TEXT:  
  Cor03-03 
    
   
   
   
   
   
   
  Fury of a Cold 
  Man’s Heart 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Core Adventure 
  Circle Edit: Craig Hier, Creighton Broadhurst 
   
   
  by David Christ 
   
   
   
  Something has drawn the Old Ones attention away from his war torn border dispute with Furyondy and an old Knight 
  of Veluna seeks to gain advantage from it. An incursion into the heart of Iuz's domain has been assembled to seek an 
  item to right an old wrong. The question lingers though, how many wrongs can be justified for the greater good? A Core 
  scenario for APLs 2-12. Part Two of the To Serve the Greater Good series 
   
   
   
   
   
   
  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.  
  
  Fury of a Cold Man’s Heart 
   
  Page 2 
  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 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 scoring packet, 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 three 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. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  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, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  
  Fury of a Cold Man’s Heart 
   
  Page 3 
  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 
  following 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. 
   
  CR 
  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 
   
   
  7 
  7 
  9 
  10 
  11 
   
  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. 
  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. Three or 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 three 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 free 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. 
   
  Time Units and Upkeep 
   
  This is a standard one-round Core adventure, set in the 
  Iuz occupied lands. This event costs two Time Units to 
  play.  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 
   
  This scenario is meant to be the second part of a four to 
  five part series. Some information has been left out on 
  purpose as to not spoil future events for you the judge. So 
  please take this into account when you are running the 
  event and if it does not say why something happens then 
  the PCs just do not find any information on it. Do not 
  make up something as it may very well prove false later 
  on in the series. 
   
  
  Fury of a Cold Man’s Heart 
   
  Page 4 
  It is important to be familiar with COR2-07 Ashes of 
  Innocence. If you have time please review the adventure 
  summary of this module to better prepare. 
   
  This series deals with the Flight of Fiends, the Crook of 
  Rao, and what really happened. So before we get into the 
  summary lets lay the ground work for what is written 
  about the Flight of Fiends. In Coldeven 586 cy, His 
  Venerable Reverence, The Savior of Our Lands, Canon 
  Hazen of Mitrik, used the Crook of Rao to invoke the 
  Flight of Fiends. This ritual banished thousands of 
  demons, devils, yugoloths, and other outsiders from all 
  parts of the Flanaess. In one single act the entire power 
  structure of the Flanaess was changed forever. In all of 
  recorded history nothing has had such a widespread 
  effect on the world since the Twin Cataclysms. All that is 
  known to the general public about the ritual is the 
  following. 
   
  • 
  Canon Hazen was the focal point of the ritual. 
  • 
  It involved the College of Bishops (advisors to 
  the Canon and made up of 21 of the most 
  powerful priests in Veluna) and almost every 
  single priest of Rao in Mitrik (over 200 of them) 
  • 
  He had the aid of the Archmage Bigby 
  • 
  Some of the participants become sick after the 
  ritual and some resigned their posts. 
  • 
  Rumors that the Canon actually disappeared 
  during the ritual abound and his public 
  appearances since the Flight have been few and 
  far between. 
   
  What the players do not know (only giving you parts of 
  the truth for now on purpose) 
   
  • 
  The ritual was not nearly as successful as 
  generally believed. Hundreds of devils left 
  voluntarily and hundreds more were betrayed 
  by their own kind. 
  • 
  Three of the bishops from the College of 
  Bishops betrayed the Canon. They feared he did 
  not have the strength to do what he planned 
  and so they made a deal with the devil. They 
  each believed the greater good would be served 
  by what they were doing but of course they 
  were wrong. 
  • 
  The Crook was rendered nearly powerless by 
  the ritual. Nobody in the church knows what 
  happened exactly but the crook’s power seems 
  to have left it. 
   
  So exactly what was this betrayal you say ? Thought you 
  would never ask. Canon Hazen had a dream one night 
  and in that dream he said he was visited by Rao himself 
  and that he laid out his plan for the ritual. Of course 
  everybody cheered the next morning when that Canon 
  told them of his dream and went about preparing it as if 
  Rao himself said it to them. There were doubters though. 
  Three of them in fact. The forces of evil seized upon this 
  fact and started whispering dark promises into their ears 
  if they would only help them. All they had to do was take 
  an item into the ritual with them. This item, a medallion, 
  held the true names of 101 devils. There was more to that 
  bargain but that is all you need to know for now. Each of 
  the three priests was unaware of the others and took their 
  medallions into the ritual. The Canon started to invoke 
  the powers of the Crook and the Flight of Fiends began. 
  As the ritual progressed each of the medallions slowly 
  dissolved into mist. The devils whose names were in the 
  three items (303 of them total) were pulled from 
  wherever they were and banished back to their home 
  planes. Hundreds more left voluntarily making the ritual 
  seem much more successful then it was (why is a secret 
  for now). The mist that once was the medallions wrapped 
  itself around the left arm of each bishop. As they watched 
  in horror it seeped into the skin and formed tattoos on 
  their arms and upper chest. The tattoos were letters in 
  infernal that continually crawled around on their skin 
  forming the true names of the 101 devils that were bound 
  in the original medallion. They pulled their robes tighter 
  around them to hide their shame and continued with the 
  ritual until it ended. 
   
  This adventure deals with the descendant of one of those 
  Bishops. His name is Zelt Damascus. His father Harten 
  was a member of the College of Bishops and was one of 
  the three who betrayed his faith. His left arm was marked 
  with a curse like the others. This curse is known as the 
  ‘Mark of Cania’ and is detailed more in Appendix 2. 
  Unable to bear the shame of what he had done, Harten 
  killed himself one year after the ritual in 587 CY. Unlike 
  the Mark of Avernus from Ashes of Innocence, the Mark 
  of Cania passes to the next oldest male relative when you 
  die. So though Harten hoped to spare his family the 
  burden of his shame by taking his own life he instead 
  passed the curse to his 22 year old son Zelt. 
   
  Zelt had just finished his time as a squire to a Knight of 
  Veluna and had been knighted three days previous to his 
  father’s death. He was sleeping the night his father died 
  and was awakened by a cold breeze. He saw a ghostly 
  image of his father who reached out and touched his arm. 
  The curse quickly took hold and the runes crawled up his 
  left arm burning as they went. The image then faded 
  away. Unsure what to do Zelt hid the marks on his arm 
  and rushed home. His father’s death was considered an 
  accident and he was buried with honors in the catacombs 
  
  Fury of a Cold Man’s Heart 
   
  Page 5 
  below Mitrik. Zelt has since spent the last six years trying 
  to find out what the markings are and how to remove 
  them. He has found a lot of information that could be of 
  great value to the PCs though at the same time he is 
  unaware of his fathers betrayal at the Flight of Fiends.  
   
   
  Adventure Summary 
   
  The adventure can start in one of two ways. If a player at 
  the table has the curse from Ashes of Innocence (Mark of 
  Avernus) then it starts with a dream sequence (Handout 
  #1). The bearer of the curse sees Zelt and knows where he 
  is. The bearer will see a glimpse of the future that might 
  happen. That should be more then enough motivation for 
  him to round up his friends and head out to find Zelt. 
  The second way is refugees start streaming into Critwall 
  where the PCs are currently staying.  They speak of a 
  tattooed knight stirring up trouble and forces of an evil 
  priest of Iuz gathering up people from the countryside. 
  The priest takes them to an excavated temple where they 
  do not return from. This should get the players motivated 
  in the right direction. Even if a player has the curse you 
  can layer plot hook #2 on top of #1 to give them extra 
  urgency. 
   
  The party heads out and after a few days of travel they 
  reach the area surrounding Rishvian, a small town 
  between Molag and Delaquenn. Rishvian sits a days 
  travel my horse across the Veng River from Furyondy. 
  There they are introduced to the primary players in this 
  scenario. 
   
  Zelt Damascus – Knight of Veluna. Son of Harten 
  Damascus original bearer of the Curse of Cania. He 
  believes that if he can get Aaront into the Temple in 
  Rishvian he can remove the creature from him, which in 
  turn will remove the curse for him. He believes that 
  saving Aaront will make up for whatever transgression 
  his father did. He is focused on that task and will try to 
  get the PCs to help him sneak into the temple. He is part 
  of Rojan’s forces and 3
  rd in command of the Knights. No 
  one knows about his curse or his plan to break into the 
  temple.  
   
  Aaront – Small child who seems to follow those who are 
  cursed from the Flight of Fiends. He contains a creature 
  known as Theron within himself. For some reason the 
  child cannot be harmed and always seems to find his way 
  back to the side of the person with the curse he is 
  following. 
   
  Alijah  – Lesser Boneheart. High Priestess of Iuz. Leader 
  of the now reclaimed Temple of Blood. She is gathering 
  sacrifices to reanimate the army of Golems within the 
  temple. She plans on taking out her superior and 
  eventually taking her place as a Greater Boneheart at Iuz’s 
  side. 
   
  Sir Rojan Arden – Knight of Veluna. Zelt’s commander. 
  He is in charge of a group of knights who are 
  investigating the excavated Temple of Blood. His 
  secondary mission is the smuggling of slaves out of 
  Rishvian and over the Veng into Furyondy. He will try to 
  get the PCs to help them get as many of the slaves out of 
  Rishvian as possible. Any information they can find out 
  about the temple is a bonus. He is unaware of Zelt’s true 
  quest and if made aware he tries to find Zelt but does not 
  have much time to devote to it right now.  
   
  The PCs now have several choices. They can ignore the 
  slaves and help Zelt. He believes that by taking out the 
  temple the slaves will be easier to free even though some 
  may die while they are infiltrating the temple. Rojan will 
  want to rescue as many slaves as possible now and then 
  go after the temple. Which choice the PCs make effects 
  what happens in the middle of the event. The two paths 
  rejoin near the end of the scenario. The party must stay 
  together at this point. They may want to split up and do 
  both but there is not enough time. Keep them together. 
   
  Track A:  Infiltration of the Temple 
   
  Zelt takes the players to a rear entrance of the Temple of 
  Blood. It is lightly guarded. Form there they can break 
  into the Temple. Once in the players will need to dodge 
  the Temple guard as they make their way to the Temple 
  of Blood. There they will find the grisly sacrifice room. 
  Drenched in the blood of hundreds who have died there. 
  Zelt locks the doors to the room and informs the PCs that 
  by placing Aaront on the altar and letting some drops of 
  blood from his wrist fall on his head it will drive Theron 
  from him. What he does not realize is that the sacrifices 
  have been empowering Blood Golems beneath the floor. 
  Before Zelt can perform the ritual they burst forth and 
  attack the PCs. At lower APL’s they will collapse quickly 
  as they were not charged up enough to fight and instead 
  some temple guardsmen will break into the room and the 
  PCs will have to fight them off.  
   
  Once the room is secure again, Zelt will place Aaront on 
  the altar and complete the ritual. He thinks Theron will 
  be destroyed. Instead he is driven into his old physical 
  form. Theron lets out a howl of maniacal laughter and 
  fades away. The party has just freed a very powerful 
  enemy. At this point the temple will start to shake. 
  
  Fury of a Cold Man’s Heart 
   
  Page 6 
  Rojan’s knights are assaulting the front gate. At this point 
  the track A and B merge back together. 
   
  Track B:  Freeing the Slaves 
   
  Zelt calls the party members fools and goes off on his 
  own. Rojan starts working with the PCs on the plan to 
  assault the guards of the slave pens. The party can do a lot 
  of scouting and information gathering. The battle is 
  tough as they have to be careful with area of effect spells 
  as to not kill the people they are trying to rescue. Once 
  the guards are defeated the Knights will start moving the 
  freed slaves into the woods. A large crash will be heard 
  from the front of the temple as large Blood Golems burst 
  forth. The party will have to defeat or hold them off while 
  the knights try to get as many slaves away as possible. At 
  this point the track A and B merge back together. 
   
  Conclusion 
   
  At this point the PCs have defeated the Blood Golems, 
  Theron has fled, and they are working there way out or 
  they have freed the slaves and are working their way into 
  the Temple.  Both groups meet and decide what they are 
  going to do now. Most of the Knights will head off to 
  escort the slaves to the muster point by the Veng. The 
  PCs can either escort away the slaves or finish taking out 
  the Temple.  
   
  Before the attack the rear entrance or before Zelt rejoins 
  the group to attack Alijah, he asks a noble looking PC for 
  a great favor. He explains that if he dies his curse will 
  pass on to his 3 year old son. He cannot let that happen. 
  If a PC agrees to take the curse he will be most grateful. 
  He will give the PC his father’s ring if they accept. The 
  assault on the Temple is pretty straight forward as most of 
  the guards have fled the insane Blood Golems already. 
  Just Alijah and the Golems under her control remain.  
   
  This module has several parts that can be very graphic at 
  times. As a judge please take into account who you have 
  sitting at your table when describing certain scenes. If 
  you have younger players at your table then for example 
  just say people are disappearing into the temple. They do 
  not need to know the details to enjoy the event.  
   
  The weather during the module is downright miserable. 
  It is snowing for most of the adventure and when not 
  snowing it is raining which quickly turns to ice as the 
  night comes. 
   
   
  Introduction 
   
  There are two different ‘hooks’ to this event. The first one 
  is used if a player at the table has the Mark of Avernus 
  from COR02-07 Ashes of Innocence. It is a dream 
  sequence detailed in Handout #1. Give this handout to 
  any player at the table who has the Mark of Avernus. It is 
  up to them if they wish to share that information with 
  the others at the table. 
   
  The second hook involves refugees streaming into 
  Critwall where the PCs are currently staying. A 
  combination of the two should be more then enough 
  motivation to get the party moving in the right direction. 
   
  The midday sun is faint and distant looking as the 
  snow slowly falls around you. The city of Critwall is 
  covered with a blanket of white and it is the most 
  peaceful the city has looked in a long time. Ducking 
  into the Twisted Tune tavern you pull up a table with 
  some friends and order some hot food to warm your 
  tummy. 
   
  Do character introductions at this point. 
   
  As enjoy your noonday meal you notice a lot of 
  ragged looking people moving down the street. They 
  are not dressed for the weather at all and look 
  completely lost.  
   
  The people in the street are refugees from the Rishvian 
  and Molag area. They could not cross the Veng River 
  with all the patrols so they headed east until they reached 
  Law’s Forge and crossed over into the Shield Lands. Most 
  are severely malnourished and have frost bitten fingers 
  and toes. If the PCs watch for a bit the local guard will 
  point the refugees in the direction of Tent Town outside 
  the city proper. Critwall is so over-populated that most 
  people new to town that do not have enough gold are 
  forced to live in tents in very poor conditions outside the 
  town wall. These people are not beggars they just have 
  nowhere else to go since Iuz has destroyed their homes.  
   
  If the PCs head out to the Tent Town area they can find a 
  lot of information from the refugees with a few coins and 
  some warm food or blankets. 
   
  • 
  They are from a small town called Rishvian. It 
  sits over the Veng River in the Horned Lands. 
  Between Molag and Delaquenn. <true> 
  • 
  A Priestess of Iuz is rounding up anybody she 
  can find from the surrounding countryside and 
  taking them into her temple. None ever come 
  
  Fury of a Cold Man’s Heart 
   
  Page 7 
  back out again. That is why they risked the 
  overland trek in the winter months. Many of 
  their friends and family members are still slaves 
  back in Rishvian. <true> 
  • 
  They believe she is feeding the captured people 
  to a demon in the temple who will rain fire 
  down upon Furyondy when sated. <false> 
  • 
  They were helped by a man called Rojan. His 
  cloak had a symbol of an old smiling man on it. 
  Religion check (DC 12) to recognize it as a 
  symbol of Rao. He had a bunch of other Knights 
  helping him but they looked like they were 
  fighting a losing battle. <true> 
  • 
  They were almost killed just a bit outside of 
  Rishvian but a black-cloaked Knight saved 
  them. He had runes on his left arm that glowed 
  in the night. He was dressed like Rojan but did 
  not act nearly as stuffy as the other knights. 
  <true> 
  • 
  An old buried temple was found just outside of 
  town about a year ago. The priestess of Iuz was 
  sent to dig it out. It is almost complete and is 
  where the captives are being taken. <true> 
  • 
  Shadows have been moving in the darkness of 
  night. People have been found without a mark 
  on them dead. <false> 
   
  This should be enough hints and motivation to get the 
  players moving towards Rishvian. It is a 6 day journey 
  there. Most of the travel is through Furyondy so is rather 
  uneventful. 
   
   
  Encounter One 
  The Town of Rishvian 
   
  After almost a weeks travel you finally arrive at 
  Rishvian. You thought the patrols would be harder to 
  avoid but they were rather light and seemed 
  preoccupied. Something definitely strange is going 
  on. The snow is falling fast now and your tracks are 
  quickly covered behind you as you move. 
   
  Rishvian is a small town that might have once been 
  home to a thousand or so people. From your vantage 
  point you can see that most of the buildings in town 
  have collapsed or burnt down. Those that are still 
  standing appear to have been converted into holding 
  cells for what you are guessing to be slaves. To the 
  north of town about a quarter of a mile you see a large 
  excavation. A large pyramid shaped temple can be 
  made out through the falling snow.   
  The PCs can make out 4 buildings where slaves are being 
  kept. They can also make out some people digging 
  around the temple but it is to far away to determine how 
  many or what they are digging up. See Appendix 3 for a 
  rough map of Rishvian.  
   
  After the PCs have watched the town for a bit they will 
  surely want to explore more. At that point Rojan and his 
  men show up. Two scouts are watching the party. Any PC 
  who is keeping watch instead of studying the city can 
  make a spot check (DC 22 + APL) to see them. The scouts 
  are very wary and cautious with the party but will not 
  make any hostile gestures towards them. They will wait 
  for Rojan to show up and then present themselves to the 
  PCs if they have not already been spotted. Rojan will 
  keep his hand on his sword but will not draw it unless a 
  PC draws his first.  
   
  �Sir Rojan Arden: male human Pal12; see Appendix 1 
  �Scouts (4): male human Ftr4/Rog4; see Appendix 1 
   
  Who are you ? Speak up now. 
   
  Rojan used his detect evil ability before showing himself 
  so he is already aware that the party is not evil. Any 
  reasonable answer will be accepted as Rojan is desperate 
  for allies right now. Any PC who makes a Spot check (DC 
  16) will notice a holy symbol on his shirt. A Religion 
  check (DC 12) will recognize it as a symbol of Rao. 
   
  So you wish to see the Old One fail as well. Good 
  good. I am Rojan Arden. Who I serve and why is mine 
  to know for now. What brings you to Rishvian ?  
   
  Rojan is looking for allies. Normally he would not be so 
  bold as to think he could take out the temple, but with 
  Iuz’s attention turned East towards the Duchy of Tenh he 
  has a rare opportunity to cause some serious damage. To 
  convince him they are on his side will require a 
  Diplomacy check (DC 14 + APL).  The DM can assign a 
  bonus or penalty up to +/- 4 based on roleplaying. The 
  following modifiers may also apply 
   
  +2 Telling Rojan you are here following the trail of 
  Refugees to help free more. 
  +4  Having a Cleric of Paladin of Rao in the party 
  +1 Per worshipper of Rao in the party 
  -2 
  Having a Cleric of Paladin of Wee Jas in the party 
  (Rojan must see their holy symbol to realize this) 
   
  If the PCs fail to convince Rojan of their intentions he 
  will allow them to stay in the camp but will not offer 
  them much help. The party’s only option at this point 
  will be to take Zelt’s offer in Encounter Two.  
  
  Fury of a Cold Man’s Heart 
   
  Page 8 
  If they gain the trust of Rojan continue. 
   
  You are a welcome sight for sure. With your help we 
  shall surely free the slaves and destroy the temple 
  below. Oh wait. I am getting ahead of myself. As I 
  said before I am Rojan Arden. Knight of Veluna in his 
  most Venerable Canon’s service. Our mission is to 
  gather information and to free the slaves of this town 
  and return them to safety over the Veng river. Our 
  secondary mission is to cause as much destruction to 
  the forces of Iuz as possible without endangering our 
  primary mission. Additional lose of life is not an 
  acceptable outcome. Will you help us in this?  Good 
  Good. We have a small base camp setup about a mile 
  away. Come with me and we shall get you warmed 
  and settled in. 
   
  Either way Rojan will take the party members back to 
  camp. If they refuse to go they will have earned the 
  distrust of Rojan and he will keep a careful eye on them 
  for the rest of the adventure. In this case Zelt will sneak 
  out to the parties camp and try to win them over to his 
  side. Adjust Encounter Two accordingly. 
   
   
  Encounter Two 
  Zelt Damascus 
   
  The camp is nestled between two hills about a half 
  mile out of town. You might have walked by it 2-3 
  times already and never noticed it. It consists of 8 
  tents and you would guess 20 or so people. Rojan 
  shows you to a tent you can use. He explains it 
  belongs to a patrol that has not returned. Your invited 
  to supper later that day and a meeting on how they 
  shall free the slaves immediately after. He then leaves 
  you to settle in. 
   
  The tent is easily big enough for 6 people to sleep in and 
  there is a spot to tie up horses outside. As the party is 
  settling in Zelt will show up to talk to them. He is one of 
  the Knights under Rojan’s command. He has some ideas 
  of his own though on what is the right thing to do. How 
  this conversation goes really depends on if a party 
  member has the Mark of Avernus and the dreams that go 
  with it. The person who has the dreams will instantly 
  recognize him as the man from the dream. Otherwise the 
  PCs may not realize he bears a curse on his arm at all until 
  he shows them. How this encounter goes really depends 
  on the questions that the PCs ask.  I have provided as 
  much information as possible but how this encounter 
  plays out is in the PCs hands. 
  As you are settling in the back of the tent opens and a 
  man in his late 20’s or early 30’s enters. He has the 
  gear of a knight on and has a large sleeved cloak on 
  over top of it. He scans the tent quickly before 
  speaking. “Word spreads fast of the new adventurers 
  found near town. May I ask what brings you here?” 
   
  If the PCs do not realize who he is he continues after 
  they give their answer. Once he shows his arm in the 
  next bit of text the questions should start flying. 
   
  I am Zelt Damascus Knight of Veluna. Bearer of the 
  curse of my father and keeper of the boy.  You hear a 
  slight ‘thump’ noise and as you look down to your 
  right you see a small boy bouncing a ball of twine off 
  the side of the tent. You have no clue where he came 
  from. 
   
  At this point Zelt pulls the sleeve covering his arm up 
  some and reveals the Mark of Cania that he bears. If a PC 
  is present with the Mark of Avernus they will both start 
  glowing softly and burning slightly. Zelt and the PC will 
  both instantly know that the other one carries a Mark. 
  The small boy is obviously Aaront and most of the PCs 
  should recognize him instantly. 
   
  Zelt’s goal is to convince the party to help sneak him and 
  Aaront into the temple. He plans on removing the 
  creature from Aaront and the curse from his arm. He will 
  play up the angle that it could remove the curse from the 
  PCs arm as well. He also believes that if they cause 
  enough confusion in the temple while they are there it 
  will increase the chances of the Knights being successful 
  in rescuing the slaves outside.  
   
  Zelt is unaware of his fathers betrayal and will take the 
  news very hard if the PCs tell him. He knew his father 
  had to have done something wrong but never imagined it 
  was something as bad as betraying the Canon.  
   
  �Zelt Damascus: male human Pal 8; see Appendix 1 
  �Aaront: male human (small boy) Com1; see Appendix 
  1 
   
  Information Zelt possesses: 
   
  Who is the boy?  I know his name is Aaront and he 
  appeared about three months ago. I know he is linked to 
  the curse on my arm in some fashion but I am not sure 
  how. He has a creature within him. You know of this?  I 
  have found that as long as I keep him within 30 feet of 
  me the creature cannot manifest. So for three months I 
  have spent almost every moment making sure he is by 
  my side. 
  
  Fury of a Cold Man’s Heart 
   
  Page 9 
  What do you know about the betrayal at the Flight of 
  Fiends?   What betrayal?  I was not even there. My father 
  was though. He belonged to the College of Bishops at 
  that time. Does this mean something to you? 
   
  How did that curse come to be on your arm?  One 
  night 6 years ago I was awakened by a cold breeze. I saw 
  an image of my father and he touched my arm. The runes 
  burned into it and then he faded away. Later I learned 
  that my father had passed away from natural causes that 
  same night and had been buried with honors in the 
  Catacombs below Mitrik in Veluna. I have searched since 
  that day for a way to remove it and find out what my 
  father did to deserve it. 
   
  What have you found so far?  The names on my arm are 
  those of devils. True names at that. They cannot be 
  removed by any means I have found yet but I think 
  something in the temple might change that.  My research 
  found that 3 medallions were made inside somewhere. I 
  think each one is the cause of a curse and that I bear one 
  of them.  The altar they were made on should remove the 
  curse from myself as well as the creature from inside the 
  boy. Though saving slaves may be a noble cause so is 
  saving the life of this boy and protecting all that come 
  near him from his terrible secret.  
   
  Do you know the medallions were used in the 
  betrayal at the Flight of Fiends?  I did not know that. 
  Are you sure?  Why would a temple of Iuz create 
  medallions that would cause his own devils to be 
  banished? That makes no sense.   
   
  Once the party is done with questions, Zelt will divulge 
  his plan to them. 
   
  I am here to ask your help. Rojan’s plan is doomed to 
  fail.  Somebody needs to draw the Temple’s attention 
  away or they will all be killed in their attempt. I have 
  a plan to sneak into the temple from the back and 
  cause as much confusion as possible. At the same time 
  this will allow us to attempt to remove the creature 
  from Aaront and hopefully the curse from my (our) 
  arms at the same time. It is against his orders but the 
  good it would do far out-weighs that fact. Will you 
  help me? 
   
  At this point the party has a choice. 
   
  If they choose to help Zelt they will take path A. Go to 
  Encounter Three – The Back Door 
   
  If they choose to help Rojan they will take path B. Go to 
  Encounter Six – Frontal Assault 
  If the players choose not to help Zelt they may rush and 
  tell Rojan what happened. He will send out his scouts to 
  find Zelt but they will turn up empty handed. If the PCs 
  manage to capture Zelt he will be put into a tent with 
  guards but will escape during the night. Rojan is not 
  happy with what Zelt wants to do but does not have time 
  to deal with him right now. 
   
  Many in the party will know the creature that Aaront 
  carries within himself. It has destroyed hundreds of 
  people and it wants out to do it again. Use this to mess 
  with the PCs from time to time. Have flames appear in 
  the boy’s eyes or his voice take on a weird tone as they 
  talk to him. Theron (the creature in him) will not show 
  up until Encounter 4 though.  For those wishing to read 
  more on what Theron is please check out the Effigy 
  listing in Monster Manual Two. 
   
   
  Encounter Three 
  The Back Door 
   
  This is the start of Path A. If the party choose to help 
  Rojan please go to Encounter Six. 
   
  I am glad for your help. Together we will break the 
  chain of this curse and restore honor to my father’s 
  name.  We must leave quickly. Rojan plans to assault 
  the slave pens at first light tomorrow. We must be 
  inside the temple and ready to strike before then. 
   
  Zelt will take the PCs to a small observation point he has 
  setup behind the temple. There is a guarded entrance that 
  leads into the temple. His plan is to attack one hour 
  before dawn. That gives the party time to do what they 
  have to and cause enough discord to help the Knights at 
  the same time. 
   
  The night creeps by slowly. The cloudless sky lets the 
  chill in and the rain that fell early now freezes on the 
  ground and trees. From your observation point you 
  can get a good look at the rear entrance and its 
  guards. They change shifts every four hours. The last 
  shift change was about an hour ago and with the 
  dawn quickly approaching your assault is fast 
  approaching. The entrance is a ten foot wide and 8 
  foot tall opening in the lower level of the temple. 
  There are no doors that you can see which explains 
  the extra security. Two guards stand to either side of 
  the door. Above the door is a wooden platform where 
  two archers sit. Two large fires flank the door and cast 
  their light out to 60 feet from the entranceway. 
  
  Fury of a Cold Man’s Heart 
   
  Page 10 
   
  You see a woman dressed in clerical attire come out 
  and speak with the guards. She appears to be a person 
  of some important. Zelt notices you paying her 
  attention. ‘That’s Alijah. Boneheart of the Old Man 
  himself. She is not one to trifle with. We should avoid 
  her for now and concentrate on our the task at hand.’  
  As you watch she goes back inside.  
   
  Zelt does not have much of an assault plan. He wants to 
  sneak up to the 60 foot darkness line then just rush the 
  guards. If a PC has a better idea he is all for it. If the PCs 
  want to attack while Alijah is outside Zelt does all he can 
  to dissuade them. It would definitely set-off an alarm in 
  the temple and would make their and the Knights jobs all 
  but impossible. Taking her out would be great but too 
  many would pay with their lives in the end. 
   
  Before they go Zelt is going to ask one or two PCs for a 
  huge favor. He will first ask the PC who bears the Mark 
  of Avernus. If he or she refuses he will then ask a priest 
  or paladin instead. He will only ask two people and will 
  try to do so in the most circumspect way possible. Zelt 
  realizes that if he dies the curse will pass on to his 3-year-
  old son. He cannot have that happen. So he asks the PC 
  to take the curse from him so this will not happen. After 
  the fight in the temple he will gladly take the burden 
  back upon himself if it is not already gone. If the PC 
  agrees he will give them his fathers ring as payment. He 
  will not offer the ring until they accept. A PC must be 
  willing to do this out of the kindness of his heart not his 
  wallet. Appendix 2 lists what the curse does by itself as 
  well as if the person taking it already has the Mark of 
  Avernus. To transfer the curse the two must clasp their 
  left forearms together and hold them for one minute. 
  What Zelt does not know is though he knows enough to 
  transfer the curse to another the recipient does not know 
  enough to transfer it back. So the PC who takes it will be 
  stuck with it for longer then he thinks. 
   
  All APL’s 
  Treasure: Ring of Damascus. See Treasure Summary or 
  Adventure Record for stats. 
   
  Once the party has their plans ready it is time to assault 
  the entrance. The PCs can take whatever precautions 
  they want before the battle starts. They can sneak up to 
  within 60 feet of the entrance without being spotted. 
  Anything further requires spot and listen checks on the 
  guards end. Once with 30 feet they are spotted by the 
  archers unless invisible. The ELs for these fights have 
  been reduced by one to take into account the 
  preparations by the PCs before the fight. See Appendix 4 
  for a map of the entrance area and temple. 
   
  The guardsmen are pretty sure of themselves and will 
  only run back into the temple when things turn really 
  against them. With a little planning and team work the 
  party should make it into the temple undetected. 
   
  At APL 8 and up there are additional guards. There are 
  Earth Elementals hidden in the walls of the Temple. 
  They are not summoned and are linked to the temple so 
  they cannot be dispelled or dismissed.  They will attack 
  once a PC with a good alignment approaches within 20 
  feet of the entrance area. 
   
  APL 2 (EL 3) 
  �Guards (2): hp 12, 11; see Appendix 1 
  �Archers (2): hp 10, 11; see Appendix 1 
  APL 4 (EL 5) 
  �Guards (2): hp 19, 18; see Appendix 1 
  �Archers (2): hp 16, 17; see Appendix 1 
   
  APL 6 (EL 8) 
  �Guards (2): hp 44, 43; see Appendix 1 
  �Archers (2): hp 39, 38; see Appendix 1 
   
  APL 8 (EL 10) 
  �Guards (2): hp 44, 43; see Appendix 1 
  �Archers (2): hp 39, 38; see Appendix 1 
  �Huge Elemental, Earth (2): hp 152, 148; see Monster 
  Manual 
   
  APL 10 (EL 12) 
  �Guards (2): hp 44, 43; see Appendix 1 
  �Archers (2): hp 39, 38; see Appendix 1 
  �Greater Elemental, Earth (3): hp 199, 198, 194; see 
  Monster Manual 
   
  APL 12 (EL 12) 
  �Guards (2): hp 44, 43; see Appendix 1 
  �Archers (2): hp 39, 38; see Appendix 1 
  �Greater Elemental, Earth (3): hp 199, 198, 194; see 
  Monster Manual 
   
  Treasure: 
   
  APL2:  L: 57 gp; C: 2 gp; M: 0 
   
  APL 4: L: 157 gp; C: 4 gp; M: 0 
   
  APL 6: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (2) (Value 196 gp per character); +1 Chain Shirt (2) 
  (Value: 224 gp per character); +1 Longsword (2) (Value: 
  386 gp per character 
   
  APL 8: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (2) (Value 196 gp per character); +1 Chain Shirt (2) 
  
  Fury of a Cold Man’s Heart 
   
  Page 11 
  (Value: 224 gp per character); +1 Longsword (2) (Value: 
  386 gp per character 
   
  APL 10: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (2) (Value 196 gp per character); +1 Chain Shirt (2) 
  (Value: 224 gp per character); +1 Longsword (2) (Value: 
  386 gp per character 
   
  APL 12: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (2) (Value 196 gp per character); +1 Chain Shirt (2) 
  (Value: 224 gp per character); +1 Longsword (2) (Value: 
  386 gp per character 
   
   
  Encounter Four 
  Temple of Blood 
   
  Once in the temple, Zelt will lead them quickly to the 
  Temple of Blood (See map in Appendix 4).  There a scene 
  right out of somebody’s nightmare will greet them. 
   
  ‘This way . . quickly’ whispers Zelt. As you round the 
  next corner the stench of death hits you like an ocean 
  wave.  
   
  All PCs need to make a Fortitude Save (DC 10 +APL) to 
  avoid the stench. If they fail they are nauseated and are –
  1 circumstance penalty to hit, damage, and skills  as long 
  as they remain in the room. 
   
  The room in front of you appears to be an ancient 
  temple that has been put into use again. A 10 foot 
  wide walkway leads out to an altar that rests on a 20 
  foot radius platform. Surrounding the platform on all 
  sides are large pools of what appears to be boiling 
  blood. In the top of the altar is a human sized 
  depression that looks to be used for sacrifices and has 
  channels to allow the blood to flow into the pools 
  around it. In the bottom of the depression are three 
  medallion-sized depressions that almost look like 
  molds. Zelt quickly motions for everybody to enter 
  the room then shuts the doors behind them. 
   
  ‘We made it. Now quickly place the boy on the altar. 
  We must let three drops of blood fall on his forehead 
  from <insert person with Mark of Cania> to drive the 
  creature from him. We . . holy father above. . “ 
  Turning to look your see a ghastly site. From the 
  pools of blood metallic creatures are rising. Standing 
  almost as tall as the ceiling their metallic skin glistens 
  in the torch light as rivulets of blood pour down 
  them. Instead of arms they have large wicked looking 
  flails.  
   
  High Priestess Alijah has been sacrificing the local 
  population to fuel the Blood Golems in the vats in this 
  room. The PCs entrance has activated them and they rise 
  without a sound from the boiling blood. At APL 2 and 4 
  they will quickly collapse back into the vats as they are 
  not powered up enough to work properly while a guard 
  patrol shows up. At APL 6 and up the party will have to 
  defeat them before they can continue with the ritual. 
  During the battle Zelt grabs Aaront and throws him 
  behind the altar. He takes up a defensive position and 
  guards him. The PCs will have to handle this fight on 
  their own. 
   
  The pools of blood are 5 feet deep. So they come up to the 
  waist on the large sized Golems and their knees on the 
  huge sized ones. 
   
  APL 2 (EL 4) 
  �Guards (2): hp 12, 11; see Appendix 1 
  �Archers (2): hp 10, 11; see Appendix 1 
   
  APL 4 (EL 6) 
  �Guards (2): hp 19, 18; see Appendix 1 
  �Archers (2): hp 16, 17; see Appendix 1 
   
  APL 6 (EL 8) 
  �Golem Blood: hp 55; see Appendix 1 
   
  APL 8 (EL 10) 
  �Golem Blood (2): hp 55, 53; see Appendix 1 
   
  APL 10 (EL 12) 
  �Advanced Golem Blood (2): hp 89, 91; see Appendix 1 
   
  APL 12 (EL 14) 
  �Advanced Golem Blood (4): hp 89, 91, 92, 88; see 
  Appendix 1 
   
   Treasure: 
   
  APL2:  L: 57 gp; C: 2 gp; M: 0 
   
  APL 4: L: 157 gp; C: 4 gp; M: 0 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L:  0 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L:  0 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L:  0 gp; C: 0 gp; M: 0 gp 
   
   
   
  
  Fury of a Cold Man’s Heart 
   
  Page 12 
  Encounter Five 
  Freedom of Theron 
   
  Once the golems or guards are defeated Zelt yells to the 
  party to hurry. Somebody has to be on the way to 
  investigate soon.  
   
  Placing Aaront on the altar once again, Zelt quickly 
  lets three drops of blood fall on the boy’s forehead. 
  With a howl a tornado of fire appears above the altar. 
  It slowly forms into the familiar figure that some of 
  you have done your best to forget. As you continue to 
  watch it changes until it looks like your average 
  looking male human in his late 40’s. ‘You fools” the 
  image spits ‘You have but freed me to walk this land 
  unhindered. For that I thank you’. With that the 
  image fades away.   
   
  Theron cannot be affected in any fashion. Nor can he 
  affect the PCs. He is but an image. His body reformed 
  elsewhere. The PCs should be fairly unhappy with Zelt 
  who is not actually very happy himself. Zelt seems very 
  disheartened by what happened. He looks to the curses 
  (on himself or others) and lets out a yell when they do 
  not vanish.  
  ‘Noooooo. It was not supposed to work like that. I 
  have paid my price. It is not fair. Not fair. I want to go 
  home. . I want to see my family. Its not fair’’ 
   
  If the PCs ask why he cannot go home he will have them 
  put their hand on his chest. They will feel no heartbeat 
  and his skin is cold as ice.  
   
  That is what the curse did to me. I am no longer the 
  man I once was. How can I comfort my wife like this? 
  How can I hold my son in my arms when my skin is 
  like that of a dead man?  
   
  At this point if somebody has the Mark of Cania he will 
  ask for it back. When it does not transfer back he gets 
  even more depressed. He tries again and again but it fails 
  each time. Slowly his sorrow turns to rage. He is 
  interrupted by a large crash that shakes the entire temple.  
   
  At this point the Knights assault to free the slaves has 
  started outside. The players can feel the temple shake as 
  large stones slam into it. In the confusion they can easily 
  sneak out the front door or back door and join the 
  knights. Proceed to Encounter Eight. 
   
   
  Encounter Six 
  Frontal Assault 
   
  This is the start of Path B. If the party choose to help Zelt 
  please go to Encounter Three. 
   
  Zelt is unhappy with the PCs choice but in the end it is 
  their choice to make. Before they go Zelt is going to ask 
  one or two PCs for a huge favor. He will first ask the PC 
  who bears the Mark of Avernus. If he or she refuses he 
  will then ask a priest or paladin instead. He will only ask 
  two people and will try to do so in the most circumspect 
  way possible. Zelt realizes that if he dies the curse will 
  pass on to his 3-year-old son. He cannot have that 
  happen. So he asks the PC to take the curse from him so 
  this will not happen. After the fight in the temple he will 
  gladly take the burden back upon himself if it is not 
  already gone. If the PC agrees he will give them his 
  father’s ring as payment. He will not offer the ring until 
  they accept. A PC must be willing to do this out of the 
  kindness of his heart not his wallet. Appendix 2 lists what 
  the curse does by itself as well as if the person taking it 
  already has the Mark of Avernus. To transfer the curse 
  the two must clasp their left forearms together and hold 
  them for one minute. What Zelt does not know is though 
  he knows enough to transfer the curse to another the 
  recipient does not know enough to transfer it back. So 
  the PC who takes it will be stuck with it for longer then 
  he thinks. 
   
  Zelt then slips out the back of the tent and leaves the 
  camp. If the PCs inform Rojan of Zelt’s plans he will send 
  out a few men to search for him but will not find 
  anything. He will shrug him off as a misguided man and 
  continue with his plans to free the slaves. 
   
  Okay. The slaves are kept in four large buildings 
  when not excavating around the temple. (See 
  Appendix 3 for map)  Our plan is to strike hard and 
  fast. Take out the guards of the slave pens then setup 
  a defensive front between the slaves and the temple 
  where the reinforcements will surely come from. We 
  have constructed several crude catapults in the woods 
  that will start lobbing rocks at the temple itself once 
  the reinforcements show. Hopefully this will cause 
  them to hole up in the temple and wait it out. 
  Hopefully by the time they realize what is going on 
  we will be miles away. We have boats waiting on the 
  Veng to ferry the slaves to freedom. Your first job will 
  be to take out the guards of one of the four slave pens 
  and then to secure the defensive line while we get 
  them out. Any questions? 
  
  Fury of a Cold Man’s Heart 
   
  Page 13 
   
  Rojan is willing to listen to the PCs suggestions but is 
  pretty much set on his plan. Anything extra they toss in 
  will be appreciated but he considers unnecessary to his 
  core plan. When finished Rojan dismisses them and tells 
  them he will send a man around to wake them when it is 
  time. 
   
  The players can do some scouting at night and talk to the 
  other Knights but they do not turn up anything unusual. 
  A lot of them seem to be talking about Zelt and where he 
  has gotten to. A guard has been setup in front of his tent 
  to guard his belongings he left behind. He will not let the 
  PCs in right now but if the PCs remember they could 
  stop through later after the fight when nobody is here. 
  The contents of the tent are detailed in the Conclusion. 
   
  The sun is barely a glimmer on the horizon when you 
  are summoned. The assault begins in 20 minutes. The 
  gathered force only numbers 18 men but from their 
  look you think they could almost take down the 
  temple by themselves. Rojan motions the group 
  forward and with barely a sound they head towards 
  Rishvian and the slave pens. Approximately 100 feet 
  away Rojan drops his arm and the force of Knights 
  surge forward. The battle is on and the time for your 
  part in it is at hand. 
   
  Each slave pen is guarded by 4 to 8 guards. If the PCs get 
  in dire straights a Knight may come over and help some 
  at the DM’s discretion. Use the stats for a Knight Scout in 
  Appendix 1.  
   
  APL 2 (EL 4) 
  �Guards (2): hp 12, 11; see Appendix 1 
  �Archers (2): hp 10, 11; see Appendix 1 
   
  APL 4 (EL 6) 
  �Guards (2): hp 19, 18; see Appendix 1 
  �Archers (2): hp 16, 17; see Appendix 1 
   
  APL 6 (EL 9) 
  �Guards (2): hp 44, 43; see Appendix 1 
  �Archers (2): hp 39, 38; see Appendix 1 
   
  APL 8 (EL 11) 
  �Guards (4): hp 44, 43, 41, 40; see Appendix 1 
  �Archers (4): hp 39, 38, 36, 34; see Appendix 1 
   
  APL 10 (EL 11) 
  �Guards (4): hp 44, 43, 41, 40; see Appendix 1 
  �Archers (4): hp 39, 38, 36, 34; see Appendix 1 
   
  APL 12 (EL 11) 
  �Guards (4): hp 44, 43, 41, 40; see Appendix 1 
  �Archers (4): hp 39, 38, 36, 34; see Appendix 1 
   
  Treasure:      
   
  APL2:  L: 57 gp; C: 2 gp; M: 0 
   
  APL 4: L: 157 gp; C: 4 gp; M: 0 
   
  APL 6: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (2) (Value 196 gp per character); +1 Chain Shirt (2) 
  (Value: 224 gp per character); +1 Longsword (2) (Value: 
  386 gp per character 
   
  APL 8: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (4) (Value 392 gp per character); +1 Chain Shirt (4) 
  (Value: 448 gp per character); +1 Longsword (4) (Value: 
  772 gp per character 
   
  APL 10: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (4) (Value 392 gp per character); +1 Chain Shirt (4) 
  (Value: 448 gp per character); +1 Longsword (4) (Value: 
  772 gp per character 
   
  APL 12: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (4) (Value 392 gp per character); +1 Chain Shirt (4) 
  (Value: 448 gp per character); +1 Longsword (4) (Value: 
  772 gp per character 
   
   
  Encounter Seven 
  March of the Golems 
   
  The battle for the slave pens is over quickly. A few 
  knights have fallen but they are being attended to. 
  Rojan is leading the groups out of town towards the 
  woods. He yells back to secure the area. The temple 
  will react quickly.  
   
  As your moving a yell comes from the temple area. 
  People are running from the front entrance. Slaves, 
  priests, and guards alike flee something from within. 
  As you watch the stone around the entrance begins to 
  crack and then finally explodes outward releasing 
  what was inside. From the dust strides large metallic 
  creatures. Their metal skin seems to glisten in the 
  morning sun from some red liquid that runs down it. 
  There must be at least a dozen of them. Some stand 
  almost 25 feet tall. Instead of arms they have huge 
  flails then spin in a hypnotic pattern of death 
  destroying all that they touch.  
   
  Boulders starting arcing in from the woods at this point. 
  A few hit the temple and cause some damage while 
  others hit the golems themselves to no effect. A Knight 
  near the party yells that they must delay them or the 
  
  Fury of a Cold Man’s Heart 
   
  Page 14 
  retreating slaves will be massacred. With a yell he urges 
  his mounts forward as the Knights try to head off the 
  golems. 
   
  At APL 2 and 4 a full powered Blood Golem would be too 
  much for the party to handle. So we have weakened some 
  of them to an appropriate challenge level. Make sure the 
  party notices the one they are fighting is damaged so they 
  do not run off after another one and get creamed. 
   
  APL 2 (EL 4) 
  �Golem Blood: hp 28 (damaged); see Appendix 1 
   
  APL 4 (EL 6) 
  �Golem Blood: hp 55 (damaged); see Appendix 1 
   
  APL 6 (EL 8) 
  �Golem Blood: hp 55; see Appendix 1 
   
  APL 8 (EL 10) 
  �Golem Blood (2): hp 55, 53; see Appendix 1 
   
  APL 10 (EL 12) 
  �Advanced Golem Blood (2): hp 89, 91; see Appendix 1 
   
  APL 12 (EL 14) 
  �Advanced Golem Blood (4): hp 89, 91, 92, 88; see 
  Appendix 1 
   
  Treasure: 
   
  APL2:  L: 0 gp; C: 0 gp; M: 0 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L:  0 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L:  0 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L:  0 gp; C: 0 gp; M: 0 gp 
   
   
  Encounter Eight 
  Wrath of the Boneheart 
   
  At this point the two paths merge back together. The 
  party that is coming from Path A will reach the outside as 
  the Knights as just finishing up the Blood Golems that 
  bashed out the front entrance. The PCs can help finish 
  them up if they wish to. Zelt fights like a man possessed. 
  Though he suffers some serious wounds he manages to 
  survive. 
   
  PCs from Path B will see Zelt and Aaront crawl from the 
  rubble of the front entrance. He is badly wounded but is 
  still able to move. Aaront does not have a scratch on him. 
  At this point if somebody has the Mark of Cania he will 
  ask for it back. When it does not transfer back he gets 
  depressed. He tries again and again but it fails each time. 
  Slowly his sorrow turns to rage. 
   
  The Knights head south towards the Veng River with 
  the newly freed slaves. The Temple is mostly in ruins 
  and bloody shards of metal litter the ground around 
  you. It has been an odd day for sure. Aaront sits on 
  the ground at Zelt’s feet. He plays with his ball of 
  twine like nothing is happening around him. An odd 
  day might be an understatement. 
   
  Aaront stands up and walks over to Zelt. He hands 
  him his ball of twine. As you watch Zelt’s skin seems 
  to take on a more rosy tone and a look of amazement 
  covers his face.  
   
  ‘How did you . . thank you’,  says Zelt. 
   
  It’s okay. I like you. Can I have my ball back? Aaront 
  takes his ball and starts playing with it on the ground 
  again. ‘You know the lady of blood is getting away 
  don’t you? She doesn’t like you very much.’  
   
  If asked what he is talking about he points towards the 
  back entrance of the temple. There the PCs will see a 
  group of people gathered around the entrance as if 
  preparing for something.  
   
  She made three more medallions like the one your 
  father had. The bad man inside me always wanted 
  one. They look pretty.   
   
  Aaront then goes back to playing with his ball and 
  ignores anything else that happens.  
   
  For those not aware of who Alijah is, Zelt will fill the 
  party in. It is a big chance to deal a serious blow to Iuz 
  and his forces here. So the party has a choice. They can 
  follow the knights to the river or they can take on the 
  remaining temple priests and guards. If they follow the 
  knights the adventure is almost over. Head to the 
  Conclusion. If they decide to attack the priests before 
  they can escape continue. 
   
  High Priestess Alijah has managed to make three more 
  medallions like the ones from the Flight of Friends 
  betrayal. She is not sure what she will do with them but 
  whatever it is cannot be good.  
   
  
  Fury of a Cold Man’s Heart 
   
  Page 15 
  With a little work the party can works its way around the 
  other side of the temple and get within 60 feet of the 
  priests without being seen. They will be able to see Alijah 
  give a medallion to a guard, another to a priest and keep 
  one for herself. At APL 2, 4, and 6 she will then plane 
  shift and is gone. The party can attack and recover 2 of 
  the 3 medallions. At APL 8, 10, and 12 the priest she 
  hands a medallion to will plane shift away and she will 
  remain. Either way they know one medallion is currently 
  beyond their reach. 
   
  Remember that Zelt is present during this battle. He will 
  help when needed at lower APL’s if the party runs into 
  trouble. At higher APL’s he will help and most likely die 
  pretty quick. If he dies with the curse on his arm still a 
  ghostly image of him will rise with a sad look on its face 
  and disappear to the south. If he dies without the curse 
  he will have a look of peace on his face and nothing will 
  happen. 
   
  APL 2 (EL 4) 
  �Temple Guards (2): hp 12, 11; see Appendix 1 
  �Temple Archers: hp 10; see Appendix 1 
  �Priest of Iuz: hp 10; see Appendix 1 
   
  APL 4 (EL 6) 
  � Temple Guards (2): hp 19, 18; see Appendix 1 
  � Temple Archers: hp 16; see Appendix 1 
  �Priest of Iuz: hp 17; see Appendix 1 
   
  APL 6 (EL 9) 
  � Temple Guards (3): hp 44, 42, 45; see Appendix 1 
  �Priest of Iuz: hp 38; see Appendix 1 
   
  APL 8 (EL 11) 
  � Temple Guards (4): hp 44, 42, 45, 41; see Appendix 1 
  �Alijah, High Priestess of Iuz: hp 66; see Appendix 1 
   
  APL 10 (EL 13) 
  � Temple Guards (2): hp 66, 61; see Appendix 1 
  � Temple Wizards (2): hp 32, 31; see Appendix 1 
  �Alijah, High Priestess of Iuz: hp 80; see Appendix 1 
   
  APL 12 (EL 15) 
  � Temple Guards (4): hp 66, 61, 63, 62; see Appendix 1 
  � Temple Wizards (2): hp 59, 58; see Appendix 1 
  �Alijah, High Priestess of Iuz: hp 94; see Appendix 1 
   
   
   
   
   
  Treasure: 
   
  APL2:  L: 73 gp; C: 4 gp; M: 3 Potions of Cure Light 
  Wounds (Value 13 gp per character); Medallion of Dis 
  (Value 8 gp per character) 
   
  APL 4: L: 117 gp; C: 7 gp; M: 3 Potions of Cure Light 
  Wounds (Value 13 gp per character); Medallion of Dis 
  (Value 8 gp per character); +1 Splint Mail (Value 113 gp 
  per character); Pearl of Power (1
  st) (Value 84 gp per 
  character) 
   
  APL 6: L: 150 gp; C: 10 gp; M: +1 Large Steel Shield 
  (3) (Value 292 gp per character); +1 Longsword (3) (Value 
  578 gp per character); 3 Potions of Cure Light Wounds 
  (Value 13 gp per character); Medallion of Dis (Value 8 gp 
  per character); +1 Splint Mail (Value 113 gp per 
  character); Pearl of Power (1
  st) (Value 84 gp per character); 
  +1 Greatsword (Value 195 gp per character); Cloak of 
  Resistance +2 (Value 335 gp per character) 
   
  APL 8: L:  0 gp; C: 28 gp; M: +1 Large Steel Shield (4) 
  (Value 390 gp per character); +1 Longsword (4) (Value 
  770 gp per character); 3 Potions of Cure Light Wounds 
  (Value 13 gp per character); Medallion of Dis (Value 8 gp 
  per character); +2 Full Plate (Value 470 gp per character); 
  +2 Large Steel Shield (Value 347 gp per character); +1 
  Heavy Mace (Value 192 gp per character); Ring of 
  Protection +1 (Value 166 gp per character); Pearl of Power 
  (1
  st) (Value 84 gp per character); Cloak of Resistance +2 
  (Value 335 gp per character); Scroll of Slay Living (Value 
  94 gp per character); Scroll of Hold Person (Value 12 gp 
  per character) 
   
  APL 10: L:  0 gp; C: 85 gp; M: +1 Half-Plate (2) (Value 
  290 gp per character); +1 Large Steel Shield (2) (Value 196 
  gp per character); +1 Longsword (2) (Value: 386 gp per 
  character); +1 Amulet of Natural Armor (2) (Value: 333 gp 
  per character); +1 Ring of Protection (2) (Value: 333 gp 
  per character); Spellbook (Value: 24 gp per character); 
  Wand of Magic Missiles (Value: 6 pg per character per 
  charge remaining); 6 Potions of Cure Light Wounds 
  (Value 26 gp per character); +2 Full Plate (Value: 470 gp 
  per character); +2 Large Steel Shield (Value: 347 gp per 
  character); +2 Heavy Mace (Value: 692 gp per character); 
  +2 Ring of Protection (Value: 665 gp per character); +2 
  Cloak of Resistance (Value: 333 gp per character); Potions 
  of Cure Moderate Wounds (3) (Value: 75 gp per 
  character); Pearl of Power (2
  nd) (Value: 333 gp per 
  character); Periapt of Wisdom +2 (Value: 333 gp per 
  character); Medallion of Dis (Value 8 gp per character) 
   
  APL 12: L:  0 gp; C: 89 gp; M: +1 Half-Plate (4) (Value 
  580 gp per character); +1 Large Steel Shield (4) (Value 392 
  gp per character); +1 Longsword (4) (Value: 772 gp per 
  character); +1 Amulet of Natural Armor (4) (Value: 665 gp 
  per character); +1 Ring of Protection (4) (Value: 665 gp 
  per character); Spellbook (Value: 37 gp per character); +1 
  Cloak of Resistance (Value: 333 gp per character); Wand 
  of Magic Missiles (Value: 6 pg per character per charge 
  
  Fury of a Cold Man’s Heart 
   
  Page 16 
  remaining); 6 Potions of Cure Light Wounds (Value 26 
  gp per character); +2 Full Plate (Value: 470 gp per 
  character); +2 Large Steel Shield (Value: 347 gp per 
  character); +2 Heavy Mace (Value: 692 gp per character); 
  +2 Ring of Protection (Value: 665 gp per character); +2 
  Cloak of Resistance (Value: 333 gp per character); Potions 
  of Cure Moderate Wounds (3) (Value: 75 gp per 
  character); Pearl of Power (2
  nd) (Value: 333 gp per 
  character); Periapt of Wisdom +4 (Value: 1,334 gp per 
  character); Medallion of Dis (Value 8 gp per character) 
   
  NOTE: Though the value of the items above go way over 
  the cap limit for this event they PCs only get the 
  maximum allowed based on their APL per the Adventure 
  Record. Most of this lose is from trying to sell items with 
  the symbol of Iuz on them. Please make sure to mention 
  this to the players as they are taking the gear. The full 
  prices listed above are NOT indicative of how much the 
  players can get for the gear.  
   
   
  Conclusion 
   
  If the party thinks to stop back at the Knight camp on 
  their way out they can pick up Zelt’s Journal. The 
  contents of that Journal will be available as Handout #2. 
  Remember only one person gets the handout and ONLY 
  if they think to stop back and look through Zelt’s stuff. If 
  Zelt survives he will retrieve his journal for himself.  
   
  The Temple of Blood is in ruins. Its forces scattered 
  and it’s slaves freed. Though a victory was scored 
  today you know it will be short lived. Already forces 
  from Molag are on the way and soon this area will be 
  under Iuz’s iron grip once again. Taking one last 
  breath of the fresh air you turn and head south to 
  catch up with the Knights.  
   
  <Aaront follows whomever has the Marks> 
   
  You hear a small cough and turn to see Aaront tagging 
  along behind you. He looks up at you with innocent 
  eyes like nothing is wrong.  
   
  You do not want me following you do ya?  That’s okay. 
  I still have another one to play with yet. Just 
  remember that evil betrayed its own as it always does 
  and all is not as it seems. With that Aaront fades away 
  once again.  
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. Due to the multiple paths 
  in this event it is not possible to gain all the xp listed 
  below. 
   
   
  Encounter Three: The Back Door 
  Defeat Guards or Bypass them into Temple undetected  
  APL2      
     90 xp 
  APL4  
   
   150 xp 
  APL6  
   
   240 xp  
  APL8  
   
   300 xp 
  APL10  
   360 xp 
  APL12   
   360 xp 
   
   
  Encounter Four: Temple of Blood 
  Defeat Guards or Blood Golems 
   
  APL2  
   
  120 xp 
  APL4  
   
  180 xp 
  APL6  
   
  240 xp  
  APL8  
   
  300 xp 
  APL10   
  360 xp 
  APL12   
  420 xp 
   
   
  Encounter Six: Frontal Assault 
  Defeat Guards 
   
  APL2  
   
  120 xp 
  APL4  
   
  180 xp 
  APL6  
   
  270 xp 
  APL8 
   
  330 xp 
  APL10   
  330 xp 
  APL12   
  330 xp 
   
   
  Encounter Seven: March of the Golems 
  Defeat Golems 
  APL2  
   
  120 xp 
  APL4  
   
  180 xp 
  APL6  
   
  240 xp  
  APL8  
   
  300 xp 
  APL10   
  360 xp 
  APL12   
  420 xp 
   
   
   
   
   
  
  Fury of a Cold Man’s Heart 
   
  Page 17 
  Encounter Eight: Wrath of the Boneheart 
  Defeat Temple Guards, Priest, and/or Wizards 
  APL2  
   
  120 xp 
  APL4  
   
  180 xp 
  APL6  
   
  270 xp  
  APL8  
   
  330 xp 
  APL10   
  390 xp 
  APL12   
  450 xp 
   
  Discretionary roleplaying award 
  APL2  
   
    90 xp 
  APL4  
   
  135 xp 
  APL6  
   
  180 xp  
  APL8  
   
  225 xp 
  APL10   
  270 xp 
  APL12   
  315 xp 
   
  Total possible experience:  
   
  APL2  
   
     450 xp 
  APL4  
   
     675 xp 
  APL6  
   
     900 xp 
  APL8  
   
  1,125 xp 
  APL10   
  1,350 xp 
  APL12   
  1,575 xp 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.   
   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter Three:  The Back Door 
  Defeat Guards and take their gear 
   
   
  APL2:  L: 57 gp; C: 2 gp; M: 0 
   
  APL 4: L: 157 gp; C: 4 gp; M: 0 
   
  APL 6: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (2) (Value 196 gp per character); +1 Chain Shirt (2) 
  (Value: 224 gp per character); +1 Longsword (2) (Value: 
  386 gp per character 
   
  APL 8: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (2) (Value 196 gp per character); +1 Chain Shirt (2) 
  (Value: 224 gp per character); +1 Longsword (2) (Value: 
  386 gp per character 
   
  APL 10: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (2) (Value 196 gp per character); +1 Chain Shirt (2) 
  (Value: 224 gp per character); +1 Longsword (2) (Value: 
  386 gp per character 
   
  APL 12: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (2) (Value 196 gp per character); +1 Chain Shirt (2) 
  (Value: 224 gp per character); +1 Longsword (2) (Value: 
  386 gp per character 
   
  Encounter Four:  Temple of Blood 
  Defeat Guards and take their gear 
   
  APL2:  L: 57 gp; C: 2 gp; M: 0 
   
  APL 4: L: 157 gp; C: 4 gp; M: 0 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L:  0 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L:  0 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L:  0 gp; C: 0 gp; M: 0 gp 
   
  Encounter Six: Frontal Assault 
  Defeat Guards and take their gear 
   
  APL2:  L: 57 gp; C: 2 gp; M: 0 
   
  APL 4: L: 157 gp; C: 4 gp; M: 0 
  
  Fury of a Cold Man’s Heart 
   
  Page 18 
   
  APL 6: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (2) (Value 196 gp per character); +1 Chain Shirt (2) 
  (Value: 224 gp per character); +1 Longsword (2) (Value: 
  386 gp per character 
   
  APL 8: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (4) (Value 392 gp per character); +1 Chain Shirt (4) 
  (Value: 448 gp per character); +1 Longsword (4) (Value: 
  772 gp per character 
   
  APL 10: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (4) (Value 392 gp per character); +1 Chain Shirt (4) 
  (Value: 448 gp per character); +1 Longsword (4) (Value: 
  772 gp per character 
   
  APL 12: L:  532 gp; C: 8 gp; M: +1 Large Steel Shield 
  (4) (Value 392 gp per character); +1 Chain Shirt (4) 
  (Value: 448 gp per character); +1 Longsword (4) (Value: 
  772 gp per character 
   
  Encounter Eight: Wrath of the Boneheart 
  Defeat Guards and Priests and take their gear 
   
  Treasure: 
   
  APL2:  L: 73 gp; C: 4 gp; M: 3 Potions of Cure Light 
  Wounds (Value 13 gp per character); Medallion of Dis 
  (Value 8 gp per character) 
   
  APL 4: L: 117 gp; C: 7 gp; M: 3 Potions of Cure Light 
  Wounds (Value 13 gp per character); Medallion of Dis 
  (Value 8 gp per character); +1 Splint Mail (Value 113 gp 
  per character); Pearl of Power (1
  st) (Value 84 gp per 
  character) 
   
  APL 6: L: 150 gp; C: 10 gp; M: +1 Large Steel Shield 
  (3) (Value 292 gp per character); +1 Longsword (3) (Value 
  578 gp per character); 3 Potions of Cure Light Wounds 
  (Value 13 gp per character); Medallion of Dis (Value 8 gp 
  per character); +1 Splint Mail (Value 113 gp per 
  character); Pearl of Power (1
  st) (Value 84 gp per character); 
  +1 Greatsword (Value 195 gp per character); Cloak of 
  Resistance +2 (Value 335 gp per character) 
   
  APL 8: L:  0 gp; C: 28 gp; M: +1 Large Steel Shield (4) 
  (Value 390 gp per character); +1 Longsword (4) (Value 
  770 gp per character); 3 Potions of Cure Light Wounds 
  (Value 13 gp per character); Medallion of Dis (Value 8 gp 
  per character); +2 Full Plate (Value 470 gp per character); 
  +2 Large Steel Shield (Value 347 gp per character); +1 
  Heavy Mace (Value 192 gp per character); Ring of 
  Protection +1 (Value 166 gp per character); Pearl of Power 
  (1
  st) (Value 84 gp per character); Cloak of Resistance +2 
  (Value 335 gp per character); Scroll of Slay Living (Value 
  94 gp per character); Scroll of Hold Person (Value 12 gp 
  per character) 
   
  APL 10: L:  0 gp; C: 85 gp; M: +1 Half-Plate (2) (Value 
  290 gp per character); +1 Large Steel Shield (2) (Value 196 
  gp per character); +1 Longsword (2) (Value: 386 gp per 
  character); +1 Amulet of Natural Armor (2) (Value: 333 gp 
  per character); +1 Ring of Protection (2) (Value: 333 gp 
  per character); Spellbook (Value: 24 gp per character); 
  Wand of Magic Missiles (Value: 6 pg per character per 
  charge remaining); 6 Potions of Cure Light Wounds 
  (Value 26 gp per character); +2 Full Plate (Value: 470 gp 
  per character); +2 Large Steel Shield (Value: 347 gp per 
  character); +2 Heavy Mace (Value: 692 gp per character); 
  +2 Ring of Protection (Value: 665 gp per character); +2 
  Cloak of Resistance (Value: 333 gp per character); Potions 
  of Cure Moderate Wounds (3) (Value: 75 gp per 
  character); Pearl of Power (2
  nd) (Value: 333 gp per 
  character); Periapt of Wisdom +2 (Value: 333 gp per 
  character); Medallion of Dis (Value 8 gp per character) 
   
  APL 12: L:  0 gp; C: 89 gp; M: +1 Half-Plate (4) (Value 
  580 gp per character); +1 Large Steel Shield (4) (Value 392 
  gp per character); +1 Longsword (4) (Value: 772 gp per 
  character); +1 Amulet of Natural Armor (4) (Value: 665 gp 
  per character); +1 Ring of Protection (4) (Value: 665 gp 
  per character); Spellbook (Value: 37 gp per character); +1 
  Cloak of Resistance (Value: 333 gp per character); Wand 
  of Magic Missiles (Value: 6 pg per character per charge 
  remaining); 6 Potions of Cure Light Wounds (Value 26 
  gp per character); +2 Full Plate (Value: 470 gp per 
  character); +2 Large Steel Shield (Value: 347 gp per 
  character); +2 Heavy Mace (Value: 692 gp per character); 
  +2 Ring of Protection (Value: 665 gp per character); +2 
  Cloak of Resistance (Value: 333 gp per character); Potions 
  of Cure Moderate Wounds (3) (Value: 75 gp per 
  character); Pearl of Power (2
  nd) (Value: 333 gp per 
  character); Periapt of Wisdom +4 (Value: 1,334 gp per 
  character); Medallion of Dis (Value 8 gp per character) 
   
   
  Total Possible Treasure 
  APL 2:  400 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
  APL 8: 1,250 gp 
  APL 10: 2,100 gp 
  APL 12: 3,000 gp 
   
  NOTE: Though the value of the items above go way over 
  the cap limit for this event they PCs only get the 
  maximum allowed based on their APL per the Adventure 
  Record. Most of this lose is from trying to sell items with 
  the symbol of Iuz on them. Please make sure to mention 
  this to the players as they are taking the gear. The full 
  prices listed above are NOT indicative of how much the 
  players can get for the gear.  
   
  NOTE:  The person who receives the Curse will receive 2 
  Adventure Records. The Second one merely records the 
  effects of the curse. When doing the paperwork do the 
  cert with the curse first and then the cert for the xp and 
  
  Fury of a Cold Man’s Heart 
   
  Page 19 
  gp gained. That way they cannot discard the AR with the 
  curse on it without leaving a gap in their paperwork. 
   
   
  Special 
   
  Ring of Damascus: Made of solid platinum , this ring 
  bears the holy symbol of Rao on it. When worn it 
  functions as a Ring of Protection +1 with the additional 
  benefit of acting as a Ring of Sustenance. When worn by 
  a person of Lawful Good Alignment it functions as a Ring 
  of Protection +2 with the additional benefit of acting as a 
  Ring of Sustenance. This ring only works for the person 
  who was gifted it by a member of the Damascus family 
  and may not be sold. 
  Caster Level: Unknown; Prerequisites: Forge Ring, 
  Shield of Faith, Create Food and Water; Market Price: 0 
  gp 
   
  Medallion of Dis:  This medallion is made out of a blood 
  red stone material. It almost looks like frozen blood. An 
  unknown symbol of a clenched fist is the only decoration 
  on it. It radiates Abjuration type magic but what its 
  function might be is unknown. 
  Caster Level: Unknown; Prerequisites: Craft Wondrous 
  Item, Unknown; Market Price: 200 gp; Frequency: 
  Adventure 
   
   
   
  
  Fury of a Cold Man’s Heart 
   
  Page 20 
                          Appendix 1: NPC’s 
   
  Encounter One – The Town of Rishvian 
   
  �Sir Rojan Arden: Male Human Pal12; CR 12; 
  Medium-sized Humanoid (Human); HD 12d10+24; hp 
  106; Init -1; Spd 20; AC 26 (Touch 11, Flat-Footed 26); 
  Atk +17/+12/+7 melee (1d8+4, Longsword +2, 15-20); 
  SA Smite Evil; SQ Detect Evil, Divine Grace, Lay on 
  Hands (48), Aura of Courage, Remove Disease 4/week, 
  Turn Undead, Paladins Mount; AL LG; SV Fort +13, +8, 
  +10; Str 14, Dex 9, Con 14, Int 14, Wis 14, Cha 19 
  Skills and Feats: Concentration +10, Hide +13, Listen 
  +6, Ride +11, Spot +6 ; Cleave, Improved Critical 
  (Longsword), Lightning Reflexes, Mounted Combat, 
  Power Attack, Weapon Focus (Longsword) 
  Spells Prepared (2/2/1; Base DC 12 + spell level): 1
  st – 
  Cure Light Wounds, Protection from evil; 2
  nd – Resist 
  Elements, Shield Other; 3
  rd – Heal Mount 
  Possessions: +2 Longsword, +2 Full Plate, +3 Large 
  Steel Shield, +2 Ring of Deflection, +2 Cloak of 
  Charisma, 3 Potions of Cure Serious Wounds, Boots of 
  Elvenkind 
   
  �Knight Scouts: Male/Female Human Ftr4/Rog4; 
  CR 8; Medium-sized Humanoid (Human); HD 4d10+8 
  + 4d6+8; hp 60; Init +8; Spd 30; AC 19 (Touch 15, Flat-
  Footed 19); Atk +9/+4 melee (1d6+1, MW Shortsword), 
  +12/+7 ranged (1d8+1, MW Mighty Composite 
  Longbow +1); SA Sneak Attack +2d6; SQ Evasion, 
  Uncanny Dodge; AL LN; SV Fort +9, Ref +11, Will +5; 
  Str 12, Dex 18, Con 14, Int 12, Wis 12, Cha 10 
  Skills and Feats: Hide +22, Listen +8, Move Silently 
  +22, Search +10, Sense Motive +5, Spot +8, Tumble +12; 
  Alertness, Great Fortitude, Improved Initiative, Iron 
  Will, Lightning Reflexes, Point Blank Shot, Precise 
  Shot, Rapid Shot   
  Possessions: +2 Chain Shirt, Cloak of Elvenkind, Boots 
  of Elvenkind, 3 Potions of Cure Serious Wounds, Ring 
  of Deflection +1, Gauntlets of Dexterity +2 
   
   
  Encounter Two – Zelt Damascus 
   
  �Zelt Damascus: Male Human Pal8; CR 8; Medium-
  Sized Humanoid (Human); HD 8d10+16; hp 56; Init 
  +1; Spd 20; AC 24 (Touch 13, Flat-Footed 23); Atk 
  +14/+9 melee (1d8+5, +2 Longsword, 19-20); SA Smite 
  Evil; SQ Detect Evil, Divine Grace, Lay on Hands (16), 
  Aura of Courage, Remove Disease 3/week, Turn 
  Undead, Paladin’s Mount; AL LG; SV Fort +10, Ref +6, 
  Will +7; Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 14 
  Skills and Feats: Concentration +6, Heal +4, 
  Knowledge (History) +3, Ride +6; Cleave, Power 
  Attack, Weapon Focus (Longsword), Mounted Combat 
  Spells Prepared (2/1; Base DC 11 + spell level): 1
  st – 
  Cure Light Wounds, Protection from evil; 2
  nd – Resist 
  Elements 
  Possessions: +2 Banded Mail, +2 Large Steel Shield, +1 
  Ring of Deflection, Dust of Disappearance, Necklace of 
  Prayer Beads (Bless), 3 Potions of Cure Light Wounds, 
  Journal of Damascus 
   
  �Aaront: male Human Com1; CR 1; Medium-sized 
  Humanoid (Human); HD 1d6; hp 6; Init +0; Spd 30; AC 
  30 (touch 20, flat-footed 30); Atk +1 melee (1d6+1, 
  staff); SQ SR 40, DR 40/+5, Immune to Fire, Cold, 
  Lightning, Acid, and Sonic, Immune to all detection 
  spells and scrying, Regenerate 10; AL N; SV Fort +20, 
  Ref +20, Will +20; Str 12, Dex 11, Con 10, Int 13, Wis 
  14, Cha 16 
  Skills: Spot +30, Listen +30, Sense Motive +15,  
  Feats: none 
  Equipment: Walking stick and a few balls of string.  
  Child of Fate: This designation gives many of the 
  powers listed above. The Child may teleport instantly 
  with no chance of error to anyone bearing any of the 
  Marks (currently following Zelt who has the Mark of 
  Cania).  
   
   
  Encounter Three – The Back Door 
   
  APL 2 (EL 3) 
  �Temple Guards: Male Human Ftr 1; CR 1; Medium-
  Sized Humanoid (Human); HD 1d10+2, hp varies; Init 
  +0; Spd 30; AC 16 (Touch 10, Flat-Footed 16); Atk +4 
  (1d8+2, Longsword); AL CN; SV Fort +4, Ref +0, Will 
  +1; Str 14, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +3, Ride +2, Spot +3; Cleave, 
  Power Attack, Weapon Focus (Longsword) 
  Possessions: 
  Chain 
  Shirt, 
  Large 
  Steel 
  Shield, 
  Longsword, 3 gp, waterskin 
   
  � Temple Archers: Male Human Ftr 1; CR 1; 
  Medium-Sized Humanoid (Human); HD 1d10+1, hp 
  varies; Init +7; Spd 30; AC 17 (Touch 13, Flat-Footed 
  14); Atk +5 ranged (1d8, Longbow) or +1 melee (1d6, 
  Shortsword); AL CN; SV Fort +3, Ref +3, Will +1; Str 
  10, Dex 16, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot 
  Possessions: Chain Shirt, Shortsword, Longbow, 20 
  Arrows, 3 gp, waterskin 
   
  
  Fury of a Cold Man’s Heart 
   
  Page 21 
  APL 4 (EL 5) 
  �Temple Guards: Male Human Ftr 2; CR 2; Medium-
  Sized Humanoid (Human); HD 2d10+4, hp varies; Init 
  +4; Spd 30; AC 16 (Touch 10, Flat-Footed 16); Atk +6 
  (1d8+2, MW Longsword); AL CN; SV Fort +5, Ref +0, 
  Will +1; Str 14, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +3, Ride +4, Spot +4; Cleave, 
  Improved Initiative, Power Attack, Weapon Focus 
  (Longsword) 
  Possessions: 
  Chain 
  Shirt, 
  Large 
  Steel 
  Shield, 
  Masterwork Longsword,  6 gp, waterskin 
   
  �Temple Archers: Male Human Ftr 2; CR 2; 
  Medium-Sized Humanoid (Human); HD 2d10+2, hp 
  varies; Init +7; Spd 30; AC 17 (Touch 13, Flat-Footed 
  14); Atk +7 ranged (1d8, MW Longbow) or +2 melee 
  (1d6, Shortsword); AL CN; SV Fort +4, Ref +3, Will +1; 
  Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot 
  Possessions: Chain Shirt, Shortsword, MW Longbow, 
  20 Arrows, 6 gp, waterskin 
   
  APL 6 (EL 8) 
  �Temple Guards: Male Human Ftr 5; CR 5; Medium-
  Sized Humanoid (Human); HD 5d10+10, hp varies; 
  Init +4; Spd 30; AC 20 (Touch 10, Flat-Footed 20); Atk 
  +10 (1d8+5, +1 Longsword); AL CN; SV Fort +6, Ref +3, 
  Will +2; Str 15, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +6, Ride +5, Spot +6; Cleave, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Longsword), Weapon Specialization 
  (Longsword) 
  Possessions: Half-Plate, +1 Large Steel Shield, +1 
  Longsword,  12 gp, waterskin 
   
  �Temple Archers: Male Human Ftr 5; CR 5; 
  Medium-Sized Humanoid (Human); HD 5d10+5, hp 
  varies; Init +7; Spd 30; AC 18 (Touch 13, Flat-Footed 
  14); Atk +10 ranged (1d8+2, MW Longbow) or +2 
  melee (1d6, Shortsword); AL CN; SV Fort +4, Ref +3, 
  Will +1; Str 10, Dex 17, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (Longbow), Weapon Specialization (Longbow) 
  Possessions: +1 Chain Shirt, Shortsword, MW 
  Longbow, 20 Arrows, 12 gp, waterskin 
   
  APL 8 (EL 10) 
  �Temple Guards: Male Human Ftr 5; CR 5; Medium-
  Sized Humanoid (Human); HD 5d10+10, hp varies; 
  Init +4; Spd 30; AC 20 (Touch 10, Flat-Footed 20); Atk 
  +10 (1d8+5, +1 Longsword); AL CN; SV Fort +6, Ref +3, 
  Will +2; Str 15, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +6, Ride +5, Spot +6; Cleave, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Longsword), Weapon Specialization 
  (Longsword) 
  Possessions: Half-Plate, +1 Large Steel Shield, +1 
  Longsword,  12 gp, waterskin 
   
  �Temple Archers: Male Human Ftr 5; CR 5; 
  Medium-Sized Humanoid (Human); HD 5d10+5, hp 
  varies; Init +7; Spd 30; AC 18 (Touch 13, Flat-Footed 
  14); Atk +10 ranged (1d8+2, MW Longbow) or +2 
  melee (1d6, Shortsword); AL CN; SV Fort +4, Ref +3, 
  Will +1; Str 10, Dex 17, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (Longbow), Weapon Specialization (Longbow) 
  Possessions: +1 Chain Shirt, Shortsword, MW 
  Longbow, 20 Arrows, 12 gp, waterskin 
   
  APL 10 (EL 12) 
  �Temple Guards: Male Human Ftr 5; CR 5; Medium-
  Sized Humanoid (Human); HD 5d10+10, hp varies; 
  Init +4; Spd 30; AC 20 (Touch 10, Flat-Footed 20); Atk 
  +10 (1d8+5, +1 Longsword); AL CN; SV Fort +6, Ref +3, 
  Will +2; Str 15, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +6, Ride +5, Spot +6; Cleave, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Longsword), Weapon Specialization 
  (Longsword) 
  Possessions: Half-Plate, +1 Large Steel Shield, +1 
  Longsword,  12sg waterskin 
   
  �Temple Archers: Male Human Ftr 5; CR 5; 
  Medium-Sized Humanoid (Human); HD 5d10+5, hp 
  varies; Init +7; Spd 30; AC 18 (Touch 13, Flat-Footed 
  14); Atk +10 ranged (1d8+2, MW Longbow) or +2 
  melee (1d6, Shortsword); AL CN; SV Fort +4, Ref +3, 
  Will +1; Str 10, Dex 17, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (Longbow), Weapon Specialization (Longbow) 
  Possessions: +1 Chain Shirt, Shortsword, MW 
  Longbow, 20 Arrows, 12 gp, waterskin 
   
  APL 12 (EL 14) 
  �Temple Guards: Male Human Ftr 5; CR 5; Medium-
  Sized Humanoid (Human); HD 5d10+10, hp varies; 
  Init +4; Spd 30; AC 20 (Touch 10, Flat-Footed 20); Atk 
  +10 (1d8+5, +1 Longsword); AL CN; SV Fort +6, Ref +3, 
  Will +2; Str 15, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +6, Ride +5, Spot +6; Cleave, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Longsword), Weapon Specialization 
  (Longsword) 
  
  Fury of a Cold Man’s Heart 
   
  Page 22 
  Possessions: Half-Plate, +1 Large Steel Shield, +1 
  Longsword,  12 gp, waterskin 
   
  �Temple Archers: Male Human Ftr 5; CR 5; 
  Medium-Sized Humanoid (Human); HD 5d10+5, hp 
  varies; Init +7; Spd 30; AC 18 (Touch 13, Flat-Footed 
  14); Atk +10 ranged (1d8+2, MW Longbow) or +2 
  melee (1d6, Shortsword); AL CN; SV Fort +4, Ref +3, 
  Will +1; Str 10, Dex 17, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (Longbow), Weapon Specialization (Longbow) 
  Possessions: +1 Chain Shirt, Shortsword, MW 
  Longbow, 20 Arrows, 12 gp, waterskin 
   
   
  Encounter Four – Temple of Blood 
   
  APL 2 (EL 3) 
  �Temple Guards: Male Human Ftr 1; CR 1; Medium-
  Sized Humanoid (Human); HD 1d10+2, hp varies; Init 
  +0; Spd 30; AC 16 (Touch 10, Flat-Footed 16); Atk +4 
  (1d8+2, Longsword); AL CN; SV Fort +4, Ref +0, Will 
  +1; Str 14, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +3, Ride +2, Spot +3; Cleave, 
  Power Attack, Weapon Focus (Longsword) 
  Possessions: 
  Chain 
  Shirt, 
  Large 
  Steel 
  Shield, 
  Longsword, 3 gp, waterskin 
   
  � Temple Archers: Male Human Ftr 1; CR 1; 
  Medium-Sized Humanoid (Human); HD 1d10+1, hp 
  varies; Init +7; Spd 30; AC 17 (Touch 13, Flat-Footed 
  14); Atk +5 ranged (1d8, Longbow) or +1 melee (1d6, 
  Shortsword); AL CN; SV Fort +3, Ref +3, Will +1; Str 
  10, Dex 16, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot 
  Possessions: Chain Shirt, Shortsword, Longbow, 20 
  Arrows, 3 gp, waterskin 
   
  APL 4 (EL 5) 
  �Temple Guards: Male Human Ftr 2; CR 2; Medium-
  Sized Humanoid (Human); HD 2d10+4, hp varies; Init 
  +4; Spd 30; AC 16 (Touch 10, Flat-Footed 16); Atk +6 
  (1d8+2, MW Longsword); AL CN; SV Fort +5, Ref +0, 
  Will +1; Str 14, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +3, Ride +4, Spot +4; Cleave, 
  Improved Initiative, Power Attack, Weapon Focus 
  (Longsword) 
  Possessions: 
  Chain 
  Shirt, 
  Large 
  Steel 
  Shield, 
  Masterwork Longsword,  6 gp, waterskin 
   
  �Temple Archers: Male Human Ftr 2; CR 2; 
  Medium-Sized Humanoid (Human); HD 2d10+2, hp 
  varies; Init +7; Spd 30; AC 17 (Touch 13, Flat-Footed 
  14); Atk +7 ranged (1d8, MW Longbow) or +2 melee 
  (1d6, Shortsword); AL CN; SV Fort +4, Ref +3, Will +1; 
  Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot 
  Possessions: Chain Shirt, Shortsword, MW Longbow, 
  20 Arrows, 6 gp, waterskin 
   
  APL 6 (EL 8) & APL 8 (EL 10) 
  �Golem, Blood: CR 8; Large Construct; HD 10d10; 
  hp varies; Init -1; Spd 20 ft (cannot run); AC 26 (Touch 
  8, Flat-Footed 26); Atk +13/+13 (1d10+7, +1 Heavy 
  Flail); Face/Reach 5’x5’/10’; SA Whirlwind of Death 
  (Ex); SQ Construct, Blood Dependency (Ex), Blood 
  Siphon (Ex), Darkvision 60’; Magic Armor, Magic 
  Immunity (Ex), Rust Vulnerability (Ex); AL N; SV Fort 
  +3, Ref +2, Will +3; Str 22, Dex 8, Con -, Int -, Wis 10, 
  Cha 1 
    Construct: Immune to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain.  
    Blood Dependency (Ex): Because a Blood Golem 
  constantly leaks its own vital fluid, it would eventually 
  dwindle away to nothing and must frequently absorb 
  blood from other creatures to continue functioning. A 
  blood golem with full reservoirs has enough blood to 
  function normally for 20 hours. Once the reservoirs are 
  expended, the creature loses 1 hit point every hour 
  until it reaches 0 hit points and is destroyed, leaving 
  only its armor. 
    Blood Siphon (Ex): A blood golem can suck the 
  blood out of a helpless living creature or a body that 
  has died with the past hour. This blood drain causes 
  one point of permanent Constitution drain.  Every 
  Constitution point of the creature so drained is enough 
  to heal the golem of 5 hit points of damage or (once it 
  is at its normal hit point total) power the blood golem 
  for one hour. The siphon takes one full round for every 
  Constitution point drained. The golem may store 
  enough blood to power it for 20 hours. Once the 
  golem’s reservoir is full, it can still drain Constitution 
  from its victims, but it gains no further benefits from 
  doing so. 
    Magic Armor: A blood golem is always encased in a 
  suit of full plate with at least a +1 enchantment bonus. 
  If the golem is destroyed, the armor may be reused for 
  another blood golem, but it does not resize to fit other 
  
  Fury of a Cold Man’s Heart 
   
  Page 23 
  creatures. Separating the +1 heavy flails from the armor 
  ruins all the items. 
    Magic Immunity (Ex): A blood golem is immune to 
  all spells, spell-like abilities, and supernatural effects, 
  except as follows. The gentle repose spell acts as a slow 
  spell for three rounds with no saving throw. The 
  regenerate spell restores 1 hit point of damage per 
  caster level. The horrid wilting spell does half or one-
  quarter damage if the golem fails or succeeds at its 
  saving throw. The repair damage spells from Tome and 
  Blood function normally on blood golems.  
    Rust Vulnerability (Ex): A blood golem’s armor is 
  vulnerable to rust attacks such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in 
  this manner, the golem’s armor class drops to 17, and it 
  makes slam attacks (+12 to melee, 1d8+6 damage) 
  instead of the flail attacks. Should its armor be 
  destroyed, the golem’s blood supply lasts half as long 
  before it starts taking damage, and it loses 2 hit points 
  per hour instead of 1 point per hour. 
    Whirlwind of Death (Ex): A blood golem can spin its 
  upper body, causing its flails to rotate at high speed, 
  shredding everything they touch. This ability allows it 
  to attack all creatures with its reach as if it had the 
  Whirlwind Attack feat. The round after the golem 
  performs this maneuver it can only take a partial 
  action. 
   
  APL 10 (EL 12) & APL 12 (EL 14) 
  �Advanced Golem, Blood: CR 10; Huge Construct; 
  HD 15d10; hp varies; Init -2; Spd 20 ft (cannot run); AC 
  28 (Touch 7, Flat-Footed 30); Atk +20/+20 (2d8+12, +3 
  Heavy Flail); Face/Reach 5’x10’/15’; SA Whirlwind of 
  Death (Ex); SQ DR 20/+2, Construct, Blood 
  Dependency (Ex), Blood Siphon (Ex), Darkvision 60’; 
  Magic 
  Armor, 
  Magic 
  Immunity 
  (Ex), 
  Rust 
  Vulnerability (Ex); AL N; SV Fort +5, Ref +3, Will +5; 
  Str 32, Dex 6, Con -, Int -, Wis 10, Cha 1 
    Construct: Immune to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain.  
    Blood Dependency (Ex): Because a Blood Golem 
  constantly leaks its own vital fluid, it would eventually 
  dwindle away to nothing and must frequently absorb 
  blood from other creatures to continue functioning. A 
  blood golem with full reservoirs has enough blood to 
  function normally for 20 hours. Once the reservoirs are 
  expended, the creature loses 1 hit point every hour 
  until it reaches 0 hit points and is destroyed, leaving 
  only its armor. 
    Blood Siphon (Ex): A blood golem can suck the 
  blood out of a helpless living creature or a body that 
  has died with the past hour. This blood drain causes 
  one point of permanent Constitution drain.  Every 
  Constitution point of the creature so drained is enough 
  to heal the golem of 5 hit points of damage or (once it 
  is at its normal hit point total) power the blood golem 
  for one hour. The siphon takes one full round for every 
  Constitution point drained. The golem may store 
  enough blood to power it for 20 hours. Once the 
  golem’s reservoir is full, it can still drain Constitution 
  from its victims, but it gains no further benefits from 
  doing so. 
    Magic Armor: A blood golem is always encased in a 
  suit of full plate with at least a +1 enchantment bonus. 
  If the golem is destroyed, the armor may be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. Separating the +3 heavy flails from the armor 
  ruins all the items. 
    Magic Immunity (Ex): A blood golem is immune to 
  all spells, spell-like abilities, and supernatural effects, 
  except as follows. The gentle repose spell acts as a slow 
  spell for three rounds with no saving throw. The 
  regenerate spell restores 1 hit point of damage per 
  caster level. The horrid wilting spell does half or one-
  quarter damage if the golem fails or succeeds at its 
  saving throw. The repair damage spells from Tome and 
  Blood function normally on blood golems.  
    Rust Vulnerability (Ex): A blood golem’s armor is 
  vulnerable to rust attacks such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in 
  this manner, the golem’s armor class drops to 17, and it 
  makes slam attacks (+16 to melee, 2d6+9 damage) 
  instead of the flail attacks. Should its armor be 
  destroyed, the golem’s blood supply lasts half as long 
  before it starts taking damage, and it loses 2 hit points 
  per hour instead of 1 point per hour. 
    Whirlwind of Death (Ex): A blood golem can spin its 
  upper body, causing its flails to rotate at high speed, 
  shredding everything they touch. This ability allows it 
  to attack all creatures with its reach as if it had the 
  Whirlwind Attack feat. The round after the golem 
  performs this maneuver it can only take a partial 
  action. 
   
  Encounter Six – Frontal Assault 
   
  APL 2 (EL 4) 
  �Temple Guards: Male Human Ftr 1; CR 1; Medium-
  Sized Humanoid (Human); HD 1d10+2, hp varies; Init 
  +0; Spd 30; AC 16 (Touch 10, Flat-Footed 16); Atk +4 
  (1d8+2, Longsword); AL CN; SV Fort +4, Ref +0, Will 
  +1; Str 14, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  
  Fury of a Cold Man’s Heart 
   
  Page 24 
  Skills and Feats:  Listen +3, Ride +2, Spot +3; Cleave, 
  Power Attack, Weapon Focus (Longsword) 
  Possessions: 
  Chain 
  Shirt, 
  Large 
  Steel 
  Shield, 
  Longsword, 3 gp, waterskin 
   
  � Temple Archers: Male Human Ftr 1; CR 1; 
  Medium-Sized Humanoid (Human); HD 1d10+1, hp 
  varies; Init +7; Spd 30; AC 17 (Touch 13, Flat-Footed 
  14); Atk +5 ranged (1d8, Longbow) or +1 melee (1d6, 
  Shortsword); AL CN; SV Fort +3, Ref +3, Will +1; Str 
  10, Dex 16, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot 
  Possessions: Chain Shirt, Shortsword, Longbow, 20 
  Arrows, 3 gp, waterskin 
   
  APL 4 (EL 6) 
  �Temple Guards: Male Human Ftr 2; CR 2; Medium-
  Sized Humanoid (Human); HD 2d10+4, hp varies; Init 
  +4; Spd 30; AC 16 (Touch 10, Flat-Footed 16); Atk +6 
  (1d8+2, MW Longsword); AL CN; SV Fort +5, Ref +0, 
  Will +1; Str 14, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +3, Ride +4, Spot +4; Cleave, 
  Improved Initiative, Power Attack, Weapon Focus 
  (Longsword) 
  Possessions: 
  Chain 
  Shirt, 
  Large 
  Steel 
  Shield, 
  Masterwork Longsword,  6 gp, waterskin 
   
  �Temple Archers: Male Human Ftr 2; CR 2; 
  Medium-Sized Humanoid (Human); HD 2d10+2, hp 
  varies; Init +7; Spd 30; AC 17 (Touch 13, Flat-Footed 
  14); Atk +7 ranged (1d8, MW Longbow) or +2 melee 
  (1d6, Shortsword); AL CN; SV Fort +4, Ref +3, Will +1; 
  Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot 
  Possessions: Chain Shirt, Shortsword, MW Longbow, 
  20 Arrows, 6 gp, waterskin 
   
  APL 6 (EL 9) , APL 8 (EL 11), APL 10 (EL 11), & 
  APL 12 (EL 11) 
  �Temple Guards: Male Human Ftr 5; CR 5; Medium-
  Sized Humanoid (Human); HD 5d10+10, hp varies; 
  Init +4; Spd 30; AC 20 (Touch 10, Flat-Footed 20); Atk 
  +10 (1d8+5, +1 Longsword); AL CN; SV Fort +6, Ref +3, 
  Will +2; Str 15, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +6, Ride +5, Spot +6; Cleave, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Longsword), Weapon Specialization 
  (Longsword) 
  Possessions: Half-Plate, +1 Large Steel Shield, +1 
  Longsword,  12 gp, waterskin 
   
  �Temple Archers: Male Human Ftr 5; CR 5; 
  Medium-Sized Humanoid (Human); HD 5d10+5, hp 
  varies; Init +7; Spd 30; AC 18 (Touch 13, Flat-Footed 
  14); Atk +10 ranged (1d8+2, MW Longbow) or +2 
  melee (1d6, Shortsword); AL CN; SV Fort +4, Ref +3, 
  Will +1; Str 10, Dex 17, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (Longbow), Weapon Specialization (Longbow) 
  Possessions: +1 Chain Shirt, Shortsword, MW 
  Longbow, 20 Arrows, 12 gp, waterskin 
   
   
  Encounter Seven – March of the Golems 
   
  APL 2 (EL 4) 
  �Golem, Blood (Damaged): CR 4; Large Construct; 
  HD 10d10; hp varies; Init -1; Spd 20 ft (cannot run); AC 
  17 (Touch 8, Flat-Footed 26); Atk +8 (1d6+3, Slam); 
  Face/Reach 5’x5’/10’; SA Whirlwind of Death (Ex); SQ 
  Construct, Blood Dependency (Ex), Blood Siphon (Ex), 
  Darkvision 60’; Magic Armor, Magic Immunity (Ex), 
  Rust Vulnerability (Ex); AL N; SV Fort +3, Ref +2, Will 
  +3; Str 14, Dex 8, Con -, Int -, Wis 10, Cha 1 
    Construct: Immune to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain.  
    Blood Dependency (Ex): Because a Blood Golem 
  constantly leaks its own vital fluid, it would eventually 
  dwindle away to nothing and must frequently absorb 
  blood from other creatures to continue functioning. A 
  blood golem with full reservoirs has enough blood to 
  function normally for 20 hours. Once the reservoirs are 
  expended, the creature loses 1 hit point every hour 
  until it reaches 0 hit points and is destroyed, leaving 
  only its armor. 
    Blood Siphon (Ex): A blood golem can suck the 
  blood out of a helpless living creature or a body that 
  has died with the past hour. This blood drain causes 
  one point of permanent Constitution drain.  Every 
  Constitution point of the creature so drained is enough 
  to heal the golem of 5 hit points of damage or (once it 
  is at its normal hit point total) power the blood golem 
  for one hour. The siphon takes one full round for every 
  Constitution point drained. The golem may store 
  enough blood to power it for 20 hours. Once the 
  golem’s reservoir is full, it can still drain Constitution 
  from its victims, but it gains no further benefits from 
  doing so. 
  
  Fury of a Cold Man’s Heart 
   
  Page 25 
    Magic Armor: A blood golem is always encased in a 
  suit of full plate with at least a +1 enchantment bonus. 
  If the golem is destroyed, the armor may be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. Separating the +1 heavy flails from the armor 
  ruins all the items. 
    Magic Immunity (Ex): A blood golem is immune to 
  all spells, spell-like abilities, and supernatural effects, 
  except as follows. The gentle repose spell acts as a slow 
  spell for three rounds with no saving throw. The 
  regenerate spell restores 1 hit point of damage per 
  caster level. The horrid wilting spell does half or one-
  quarter damage if the golem fails or succeeds at its 
  saving throw. The repair damage spells from Tome and 
  Blood function normally on blood golems.  
    Rust Vulnerability (Ex): A blood golem’s armor is 
  vulnerable to rust attacks such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in 
  this manner, the golem’s armor class drops to 17, and it 
  makes slam attacks (+12 to melee, 1d8+6 damage) 
  instead of the flail attacks. Should its armor be 
  destroyed, the golem’s blood supply lasts half as long 
  before it starts taking damage, and it loses 2 hit points 
  per hour instead of 1 point per hour. 
    Whirlwind of Death (Ex): A blood golem can spin its 
  upper body, causing its flails to rotate at high speed, 
  shredding everything they touch. This ability allows it 
  to attack all creatures with its reach as if it had the 
  Whirlwind Attack feat. The round after the golem 
  performs this maneuver it can only take a partial action 
   
  APL 4 (EL 6) 
   
  �Golem, Blood (Damaged): CR 6; Large Construct; 
  HD 10d10; hp varies; Init -1; Spd 20 ft (cannot run); AC 
  17 (Touch 8, Flat-Footed 26); Atk +12 (1d10+4, Slam); 
  Face/Reach 5’x5’/10’; SA Whirlwind of Death (Ex); SQ 
  Construct, Blood Dependency (Ex), Blood Siphon (Ex), 
  Darkvision 60’; Magic Armor, Magic Immunity (Ex), 
  Rust Vulnerability (Ex); AL N; SV Fort +3, Ref +2, Will 
  +3; Str 22, Dex 8, Con -, Int -, Wis 10, Cha 1 
    Construct: Immune to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain.  
    Blood Dependency (Ex): Because a Blood Golem 
  constantly leaks its own vital fluid, it would eventually 
  dwindle away to nothing and must frequently absorb 
  blood from other creatures to continue functioning. A 
  blood golem with full reservoirs has enough blood to 
  function normally for 20 hours. Once the reservoirs are 
  expended, the creature loses 1 hit point every hour 
  until it reaches 0 hit points and is destroyed, leaving 
  only its armor. 
    Blood Siphon (Ex): A blood golem can suck the 
  blood out of a helpless living creature or a body that 
  has died with the past hour. This blood drain causes 
  one point of permanent Constitution drain.  Every 
  Constitution point of the creature so drained is enough 
  to heal the golem of 5 hit points of damage or (once it 
  is at its normal hit point total) power the blood golem 
  for one hour. The siphon takes one full round for every 
  Constitution point drained. The golem may store 
  enough blood to power it for 20 hours. Once the 
  golem’s reservoir is full, it can still drain Constitution 
  from its victims, but it gains no further benefits from 
  doing so. 
    Magic Armor: A blood golem is always encased in a 
  suit of full plate with at least a +1 enchantment bonus. 
  If the golem is destroyed, the armor may be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. Separating the +1 heavy flails from the armor 
  ruins all the items. 
    Magic Immunity (Ex): A blood golem is immune to 
  all spells, spell-like abilities, and supernatural effects, 
  except as follows. The gentle repose spell acts as a slow 
  spell for three rounds with no saving throw. The 
  regenerate spell restores 1 hit point of damage per 
  caster level. The horrid wilting spell does half or one-
  quarter damage if the golem fails or succeeds at its 
  saving throw. The repair damage spells from Tome and 
  Blood function normally on blood golems.  
    Rust Vulnerability (Ex): A blood golem’s armor is 
  vulnerable to rust attacks such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in 
  this manner, the golem’s armor class drops to 17, and it 
  makes slam attacks (+12 to melee, 1d8+6 damage) 
  instead of the flail attacks. Should its armor be 
  destroyed, the golem’s blood supply lasts half as long 
  before it starts taking damage, and it loses 2 hit points 
  per hour instead of 1 point per hour. 
    Whirlwind of Death (Ex): A blood golem can spin its 
  upper body, causing its flails to rotate at high speed, 
  shredding everything they touch. This ability allows it 
  to attack all creatures with its reach as if it had the 
  Whirlwind Attack feat. The round after the golem 
  performs this maneuver it can only take a partial action 
   
  APL 6 (EL 8) & APL 8 (EL 10) 
  �Golem, Blood: CR 8; Large Construct; HD 10d10; 
  hp varies; Init -1; Spd 20 ft (cannot run); AC 26 (Touch 
  8, Flat-Footed 26); Atk +13/+13 (1d10+7, +1 Heavy 
  Flail); Face/Reach 5’x5’/10’; SA Whirlwind of Death 
  (Ex); SQ Construct, Blood Dependency (Ex), Blood 
  Siphon (Ex), Darkvision 60’; Magic Armor, Magic 
  Immunity (Ex), Rust Vulnerability (Ex); AL N; SV Fort 
  
  Fury of a Cold Man’s Heart 
   
  Page 26 
  +3, Ref +2, Will +3; Str 22, Dex 8, Con -, Int -, Wis 10, 
  Cha 1 
    Construct: Immune to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain.  
    Blood Dependency (Ex): Because a Blood Golem 
  constantly leaks its own vital fluid, it would eventually 
  dwindle away to nothing and must frequently absorb 
  blood from other creatures to continue functioning. A 
  blood golem with full reservoirs has enough blood to 
  function normally for 20 hours. Once the reservoirs are 
  expended, the creature loses 1 hit point every hour 
  until it reaches 0 hit points and is destroyed, leaving 
  only its armor. 
    Blood Siphon (Ex): A blood golem can suck the 
  blood out of a helpless living creature or a body that 
  has died with the past hour. This blood drain causes 
  one point of permanent Constitution drain.  Every 
  Constitution point of the creature so drained is enough 
  to heal the golem of 5 hit points of damage or (once it 
  is at its normal hit point total) power the blood golem 
  for one hour. The siphon takes one full round for every 
  Constitution point drained. The golem may store 
  enough blood to power it for 20 hours. Once the 
  golem’s reservoir is full, it can still drain Constitution 
  from its victims, but it gains no further benefits from 
  doing so. 
    Magic Armor: A blood golem is always encased in a 
  suit of full plate with at least a +1 enchantment bonus. 
  If the golem is destroyed, the armor may be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. Separating the +1 heavy flails from the armor 
  ruins all the items. 
    Magic Immunity (Ex): A blood golem is immune to 
  all spells, spell-like abilities, and supernatural effects, 
  except as follows. The gentle repose spell acts as a slow 
  spell for three rounds with no saving throw. The 
  regenerate spell restores 1 hit point of damage per 
  caster level. The horrid wilting spell does half or one-
  quarter damage if the golem fails or succeeds at its 
  saving throw. The repair damage spells from Tome and 
  Blood function normally on blood golems.  
    Rust Vulnerability (Ex): A blood golem’s armor is 
  vulnerable to rust attacks such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in 
  this manner, the golem’s armor class drops to 17, and it 
  makes slam attacks (+12 to melee, 1d8+6 damage) 
  instead of the flail attacks. Should its armor be 
  destroyed, the golem’s blood supply lasts half as long 
  before it starts taking damage, and it loses 2 hit points 
  per hour instead of 1 point per hour. 
    Whirlwind of Death (Ex): A blood golem can spin its 
  upper body, causing its flails to rotate at high speed, 
  shredding everything they touch. This ability allows it 
  to attack all creatures with its reach as if it had the 
  Whirlwind Attack feat. The round after the golem 
  performs this maneuver it can only take a partial 
  action. 
  APL 10 (EL 12) & APL 12 (EL 14) 
  �Advanced Golem, Blood: CR 10; Huge Construct; 
  HD 15d10; hp varies; Init -2; Spd 20 ft (cannot run); AC 
  28 (Touch 7, Flat-Footed 30); Atk +20/+20 (2d8+12, +3 
  Heavy Flail); Face/Reach 5’x10’/15’; SA Whirlwind of 
  Death (Ex); SQ DR 20/+2, Construct, Blood 
  Dependency (Ex), Blood Siphon (Ex), Darkvision 60’; 
  Magic 
  Armor, 
  Magic 
  Immunity 
  (Ex), 
  Rust 
  Vulnerability (Ex); AL N; SV Fort +5, Ref +3, Will +5; 
  Str 32, Dex 6, Con -, Int -, Wis 10, Cha 1 
    Construct: Immune to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain.  
    Blood Dependency (Ex): Because a Blood Golem 
  constantly leaks its own vital fluid, it would eventually 
  dwindle away to nothing and must frequently absorb 
  blood from other creatures to continue functioning. A 
  blood golem with full reservoirs has enough blood to 
  function normally for 20 hours. Once the reservoirs are 
  expended, the creature loses 1 hit point every hour 
  until it reaches 0 hit points and is destroyed, leaving 
  only its armor. 
    Blood Siphon (Ex): A blood golem can suck the 
  blood out of a helpless living creature or a body that 
  has died with the past hour. This blood drain causes 
  one point of permanent Constitution drain.  Every 
  Constitution point of the creature so drained is enough 
  to heal the golem of 5 hit points of damage or (once it 
  is at its normal hit point total) power the blood golem 
  for one hour. The siphon takes one full round for every 
  Constitution point drained. The golem may store 
  enough blood to power it for 20 hours. Once the 
  golem’s reservoir is full, it can still drain Constitution 
  from its victims, but it gains no further benefits from 
  doing so. 
    Magic Armor: A blood golem is always encased in a 
  suit of full plate with at least a +1 enchantment bonus. 
  If the golem is destroyed, the armor may be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. Separating the +3 heavy flails from the armor 
  ruins all the items. 
    Magic Immunity (Ex): A blood golem is immune to 
  all spells, spell-like abilities, and supernatural effects, 
  except as follows. The gentle repose spell acts as a slow 
  
  Fury of a Cold Man’s Heart 
   
  Page 27 
  spell for three rounds with no saving throw. The 
  regenerate spell restores 1 hit point of damage per 
  caster level. The horrid wilting spell does half or one-
  quarter damage if the golem fails or succeeds at its 
  saving throw. The repair damage spells from Tome and 
  Blood function normally on blood golems.  
    Rust Vulnerability (Ex): A blood golem’s armor is 
  vulnerable to rust attacks such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in 
  this manner, the golem’s armor class drops to 17, and it 
  makes slam attacks (+16 to melee, 2d6+9 damage) 
  instead of the flail attacks. Should its armor be 
  destroyed, the golem’s blood supply lasts half as long 
  before it starts taking damage, and it loses 2 hit points 
  per hour instead of 1 point per hour. 
    Whirlwind of Death (Ex): A blood golem can spin its 
  upper body, causing its flails to rotate at high speed, 
  shredding everything they touch. This ability allows it 
  to attack all creatures with its reach as if it had the 
  Whirlwind Attack feat. The round after the golem 
  performs this maneuver it can only take a partial 
  action. 
   
   
  Encounter Seven: Wrath of the Boneheart 
   
  APL 2 (EL 4) 
  �Temple Guards: Male Human Ftr 1; CR 1; Medium-
  Sized Humanoid (Human); HD 1d10+2, hp varies; Init 
  +0; Spd 30; AC 16 (Touch 10, Flat-Footed 16); Atk +4 
  melee (1d8+2, Longsword); AL CN; SV Fort +4, Ref +0, 
  Will +1; Str 14, Dex 10, Con 15, Int 12, Wis 12, Cha 13 
  Skills and Feats:  Listen +3, Ride +2, Spot +3; Cleave, 
  Power Attack, Weapon Focus (Longsword) 
  Possessions: 
  Chain 
  Shirt, 
  Large 
  Steel 
  Shield, 
  Longsword, 3 gp, waterskin 
   
  �Temple Archers: Male Human Ftr 1; CR 1; 
  Medium-Sized Humanoid (Human); HD 1d10+1, hp 
  varies; Init +7; Spd 30; AC 17 (Touch 13, Flat-Footed 
  14); Atk +5 ranged (1d8, Longbow) or +1 melee (1d6, 
  Shortsword); AL CN; SV Fort +3, Ref +3, Will +1; Str 
  10, Dex 16, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot 
  Possessions: Chain Shirt, Shortsword, Longbow, 20 
  Arrows, 3 gp, waterskin 
   
  �Priest of Iuz: Male Human Clr1 (Iuz); CR 1; 
  Medium-sized Humanoid (Human); HD 1d8+2, hp 
  varies; Init +0; Spd 30; AC 16 (Touch 10, Flat-Footed 
  16); Atk +2 melee (2d6+3, Greatsword, 19-20); AL CE; 
  SV Fort +4, Ref +0, Will +4; Str 14, Dex 10, Con 14, Int 
  10, Wis 14, Cha 12 
  Skills and Feats: Concentration +5, Heal +3, 
  Knowledge (Religion) +3; Martial Weapon Proficiency 
  (Greatsword) 
  Spells Prepared (3/2+1; Base DC 12 + spell level): 0 – 
  create water, detect magic (2); 1
  st – Bane, Cause Fear, 
  Protection from Law* 
  * Domain Spell. Domains: Chaos (Cast chaos spells at 
  +1 caster level), Trickery (Bluff, Disguise, and Hide are 
  class skills.) 
  Possessions: Splint Mail, Greatsword, 3 potions of Cure 
  Light Wounds, Medallion of Dis, 12 gp 
   
  APL 4 (EL 6) 
  �Temple Guards: Male Human Ftr 2; CR 2; Medium-
  Sized Humanoid (Human); HD 2d10+4, hp varies; Init 
  +4; Spd 30; AC 16 (Touch 10, Flat-Footed 16); Atk +6 
  melee (1d8+2, MW Longsword); AL CN; SV Fort +5, 
  Ref +0, Will +1; Str 14, Dex 10, Con 15, Int 12, Wis 12, 
  Cha 13 
  Skills and Feats:  Listen +3, Ride +4, Spot +4; Cleave, 
  Improved Initiative, Power Attack, Weapon Focus 
  (Longsword) 
  Possessions: 
  Chain 
  Shirt, 
  Large 
  Steel 
  Shield, 
  Masterwork Longsword,  6 gp, waterskin 
   
  �Temple Archers: Male Human Ftr 2; CR 2; 
  Medium-Sized Humanoid (Human); HD 2d10+2, hp 
  varies; Init +7; Spd 30; AC 17 (Touch 13, Flat-Footed 
  14); Atk +7 ranged (1d8, MW Longbow) or +2 melee 
  (1d6, Shortsword); AL CN; SV Fort +4, Ref +3, Will +1; 
  Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 10 
  Skills and Feats: Listen +3, Ride +2, Spot +3, Point 
  Blank Shot, Precise Shot, Rapid Shot 
  Possessions: Chain Shirt, Shortsword, MW Longbow, 
  20 Arrows, 6 gp, waterskin 
   
  �Priest of Iuz: Male Human Clr2 (Iuz); CR 2; 
  Medium-sized Humanoid (Human); HD 2d8+4, hp 
  varies; Init +0; Spd 30; AC 17 (Touch 10, Flat-Footed 
  17); Atk +3 melee (2d6+3, Greatsword, 19-20); AL CE; 
  SV Fort +5, Ref +0, Will +5; Str 14, Dex 10, Con 14, Int 
  10, Wis 14, Cha 12 
  Skills and Feats: Concentration +7, Heal +3, 
  Knowledge (Religion) +4; Martial Weapon Proficiency 
  (Greatsword) 
  Spells Prepared (4/3+1; Base DC 12 + spell level): 0 – 
  create water, detect magic (2), detect good; 1
  st – Bane, 
  Cause Fear, Cure Light Wounds, Protection from Law* 
  * Domain Spell. Domains: Chaos (Cast chaos spells at 
  +1 caster level), Trickery (Bluff, Disguise, and Hide are 
  class skills.) 
  
  Fury of a Cold Man’s Heart 
   
  Page 28 
  Possessions: +1 Splint Mail, Greatsword, 3 potions of 
  Cure Light Wounds, Pearl of Power (1
  st), Medallion of 
  Dis, 24 gp 
   
  APL 6 (EL 8) 
  �Temple Guards: Male Human Ftr 5; CR 5; Medium-
  Sized Humanoid (Human); HD 5d10+10, hp varies; 
  Init +4; Spd 30; AC 20 (Touch 10, Flat-Footed 20); Atk 
  +10 melee  (1d8+5, +1 Longsword); AL CN; SV Fort +6, 
  Ref +3, Will +2; Str 15, Dex 10, Con 15, Int 12, Wis 12, 
  Cha 13 
  Skills and Feats:  Listen +6, Ride +5, Spot +6; Cleave, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Longsword), Weapon Specialization 
  (Longsword) 
  Possessions: Half-Plate, +1 Large Steel Shield, +1 
  Longsword,  12 gp, waterskin 
   
  �Priest of Iuz: Male Human Clr5 (Iuz); CR 5; 
  Medium-sized Humanoid (Human); HD 5d8+10, hp 
  varies; Init +0; Spd 30; AC 22 (Touch 10, Flat-Footed 
  22); Atk +3 melee (2d6+3, Greatsword, 19-20); AL CE; 
  SV Fort +8, Ref +3, Will +8; Str 14, Dex 10, Con 14, Int 
  10, Wis 15, Cha 12 
  Skills and Feats: Bluff +3, Concentration +11, Heal +4, 
  Knowledge (Religion) +5; Martial Weapon Proficiency 
  (Greatsword), Weapon Focus (Greatsword) 
  Spells Prepared (5/4+1/3+1/1+1; Base DC 12 + spell 
  level): 0 – create water, detect magic (2), detect good(2); 
  1
  st – Bane(2), Cause Fear, Cure Light Wounds, 
  Protection from Law*; 2
  nd – Bull Strength, Hold Person 
  (2), Invisibility*; 3
  rd – Dispel Magic, Magic Circle 
  against Law*; 
  * Domain Spell. Domains: Chaos (Cast chaos spells at 
  +1 caster level), Trickery (Bluff, Disguise, and Hide are 
  class skills.) 
  Possessions: +1 Splint Mail, +1 Greatsword, Cloak of 
  Resistance +2, 3 potions of Cure Light Wounds, Pearl 
  of Power (1
  st), Medallion of Dis, 24 gp 
   
  APL 8 (EL 11) 
  �Temple Guards: Male Human Ftr 5; CR 5; Medium-
  Sized Humanoid (Human); HD 5d10+10, hp varies; 
  Init +4; Spd 30; AC 20 (Touch 10, Flat-Footed 20); Atk 
  +10 melee (1d8+5, +1 Longsword); AL CN; SV Fort +6, 
  Ref +3, Will +2; Str 15, Dex 10, Con 15, Int 12, Wis 12, 
  Cha 13 
  Skills and Feats:  Listen +6, Ride +5, Spot +6; Cleave, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Longsword), Weapon Specialization 
  (Longsword) 
  Possessions: Half-Plate, +1 Large Steel Shield, +1 
  Longsword,  12 gp, waterskin 
   
  �Alijah, High Priestess of Iuz: Female Human Clr9 
  (Iuz); CR 9; Medium-sized Humanoid (Human); HD 
  9d8+18, hp 66; Init +5; Spd 20; AC 26 (Touch 12, Flat-
  Footed 25); Atk +9/+4 melee (1d8+2, Heavy Mace); AL 
  CE; SV Fort +10, Ref +8, Will +11; Str 12, Dex 12, Con 
  14, Int 12, Wis 17, Cha 14 
  Skills and Feats: Concentration +14, Diplomacy +6, 
  Heal +13, Knowledge (Arcana) +6, Knowledge 
  (History) +3, Knowledge (Local) +3, Knowledge 
  (Religion) +11, Spellcraft +4; Combat Casting, 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus (Heavy mace), Skill Focus (Knowledge: 
  Religion) 
  Spells Prepared (6/5+1/4+1/4+1/2+1/1+1; Base DC 13 + 
  spell level): 0 – create water, detect magic (2), detect 
  poison, light, read magic’ 1
  st – Bane, Cause Fear, 
  Protection from Good, Sanctuary, Summon Monster 1, 
  Protection from Law*; 2
  nd – Bull Strength (2), Hold 
  Person (2), Shield Other, Invisibility*; 3
  rd – Deeper 
  Darkness, Dispel Magic, Prayer, Searing Light, Magic 
  Circle against Law*; 4
  th – Divine Power, Summon 
  Monster IV, Chaos Hammer*; 5
  th – Flame Strike, 
  Dispel Law* 
  * Domain Spell. Domains: Chaos (Cast chaos spells at 
  +1 caster level), Trickery (Bluff, Disguise, and Hide are 
  class skills.) 
  Possessions: +2 Full Plate, +2 Large Steel Shield, +1 
  Heavy Mace, Ring of Protection +1, Cloak of 
  Resistance +2, 3 potions of Cure Light Wounds, Pearl 
  of Power (1
  st), Medallion of Dis, Scroll of Slay Living, 
  Scroll of Hold Person, Scroll of Plane Shift, 124 gp 
   
  APL 10 (EL 13) 
  �Temple Guards: Male Human Ftr 7; CR 7; Medium-
  Sized Humanoid (Human); HD 7d10+14, hp varies; 
  Init +4; Spd 30; AC 23 (Touch 10, Flat-Footed 23); Atk 
  +12/+7 melee (1d8+5, +1 Longsword); AL CN; SV Fort 
  +9, Ref +4, Will +6; Str 15, Dex 10, Con 15, Int 12, Wis 
  12, Cha 13 
  Skills and Feats:  Listen +6, Ride +5, Spot +6; Cleave, 
  Great Fortitude. Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword) 
  Possessions: +1 Half-Plate, +1 Large Steel Shield, +1 
  Longsword,  +1 Amulet of Natural Armor, +1 Ring of 
  Protection, 12 gp, waterskin 
   
  �Temple Wizard: Male Human Wiz5/Palemaster1; 
  CR 6; Medium-sized Humanoid (Human); HD 5d4+10 
  + 1d6+2; hp 32; Init +6; Spd 30; AC 14 (touch 12, flat-
  footed 12)(+2 Natural Armor, +2 Dex); Atk +2 melee 
  (1d6, quarterstaff) or +4 ranged (1d8, 19-20, light 
  crossbow); SA Spellcasting; SQ Bonemail +2; AL NE; 
  
  Fury of a Cold Man’s Heart 
   
  Page 29 
  SV Fort +5, Ref +5, Will +7; Str 10, Dex 14, Con 14, Int 
  17, Wis 12, Cha 10 
  Skills and Feats: Concentration +11, Knowledge 
  (Arcana) +7, Knowledge (History) +7, Knowledge 
  (Planes) +7, Knowledge (Religion) +11, Spellcraft +10, 
  Tumble +4; Scribe Scroll, Improved Initiative, Skill 
  Focus 
  (Knowledge 
  (Religion)), 
  Spell 
  Focus 
  (Invoke/Evoke), Lightning Reflexes, Brew Potion 
  Spells Prepared (4/4/4/3; Base DC 13 + spell level; +2 
  DC Invoke/Evoke; 6
  th level caster): 0
  th – Read Magic, 
  Detect Magic, Ray of Frost, Daze; 1
  st – Shield, Mage 
  Armor, Cause Fear, Change Self; 2
  nd - Resist Elements x 
  2, Scare, Web; 3
  rd – Fireball, Haste, Dispel Magic 
  Spellbook: 0 - all cantrips; 1
  st – Cause Fear, Change 
  Self, Charm Person, Endure Elements, Mage Armor, 
  Magic Missile, Shield; 2
  nd – Cat’s Grace, Flaming 
  Sphere, Resist Elements, Scare, Web; 3
  rd – Dispel 
  Magic, Fireball, Haste, Vampiric Touch 
  Possessions: Toad (familiar), Wand of Magic Missiles 
  12 charges (5
  th Caster), Potion of Cure Light Wounds x 
  3, Quarterstaff, Light Crossbow, 2 flasks of oil, 182 gp 
  Bonemail: The pale master has an instinctive feel for 
  bone and can craft necromantic armor composed of 
  interlocking bones. His appreciation for all things deal 
  allows him to wear the bonemail like a second skin – 
  that is, natural armor, which does not interfere with 
  arcane spellcasting. Only pale masters gain any benefit 
  to Armor Class from wearing bonemail. At 1
  st level, the 
  bonemail grants a +2 natural armor bonus to its wearer.  
   
  �Alijah, High Priestess of Iuz: Female Human Clr11 
  (Iuz); CR 11; Medium-sized Humanoid (Human); HD 
  11d8+22, hp 80; Init +5; Spd 20; AC 28 (Touch 13, Flat-
  Footed 27); Atk +12/+7 melee (1d8+3, Heavy Mace); AL 
  CE; SV Fort +11, Ref +9, Will +12; Str 12, Dex 12, Con 
  14, Int 12, Wis 20, Cha 14 
  Skills and Feats: Concentration +17, Diplomacy +9, 
  Heal +13, Knowledge (Arcana) +8, Knowledge 
  (History) +4, Knowledge (Local) +3, Knowledge 
  (Religion) +11, Spellcraft +7; Combat Casting, 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus (heavy mace), Skill Focus (Knowledge: Religion) 
  Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/1+1; Base DC 
  15 + spell level): 0 – create water, detect magic (2), 
  detect poison, light (2), read magic’ 1
  st – Bane, Cause 
  Fear, Cure Light Wounds, Protection from Good, 
  Sanctuary, Summon Monster 1, Protection from Law*; 
  2
  nd – Bull Strength (2), Hold Person (2), Shield Other, 
  Invisibility*; 3
  rd – Deeper Darkness, Dispel Magic, 
  Prayer, Searing Light (2), Magic Circle against Law*; 4
  th 
  – Divine Power, Spell Immunity, Summon Monster IV 
  (2), Chaos Hammer*; 5
  th – Flame Strike, Slay Living, 
  Spell Resistance, Dispel Law*; 6
  th – Blade Barrier, 
  Mislead* 
  * Domain Spell. Domains: Chaos (Cast chaos spells at 
  +1 caster level), Trickery (Bluff, Disguise, and Hide are 
  class skills.) 
  Possessions: +2 Full Plate, +2 Large Steel Shield, +2 
  Heavy Mace, Ring of Protection +2, Cloak of 
  Resistance +2, 3 potions of Cure Moderate Wounds, 
  Pearl of Power (2
  nd), Periapt of Wisdom +2, Medallion 
  of Dis, Scroll of Slay Living, Scroll of Hold Person, 
  Scroll of Plane Shift, Potion of Haste, Potion of 
  Gaseous Form, 124 gp 
   
  APL 12 (EL 15) 
  �Temple Guards: Male Human Ftr 7; CR 7; Medium-
  Sized Humanoid (Human); HD 7d10+14, hp varies; 
  Init +4; Spd 30; AC 23 (Touch 10, Flat-Footed 23); Atk 
  +12/+7 melee (1d8+5, +1 Longsword); AL CN; SV Fort 
  +9, Ref +4, Will +6; Str 15, Dex 10, Con 15, Int 12, Wis 
  12, Cha 13 
  Skills and Feats:  Listen +6, Ride +5, Spot +6; Cleave, 
  Great Fortitude. Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword) 
  Possessions: +1 Half-Plate, +1 Large Steel Shield, +12 
  Longsword,  +1 Amulet of Natural Armor, +1 Ring of 
  Protection, 12 gp, waterskin 
   
  �Temple Wizard:  Male Human Wiz5/Palemaster5; 
  CR 10; Medium-sized Humanoid (Human); HD 
  5d4+10 + 5d6+10; hp 59; Init +6; Spd 60; AC 14 (touch 
  12, flat-footed 12)(+2 Natural Armor, +2 Dex); Atk +5 
  melee (1d6+1, quarterstaff) or +6 ranged (1d8, 19-20, 
  light crossbow); SA Spellcasting; SQ Bonemail +4, 
  Animate 
  Dead, 
  Darkvision, 
  Summon 
  Undead, 
  Deathless Vigor; AL NE; SV Fort +8, Ref +7, Will +12; 
  Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 10 
  Skills and Feats: Concentration +17, Knowledge 
  (Arcana) +10, Knowledge (History) +10, Knowledge 
  (Planes) +11, Knowledge (Religion) +13, Spellcraft +13, 
  Tumble +8; Scribe Scroll, Improved Initiative, Skill 
  Focus 
  (Knowledge 
  (Religion)), 
  Spell 
  Focus 
  (Invoke/Evoke), Lightning Reflexes, Brew Potion, Iron 
  Will 
  Spells Prepared (4/6/4/4/3; Base DC 14 + spell level; +2 
  DC Invoke/Evoke; 8
  th level caster): 0
  th – Read Magic, 
  Detect Magic, Ray of Frost, Daze; 1
  st – Shield, Magic 
  Missile, Mage Armor, Cause Fear x2, Change Self; 2
  nd - 
  Resist Elements x 2, Scare, Web; 3
  rd – Fireball x2, 
  Haste, Dispel Magic; 4
  th - Ice Storm, Phantasmal Killer, 
  Minor Globe of Invulnerability 
  Spellbook: 0 - all cantrips; 1
  st – Cause Fear, Change 
  Self, Charm Person, Endure Elements, Mage Armor, 
  Magic Missile, Shield; 2
  nd – Cat’s Grace, Flaming 
  Sphere, Resist Elements, Scare, Web; 3
  rd – Dispel 
  Magic, Fireball, Haste, Lightning Bolt, Vampiric 
  
  Fury of a Cold Man’s Heart 
   
  Page 30 
  Touch; 4
  th - Ice Storm, Minor Globe of Invulnerability, 
  Phantasmal Killer 
  Possessions: Toad (familiar), Cloak of Resistance +1, 
  Wand of Magic Missiles (5
  th lvl caster) 10 charges, 
  Potion of Cure Light Wounds x 3, Quarterstaff, Light 
  Crossbow, 2 flasks of oil, 182 gp 
    Bonemail: The pale master has an instinctive feel for 
  bone and can craft necromantic armor composed of 
  interlocking bones. His appreciation for all things deal 
  allows him to wear the bonemail like a second skin – 
  that is, natural armor, which does not interfere with 
  arcane spellcasting. Only pale masters gain any benefit 
  to Armor Class from wearing bonemail. At 1
  st level, the 
  bonemail grants a +2 natural armor bonus to its wearer. 
  At 4
  th level this increases to +4.  
    Animate Dead (Sp): At 2
  nd level, the pale master 
  begins to exercise control over the undead. Once per 
  day as a spell-like ability, he can use animate dead 
  without need of a material component. Levels of this 
  prestige class count as caster levels for this purpose. All 
  other level restrictions of animate dead still apply. For 
  example, a 6
  th level sorcerer/2
  nd level pale master can 
  only animate up to 9 HD of undead with a single use of 
  this ability. Likewise, he can only control up to 16 HD 
  of undead created using this ability at one time.  
    Darkvision (Ex): At 3
  rd level, the dark begins to lose 
  its mysteries to the pale master, who gains darkvision 
  with a 60-foot range. This is an extraordinary ability. If 
  he already has darkvision, its range increases by 60 feet 
    Summon Undead (Su): On reaching 4
  th level, the 
  pale master can summon two undead creatures twice 
  per day as a supernatural ability. This is a standard 
  action that does not provoke an attack of opportunity. 
  The undead appear at the beginning of the pale 
  master’s next action, at a point he designates (and can 
  see) with 60 feet, and they act immediately. The pale 
  master may verbally direct the undead to attack, not 
  attack, attack particular enemies, or perform other 
  actions. Summoned undead remain for  round per 
  caster level, after which time the disappear (sooner if 
  destroyed in combat). Summoned undead do not count 
  against he pale master’s HD total for controlling 
  undead with his animate dead ability (see above). At 
  this APL the pale master can summon two Wights. All 
  summoned undead have +4 turn resistance, in addition 
  to any turn resistance they already posses, for the 
  duration of their stay. 
    Deathless Vigor: At 5
  th level, the pale master’s body 
  becomes more akin to the undying flesh of those 
  creatures he associates with. The character gains +3 hit 
  points as though from the Toughness feat. 
   
  �Alijah, High Priestess of Iuz: Female Human Clr13 
  (Iuz); CR 13; Medium-sized Humanoid (Human); HD 
  13d8+26, hp 94; Init +5; Spd 20; AC 28 (Touch 13, Flat-
  Footed 27); Atk +13/+8 melee (1d8+3, +2 Heavy Mace); 
  AL CE; SV Fort +12, Ref +10, Will +15; Str 12, Dex 12, 
  Con 14, Int 12, Wis 23, Cha 14 
  Skills and Feats: Concentration +19, Diplomacy +9, 
  Heal +13, Knowledge (Arcana) +11, Knowledge 
  (History) +6, Knowledge (Local) +5, Knowledge 
  (Religion) +13, Spellcraft +10; Combat Casting, 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus (heavy mace), Skill Focus (Knowledge: Religion) 
  Spells 
  Prepared 
  (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1; 
  Base DC 16 + spell level): 0 – create water, detect magic 
  (2), detect poison, light (2), read magic’ 1
  st – Bane, 
  Cause Fear (2), Cure Light Wounds, Protection from 
  Good, Sanctuary, Summon Monster 1, Protection from 
  Law*; 2
  nd – Bull Strength (2), Endurance, Hold Person 
  (2), Shield Other, Invisibility (2)*; 3
  rd – Deeper 
  Darkness, Dispel Magic (2), Prayer, Searing Light (2), 
  Magic Circle against Law*; 4
  th – Cure Critical Wounds, 
  Divine Power, Spell Immunity, Summon Monster IV 
  (2), Chaos Hammer*; 5
  th – Flame Strike (2), Plane Shift, 
  Slay Living, Spell Resistance, Dispel Law*; 6
  th – Blade 
  Barrier, Harm, Summon Monster (VI), Mislead*; 7
  th – 
  Blasphemy, Word of Chaos* 
  * Domain Spell. Domains: Chaos (Cast chaos spells at 
  +1 caster level), Trickery (Bluff, Disguise, and Hide are 
  class skills.) 
  Possessions: +2 Full Plate, +2 Large Steel Shield, +2 
  Heavy Mace, Ring of Protection +2, Cloak of 
  Resistance +2, 3 potions of Cure Moderate Wounds, 
  Pearl of Power (2
  nd), Periapt of Wisdom +4, Medallion 
  of Dis, Scroll of Slay Living, Scroll of Hold Person, 
  Scroll of Plane Shift, Potion of Haste, Potion of 
  Gaseous Form, 124 gp 
   
   
   
  
  Fury of a Cold Man’s Heart 
   
  Page 31 
  Appendix 2: Curses 
   
  This series is about three men who betrayed their faith during the Flight of Fiends. So they were cursed with three 
  different curses. The first one was known as the Mark of Avernus. It is detailed below. The second presented in this 
  adventure is known as The Mark of Cania. It acts in its own fashion as well as differently if on the same character as the 
  Mark of Avernus.  
   
  Mark of Avernus:  These runes appear as tattoo’s on 
  the left arm and chest of the person cursed with them. 
  The runes are in infernal and spell out the true names 
  of 101 devils. The runes crawl over the afflicted 
  persons skin forming new names constantly. The curse 
  provides several benefits as well as drawbacks. The 
  bearer of the curse is granted a DR of 5/+1 and Fire 
  Resist 5.  Any wounds suffered by the PC cannot be 
  healed by non-magical means and if the PC is ever 
  dropped to 0 hp’s or less he dies instantly. The runes 
  cannot be removed by any known means. At the end of 
  each adventure have the DM mark you ending hp’s in 
  the play notes section on your adventure cert. This is 
  your starting hp’s for your next adventure. 
   
  Mark of Cania:  These runes appear as tattoo’s on the 
  left arm and chest of the person cursed with them. The 
  runes are in infernal and spell out the true names of 
  101 devils. The runes crawl over the afflicted persons 
  skin forming new names constantly. The curse 
  provides several benefits as well as drawbacks. The 
  bearer of the curse is granted Cold Resistance 5 and is 
  immune to paralysis and being stunned. At the same 
  time the bearer’s skin loses its color and looks dead. 
  The bearer also does not have any detectable heartbeat. 
  This causes a -4 penalty on any social interaction skill 
  unless it can be masked in some fashion. The bearer of 
  the curse is also immune to 1
  st level Cure spells. He 
  must heal naturally or have a higher level priest cast a 
  2
  nd  or higher cure spell on him. The runes cannot be 
  removed by any known means. At the end of each 
  adventure have the DM mark you ending hp’s in the 
  play notes section on your adventure cert. This is your 
  starting hp’s for your next adventure. 
   
  Mark of Stygia:  This mark happens when a character 
  has both the Mark of Avernus and the Mark of Cania. 
  These runes appear as tattoo’s on the left arm, chest, 
  and back of the person cursed with them. The runes 
  are in infernal and spell out the true names of 202 
  devils. The runes crawl over the afflicted persons skin 
  forming new names constantly. The curse provides 
  several benefits as well as drawbacks. The bearer of the 
  curse is granted DR 5/+1, Cold and Fire Resistance 5, 
  and is immune to paralysis and being stunned. Any 
  wounds suffered by the PC cannot be healed by non-
  magical means. The bearer’s skin loses its color and 
  looks dead. The bearer also does not have any 
  detectable heartbeat. This causes a -4 penalty on any 
  social interaction skill unless it can be masked in some 
  fashion. The bearer of the curse is also immune to 1
  st 
  level Cure spells. He must have a higher level priest 
  cast a 2
  nd  or higher Cure spell on him 
   
   
   
   
   
   
   
   
   
  
  Fury of a Cold Man’s Heart 
   
  Page 32 
                           Appendix 3: Map of Rishvian 
   
   
  Brown colored houses have been destroyed. The excavation area is just to the 
  north of the top edge of this map.  
   
  See Appendix 4 for details on the excavation area. The small buildings are 
  guard posts while the longer ones are the slave pens themselves. The 
  large cone shape in the middle of the map is the dirt from the excavation. 
   
  
  Fury of a Cold Man’s Heart 
   
  Page 33 
                           Appendix 4: Map of Excavation and the Temple of Blood 
   
   
   
   
   
   
   
   
   
   
  
  Fury of a Cold Man’s Heart 
   
  Page 34 
          Appendix 5: New Creatures 
   
  From Living Greyhawk Journal #8 by Sean K Reynolds 
   
                                     Blood Golem 
  Large Construct 
  Hit Dice:  
  10d10 (55 hp) 
  Initiative: 
  -1 (Dex) 
  Speed: 
   
  20 ft. (cannot run) 
  AC:  
   
  26 (-1 size, -1 Dex, +9 natural, +9 +1 
  Full Plate) 
  Attacks:  
  2 +1 Heavy Flails +13 melee  
  Damage:  
  +1 Heavy Flail 1d10+7 
  Face/Reach: 
  5 ft. by 5 ft. / 10 ft. 
  Special Attacks: 
  Blood Siphon, Whirlwind of Death 
  Special Qualities:  Blood 
  Dependency, 
  Construct, 
  Damage Reduction 10/+1, Magic 
  Armor 
  and 
  Weapons, 
  Magic 
  Immunity, Rust Vulnerability 
  Saves: 
   
  Fortitude +3, Reflex +2, Will +3 
  Abilities:  
  Str 22, Dex 8, Con -, Int -, Wis 10, 
  Cha 1 
   
  Climate/Terrain: Any land and underground 
  Organization: 
  Solitary or Gang (2-5)  
  CR:  
   
  8 
  Alignment: 
  Always Neutral 
   
   
  The blood golem is a foul construct made of the 
  coagulated blood of sacrificial victims. Girded in magic 
  armor and bearing magic weapons, they bring only 
  death. 
   
  Without its armor, a blood golem looks like a 
  vaguely humanoid shape made out of thickened red 
  and black blood. It constantly leaks small amounts of 
  blood, and it is often surround by swarms of flies and 
  other flying vermin that dine on its leavings. Although 
  the church that created it was once satisfied with this 
  raw form, recently they have added a final step in 
  which they seal the golem in a custom-made suite of +1 
  Full Plate with +1 heavy flails fused to each of its arm. 
  This suit of armor includes two large spherical 
  reservoirs on the shoulders that store blood to fuel the 
  creature’s power. Metal pipes and valves convey the 
  creature’s blood within the armor, but the seals are 
  imperfect, and it still leaks fluid, albeit at a reduced 
  rate. 
   
  Because it is a construct, the blood golem can 
  remain in one place for hours or days, although it 
  requires fresh blood on a regular basis, making it 
  suitable as a guardian only if there are acolytes or other 
  cultists available to attend to the golem’s recurrent 
  thirst. 
   
  Combat 
   
  A blood golem is straightforward in combat, 
  lashing out at its foes with its weapons. It seems to be a 
  cruel and malicious combatant, torturing and inflicting 
  the maximum amount of pain on its enemies despite 
  its lack of true intelligence. 
   
  Construct: Immune to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain.  
    Blood Dependency (Ex): Because a Blood Golem 
  constantly leaks its own vital fluid, it would eventually 
  dwindle away to nothing and must frequently absorb 
  blood from other creatures to continue functioning. A 
  blood golem with full reservoirs has enough blood to 
  function normally for 20 hours. Once the reservoirs are 
  expended, the creature loses 1 hit point every hour 
  until it reaches 0 hit points and is destroyed, leaving 
  only its armor. 
    Blood Siphon (Ex): A blood golem can suck the 
  blood out of a helpless living creature or a body that 
  has died with the past hour. This blood drain causes 
  one point of permanent Constitution drain.  Every 
  Constitution point of the creature so drained is enough 
  to heal the golem of 5 hit points of damage or (once it 
  is at its normal hit point total) power the blood golem 
  for one hour. The siphon takes one full round for every 
  Constitution point drained. The golem may store 
  enough blood to power it for 20 hours. Once the 
  golem’s reservoir is full, it can still drain Constitution 
  from its victims, but it gains no further benefits from 
  doing so. 
    Magic Armor: A blood golem is always encased in a 
  suit of full plate with at least a +1 enchantment bonus. 
  If the golem is destroyed, the armor may be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. Separating the +1 heavy flails from the armor 
  ruins all the items. 
    Magic Immunity (Ex): A blood golem is immune to 
  all spells, spell-like abilities, and supernatural effects, 
  except as follows. The gentle repose spell acts as a slow 
  spell for three rounds with no saving throw. The 
  regenerate spell restores 1 hit point of damage per 
  caster level. The horrid wilting spell does half or one-
  quarter damage if the golem fails or succeeds at its 
  saving throw. The repair damage spells from Tome and 
  Blood function normally on blood golems.  
  
  Fury of a Cold Man’s Heart 
   
  Page 35 
    Rust Vulnerability (Ex): A blood golem’s armor is 
  vulnerable to rust attacks such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in 
  this manner, the golem’s armor class drops to 17, and it 
  makes slam attacks (+12 to melee, 1d8+6 damage) 
  instead of the flail attacks. Should its armor be 
  destroyed, the golem’s blood supply lasts half as long 
  before it starts taking damage, and it loses 2 hit points 
  per hour instead of 1 point per hour. 
    Whirlwind of Death (Ex): A blood golem can spin its 
  upper body, causing its flails to rotate at high speed, 
  shredding everything they touch. This ability allows it 
  to attack all creatures with its reach as if it had the 
  Whirlwind Attack feat. The round after the golem 
  performs this maneuver it can only take a partial 
  action. 
   
  Girded in thicker armor with more powerful weapons 
  the Advanced Blood Golem can lay waste to entire 
  companies of men without hesitating for a second. 
   
  �Advanced Golem, Blood: CR 10; Huge Construct; 
  HD 15d10; hp varies; Init -2; Spd 20 ft (cannot run); AC 
  28 (Touch 7, Flat-Footed 30); Atk +20/+20 (2d8+12, +3 
  Heavy Flail); Face/Reach 5’x10’/15’; SA Whirlwind of 
  Death (Ex); SQ DR 20/+2, Construct, Blood 
  Dependency (Ex), Blood Siphon (Ex), Darkvision 60’; 
  Magic 
  Armor, 
  Magic 
  Immunity 
  (Ex), 
  Rust 
  Vulnerability (Ex); AL N; SV Fort +5, Ref +3, Will +5; 
  Str 32, Dex 6, Con -, Int -, Wis 10, Cha 1 
    Construct: Immune to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or energy drain.  
    Blood Dependency (Ex): Because a Blood Golem 
  constantly leaks its own vital fluid, it would eventually 
  dwindle away to nothing and must frequently absorb 
  blood from other creatures to continue functioning. A 
  blood golem with full reservoirs has enough blood to 
  function normally for 20 hours. Once the reservoirs are 
  expended, the creature loses 1 hit point every hour 
  until it reaches 0 hit points and is destroyed, leaving 
  only its armor. 
    Blood Siphon (Ex): A blood golem can suck the 
  blood out of a helpless living creature or a body that 
  has died with the past hour. This blood drain causes 
  one point of permanent Constitution drain.  Every 
  Constitution point of the creature so drained is enough 
  to heal the golem of 5 hit points of damage or (once it 
  is at its normal hit point total) power the blood golem 
  for one hour. The siphon takes one full round for every 
  Constitution point drained. The golem may store 
  enough blood to power it for 20 hours. Once the 
  golem’s reservoir is full, it can still drain Constitution 
  from its victims, but it gains no further benefits from 
  doing so. 
    Magic Armor: A blood golem is always encased in a 
  suit of full plate with at least a +1 enchantment bonus. 
  If the golem is destroyed, the armor may be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. Separating the +3 heavy flails from the armor 
  ruins all the items. 
    Magic Immunity (Ex): A blood golem is immune to 
  all spells, spell-like abilities, and supernatural effects, 
  except as follows. The gentle repose spell acts as a slow 
  spell for three rounds with no saving throw. The 
  regenerate spell restores 1 hit point of damage per 
  caster level. The horrid wilting spell does half or one-
  quarter damage if the golem fails or succeeds at its 
  saving throw. The repair damage spells from Tome and 
  Blood function normally on blood golems.  
    Rust Vulnerability (Ex): A blood golem’s armor is 
  vulnerable to rust attacks such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in 
  this manner, the golem’s armor class drops to 17, and it 
  makes slam attacks (+16 to melee, 2d6+9 damage) 
  instead of the flail attacks. Should its armor be 
  destroyed, the golem’s blood supply lasts half as long 
  before it starts taking damage, and it loses 2 hit points 
  per hour instead of 1 point per hour. 
    Whirlwind of Death (Ex): A blood golem can spin its 
  upper body, causing its flails to rotate at high speed, 
  shredding everything they touch. This ability allows it 
  to attack all creatures with its reach as if it had the 
  Whirlwind Attack feat. The round after the golem 
  performs this maneuver it can only take a partial 
  action. 
   
  
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                  Appendix 6: New Rules 
  Pale Master as present in Tome and Blood 
  “The dead aren’t so bad once you get to know them.” 
   
   
  Necromancy is usually a poor choice for arcane spellcasters – those who really want to master the deathless arts 
  almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to 
  give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre 
  power all its own. 
   
  Many pale master still end up supplementing their arcane power with levels of divine magic. The mixture of ‘pale 
  lore’ and clerical abilities to sway, create, command, and destroy undead can be a potent one. 
   
  NPC pale master head special strike groups comprising lesser undead, supplemented as needed with more 
  powerful summoned undead. Sometimes they serve or act in collusion with powerful evil characters, such as true 
  necromancers or divine spellcaster with Death as one of their domains. Wherever pale master go, undead follow. Often 
  it is difficult to tell a pale master from the undead that he surrounds himself with. 
   
  Hit Die: d6 
   
  Class 
  Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1
  st 
  +0 
  +2 
  +0 
  +2 
  Bonemail +2 
  +1 level of existing class 
  2
  nd 
  +1 
  +3 
  +0 
  +3 
  Animate Undead 
   
  3
  rd 
  +1 
  +3 
  +1 
  +3 
  Darkvision 
  +1 level of existing class 
  4
  th 
  +2 
  +4 
  +1 
  +4 
  Summon Undead, 
  Bonemail +4 
   
  5
  th 
  +2 
  +4 
  +1 
  +4 
  Deathless Vigor 
  +1 level of existing class 
  6
  th 
  +3 
  +5 
  +2 
  +5 
  Undead Graft 
   
  7
  th 
  +3 
  +5 
  +2 
  +5 
  Tough as Bone 
  +1 level of existing class 
  8
  th 
  +4 
  +6 
  +2 
  +6 
  Graf upgrade, 
  Bonemail +6 
   
  9
  th 
  +4 
  +6 
  +3 
  +6 
  Summon Greater 
   Undead 
  +1 level of existing class 
  10
  th 
  +5 
  +7 
  +3 
  +7 
  Deathless Mastery 
   
   
  Requirements: 
  To qualify to become a pale master, a character must fulfill all the following criteria. 
   
  Alignment:  Any nongood 
   
  Knowledge (religion): 8 ranks 
   
  Feat: Skill Focus (Knowledge [religion]) 
   
  Spells: Ability to cast arcane spells of 3
  rd level or higher 
   
  Special: The candidate must have spent three or more days locked in a tomb with animate undead. This contact 
  may be peaceful or violent. A character who is slain by the undead and later raised still meets the requirement, although 
  the result level loss may delay compliance with other prerequisites. 
   
  Class skills 
  The pale master’s class skills (and the ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Hide (Dex), Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Scry (Int, exclusive 
  skill), and Spellcraft (Int). See Chapter 4: Skills in the Players Handbook for skill descriptions. 
   
  Class Features 
  Spells per Day: At every second level gained in the pale master class, the character gains new spells per day as if he had 
  also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any 
  other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, 
  metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on)., except for an 
  
  Fury of a Cold Man’s Heart 
   
  Page 37 
  increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a pale 
  master, he must decide to which class he adds the new level for purposes of determining spells per day. 
   
  Bonemail: The pale master has an instinctive feel for bone and can craft necromantic armor composed of 
  interlocking bones. His appreciation for all things dead allow him to wear the bonemail like a second skin – that is, 
  natural armor, which does not interfere with arcane spellcasting. Only pale masters gain any benfit to Armor Class from 
  wearing bonemail. 
   
  At 1
  st level, the bonemail grants a +2 natural armor bonus to its wearer. At 4
  th level, the pale master’s mastery over 
  this unusual medium allows him to move more naturall with the armor, granting him a +4 natural armor bonus. Finally, 
  at 8
  th level, the pale master becomes a true bone arisan, receiving a +6 natural armor bonus from his bonemail. These 
  increased bonuses are the result of greater expertise in wearing the armor, so beonmail created by a higher-level pale 
  master confers only the natural armor bonus appropriate to the wearer’s level. 
   
  Animate Dead (Sp): At 2
  nd level, the pale master begins to exercise control over the undead. Once per day as a 
  spell-like ability, he can use animate dead without nedd of a material component. Levels of this prestige class count as 
  caster levels for this purpose. All other level restrictions of animate dead still apply. For example, a 6
  th-level sorcerer/2
  nd-
  level pale master can only animate up to 8 HD of undead with a single use of this ability. Likewise, he can only control 
  up to 16 total HD of undead created using this ability at one time. 
   
  Darkvision (Ex): At 3
  rd level, the dark begins to lose its mysteries to the pale master, who gains darvision with a 60-
  foot range. This is an extraordinary ability. If he already has darkvision, its range increases by 60 feet. 
   
  Summon Undead (Su): On reaching 4
  th level, the pale maste can summon two undead creatures twice per day as a 
  supernatural ability. This is a standar action that does not provoke an attack of opportunity. The undead appear at the 
  beginning of the pale master’s next action, at a point he designates (and can see) within 60 feet, and they act 
  immediately. The plae master may  verbally direct the undead to attack, not attack, attack particular enemies, or perform 
  other actions. Summond undead remain for 1 round per caster level, after which time they disappear (sooner if 
  destroyed in combat). Summoned undead do not count against the pale master’s HD total for controlling undead with 
  his animate dead ability (see above). 
   
  Caster Level 
  Undead Summoned 
   
  5
  th  
   
  Ghoul 
   
   
  6
  th  
   
  Shadow 
   
  7
  th  
   
  Ghast 
   
  8
  th  
   
  Wight 
   
  9
  th  
   
  Wraith 
   
   
  Deathless Vigor: At 5
  th level, the pale master’s body becomes more akin to the undying flesh of those creatures he 
  associates with. The character gains +3 hit points as though from the Toughness feat. 
   
    
   
  
  Fury of a Cold Man’s Heart 
   
  Page 38 
  Player Handout #1 
   
   
  Dream Sequence for the player (or players) who have the Mark of Avernus from COR02-07 Ashes of Innocence 
   
   
   
  At first you thought the dream meant nothing. Just a bad memory from Zulern and what happened there. In the past 
  few weeks it has become so much more then that. You barely close your eyes now and the dream starts. It is the same 
  every night and when you awaken from it the markings on your arm burn like fire before returning to normal. It means 
  something. 
   
  The dream always starts with you standing on a hill. Below you see slaves digging. Hundreds of them shuffle through 
  the snow carting dirt away from an ever growing hole in the ground. The whips of the slave drivers always at their 
  backs.  One of the slaves seems to be in better shape then the others and not quite so malnourished. As you watch the 
  slave breaks away from the rest and sneaks up to hill where you are watching. He quickly removes his rags and puts his 
  armor back on. As he removes his shirt you see familiar runes move along his left arm and chest. He seems tall . .to tall. 
  Then your view changes and you are looking out from the slaves eyes. You see a small boy standing next to you.  He has 
  a small ball of twine in his hand and you realize who he is and who this man is.  The boys eyes light up with an inner fire 
  and an evil grin creeps across his face. You turn to look back to the slaves but all you see is fire. Fire and the screams of 
  those trapped within it.  
   
  A voice rings in your head. 
   
  You have what is mine and I want it back 
   
  
  Fury of a Cold Man’s Heart 
   
  Page 39 
  Player Handout #2 
   
  Notes from the Tent of Zelt Damascus 
   
  • 
  Curse will not come off no mater what method I try. I traveled to the City of Greyhawk and has the most 
  powerful wizard I could find try and he failed. It cost to much to try again 
  • 
  My skin has grown pale and cold. It gets worse each passing year. I told my wife I had to leave for a while and 
  it has been almost a year since I have been home. I miss her so much. 
  • 
  I am searching for a Temple that was once ‘drowned in blood’ per the books reference. Three medallions were 
  made there that I think caused this curse I have.  
   
  Notes on Aaront 
   
  • 
  I cannot get rid of the boy. No matter what I do he returns within the hour. I have since given up trying to 
  find his home and turned to finding out who or what he is. 
  • 
  Theron came out today. This creature of flame appears to use the boy as a host. It killed over 20 people before I 
  figured out how to get Aaront to make him go away. I have been meditating with the boy and as long as I keep 
  him near the creature cannot get out. I must find a way to remove his curse as well as my own. 
  • 
  The boy is remarkable. He cannot be hurt. I saw an orc on horseback heave a heavy spear right into his chest 
  and it shattered.  
  • 
  The boy talks to himself a lot. I believe he is talking to somebody. Who I am not sure of but I know there are 
  two different ones. He gets frightened when talking with Theron but seems very peaceful when speaking to 
  the other.  
   
  Notes on the Curse 
   
  • 
  There are three of them. I am not sure what they will do if brought together. 
  • 
  Each one is 101 names of devils. I tried having a wizard use one to summon him but it failed. He said the 
  creature was somewhere beyond his reach. 
  • 
  I think the devils on my arm were sent away for a purpose. To return at a later date. I do not know where or 
  why but I must try to find out. 
   
  
  Fury of a Cold Man’s Heart 
   
  Page 40 
  Critical Event Summary 
   
  Events that happen in this adventure can have serious future effects on the plot and the campaign. Please take the time 
  to fill this out completely and turn in. 
   
  Did the players help Zelt or Rojan ? 
   
   
  Did the players tell Zelt his father betrayed his faith ? 
   
   
  If the players went to the Temple of Blood did the players release Theron ?  
   
   
  If the players did Path B did they free the slaves ? 
   
   
  Did the players manage to stop all of the Blood Golems or did some escape ? 
   
   
  If the party was APL 8 or higher did they defeat High Priestess Alijah or did she 
  escape ? 
   
   
  Did the party get zero, one, or two of the Medallions of Dis from the final 
  encounter ? 
   
   
  Did the party gain Zelt’s journal ? 
   
   
  Did Zelt Damascus survive ?    
   
   
  If so does he still have the curse or does a PC have it ? 
   
   
  IF the PC has the curse does he also have the Mark of Avernus ? 
   
  Thanks for your help. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Core/COR3-03 - Fury of a Cold Man's Heart.pdf