  they sent.  From what I heard, the first three 
  went in there, and only two came out.  Those 
  two were in such bad shape, they had to send 
  them back to Mitrik on a cart.  Now we have 
  orders to stay out of there and protect the 
  town 
  until 
  the 
  new 
  priest 
  comes.        
   
  “Stay out of that graveyard.  At night, you can 
  hear the walking dead rattling their weapons 
  and moving about.” 
  • 
  Where is the graveyard/church of Rao?  
  “It's in the north section of town.  (The guard 
  gives them detailed instructions.)” 
  If PCs ask about getting inside the church, the 
  Guardsmen will point them in the direction of 
  the caretaker.  
  • 
  Have there been a lot of raiders?   “There's 
  been more raiders than what we hoped for, 
  that's for sure.  It's got all the locals nervous, 
  and we keep getting called this way and that, 
  whenever one of the farmers spots anything 
  suspicious.” 
  Encounter Five:  The Church 
  And Its Caretaker 
  Moving into the northern section of town, you 
  approach the church of Rao.  The streets 
  
  Vel5-05 The Lost 
   
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  outside are deserted, but the church itself 
  seems to be cared for.  Recent repairs are 
  evident. 
  A small trail leads past the church into a small 
  valley beyond it.  A recently-erected sign at the 
  foot of the trail warns, “Graveyard closed by 
  order of the Mitrik Temple Guard.” 
  If the party chooses to investigate the church: 
  The church is boarded up and the doors 
  locked.  A rain-smeared note on the door reads 
  “Church closed until arrival of new priest”. 
  The church is 50 feet wide by 70 feet long, with 
  boarded windows along the sides, and a small 
  living quarter attached to the back.   
  If the party tries to get in, they must either pick or 
  break the locks.  If it takes more than five rounds, 
  or makes a lot of noise (hacking at the door would 
  most likely qualify), the Mitrik Temple Guardsmen 
  from in town will notice what they are doing.  
  Exactly how the guardsmen react is up to the DM, 
  but they will not be happy to say the least.  (The 
  caretaker has a key, and the Guardsmen will point 
  the PCs to him.) 
  If the PCs get in, they will find it restored to order, 
  with careful repairs evident to the walls and 
  furniture.  Most items of overt value in the church 
  are missing, but there is fresh holy water, six 
  flasks worth, in the appropriate receptacles. 
  If the party heads along the trail to the graveyard: 
  The trail leads past the church and eventually 
  up to a battered iron archway.  A small shack 
  sits just outside the fence.  Smoke curls up 
  from the chimney, and light shines from the 
  inside.  A face peers out at you from the 
  window, then vanishes and you hear the door 
  being unlocked.” 
  A weathered, nearly toothless man opens the 
  door and stands in the doorway, glaring at 
  you.  Behind him, you see a tidy, well-lit room.  
  “Armed visitors come to see old Morgan eh?  I 
  hope there's just one reason for that.” 
  • 
  We wish to enter the graveyard.  “Of course 
  you're going in there, and I must say, it's about 
  damned time.  Those Mitrik Guardsmen 
  couldn't finish the job and now there's zombies 
  and skeletons marching all over like they own 
  the place!  Hit 'em hard and clear that place 
  out, so I can return to my groundskeeping. 
  Anyhow, there should be a reward in it for 
  you.”  
  • 
  A reward? “Yes, several rewards in fact.  
  First, the church has a modest sum set aside 
  for maintenance and restoration.  Given the 
  circumstances, I think we could let go of a bit 
  of it.  Perhaps 50 gold for each of you.  
  Second, a wealthy family, the Hertzgrafs, had 
  their humble origins in the area, though 
  they've moved into the city generations ago.  
  The 
  present 
  heirs 
  were 
  understandably 
  distressed 
  about 
  the 
  condition 
  of 
  their 
  ancestral crypt, and have volunteered a 
  princely sum if the situation can be resolved 
  quickly.  It should amount to 250 gold for each 
  of you, provided you all survive.” 
  • 
  What do you do here? “I've been the church 
  caretaker here for thirty-five years now.  I got 
  back here hoping to clean up a little before the 
  new priest gets here, but somebody's got 
  clean that graveyard up first.” 
  • 
  Why don't you just wait for the priest? 
  “Well, you sure look like adventurers, but I 
  don't know a lot of adventurers who say 'why 
  doesn't somebody else do it' when there's a 
  reward at stake.  I'll answer your question 
  though.  Don't let this get around, but I hear 
  she was hurt badly at the siege of Whitehale. 
  I'd like to see her able to spend her time 
  recovering and ministering to the people 
  instead of being clawed by skeletons in her 
  own church graveyard.” 
  • 
  Can we get into the church? “Leave the 
  church be.  I've got it all fixed up for when the 
  priest arrives, and there's nothing for you in 
  there.  Unless, maybe, you think that the holy 
  water could be useful.  If you don't mind 
  making a donation, I could retrieve some of it 
  for you.”  (He'll want 12 gold for each of the 6 
  flasks of holy water.) 
  • 
  What can you tell us about the graveyard? 
  “Other than that it's infested with the living 
  dead?  Well I can tell you a bit about the 
  layout of it.  It's basically square, with the 
  oldest section in the northeast... Why don't I 
  just give you my map?” 
  (Give the PCs Player Handout #1) 
  • 
  Where would town guardsmen be buried? 
  “They don’t really have their own ‘section’, but 
  quite a few were buried on the west side that 
  first night of the war.” 
  • 
  What advice can you give us?  “I can give 
  you a bit of advice on fighting skeletons.  
  You'll do little good with swords or bows.  
  
  Vel5-05 The Lost 
   
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  About the best thing is a good stout club.  I 
  have a few lying about, if you want to borrow 
  them.”  (Morgan can provide up to four clubs 
  to the PCs, free of charge.)   
  “Also, if you intend to clear out absolutely all 
  the undead, I have one further bit of advice.  
  Some of the living dead don't like the sunlight.  
  They may lie hidden during the daytime.  I 
  would say to go in there around midnight if 
  you hope to clear out all of them.”  (This is 
  nonsense, and a Knowledge (Religion) check, 
  DC11, will show as much.) 
  • 
  Can you give us any equipment?  “I have 
  clubs here to fight skeletons, 6 healing 
  potions, and there's some holy water in the 
  church.  Go ahead and take the clubs, but I'll 
  have to ask for a donation if you want the 
  potions.”  (He'll want 50 gold for each of the 
  potions, or 12 gold for each of the 6 flasks of 
  holy water.) 
  Encounter Six: The 
  Graveyard  
  The graveyard and surrounding area lies on hilly 
  ground.  The earth is damp here and the air is 
  misty, limiting visibility to 60 feet.  The actual 
  graveyard (parts 2-5 of this encounter) is roughly 
  400 feet square, and each section is roughly 200 
  by 200 feet. 
  If the party heeded Morgan's advice, and came 
  during nighttime, there is no change in the 
  encounters, except that the party may require a 
  light source. 
  Although you do not need to let this on, there are 
  no immediate time constraints.  Once enemies in 
  the immediate area have been taken care of, the 
  party may take 20 on any Search check.  Also, at 
  any point during their adventures in the graveyard 
  they may return to Morgan or to the town for rest 
  or supplies. 
  1. Just Outside the Gates 
  The front gates of the graveyard lie crumpled 
  at your feet, a yard or so from the fence.  A 
  gloomy mist hangs in the air here, smelling of 
  smoke and damp leaves.  A foul scent here 
  draws your attention to three scattered, rotting 
  lumps of flesh. 
  The lumps of flesh resemble rotting human heads 
  with curious deformities: The teeth on the heads 
  are sharp and pointed, the rotted hair is wet and 
  fleshy, and the ears have grown long – like a 
  donkey's. 
  A Knowledge (The Planes) check (DC11) reveals 
  that the corpses are that of Vargouilles.  For every 
  5 points by which the check result exceeds 11, the 
  player may learn some bit of useful information 
  about Vargouilles, taken from the Monster Manual, 
  p. 254-255. 
  2. Southeastern Section 
  The odor of smoke grows more intense as you 
  proceed along the path.  Soon, you are 
  confronted with the source of the smell: a 
  large pile of charred corpses about fifteen feet 
  in diameter blocks the trail ahead of you. 
  Several skeletons are lying near the smoldering 
  pile.  They rise to attack if the party approaches 
  the pile or attempts to travel through the area. 
  APL 2 (EL 2) 
  Orc Skeletons (3): hp 9 each; see Appendix 1. 
  Wolf Skeleton: hp 18; see Monster Manual p. 
  226. 
  Herion's necromancers animated their own dead, 
  as well as corpses from the graveyard.  The 
  corpses in the pile are the burnt remains of 
  whatever zombies and skeletons the town guard 
  killed on their first pass through the graveyard. 
  These skeletons’ orders were to hide and guard 
  the area against intruders.  They were turned 
  during the first attack by the Mitrik Temple Guard, 
  but they have since returned to their hiding spots.  
  Treasure: 
  APL 2: Loot: 18 gp per character; Coin: 0 gp; 
  Magic: 0 gp  
  The trail here leads further into the graveyard to 
  the north, west to the military section, and back to 
  the entrance gates to to the south.  The trail to the 
  west and north bears wide, heavy marks in the 
  soil, as well as dark stains.  A Survival check 
  (DC15) reveals that the marks came from heavy, 
  sled-like objects (coffins) being dragged from the 
  west to the north.  A Heal or Survival check 
  (DC15) shows that the stains are blood. 
  3. Southwestern Section 
  The graves here line the slope of a small hill.  
  Most of the gravestones are quite old, yet a 
  section on the north side looks new and 
  
  Vel5-05 The Lost 
   
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  recently dug 
  up.  Strewn between the 
  gravestones of this recent annex are shattered 
  coffins, freshly dug piles of earth, and tattered 
  scraps of cloth. 
  A portion of the graves here are those of Veluna's 
  armed forces from the village. This is where the 
  Molin family and several other early deaths were 
  given a hasty burial.  Herion's invading forces dug 
  up all the fresh graves to get at the bodies. 
  Searching 
  in 
  this 
  area 
  reveals 
  the 
  badly 
  decomposed body of Karl Molin, broken into 
  several pieces.  He was mauled too badly at his 
  death 
  to 
  be 
  worth 
  animating, 
  and 
  the 
  necromancers left him here.  His ring, with the 
  initals KSM, is nearby, attached to his skeletal 
  finger. 
  The graveyard path here leads south and east.  
  Along the eastern section, deep grooves and dark 
  stains mark where coffins were dragged out of the 
  area. 
  4. Northwest Section 
  While this section is inside the graveyard 
  fence, there are no graves here yet.  Instead, a 
  small pine grove surrounds a massive oak 
  tree.  The smaller pine trees are spaced closely 
  together and little light reaches the ground, 
  which is littered with splintered bones and 
  scraps of clothing. 
  Left behind by Herion's forces, a war-trained dire 
  bat dwells in the oak tree.  As the party moves 
  through this area, it swoops overhead and lands 
  close to the party.  Its attitude at the start of the 
  encounter is Unfriendly, and it moves quickly to 
  Hostile (and an attack on the party) unless 
  otherwise dissuaded. 
  A Druid or Ranger can use their wild empathy 
  class feature to dissuade the bat.  See the 
  description of this feature in the Player's 
  Handbook, p. 35 (Druid) or p. 47 (Ranger).  The 
  bat is very hungry and an offer of food will give the 
  PCs a +2 circumstance bonus to the check. 
  If the PCs manage to change the bat's attitude to 
  indifferent or better (DC15), the bat will accept 
  (nonverbal or otherwise) suggestions to fly off and 
  leave the village. 
  APL 2 (EL 2) 
  Dire Bat: hp 33; see Monster Manual p. 62. 
  The ground under the oak tree is littered with 
  splintered bones and scraps of clothing – the 
  remains of the dire bat's meals.  A Search check 
  (DC15) in this pile will turn up a ring with the 
  initials BTM.  Brenna Molin's remains are among 
  the bones in the pile, but as they are just bones at 
  this point, there is no good way to sort them out 
  from the pile. 
  5. Northeastern Section 
  This seems to be the oldest section of the 
  graveyard.  Small stones with unintelligible 
  writing lie in the shadow of stately vaults that 
  look well-kept until recently.  It would be easy 
  to survey the names on the markers here and 
  see which families have seen success or 
  failure since the beginnings of the village.  
  The trail here leads to the north and out of the 
  graveyard, sloping gradually into a small 
  wooded valley.  The ruts along the path 
  continue, as do the stains. 
  If the party wishes to verify the condition of the 
  Hertzgraff family vault, it is here, and still standing. 
  6. Path to the Shrine 
  Leaving the graveyard behind, the path here 
  weaves through a small grove of trees.  Ahead 
  of you, through the mist, you hear the sounds 
  of a babbling brook.  The ruts in the soil follow 
  the course of the path forwards. 
  As the party follows the path here, following the 
  trail of blood, they are noticed by a vargouille 
  lurking among the trees.  The vargouille was 
  formerly the head of Old Bill, one of the temple 
  guards attempting to clear the graveyard.  His 
  body lies nearby in the woods. 
  APL 2 (EL 2) 
  Vargouille: hp 6; see Monster Manual p. 254. 
  If the vagouille manages to land its deadly kiss on 
  any of the PCs, then they will need to act fairly 
  quickly or risk that PC transforming into a 
  vargouille (and dying).  The first stage of the 
  transformation will begin immediately, as detailed 
  in the Monster Manual, p. 254-255. 
  If the PCs return to Morgan Shiftry, he will 
  recognize the serious nature of the disease and 
  advise them to get the affected PC into direct 
  sunlight and to the temple in Mitrik as soon as 
  possible.  Mitrik is just over 16 miles away, and 
  with Shiftry's help, the PCs can borrow a horse 
  from the village which can make the journey in 
  about 4 hours.  He will also advance them the 
  
  Vel5-05 The Lost 
   
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  required 150 gold donation, if the PCs cannot 
  afford it.  If it is daytime, then the PC will be able to 
  find sunlight an hour out from the village, halting 
  any further transformation.  At the temple of Rao in 
  Mitrik, the priests will immediately cast remove 
  disease, requiring the 150 gold donation after the 
  fact. 
  Since there is no specific time limit, if the PCs 
  manage to cure the disease before the affected 
  PC dies, the adventure may continue... 
  Around the area where the battle with the 
  vargouille takes place, there is evidence of 
  another battle which took place only a few weeks 
  ago.  The corpses of three destroyed zombies 
  litter the ground.  A Search check (DC15) on these 
  bodies reveals that one of the destroyed zombies 
  is wearing a ring with the initials SJM. 
  7. The Desecrated Grotto 
  A stone footbridge leads across the creek here 
  to a clearing in the woods.  The bridge is in 
  poor condition and shows signs of recent 
  damage.  Across the clearing, a cave is evident 
  in the hillside.  The entrance is to the left, not 
  directly facing you. 
  Although treated roughtly by Herion's forces, the 
  bridge is still sturdy.  A Knowledge (Architecture 
  and engineering, or Stoneworking) check (DC15) 
  can verify that fact. 
  The cave appears to have seen service as a 
  small chapel in its past.  More recently 
  however, it has been put to a different use.  
  The pews have been broken or pushed to the 
  walls, and the floor and altar are coated with 
  dried blood.  Broken coffins and decomposing 
  bodies are piled on the floor, awaiting some 
  dark ritual. 
  The grotto is a small cave, 40 feet deep, and 
  about 30 feet wide, narrowing to 15 feet at the 
  entrance.  The entrance is on the left side of a 
  clearing roughly 50 feet in diameter.  As soon as 
  the zombies inside spot the party, they move to 
  attack. 
  Suddenly, the bloated, animated cadavers of 
  several guardsmen lurch towards you.  Behind 
  them, near the altar, the strangely decorated 
  corpse of a hobgoblin begins moaning an 
  arcane incantation. 
  APL 2 (EL 3) 
  Human Commoner Zombies (3): hp 15 each; 
  see Monster Manual p. 266. 
  Spellstiched Hobgoblin Zombie: hp 15; see 
  Appendix 1. 
  Tactics 
  While the human zombies mindlessly attack the 
  closest target, the hobgoblin has been given more 
  detailed orders about his combat tactics.  He tries 
  to catch as many PCs as possible in his burning 
  hands spells, even if it means torching some of the 
  other zombies.  He tries to stay out of melee until 
  he has used all his spells, and will use a 5-foot 
  step to back away from any PCs threatening him 
  before casting.  Note that if he has to use the 
  Concentration skill, he has no ranks, and as an 
  undead, uses his Charisma modifier (-5) for the 
  check. 
  This grotto has been used for centuries as a small 
  chapel to Rao.  It has been turned into a unholy 
  shrine, and used to animate the various zombies 
  and skeletons which wandered the ground of the 
  graveyard. 
  When the zombies are destroyed, the PCs have a 
  chance to search the grotto.  One of the zombies 
  they just fought was formerly Lars Molin, and 
  bears a ring with the initials LLM. Among the many 
  bodies stacked nearby awaiting reanimation, the 
  party can find the body of poor Yedrick Malin 
  (Search DC15).  His ring has the initials YTM. 
  The hobgoblin zombie has a pouch containing a 
  dozen small gems.  The gems are black onyxes, 
  worth 25-50 gold each.  A Knowledge (Arcana) or 
  Spellcraft check (DC15) indicates that these gems 
  are material components for the animate dead 
  spell.  The necromancers who left the gems and 
  bodies  here intended to return, but were never 
  able to. 
  Treasure: 
  APL 2: Loot: 53 gp per character; Coin: 100 gp per 
  character; Magic: 0 gp 
  Conclusion   
  Success or failure in the module rests on two 
  factors.  The party needs to destroy all the undead 
  in the graveyard and grotto, and they need to find 
  the location of all the remains, or at least the rings 
  of the Molin family. 
  Should the PCs succeed: 
  Morgan Shiftry meets the news that the 
  graveyard is clear with a satisfied smile.  “And 
  
  Vel5-05 The Lost 
   
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  I have good news for you in turn,” he says.  
  “The new priest is due in tomorrow, middday.  
  Why don't you meet me then, and we'll see 
  about that reward of yours.” 
  The PCs may spend the night at the inn, or 
  anywhere else they choose. 
  Your hearty lunch is still warm in your 
  stomach when you arrive back at the church of 
  Rao.  A wagon sits outside the church, laden 
  with several heavy trunks.  At the rear of the 
  wagon, a young woman with a crutch under 
  one arm directs a Guardsman unloading a 
  suitcase. 
  “Hello, adventurers,” she calls, as she catches 
  sight of you.  “I hear you were the ones who 
  destroyed all the undead in the graveyard just 
  yesterday.”  She moves slowly towards you, 
  leaning heavily on her crutch.  “Thank you for 
  your bravery.  I thought that I was going to 
  have to hobble all over the place chasing down 
  skeletons.  Your efforts free me up to begin 
  work restoring some faith and life to this 
  village.  I hear the groundskeeper has 
  collected a small monetary reward for you.  
  Please, take it with my blessing.” 
  If the PCs stop to help her unload, she will chat 
  with them a short while (the DM will have to ad lib 
  answers – she can tell about most of the 
  happening sin the war), but eventually insist that 
  they leave her to her work. 
  • 
  How were you injured? Will you be okay? “I 
  was attacked by shadows and nearly killed.  
  It's taking me a bit longer than expected to 
  gain my strength back, but the high priests say 
  there's no permanent damage.  I really should 
  spend more time resting and recovering, but 
  who wants to spend all that time idle, when 
  there's so much work to be done?” 
  • 
  Is there anything more we can do? “Thank 
  you for the offer, but I think I'm set here.  I'll be 
  ready to hold services shortly.  However, I 
  can't expect that you you adventurers will want 
  to spend much more time here in Eddystone.  
  Now that the graveyard's clear, I don't think 
  there's any adventure left here.” 
  If any of the PCs were affected by either the 
  vargouille's poison or its deadly kiss, she has the 
  appropriate scrolls of either remove poison or 
  remove disease to cure them and will not charge 
  for it. 
  If/when the PCs return to Whitehale to deliver the 
  news to Widow Molin: 
  The Widow Molin gives you her earnest 
  thanks. “Thank you for doing so much to help 
  an old woman.  I'm looking forward to living 
  out my days peacefully in the house where I 
  was born. I hope you continue to fight evil 
  wherever you may find it.” 
  Should the PCs fail: 
  Morgan Shiftry simply nods as you announce 
  that you are withdrawing from the task.  “Well 
  then you'll be glad to know that the new priest 
  is arriving tomorrow morning.  I hope she's up 
  to dealing with a few skeletons.” 
  If the PCs stick around until morning (say, if 
  they're poisoned or diseased by the vargouille): 
  Late in the morning, a wagon pulls up to the 
  church of Rao.  The passenger, a young 
  woman with a crutch at her side, dismisses the 
  driver and begins slowly trying to unload 
  heavy trunks from the back of the wagon. 
  If the PCs approach: 
  “Hello, I'm Marin, the new priest here.  May I 
  help you?” she says, as she catches sight of 
  you. 
  Assuming the PCs explain that they're abandoning 
  the graveyard: 
  The young woman frowns as you explain the 
  situation.  “Really, I don't think it's a problem.  
  I've fought a few skeletons and zombies 
  before.   It was before my injury,” she says, 
  indicating her crutch, “but I'm confident I can 
  still defeat them.  Please don't put yourself in a 
  situation where you may be injured further.  I 
  will handle the situation from here.  May the 
  light of the Reasoned One shine upon you 
  more brightly in your future endeavors.” 
  If the PCs return to Whitehale to deliver the bad 
  news to Widow Molin: 
  The Widow Molin accepts your defeat with 
  resignation. “Maybe it's time I stopped thinking 
  so much about Eddystone anyhow.”  She 
  sighs, and turns her head away from you.  
  “After all, I lived there for 54 years.  Maybe this 
  is the Reasoned One telling me it's time for  a 
  change.  Good bye and better luck to you all.” 
   
  
  Vel5-05 The Lost 
   
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  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 story awards) to each 
  character. 
  Encounter Three:  Looting in Broad 
  Daylight 
  Defeat or drive off the orcish looters, and recover 
  their stolen loot. 
  APL 2   
   
   
   
  90 xp  
  Encounter Six: The Graveyard (Area 2: 
  Southeast Section) 
  Destroy the skeletons 
  APL 2   
   
   
   
  60 xp  
  Encounter Six: The Graveyard (Area 4: 
  Northwest Section) 
  Defeat or drive off the dire bat. 
  APL 2   
   
   
   
  60 xp  
  Encounter Six: The Graveyard (Area 6: 
  Path to the Shrine) 
  Defeat the foul vargouille. 
  APL 2   
   
   
   
  60 xp  
  Encounter Six: The Graveyard (Area 7: The 
  Desecrated Grotto) 
  Destroy the zombies 
  APL 2   
   
   
   
  90 xp  
  Conclusion 
  For each body of a Molin family member found 
  and identified.  
  APL 2   
   
   
            18 xp each  
   
   
   
   
   
     (90 xp possible) 
  Total possible experience:   
  APL 2  
   
   
   
  450 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 
  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. 
  Encounter Three:  Looting in Broad 
  Daylight 
  APL 2: Loot: 3 x studded leather armor (each 2 gp 
  per character), 3 x falchion (each 6 gp per 
  character), 3 x javelins (negligible gp per 
  character); Coin: 9 gp per character; Magic: 0 gp 
  Encounter Six: The Graveyard  
  Area 2: Southeast Section 
  
  Vel5-05 The Lost 
   
  Page 13 
  APL 2: Loot: 3 x falchion (each 6 gp per 
  character); Coin: 0 gp; Magic: 0 gp 
  Area 7:  The Desecrated Grotto 
  APL 2: Loot: masterwork silver dagger (27 gp per 
  character); Coin: 100 gp per character; Magic: 0 
  gp 
  Conclusion 
  APL 2: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
  Total Possible Treasure 
  APL 2:    
  450 gp 
  
  Vel5-05 The Lost 
   
  Page 14 
  Appendix 1:  NPCs
  APL 2 
  ENCOUNTER 7: Area 3: Center Section 
  Orc Skeleton: CR 1/3; Medium Undead; 
  HD 1d12; hp 9; Init +5; Spd 30 ft; AC 13 
  (touch 11, flat-footed 10); Base Atk +0; Grp 
  +3; Atk +3 melee (2d4+4/18-20, falchion) or 
  2 claws +3 melee (1d4+3); Full Atk +3 
  melee (2d4+4/18-20, falchion) or 2 claws +3 
  melee 
  (1d4+3); 
  SA 
  - 
  ; 
  SQ 
  DR 
  5/bludgeoning, darkvision 60 ft., immunity to 
  cold, undead traits; AL NE; SV Fort +0; Ref 
  +1; Will +2; Str 17, Dex 13, Con -, Int -, Wis 
  10, Cha 1. 
   
  Skills and Feats: Improved Initiative. 
  ENCOUNTER 6: Area 8: The Desecrated 
  Crypt 
  Spellstitched Hobgoblin Zombie: CR 1; 
  Medium Undead; HD 2d12+3; hp 20; Init +0; 
  Spd 30 ft; AC 12 (touch 10, flat-footed 12); 
  Base Atk +1; Grp +3; Atk +3 melee (1d4+1, 
  masterwork silver dagger) or +2 melee 
  (1d6+2, slam); Full Atk +3 melee (1d4+1, 
  masterwork silver dagger) or +2 melee 
  (1d6+2, slam); SA spell-like abilities; SQ 
  single 
  actions 
  only, 
  DR 
  5/slashing, 
  darkvision 60 ft., SR 10, undead traits, +2 
  turn resistance; AL NE; SV Fort +2; Ref +2; 
  Will +5; Str 15, Dex 11, Con -, Int -, Wis 10, 
  Cha 1. 
   
  Skills and Feats: Toughness.  
   
  Spell-Like Abilities: 1/day – burning 
  hands, 3/day – magic missile.  Caster level 
  2, (DC11). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Lost 
   
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  Appendix 2:  Maps and Aids 
   
  Map 1 – DM’s map for Encounter 3 
   
   
  
  The Lost 
   
  Page 16 
   
  Map 2 – DM’s map of the graveyard and area 
   
   
  
  The Lost 
   
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  Map 3 – DM’s map for Encounter 7 
  
  The Lost 
   
  Page 18 
   
  Player’s Handout 1 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/596/Intro mods/VELIntro6-02 - A Widow' s Lament/VELIntro6-02 - A Widow' s Lament.pdf