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 the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  BIS5-IS1 
   
   
   
   
   
   
  Lizards in the Mist 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bissel Regional Introductory Adventure 
  Version 1.4 
   
  By Jay Babcock 
  Concept by Dashiell Anderson, Jay Babcock, and Jon Sedich 
  Playtested by Dashiell Anderson, Crystal Babcock, Phil Bonder, Lee Burton, and Erin Osborn 
   
   
   
  An undercover agent has disappeared in Thornward, lost behind enemy lines. You’ve been recruited to find out what 
  happened to him, but you don’t even know why he was there. Can you retrace his movements, finish his work, and get 
  out alive? An introductory LG adventure set in the March of Bissel. 
   
  
  BIS5-IS1 Lizards in the Mist 
   
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  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  PREPARATION 
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA table tracking form, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  LIVING GREYHAWK LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. 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 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  
  BIS5-IS1 Lizards in the Mist 
   
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  # 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 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 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 you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  INTRODUCTORY ADVENTURES  
   
  Welcome to Living Greyhawk and the March of Bissel. 
  This document is an introductory adventure designed to 
  introduce characters and players to Living Greyhawk in 
  general and the Bissel campaign in particular. As such, it 
  can only be played by 1
  st level characters. Higher level 
  characters must play standard regional, meta-regional, or 
  core adventures. This adventure is only playable at APL 2. 
  TIME UNITS AND UPKEEP  
   
   
  This is a standard one-round introductory Regional 
  adventure, set in the March of 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. 
  ADVENTURE BACKGROUND 
   
  The Mist Chameleons are an organization of spies 
  based out of the barony of Misty Hills. Their members 
  work for the Margrave and the Bissel Ruling Council on 
  a regular basis. 
   
  Recently, a Mist Chameleon agent has been on 
  assignment in Thornward, investigating an enemy 
  installation of strategic importance. When he attempted 
  to infiltrate the facility, he triggered a trap and was 
  subdued. Now, he is a prisoner within the complex. 
   
  The Mist Chameleons are troubled that an agent has 
  disappeared, and want to recover him. However, they fear 
  that the agent's identity may have been compromised, 
  and his captors may be looking out for other agents. So, 
  they set up a ruse to bring several 'unknown' adventurers 
  to them, in hopes that they could undertake the mission 
  without discovery. 
  ADVENTURE SUMMARY 
   
  The PCs are hired on to guard a fake convoy, heading 
  into the Misty Hills. They are stopped by a number of 
  Mist Chameleon agents, and taken to Baroness Imycina, 
  leader of their organization. She recruits them to help 
  recover the missing agent. 
   
  The PCs travel to Thornward, locate the agent's safe 
  house, and contact one of the agent's assets. This leads 
  them to contact the Thornward resistance, who admit to 
  
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  selling the agent information about a secret entrance to a 
  nearby enemy facility. The PCs then infiltrate the 
  installation, locate the missing agent, and flee to safety. 
  Introduction: Double Crossed - PCs are escorting a 
  convoy through the Barony of Misty Hills. They are 
  stopped by Mist Chameleon agents who wish to take 
  them to the Baroness. 
  Encounter 1: Take Me to Your Leader - PCs meet 
  Baroness Imycina. She admits that the Mist Chameleons 
  funded the fake convoy to bring the PCs to them. She 
  asks them to help find and recover a missing Mist 
  Chameleon agent. She needs to use individuals outside 
  the Mist Chameleon organization, as anyone that could 
  have trapped the first agent may be looking for other 
  agents. 
  Encounter 2: Ebb and Flow - PCs travel into 
  Thornward with a Mist Chameleon guide. Some of the 
  history of Bissel and the Evard conflict are related by the 
  guide. 
  Encounter 3: Any Port in a Storm - PCs search the 
  missing agent's safe house, and find a clue that reveals the 
  location of one of his 'dead drops', a location where he 
  could anonymously exchange information with his field 
  contacts. 
  Encounter 4: Water Under the Bridge - PCs find the 
  dead drop spot, and can exchange information with the 
  missing agent's anonymous contact. If they ask the right 
  questions, they learn that he was last meeting someone in 
  the Stone Wind Taproom. 
  Encounter 5: Resistance is Futile - PCs investigate the 
  Stone Wind Taproom, a local tavern where a number of 
  local resistance members meet. They learn that the agent 
  purchased information about a nearby installation held 
  by Evard's forces. 
  Encounter 6: An Ominous View - PCs stake out the 
  enemy installation, and learn something of the 
  inhabitants. They catch a glimpse of one of the powerful 
  undead that Evard commands. 
  Encounter 7: Entrance Exam - PCs locate the secret 
  rear entrance to the installation, and defeat a puzzle to 
  gain entrance. 
  Encounter 8: A Tangled Web - PCs locate the missing 
  agent, and face a trap that protects his cell block. They 
  defeat it to gain entrance and free him. 
  Encounter 9: Fourth and Goal - PCs try to escape with 
  the recovered agent, and run into some installation 
  guards. 
  Conclusion: Perchance To Dream - PCs awake in their 
  beds, ready for another day of traveling with the convoy 
  they have been escorting. They do not remember the 
  mission as anything but a dream. A note of gratitude is 
  the only proof that something occurred. 
  NOTE TO DMS 
   
  This scenario requires some physical preparation 
  before being run. Player Handout 1 – The Coded Note 
  contains a number of gray blocks. These sections of the 
  handout should be cut out of the page ahead of time. If 
  this is not done, the associated puzzle can not be solved as 
  intended. 
  INTRODUCTION: DOUBLE 
  CROSSED 
   
  “It’s just a short trip”, said the man with the scar 
  on his left cheek. “A few days overland, a quick trip 
  across the hills, and you’re home free. Double the 
  normal pay.” He took a deep swig from his tankard, 
  and continued with a reassuring smile. “Nothing to 
  it.” 
   
  In retrospect, perhaps you’ll think twice before 
  accepting work from someone who is smiling, while 
  telling you how easy it will be. 
   
  You are two days out of the township of 
  Sareden. You were hired on to guard a caravan 
  carrying textiles to Cullen Drae. The first part of the 
  journey was easy, following the Low Ridge Path 
  towards Falsford. Then, the caravan master headed 
  out of the Sardee River valley, and into the Barony of 
  Misty Hills. 
   
  The Misty Hills live up to their reputation. It is 
  a region of wooded hills with a frequent mist 
  obscuring the paths within. You don’t see how 
  anyone could navigate through this maze, but the 
  caravan master constantly reassures you that he 
  knows exactly where you are. 
   
  All you can see are the drifting mists, and all you 
  can hear besides the creaking of the wagon wheels is 
  the soft sound of wind blowing between the hills. To 
  pass the time, you’ve gotten to know the other 
  guards of the caravan. 
   
  The PCs can take this opportunity to introduce 
  themselves. When they have finished, continue on: 
   
  “Just a bit farther now,” muses the caravan 
  master. “A bit farther and you won’t have to worry 
  about these damnable mists any more.” 
  
  BIS5-IS1 Lizards in the Mist 
   
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  As if on cue, a sudden sound pierces the fog. 
  From just off the path, to the left, comes an eerie 
  melody. Someone nearby is whistling. 
   
  The caravan master brings the horses to a halt. 
  You look to him for an explanation, but he just 
  shrugs and smiles. The whistling stops, and is 
  replaced by an ownerless voice. 
   
  “Oh, now don’t go blaming him,” says the 
  disembodied voice. “His job was just to bring you 
  here. Nothing too sinister. Hey... hey, now... hands 
  off the blades. Believe me, you’d hit the ground 
  before you could pull ‘em.” 
   
  There is movement, obscured by the mists. 
  Moments later, a cloaked figure steps into view. You 
  see other shapes moving all around you, just past 
  the limits of vision, hinting at the other dozen or so 
  people watching you. 
   
  The leader throws back his hood, revealing 
  strong Baklunish features. “Allow me to introduce 
  myself. I am called Siraleth. You may call me that, as 
  well.” He bows slightly. “The lady wishes the 
  pleasure of your council. You will come with us, 
  please?” 
   
  This is Siraleth, a Mist Chameleon agent. That is, of 
  course, not is real name; Any PC can instantly realize that 
  the name doesn’t sound typically Baklunish, and anyone 
  that speaks Ancient Baklunish can tell that ‘Siraleth’ is 
  similar to an old Baklunish phrase meaning ‘last hope’. 
   
  Siraleth has been sent to bring the PCs to the 
  Baroness, Lady Imycina Trefeloess. 
   
  The PCs may try to question Siraleth, but this will 
  get them nowhere.  Answering questions was not part of 
  his orders, and so he will not do so. The most they can get 
  out of him are these snippets: 
  • 
  The lady wishes them brought to her unharmed. 
  His allies will only harm them in self-defense, 
  and he would not recommend forcing such a 
  situation. 
  • 
  The lady is his mistress. Anything more they 
  wish to know about her, they will need to get 
  from her directly. 
  • 
  He does not know what she wants of them. 
  Even if he did know, he would not tell them, as 
  it was not part of his orders. 
  • 
  He arranged the fake convoy that brought them 
  here. The nature of the lady’s business required 
  that the PCs be hired under false pretenses. 
   
  Siraleth will not take no for an answer. His mistress 
  has ordered that the PCs be brought to her, and he is 
  extremely loyal. If the PCs wish to attack him and his 
  agents, the PCs are quickly subdued. They wake up in a 
  shoddy inn room, in Sareden. The adventure is over for 
  them. 
   
  If the PCs agree to accompany Siraleth, continue on 
  with Encounter 1. 
  All APLs 
  � Siraleth: Male human Rog5 (Bluff +12, Sense 
  Motive +13); AL NG. 
  � Mist Chameleon Agents: Rog2; hp 14. 
  ENCOUNTER 1: TAKE ME TO 
  YOUR LEADER 
   
  The caravan master gives a nod of farewell, and 
  the wagons continue moving down the road without 
  you. Siraleth beckons for you to follow, and the 
  cloaked figures silently fall in formation around 
  you. 
   
  Your guide leads you down a long, well-traveled 
  road. Every so often you can make out a tall, dark 
  form, crowned by the glow of mist-piercing torch 
  fire, about a dozen yards off of the trail.  Siraleth 
  notices your interest, and gestures towards one of 
  the structures. “Watchtower Road,” he says, to no 
  one in particular. “Reminder of dark times. Darker 
  than these.” 
   
  The midday sun is at peak when the trail opens 
  up before you, and a small village comes into view. 
  The sounds of civilization are a welcome change 
  from the silence of the hills. Children are at play, 
  and from somewhere nearby comes the peal of a 
  smith’s hammer. 
   
  Siraleth leads you to a tavern, where hot meals 
  await you, before wordlessly heading off to attend to 
  his own business. The locals are friendly and easily 
  engage you in idle conversation, but you can’t shake 
  the feeling that you are under constant scrutiny. 
   
  The PCs may be interested in questioning a few of 
  the locals. Keep in mind that these people are very loyal 
  to Lady Imycina and the Mist Chameleons, and the 
  answers they give are carefully measured as such. The 
  following information is available: 
  • 
  This is the village of Borderwatch. It is named 
  for it’s proximity to the Watchtower Road, 
  which guards the borderlands of the barony. 
  
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  • 
  The lady that Siraleth mentioned is someone of 
  importance... but they won’t say whom. They 
  expect that the PCs will be meeting her very 
  shortly, and she can introduce herself. 
  • 
  The men that are escorting them are Bissel 
  patriots. They are the eyes and ears of the 
  March, and can be trusted. 
  • 
  A 
  number 
  of 
  Bissel 
  organizations 
  are 
  represented here. The PCs can notice the 
  insignias of the Great Army, the Bissel Free 
  Companies, and even a few from the Guild of 
  the Arcane Path. However, they are still loyal to 
  Imycina and the Chameleons, first and 
  foremost. 
   
  When the PCs are ready to continue, continue 
  reading: 
   
  Well-fed and rested, you are met in the early 
  afternoon once more by Siraleth. He leads you to the 
  edge of the village, where a number of men are 
  assembled with loaded packhorses. He passes the 
  reins of a horse to each of you, and then starts up a 
  steep trail into the mist-shrouded hills. 
   
  You hike for hours. At many points the trail 
  becomes treacherous, and the pace is slow. At others, 
  you are mildly aware that you are backtracking. You 
  are pretty sure that it would be impossible, if not 
  foolhardy, to find one’s way through the Misty Hills 
  without a guide. These men, however, traverse them 
  without hesitation. 
   
  Dusk is approaching as you reach your 
  destination. Cresting a ridge, you look down upon a 
  large valley, relatively empty of the ever-present 
  haze. Nestled within is a town. The architecture is 
  older than most in the region, and in the light of the 
  setting sun, looks breathtaking. 
   
  Siraleth passes your pack horses off to other 
  men, and the train continues off towards the town. 
  He stands near you, for a moment, taking in the 
  scene. “Mistyvale,” he sighs. “Our capital. Count 
  yourselves as fortunate. Few outsiders ever get to see 
  her.” With that, he leads you onwards. 
   
  You are led to an opulent estate near the edge of 
  town. The gates are adorned with the serpent crest 
  of the Barony. Heavily-armed soldiers stand guard, 
  only nodding slightly at Siraleth as you pass into the 
  grounds. 
   
  He leads you through the manor into a study. 
  On the wall behind the desk is a large emblem of 
  two vertical bars - one red and one white - behind a 
  large curved lizard. Sitting at the desk is a middle-
  aged woman with soft Oeridian features. Around 
  her neck is a religious emblem - a small black mask. 
  She spends several minutes finishing the letter she 
  is writing, before looking up. 
   
  “My friend, back so soon? You never cease to 
  amaze me.” She slowly looks your group over, 
  smiling to herself and nodding. “You were right... 
  they will be perfect.” 
   
  For the first time, she looks directly at you. 
  “Please, come and sit with me. I am Imycina, 
  Baroness of the Misty Hills. I asked that you be 
  brought here, as I have a proposition for you.” 
   
  “These are dark times, and dark times require 
  that every good patriot do their part. Besides being 
  the ruler of these lands, I also lead an organization 
  called the Mist Chameleons. Our agents serve as the 
  eyes and ears of Bissel, seeking information that 
  others would prefer remain hidden behind closed 
  doors. Perhaps you can understand why I could not 
  just ask you to come. Secrets beget secrets.” 
   
  “Therein lies the problem, I fear. Since the wars, 
  the old capital city of Thornward has been occupied 
  by a number of military forces, remnants of a past 
  better put behind us. Just when it looked like the 
  city would be turned back over to us, the 
  Necromancer took the city by force. His banners 
  still fly over its heights.” 
   
  “One of our agents was on assignment within 
  the city. We have not heard from him in over a week, 
  and I am worried. Worse, if he has been caught, the 
  possibility exists that his cover has been blown. If I 
  send in a team of my agents... well, let’s just say that 
  they might be expected.” 
   
  “Here is where my offer comes in. I would like 
  you to find out what has become of our agent, and if 
  at all possible, retrieve him. Where a team of Mist 
  Chameleons may be noticed, you will blend right in. 
  You are all at the beginning of promising careers, 
  but not experienced enough to attract attention.” 
  She gestures towards your guide. “Siraleth will 
  accompany you. He will be able to help you from the 
  shadows. 
  In 
  exchange, 
  you 
  will 
  be 
  well 
  compensated.” 
   
  She sits down on the edge of her desk, and looks 
  you over, reading your reactions. “Have I caught 
  your interest?” 
   
  The PCs can make a Knowledge[religion] check (DC 
  10) to identify Lady Imycina’s holy symbol as that of 
  
  BIS5-IS1 Lizards in the Mist 
   
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  Johydee, goddess of deception, espionage, and protection. 
  She is not widely worshiped in Bissel. 
   
  The PCs may want to ask Lady Imycina a few 
  questions. She can impart the following information: 
  • 
  The missing agent was operating under the code 
  name “Grey Egg”. 
  • 
  The agent had set himself up within Thornward, 
  and was looking for possible military weak 
  points. 
  • 
  Until eight days ago, the agent was checking in 
  every two to three days. 
  • 
  The PCs will be paid at least 50 gp for 
  investigating the disappearance, and more 
  depending upon what the mission demands. 
   
  If the PCs decline the offer, Lady Imycina thanks 
  them for their time, and has them escorted back to 
  Border Watch. The adventure is over for them. 
   
  If the PCs accept the offer, continue on with 
  Encounter 2. 
  All APLs 
  � Lady Imycina Trefeloess: Female human 
  Rog5/Clr10 (Bluff +17, Diplomacy +24, Sense 
  Motive +23); AL NG. 
  ENCOUNTER 2: EBB AND 
  FLOW 
   
  The next morning at dawn, fast mounts are 
  waiting for you at the Trefeloess stables. Without 
  hesitation, 
  you 
  are 
  quickly 
  underway. 
  By 
  midmorning, you are back on the Watchtower Road, 
  following it into the fens of Cullen Drae. A day later, 
  you cross into Thornward Province. 
   
  Siraleth is much more talkative now - not 
  exactly a quality one expects in a secret agent. 
   
  “When we get to the city, don’t do anything 
  stupid, no matter what you see. Dark things roam 
  the streets, and the law is behind them.” He shakes 
  his head. “Believe me, I’d be thinking the same 
  thing… just rush in and put them out. We just can’t 
  do it… not now.” 
   
  “That there is the Fals River. Be careful not to 
  cross it... terrible things lurk on the other side.” His 
  solemn gaze holds yours for a moment, before he 
  bursts into laughter. “No, no... I’m kidding. Nothing 
  but the Bramblewood on the other side. Means we’re 
  close to Thornward, though.” 
   
  “This is tough country, though. A lot of these 
  people signed away their souls in Baatezu blood 
  when the Ketites came through. It’s been hard for 
  the rest of Bissel to forgive them. Memories are 
  long.” 
   
  Following 
  the 
  river, 
  traffic 
  picks 
  up 
  substantially as you near Thornward. Soon, the great 
  gates come into view. A steady stream of people 
  flows in and out of the city, under the watchful gaze 
  of several soldiers in lacquered full plate armor. 
   
  Siraleth dismounts, and turns to the rest of your 
  group. “So, how do you want to go about getting 
  inside?” 
   
  The PCs need to come up with a plan for getting 
  inside the city undetected. This should not be difficult at 
  all, but they don’t know that. Feel free to play up the 
  tension. 
   
  The simplest way is to just walk through the front 
  gates. The traffic is heavy enough, and the guards 
  unmotivated enough that the PCs will never be noticed. 
   
  If the PCs spend time looking about, they can find 
  several other gates into the city. These gates have fewer 
  guards watching them. However, the traffic through 
  these gates is also substantially slower, and so the guards 
  pay closer attention. 
   
  Let the PCs sweat it out. At worst, the guards will 
  rough them up a bit, before turning their attention to 
  something else. 
   
  If the PCs ask Siraleth for advice, he laughs, and says 
  that ‘sometimes an answer can be found, just by paying 
  attention’. If the PCs study the guards from afar, they can 
  see that they aren’t really paying attention to the travelers 
  coming and going. 
   
  Once the PCs get by the gates, continue with 
  Encounter 3. 
  ENCOUNTER 3: ANY PORT IN 
  A STORM 
   
  Siraleth leads you through the streets of 
  Thornward. At this time of the day the city is alive 
  with 
  activity, 
  though 
  somehow 
  the 
  whole 
  atmosphere is subdued and depressing. 
   
  Every so often you get a clear glimpse of 
  Thornward Keep, it’s battlements rising high above 
  the city proper. A crest, almost identical to the red 
  and white of the Bissel heraldry but for an inverted 
  
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  rook, flies over its peaks - a grim reminder of the evil 
  that lurks within. 
   
  If the PCs can make a Knowledge[local - Sheldomar 
  Valley] or Knowledge[nobility and royalty] (DC 10) they 
  can identify the crest as belonging to Evard, the 
  Necromancer. Evard adopted the crest presumably to 
  mock the current leadership of the March. 
   
  You follow closely behind Siraleth, as he makes 
  his way down a maze of back alleys. Suddenly, he 
  stops at a nondescript residence and knocks on the 
  door. He pauses for a moment, apparently counting 
  to himself, and then knocks again with a slightly 
  different pattern. A young woman opens the door, 
  and greets Siraleth warmly. “Garith, it is good to see 
  you! And these must be the children. Come, get out 
  of the cold. We have so much catching up to do...” 
  She ushers you inside, and closes the door behind 
  you. 
   
  As soon as you are all inside, the woman’s 
  demeanor 
  changes 
  entirely. 
  “Who 
  are 
  they, 
  Siraleth?” She asks with displeasure, pointing at you. 
  “I don’t like surprises.” 
   
  The agent turns to you, his voice calm. “Why 
  don’t you all head upstairs? I will join you in a 
  moment.” 
   
  The stairs lead to an upstairs bedroom that 
  takes up the entire upper floor. There are two beds, a 
  writing desk, an armoire and a closet. At first glance, 
  the only sign that this room has been used is a small 
  stack of books sitting on the desk, but upon closer 
  examination, you can see that some clothing hangs 
  in the closet, as well. 
   
  A few minutes pass, and Siraleth rejoins you. “It 
  is as we feared... Grey Egg left here eight days ago, 
  and hasn’t returned.” He sighs, and seems lost in a 
  moment of thought. “Well, let’s look about, and see 
  if we can find any sign of where he was going.” 
   
  Siraleth can provide the following information, if 
  the PCs decide to question him: 
  • 
  This is a Mist Chameleon safe house. It was 
  established before the Ketite invasion, and has 
  remained here in secret ever since. If Evard 
  knows about this place, he hasn’t acted on that 
  knowledge. 
  • 
  The woman downstairs is the keeper of the 
  house, a Mist Chameleon sympathizer. He 
  doesn’t know her name, nor has it ever been 
  offered. She keeps out of the agents’ business, 
  and doesn’t know anything helpful. 
  • 
  The housekeeper called him ‘Garith’, and them 
  the ‘children’. This is merely a code phrase, used 
  to verify who they were. 
  • 
  Grey Egg used this room up until he 
  disappeared. 
   
  A successful Search check (DC 15) allows a PC to 
  notice a series of small runes carved around the edges of 
  the room. They can then make a Knowledge[arcana] 
  check (DC 15) to determine that the runes are some sort 
  of protection against scrying and divination magic. 
   
  The armoire and closet contain clothing for a 
  medium-sized humanoid of slender build. In particular, 
  the PCs can notice that there are only enough sets for a 
  few days. 
   
  There are three books on the desk. The first is a work 
  of fiction named “Open Doors and Broken Locks”. The 
  second is “Swords or Plowshares”, a philosophical work 
  about economics. The third is “Marine Life of the Nyr 
  Dyv”, a treatise on the undersea world of the Lake of 
  Unknown Depths. There is also an inkwell and blank 
  sheet of parchment on the desk. 
   
  On a Search check (DC 20) a PC can find a concealed 
  switch in the armoire. If they push the switch, a muffled 
  click is heard from the closet, and a section of one of the 
  floor boards there can be lifted. Beneath is a hidden 
  compartment containing a folded sheet of parchment. 
  Give the PCs Player Handout 1 - The Coded Note. 
   
  The most noticeable feature of this note is the 
  seemingly random cut out sections. However, if the PCs 
  read the note, they may draw a connection between the 
  note and the third book on the desk. If they ask to see 
  page 21, give them Player Handout 2 - The Book Excerpt. If 
  they lay the holes in the note over the page of the book, 
  they should get the following message: 
  Grey Egg - 
  Happy to work with you. 
  Dead drop at Thrushriver Bridge 
  Under third overhang from east end. 
  Be safe. 
  If the PCs are having trouble with this puzzle, and they 
  ask Siraleth for help, he will tell them that to decode a 
  Mist Chameleon message one usually needs a decoder 
  key. Grey Egg would have had such keys among his 
  possessions, so the key must be something here in the 
  room.  
   
  When the PCs decode the message, proceed to 
  Encounter 4. 
  
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  ENCOUNTER 4: WATER 
  UNDER THE BRIDGE 
   
  Siraleth looks over your shoulder at the newly-
  decoded 
  message. 
  “Excellent... 
  this 
  may 
  be 
  something we can use. I don’t know who Grey Egg 
  was contacting, but now we know how.” 
   
  “This gives the location of a ‘dead drop’, a 
  hidden cache in plain sight. If Grey needed to get a 
  message or something small to this contact, he 
  could leave it at this bridge.” He points to the 
  decoded note, emphasizing his point. “Then the 
  contact would come by and collect it. The two never 
  even have to meet.” 
   
  “I think we should contact the author of this 
  note. Get over to that bridge, and leave him our own 
  message. Find out what he knows.” 
   
  “I’m going to see what else I can dig up on our 
  missing agent. When you’ve learned something, 
  meet me back here. Don’t do anything stupid.” 
   
  If the PCs head over to the bridge described in the 
  coded message, continue on with this: 
   
  Leaving the safe house behind, you once more 
  make your way through the streets of Thornward. As 
  before, people pay you little attention. 
   
  A few blocks away, you find a small covered 
  bridge, traversing little more than a stream. A 
  tarnished copper sign reads “Thrushriver Crossing”. 
   
  As you walk under the cover of the bridge, you 
  realize that you cannot easily see anything going on 
  outside the bridge, and as well, anyone outside 
  cannot see you. 
   
  Reaching under the third overhang from the 
  left, you feel a small shelf. This must be the location 
  described in the note. Within the hidden space you 
  find a small piece of folded parchment. It contains a 
  message - “Have not heard from you in a while. 
  Please write me back. Love, your sweetheart.” 
   
  The PCs can use this location to exchange messages 
  with Grey Egg’s secret contact. If they place a message in 
  the hidden space under the bridge overhang, and leave 
  the bridge for an hour, their message will be replaced 
  with a reply from the contact. 
   
  If the PCs want to keep a close eye on the bridge 
  after leaving a message, describe a number of random 
  people crossing the bridge - for example: 
  • 
  A few children with their mother, carrying 
  buckets of water. 
  • 
  A patrol of skeletons, led by a priest of Nerull. 
  • 
  A couple of drunks, singing bawdy tavern songs. 
   
  In all cases, describe how they only disappear from 
  view for a few seconds, before reappearing on the other 
  side of the bridge. None of these are actually the contact, 
  whom will remain unseen for now. 
   
  This is a list of likely questions the PCs may ask the 
  contact, and suggested replies: 
  Who are you? - Darling, they say a proper lady never tells, 
  and a gentleman never asks. 
  Why are you helping us? - Oh, my sweetheart... I long for 
  the day there is not such distance between us, and we can 
  be married. 
  What was Grey Egg looking for? - My dearest, I know there 
  are those that would keep us apart forever. Perhaps we 
  can find a way to change their minds. Or at worst, steal 
  away in the middle of the night. 
  Where is Grey Egg? - My love, I told you that he meant 
  nothing to me. It has been over a week since I’ve even 
  spoken to him! If you do not believe me, contact Kendal 
  at the Stone Wind Taproom - an old friend of the family. 
  I’m sure he will provide no resistance to your inquiries. 
   
  If the PCs ask questions outside the bounds of this 
  list, the contact will respond that either they don’t know, 
  or aren’t telling. 
   
  Regardless, if the PCs ask about Grey Egg’s current 
  whereabouts, they will have a new destination - the Stone 
  Wind Taproom. If they decide to head there, proceed to 
  Encounter 5. 
  ENCOUNTER 5: RESISTANCE 
  IS FUTILE 
   
  The Stone Wind Taproom is a small watering 
  hole, halfway across the city. It must be popular; 
  despite its size, it contains a decent sized crowd. 
   
  A quick word with the bartender points you 
  towards a table near the back of the room. A man 
  with Oeridian features sits alone. 
   
  “I understand you are looking for Kendal. Why 
  would he want to be found by you?” 
   
  This is Kendal, a member of the local resistance 
  movement. If the PCs mention Grey Egg, he will relax, 
  
  BIS5-IS1 Lizards in the Mist 
   
  Page 10 
   
  and answer any questions they have. He can provide the 
  following information: 
  • 
  Grey Egg contacted him about a week and a half 
  ago. 
  • 
  The agent was looking for information on a 
  nearby building. This complex is occupied by 
  some of Evard’s soldiers, and may contain 
  sensitive information. 
  • 
  Kendal was able to provide the agent with a map 
  of the complex, including information on a 
  secret back entrance. 
  • 
  Their best intelligence suggests that Evard’s 
  minions are not aware of this other entrance. 
   
  Kendal can furnish the PCs with a copy of the map 
  he provided to Grey Egg. Give them Player Handout 3 - 
  Map of the Complex. 
   
  When the PCs head to the complex, go to Encounter 
  6. 
  All APLs 
  � Kendal: Ftr5 (Bluff +2, Sense Motive +3); AL LG. 
  ENCOUNTER 6: AN OMINOUS 
  VIEW 
   
  If the PCs head directly for the Complex, without 
  heading back to the safe house, Siraleth catches up with 
  them on his own. Read the following: 
   
  As you are making your way through the city, 
  there is a sudden whisper over your shoulder. “I 
  finally managed to catch up with you.” Siraleth steps 
  from a nearby alley. “Find anything out?” 
   
  When the PCs head to the complex, continue with 
  this next section: 
   
  You make your way to the eastern edge of town, 
  and quickly locate the complex that the missing 
  agent was supposedly investigating. Nearby, you 
  find a spot where you can discretely survey the area. 
   
  The building is several stories tall, constructed 
  of smooth grey stone. The windows are narrow 
  arrow slits, and the gates into the courtyard are 
  made of sturdy iron. A number of heavily-armed 
  soldiers linger about, and patrols of undead 
  frequently come and go. The whole place radiates an 
  aura of ‘go away’. 
   
  As you watch, a patrol of soldiers emerges from 
  the complex, led by another in a much more 
  decorated uniform. His bald head is adorned with a 
  number of patterned tattoos, and his face seems 
  locked in a perpetual sneer. As you watch, he and his 
  men pass through the gates, and head out into the 
  city. 
   
  “That’s Asper Orurn, captain of the Thornward 
  stormtroopers. All the better that he’s leaving.” 
   
  Siraleth looks over the scene, a somber look on 
  his face. “Alright, not too bad. If we can dodge past 
  those soldiers, we shouldn’t have too hard a time. 
  You can handle a few undead, right? Don’t worry 
  about their handlers... I will take care of them.” 
   
  As if on cue, the ground trembles beneath your 
  feet. From a nearby street come several more 
  soldiers, and a dark-robed priest. Behind them 
  comes a terrifying sight: a giant humanoid, standing 
  almost twenty feet tall. Its body is made of pure 
  darkness, and even from this distance you can feel 
  the supernatural cold that radiates from its body. It 
  glares at one of the priests for a moment - a horrible, 
  piercing gaze that even makes the cleric shrink back 
  a bit - and then strides into the courtyard. 
   
  “Ahh... 
  right. 
  Change 
  of 
  plans.” 
  Siraleth 
  scratches his head. “Let’s not go in that way. That 
  one is way out of my league. Any suggestions?” 
   
  The PCs can make a Knowledge[religion] check (DC 
  20) to identify the creature as a Nightwalker. If they 
  insist upon tangling with it, it kills them with barely any 
  effort. 
   
  If the PCs show Siraleth the map from Kendal, and 
  mention the secret door, continue: 
   
  Siraleth looks over the map with a careful eye. 
  “Yes... I think that could work. It’s going to change 
  our plans a bit, though. We need to get in, find Grey, 
  and get out as quickly as possible. 
   
  “I wish we could spend time searching the rest 
  of the building - I’m sure it holds some pretty 
  valuable information. But we have our priorities. 
  We’ll have to make due with whatever he already 
  learned.” 
   
  Continue on with encounter 7. 
  All APLs (EL  16)  
  � Soldiers (10): Ftr 2; hp 14; AL LE. 
  � Priests of Nerull (3): Clr 5; hp 30; AL NE. 
  � Nightwalker: Huge undead; hp 231; see Monster 
  Manual page 195. 
  
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  ENCOUNTER 7: ENTRANCE 
  EXAM 
   
  Following the map, you skirt the perimeter of 
  the complex grounds. The back side of the building 
  is separated from nearby buildings only by the 
  width of an alleyway. 
   
  You find the point noted on the map. There is 
  clearly the outline of a door here. Brushing some of 
  the grime away from the stone wall, you find a series 
  of words scratched onto the stone: 
   
  I never was very good at reading 
   
  So extra help I did require 
   
  Until they took me out, and mixed me up 
   
  Now I’m a gem of meadow and mire 
   
  Speak my name. 
   
   
  Siraleth looks over the words with a look of 
  dismay. “Blast… never liked these things, myself. 
  No argument from me if you just want to bash this 
  door open, and forget the riddle. That just means 
  they will hear us coming, and we’ll have to be faster.” 
   
  Give the PCs Player Handout 4 – Riddle on the Secret 
  Entrance 
   
  The answer to the riddle is ‘emerald’. If one of the 
  PCs speaks this word, the door will open with a click. 
   
  The door hinges are in poor condition, so the door 
  can easily be forced open. However, if they opt to do this, 
  they will not earn the experience for completing this 
  encounter. There is no keyhole, so the door cannot be 
  opened with Open Lock. 
   
  Once the PCs bypass this door, continue with 
  Encounter 8. 
  � Concealed Stone Door: 4 in. thick; hardness 8; AC 5; 
  hp 60; Break DC 15. 
  ENCOUNTER 8: A TANGLED 
  WEB 
   
  Passing through the concealed door, you find 
  yourself in a hallway. Siraleth carefully looks down 
  directions. He points down one direction. 
   
  “Alright, if this map is accurate, the prison 
  section should be down that way. If Grey Egg is 
  indeed still here, he’ll be there. See if you can find 
  him. I’ll head this way, and see if I can’t buy us some 
  time to get back out of here.” 
   
  With that, he quickly turns, cloak twirling 
  behind him, and disappears down the passageway. 
   
  When the PCs are ready to search for the prison 
  block, continue: 
   
  You make your way through the hallways of the 
  complex unhindered. At several points, you stop to 
  wait for patrols to pass, but none of them come close 
  enough to cause you alarm. 
   
  With the aid of your map, you find a door with a 
  barred window, leading into another hallway. 
  Through the bars, you can see a number of holding 
  cells. It looks like there may be someone in one of 
  the cells. 
   
  The door into the prison block is locked and trapped. 
  � Wooden Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18; Open Locks DC 20. 
  � Superior Masonry Walls: 1 ft. thick; hardness 8; hp 
  90; AC 5; Break DC 35. 
  APL 2 (EL 3) 
   
  � Poisoned Arrow Trap: CR 3; mechanical; touch 
  trigger; manual reset; lock bypass (Open Lock DC 
  30); Atk +12 ranged (1d8 plus poison, arrow); poison 
  (DC 14 Fortitude save resists, 1d4 Dex/1d4 Dex); 
  Search DC 19; Disable Device DC 15. 
   
  Within the prison block is a pair of guards. If the 
  PCs are explicitly moving silently, make Listen checks 
  for the guards. Otherwise, they will hear the PCs opening 
  the door (and possibly setting off the trap) and will be 
  waiting for them. Refer to DM Aid - Map #1 - The Prison 
  Block for the setup of this combat.  
   
  The guards will not attack until the PCs are clear of 
  the trap – they know all too well what it could do to them 
  if they were caught by it. 
   
  If the PCs make appreciable noise outside of the 
  prison, then the guards will remain to the sides of the 
  room (out of view to PCs looking through the barred 
  window in the door. Unless they have reason to 
  anticipate attack, they will not already have weapons 
  drawn when the PCs enter. 
   
  Once the door is open, the PCs may make a Spot 
  check (DC 10) to notice the guards, and act during the 
  surprise round. 
  APL2 (EL 4) 
  � Prison Guards (2): Ftr 2 (Listen +2); hp 15; see 
  Appendix One. 
  
  BIS5-IS1 Lizards in the Mist 
   
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  When the PCs successfully bypass these obstacles, 
  continue: 
   
  The door to the prison block creaks open with a 
  loud groan. The room beyond contains seven cells, 
  containing nothing more than a sleeping pallet and 
  a chamber pot. Only one of the cells is occupied. A 
  pegboard on the far side of the room contains seven 
  iron keys. Below the pegboard is a shelf holding a 
  number of small bottles. 
   
  The prisoner laying on the floor can not easily 
  be mistaken for someone else - certainly you have 
  found the agent you have been looking for. His skin 
  is a pale gray, and his oval face is featureless. His 
  thin white hair hangs partially in front of his face, 
  but through it you can see blank white eyes and a 
  number of bruises - he has obviously been tortured. 
   
  He slowly looks up at you. 
   
  This is the missing agent. The door to his cell is 
  locked, but the keys hang on the pegboard on the wall. 
   
  The shelf below the pegboard holds six clearly 
  labeled potions of cure light wounds. 
   
  If the door is unlocked without saying the password 
  (‘Gyrathum’), an alarm spell goes off. There should be no 
  way for the PCs to obtain this password. Continue with 
  the following text once that occurs: 
   
  As the cell door swings open, a blaring alarm 
  fills the air. Surely, the guards will be here any 
  moment! 
   
  The creature within the cell strains for a second, 
  and his alien gray form slowly shifts into that of a 
  nondescript human peasant. He tries to stand, but is 
  too weak to do so on his own. 
   
  When the PCs decide to make for the exit, continue 
  with Encounter 9. 
   
  Grey Egg’s injuries are heavy enough that he cannot 
  defend himself in battle, so no combat statistics are 
  needed. 
  All APLs 
  � Agent Grey Egg: Doppelganger Spy Rog6; hp 40; 
  AL NG. 
  ENCOUNTER 9: FOURTH AND 
  GOAL 
   
  You quickly retrace your path back through the 
  complex. At several points, you hear the shouts and 
  heavy footsteps of guards, but they are headed for 
  the alarm and not for you. 
   
  Coming around the last corner, you come face to 
  face with a large group of skeletal forms. Inspecting 
  the recently-opened concealed door - your only exit 
  – are two dark-robed priests, adorned with polished 
  skull-and-sickle symbols of the Reaper. Noticing 
  you, one of them turns, and grins wickedly. She 
  begins chanting a prayer in a soft, yet menacing 
  voice. 
   
  Suddenly, there is a flurry of movement and the 
  flash of a blade from the far corridor. A short sword 
  slices through two of the skeletons, and the cleric’s 
  spell turns into screams of pain. “I’ve got this one,” 
  Siraleth shouts over the crowd. “Start working on 
  those foul things!” 
   
  Siraleth will be able to dispatch one priest and a 
  number of skeletons without any trouble, leaving one 
  priest and eight skeletons for the PCs to defeat. 
   
  The hallway is only 10 feet wide here, so PCs should 
  be able to use that to their advantage, only having to deal 
  with a few skeletons at once. Refer to DM Aid - Map #2 - 
  The Prison Hallway for the setup of this combat. 
  APL 2 (EL 5) 
  � Priest of Nerull: Clr 3; hp 24; see Appendix One. 
  � Skeletons, Human Warrior (8): hp 8; see 
  Monster Manual page 225. 
   
  Tactics: The priest will hide behind his skeletons, 
  intent on letting them do his dirty work. 
   
  If he has reason to believe that one of the PCs is a 
  cleric (an exposed holy symbol, clerical robes, etc.), he 
  will bolster the undead, and then cast desecrate. 
   
  The priest will try to retain his hold person spell to 
  use in the case that a PC can directly threaten him. 
   
  In all cases, he will not use his spontaneously inflict 
  ability on any of his spells above first level - these spells 
  are too valuable to him. 
   
  If the PCs succeed, and escape with the missing 
  agent, they earn both the Favor of the Mist Chameleons and 
  Enmity of the Thornward Guard rewards. 
   
  Once the PCs opponents have been defeated, 
  continue on to the Conclusion. 
  
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  CONCLUSION: PERCHANCE 
  TO DREAM 
   
  Your foes dispatched, you hear the sound of 
  reinforcements running towards you from the 
  hallways to either side. You waste no time getting 
  through the concealed door, and out into the streets 
  of Thornward. 
   
  The morning sun streaming through the 
  window of your inn room wakes you. Yawning and 
  stretching, you survey the scene outside. The horses 
  are hitched and the wagons prepared for another 
  day of travel. Another day of this, and you should be 
  in Cullen Drae. 
   
  You spend a moment pondering the dream you 
  had last night. It was so vivid and exciting! You 
  marvel that you can recall almost every detail. Then, 
  you notice the note and bag of coins sitting on the 
  table next to the bed. 
  “My dearest heroes, 
   
  It is times like these that I resent the nature of 
  our profession. I wish that I could extend my 
  gratitude in person, but for our own security we 
  must conclude it like this. 
   
  Bed rest has done our friend well, and he will 
  make a full recovery. The knowledge he has brought 
  home will do Bissel a great service, as we hoped. If it 
  were not for you, he would not have come home to 
  us at all. 
   
  I hope the coin we are leaving will help express 
  our appreciativeness of your efforts. As well, always 
  know that we will be keeping an eye on you from the 
  shadows. 
   
   
  Good journeys and good destinations, 
   
   
  The Lady of the Mists” 
   
   
  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 8 
  Survive the arrow trap 
   
  APL 2: 90 xp. 
  Defeat the prison guards 
   
  APL 2: 120 xp. 
  Encounter 9 
  Defeat the priest and undead patrol 
   
  APL 2: 150 xp. 
  Story Award 
  Successfully answer the riddle in Encounter 7 
   
  APL 2: 20 xp. 
  Escape from the complex with the missing agent in 
  Encounter 9 
   
  APL 2: 20 xp. 
  Discretionary Roleplaying Award 
   
  APL2: 50 xp. 
  Total possible experience 
   
  APL2: 450 xp. 
  TREASURE SUMMARY 
  During an adventure, characters come upon treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), characters may return to retrieve 
  loot.  If the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter totals 
  given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  
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  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  In the case of potions, 
  they may use Spellcraft to identify them.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 8: 
  APL 2: L: 163 gp; C: 0 gp; M: potion of cure light wounds 
  x6 (4 gp each). 
  Encounter 9: 
  APL 2: L: 306 gp; C: 0 gp; M: 0 gp. 
  Conclusion: 
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed): 
  APL 2: L: 469 gp; C: 100 gp; M: 25 gp – Total: 594 gp 
  (450 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Favor of the Mist Chameleons: You have done a 
  great favor for the spies of Bissel, and they will not forget 
  it. You never know when having a hidden ally may come 
  in handy. This will have consequences in future 
  adventures. 
  � Enmity of the Thornward Guard: You have broken 
  past the security of Evard’s guards, stolen something of 
  importance, and then gotten away. The guards that failed 
  to stop you were punished for your success. They will 
  remember you. This will have consequences in future 
  adventures. 
   
   
   
  
  BIS5-IS1 Lizards in the Mist 
   
  Page 15 
   
  APPENDIX ONE – MONSTER AND NPC STATISTICS 
   
  APL 2 
  ENCOUNTER 8 
   
   
   
   
  Prison Guard: Male human Ftr2; CR 2; Medium-size 
  humanoid (human); HD 2d10+4; hp 19; Init +5; Spd 20 
  ft.; AC 17, touch 11, flat-footed 14; Base Atk +2; Grp +5; 
  Atk +7 melee (1d6+3/19-20, masterwork short sword); 
  Full Atk +7 melee (1d6+3/19-20, masterwork short 
  sword); AL NE; SV Fort +5, Ref +1, Will +0; Str 16, Dex 
  12, Con 15, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +8, Intimidate +8, Jump +4, 
  Listen +2; Improved Initiative, Improved Shield Bash, 
  Skill Focus (intimidate), Weapon Focus (short sword). 
   
  Possessions: 
  scale 
  mail, 
  heavy 
  steel 
  shield, 
  masterwork short sword. 
   
  ENCOUNTER 9 
   
   
   
   
  Priest of Nerull: Male human Clr3; CR 3; Medium-
  size humanoid (human); HD 3d8+6; hp 24; Init 0; Spd 
  20 ft.; AC 17, touch 10, flat-footed 17; Base Atk +2; Grp 
  +4; Atk +5 melee (2d4+3/x4, masterwork scythe); Full 
  Atk +5 melee (2d4+3/x4, masterwork scythe); SA 
  rebuke undead, spells; AL NE; SV Fort +5, Ref +1, Will 
  +6; Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +8, Diplomacy +6, 
  Spellcraft +6; Combat Casting, Improved Turning, 
  Martial Weapon Proficiency (scythe). 
   
  Possessions: half-plate, masterwork scythe. 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0-guidance (2), resistance (2); 1st-bless, cause fear, 
  doom, protection from good*; 2nd-desecrate*, hold person, 
  silence 
   
  *Domain spell. Domains: Evil (You cast evil spells 
  at +1 caster level.); Trickery (Add Bluff, Disguise, and 
  Hide to your list of cleric class skills.) 
   
   
  
  BIS5-IS1 Lizards in the Mist 
   
  Page 16 
   
  DM AID - MAP #1 – THE PRISON BLOCK 
   
   
  DM AID - MAP #2 – THE PRISON HALLWAY 
   
  
  BIS5-IS1 Lizards in the Mist 
   
  Page 17 
   
  PLAYER HANDOUT 1 – THE CODED NOTE 
   
   
  
  BIS5-IS1 Lizards in the Mist 
   
  Page 18 
   
  PLAYER HANDOUT 2 – THE BOOK EXCERPT 
   
   
  
  BIS5-IS1 Lizards in the Mist 
   
  Page 19 
   
  PLAYER HANDOUT 3 – MAP OF THE COMPLEX 
   
   
   
  
  BIS5-IS1 Lizards in the Mist 
   
  Page 20 
   
  PLAYER HANDOUT 4 – RIDDLE ON THE SECRET ENTRANCE 
   
   
   
  I never was very good at reading 
  So extra help I did require 
  Until they took me out, and mixed me up 
  Now I’m a gem of meadow and mire 
  Speak my name. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS5-IS1 Lizards in the Mist (3E).pdf