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. 
  BIS5-06 
   
   
   
   
   
  Vanity and Vexation 
   
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Bissel Regional Adventure 
  Version 0.3 
   
  by Crystal and Jay Babcock 
  Circle Reviewer: <Name> 
  Playtesters: Dashiell Anderson, Joe Boerjes, Lee Burton, Matt Maranda , Tanis O'Connor, Jon Sedich, Nopalzin Torres 
   
  In any story there are heroes and villains, and the distinctions between them are usually clear. In Bissel, however, a few 
  of those celebrated heroes have become accustomed to the prestige that comes with the role, and have blurred the lines. 
  Their greed and short-sightedness may cause the downfall of the March. A Bissel regional adventure for PCs of APLs 2-
  12, and Part Two of the Sun after the Storm series. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 3 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Bissel.  Characters native to Bissel pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  NOTE TO THE JUDGE 
   
  This adventure contains an investigation puzzle, and 
  a fairly difficult one at that. This is completely 
  intentional. It is not expected that every table will be able 
  to solve it. 
   
  If the players are having real difficulty with the 
  investigation, you may give them Player Handout 8 – Hints 
  for the Investigation. You are not authorized to give 
  them any other hints. The investigation puzzle is 
  intended to be difficult, and their success or failure (and 
  the campaign consequences) must reflect that. 
  ADVENTURE BACKGROUND 
   
  While the people of Bissel have won many battles, 
  Evard the Necromancer is winning the war. His progress 
  was, for a time, halted – and only by spending every 
  available resource to keep his forces from advancing 
  south from Thornward. During the summer of CY 595, 
  Evard struck forth with another offensive, pushing 
  through the already weakened front lines and heading 
  directly for Pellak and total victory. Now that the year has 
  progressed, his troops – relatively unhampered by the 
  bitter cold of a Bissel winter – have begun making 
  further advances. The truth is evident to all: within a few 
  weeks, Evard will have won the war. 
  # 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 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 4 
   
  It is now, while nearly all eyes are distracted by the 
  conflict on the front lines that an investment made in the 
  past may pay off, and signal the turning point in the war. 
   
  In BIS4-02 Two Halves of a Whole, the Bissel Free 
  Companies and the Knights of the Watch found 
  evidence of two weapons that could be of use against the 
  forces threatening Bissel – the first, a spellbook that 
  contains the research needed to create powerful spells 
  that can destroy powerful undead, the second, a set of 
  rituals that Evard used to awaken a smaller undead force 
  that has been causing issue on the border of Rhomstaff 
  and Nightwatch. Brave adventurers recovered the 
  weapons, but the result was less than perfect – it was 
  discovered that only one of the weapons could be used. 
  The Bissel Ruling Council had to choose between using 
  one weapon immediately for a short-term victory, and 
  researching the other weapon for a longer-term 
  advantage. They opted for the latter. 
   
  Scholars from the Guild of the Arcane Path and the 
  Churches of Heironeous and Pelor worked tirelessly in 
  secret to complete the research. 
   
  In BIS5-03 Trials and Triumphs the weapon was taken 
  to an undead-infested spot to be field tested. It was 
  discovered that the combination of divine power and 
  sunlight caused the weapon to activate with a startling 
  potency. It was decided that it would be taken to the 
  temple of Pelor in Nightwatch, where a sacred annual 
  ceremony is about to take place. If the weapon works 
  with the same efficiency, it should hamper undead 
  within the barony, giving Bissel forces a front-line 
  position to work from. 
  Meanwhilst… 
   
  Dralthus Garlnorn doesn’t consider himself to be a 
  bad guy. Sure, he betrayed his own people and country. 
  And yes, he is a necromancer in Evard’s service. But that 
  doesn’t mean he should be denied certain unalienable 
  rights – namely wealth and affluence. In fact, that’s why 
  he joined up with Evard in the first place. It certainly 
  wasn’t for ‘the cause’. He simply saw the winning side in 
  this little conflict, and joined up. 
   
  Dralthus was summoned one morning to Evard’s 
  audience chamber. The dark lord gave him a task: he was 
  to take his undead legion to Rhomstaff, to seize control of 
  a section of the Black Margrave’s old turf. 
   
  Days later, Dralthus had completed his task – when 
  he was set upon by a Nightwatch patrol, led by a powerful 
  Pelorite cleric. He watched with dismay as his minions 
  turned to dust around him. He quickly began casting his 
  regimen of enhancement spells – preparing himself for 
  personal combat – when he noticed something odd: the 
  patrol was simply leaving – departing the battlefield, 
  without even confronting him. 
   
  The necromancer was stunned. He quickly 
  withdrew to rebuild his forces and ponder the 
  occurrence. When the answer came to him, an evil smile 
  crossed his face. He knew a secret – one powerful enough 
  that with it, he knew he could ensure his continued 
  survival. 
  ADVENTURE SUMMARY 
   
  The PCs are recruited to escort Saralind Markavan, 
  the Regent of the March of Bissel, to an estate within the 
  barony of Rhomstaff. The regent has received a message 
  from an old acquaintance – now a necromancer in 
  Evard’s service – requesting an audience under a flag of 
  truce. 
   
  Arriving at the manor, the PCs find a group of 
  undead, pounding on the gates – it would seem that 
  Evard also would like a word with Dralthus. The party is 
  forced to defeat them before they can gain entrance to 
  the manor house. 
   
  Once inside, Dralthus makes Saralind an offer – he 
  will reveal what he knows, in exchange for his 
  guaranteed survival. Once she reluctantly agrees, he 
  relates the tale of his encounter with the Pelorite patrol – 
  clear evidence that something foul is going on within the 
  clerical order. 
   
  It is realized that the weapon (from BIS5-03 Trials and 
  Triumphs) is currently at the temple in Truelight. Saralind 
  dispatches the PCs to investigate, at once. 
   
  Arriving at the temple, the archpriest agrees to 
  cooperate with the investigation – he has had his own 
  concerns about recent happenings. The PCs begin to 
  investigate. 
   
  On the morning of the second day, a solar - a servant 
  of Pelor himself – arrives, and it is revealed that more 
  may be at stake than was originally expected. 
   
  Further investigation leads the PCs to suspect two 
  young priests. Catching up with them at a secret meeting, 
  the two attack using items stolen from the Vault of 
  Forbidden Magic. Once the PCs defeat their summoned 
  allies, they agree to surrender – and reveal the 
  mastermind. 
   
  The PCs chase after the mastermind, and if they can 
  stop him from disrupting the ritual, the weapon activates 
  with unexpected results. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 5 
  Introduction: Summoned Once More 
   
  The PCs receive a letter from Baron Cainlan 
  Rashedra, in which he requests an immediate audience. 
  Encounter 1: A Routine Assignment 
   
  The PCs meet with Baron Rashedra. He informs 
  them of their task, and sends them off to the Barony of 
  Rhomstaff. 
  Encounter 2: Under Cover of Darkness 
   
  The PCs meet up with Father Sollus and Lady 
  Saralind at the roadhouse in Rhomstaff. 
  Encounter 3: Enemy at the Gates 
   
  The party heads to the manor where Dralthus is 
  holed up. A fight ensues when they encounter some of 
  Evard’s minions. 
  Encounter 4: Lesser of Two Evils 
   
  The party meets with Dralthus Garlnorn, agree to 
  the compromise, and hear about his encounter with the 
  corrupt Pelorites. 
  Encounter 5: Sweeping the Clouds Away 
   
  The PCs head to Truelight, and the temple of Pelor. 
  They catch a glimpse of the Rite of Clarity in progress, 
  and meet with the Archcleric. 
  Encounter 6: Asking Around 
   
  The PCs do a little investigating, trying to identify 
  the corrupt Pelorite. 
  Encounter 8: A Note From Above 
   
  The next morning a solar arrives. The Archcleric is 
  briefed on the weapon. The PCs are told about a break-in 
  at the Vault of Forbidden Magic. 
  Encounter 9: The Boys Are Back In Town 
   
  The PCs interrogate the newly-arrived solar, and a 
  patrol captain that has returned early. 
  Encounter 10: Look Out Below 
   
  The PCs investigate the chambers of Captain Tyran 
  Stel, the first of the corrupted young priests. 
  Encounter 11: Just a Little Peek 
   
  The PCs investigate the chambers of Captain Adel 
  Sadra, the second of the corrupted young priests. 
  Encounter 12: Thy Will Be Done 
   
  The PCs confront the two young priests, and fight 
  against some summoned minions. 
  Encounter 13: Celestial Full Back 
   
  The young priests reveal the identity of the 
  mastermind, and a chase begins between him and the 
  PCs. The PCs run into the solar, which is guarding the 
  ritual. 
  Conclusion A 
   
  The PCs fail to figure out what is going on in time, 
  and the ritual does not have the desired effect. The 
  temple in Truelight is abandoned as Evard’s forces push 
  forth. 
  Conclusion B 
   
  The PCs figure out who is responsible for the 
  problems within the clerical order, and stop him from 
  interrupting the ritual. 
  INTRODUCTION: 
  SUMMONED ONCE MORE 
   
  The leaves of the tall oak tree are a bright scarlet 
  - a sure sign that autumn has arrived in Pellak, even 
  though warm weather has persisted longer than 
  usual. A stiff wind blows through the upper 
  branches, dislodging a single leaf. It dances and 
  twists in the currents of the air for a few moments 
  before falling to the cobblestone street below, only 
  to be crushed beneath the boot of a young page 
  hurriedly making his way through town. 
   
  He pauses for a moment, and looks down at the 
  sealed note in his hand. Over the years he had been 
  sent around with many messages, no different than 
  this one. But for some reason, this one seems 
  different. 
   
  Perhaps it was the desperation he read on his 
  liege’s face when he was summoned to his office. In 
  the past year, the Baron has lost many close friends 
  and relatives. Most recently, the cold-blooded 
  assassination of his grandfather led to his 
  succession, thrusting him into a political arena he 
  may not have been ready for. 
   
  It could be the mysterious messenger that 
  arrived this morning. Obviously a wizard - the wand 
  holsters were a dead giveaway - he did not wear a 
  uniform or heraldry of any kind. Nevertheless, the 
  guards at the front door of the Free Company 
  headquarters did not challenge his entry at all - in 
  fact, they offered him a crisp salute, despite his 
  apparent lack of rank. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 6 
   
  Maybe it is the recent trend of events in Bissel. 
  It is no secret that the war has not been going well, 
  and that the Necromancer has recovered quickly 
  from every blow he’s been dealt. Something must be 
  done, and soon - both options and time are quickly 
  running thin. 
   
  The page pauses for just a moment longer, and 
  then pushes open the door of the Rusty Sword 
  tavern. Many faces turn from their drinks and 
  conversation to look at him expectantly. The page 
  looks over the crowd, and then heads decidedly over 
  to your table. 
   
  “Excuse me, mi’lords and ladies. I bear a 
  message from Baron Rashedra, and have been 
  instructed to wait for a response, if you’d be so 
  kind.” 
   
  Citizens of Bissel can roll a Knowledge (local – 
  Sheldomar Valley Metaregion) check (DC 10) to know 
  that the page is wearing the colors and insignia of the 
  Bissel Free Companies. Members of the Bissel Free 
  Companies automatically make this check. 
   
  PCs that have played BIS4-02 Two Halves of a Whole, 
  BIS4-04 Such a Great Weight of Water, or BIS5-03 Trials and 
  Triumphs will immediately recognize the boy as Kerik, 
  the same page that contacted them at the beginning of 
  those adventures. 
   
  The letter is addressed to the highest-level member 
  of the party who is a citizen of Bissel. If no PC is from the 
  region, the letter is addressed to whomever the DM 
  chooses. 
   
  If the PC to whom the letter is addressed has met 
  Baron Cainlan Rashedra give the selected PC Player 
  Handout 1 – Personal Letter from Cainlan Rashedra. 
   
  If the PCs have not met Baron Cainlan Rashedra, but 
  are members of the Great Army of Bissel give the selected 
  PC Player Handout 2 – Letter from Baron Rashedra. 
   
  Finally, if the PCs are not members of the Bissel 
  military give the selected PC Player Handout 3 – Letter from 
  Cainlan Rashedra. 
   
  The page will wait patiently for the party’s answer. 
  He will provide directions to the headquarters of the 
  Bissel Free Companies in Pellak, and will truthfully 
  answer any questions to which he knows the answer. 
  • 
  His name is Kerik, and he is a ward of Baron 
  Cainlan Rashedra of Parulla. He was, until 
  recently, a page for the late Baron Zafar 
  Rashedra. 
  • 
  The colors he wears are the colors of the Bissel 
  Free Companies. He was personally dispatched 
  by Baron Rashedra to deliver this message. 
  • 
  He was told to wait for an answer, be polite and 
  provide any directions needed. 
   
  Presuming the party agrees to the meeting, Kerik 
  will give them directions, and then leave. 
   
  The PCs can spare a little time before heading off to 
  the meeting.  If they choose, they can shop for anything 
  that they need. They may also wish to gather some 
  information and rumors before heading to their meeting 
  with Baron Rashedra. The following are rumors they can 
  pick up with a Gather Information check that beats the 
  DC listed. The truth or falsehood of each rumor will be 
  revealed with the passage of time. 
  DC 15 
  • 
  The war against Evard has not been going well. 
  If something doesn’t change soon, Evard will 
  win by the year’s end. 
  • 
  Evard’s forces have pushed their way south. The 
  front lines are in the Barony of Swordfields, a 
  stone’s throw from the capital of Pellak. 
  DC 20 
  • 
  The village of Sholem was the site of a dramatic 
  victory for Evard’s armies. The momentum 
  gained there allowed the necromancer to push 
  forward toward his current position. 
  • 
  A dark cult of Hextor has infiltrated the Knights 
  of the Watch in Bissel, and is manipulating the 
  Knights to some unknown end. 
  • 
  [For Nightwatch and Church of Pelor members only] 
  The church of Pelor – the core of the 
  Nightwatch – is tied up in a week-long ritual at 
  their temple in Truelight. 
  • 
   [For Mist Chameleons only] Evidence was 
  obtained from Thornward Keep indicating that 
  Evard was responsible for the disappearance of 
  Barons Zafar Rashedra and Darius Besselar. 
  DC 25 
  • 
  Baron Cainlan Rashedra and Baroness Jasmine 
  Besselar finally exchanged vows at an elaborate 
  wedding ceremony in Calpius’ Craft. The war 
  has kept both of them busy and often apart. 
  However, a source close to the baroness claims 
  that she is with child already – and it isn’t his. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 7 
  • 
  The Great Army has been trounced in just about 
  every engagement in the past few months. 
  Whispered rumors talk about some unseen 
  weapon Evard is using to cause this, but no one 
  is talking about specifics. 
  DC 30 
  • 
  Adventurers taken prisoner in Thornward Keep 
  claim to have gazed on the face of Evard, 
  himself. Some of these claim that the man 
  calling himself ‘Evard’ is not really Baron Evard 
  Markavan. 
  • 
  [Available only to a member of a recognized church in 
  Bissel] The churches of Bissel have been 
  working on some big joint project for the past 
  18 months. Details have been scarce, but every 
  experienced scholar or researcher has been 
  pulled away to work on it. 
  • 
  [For Nightwatch members only] A large number of 
  researchers and scholars within the churches of 
  Bissel have been diverted onto some large 
  project. It was rumored that it is a weapon of 
  some sort for use in the war against Evard, but 
  the rumors stopped flowing about six months 
  ago. 
   
  Once the PCs are ready to head to the meeting, 
  continue with Encounter 1. 
  ENCOUNTER 1: A ROUTINE 
  ASSIGNMENT 
   
  Finishing your breakfast, you head out into the 
  streets of Pellak. A platoon of soldiers marches by 
  you, adorned in the colors of the Great Army. As they 
  pass, they chant a marching cadence: 
  “I don't know but I've been told, 
  Thornward nights are mighty cold. 
  I don't know; it may be true... 
  If it is here's what I'll do: 
  Find ol’ Evard, string him up; 
  Find the boys and raise my cup; 
  Save the March and save the day, 
  Head back home, collect my pay. 
  Settle down with that girl of mine, 
  Everything would be so fine.” 
    
  As you near the edge of town, you pass another 
  platoon - this one apparently returning from the 
  front lines. It has less than half the number of 
  soldiers of the previous unit, and virtually every 
  survivor has a bandaged wound or splinted limb. 
  This group lacks the regimented pace and spirited 
  cadence of the other, instead limping along in 
  demoralized silence. 
   
  You make your way to the outskirts of Pellak 
  and to the headquarters of the Bissel Free 
  Companies. A long drive leads from the road up to 
  the front of a stately manor house. The path is 
  flanked by skeletal apple trees, their bounties long 
  since discarded. 
   
  A pair of young guards is posted at the door. 
  One nods at your approach. "Baron Rashedra is 
  waiting for you in the dining room," he says, as he 
  opens the door and leads you inside. He heads down 
  a short corridor and into a long room with a vaulted 
  ceiling. A large map of Bissel lies across the dining 
  table, and is covered with many small colored pins. 
  Piles of notes and reports surround the map. 
   
  If the PCs try to take a peek at the map, have them 
  roll a Spot Check (DC 20). Anyone who succeeds should 
  get the following description of the map: 
   
  The markers on the map are mostly of three 
  colors -- numerous black ones, with the strongest 
  concentration around Thornward and in central 
  Bissel, a smaller quantity of silver ones, which are 
  spread across the March, and some of which are 
  outside the borders of the March, and red ones, of 
  which there are small numbers in a few baronies, 
  and a larger number grouped around Pellak. There 
  are other color counters, primarily grouped in 
  northern Bissel around Thornward, and a few on 
  Bissel's northern border. 
   
  Otherwise, continue with this: 
   
  Baron Cainlan Rashedra stands near a tall 
  window, his back to the room, lost in thought. His 
  wife, Baroness Jasmine, sits nearby at the table. As 
  you enter the room, the two nobles are engaged in 
  hushed conversation. 
   
  “Of course, I will consent to whatever you think 
  necessary.” The Baroness folds her hands nervously 
  on her lap. “I fear warfare is your talent, dear, not 
  mine.” 
   
  “It’s just for a short time. If we can just hold Fals 
  Gap for a little while longer... we’ll at least have a 
  chance of making it through this.” 
   
  Noticing you for the first time, Lady Jasmine 
  turns towards you and smiles. “Dear, we’ve got 
  visitors.” Baron Rashedra turns from the window, 
  and Lady Jasmine rises. Both greet you warmly. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 8 
   
  If the PCs have met Cainlan or Jasmine before 
  (likely if they have adventured in Bissel before), they are 
  greeted personally, and the nobles will spend a moment 
  engaging in small talk before continuing. 
   
  Lady Jasmine rises resolutely from her seat, and 
  makes her way towards the door behind you, 
  addressing her husband as she opens it. “Well, my 
  love, I will leave you to your affairs. Try not to send 
  these fine folks off to their deaths.” 
   
  Baron Rashedra turns his attention to you. “My 
  thanks for coming so quickly. A friend of mine has 
  requested a favor of me, and in turn I must ask one 
  of you.” 
   
  “Normally, this is a task I would assign to some 
  of my own men. With so many of them away on the 
  front lines, it’s difficult to get even the simplest 
  thing done.” 
   
  “One of our local nobles is traveling through the 
  March. I would like you to meet up with their 
  entourage, and ensure their safety. Given the 
  current state of affairs, I’m particularly interested in 
  preventing any more ‘incidents’.” 
   
  “The land they are traveling through can be 
  dangerous, so I’m going to authorize some generous 
  hazard pay. In return, I have to ask for a little trust - 
  I don’t know much about the destination or reasons 
  for traveling. I suspect that you will be told 
  everything you need to know once you meet up.” 
   
  “What do you say?” 
   
  If the PCs decline the mission, Cainlan will nod 
  solemnly, thank them for their time, and have them 
  escorted out. The adventure is over for them. 
   
  Cainlan can supply the following information if 
  questioned: 
  • 
  He realizes that he is being rather vague, and is 
  avoiding pronouns. This is intentional, for 
  security purposes. He will not bend on this. 
  • 
  The noble and entourage are waiting for their 
  escort at a roadhouse in the barony of Rhomstaff 
  called the Farstrider’s Repose. 
  • 
  He does not know the exact destination – only 
  that it is a location deeper within Rhomstaff. 
  • 
  He does not know the reason for the journey. 
  When a courier brought word from the noble 
  this morning, he insisted that they accept a 
  security regimen. 
  • 
  He does not expect the party to encounter 
  anything out of the ordinary; of course, being 
  Rhomstaff, roving packs of undead are not 
  considered ‘out of the ordinary’. 
   
  If the PCs accept the mission, continue: 
   
  “Excellent! I expected no less of you, so I’ve 
  taken the liberty of notifying our stables and 
  quartermaster. Everything you should need for the 
  trip 
  is 
  waiting 
  outside, 
  so 
  you 
  can 
  leave 
  immediately.” 
   
  Cainlan picks up a sheet of parchment from his 
  desk and hands it to you. “This writ will allow you to 
  get 
  past 
  our 
  checkpoints 
  without 
  question. 
  Godspeed, and my thanks.”  
   
  When the PCs are ready to head to Rhomstaff, 
  continue with Encounter 2. 
  All APLs 
  � Baron Cainlan Rashedra: Male human Rng16; 
  AL NG. 
  � Baroness Jasmine Besselar: Female human 
  Brd13; AL NG. 
  ENCOUNTER 2: UNDER 
  COVER OF DARKNESS 
   
  Your journey takes you north along the 
  Watchtower Road through the Barony of Kynneret. 
  At every turn, you are stopped by a Great Army 
  patrol. They look over you with heavy scrutiny until 
  you show them Baron Rashedra’s writ – after that, 
  they can’t usher you on your way any faster. 
   
  The highway takes you through the lonely fog 
  that covers the Misty Hills for several hours, before 
  you strike out west. Making your way into the 
  Barony of Swordfields, the weather gets rough. 
  Heavy rain falls all around you, slowing your pace to 
  a crawl, soaking through your clothing and chilling 
  you to the bone. 
   
  You are crossing the central lowlands of the 
  barony when you first hear the noise. At first, it 
  appeared to be distant thunder. Now that you have 
  gotten closer, you can see the clashing armies. An 
  unstoppable horde of undead stretches into the 
  distance. In front of them, three Great Army battles 
  form a semi-circle, trying their best to keep the mass 
  from advancing. Behind them, dark plumes of 
  smoke 
  mark 
  previous 
  victories 
  of 
  the 
  Necromancer’s forces. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 9 
   
  By the evening of the fourth day, you cross into 
  Rhomstaff and arrive at the roadhouse. 
   
  Members of the Mist Chameleons will immediately 
  recognize this place – it is well known within the spy 
  organization as a safe house. 
   
  The Farstrider’s Repose is a stout inn alongside 
  the frigid Shaela River, whose rimmed sign shows 
  an enormous pair of feet propped up on a stool. 
  Smoke wafts invitingly out of the chimney, and with 
  it comes the enthralling aroma of the hot meal that 
  awaits you within. 
   
  The first thing you notice about the interior of 
  the Repose is the crackling fire in the hearth of the 
  common room. Above the fireplace, a trophy of the 
  head of a vicious-looking reptile surveys the room in 
  stony silence. 
   
  If the PCs can make a Knowledge [nature] check 
  (DC 17) they can identify the head as once belonging to a 
  basilisk. If they examine it closely, they find that a 
  tarnished brass plaque beneath the trophy reads:  
  Gren gave this lizard a bash 
  Quite brave of the knight, also rash 
  He refused to yield 
  As it glared down the field 
  And turned him to stone in a flash. 
   
  Otherwise, continue with this: 
   
  Within moments, you have stripped off your 
  soggy travel gear and found yourself a table. The 
  pretty lass behind the bar smiles as she makes grand 
  promises of hot food and cold drink. The taproom is 
  fairly busy this evening, and perhaps a dozen other 
  travelers are nestled into their seats, a motley crew 
  of colorful individuals with equally colorful stories 
  to tell. But while the conversation and rest are 
  comforting, you can’t shake the feeling that you are 
  being watched. 
   
  Just as you’ve finished your meals, a door to a 
  side room opens, and a short, middle-aged human 
  enters. He wears a white tunic trimmed with gold, 
  and a holy symbol shaped like a sunburst with a 
  face. His head is bald, and his skin appears 
  unusually radiant. 
   
  This is Father Sollus Illuminus. If the PCs can 
  succeed at a Knowledge [religion] check (DC 10), they 
  can identify his holy symbol as that of Pelor. The PCs 
  may have met Father Sollus before (BIS5-03 Trials and 
  Triumphs or the ConnCon 2005 Interactive, BIS5-IN1), in 
  which case he will recognize them and greet them 
  warmly. Incidentally, this man wears a ring of mind 
  shielding, and so his thoughts cannot be probed by 
  resourceful PCs. 
   
  Additionally, if a PC is a member of the Mist 
  Chameleon meta-organization, they will notice a number 
  of innuendos in his dialog – key phrases and gestures – 
  that indicate that he is also an agent. 
   
  The cleric looks across the crowded taproom 
  before making a beeline for your table. “Ahh, 
  wonderful, you’ve arrived at last. Come with me… 
  she is waiting for you.” 
   
  He leads you through the door into a private 
  chamber. At each corner of the room stands a 
  bodyguard, protecting the noblewoman that stands 
  at the window, peering out at the sunset. 
   
  If the PCs succeed at a Spot check (DC 20), they 
  notice faint runes etched into the wood of the doorframe. 
  A Knowledge [arcane] check (DC 15) allows the spotter 
  to identify them as wards against scrying – not a common 
  sight in a back woods roadhouse. 
   
  Lady Saralind Markavan, the Regent of the 
  March of Bissel, is a tall and beautiful woman with 
  pale skin and blonde hair. Though she is perhaps 
  one of the more powerful wizards in the Sheldomar 
  Valley, today she wears nondescript robes and a 
  traveling cloak and a necklace with a silver pendant 
  fashioned to look like a heraldic crest – a black 
  hound over a tall green tree. A rose-colored ioun 
  stone circles her head. 
   
  A PC can make a Knowledge [local - Sheldomar 
  Valley Metaregion] or Knowledge [nobility and royalty] 
  check (DC 15) to identify the pendant on Saralind’s 
  necklace as the old baronial crest of Rypthorn, the 
  ancestral home of House Markavan. 
   
  "It warms my spirit to see that you have arrived 
  safely,” she begins. “I wish that we had more time for 
  pleasantries, but time is of great import, tonight, so 
  I will fill you in as quickly as I can.” 
   
  “I 
  recently 
  received 
  word 
  from 
  an 
  old 
  acquaintance, the son of a prominent noble house – 
  a childhood playmate, if you will. Last I heard, he 
  was a top lieutenant in Evard’s service. Times 
  change.” 
   
  “Normally, I would not give heed to such a… 
  traitor. But he sent me a message, requesting parley, 
  and promising information that could undermine 
  his master’s campaign. But only if I met with him 
  personally.” 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 10 
   
  “That’s where you come in… he is holed up at an 
  estate nearby. I don’t know if I’m walking into a trap 
  or not, but I certainly feel more comfortable with 
  you along for the trip.” 
   
  Lady Saralind turns and gazes back out the 
  window. “Unless you have questions, we depart 
  immediately.” 
   
  Saralind can supply the following information if 
  questioned: 
  • 
  The lieutenant’s name is Dralthus Garlnorn. His 
  family was fairly influential within Rypthorn. 
  • 
  She has no reason to suspect treachery from 
  Dralthus, other than his connection to Evard. 
  • 
  Dralthus did not tell her anything about the 
  information he holds, other than its importance. 
  • 
  She is not sure if Dralthus’ information is 
  legitimate. In the worst case, she figures he 
  might slip up and reveal some interesting tidbit 
  about Evard’s organization. 
  • 
  Saralind did not tell anyone, except Father 
  Sollus (one of her most trusted allies), about 
  Dralthus’ message. She is worried about what 
  anyone else would think. 
  • 
  If a PC asks about Saralind’s necklace, she will 
  smile wearily, and explain that it is the crest of 
  the Barony of Rypthorn, which was ruled by 
  House Markavan before the insurrection. She 
  hopes, one day, to return to her homeland to its 
  former glory. 
   
  Saralind will try to make it clear that Dralthus is 
  NOT to be attacked during these proceedings. Anyone 
  that suggests doing so will catch harsh criticism from 
  her. 
   
  When the PCs are ready to head to the estate, 
  continue with Encounter 3. 
  All APLs 
  � Father Sollus Illuminus: Male human Clr6 / 
  RSoP6 (Bluff +18, Knowledge [religion] +12, Sense 
  Motive +18); AL NG. 
  � Lady Saralind Markavan: Female human 
  Wiz20 (Bluff +9, Diplomacy +15, Sense Motive +9); 
  AL LG. 
  � Mist Chameleon Guards (4): Male human 
  Rog10; AL NG. 
  ENCOUNTER 3: ENEMY AT 
  THE GATES 
   
  Heading back out into the storm, your party 
  quickly leaves the Farstrider’s Repose behind. 
  Saralind’s 
  Mist 
  Chameleon 
  guards 
  fan 
  out, 
  disappearing into the darkness down the road in 
  either direction. 
   
  You travel quickly, slowed only slightly by the 
  downpour. Every once in a while, Father Sollus 
  catches some sort of signal from the scouts, and 
  stops the group to let other travelers pass by. 
   
  Shortly after midnight, you leave the forest 
  cover and approach the gates of an expansive manor. 
  The wrought-iron shows signs of many years of 
  neglect and exposure to the elements. However, 
  what 
  catches 
  your 
  attention 
  much 
  more 
  immediately is the other party standing before the 
  gates. 
   
  “Come out, come out Dralthus, you wretch!”  A 
  deep, foreboding voice rings from the leader, a tall 
  humanoid completely concealed in black robes and 
  a cowl. Even from this distance, you can feel the 
  power that emanates from his being. 
   
  “The Black Margrave does not take kindly to 
  betrayal. Submit to me, and I will carry out his 
  sentence with haste. I could use another minion.” 
   
  Suddenly, the cowled figure cocks his head, and 
  turns in the direction of your group. 
   
  “Dralthus, it appears you have visitors. Watch 
  what we do to them, and decide if that sways your 
  decision to cooperate.” 
   
  Lady Saralind casts off her cloak, and begins 
  intoning the words of a spell. Her bodyguards draw 
  slender blades, while Father Sollus turns to you. 
   
  “Clear a path through the minions. We’ll handle 
  the leader.” 
   
  Please refer to DM Aid – Map #1 – Combat at the Gates. 
  As this combat begins, the PCs are 50 feet from their 
  opponents. The terrain is plain and level. 
  APL 2 (EL 3) 
  � Ghouls (3): hp 18 each; see Monster Manual page 
  118.  
  APL 4 (EL 5) 
  � Owlbear Skeletons (3): hp 45 each; see Monster 
  Manual page 225. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 11 
  APL 6 (EL 7) 
  � Vampire Spawn (3): hp 39 each; see Monster 
  Manual page 253. 
  APL 8 (EL 9) 
  � Advanced Megaraptor Skeletons (3): hp 108 
  each; see Monster Manual page 225. 
  APL 10 (EL 11) 
  � Bodaks (3): hp 81 each; see Monster Manual page 
  28. 
  APL 12 (EL 13) 
  � Dread Wraiths (2): hp 144 each; see Monster 
  Manual page 257. 
  All APLs (EL 19) 
  � Vampire Leader, noncombatant: Sor 16; hp 144.  
  � Dread Wraiths, noncombatant (4): hp 144 each; 
  see Monster Manual page 257. 
   
  Tactics: The minion tactics are straightforward: they 
  advance on the PCs, and attempt to slaughter them. 
   
  In general, the NPC members of the PC’s party and 
  the monsters listed above in the ‘All APLs’ are handled 
  separately. All the PCs have to worry about are the 
  normal EL critters. If they ignore Father Sollus’ 
  statement, they are just making more work for 
  themselves.  
   
  During the first round, the four dread wraiths 
  advance, and go toe to toe with the Mist Chameleon 
  guards. Two of the dread wraiths are injured, and one of 
  the guards is hit with a Constitution drain. Father Sollus 
  uses a greater turning attempt, and vaporizes all four. The 
  vampire leader casts power word stun at Saralind, but it is 
  reflected by a spell turning effect, but the vampire is 
  unaffected. Saralind responds by concentrating a meteor 
  swarm on him, but it fails to penetrate his SR. 
   
  During the second round, the vampire kills one of 
  the guards with a finger of death, and immobilizes the 
  others with a quickened Evard’s black tentacles. Both Father 
  Sollus and Saralind cast greater dispel magic on the tentacles, 
  with Saralind succeeding. 
   
  During the third round, the vampire hits Saralind 
  with a maximized scorching ray, nearly killing her. Father 
  Sollus casts heal upon Saralind. Saralind traps the leader 
  in a force cage, and casts a quickened dimension door to pull 
  the fallen guard to safety. The other guards withdraw to 
  protect her. 
   
  During subsequent rounds, Saralind and Father 
  Sollus will cast buffing spells, as they keep a close eye on 
  the leader.  
   
  Once the PCs have dispatched their foes, the 
  vampire disintegrates the force cage. Father Sollus uses 
  another greater turning, vaporizing the leader. 
   
  The treasure mentioned below is present on the 
  body of the fallen vampire leader. 
  Treasure 
  APL 2: L: 20 gp, C: 0 gp, M:  Ring of Counterspells (333 
  gp), Wand of Inflict Light Wounds (62 gp). 
  APL 4: L: 20 gp, C: 0 gp, M:  Ring of Counterspells (333 
  gp), Wand of Inflict Moderate Wounds (375 gp). 
  APL 6: L: 0 gp, C: 0 gp, M:  Chain Shirt +1 (104 gp), 
  Elixir of Fire Breath (91 gp), Ring of Counterspells (333 
  gp), Unguent of Timelessness (12 gp), Wand of Inflict 
  Moderate Wounds (375 gp). 
  APL 8: L: 0 gp, C: 0 gp, M:  Chain Shirt +1 (104 gp), 
  Elixir of Fire Breath (91 gp), Goggles of Day (375 gp), 
  Ring of Counterspells (333 gp), Unguent of Timelessness 
  (12 gp), Wand of Inflict Serious Wounds (937 gp). 
  APL 10: L: 0 gp, C: 0 gp, M:  Styptic Chain Shirt +1 (770 
  gp), Elixir of Fire Breath (91 gp), Goggles of Day (375 
  gp), Helm of Glorious Recovery (466 gp), Ring of 
  Counterspells (333 gp), Unguent of Timelessness (12 gp), 
  Wand of Inflict Serious Wounds (937 gp). 
  APL 12: L: 0 gp, C: 0 gp, M:  Styptic Chain Shirt +1 (770 
  gp), Elixir of Fire Breath (91 gp), Goggles of Day (375 
  gp), Helm of Glorious Recovery (466 gp), Ring of 
  Counterspells (333 gp), Unguent of Timelessness (12 gp), 
  Wand of Inflict Critical Wounds (1750 gp). 
   
  Once the PCs have dispatched their foes, continue 
  with Encounter 4. 
  ENCOUNTER 4: LESSER OF 
  TWO EVILS 
   
  If the battle in Encounter 3 did not last long enough 
  for one of the Mist Chameleon guards to get killed, this 
  text should be altered appropriately. 
   
  The last of your foes fall before you, and you 
  take a quick look around at your companions. 
  Father Sollus makes his way through the group, 
  healing what wounds he finds. He sadly looks over 
  the form of the fallen guard. 
   
  “This, I’m afraid, is beyond my means. We will 
  have to seek other aid to restore him.” 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 12 
   
  Suddenly, one of the guards cries a warning. His 
  companions instantly respond, forming a defensive 
  ring around the Regent. 
   
  Following his gaze, you notice another shadowy 
  form – another wraith – just beyond the entrance 
  gate. After a moment, however, it becomes apparent 
  that this one isn’t rushing in to assault you. Instead, 
  its arm reaches out to the entrance, which slowly 
  swings open in response. 
   
  The wraith moves a short distance away, 
  towards the manor house. It turns, its empty gaze 
  penetrating you, and waits to see what you do. 
   
  The wraith is waiting for the PCs to follow it. If they 
  decide to harm it, they will have to find their own way to 
  Dralthus’ audience chamber, and his attitude will begin at 
  Hostile. 
   
  If the PCs decide to follow the wraith, continue with 
  this: 
   
  The wraith glides silently through an archway, 
  and into the manor house. The manor is in poor 
  condition, as if it hasn’t been occupied for quite a 
  while. 
   
  “This estate once belonged to the Garlnorn 
  family, before things changed.” Saralind gestures at 
  a side room, containing a long dining table. “I 
  remember coming here as a child with my parents 
  for formal affairs. The roses outside those windows 
  were beautiful… such a pity.” 
   
  Your spectral guide leads you through a series of 
  hallways, finally arriving at a large room, the most 
  notable features of which are bookshelves taking up 
  three of the walls. A number of other shadowy forms 
  flit about the room – it is impossible to tell exactly 
  how many there are, but you think you are easily 
  outnumbered. 
   
  A man reclines in a comfortable looking chair, 
  leisurely thumbing through a thick tome. His hair is 
  slick and greasy, coming to a sharp widow’s peak. 
  His pale skin and sharp features are hallmarks of 
  his Suel heritage, but combined with his black tunic 
  they make him look downright menacing. 
   
  “Isn’t it interesting what someone takes with 
  them, when they are in a hurry?” The man speaks 
  without looking up from his book. “And more so, 
  what they choose to leave behind…” He closes the 
  book suddenly, and idly tosses it on a nearby table. 
   
  “Milady,” The man smirks as he gazes at Lady 
  Saralind. “It has been far too long since I have seen 
  your face. Far too long.” 
   
  Lady Saralind does not look amused. “Why have 
  you summoned me here, Dralthus?” 
   
  “Yes, yes… I know, get to the point. Hmph. 
  You’re more like yourself than you know.” The 
  necromancer shakes his head. “I called you here 
  because I want something.” 
   
  Dralthus extends his arms, and surveys the 
  room around him. “I like this estate. Have ever since 
  I was young. You are going to give it to me.” 
   
  Lady Saralind’s eyes widen in confusion. 
   
  “Don’t bother saying ‘I can’t’ or ‘I won’t’, because 
  I know you can and you will. Now, let me finish. You 
  are going to grant me the title of ‘Baron’ or ‘Lord’, or 
  whatever you like. I don’t want some overzealous 
  knight coming to spoil my fun, so I want you to 
  declare my sovereignty over this place. The laws of 
  the March will not apply here. My thralls and I will 
  remain confined within the estate borders, and 
  everyone else will stay out, unless invited.” 
   
  The Regent pauses for a long moment, before 
  speaking. “I do not understand. Why would you 
  choose now, of all times, to forsake Evard?”” 
   
  “Sharp 
  as 
  ever, 
  milady.” 
  Dralthus 
  nods 
  respectfully. “It is a good question. The answer is 
  one of survival. I’ve recently come into some 
  information that can help you end this war – quickly 
  and in your favor. And when you do, I intend to 
  remain.” 
   
  The PCs now have an opportunity to draw more 
  information out of Dralthus. However, before he will 
  acknowledge anyone besides Lady Saralind, they must 
  use Diplomacy checks to shift his attitude to ‘Friendly’. 
  He is currently at ‘Indifferent’, unless the PCs attacked 
  his servant earlier in this encounter, in which case he is 
  ‘Hostile’. If the PC making the check is actually a noble 
  (from anywhere, not just Bissel) they may take a +4 
  circumstance bonus on these checks. 
   
  Use the following information to play out the 
  conversation with Dralthus: 
  • 
  Dralthus was born into a noble family, has 
  always been surrounded by nobility, and 
  generally looks down on anyone he considers 
  ‘common’. He views commoners the same way 
  he views cattle. 
  • 
  He will not give any clue or hint to what his 
  information may be, until his demands are met. 
  • 
  He is sincere about his demands – if granted 
  this land, he and his minions will remain here 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 13 
  indefinitely. He is tired of war and wishes to 
  retire to his books. 
  • 
  He began working for Evard when the practice 
  of necromancy – or association with the Black 
  Margrave - was not illegal. If accused of any 
  wrongdoing, he will smugly inform his accusers 
  that those new laws were proclaimed by an 
  ‘illegitimate government’. 
   
  It is entirely possible that the PCs will try to 
  convince the Regent to deny Dralthus’ request. In this 
  case, treat Lady Saralind as having an initial attitude of 
  ‘Hostile’ towards this idea. If the PCs can use Diplomacy 
  checks to shift this attitude to ‘Friendly’, she will agree. 
  In this unfortunate case, Dralthus thanks Lady Saralind 
  for the audience, and the entire party returns to Pellak 
  without further incident. The adventure is then over. 
   
  If the PCs foolishly violate the truce and attack 
  Dralthus unprovoked, they will be beset by not only all of 
  Dralthus’ minions, but also Lady Saralind and her Mist 
  Chameleon guards. The offending PCs are easily 
  subdued. In this case, collect all of the PC’s paperwork, 
  and turn it into the Bissel Triad with a short description 
  of the incident. The character is removed from play until 
  the incident is reviewed and punishment assessed – the 
  Bissel leadership won’t take kindly to a violation of 
  parlay. 
   
  If left to her own devices, Lady Saralind will 
  reluctantly agree to Dralthus’ demands, given one 
  condition – if his information is not as important as he 
  claims, then the deal is void. In that case, read the 
  following: 
   
  Lady Saralind silently locks gazes with the 
  necromancer for a long moment, before speaking. 
   
  “I don’t trust you, Dralthus. But you’ve never 
  lied to me before, so I will give you the benefit of the 
  doubt. It’s against my better judgment, but I will 
  grant you the survival you want… but I warn you – if 
  this information isn’t as earth-shattering as you 
  claim, the deal is off.” 
   
  Dralthus smiles. “Fair enough, milady. Allow me 
  to relate my experiences from… about six months 
  ago…” 
   
  “I was summoned one morning to Evard’s 
  audience chamber, and given a task: I was to take my 
  legion here, to Rhomstaff, to seize control of a 
  section of his old turf. Barely a challenge, really… 
  those that still remain have little fight left in them.” 
   
  “A few days in came the first challenge – I ran 
  straight into one of your Nightwatch patrols, led by 
  one 
  of 
  those 
  insufferable 
  sun-worshippers.” 
  Dralthus shoots a disapproving glance at Father 
  Sollus. “In but a moment, all of my strongest 
  minions were reduced to dust clouds.” 
   
  “So, I gritted my teeth, and began cloaking 
  myself in my most powerful battle magic. I knew 
  that this would be my last stand… and that’s when I 
  noticed something odd: the cleric was leading the 
  patrol away, off the field, without confronting me.” 
   
  “As you might imagine, I was stunned. I’d like to 
  say that I did something to scare them away, but I 
  didn’t even have the chance.” 
   
  “So I fled back to a place that I once called home. 
  While I restocked my forces, I contemplated the 
  occurrence. Slowly, I came to a realization – the 
  same conclusion I see coming to you.” 
   
  Pause dramatically for a moment, allowing the PCs 
  to come to terms with what they’ve just heard. If they 
  seem completely oblivious, spell it out - the Nightwatch 
  patrol let him live. Once they understand that, continue: 
   
  “And this isn’t an isolated event, either… I’ve 
  heard of a number of ‘my kind’ running into the 
  Pelorites. The clerics weaken and push back our 
  forces, but then don’t go for the kill.” 
   
  “I could not tell much about the cleric – the full 
  plate obscured much. But I sketched this out.” 
  Dralthus hands you a piece of parchment. “The cleric 
  that I encountered wore something that looked like 
  this. Maybe it means something to you.” 
   
  Give the PCs Player Handout 4 – Dralthus’ Sketch. If a 
  PC is a member of the Church of Pelor in Bissel meta-
  organization, and makes a Knowledge [religion] check 
  (DC 30) they can identify the symbol as belonging to the 
  Seers of the Unclosing Eye, a Pelorite fraternity. Father 
  Sollus has seen the symbol before, but does not 
  remember what its significance is. 
   
  “So, now you have your big secret. Your clerics 
  could probably turn the tide of this war. But it 
  seems they are choosing not to. If I were you, I’d 
  question where their loyalties lie.” 
   
  If the PCs succeed at a Spot check (DC 15), they 
  notice Father Sollus as he leans close to the Regent, and 
  whispers something in her ear. If those that succeed also 
  make a Sense Motive check (DC 15), they notice that for 
  a moment, a look of great concern crossed her face when 
  he spoke. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 14 
   
  Lady Saralind nods. “I see. Our deal is complete 
  then, Dralthus. You have your sanctuary. I advise 
  you to honor your end, and remain here.” 
   
  Wordlessly, the Regent turns and leads you out 
  of the room, and does not pause until you have left 
  the estate altogether. She turns to Father Sollus as 
  she points at your group. 
   
  “Take them, and get to the temple. See what you 
  can find out in a hurry. I know that the church can 
  be trusted, but if there are traitors within, we need 
  to flush them out before they can do real harm.” 
   
  “And yourself, my liege?” 
   
  “I’m going back to Pellak, to tell them Truelight 
  is going to fall.” 
   
  Father Sollus sends the Mist Chameleon guards 
  a quick glance and a hand gesture. The guards 
  instantly step to the Regent’s side. She speaks a few 
  hasty words of magic, and she and the guards 
  vanish. 
   
  If the PCs succeed at a Spellcraft check (DC 20) they 
  recognize her spell as teleport. 
   
  Father Sollus turns back to you and smiles 
  weakly. “Well, get the horses ready to go – I’ll try to 
  fill you in on the way.” 
   
  Father Sollus can now relate the following 
  information. He will try to tell the PCs as little as possible 
  to get the job done: 
  • 
  Their new destination is the Temple of Pelor in 
  Truelight, the capital of the barony of 
  Nightwatch. 
  • 
  The Pelorites make up the core of the 
  Nightwatch organization. 
  • 
  Something is obviously going on within the 
  organization, and Father Sollus believes that it 
  could probably be traced all the way back to 
  Truelight. 
  • 
  Currently, the Temple residents are engaged in 
  a week-long annual ritual. When the ritual is 
  complete, Truelight’s defenses against undead 
  will be strengthened against undead for another 
  year. 
  • 
  Even though Nightwatch – so close to Evard’s 
  base of operations in Thornward - has been 
  overrun by the necromancer’s forces, the capital 
  of Truelight has not fallen. If the ritual was 
  disrupted, however… 
   
  If the PCs already know about the weapon, and ask if 
  it is part of the ritual, Father Sollus will shrug, and say 
  that including the weapon in the ritual was considered, 
  but he can’t say more. 
   
  Keep in mind; Father Sollus wears a ring of mind 
  shielding, so he is immune to most mind probing abilities 
  PCs may possess. 
   
  When the PCs are ready to head to Truelight, 
  continue with Encounter 5. 
  All APLs 
  � Dralthus Garlnorn: Male human Nec 16 (Bluff 
  +12, Sense Motive +13); AL LE. 
  ENCOUNTER 5: SWEEPING 
  THE CLOUDS AWAY 
   
  Please refer to DM Aid – Map #3 – The Truelight 
  Temple. This encounter occurs at the Central Atrium and 
  the Archcleric’s Sanctum - Locations B and E on that 
  map. 
   
  The next three days are a blur. Traveling as 
  quickly as possible, you push north through 
  Rhomstaff, into the Barony of Nightwatch. At 
  several points, you encounter signs of Evard’s 
  patrols – it would seem that nowhere is safe this 
  close to Thornward and the Black Margrave. 
   
  The foul weather has persisted until late on the 
  third day, when you finally catch a glimpse of 
  Truelight. Still miles away from the town walls, you 
  can make out the stark-white marble domes of the 
  Temple of Pelor, atop a hill near the town center. 
  Remarkably, directly over the town is a break in the 
  clouds and the sun shines brightly down upon the 
  temple. 
   
  Without hesitation, Father Sollus leads you past 
  the town walls and the temple gates, pausing only to 
  exchange a few hurried words with an acolyte. The 
  young man nods, and hurries off to deliver Sollus’ 
  message. 
   
  At the center of temple is a large circular atrium, 
  open to the sky above. Several balconies encircle a 
  central altar, making it look similar to a stadium. 
  Each section is full of clerics of Pelor, their voices 
  filling the temple with their rhythmic chanting. 
  Father Sollus points and smiles softly. “The Rite of 
  Clarity. I remember taking part during my time here 
  – that spot over there was mine. They’ve been doing 
  this constantly for five days. That’s real devotion for 
  you.” 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 15 
   
  The temple bells ring out their midday chorus. 
  As you watch, a stream of clerics wordlessly enter 
  the atrium, silently taking up position behind their 
  chanting comrades. They start reciting the same 
  mantras softly, almost inaudibly, gradually getting 
  louder. At the same time, the original group slowly 
  lowers their volume until they’ve stopped entirely. 
  The new group steps forward, seamlessly switching 
  places, and the old group files out. If your eyes were 
  shut, you doubt you would know that anything had 
  changed. 
   
  If the PCs succeed at a Spot check (DC 15), they 
  notice that there are a number of items down on the altar. 
  There are several books, a few burning candles, a crystal 
  ball, some incense burners, and a great number of 
  religious icons. If the PCs ask Father Sollus about them, 
  he will mention that they are here to be blessed during 
  the ritual. 
   
  The acolyte returns, bowing slightly to Father 
  Sollus. “He will see you in his chambers.” 
   
  You are led to a sparsely decorated chamber 
  deeper within the temple. Archpriest Hissler is a 
  fairly old man, but appears to be in remarkable 
  health for his age. He is dressed in simple white 
  robes with gold embroidery. 
   
  “Illuminus.” The Archpriest rises, and smiles at 
  Father Sollus. “I did not expect to see you here again. 
  I am glad to see I was mistaken.” 
   
  “I wish it was under better circumstances, I’m 
  afraid.” Father Sollus quickly introduces you, and 
  then relates all of the events of the past week. 
  Notably, he does not mention Lady Saralind’s name 
  throughout the conversation. 
   
  Archpriest Hissler listens wordlessly, until 
  Father Sollus has finished, then rises from his chair, 
  and paces to the window. “I have suspected that 
  something is wrong. Our campaigns against the 
  minions of darkness have made almost no progress. 
  I was starting to wonder if they were beyond our 
  abilities…” 
   
  “I am not comfortable suggesting it,” Father 
  Sollus sighs, “but I suspect that someone within the 
  Temple is making sure that we do not succeed. My 
  friends and I are here to find out what, exactly, is 
  going on.” 
   
  The Archpriest nods solemnly. “I will, of course, 
  cooperate in any way I can. What do you need from 
  me?” 
   
  Archpriest 
  Hissler 
  can 
  relate 
  the 
  following 
  information: 
  • 
  The Archpriest will tell the clerics of the temple 
  that the PCs are a detachment from the Great 
  Army, sent to review the temple’s defenses. 
  With reports of Evard’s forces so close by, no 
  one should question that cover story. 
  • 
  The PCs are authorized to investigate any of the 
  common areas of the temple. The personal 
  chambers of the clerics are off limits without 
  proof that they’ve committed a crime. 
  • 
  The temple will provide lodging for the PCs 
  during their stay. 
  • 
  The Rite of Clarity will be complete in two more 
  days. 
  • 
  The Nightwatch patrols that the temple 
  dispatches are each led by a Patrol Captain – a 
  mid-ranked cleric. He can furnish the PCs with 
  a list of the five captains – give them Player 
  Handout 5 – List of the Patrol Captains. 
  • 
  The Patrol Captains are all out on patrol. They 
  are due back sometime in the next two days. 
  • 
  If they show him Dralthus’ sketch, he can 
  identify it as a symbol of the Seers of the 
  Unclosing Eye – one of the major Pelorite 
  secret societies. 
  • 
  Many of the clerics within the church belong to 
  one of the secret societies. Certainly, each of the 
  Patrol Captains does. However, the temple has a 
  restriction that no two of the Patrol Captains 
  can belong to the same society. If the PCs can 
  figure out which Patrol Captain belongs to the 
  Seers of the Unclosing Eye, they will have their 
  suspect. 
  • 
  There is certainly more information on the 
  secret societies in the temple library. The 
  Librarian - Cardinal Velles - can probably help 
  them find it. 
  • 
  Cardinal Milivus is the Patrol Coordinator. He 
  can likely help them identify the leader of the 
  patrol they are looking for. 
  • 
  Cardinal Satara is the Quartermaster, and deals 
  very closely with every patrol that goes out. 
  • 
  If anything suspicious is going on around the 
  temple, the Keeper of Grounds – Cardinal 
  Philins – will probably know. He is known to be 
  quite a gossip. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 16 
   
  The PCs now have several options on how to 
  proceed 
  with 
  their 
  investigation. 
  The 
  specific 
  information that can be gained is contained in Encounter 
  6. 
   
  The PCs have until dawn the next morning to 
  investigate. At that point, proceed to Encounter 7. 
  All APLs 
  � Archpriest Andrin Hissler: Male human Clr 17 
  (Bluff +4, Sense Motive +10); AL NG. 
  ENCOUNTER 6: ASKING 
  AROUND 
   
  This encounter details the investigation points that 
  are available on both Day 1 and Day 2 at the temple. 
  General Investigation 
   
  This sub-encounter occurs at any of the common 
  areas of the temple. 
   
  The following is information that can be gained by 
  questioning the general population of the temple: 
  • 
  Ashseri Buran is a middle-aged woman of mixed 
  descent. She is the highest-ranking Patrol 
  Captain, having held the position since the 
  temple was founded. She is a resident of 
  Nightwatch, and fought during the siege that 
  nearly destroyed the capital township. 
  • 
  Turnther Polenth is a young man of Suel 
  descent. He is the newest patrol captain. He 
  comes from a wealthy family in Veluna, and 
  migrated to Bissel to serve what he saw as a 
  greater need. 
  • 
  Alelye Redmond is a young woman of mixed 
  descent from Thornward. The church of Pelor – 
  a deity that celebrates health and life – does not 
  require its clerics to be celibate. She has a 
  reputation for celebrating that fact, quite often. 
  • 
  Adel Sadra is a young Baklunish man from 
  Jadarta, fairly new to the Patrol Captain ranks. 
  He enjoys less prestige than most, due to racism 
  against his ethnic heritage. However, those that 
  know him well can attest that he is a friendly, 
  outgoing cleric. 
  • 
  Tyran Stel is a young man of Flan descent from 
  the Misty Hills. He takes his faith very 
  seriously, even to the point of annoying some of 
  his fellows. He has been known to quip ‘What 
  would Pelor do?’ in response to just about any 
  question. He is also known for being obsessive- 
  compulsive. 
   
  The following statistics represent typical temple 
  residents: 
  All APLs 
  � Acolyte: Human Clr 1; AL NG. 
  � Cleric: Human Clr 3; AL NG. 
  � Bishop: Human Clr 8; AL NG. 
  � Cardinal: Human Clr 11; AL NG. 
   
  Librarian – Cardinal Velles 
   
  This sub-encounter occurs at the Library - Location 
  D on DM Aid – Map #3 – The Truelight Temple. 
   
  Cardinal 
  Velles 
  can 
  provide 
  the 
  following 
  information if questioned: 
  • 
  He is a true bookworm, and considers himself 
  to be the lone historian at the temple. 
  • 
  He values his work above all else. To him, the 
  worship of Pelor is all about clarity and vision. 
  What better way to spread clarity than through 
  the printed word? 
  • 
  He can provide them with a book that describes 
  the secret societies within the local church. If 
  they spend two hours reading through the 
  book, give them Player Handout 6 – Pelorite Secret 
  Societies – which contains several important 
  clues. 
  All APLs 
  � Cardinal Weltan Velles: Male human Clr 13; 
  AL CG. 
   
  Patrol Coordinator – Cardinal Milivus 
   
  This sub-encounter occurs at the temple offices - 
  Location H on DM Aid – Map #3 – The Truelight Temple. 
   
  Cardinal Milivus can provide the following 
  information if questioned: 
  • 
  It is his job to review patrol reports, remap the 
  routes based on sightings, and assign the routes 
  to patrols. 
  • 
  He does not keep records of which Patrol 
  Captains take which routes longer than a few 
  weeks, so he can’t tell which particular captain 
  took a particular route six months ago. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 17 
  • 
  The patrols have produced disappointing 
  results, lately. They’ve managed to assist local 
  defenses in keeping Evard away from Truelight, 
  but they’ve not otherwise gained any ground. 
  He doesn’t understand it, and it frustrates him. 
  (A lie – he knows full well why this is 
  happening) 
  • 
  He can provide the PCs with a map of the 
  current patrol routes – give the PCs Player 
  Handout 7 – Map of the Patrol Routes. He will 
  emphasize that the actual routes change every 
  time, 
  to 
  reflect current conditions and 
  sightings, but they always fall within the 
  marked regions. 
  • 
  The assignment of routes is unfortunately 
  political. For instance, the Dawning Route, 
  which heads towards the rising sun, is always 
  granted to someone from the Vigilant Flame, as 
  the Archcleric belongs to that group – a dubious 
  honor, as Evard’s forces are now heaviest along 
  that route. 
  • 
  The Rypthorn Lowlands route is particularly 
  rough, and so it is generally assigned to the 
  more combat-capable clerics. Ashseri Buran and 
  Turnther are the least hearty in battle. 
  • 
  The Estermarsh route, which cuts through the 
  Fetid Fens of Cullen Drae, is by far the most 
  dangerous route. It is never given to the two 
  least experienced Patrol Captains - Adel Sadra 
  and Turnther Polenth. 
   
  Note that while Cardinal Milivus has fallen from the 
  faith – and thus no longer receives his class abilities from 
  Pelor – he has had months to practice his deception. As 
  well, he has stolen a ring of mind shielding from the Vault 
  of Forbidden Magic. The PCs should not be able to detect 
  any problem with him, at this point. 
  All APLs 
  � Cardinal Rastus Milivus: Male human Clr 12 
  (Bluff +10, Sense Motive +8); AL NE; ring of mind 
  shielding. 
   
  Quartermaster – Cardinal Satara 
   
  This sub-encounter occurs at the temple offices - 
  Location H on DM Aid – Map #3 – The Truelight Temple. 
   
  Cardinal 
  Satara 
  can 
  provide 
  the 
  following 
  information if questioned: 
  • 
  She is responsible for equipping the patrols that 
  depart from the temple. 
  • 
  She is too busy to really talk for long. Similarly, 
  she doesn’t know the temple inhabitants very 
  well. 
  • 
  Patrols that are heading into the Rypthorn 
  Lowlands carry extra equipment, due to the 
  frequent undead activity there. She doesn’t 
  remember who needed that equipment – only 
  that it wasn’t Ashseri Buran or Turnther 
  Polenth. 
  All APLs 
  � Cardinal Cynthia Satara: Female human Clr 
  13; AL LG. 
   
  Keeper of Grounds – Cardinal Philins 
   
  This sub-encounter occurs at the Sun Gardens - 
  Location I on DM Aid – Map #3 – The Truelight Temple. 
   
  Cardinal 
  Philins 
  can 
  provide 
  the 
  following 
  information if questioned: 
  • 
  He is responsible for the care and upkeep of the 
  temple. 
  • 
  He generally keeps an eye on outsiders around 
  the temple. Except for the PCs, no one unusual 
  has been hanging around the temple. 
  All APLs 
  � Cardinal Gregor Philins: Male human Clr 12; 
  AL NG. 
  ENCOUNTER 7: A NOTE FROM 
  ABOVE 
   
  This encounter occurs shortly after dawn on the 
  second day at the temple. You will need to modify this 
  text if the PCs decide not to remain in their rooms 
  overnight. If any of the PCs are clerics of Pelor, they are 
  invited to take part in the dawn rituals. 
   
  This encounter occurs at the Central Atrium, the 
  Archcleric’s Sanctum, the Reliquary, and the Vault of 
  Forbidden Magic - Locations B, E, F, and G on DM Aid – 
  Map #3 – The Truelight Temple. 
   
  Your second morning at the Temple of Pelor 
  comes way too early – the clerics are awake and 
  active shortly before dawn, preparing to greet the 
  dawning sun. Shortly thereafter, there is a knock on 
  
   
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  Page 18 
  your door: An acolyte bearing a summons to the 
  Archpriest’s chambers. 
   
  Assuming the PCs follow the acolyte, continue with 
  the following: 
   
  Your path to the Archpriest’s sanctum takes you 
  past the central atrium, where the clerics maintain 
  their rhythmic chanting. You notice something 
  startling – near the altar at the center of the 
  chamber is a huge, shimmering gate. With each 
  passing moment, it gets dimmer and dimmer, until 
  it has faded entirely. In front of the gate stands a 
  towering, powerfully-built being. It would appear to 
  be human, except for its size, brilliant topaz eyes, 
  silvery skin, and its gleaming white wings. A 
  number of clerics bustle about the creature, tending 
  to it. 
   
  Entering 
  the 
  Archpriest’s 
  chambers, 
  you 
  immediately notice that he appears agitated. His 
  gaze fixes upon Father Sollus. “Good morning, 
  Illuminus. Would you mind telling me why there is 
  an angel in my temple?” 
   
  “I’m not sure I…” 
   
  “Drop the act, old friend. This temple has never 
  before had such a visitor. So I ask you again – what is 
  going on?” 
   
  Father Sollus wrings his hands together, and 
  stands in silence for a long moment. “What I am 
  about to tell you cannot leave this room.” 
   
  “Over the past 18 months, we’ve been working 
  on a weapon for the war against Evard. We believe 
  that if it is present during the ritual, it should 
  strengthen the area around Truelight against 
  undead.” 
   
  “This weapon,” the Archpriest interrupts, “Is 
  that the crystal ball that the Barons insisted be 
  blessed during the ceremony?” 
   
  “Yes. I’m afraid so. With Evard’s forces so far 
  south, everyone is understandably worried. If the 
  weapon works as expected, Truelight will become a 
  strong forward position for the Army to march on 
  Thornward. It’ll give us a few more months of 
  survival, they hope.” 
   
  Archpriest Hissler scratches his head. “I just 
  wish I’d been kept abreast of the situation. Maybe 
  then I wouldn’t have to show you this…” 
   
  The aging cleric leads you wordlessly out of his 
  sanctum and through a maze of corridors, well away 
  from the common areas of the temple. He finally 
  stops at a heavy iron door, flanked by a pair of armed 
  guards. They quickly step aside, allowing the 
  Archpriest to pass. He makes a few quick gestures, 
  and the door grates open. The room beyond is full of 
  shelves containing a plethora of trinkets and icons. 
   
  “This is the reliquary. Our most holy artifacts 
  are stored here, for safe keeping. But almost no one 
  is aware of what else is here.” 
   
  He approaches a bare wall, and taps his staff on 
  the stone face three times. The outline of a door 
  glows brightly, and a section of the wall fades from 
  view. The room beyond looks much like the 
  previous one, except it appears that it has been 
  ransacked. 
   
  “This is the Vault of Forbidden Magic. When 
  our patrols have captured evil or dangerous items, 
  they are hidden away here. As you can see, several 
  days ago, it was raided. I’m now convinced – I think 
  this is all related, and I’m worried as to what it 
  might mean.” 
   
  Archpriest 
  Hissler 
  can 
  relate 
  the 
  following 
  information, if questioned: 
  • 
  Only the most senior clergy at the temple are 
  aware of the existence of the vault. 
  • 
  The wards on the vault prevent anyone from 
  entering the vault except through the hidden 
  door. 
  • 
  The contents of the room have not been 
  inventoried since the attack, so there is no way 
  of telling what is missing, if anything. 
  • 
  Pretty much anything in the vault should be 
  considered extremely dangerous. 
  • 
  The first of the Patrol Captains - Alelye 
  Redmond – has just returned from her patrol, 
  and is available for questioning. 
   
  Father Sollus can also provide the following 
  information about the weapon: 
  • 
  The original research for the weapon was 
  recovered from Evard’s own collection. 
  • 
  A year-long research project altered the 
  researched ritual to utilize positive energy, 
  rather than negative, and encapsulated it within 
  a small glass orb. 
  • 
  If the PCs ask how the weapon works, Father 
  Sollus will happily relate a million esoteric 
  details. In summary, the weapon makes the 
  ‘distance’ between the Prime Material and 
  
   
  BIS5-06 Vanity and Vexation 
   
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  Positive Energy Planes shorter, making a small 
  area uninhabitable by undead. It should be 
  useful for weakening small groups of undead. 
  • 
  During the field test, it was discovered that it 
  was the combination of sunlight and positive 
  energy that made the weapon work. 
  • 
  He believes that the combination of sunlight 
  and positive energy released during the Rite of 
  Clarity will seal the area around Truelight from 
  undead. 
   
  The PCs will probably now wish to continue with 
  their investigation, using the options presented in 
  Encounter 5. 
   
  The PCs may want to search the Vault of Forbidden 
  Magic for clues. Archcleric Hissler will allow it, under his 
  personal supervision. There is, unfortunately, nothing of 
  value to find here. 
   
  Additionally, they may want to speak with the solar 
  or newly-returned captain. In this case, proceed to 
  Encounter 8. 
   
  Once they have exhausted all of the options, they 
  should come to the conclusion that Captain Tyran Stel 
  was the only patrol captain that could have possibly run 
  into Dralthus. If they bring their evidence to Archpriest 
  Hissler, he will give permission to search Tyran Stel’s 
  room. Continue with Encounter 9. 
   
  If the players are having real difficulty with the 
  investigation, you may give them Player Handout 8 – Hints 
  for the Investigation. You are not authorized to give 
  them any other hints. The investigation puzzle is 
  intended to be difficult, and their success or failure (and 
  the campaign consequences) must reflect that. 
   
  Encounter 11 occurs on the third day at the temple, 
  just before the end of the Rite of Clarity. If the PCs do 
  not successfully conclude the investigation before then, 
  proceed to Conclusion A. 
  ENCOUNTER 8: THE BOYS ARE 
  BACK IN TOWN 
   
  This encounter details the new investigation points 
  that are available on Day 2 at the temple. 
  Patrol Captain Alelye Redmond 
   
  This sub-encounter occurs at the Library - Location 
  D on DM Aid – Map #3 – The Truelight Temple. 
   
  After asking around, you make your way to the 
  rear shelves of the temple library. Sitting near one of 
  the tall windows is a young woman dressed in white 
  robes. In one hand, she holds a book. In the other, a 
  partially eaten apple. 
   
  At your approach, the woman looks up, and 
  quickly hides her snack. A moment later, she 
  breathes a sigh of relief. 
   
  “You scared me for a moment there.” She holds 
  up the piece of fruit. “Not supposed to have this in 
  here… Cardinal Velles would kill me. I can’t help it 
  though – can’t get either while out on patrol.” 
   
  She looks you over carefully. “You’re new 
  around here. I’m Alelye.” 
   
  Alelye can provide the following information, if 
  questioned: 
  • 
  She just returned from a patrol on the River’s 
  Haven Route. The patrol was pleasantly quiet, so 
  she is back ahead of schedule. 
  • 
  She always requests (and is given) the River’s 
  Haven Route. She requests it because the Order 
  of the Murky Chalice (said with a sneer) would 
  probably want that route, and she enjoys 
  sticking it to them. 
  • 
  She will not say why she dislikes the Order of 
  the Murky Chalice, only that she loathes those 
  ‘secretive, exclusivist fools’. 
  • 
  She does not know which Patrol Captain 
  belongs to the Order of the Murky Chalice. 
  That group is ultra-secretive about their 
  members. 
  • 
  She will not tell them which group she belongs 
  to. 
  All APLs 
  � Patrol Captain Alelye Redmond: Female 
  human Clr 4 (Bluff +1, Sense Motive +2); AL NG. 
   
  Solar Eternal Vigilance 
   
  This sub-encounter occurs at the Central Atrium - 
  Location B on DM Aid – Map #3 – The Truelight Temple. 
   
  Keep in mind that it has permanent tongues ability, 
  and will use it to speak in whatever language a given PC 
  is most comfortable with. 
   
  You approach one of the balconies surrounding 
  the temple’s central atrium. The towering angel 
  stands on the balcony, watching the ritual below, 
  seemingly basking in the rhythmic chanting. 
  
   
  BIS5-06 Vanity and Vexation 
   
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  As you approach, it turns to gaze upon you. 
  “Welcome, mortals.” The angel’s commanding voice 
  booms forth. ”I am Solar Eternal Vigilance, 
  archangel of Pelor, second choir of the Fortress of 
  the Sun. I understand that we are both in search of 
  answers.” 
   
  The solar can provide the following information, if 
  questioned: 
  • 
  It is a direct attendant of Pelor, at its home – the 
  Fortress of the Sun, in the blessed fields of 
  Elysium. 
  • 
  It was sent here to accomplish some task. 
  • 
  Pelor did not tell it what its task is… the gods 
  have an accord preventing direct interference in 
  mortal affairs. 
  • 
  It would only be sent here if a critical event was 
  going to occur for Pelor’s faithful. The Rite of 
  Clarity, by itself, is not that important. 
  • 
  It is aware that while all of the clerics here 
  believe they serve Pelor’s interests, most of 
  them are mistaken. It is not uncommon for 
  followers to better learn what true service 
  means along their journeys. 
  • 
  It will remain here, watching over the ritual, 
  until something seems more important. 
   
  The solar can inherently detect evil and detect lies, and 
  its Sense Motive skill is substantial – it is a fair bet that it 
  will be aware of anyone whose heart is not pure.  
  However, it will not confront such individuals unless 
  they interfere with its mission. 
  All APLs 
  � Eternal Vigilance: Solar (Sense Motive +32); AL 
  NG; see Monster Manual page 10. 
  ENCOUNTER 9: LOOK OUT 
  BELOW 
   
  This encounter occurs when the PCs have brought 
  enough evidence to the Archcleric to suspect Captain 
  Tyran Stel. 
   
  This encounter occurs at Captain Stel’s Room - 
  Location M on DM Aid – Map #3 – The Truelight Temple. 
  Please refer to DM Aid – Map #4 – Captain Stel’s Room for 
  the specific layout of this room. 
   
  The key that you obtained from the Archcleric 
  slips into the lock, and turns the tumblers with a 
  slight click. The door squeaks open in protest, 
  allowing you entry into Captain Stel’s room. 
   
  The room beyond is unremarkable. There is 
  little more than a bed, a writing desk, an armoire, 
  and an oak footlocker. Everything has a very austere 
  feel to it. The bed is meticulously made and the 
  pillow smooth. 
   
  It is important to note exactly where each PC is 
  during the course of this encounter. This is due to the 
  nature of the trap and its area of effect.   
   
  The armoire in the room is trapped. If it is opened 
  without flipping a hidden catch first, a section of the 
  ceiling collapses on the area around the chest. 
  APL 2 (EL 2) 
  � Collapsing Ceiling Trap: CR 2; mechanical; 
  location trigger; repair reset; Atk +14 melee (2d6, 
  bricks); multiple targets (all targets in two adjacent 5-
  ft. squares); Search DC 20; Disable Device DC 20.  
  APLs 4, 6 (EL 3) 
  �  Collapsing Ceiling Trap: CR 3; mechanical; 
  location trigger; repair reset; Atk +14 melee (4d6, 
  bricks); multiple targets (all targets in two adjacent 5-
  ft. squares); Search DC 24; Disable Device DC 24. 
  APLs 8, 10, 12 (EL 4) 
  �  Collapsing Ceiling Trap: CR 4; mechanical; 
  location trigger; repair reset; Atk +14 melee (6d6, 
  bricks); multiple targets (all targets in two adjacent 5-
  ft. squares); Search DC 24; Disable Device DC 24. 
  The armoire contains clerical clothes and religious texts, 
  but nothing of relevance to the investigation. 
   
  If the PCs search the desk drawer and succeed at a 
  Search check (DC 15) they find Captain Stel’s journal. 
  Give them Player Handout 9 – Patrol Captain Stel’s Journal. 
  This journal mentions another Patrol Captain – Adel 
  Sadra – as involved in the conspiracy. 
   
  If the PCs show this journal to Archcleric Hissler, he 
  will grant permission to search Captain Sadra’s room. In 
  this case, proceed to Encounter 10. 
  ENCOUNTER 10: JUST A 
  LITTLE PEEK 
   
  This encounter occurs when the PCs have brought 
  enough evidence to the Archcleric to suspect Captain 
  Adel Sadra. 
  
   
  BIS5-06 Vanity and Vexation 
   
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  This encounter occurs at Captain Sadra’s Room - 
  Location N on DM Aid – Map #3 – The Truelight Temple. 
  Please refer to DM Aid – Map #5 – Captain Sadra’s Room for 
  the specific layout of this room. 
   
  The key that you obtained from the Archcleric 
  slips into the lock, and turns the tumblers with a 
  soft click. The door swings open in silence, allowing 
  you entry into Captain Sadra’s room. 
   
  The room beyond is moderately ornamented – a 
  large Baklunish falchion is mounted on the wall, 
  hung opposite a decorative tapestry. There is a bed, a 
  writing desk, an armoire, and an oak footlocker. The 
  room smells strongly of incense. 
   
  It is important to note exactly where each PC is 
  during the course of this encounter. This is due to the 
  nature of the trap and its area of effect. 
   
  If the PCs search the footlocker and succeed at a 
  Search check (DC 22) they find a message addressed to 
  Captain Sadra. Give them Player Handout 10 – Message to 
  Patrol Captain Sadra. This message mentions a meeting 
  between Captain Stel, Captain Sadra, and the author of 
  the note to discuss sabotaging the ritual. 
   
  However, the footlocker also contains a deadly trap, 
  set to catch anyone pawing through it. At APLs 2 - 6, the 
  trap is activated by a touch trigger, a pressure plate set 
  into the bottom of the chest. At APLs 8 – 12, the trigger is 
  visual (with a true seeing effect). The trap is activated if 
  there is ever line of sight between the ‘trigger spot’ on the 
  bottom of the chest and a PC. Note that these traps 
  cannot be detected by searching outside of the 
  footlocker. Likely, the PCs will search the outside of the 
  chest, find nothing, and then start emptying it – setting 
  off the trap in the process. 
  APL 2 (EL 2) 
  � Inflict Light Wounds Trap: CR 2; magic 
  device; touch trigger; automatic reset; spell effect 
  (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 
  Will save half damage); Search DC 26; Disable 
  Device DC 26. 
  APL 4 (EL 3) 
  � Inflict Moderate Wounds Trap: CR 3; magic 
  device; touch trigger; automatic reset; spell effect 
  (inflict moderate wounds, 3rd-level cleric, 2d8+3, DC 13 
  Will save half damage); Search DC 27; Disable 
  Device DC 27. 
  APL 6 (EL 5) 
  � Poison Trap: CR 5; magic device; touch trigger; 
  automatic reset; spell effect (poison, 7th-level cleric, 
  DC 16 Fortitude save partial); Search DC 29; Disable 
  Device DC 29. 
  APL 8 (EL 6) 
  � Plane Shift Trap: CR 6; magic device; visual 
  trigger (true seeing); automatic reset; spell effect (plane 
  shift, 9th-level cleric, negative energy plane, DC 17 
  Will save negates); Search DC 30; Disable Device DC 
  30. 
  APL 10 (EL 8) 
  � Finger of Death Trap: CR 8; magic device; 
  visual trigger (true seeing); automatic reset; spell effect 
  (finger of death, 13th-level cleric, DC 20 Fortitude save 
  partial); Search DC 32; Disable Device DC 32. 
  APL 12 (EL 10) 
  � Implosion Trap: CR 10; magic device; visual 
  trigger (true seeing); automatic reset; spell effect 
  (implosion, 17th-level cleric, closest 4 targets, 1 target 
  per round, DC 23 Fortitude save negates); Search DC 
  34; Disable Device DC 34. 
   
  If the PCs show the message to Archcleric Hissler, 
  he will suggest that the PCs attend this meeting, to try 
  and stop any sabotage attempts. In this case, proceed to 
  Encounter 11. 
  ENCOUNTER 11: THY WILL BE 
  DONE 
   
  This encounter occurs shortly before noon on day 
  three at the temple. 
   
  This encounter occurs at the Sun Gardens - Location 
  I on DM Aid – Map #3 – The Truelight Temple. 
   
  This encounter may proceed very differently, based 
  upon the PC’s tactics. The events will proceed as follows, 
  unless interrupted by the PCs: 
  • 
  (11:30 AM) Adel Sadra arrives at the Sun 
  Gardens. 
  • 
  (11:40 AM)  Tyran Stel arrives at the Sun 
  Gardens. The two clerics make small talk. 
  • 
  (11:45 AM) Cardinal Milivus arrives, unseen, at 
  a balcony overlooking the gardens. 
  • 
  (11:48 AM) Cardinal Milivus overhears Tyran 
  Stel express apprehension about his demand to 
  sabotage the ritual. He decides not to further 
  involve the two clerics. 
  • 
  (11:52 AM) Cardinal Milivus arrives at the 
  Central Atrium. 
  
   
  BIS5-06 Vanity and Vexation 
   
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  • 
  (11:54 AM) Cardinal Milivus does enough 
  damage to the ritual to disrupt it. He does it 
  subtly enough, though, that he is not noticed. 
  • 
  (11:55 AM) Sadra and Stel decide Cardinal 
  Milivus isn’t coming, and head off towards the 
  Central Atrium. 
  • 
  (12:00 noon) The ritual concludes, with no 
  effect. 
   
  Keep in mind that Cardinal Milivus would not seem 
  out of place at the altar in the middle of the ritual – 
  several senior clergy bustle around it already. He won’t be 
  noticed, while he does his dirty work. 
   
  If the PCs attend the meeting – overtly or otherwise 
  - the two clerics will notice them. Once this happens, 
  read the following: 
   
  Captain Sadra grabs the tunic of his companion, 
  and gestures emphatically in your direction. 
   
  “He spoke the truth! The outsiders seek to 
  destroy our faith.” 
   
  The clerics quickly produce several flasks from 
  their robes. “You shall not shake our brothers. For 
  Pelor’s might!” 
   
  They quickly remove the stoppers from their 
  flasks, and hurl them at the ground between you. 
  Smoke bellows forth, curling around itself. In 
  moments, it has coalesced into several fiendish 
  shapes that begin to move of their own accord. 
   
  The two clerics look at each other, in shock. 
  “Wh-what?!” Captain Stel stammers. “What have we 
  done? Why would he… what servant of the light 
  would deal with such creatures?!” 
   
  “Please! Save us from these fiends! We’ll talk!” 
   
  Please refer to DM Aid – Map #2 – Combat in the 
  Temple. As this combat begins, the PCs are 20 feet from 
  their opponents. 
  APL 2 (EL 5) 
  � Imps (3): hp 18 each; see Monster Manual page 
  50.  
  APL 4 (EL 7) 
  � Bearded Devils (2): hp 54 each; see Monster 
  Manual page 50. 
  APL 6 (EL 9) 
  � Hellcats (2): hp 72 each; see Monster Manual 
  page 50. 
  APL 8 (EL 11) 
  � Bone Devils (2): hp 110 each; see Monster 
  Manual page 50. 
  APL 10 (EL 13) 
  � Barbed Devils (2): hp 144 each; see Monster 
  Manual page 50. 
  APL 12 (EL 15) 
  � Ice Devils (2): hp 168 each; see Monster Manual 
  page 50. 
  All APLs 
  � Patrol Captain Tyran Stel: Male human Clr 5 
  (Bluff +2, Listen +5, Sense Motive +4, Spot +6); AL 
  NG. 
  � Patrol Captain Adel Sadra: Male human Clr 6 
  (Bluff +4, Listen +3, Sense Motive +3, Spot +9); AL 
  CG. 
   
  Tactics: The devils’ tactics are simple – attempt to do 
  as much damage as possible to the weakest perceived foe. 
  They will try to get next to spellcasters, in order to 
  disrupt spells. 
   
  The two clerics will not participate in the combat. If 
  the PCs are defeated, the devils will turn on them. 
   
  Once the PCs have dispatched the devils, proceed 
  with Encounter 12. 
  ENCOUNTER 12: CELESTIAL 
  FULL BACK 
   
  This encounter occurs after the PCs defeat the devils 
  unleashed by the two corrupted young clerics. 
   
  This encounter occurs at the Central Atrium - 
  Location B on DM Aid – Map #3 – The Truelight Temple. 
   
  The bodies of the fallen fiends shimmer and 
  fade from view. The two clerics approach you, and 
  fall to their knees. 
   
  “Please, spare us. We did not know that we were 
  walking so far from the light.” 
   
  The two young clerics can now relate the following 
  information: 
  • 
  For months, they’ve been hampering the 
  temple’s efforts to combat undead in the region. 
  • 
  Before the Insurrection, Pelor barely had a 
  following in the March. But with the coming of 
  
   
  BIS5-06 Vanity and Vexation 
   
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  the undead hordes, the Sky Father gained much 
  local prestige. 
  • 
  Cardinal Milivus convinced them that if the 
  undead were exterminated, the Pelorites would 
  be ‘out of a job’, and the religion would be 
  weakened. 
  • 
  Cardinal Milivus has been rearranging patrol 
  routes, so that the undead are weakened or kept 
  in check, but not entirely destroyed. 
  • 
  Last night, Cardinal Milivus mentioned that he 
  needed the Rite of Clarity to be sabotaged, for 
  the good of the Temple. The two clerics are 
  naïve, but they felt funny about this request, and 
  refused. 
   
  Once the PCs have gotten the identity of the big bad 
  guy, and understand what is really going on, continue 
  with this: 
   
  Suddenly, Captain Stel turns ashen, looking 
  past you to the balconies above. “Cardinal Milivus,” 
  he whispers in shock. 
   
  A loud noise rings from above – the thud of a 
  door being slammed, followed by the sound of 
  someone running away. 
   
  Assuming they give chase, continue: 
   
  The echo of Cardinal Milivus’ steps seems to be 
  always just ahead of you, as you pursue him through 
  the halls of the Temple. You know you are getting 
  closer to the central atrium, as the sound of the 
  rhythmic chanting is getting louder and louder.  
   
  You round a corner, and see him for the first 
  time. The Cardinal is already halfway down the 
  stairs, running as fast as he can towards the altar at 
  the center of the ritual. The chanting clerics recite 
  their rhythmic mantras all around him, much 
  louder than they were before. All about the arena, a 
  strange glow fills the air, and the sun overhead 
  seems oddly bright. 
   
  You move to follow Cardinal Milivus, or to get a 
  clean shot, when a large form interposes itself, 
  blocking the way. 
   
  “Stop!” The angel regards you with a stony look, 
  its hands firmly gripping its huge radiant 
  greatsword. “You may not enter this sacred place, 
  until the ritual is complete.” 
   
  The PCs can attempt a Diplomacy check (DC 25) to 
  convince the solar that Cardinal Milivus is trying to 
  sabotage the ritual. If they point out that he is running 
  like mad toward the center of the ritual, they can get a +4 
  circumstance bonus on this check. Also, for each bit of 
  evidence that is mentioned, increase this bonus by +2. If 
  the check is made by a paladin or by a cleric of Pelor, they 
  can get a +4 class bonus to this check. Each attempt takes 
  a full round.  
   
  The PCs can attempt an Intimidate check (DC 40) 
  against the solar, but it is highly unlikely that they will 
  succeed. Angels are not easily bullied. 
   
  If the PCs do not convince the solar within three 
  rounds, the Cardinal will have enough time to reach the 
  altar and sabotage the ritual. Proceed with Conclusion A. 
   
  Once the PCs have convinced the solar of Cardinal 
  Milivus’ guilt, proceed to Conclusion B. 
  CONCLUSION A 
   
  This conclusion occurs if the PCs do not keep 
  Cardinal Milivus from sabotaging the ritual. This sample 
  ending text assumes that the PCs do not discover the 
  identities of the culprits. It should be altered to fit the 
  actual outcome. 
   
  The voices of the chanting Pelorites rise sharply 
  in volume, and then, in perfect unison, go silent. All 
  of their faces are upturned towards the sun, which is 
  now at its highest point in the sky. Its rays bathe the 
  courtyard as if it was a midsummer’s day, instead of 
  the beginning of winter.  
   
  Suddenly, murmurs start flowing throughout 
  the crowd. The white and gold robes of the clerics 
  flutter as an icy cold wind blows through the 
  courtyard. Above, the glow of the sun appears to 
  dim, until it is no different than normal. 
   
  There is suddenly a hand on your shoulder. 
  “Come with me, quickly,” says Archpriest Hissler. 
   
  The Archpriest leads you back to his sanctum, 
  once more. As you enter, you find Father Sollus and 
  another man – adorned in the blue and black of the 
  Bissel Free Companies – waiting for you within. The 
  man’s tunic is torn and bloodstained. 
   
  “This messenger just arrived,” Father Sollus says 
  with a nod of greeting. “We thought you should hear 
  this, as well.” 
   
  The messenger takes a deep breath. “My unit 
  was attacked by a great force of undead, a little to the 
  north. They wiped us out… but not before trouncing 
  every garrison between here and Thornward. Our 
  forces have been decimated.” 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 24 
   
  Father Sollus looks distracted, as he paws 
  through a large pile of notes. “I don’t know what 
  happened. The weapon didn’t have any effect. It’s as 
  if the ritual never happened.” 
   
  “The 1
  st Davoniya battle and Srinivan Heavy 
  Horse are heading for here, as we speak,” the 
  messenger continues. “But they will not get here in 
  time. My orders are to gather all able men and 
  women, and rally to the field. We will hold them 
  back long enough for Truelight to be evacuated.” 
   
  Archpriest Hissler looks at each of you in turn, 
  obviously saddened. “No rest for the weary, it would 
  seem.” He turns back to the messenger. “Nightwatch 
  will stand with you, until the end.”   
   
  With that, you are left to begin preparations to 
  depart once more. You can only wonder at what 
  consequences may be right around the corner and 
  how the tide of battle may turn. 
   
  For their service, each PC is granted 50 gp by the 
  Bissel Ruling Council. 
   
  As well, they receive the ‘Church Inquisitor of Pelor’ 
  item on the Adventure Record if they uncovered the 
  corruption of Cardinal Milivus. 
   
  They also receive the ‘Contemplative of Pelor’ item if 
  they have interacted with the solar before the end of the 
  adventure. 
  The End 
  CONCLUSION B 
   
  This conclusion occurs if the PCs successfully track 
  down the culprits, follow Cardinal Milivus to the ritual, 
  and convince the solar of his guilt. 
   
  The solar listens to your words, and a look of 
  anger crosses its face. It turns, and its gaze focuses 
  on the running cleric. It reaches out, and mutters a 
  few arcane syllables. Its visage grows cold, and a 
  look of anger crosses its face. 
   
  If the PCs succeed in Spellcraft checks (DC 24 and 
  17) they can tell that the solar used a wish spell, followed 
  by its detect thoughts ability. 
   
   “You will not darken this place any longer”, 
  bellows the enraged angel. “His judgment is upon 
  you!” 
   
  Its enormous muscles flex, and it hurls its huge 
  greatsword into the air. The blade flies unerringly, 
  and strikes Cardinal Milivus. The force of the blow 
  tosses the cleric to the ground like a rag doll. His 
  lifeless body comes to rest mere inches from the 
  altar, the angel’s blade still embedded in his back. 
   
  The voices of the chanting Pelorites rise sharply 
  in volume, and then, in perfect unison, go silent. All 
  of their faces are upturned towards the sun, which is 
  now at its highest point in the sky. Its rays bathe the 
  courtyard as if it was a midsummer’s day, instead of 
  the beginning of winter.  
   
  Suddenly, murmurs start flowing throughout 
  the crowd. On the altar at the center of the atrium, a 
  tiny glass orb glows with a brilliant yellow light. As 
  everyone watches, the glow intensifies, until it is as 
  brilliant as the sun above. The light abruptly flares 
  up, and a shimmering wave of force flows from the 
  orb. As it passes by, you feel its warmth surround 
  and permeate you. You feel the very hand of Pelor 
  upon you. 
   
  And then, as suddenly as it came, the light is 
  gone. The glass orb is dark, but in its wake the entire 
  courtyard appears to glow with a radiance of its own.  
   
  Two days pass. You are milling about the 
  temple, watching the clerics go about their daily 
  rituals, when there is a hand on your shoulder. 
   
  “It is amazing how quickly things return to 
  normal,” says Archpriest Hissler. “Even those two…” 
  He gestures, and you see Tyran Stel and Adel Sadra 
  amongst the crowd of clerics. “Led astray, but none 
  sing the hymns of the Sky Father louder than they. 
  One day, it will be as if this never happened.” 
   
  The Archpriest leads you back to his sanctum, 
  once more. As you enter, you find Father Sollus and 
  another man – adorned in the blue and black of the 
  Bissel Free Companies – waiting for you within. 
   
  “This messenger just arrived,” Father Sollus says 
  with a nod of greeting. “We thought you should hear 
  this, as well.” 
   
  The messenger takes a deep breath. “We don’t 
  know what happened. Forces stationed near 
  Thornward report seeing a great light in the 
  southern sky. The undead they were fighting just… 
  turned to dust. Evard’s forces between Thornward 
  and Rhomstaff have been decimated.” 
   
  Father Sollus looks distracted, as he paws 
  through a large pile of notes. “I don’t know what 
  happened. The weapon wasn’t supposed to… this is 
  completely unexpected. Pleasant, but unexpected.” 
   
  “The 1
  st Davoniya battle and Srinivan Heavy 
  Horse have been pushing the hordes back north, 
  away from the capital,” the messenger continues. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 25 
  “All of the remaining battles are marching on 
  Thornward. My orders are to gather all able men and 
  women, and rally to the field.” 
   
  Archpriest Hissler looks at each of you in turn, 
  obviously pleased, and chuckles quietly. “No rest for 
  the weary, it would seem.” He turns back to the 
  messenger. “Nightwatch will stand with you.”   
   
  With that, you are left to begin preparations to 
  depart once more. You can only wonder at what 
  consequences may be right around the corner and 
  how the tide of battle may turn. 
   
  For their service, each PC is granted 50 gp by the 
  Bissel Ruling Council. As well, they also receive the 
  following items on the Adventure Record: ‘Bissel 
  Military Commendation’, ‘Church Inquisitor of Pelor’, 
  and ‘Favor of the Church of Pelor’. 
   
  They also receive the ‘Contemplative of Pelor’ item if 
  they have interacted with the solar before the end of the 
  adventure. 
   
  They also receive the ‘Touched by Pelor’s Hand’ item 
  if they were at or near the Central Atrium of the temple 
  when the weapon activated. It is possible for the party to 
  split up, and only some PCs receive that effect. 
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3 
  Defeat the undead 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 9 
  Survive the ceiling trap 
   
  APL 2: 60 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 120 xp. 
   
  APL 10: 120 xp. 
   
  APL 12: 120 xp. 
  Encounter 10 
  Survive the magical trap 
   
  APL 2: 60 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 150 xp. 
   
  APL 8: 180 xp. 
   
  APL 10: 240 xp. 
   
  APL 12: 300 xp. 
  Encounter 11 
  Defeat the fallen clerics’ minions 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Discover the identities of the fallen clerics 
   
  APL 2: 65 xp. 
   
  APL 4: 87 xp. 
   
  APL 6: 110 xp. 
   
  APL 8: 132 xp. 
   
  APL 10: 155 xp. 
   
  APL 12: 177 xp. 
  Discretionary roleplaying award 
   
  APL 2: 25 xp. 
   
  APL 4: 48 xp. 
   
  APL 6: 70 xp. 
   
  APL 8: 93 xp. 
   
  APL 10: 115 xp. 
   
  APL 12: 138 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 26 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional adventure, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 3: 
  APL 2: L: 20 gp, C: 0 gp, M:  Ring of Counterspells (333 
  gp), Wand of Inflict Light Wounds (62 gp). 
  APL 4: L: 20 gp, C: 0 gp, M:  Ring of Counterspells (333 
  gp), Wand of Inflict Moderate Wounds (375 gp). 
  APL 6: L: 0 gp, C: 0 gp, M:  Chain Shirt +1 (104 gp), 
  Elixir of Fire Breath (91 gp), Ring of Counterspells (333 
  gp), Unguent of Timelessness (12 gp), Wand of Inflict 
  Moderate Wounds (375 gp). 
  APL 8: L: 0 gp, C: 0 gp, M:  Chain Shirt +1 (104 gp), 
  Elixir of Fire Breath (91 gp), Goggles of Day (375 gp), 
  Ring of Counterspells (333 gp), Unguent of Timelessness 
  (12 gp), Wand of Inflict Serious Wounds (937 gp). 
  APL 10: L: 0 gp, C: 0 gp, M:  Styptic Chain Shirt +1 (770 
  gp), Elixir of Fire Breath (91 gp), Goggles of Day (375 
  gp), Helm of Glorious Recovery (466 gp), Ring of 
  Counterspells (333 gp), Unguent of Timelessness (12 gp), 
  Wand of Inflict Serious Wounds (937 gp). 
  APL 12: L: 0 gp, C: 0 gp, M:  Styptic Chain Shirt +1 (770 
  gp), Elixir of Fire Breath (91 gp), Goggles of Day (375 
  gp), Helm of Glorious Recovery (466 gp), Ring of 
  Counterspells (333 gp), Unguent of Timelessness (12 gp), 
  Wand of Inflict Critical Wounds (1750 gp). 
  Conclusion:   
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 20 gp, C: 50 gp, M: 395 gp – Total: 465 gp 
  (450 gp). 
  APL 4: L: 20 gp, C: 50 gp, M: 708 gp – Total: 778 gp 
  (650 gp). 
  APL 6: L: 0 gp, C: 50 gp, M: 915 gp – Total: 965 gp 
  (900 gp). 
  APL 8: L: 0 gp, C: 50 gp, M: 1852 gp – Total: 1902 gp 
  (1,300 gp). 
  APL 10: L: 0 gp, C: 50 gp, M: 2984 gp – Total: 3034 gp 
  (2,300 gp). 
  APL 12: L: 0 gp, C: 50 gp, M: 3797 gp – Total: 3847 gp 
  (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Bissel Military Commendation: You have been 
  granted a commendation in the Great Army of Bissel. 
  Please contact the Bissel Triad for further details. 
  � Church Inquisitor of Pelor: This PC has uncovered 
  and purged corruption from within the Church of Pelor. 
  If the PC is or becomes a member of the Nightwatch 
  meta-organization, this fulfills the special requirement 
  for the Church Inquisitor prestige class for followers of 
  Pelor. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 27 
  � Contemplative of Pelor: This PC has met a solar in 
  the service of the Sky Father. This fulfills the special 
  requirement for the Contemplative prestige class for 
  followers of Pelor. 
  � Favor of the Church of Pelor: This favor counts as 
  an Influence Point with the Church of Pelor in Bissel. 
  The PC can spend this favor to gain access (Frequency: 
  Any) to purchase any one, and only one of the following 
  items/upgrades (circle when chosen): cloak of resistance +2 
  to +4, gem of brightness, globe of sunlight
  LM, lesser strand of 
  prayer beads, pearl of power (1
  st level to 4
  th level), phylactery of 
  undead turning, sacred scabbard
  CW, +4 ability boost item 
  from DMG, armor/shield special abilities (angelic
  BOED, 
  blinding, death ward
  CA, ghost ward
  LM, sacred
  BOED), weapon 
  special abilities (ghost touch, sacred
  LM).  
   
  If you also possess Favor of the Churches of Heironeous 
  and Pelor from BIS5-03 Trials and Triumphs, you may spend 
  both favors at once and instead choose from the 
  following list: rings (freedom of movement, shooting stars), +6 
  ability boost item from DMG, armor/shield special 
  abilities (ghost touch), bracers of dawn
  CW, lantern of revealing, 
  sun blade, weapon special abilities (disruption, ghost strike
  LM, 
  heavenly burst
  BOED, holy, sacred burst
  LM). Mark this favor as 
  USED once it has been spent. 
  � Touched by Pelor’s Hand: This PC was present at 
  the Rite of Clarity, when Pelor’s wrath was released upon 
  Oerth, and has been permanently affected. 
   
  Your skin glows softly with a radiant aura of white 
  light. This radiance sheds light as a common lamp, 
  providing bright light to a radius of 5 feet and shadowy 
  illumination to 10 feet. This aura detects mildly as good. 
   
  Good creatures automatically recognize the radiance 
  surrounding you as a mark of what you have achieved for 
  the forces of good. You gain a +2 divine bonus on all 
  Diplomacy and Sense Motive checks made when 
  interacting with good creatures. 
   
  It is impossible for this PC to hide in shadows or 
  darkness, and the PC suffers a -10 divine penalty to other 
  Hide checks and Bluff checks to seem inconspicuous, as 
  the aura naturally draws attention. A darkness spell can 
  temporarily counter this radiance effect. Illusion magic 
  such as disguise self or alter self cannot hide it – the altered 
  form will still radiate light. This effect can be removed via 
  remove curse, wish, or miracle. 
  Item Access 
  APL 2: 
  • 
  True Holy Symbol [Pelor]  (Regional; Planar Handbook) 
  • 
  Wand of Cure Light Wounds (Regional; DMG) 
  • 
  Wand of Inflict Light Wounds (Adventure; DMG) 
  • 
  Ring of Counterspells (Adventure; DMG) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Oil of Greater Magic Weapon +2 (Regional; DMG) 
  • 
  Potion of Shield of Faith +5 (Regional; DMG) 
  • 
  Wand of Inflict Moderate Wounds (Adventure; DMG) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Divine Scroll of Restoration (Regional; DMG) 
  • 
  Unguent of Timelessness (Adventure; DMG) 
  • 
  Elixir of Fire Breath (Adventure; DMG) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Oil of Greater Magic Weapon +3 (Regional; DMG) 
  • 
  Wand of Inflict Serious Wounds (Adventure; DMG) 
  • 
  Goggles of Day (Adventure; Libris Mortis) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Divine Scroll of Hallow (Regional; DMG) 
  • 
  Styptic Chain Shirt +1 (Adventure; CW) 
  • 
  Helm of Glorious Recovery (Adventure; MH) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  Staff of Healing (Regional; DMG) 
  • 
  Oil of Greater Magic Weapon +4 (Regional; DMG) 
  • 
  Wand of Inflict Critical Wounds (Adventure; DMG) 
   
   
   
   
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 28 
  APPENDIX ONE – THE TEMPLE OF PELOR 
   
  The letter designations of locations in this appendix correspond with locations marked on DM Aid – Map #3 – The 
  Truelight Temple. Many other locations exist within the temple – it is a fully-functioning home for hundreds of clergy – 
  but only those of importance to this module are detailed here. 
   
  A. Entrance – The temple stands prominently on top 
  of the central hill in the middle of Truelight, Capital 
  Township of the Barony of Nightwatch. 48 marble 
  steps lead from the street up to the front 
  entranceway of the temple – one for each of the 
  hero-protectors that fell defending the town during 
  the Insurrection. A pair of armed Nightwatch guards 
  is always stationed here. 
  B. Central Atrium – Resembling an amphitheater, the 
  central forum of the temple is open to the sky. It is 
  surrounded by a number of raised tiers and 
  balconies. This is where the Rite of Clarity – a week-
  long ritual before the coming of winter - is 
  performed. 
  C. Chapel – This is the primary location of worship at 
  the temple. Masses are held daily at noon, when the 
  sun is highest in the sky, and the chapel is always 
  packed with both clergy and local worshippers. At 
  dawn and dusk, clergy can be found here performing 
  other daily rituals. 
  D. Library – Despite it’s respectable size, the library is 
  full to less than a quarter of its capacity. This is due 
  to the relatively young age of the temple. 
  E. Archcleric’s Sanctum – This chamber is the 
  personal space of the Archcleric. It contains both an 
  office and living quarters. 
  F. Reliquary – This chamber is guarded at all times by 
  Pelorite acolytes, as many important artifacts are 
  stored 
  here. 
  It 
  is 
  strongly 
  warded 
  against 
  dimensional travel and evocation magic – an effort 
  to prevent theft or destruction of the contents. 
  G. Vault of Forbidden Magic – This sub-chamber of 
  the Reliquary is accessible only by a hidden door, 
  and is only known to senior members of the clergy. 
  Dangerous and evil items that are confiscated by the 
  Nightwatch patrols are secreted here, until they are 
  destroyed. This chamber is warded similarly to the 
  main room of the Reliquary. 
  H. Offices – These chambers serve as office space for 
  the cardinals and administrative staff within the 
  temple. 
  I. 
  Sun Gardens – This windowed room is full of 
  various plants, many not native to Bissel. Protected 
  from the elements, the plants remain healthy even 
  through the harsh winters in the Marsh. It is a 
  popular hang-out spot for clergy, especially during 
  those grey months. 
  J. 
  General Living Quarters – These small chambers 
  house the low-ranked clergy at the temple. They 
  contain little more than a bed and a footlocker. 
  K. Visitor’s Quarters – These chambers are reserved 
  for guests of the temple. While they are fairly 
  meager, they are still substantially larger than the 
  general quarters. They each contain a bed, 
  footlocker, armoire, writing desk, and chair. The PCs 
  are housed here during their stay. 
  L. Senior Staff Quarters – These living chambers 
  house the higher-ranked clergy, except for the 
  Archcleric. They each contain a bed, footlocker, 
  armoire, writing desk, and chair. 
  M. Captain’s Stel’s Room – One of the Senior Staff 
  Quarters. This one belongs to Captain Stel. 
  N. Captain Sadra’s Room – One of the Senior Staff 
  Quarters. This one belongs to Captain Sadra.
   
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 29 
   DM AID – MAP #1 – COMBAT AT THE GATES 
   
   
  DM AID – MAP #2 – COMBAT IN THE TEMPLE 
   
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 30 
  DM AID – MAP #3 – THE TRUELIGHT TEMPLE 
   
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 31 
  DM AID – MAP #4 – CAPTAIN STEL’S ROOM 
   
   
  DM AID – MAP #5 – CAPTAIN SADRA’S ROOM 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 32 
  PLAYER HANDOUT 1 – PERSONAL LETTER FROM CAINLAN 
  RASHEDRA 
   
   
  My dear friend, 
   
   It would appear that once more I find you in Pellak just when 
  I am in need of assistance. A friend has asked me for a favor, 
  and to fulfill it I must ask one of you. Please assemble a team of 
  adventurers, and meet with me as soon as possible at the 
  headquarters of the Bissel Free Companies. The nature of 
  this errand requires me to send you on your way as quickly as 
  possible, so please do not keep me waiting. 
   
   My page will await your answer, and can provide you with 
  directions, if needed. However, I do not expect that you will need 
  them. 
   
   I will understand if you cannot meet with me, but I will be 
  greatly disappointed. 
   
     
   
   
   
   
   
   
   
  Cainlan Rashedra 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 33 
  PLAYER HANDOUT 2 – LETTER FROM BARON RASHEDRA 
   
  [Insert PC name], 
   
   Based upon the recommendation of your commanding officer, 
  and the convenience of your being in Pellak, you have been 
  selected for a mission of utmost importance. 
   
   You are hereby ordered to assemble a team of reliable 
  adventurers, and meet with me as soon as possible at the 
  headquarters of the Bissel Free Companies for briefing. The 
  nature of this errand requires me to send you on your way as 
  quickly as possible, so do not keep me waiting. 
   
   My page will await your response, and can provide you with 
  directions, if needed. I will be greatly disappointed if you cannot 
  meet with me. 
   
     
   
   
   
   
   
  Baron Cainlan Rashedra 
   
   
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 34 
  PLAYER HANDOUT 3 – LETTER FROM CAINLAN RASHEDRA 
   
  Dear [Insert PC name], 
   
   Through word of mouth and a few mutual friends, your 
  name has found its way to me. Based upon such words of praise, 
  and the convenience of your being in Pellak, I would like to 
  request a favor. 
   
   Please assemble a team of reliable adventurers, and meet 
  with me tomorrow morning at the headquarters of the Bissel 
  Free Companies, and I will tell you what I can. The nature of 
  this errand requires me to send you on your way as quickly as 
  possible, so please do not keep me waiting. 
   
   My page will await your response, and can provide you with 
  directions, if needed. 
   
   I will understand if you cannot meet with me, but I will be 
  greatly disappointed. 
     
   
   
   
   
   
  Baron Cainlan Rashedra 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 35 
  PLAYER HANDOUT 4 – DRALTHUS’ SKETCH 
   
  This is a sketch of the symbol Dralthus saw on the person of the cleric leading the Nightwatch patrol he 
  encountered: 
   
   
   
  PLAYER HANDOUT 5 – LIST OF THE PATROL CAPTAINS 
   
  Ashseri Buran 
  Turnther Polenth 
  Alelye Redmond 
  Adel Sadra 
  Tyran Stel 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 36 
  PLAYER HANDOUT 6 – PELORITE SECRET SOCIETIES 
   
  After studying the history, you have learned the following about the five major Pelorite societies at the temple: 
   
  Order of the Murky Chalice – A secret society in the purest sense of the word, the 
  members of the Order of the Murky Chalice believe that they alone know what it means to 
  be a follower of Pelor. Efforts to pierce the veil of secrecy have mostly failed, but it is 
  known that aspirants to the order drink wine from a sacred chalice just before their 
  ordination. It is also known that members grant unusual significance to natural bodies of 
  water – it is thought that viewing Pelor’s light as it is reflected off the surface of the water 
  is somehow meaningful to such clerics. Members of the Order of the Murky Chalice do 
  not symbolize their membership through ornamentation. 
   
  Seekers of the Endless Sky - The Seekers of the Endless Sky are a loose, but sizable, 
  affiliation of Pelorites that search for an ideal known as the ‘Endless Sky’. However, the 
  exact nature of this ideal is a much debated topic amongst their number. To some, the 
  Endless Sky is a state of mind – most likely one of pure reflective thought. To others, it is a 
  physical location – possibly a demiplane of air and positive energy. Regardless of the 
  correct answer – if there is one – the Seekers spend much effort trying to learn what they 
  can about their faith, so that they may taste nirvana. Many seekers identify themselves by 
  wearing a circular disk of clear crystal behind their holy symbols. 
   
  Seers of the Unclosing Eye – The adherents of the Unclosing Eye take the metaphor of 
  Pelor watching over the world to an extreme: they believe that His light is the light of 
  clarity, and He keeps knowledge of everything it touches. The self-styled ‘Seers’ practice 
  many obscure divination rituals. Some Pelorites believe that this knowledge is not meant 
  to be known. As such, few of the Seers of the Unclosing Eye will admit to their 
  membership in this fraternity, but most carry with them a pendant that looks like a 
  stylized symbol of Pelor with an eye, rather than a face – tradition says that Pelor can see 
  through the pendants, even into the darkest of shadows. 
   
  Sunwhisperers - The Sunwhisperers are a faction shrouded in secrecy. Their roots can be 
  traced back to the early 500 CY time period, when a small group with the same name in the 
  Tusmit converted from the worship of Azor’alq. To this day, the organization is still made 
  up exclusively of Pelorites of Baklunish heritage. The secrecy surrounding their goals and 
  motivations, they claim, is due to the hostile nature the March had towards the Baklunish 
  in recent history. Critics claim that the mystery only validates claims of untrustworthiness 
  towards the nationality. Sunwhisperers do not tend to identify themselves publicly. 
   
   
  Vigilant Flame - The label ‘secret society’ is a bit of a misnomer for the Vigilant Flame. 
  This sect – popular with paladins and more militant clerics – espouses the virtues of taking 
  the battle to the enemy, rather than waiting for him to attack first. They take their name 
  from a passage in the Pelorum Triumphus scrolls, one of the oldest known Pelorite texts – 
  ‘…and the true sword shall be the light, and the vigilant flame shall strike down the 
  darkness’. Members of the Vigilant Flame have been known to sheathe their holy symbols 
  in continual flame spells to advertise their brotherhood. 
   
   
   
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 37 
  PLAYER HANDOUT 7 – MAP OF THE PATROL ROUTES 
   
  This is a map of the territories covered by the five patrol routes starting from the temple in Truelight. 
   
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 38 
  PLAYER HANDOUT 8 – HINTS FOR THE INVESTIGATION 
   
  You’ve been recruited to help solve a mystery, and it looks like you are stumped. Here are a few hints to get you 
  going: 
   
  • 
   The necromancer Dralthus encountered a Nightwatch patrol in Rhomstaff. If you can figure out which Patrol 
  Captain led that group, you will have uncovered a link into whatever is going on behind the scenes. 
   
  • 
  It is important that you complete your investigations quickly – the ritual must complete as planned. 
   
  • 
  Archcleric Hissler will not let you search private quarters without just cause. Follow up on every lead, so that 
  you may obtain that proof. 
   
  • 
  Talk to everyone around the temple. You never know who might have valuable information. 
   
  • 
  Keep track of everything you are told. Seemingly unimportant information may allow you to eliminate a 
  suspect. 
   
  • 
  Dralthus mentioned a particular symbol that the Patrol Captain bore. If you could identify this symbol, you 
  might learn something about that cleric. Perhaps someone knowledgeable at the temple can help you with 
  this. 
   
  • 
  It might be helpful if you knew everything possible about the Patrol Captains. Ask everyone what they can tell 
  you about them. 
   
  • 
  Each patrol covers different ground in Northern Bissel. It would be helpful for you to identify the spot where 
  Dralthus encountered the patrol. Perhaps someone in close contact with the patrols could tell you more. 
   
  • 
  Each Patrol Captain belongs to a faction within the church. It could be helpful to learn more about these 
  factions. Perhaps someone scholarly within the temple could help. 
   
  • 
  If the Patrol Captains return to the temple, you might want to speak with them. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 39 
  PLAYER HANDOUT 9 – PATROL CAPTAIN STEL’S JOURNAL 
   
  These are interesting excerpts from a journal found within Patrol Captain Stel’s chambers: 
   
  20 Planting 595 CY (about 7 months ago) 
   
  I’ve been trying to wrap my head around what my master told me, and I admit that 
  it’s starting to make sense. 
   
  Before the war, there was little faith in the Sky Father in the March. As terrible 
  as it was, however, it gave us a purpose, and gave people a reason to believe. 
   
  There are those within the temple that want to wipe the entire undead horde out, 
  as quickly as possible. If we do that, he told me, we will eliminate our reasons for being 
  here. The people won’t need to believe in the faith any longer. 
   
  I think I’ve convinced myself. This must be done. 
  1 Growfest 595 CY (about 6 months ago) 
   
  I encountered my first necromancer today, since I agreed to the plan. I eliminated 
  his foul minions, and almost took him down, too. I remembered, at the last minute, and 
  led the patrol off the field. The men didn’t seem to care much, – I just told then that 
  our orders were to let him live, so he could put some scare into Evard. 
   
  My master was furious. He warned me to be more subtle, next time, lest someone 
  figure it out. 
  27 Goodmonth 595 CY (about 3 months ago) 
   
  I think I’ve fully reconciled with the truth – we are doing the true work of the 
  Sky Father. We are the true believers. 
  4 Brewfest 595 CY (about 2 months ago) 
   
  I think I’ve convinced Captain Sadra into helping out. He seemed skeptical, at first, 
  and threatened going to the Archcleric. I told him that Hissler may BE the enemy, and 
  he seemed moved by that. I think he will be a good asset. 
  28 Ready’reat 595 CY (2 days ago) 
   
  I am off for another patrol – I will be lucky if I can make it back in time for the 
  ritual. 
   
  My master just sent us a note, but I’m already running late. I’ll read it along the 
  way. 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 40 
  PLAYER HANDOUT 10 – MESSAGE TO PATROL CAPTAIN SADRA 
   
  This note was found within Patrol Captain Sadra’s room. The broken wax seal bears the symbol of Pelor. 
   
   
  28 Ready’reat 595 CY 
   
   
  Captain Adel, 
   
   
  Our efforts have been noble and fruitful, but they are not enough. The more 
  we work for Pelor’s interests, the more our enemies work against us. Desperate 
  times call for desperate action. 
   
   
  I want you and Captain Stel to meet with me once you return from your 
  patrols. Meet me in the Sun Gardens just before high noon. I must speak with 
  you before the Rite of Clarity concludes. 
   
   
  I have decided that the Rite of Clarity is just a tool of those that would see 
  our faith disappear from the March. We have no recourse but to make sure that 
  it does not conclude as planned. We must also insure that it appears to work – 
  the appearance will satiate the ignorant. 
   
   
   
  We will discuss the particulars when we meet. 
   
  Yours in His Light 
  
   
  BIS5-06 Vanity and Vexation 
   
  Page 41 
  BIS5-06 Vanity and Vexation - Critical Events Summary 
   
  1) Did the PCs interfere in the negotiations between Lady 
  Saralind and Dralthus? 
   
   
   
  2) Did Dralthus convince Lady Saralind to grant his demands? 
   
   
   
   
  3) Was the Cardinal successfully unmasked? 
   
   
   
   
  4) Was the weapon successfully used? 
   
   
   
   
   
   
   
  If you run this event in December of 2005 or January of 2006, please e-mail the results from this sheet to a member of 
  the Bissel Triad by February 1st, 2006, or have the Senior DM of your event do so. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/595/Normal Scenarios/BIS5-06 - Vanity and Vexation (APL 2-12)/BIS5-06 - Vanity and Vexation.pdf