TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster 
  Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
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  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NMR8−02 
   
   
   
   
   
  Heresy's Blood 
   
  A One−Round Dungeons & Dragons®  
  Living Greyhawk™  
  Nyrond and Her Environs Metaregional Adventure 
  Version 1.0 
   
   
  by David Adams 
  Circle Reviewer: Colleen Simpson 
  Reviewer: Mark Somers 
  Playtesters: David Gibson, Wes Nicholson, Jon Naughton, Steve Coling, Crystal Greaves. 
   
   
  When the church of Lydia puts out a request for adventurers, there should be heroes aplenty to answer the call. After 
  all, with the Canon Apocrypha opened and all that nasty business put behind them, there couldn't possibly be any 
  danger involved in helping them out one last time. 
  A one round Nyrond and Her Environs meta-regional adventure for characters level 4–15 (APL 6–16). Characters with 
  the Enmity of Hassirak the Tempter may get what is coming to them... 
  Resources for this adventure [and the author of those works] include COR7-09 Past Debts [Dean Bailey]. 
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the table 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rulebooks: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to 
  Appendix 1 for full information on NPCs and 
  monsters. For your convenience, Appendix 1 is split by 
  APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR). You need one copy of this for each participating 
  player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  C
  R
   
  o
  f
   
  A
  n
  i
  m
  a
  l 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLs are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  NMR8-02 Heresy’s Blood 
   
  Page 1 
  
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  ROUNDS AND UPKEEP 
  This is a standard one-round meta-regional adventure, 
  set in Nyrond and Her Environs. Characters from the 
  metaregion of Nyrond and Her Environs pay 12 gp per 
  round for Adventurer’s Standard Upkeep, while all 
  other characters pay 24 gp per round. 
   
  Rich and Luxury Upkeep cost 75 gp per round for 
  characters from the Nyrond and Her Environs 
  Metaregion. All others pay 150 gp per round. 
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  adventure, must buy new spell component pouches 
  and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Over the last few months, a grand hunt has been afoot. 
  Ranging across the region, adventurers and others have 
  been engaged in a search for a mysterious set of texts, 
  known as the Canon Apocrypha. These texts are a 
  collection of religious tracts containing a few half-
  truths, but mostly lies and corruption. Some have 
  sought these heresies for their own ill ends, but were 
  countered by those with more altruistic attitudes. 
  Several incomplete copies of the Canon were 
  recovered and secured, but a full version proved 
  elusive. Eventually, however, a complete text was 
  recovered from a remote faerie stronghold and handed 
  over to the council of church representatives 
  sponsoring the search. It was agreed amongst the 
  council that the tome would be held, at first, by the 
  church of Lydia, and all seemed well. 
   
  But matters were not so well. The reason the 
  heresies were sought by evil groups was that hidden 
  amongst the writings were instructions for a ritual to 
  release a long-trapped entity. One group seeking the 
  Canon was a cult of Incabulos, who had reason to see 
  the entity remain trapped. This group has been trying 
  to thwart the recovery of the Canon, but have so far 
  failed. Nonetheless, they are determined to continue 
  their opposition to others who may seek, hold or read 
  any of the tomes. They are not well pleased that 
  Lydians have a true copy. 
   
  Meanwhile, the tome was first properly examined 
  by a gathering of clergy sworn to Lydia. Unfortunately, 
  the true copy was in some way trapped, and all those 
  present were driven irrevocably insane, apart from one, 
  prophetess Amala Maelidi. She managed to survive the 
  experience, but not without some damage. What she 
  read within the tome has left her shaken, and the 
  foundation of her faith rocked. She won’t even speak of 
  what she read, which is anathema to a Lydian. 
  Now not only the cult of Incabulos but also 
  servants of Tharizdun have learned that she has read 
  the tome, and knows the secrets hidden within. After 
  nearly being assassinated by agents of Tharizdun, 
  Amala and the church of Lydia send out a plea for aid 
  in these dark times; a team of heroes is needed to 
  escort the child to safety. The PCs, for reasons of their 
  own, are part of this team. 
   
  ADVENTURE SUMMARY 
  The PCs begin the adventure in Seltaren within the 
  Duchy of Urnst. While visiting there, they are asked 
  for help by Kerren Swift of the church of Lydia. Kerren 
  explains that last week cultists of Tharizdun attacked 
  their compound, clearly after prophetess Amala. 
  Kerren wishes to hire the PCs to escort Amala out of 
  the city. To where he doesn't know, but anywhere is 
  safer than the Seltaren. Not being knowledgeable in 
  these matters, Kerren turns to the PCs for guidance. 
   
  The PCs have their choice of secure safe houses. 
  They may hide out in the Seltaren, but if they have 
  somewhere personal they can go, such as a certed 
  house somewhere in the Flanesse, a ship, or even a 
  NMR8-02 Heresy’s Blood 
   
  Page 2 
  
  headquarters from a meta-organisation, that's fine – it 
  doesn't honestly matter where they go. 
   
  Once at their stronghold, the PCs must eventually 
  hold off attackers. They may make any repairs or 
  necessary preparations as they wish in their 
  stronghold. After two nights of hiding out, each of the 
  PCs is visited by a strange dream; in this dream an 
  erinyes named Hassirak the Tempter visits them in a 
  vivid, telepathic vision. He explains that he has 
  bargained away certain privileges in exchange for the 
  ability to, as his name suggests, tempt the PCs away 
  from their current course. His temptations mimic each 
  of seven deadly sins. 
   
  Irrespective of accepting the contract or not, in 
  the morning the stronghold of the PCs is attacked by a 
  second troupe of devils and their human allies, seeking 
  Amala. 
   
  If no PC betrays Amala, Lust (an incubus 
  masquerading as Kerren) finds the PCs, claiming to 
  have found a way to help Amala. Either the PCs see 
  through his lies and attack him (he is easily defeated), 
  or do not, and surrender Amala to him. Lust will 
  happily agree to have the PCs to accompany him as he 
  returns magically back to Seltaren, but will “forget” to 
  include the PCs in the spell. 
   
  It is then time to pick up the pieces, see if Amala 
  has survived, and receive just rewards. 
   
  DM PREPARATION 
  Having a blank battle mat and a few pens handy will be 
  a good way to speed things up when the PCs find a 
  place to hide Amala (Encounter 3: Digging In). 
  Essentially, allow the players to draw up their own 
  battle ground. 
   
  Determine if any PCs have the Enmity of Hassirak 
  the Tempter AR item from COR7-09 Past Debts. This 
  may have an impact on some of the encounters. 
   
  It may also be worthwhile having the players pre-
  roll a number of Listen, Spot and Sense Motive checks. 
   
  The DM should note that this adventure will 
  require flexible management in parts, and should be 
  prepared to think on their feet. 
   
  INTRODUCTION 
  This adventure begins in Seltaren within the Duchy of 
  Urnst. If the players don't know much about the city, 
  feel free to hand out Player Handout 1. 
   
  The PCs should have their own reasons for being 
  here, such as returning from wherever they were last 
  adventuring, visiting friends or relatives, or simply a fit 
  of wanderlust. The text assumes everyone in the group 
  is traveling together. If this is not the case, then the 
  PCs are in the same area – alter the text on the fly. 
   
  Seltaren, a city divided – the upper city consists of 
  well-maintained noble estates and the homes of 
  wealthy merchants, while beneath the grand 
  waterfalls that cascade off the cliffs separating the 
  two, the lower city festers in grinding poverty and 
  despair. 
   
  Allow the PCs a moment to roleplay and to make any 
  comments they wish, then continue. 
   
  Fortunately, this evening you find yourselves in 
  lucky circumstance; the church of Lydia has put 
  out the call for adventurers and somehow your 
  name found its way to their attention. The 
  Lydians have arranged lodgings for you in their 
  compound, catered for by a handful of helpful 
  servants. Details on your task have been scarce, 
  but the Lydians have promised to be forthcoming 
  when the time is right. 
   
  Allow the PCs a moment to roleplay and to make any 
  comments they wish, then continue. 
   
  Come lunchtime, a lavish meal is provided by the 
  Lydians. Meals are taken in the main hall, 
  designed to seat hundreds of people, with your 
  place at the head of the great table. A huge oaken 
  slab fifteen feet across and fifty feet long, it was 
  crafted by Suel master carpenters almost two 
  hundred years ago. The main course for tonight is 
  roasted quail glazed in honey and nutmeg, served 
  with chilled assassin vine wine imported from the 
  Yatil Mountains and an assortment of nuts, 
  breads and side dishes. 
   
  Allow the dinner to continue until an appropriate 
  moment when Kerren approaches the PCs. The 
  following paragraph may be read, or paraphrased at 
  your discretion. 
   
  An unknown young Suel man dressed in brightly-
  colored robes approaches the head of the table, 
  smiling nervously before leaning down to whisper 
  a message to each of you in turn. “My name is 
  Kerren Swift, and I believe the time is right. 
  Please meet me, after you're done here, at the gates 
  to the compound.” Upon delivering his message 
  he gives you a smile, then leaves. 
   
  Now is a good point for the PCs to roll a Sense Motive 
  check. This will be useful later in Encounter 6A: Lust, 
  when Lust is impersonating Kerren. The reason it is 
  rolled here is to ease the suspicion it would have raised 
  if it were rolled at that point. So note down the result 
  and announce that everything's fine. 
   
  The PCs can meet with Kerren after dinner. 
  Essentially, Kerren wishes to hire the PCs to undertake 
  a relatively simple but possibly dangerous task for him 
  and will describe it in a similar manner to the 
  following paragraph.  
   
  NMR8-02 Heresy’s Blood 
   
  Page 3 
  
  Kerren is waiting at the meeting place, seeming 
  nervous but pleased to see you. He glances around, 
  keeping his voice low. “Essentially, the task is 
  simple. There's a girl living in Seltaren, a young 
  woman named Amala. Something of a prophetess, 
  we've discovered... but that's not her only gift.” 
  Kerren looks uneasy, then continues. “Amala was 
  part of a delegation to the College of the Divine in 
  Trigol, within the County of Urnst. Their task was 
  to examine the true copy of the Canon Apocrypha. 
  She can read the real tome; all of it, it seems. 
  Anyone else who's tried ... well … they’ve died or 
  their mind has fractured. Any attempts to repair 
  the damage have erased what they read. But not 
  Amala... she just read it like any other Lydian text. 
  All that happened to Amala is that her normally 
  dark hair lightened. She won't tell us what's 
  inside, but it must be... disturbing.” 
   
  Allow the PCs a moment to digest this, then continue. 
   
  “The fact she has read the Canon is attracting the 
  attention of powerful individuals, it seems, and 
  not ones with good intentions. We need to get her 
  out of here and away from the city. I and other 
  clergy of Lydia are planning to lead a heavily 
  armed caravan out of the city, hoping to draw out 
  our enemies and have them chase us whilst an 
  unrelated team of adventurers spirit her away. 
  And not a moment too soon, I think – last week 
  armed men broke into our compound, seemingly 
  after the girl. One of them grabbed her and drew 
  some of her blood before I slew him; I destroyed 
  the vial of blood afterwards to make sure it didn't 
  fall into the wrong hands.” Kerren looks 
  momentarily disturbed, digging into one of his 
  pockets with a trembling hand. “He was carrying 
  this...” 
   
  Give the PCs Player Handout 2. If they don't 
  understand its significance, allow them to make a DC 5 
  Knowledge (Religion) check to identify it as a holy 
  symbol of Tharizdun, a dark god imprisoned by all the 
  others for attempting to unmake reality. It is generally 
  accepted that, during his imprisonment, Tharizdun has 
  had absolutely no remorse for his actions and setting 
  him free would be disastrous. 
   
  Kerren will answer any question he's able to, then 
  lead the PCs to Amala if they accept. He'll allow them 
  to go and retrieve any equipment they may have left 
  behind (they were just at lunch, after all) but he 
  stresses that timing is important – he'd like to get there 
  as soon as reasonably possible. Use the following notes 
  to play the rest of the encounter, improvising as 
  necessary: 
   
  • 
  What is the Canon Apocrypha? 
   
  Kerren frowns. “It is a collection of writings 
  touching on many of the major faiths of our 
  region. Some say it contains only lies and heresies. 
  Others claim there are hidden truths amongst the 
  passages. Several incomplete copies have been 
  discovered in recent times, but most recently a 
  seemingly complete tome was brought back from 
  a faerie lair, I’ve been told. It is this copy that is 
  held in the College of the Divine.” 
   
  • 
  Where is Amala now? 
   
  “She's in our safe house just across town.” 
   
  • 
  Where should we take her? 
   
  Kerren looks a little puzzled. “I don't exactly 
  know. I know a lot about many things, but places 
  to hide from imprisoned evils who'll stop at 
  nothing to get what they want... that's a little 
  obscure for me. I was hoping that you might 
  know.” 
   
  • 
  Any tips? 
   
  “Don't you have a home town or something? Some 
  kind of organization you can take her to? A safe 
  house somewhere? Anything? Even the Pholtans 
  in the Pale would be able to guard her, or the 
  halfling shadow clans of Ratik, or the Foresters of 
  the Loftwood...” 
   
  • 
  Are you coming? 
   
  “Alas, I can't. I think it would draw too much 
  attention to us. I hope this doesn’t sound 
  cowardly, but I'd rather keep the group as small as 
  possible, as that will make it less likely to be 
  noticed.” 
   
  • 
  How much are we getting paid? 
   
  Kerren frowns slightly. “You will be well 
  compensated for your time, let me assure you. If 
  specifics are what you're after, I can't give you 
  them at this time.” 
   
  • 
  What dangers are you expecting? 
   
  Kerren shrugs. “If I knew, I would tell you. I don't 
  think we can rule anything out at this stage – I 
  mean, that symbol was... well… there are many 
  imprisoned monsters in Oerth lusting for 
  freedom... HE is not the only one.” 
   
  • 
  Will you be safe? 
   
  NMR8-02 Heresy’s Blood 
   
  Page 4 
  
  “I will do my best to stay safe. If I die, that's 
  secondary to keeping Amala safe. There are... 
  things... in the world which cannot, must not, be 
  allowed free.” 
   
  • 
  Who else knows about this? 
   
  “Nobody outside the church of Lydia. I made sure 
  of that.” 
   
  • 
  Shouldn't we just kill her? 
   
  Kerren frowns darkly. “I will forget you just said 
  that. Amala is blessed by Lydia herself; murder, 
  suicide... all these things are against her 
  teachings.” 
   
  • 
  We accept. Can we meet this girl? 
   
  Kerren smiles. “Of course, she's across town, in 
  our safe house – come this way, please.” 
   
  Kerren leads the PCs to the safe house and Amala 
  when they accept his job offer. If they haggle over 
  payment, he will finally promise one hundred gold 
  pieces each upon safe completion of the task, but adds 
  that he can probably offer more – he's just not sure yet. 
   
  When this encounter is complete, go to 
  Encounter One: The Crimson Key. 
   
  1: THE CRIMSON KEY 
  This encounter is started once Kerren agrees to lead 
  the PCs to the safe house. 
   
  With the city firmly cloaked in evening shadow 
  Kerren 
  leads 
  you 
  away 
  from 
  the 
  Lydian 
  compound, further into the town. While not 
  obviously skilled in beguilement his knowledge 
  of the town is apparent – he finds back-alleys 
  almost unseen, paths hidden behind fences and 
  buildings and byways squirreled away in strange 
  places. Soon enough, Kerren leads you to a two-
  story wooden dwelling painted a drab off-white – 
  but it appears as though you are not the first to 
  arrive here.  
   
  A slight, feminine humanoid figure dressed 
  in a long, black cloak made of spun silk leans 
  against a lamppost, a heavy hood drawn low over 
  her face. She is barefoot and both her hands are 
  wrapped in dark cloth. Seemingly aware of your 
  presence but not reacting, she emits a wheezing, 
  sickly cough. 
   
  Allow the PCs a moment to absorb the scene; then 
  proceed when you are ready. You may choose to add 
  sickly coughs and other signs of illness into her 
  dialogue at your discretion. 
   
  “Ah, the smoothskins. How wonderful.” Her voice 
  sounds thin and sickly, as though bearing some 
  debilitating illness. “Let us cut through the 
  needless banter, shall we? I don't wish to hurt you, 
  but you smoothskins have something I want. My 
  master wants the child dead to prevent the 
  Unmakers from getting hold of her, but if I am to 
  be whole again all I need from her is some of her 
  blood. To me, the consequences if she should pass 
  into the hands of The Unmakers would be dire, 
  but... that is not my concern.” The woman flicks 
  back her cloak, revealing her face – a face which 
  once may have been remarkably attractive, were it 
  not covered in hundreds of pus-filled boils and 
  weeping sores. “So, I offer you this – if one of you 
  go inside the safe house, get some of her blood, say 
  half a pint, come back and give it to me then there 
  will be no violence between us.” 
   
  The woman is Naku, a monk who venerates Incabulos. 
  Clerics of Incabulos commanded her to see out the 
  “key” – the golden haired girl Amala – gather some of 
  her blood for them, and kill her to prevent the 
  Unmakers (the cult of Tharizdun) from getting hold of 
  her. She would rather not do this (she has some spark 
  of good left in her) but has little choice. She has settled 
  internally on a compromise – if she gets some of 
  Amala’s blood, she will lie to her masters about killing 
  the child. Hopefully they will accept her claim and 
  undo her affliction. 
   
  DM’s Note: If the PCs try to use magical means to 
  cure Naku’s disease it will only work for a day or so 
  before she is ill once more. Naku knows this to be the 
  case. 
   
  The PCs may make some assorted knowledge 
  checks regarding the strange woman. A list of checks 
  and results is below. 
   
  • 
  DC 15 Knowledge (nobility and royalty) OR DC 
  20 Bardic Knowledge  
   
  The woman may be Naku, a Suel woman from the 
  Bone March in her late twenties who is better 
  known as the Weeping Boil or the Rotting Fist of 
  Incabulos. Despite her dark master she has a 
  reputation for allowing her prey time to explain 
  their actions and come to some kind of truce or 
  compromise if such a thing were possible. It 
  frequently isn't. Note: if asked, Kerren knows this 
  information already. 
   
  • 
  DC 20 Knowledge (nobility and royalty) OR DC 
  25 Bardic Knowledge OR DC 20 Knowledge 
  (history) 
   
  Naku originally entertained thoughts of leading 
  the life of a paladin, but when her family were 
  wiped out by a plague eight years ago she saw the 
  destructive power of plagues, infections and 
  NMR8-02 Heresy’s Blood 
   
  Page 5 
  
  disease. She began to revere Incabulos, training 
  herself in the art of hand-to-hand combat and 
  developing a style based around various diseases. 
   
  • 
  DC 20 Heal OR DC 25 Bardic Knowledge 
   
  Naku appears to be carrying a magical strain of a 
  disease called Blackbite, which typically presents 
  with small nodules of pus several millimeters in 
  diameter on scattered parts of the body. Naku's 
  case however appears extremely severe, as though 
  magically agitated. 
   
  DM’s Note: Kerren is of course present and is not at 
  all keen to agree to Naku’s proposal. If the PCs decide 
  to work with Naku, then it will require a DC 25 
  Diplomacy or Bluff check to get him to agree, so long 
  as they argue that it’s probably in Amala’s best interests 
  to do so.  
   
  APL 6 (EL 8) 
   
  � Naku: female human monk 8; hp 64; Appendix 
  1. 
   
  APL 8 (EL 10) 
   
  � Naku: female human monk 10; hp 80; Appendix 
  1. 
   
  APL 10 (EL 12) 
   
  � Naku: female human monk 12; hp 96; Appendix 
  1. 
   
  APL 12 (EL 14) 
   
  � Naku: female human monk 14; hp 112; 
  Appendix 1. 
   
  APL 14 (EL 16) 
   
  � Naku: female human monk 16; hp 128; 
  Appendix 1. 
   
  APL 16 (EL 18) 
   
  � Naku: female human monk 18; hp 144; 
  Appendix 1. 
   
  Tactics: Naku can potentially be talked out of combat, 
  but this is unlikely. Naku seeks Amala, but since she 
  isn't immediately available she'll settle for beating on 
  the PCs for a bit. In combat she uses her stunning fist 
  and flurry of blows as often as she can, drinking a 
  potion if seriously injured. She uses her monk abilities 
  (such as abundant step) to escape trouble, or flee if 
  seriously injured. She will surrender if clearly about to 
  die, promising to leave the PCs alone (giving them her 
  gear) if they let her go peacefully. 
   
  Once this encounter is complete, go to 
  Encounter Two: Amala. 
   
  2: AMALA 
  This encounter should be run as soon as Encounter 
  One is complete. 
   
  Kerren knocks on the doorway once, then twice 
  rapidly and the door slides open, attended by an 
  armed priestess. Looking around nervously, 
  Kerren leads you down a hallway into a small 
  warm room. 
   
  An Oeridian girl with curled blond hair, 
  approximately sixteen to eighteen years of age, 
  gives a polite curtsy, her movements graceful and 
  slightly sensuous. Her eyes are a dark brown, 
  betraying a wisdom and worldliness far beyond 
  her years. The dress she wears bares her shoulders 
  and a fresh, newly healing scar runs down her left 
  upper arm.  
   
  “Come in, come in,” she offers, motioning you 
  all inside, smiling tiredly. “These are the 
  adventurers, are they, Kerren?” 
   
  Amala, Kerren and three other Lydian priestesses (and 
  a handful of servants) have been occupying this home 
  since Amala was attacked by the cultists of Tharizdun. 
  The home is furnished simply, in contrast to the 
  typically colorful, rich decorations which adorn Lydian 
  households. 
   
  Use the following notes to roleplay Amala's 
  reactions to the PCs. Improvise as necessary. 
   
  • 
  Who are you? 
   
  “I am Amala Maelidi of Lydia’s guidance, at your 
  service.” 
   
  • 
  How did you get that scar? 
   
  Amala looks uncomfortable. “One of the cultists 
  tried to take some of my blood. She... failed. I'm 
  told it'll fade eventually.” 
   
  • 
  Tell me about the cultists. 
   
  Amala sighs. “What's to tell? It's rather obvious 
  what they were after – they were looking to use my 
  blood, probably to somehow free their master.” 
   
  • 
  Where do you want to go? 
   
  “Anywhere is fine with me, as long as it's further 
  away from danger. We could try staying in 
  Seltaren – there's a few other houses we could 
  fortify in both the aristocratic area or the slums – 
  but I'd rather not. Leaving this city would 
  probably be best.” 
   
  • 
  What can you do? What are your capabilities? 
   
  NMR8-02 Heresy’s Blood 
   
  Page 6 
  
  “I could heal a little, but most of my prayers have 
  been divinations. But at the moment, to be honest, 
  I’ve been too, ah, troubled to receive the lady’s 
  blessings.” 
   
  • 
  Why is that? 
   
   “The dark writings… they have unsettled me. 
  Things I read have left me confused. I love the 
  lady, but I don’t know what is true any more.” 
  Tears well in her eyes. “I hope dearly that I might 
  receive her grace once more. Perhaps this time 
  away will help me to restore my certainty and find 
  calm.”  
   
  • 
  What did you read? Tell us about the Canon 
  Apocrypha. 
   
  Amala frowns. “I cannot. I don’t wish to remember 
  what I read, and I dare not tell you, for your sake 
  as much as mine. I know the lady tells us to hide 
  nothing, but this in some way contributes to my 
  confusion. I cannot see how she would want all 
  things revealed. Some matters are… worrisome.” 
   
  A DC 15 Sense Motive reveals that Amala is nervous 
  and troubled, and seems more upset than she is 
  revealing. 
   
  • 
  How long are we hiding out for? 
   
  “I don’t really know, to be honest, but I think a 
  fortnight should be enough.” 
   
  • 
  Why are we hiding; shouldn’t we identify and 
  eliminate your enemies? 
   
  Kerren interjects. “Others will be doing that. But 
  someone has to keep Amala safe, and that is your 
  task.” 
   
  • 
  When do we leave?     
   
  “As soon as you are ready, friends.” 
   
  Before departing, the PCs will probably want to 
  arrange some means of finding out when their task is 
  done. Kerren suggests using sending spells, and will 
  have scrolls if no PC knows the spell. Otherwise, allow 
  the PCs to negotiate something that seems reasonable. 
  At this point the PCs may complete any last minute 
  preparations they wish; then depart. 
   
  Go to Encounter Three: Digging In. 
   
  3: DIGGING IN 
  At this point, where the PCs go and do is up to them. 
  The DM should be flexible, but also keep the PCs 
  within reasonable bounds. Funds are not endless, and 
  any magical resources used will be at the expense of 
  the characters. 
   
  This encounter assumes the PCs have set up a safe 
  house somewhere (anywhere; not even on this plane). 
  This encounter, due to the fact it could occur almost 
  anywhere on Oerth, is fairly freeform. They may have 
  taken one of the suggestions made earlier – of hiding 
  with the Pholtans, or the shadowclans in Marner, or 
  they may have their own hiding place. 
   
  Allow the players to draw up their safe house on a 
  battle mat, detailing what precautions, alarms and 
  defenses they have set up. If time is limited, such as in 
  convention play, then don’t dwell too long on this – a 
  half hour at most is appropriate. 
   
  Safehouse Suggestions 
  A few possible locations for safe houses are as follows, 
  should the players need some prompting to come up 
  with ideas: 
  • 
  A secluded farm house in the countryside 
  • 
  A rented town house with hidden basements 
  within a city in the region 
  • 
  An abandoned dwarven mine in the side of a 
  mountain 
  • 
  A remote elven tower deep in a forest 
  • 
  A ship anchored in a bay somewhere 
   
  Liaising with Amala 
  During the course of their hiding, the PCs may take 
  time to converse with Amala. She comes across as well-
  meaning and friendly, but confused, disillusioned and 
  a little strange. Her faith has been shaken by what she 
  learned within the Canon Apocrypha, and this has 
  resulted in the loss of many of her abilities, and 
  memories. She is not operating at her full potential, 
  and this should be perfectly clear to the PCs. 
   
  Amala is reluctant to take part in any fighting, and 
  is unable to heal folk after the fact, though she will 
  help out, tending to wounds physically. If pressed too 
  hard by the PCs about her experience, she will clam up 
  and become very introspective. On other matters, 
  though, she is more amiable and lively. She will 
  happily let the PCs tell her stories about their 
  backgrounds and exploits. 
   
  DM’s Note: For tables consisting of mature 
  players, there is an air of unconscious sensuality about 
  Amala in her movements, mannerisms and body 
  language. She is not averse to liaisons with a PC, 
  assuming the PC is attractive and charismatic enough. 
   
  Details of Amala are deliberately vague at this 
  point, as more will be revealed in the next NMR meta-
  regional adventure, should she survive. DMs should 
  take this into consideration whilst characterizing her. 
   
   
  �Amala, Lydian prophetess: hp 33 
   
  NMR8-02 Heresy’s Blood 
   
  Page 7 
  
  4: FIRST WAVE 
  No matter how cunning the PCs are with their safe 
  house, their foes will find them. The reason is simple – 
  there are divine figures involved in this game. If the 
  players become too annoyed at their efforts to be 
  hidden being upset, have Amala sigh and explain that 
  it is hard to avoid the scrutiny of the gods. 
   
  Importantly, though, the opponents that turn up 
  only know the location, not the specific precautions 
  taken by the PCs. This should become quickly 
  apparent. 
   
  Regardless, the encounter takes place at roughly 1 
  am wherever the group is. 
   
  You may describe the devils’ approach however 
  you wish, but a dramatic approach tailored to the PCs' 
  hiding spot would be better. 
   
  The devils do not, initially, want to fight – each 
  approaches the PCs’ stronghold, demanding that they 
  hand over “the key”. Essentially, the PCs may either 
  hand over Amala, or fight the devil – depending on the 
  type of devil, it may make its case eloquently, or with 
  substantially less finesse. The following paragraph may 
  be useful to describe the attackers and their 
  mannerisms; introduce it in a manner befitting its type 
  and location, paraphrasing as necessary. 
   
  The creature regards you with cold, calculating 
  eyes. “Release unto us the key to every lock, 
  mortal,” it demands with a slight snarl, “And we 
  shall ensure that she comes to no harm – from us, 
  from the Plaguebearers, the Unmakers, or from 
  any other party seeking to claim her gift for 
  themselves.” The creature pauses for effect, as 
  though carefully measuring the reaction its words 
  have had. “You will receive but one warning. To 
  ignore it is... folly.” 
   
  DM’s Note: If any PC has Enmity of Hassirak from 
  COR7-09 Past Debts, then this encounter is run 
  differently. Add the next-lowest APL to the combat, in 
  addition to the APL currently playing (ie. at APL 8, 
  normally three bone devils, add two additional erinyes 
  to the combat). (At APL 6 add a chain devil [MM:54]). 
  Also note the special tactics block if this is the case. 
  The following paragraph may help set the tone of this 
  encounter. 
   
  Suddenly, the devil pauses as though listening to 
  some unheard, telepathic command. It then emits 
  a low, lingering, pleased chuckle. “Hassirak 
  commands me to mention that, if he were capable 
  of pity or forgiveness or mercy, his vengeance 
  would merely be unspeakable.” The infernal 
  creature grins impishly as more devils fade into 
  existence behind it, “He isn't.” 
   
  DM’s Note: The ELs of this encounter have been 
  reduced by 2 to account for the PCs having set up 
  defenses. The DM should take this into consideration 
  with their tactics – they should be unaware of traps and 
  such, at least at first. Thus the creatures may not fight 
  to their full potential. It is very important that the DM 
  does this. 
   
  APL 6 (EL 8) 
   
  � Erinyes (2): hp 85, 85; Monster Manual pg 54. 
   
  APL 8 (EL 10) 
   
  � Bone Devil (3): hp 95, 95, 95; Monster Manual 
  pg 52. 
   
  APL 10 (EL 12) 
   
  � “Bane”, Ice Devil: hp 147; Monster Manual pg 
  56. 
   
  � Bone Devil (2): hp 95, 95; Monster Manual pg 
  52. 
   
  APL 12 (EL 14) 
   
  � “Scourge”, “Scorn” and “Venom”, Ice Devil 
  (3): hp 147, 147, 147; Monster Manual pg 56. 
   
  APL 14 (EL 16) 
   
  � “Malice” and “Ire”, Horned Devil: hp 172, 
  172; Monster Manual pg 55. 
   
  APL 16 (EL 18) 
   
  � “Zakalabane the Eviscerator”, Pit Fiend: hp 
  225; Monster Manual pg 57. 
   
  Tactics: An important note: If any PC (or PCs) has 
  Emnity of Hassirak the Tempter from COR7-09 Past 
  Debts, the extra devil(s) added to this encounter 
  automatically target them to the absolute exclusion of 
  all others (except others with this disfavor). The devil 
  will NOT take attacks of opportunity provoked by PCs 
  with0ut Hassirak’s Enmity, and if completely denied 
  the ability to attack their chosen target will teleport or 
  move, in order to do so. As long as the opportunity is 
  there they will focus all their efforts on the targeted PC 
  unto their death. Just to be clear – should such a PC be 
  knocked down in combat, the devils will continue to 
  strike at her until they are certain that she is dead. 
  Should the PC fall unconscious, fall asleep, be under 
  the effect of a delay death spell or in any other way be 
  susceptible to coup de grace, they will take that action 
  if at all possible. If the PC weighs less than 50 pounds 
  (along with their gear) they will then teleport away, 
  taking the body back to Hassirak for him to amuse 
  himself with. If the PC weighs less than 100 pounds 
  (including gear) they tear the body in half and carry 
  half each. Otherwise, they attempt to escape by 
  mundane means, typically by running. 
   
  Otherwise, use the normal tactics from the 
  creature's respective Monster Manual entries. 
   
  When the creatures are defeated, go to Encounter 
  Five: Interlude. 
   
  NMR8-02 Heresy’s Blood 
   
  Page 8 
  
  5: INTERLUDE 
  This encounter is played out once the battle with the 
  devils is resolved. Allow the PCs a day or so to settle 
  back into their defensive routine, and to recover from 
  the first assault.  
   
  DM’s Note: Should they wish to move to another 
  hiding spot, allow that as well. 
   
  If you are playing NMR8-02 Heresy's Blood at a 
  convention or are otherwise pressed for time, you may 
  elect to fast-track this encounter as it has no combat 
  ELs and is simply for fun. You may also elect to fast-
  track it if it wouldn't appeal to your players. 
   
  Otherwise, an imp with his arm lodged in a block 
  of stone approaches the PC's hideout. This is primarily 
  designed as a brief, fun interlude to try and break up 
  some of the 'dark' feeling to the module. The DM may 
  tailor this encounter to the tastes of the group – if you 
  have a lighthearted, humor focused party, instead run 
  one of the more comical encounters (Farmer with Pig, 
  Have I Got A Deal For You...). Otherwise use the 
  default, Imp-prisoned. 
   
  Feel free to create your own bizarre encounter 
  (especially if the PCs are hiding out in an extraplanar 
  area), but the default is set out below. 
   
  Farmer with Pig: A simple (and possibly very lost) 
  farmer wishes to sell his prize pig to the highest 
  bidder. 
   
  Have I Got A Deal For You...: A traveling orc with a 
  wagon (or boat, or similar) full of junk (a chair with 
  one broken leg, a human head, a bucket with a hole in 
  it, shiny silver things, etc) tries to sell it all to the PCs. 
   
  Imp-prisoned: An imp named Snot makes his way to 
  the PCs stronghold, his right arm fused to a one foot 
  cube of stone. He explains that he was the familiar of a 
  sorceress some years ago who experimented with 
  teleportation magic, but while teleporting to her tower 
  one day she “missed”. Her spell caused a mishap and 
  Snot was partially fused to the wall. He eventually 
  managed to cut himself free, and he's tracked down the 
  PCs to beg for some of Amala's blood in order to free 
  himself from this wretched existence. 
   
  Snot is a standard imp who is best played as a 
  sniveling, somewhat whiny creature who just wants to 
  be free. Note that he does detect as evil, if examined 
  using detect evil – not that he's ever done anything 
  *really* bad in his existence, but that's just his nature. 
  A paragraph to introduce Snot is included below. 
   
  An imp dragging a huge block of stone behind it 
  comes into view. “Hey – hey! ... *nnf*... You guys! 
  Yeah – you're the ones with the *nnf* key, arn't 
  you? That girl that can... *nnnf*... free anyone?” As 
  he draws closer, it is clear that his left arm is 
  embedded within the stone brick. 
   
  A sample dialogue with Snot is listed below. Feel free 
  to improvise or change it around as you wish, or as the 
  PC's circumstances demands: 
   
  The imp huffs with annoyance. “I used to be the 
  familiar of a sorceress named Raven, until one day 
  she missed with a teleportation spell and 
  embedded herself – and me!  – into a wall. Stupid, 
  stupid sorceress! Anyway... I managed to finally 
  free myself, but I can't get my arm out of here! 
  Please, give me a drop of the girl's blood so I can 
  be free!” 
   
  If the PCs decide to free Snot he leaves, thanking them 
  profusely. 
   
  DM’s Note: Should the PCs ask Snot how he 
  found them, he will say that he sniffed them out. More 
  accurately, he followed the ‘scent’ of Amala. He’ll 
  explain that all the devils can find her that way, but he 
  suspects ordinary ‘mortals’ wouldn’t have a clue. No 
  matter what the PCs do, they cannot ‘smell’ anything 
  special about Amala. Amala has no objections to 
  spending a drop of her blood to free Snot, although she 
  exhorts him to be a ‘good’ imp. 
   
  All APLs (EL 2) 
   
  � “Snot”, Imp: hp 13; Monster Manual pg 56. 
   
  When this encounter is complete, proceed to 
  Encounter Six: Second Wave. 
   
  6: SECOND WAVE 
  Much like Encounter Four, this encounter assumes the 
  PCs have set up a safe house somewhere. Again, it 
  occurs in the dark wee hours. The following paragraph 
  will help set the tone of the encounter, although it 
  should be significantly altered if the hellcats are 
  impossible to see. 
   
  More foul devils make their way towards you, 
  cackling with glee. This group appears to be a wave 
  of lesser devils, although in greater numbers. “For 
  the Tempter! The brother of Hassirak must be 
  free!” 
   
  Important note: If any PC has Enmity of Hassirak 
  from COR7-09 Past Debts, then this encounter is run 
  differently. Add the next-lowest APL to the combat, in 
  addition to the APL currently playing (ie. at APL 8, 
  normally four hellcats, add an additional six bearded 
  devils to the combat. At APL 6 add a chain devil [MM 
  53-54]). Also note the special tactics block if this is the 
  case. The following paragraph may help set the tone of 
  this encounter, although it should be significantly 
  altered if the hellcat is impossible to see. 
   
  Once again, a select group of devils seem focused 
  on you. They ignore others around you, focusing 
  NMR8-02 Heresy’s Blood 
   
  Page 9 
  
  their attacks on you to the exclusion of all others. 
  “You will pay, mortal!” cries one, hissing in 
  sadistic pleasure. 
   
  DM’s Note: As in Encounter Four, the ELs of this 
  encounter have been reduced by 2 to account for the 
  PCs having set up defenses. The DM should take this 
  into consideration with their tactics – they should be 
  unaware of traps and such, at least at first. Thus the 
  creatures may not fight to their full potential. It is very 
  important that the DM does this. 
   
  APL 6 (EL 8) 
   
  � Bearded Devil (6): hp 45, 45, 45, 45, 45, 45; 
  Monster Manual pg 52. 
   
  APL 8 (EL 10) 
   
  � Bearded Devil (4): hp 45, 45, 45, 45; Monster 
  Manual pg 52. 
   
  � Hellcat (4): hp 60, 60, 60, 60; Monster Manual 
  pg 54. 
   
  APL 10 (EL 12) 
   
  � Erinyes (6): hp 85, 85, 85, 85, 85, 85; Monster 
  Manual pg 54. 
   
  � Barbed Devil: hp 126, Monster Manual pg 51. 
   
  APL 12 (EL 14) 
   
  � Barbed Devil (4): hp 126, 126, 126, 126; 
  Monster Manual pg 51. 
   
  � Ice Devil: hp 147; Monster Manual pg 56. 
   
  APL 14 (EL 16) 
   
  � Ice Devil (3): hp 147, 147, 147, 147; Monster 
  Manual pg 56. 
   
  � Horned Devil: hp 172; Monster Manual pg 55. 
   
  APL 16 (EL 18) 
   
  � Horned Devil (4): hp 172, 172, 172, 172; 
  Monster Manual pg 55. 
   
  Tactics: An important note: If any of the PCs have the 
  Emnity of Hassirak the Tempter from COR7-09 Past 
  Debts, the extra devils added to this encounter 
  automatically target them to the absolute exclusion of 
  all others (except others with this disfavor). The devil 
  will NOT take attacks of opportunity provoked by 
  other PCs, and if completely denied the ability to 
  attack their chosen target will teleport or move in 
  order to do so. As long as the opportunity is there they 
  will focus all their efforts on the targeted PC unto their 
  death. Just to be clear – should such a PC be knocked 
  down in combat, the devils will continue to strike at 
  her until they are certain that she is dead. Should the 
  PC fall unconscious, fall asleep, be under the effect of a 
  delay death spell or in any other way be susceptible to 
  coup de grace, they will take that action if at all 
  possible. If the PC weighs less than 50 pounds (along 
  with their gear) they will then teleport away, taking 
  the body back to Hassirak for him to amuse himself 
  with. If the PC weighs less than 100 pounds (including 
  gear) they tear the body in half and carry half each. 
  Otherwise, they attempt to escape by mundane means, 
  typically by running. 
   
  Otherwise, use the normal tactics from the 
  creature's respective Monster Manual entries. 
   
  When the creatures are defeated, go to Encounter 
  Six: Actions… 
   
  7: ACTIONS... 
  This encounter is played out at an appropriate point as 
  the PCs are maintaining their guard over Amala. It 
  assumes the PCs are going to sleep at some point – but 
  not necessarily all together, of course. In any event, 
  when each sleeps they dream a dream where Hassirak 
  contacts them. 
   
  Essentially, Hassirak has bargained away some of 
  his power for the ability to reach some people in their 
  dreams. This dream state, however, has certain 
  conditions; either party can end it immediately, and he 
  may not lie to the PCs. The PCs may lie to him, unless 
  they sign their name on a contract – a signature, and 
  only that, is binding. Hassirak offers the PCs powerful 
  rewards, but at a cost. 
   
  At a convention slot or other time-pressured 
  scenario the best way to handle this encounter is to 
  hand out the contracts to all the PCs, instructing them 
  NOT to speak to each other – the events described are 
  occurring in a dream where they cannot communicate. 
  Then read the paragraph labeled The Rules (or I 
  Remember You... if a PC has the enmity of Hassirak). 
  Give all the players a few minutes to read their 
  contracts, then take each aside one by one and ask if 
  they have any questions (or are ready to sign the 
  contract). They may then all have another five minutes 
  to think about it, then lead them out again – they must 
  make a decision then. If they are still in doubt, then 
  assume they have not agreed, and reject the contract. 
   
  The Rules 
  (If a PC does NOT have the enmity of Hassirak…) 
   
  You dream a lucid dream of floating in a sparse 
  pink sea, void of all detail. There appears to be no 
  gravity here and color, hue, distances and relative 
  sizes are distorted. From a small puff of green 
  flame a miniature devil appears and immediately 
  begins to speak. 
   
  “I am Hassirak the Tempter. The rules for this 
  conversation, which I am bound to tell you, are as 
  follows: One. At any time you may end the 
  communication by simply asking me to leave. 
  Two. I am bound to explain the nature of our 
  conveyance. Specifically, that I have entered a 
  dream-state, touching your mind in a completely 
  harmless and non-invasive manner. Three. Due to 
  NMR8-02 Heresy’s Blood 
   
  Page 10 
  
  the nature of our communication, my thoughts 
  are completely open to you, while yours are not to 
  me – unless you choose to make specific pieces of 
  information available to me. Thusly, I may not lie 
  to you in any fashion in this place. To clarify; I 
  may lie, but you will immediately and truthfully 
  know it as a falsehood. Four. Anything I say here 
  is binding to me. Lastly, you may choose not to 
  remember this meeting, or choose to remember it, 
  at your leisure.” 
   
  The creature pauses for a moment, then waves 
  his claw. “In the meantime, do I have a deal for 
  you…” 
   
  PCs who choose to discontinue the conversation at this 
  point, learn nothing from the ‘All Parties’ section 
  below and earn the Devil May Cry AR reward. 
  Otherwise, use the information in the ‘All Parties’ 
  section below to answer their questions. 
   
  Hassirak assures the PCs that the child will come 
  to no harm – he is lying, but the harm is minor, 
  consisting only of a bit of blood loss (requiring a week 
  to recover from), and emotional and mental trauma 
  (which she’ll probably shake off … in about twenty or 
  so years).  
   
  Hassirak is willing to talk to the PCs up until the 
  point they refuse to cut a deal with him regarding 
  Amala’s location. At this point, the conversation is over 
  and 
  the 
  dream 
  ends 
  with 
  Hassirak’s 
  angry 
  disappearance. 
   
  I Remember You...  
  (If a PC has the enmity of Hassirak…) 
   
  You dream a lucid dream of floating in a sparse 
  pink sea, void of all detail. There appears to be no 
  gravity here and color, hue, distances and relative 
  sizes are distorted. From a small puff of green 
  flame a miniature image of Hassirak the Tempter 
  appears. For a moment he regards you, eyes wide 
  with shock, then clenches his teeth and begins to 
  speak in forced tones.  
   
  “I am Hassirak the Tempter. The rules for this 
  conversation, which I am bound to tell you, are as 
  follows: One (and I do remember you, you filthy 
  maggot). One. At any time you may end the 
  communication by simply asking me to leave. Two 
  (you lying, useless waste of space). I am bound to 
  explain the nature of our conveyance. Specifically, 
  that I have entered a dream-state, touching your 
  mind in a completely harmless and non-invasive 
  manner. Three (you misbegotten offspring of an 
  inebriated succubus). Due to the nature of our 
  communication, my thoughts are completely open 
  to you, while yours are not to me – unless you 
  choose to make specific pieces of information 
  available to me. Thusly, I may not lie to you in any 
  fashion in this place. To clarify (you beggar’s 
  leavings); I may lie, but you will immediately and 
  truthfully know it as a falsehood. Four (still-
  listening treacherous gnat). Anything I say here is 
  binding to me. Lastly (joy-leach), you may choose 
  not to remember this meeting, or choose to 
  remember it, at your leisure.” 
   
  The creature pauses for a moment, then waves 
  his claw. “In the meantime, you pathetic useless 
  myopic self-serving pious arrogant wastrel, do I 
  have a deal for you…” 
   
  PCs who choose to discontinue the conversation at this 
  point, learn nothing from the ‘All Parties’ section 
  below and earn the Devil May Cry AR reward. 
  Otherwise, use the information in the ‘All Parties’ 
  section below to answer their questions. 
   
  Hassirak assures the PCs that the child will come 
  to no harm – he is lying, but the harm is minor, 
  consisting only of a bit of blood loss (requiring a week 
  to recover from), and emotional and mental trauma 
  (which she’ll probably shake off … in about twenty or 
  so years).  
   
  Hassirak is willing to talk to the PCs up until the 
  point they refuse to cut a deal with him regarding 
  Amala’s location. At this point, the conversation is over 
  and 
  the 
  dream 
  ends 
  with 
  Hassirak’s 
  angry 
  disappearance. 
   
  All Parties 
  Since the PCs know everything Hassirak knows, the 
  following is a list of things he personally knows – if 
  they ask something outside this list, either improvise 
  or reply, “I don't know that.” Note that Hassirak can't 
  know for certain what his brother wants, but he may 
  hypothesize. If the PCs ask if signing the contract is an 
  evil act, or intend to sign it, remind them that it is – 
  but NOT one that will get them removed from the 
  campaign. If any do sign it, when you submit the 
  Campaign Consequences, you should note the names 
  of any PCs who signed the contract along with the 
  benefit they received. 
   
  • 
  In ancient times Hassirak was once a great pit 
  fiend who delighted in tempting mortals, but he 
  and his brother (also a pit fiend) named 
  Malodaron, Reaper of Souls, plotted to raise an 
  army of erinyes to usurp the leadership of the 
  lower planes. However, they were betrayed by 
  their erinyes soldiers and were both sentenced to 
  imprisonment for eternity. Hassirak, claiming to 
  be only following his brother (who was all too 
  happy to take the glory), managed to have his 
  sentence commuted to only being transformed 
  into one of his own soldiers, a severe demotion. 
  • 
  Having spent a millennium working his way back 
  to the top, scheming and bargaining for the souls 
  of mortals, Hassirak discovered that tempting 
  mortals for their own souls wasn't as profitable as 
  tempting 
  mortals 
  for 
  the 
  souls 
  of 
  their 
  descendants – something he did with a man called 
  NMR8-02 Heresy’s Blood 
   
  Page 11 
  
  Jorem Kesserem. Jorem, however, decided to go 
  back on the deal and pleaded with the devil to 
  accept some other payment. Hassirak desired the 
  lost artifact Soulreaver and obtained it (or broken 
  shards of it) from adventurers sent to save Jorem's 
  son. 
  • 
  Hassirak wants Amala’s blood so that he can free 
  his brother and complete their dark work. 
  Hassirak managed to send his brother the axe 
  Soulreaver (or the shards of Soulreaver, which 
  Hassirak 
  believes 
  he 
  can 
  reforge), 
  which 
  Malodaron used thousands of years ago; the axe 
  steals away souls, creating lemures in its wake. 
  Hassirak believes he and his brother can reignite 
  their ancient plan, using the mindless lemures 
  instead of sentient devils. 
  • 
  Malodaron was imprisoned by a legion of solars 
  who discovered his plans to use Soulreaver. His 
  imprisonment and Hassirak's transformation were 
  blessed by most of the good or neutrally aligned 
  deities. 
  • 
  If free, Malodaron will go on a rampage all over 
  Oerth, creating lemure after lemure and spawning 
  a vast army. 
  • 
  Hassirak has no doubt that Malodaron will 
  eventually be slain, but the power of the great 
  fiend will ensure that a great many lemures are 
  created – far more than enough for Hassirak to 
  have his army. 
  • 
  Hassirak knows that many, many innocents will 
  die during Malodaron's rampage and due to the 
  devil's ability to teleport he will be extremely 
  difficult to stop or pin down. If threatened, he will 
  simply teleport to a safer area far, far away and 
  continue his rampage. 
  • 
  Malodaron's lust for death is greater than his 
  desire to be reasoned with; part of the reason he 
  was imprisoned in the first place. In that sense he 
  is almost more demonic than devilish. It is highly 
  unlikely that Malodaron will be able to limit his 
  carnage to one area of Oerth, such as a prison full 
  of condemned criminals, especially since there are 
  very few truly functional justice systems on Oerth. 
  • 
  Hassirak won't tell anyone what the PC has done 
  but won't go to any great lengths to conceal it 
  either, so may reveal it if it serves his purposes 
  (and it probably will at some point). Aside from 
  that he doesn't know if there any other 
  consequences to signing the contract, but he does 
  concede it will be likely. “The Gods very rarely 
  look favorably on those who work against 
  their machinations.” 
  • 
  The contract is final – no alterations or changes 
  may be made. It is either sign, or do not sign. 
  • 
  Hassirak will ensure that Malodaron will not harm 
  the PC nor any of the other PCs during his 
  rampage. That is part of the deal Hassirak will 
  make with him to free him. 
   
  If any PC accepts Hassirak's bribe, Amala is 
  immediately afflicted with a form of anemia, as blood 
  runs from her eyes, ears and mouth before forming 
  into a sickly smelling vapor and drifting away to 
  ‘somewhere’. Needless to say, she is terrified and 
  shrieks in horror. If none of the PCs accept the “gift”, 
  go to Encounter Eight: Lust. If at least one did, go to 
  Encounter Eight (a): Consequences. 
   
  Any PC who rejects Hassirak’s bribe gains the 
  Devil May Cry AR Award. 
   
  8: LUST 
  This encounter is played out if none of the PCs 
  accepted Hassirak's “gift”. 
   
  Lust 
  (a 
  male 
  devil, 
  master 
  of 
  disguise, 
  masquerading as Kerren Swift) finds the PCs. As 
  Kerren, he claims to have found a way to help Amala 
  ‘find herself’ once more. Of course, Lust has only seen 
  Kerren's visage through a scrying, so he can't mimic 
  his actions altogether very well, nor does he have any 
  knowledge of his memories or interactions with the 
  PCs. Also, Lust is confident, flirtatious, playful and not 
  at all shy, unlike the Kerren the PCs saw earlier; the 
  players can use this as a further clue that he's not who 
  he says he is. 
   
  DM’s Note: Now is the time to refer to the Sense 
  Motive roll the PCs made when earlier encountering 
  Kerren. 
   
  Lust is basically a normal Erinyes from the Monster 
  Manual, except for being male and that, instead of 
  having two Knowledge skills, he has ranks in Bluff and 
  Disguise (12 ranks in each). He is using his ranks in 
  Disguise to disguise himself as Kerren, without any 
  magical help (to elude detect magic). He normally has a 
  +17 bonus in Disguise, but because he is attempting to 
  impersonate a member of a different race, he has a -2 
  penalty on his roll which is counteracted by the +2 
  bonus he has for his ranks in Bluff. Kerren is almost 
  certainly considered a “Friend or Associate” for the 
  PCs, unless the PCs went out of their way to interact 
  with him, and so the PCs get a +6 bonus on their roll – 
  which effectively gives Lust a -6 penalty on his check. 
  Lust takes 20 on his Disguise check, meaning a DC 31 
  Spot check is required to pierce the illusion. 
   
  You may allow the PCs to make Spot checks as 
  well, opposed by his Disguise check. Since he takes 20, 
  this is a DC 27 Spot check, and the Sense Motive check 
  is equal to his (rolled) Bluff check. 
   
  Either the PCs see through his lies and attack him 
  (at which point he teleports away if at all possible), or 
  they do not and surrender Amala to him. Lust will 
  happily allow the PCs to accompany him as he casts 
  teleport to transport them back to Seltaren (directly or 
  by summoning a “friend” who can plane shift, which 
  could be another clue for the PCs that he's not who he 
  says he is), but will “forget“ to include the PCs in the 
  casting of the spell, effectively stealing Amala away. 
  NMR8-02 Heresy’s Blood 
   
  Page 12 
  
   
  All APLs (EL 6) 
   
  �“Lust”, Erinyes (Bluff +17, Disguise +17 
  instead of Knowledge skills): Monster Manual pg 54. 
   
  Go to the Conclusion. 
   
  8A: CONSEQUENCES 
  This encounter is played out if one or more of the PCs 
  accepted Hassirak's “gift”. 
   
  If Amala is with the PCs, they are awoken during 
  the night by a panicked cry from her. She is pale and 
  anemic, and blood has run from her eyes, ears and 
  mouth, leaving her distressed and frightened. She 
  screams a number of uncharacteristic curses before 
  flinging herself face down on her bed, sobbing 
  hysterically. Given time, and with due care, the PCs 
  can eventually settle Amala down. 
   
  If Amala is not physically with the PCs, then 
  arrange some way for them to receive notification of 
  what has happened – perhaps by the sending spell, an 
  animal messenger, or even normal, mundane mail. 
   
  Go to the Conclusion. 
   
  CONCLUSION 
  At this point no further threats remain, at least not 
  within the scope of this adventure. The PCs may 
  contact Kerren or (more likely) wait to be contacted by 
  him. By that stage he will have arranged a more long 
  term location for Amala, assuming she is still alive to 
  go there. 
   
  Whatever process was agreed to for determining 
  the end of their protection of Amala will be followed, 
  and they can rendezvous with the real Kerren. He will 
  explain that several other groups of enemies have been 
  rooted out and destroyed, with the assistance of other 
  adventurers and allied churches. 
   
  Amala survived 
  Despite the efforts of a variety of enemies, you 
  have remained stalwart and prevailed. Neither 
  Incabulos nor Tharizdun will pleased, were either 
  ever inclined to be. You may now relinquish your 
  duty of care, and bid the troubled young 
  prophetess farewell. “Thank you, my friends,” she 
  says as she departs. “I know now who to turn to if 
  I need further assistance…” 
   
  With that, the girl is taken away by her fellow 
  church folk, leaving you to mull over the 
  experiences of the last week or two, and to 
  anticipate the rewards owed to you for such good 
  work. 
   
  If the PCs looted Naku, they receive the enormous 
  amount of 100gp. If they did not loot Naku, they 
  receive 75% of the treasure cap. 
   
  Amala was killed or taken 
  Amala is dead or gone, and her friends grieving, 
  but you know you did your best. Some challenges 
  cannot be overcome. Thankfully the Church of 
  Lydia seems to recognize this, and aware of the 
  threat you faced for them, they reward you for 
  your efforts. You collect your pay from the church 
  of Lydia – more than enough to pay your expenses. 
  But did you do the right thing? Make the right 
  choice? Perhaps – only time will tell. 
   
  If the PCs looted Naku, they receive the enormous 
  amount of 100gp. If they did not loot Naku, they 
  receive 50% of the treasure cap. 
   
  Someone signed Hassirak’s contract 
  Betrayer. This word describes you now. The deal is 
  made, and you have dealt with a devil, have 
  willingly been tempted – knowingly unleashing 
  upon the innocent an unspeakable atrocity. The 
  night after receiving your payment, when you are 
  alone in your room, a burst of green flame springs 
  from the floor, fading to reveal an image of 
  Hassirak the Tempter. He wears a broad, 
  victorious grin. “My brother is free,” he proclaims, 
  tossing a dull leather sack at your feet. “And it is 
  thanks to you. Accept this payment; it should 
  cover my side of the contract. Good luck,” he says 
  with a low bow, “You'll need it.” He vanishes in 
  another burst of flame. As the light of his fire 
  fades, the room is lit only by a soft, malignant 
  crimson light which seems to shine out from your 
  own eyes... 
   
  The pack contains either the gold or item reward 
  promised to the PC, or a small idol representing an 
  Oeridian woman staring into a mirror (if Pride was 
  chosen). 
   
  AR Rewards 
  If the PCs agreed to help the church of Lydia with 
  escorting Amala away from the Seltaren and didn't 
  display gross ambivalence, maliciousness, apathy or 
  evil then they receive the Touched by Song favor. 
   
  If the PCs agreed to help Naku (or she assisted 
  them in their battles) then they receive the Touched 
  by the Black Rider favor. 
   
  If a PC signed Hassirak's contract they receive the 
  benefits of the contract in addition to the Greater 
  Disfavor of (nearly) All the Gods disfavor. 
   
  CAMPAIGN 
  CONSEQUENCES 
  Please send the following details (and any particularly 
  memorable events) to the NMR meta-regional 
  coordinator at the listed email address. 
  NMR8-02 Heresy’s Blood 
   
  Page 13 
  
  • 
  Did any PC sign Hassirak’s contract? 
  • 
  Did Amala live? 
  Contact: mark.somers@netspeed.com.au 
   
  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. 
   
  1: The Crimson Key 
  Defeating or dealing with Naku 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
  APL 16 
  540 XP 
   
  4: First Wave 
  Defeating the devils 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
  APL 16 
  540 XP 
   
  6: Second Wave 
  Defeating the devils 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
  APL 16 
  540 XP 
   
  Story Award 
  Amala survives: 
  APL 6 
  90 XP 
  APL 8 
  115 XP 
  APL 10 
  135 XP 
  APL 12 
  160 XP 
  APL 14 
  180 XP 
  APL 16 
  205 XP 
   
  Discretionary roleplaying award 
  APL 6 
  90 XP 
  APL 8 
  110 XP 
  APL 10 
  135 XP 
  APL 12 
  155 XP 
  APL 14 
  180 XP 
  APL 16 
  200 XP 
   
  Total Possible Experience 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
  APL 14 
  1,800 XP 
  APL 16 
  2,025 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.  
   
  1: The Crimson Key 
   
  APL 6: Loot 13gp; Magic 1,126gp ring of protection 
  +2 (667gp), vest of resistance +2 (333gp), potion of cure 
  serious wounds x2 (63gp each); Total 1,139gp 
   
  APL 8: Loot 13gp; Magic 2,063gp ring of protection 
  +2 (667gp), vest of resistance +2 (333gp), amulet of natural 
  armor +1 (167gp), bracers of armor +1 (83gp), broach of 
  NMR8-02 Heresy’s Blood 
   
  Page 14 
  
  shielding (125gp), potion of cure serious wounds x3 (63gp 
  each); Total 1,577gp 
   
  APL 10: Loot 13gp; Magic 2,547gp ring of protection 
  +2 (667gp), vest of resistance +2 (333gp), amulet of natural 
  armor +2 (667gp), gauntlets of ogre power (333gp), bracers of 
  armor +2 (333gp), broach of shielding (125gp), potion of cure 
  serious wounds x3 (63gp each); Total 2,560gp 
   
  APL 12: Loot 13gp; Magic 4,314gp +3 ring of 
  protection +2 (667gp), vest of resistance +3 (750gp), amulet 
  of natural armor +3 (1,500gp), gauntlets of ogre power 
  (333gp), bracers of armor +3 (750gp), broach of shielding 
  (125gp), potion of cure serious wounds x3 (63gp each); 
  Total 4,327gp 
   
  APL 14: Loot 13gp; Magic 6,896gp ring of protection 
  +3 (1,500gp), vest of resistance +3 (750gp), amulet of 
  natural armor +4 (2,666gp), gauntlets of ogre power 
  (333gp), bracers of armor +4 (1,333gp), broach of shielding 
  (125gp), potion of cure serious wounds x3 (63gp each); 
  Total 6,909gp 
   
  APL 16: Loot 13gp; Magic 9,947gp ring of protection 
  +4 (2,667gp), vest of resistance +4 (1,333gp), amulet of 
  natural armor +4 (2,667gp), belt of giant strength +4 
  (1,333gp), gloves of dexterity +4 (1,333gp), bracers of armor 
  +4 (1,333gp), broach of shielding (125gp), potion of cure 
  serious wounds x3 (63gp each); Total 9,660gp 
   
   
  Conclusion 
   
  APL 6: Coin 100, 450 or 675gp 
   
  APL 8: Coin 100, 650 or 975gp 
   
  APL 10: Coin 100, 1,150 or 1,725gp 
   
  APL 12: Coin 100, 1,650 or 2,475gp 
   
  APL 14: Coin 100, 3,300 or 4,950gp 
   
  APL 16: Coin 100, 4,950 or 7,925gp 
   
  Total Possible Treasure 
   
  APL 6: 1,239gp 
   
  APL 8: 1,677gp 
   
  APL 10: 2,660gp 
   
  APL 12: 4,427gp 
   
  APL 14: 7,009gp 
   
  APL 16: 9,760gp 
   
  Total Capped Treasure Cap 
   
  APL 6: 900gp 
   
  APL 8: 1,300gp 
   
  APL 10: 2,300gp 
   
  APL 12: 3,300gp 
   
  APL 14: 6,600gp 
   
  APL 16: 9,900gp 
   
  ADVENTURE RECORD ITEMS 
  �Touched by Song: You have performed an 
  invaluable task for the church of Lydia. Once ever, 
  when you roll a natural 1 on a d20, you may declare 
  that result to be a natural 20 instead. If you are 
  currently under the effect of a bard's song you may 
  instead, once ever, treat any one single d20 roll as a 
  natural 20 before or after rolling. 
   
  �Touched by the Black Rider: You have performed 
  an invaluable task for the cult of Incabulos. Until the 
  end of the Living Greyhawk campaign, you are 
  immune to all forms of disease and sickness. Upon 
  retirement, if you are a monk or take levels in monk, 
  you may adopt the title Fist of the Black Rider and 
  worship Incabulos. 
   
  �Devil May Cry: It's possible that Hassirak may 
  spend a few weeks weeping bitter, angry tears about 
  the injustice of it all and then eventually forget about 
  you. Unfortunately, it's far more likely that he will 
  jump right into plotting the deaths of you, your entire 
  extended family and any friends or acquaintances you 
  may have. Either way, you've made this devil furious 
  beyond any mortal measure. 
   
  �Greater Disfavor of the Gods: for committing an 
  unspeakable atrocity never to be forgotten by the gods 
  of Oerth. You now detect as Neutral Evil. When 
  subject to a beneficial divine or arcane spell cast by a 
  non-evil caster, results based on the CL are based on 
  the minimum level required to cast the spell (and not 
  the actual CL. Due to your deliberate slight to the 
  goddess of music, you may never gain any beneficial 
  effect from a bard's song and upon hearing one 
  (irrespective of who sings/plays it) must make a DC 15 
  Fortitude save or be instantly slain, your soul 
  transported directly to Tharizdun's prison and 
  consumed by the Unmaker himself. From now on the 
  spells remove curse, break enchantment, undetectable 
  alignment, delay death, raise dead, reincarnate, resurrection, 
  true resurrection, atonement, dimension door, teleport, greater 
  teleport, plane shift, limited wish, miracle and wish will 
  never have their desired effect when cast upon you, or 
  by you. Instead, all living creatures within ten miles 
  and all paladins within a hundred and fifty miles 
  receive a telepathic vision detailing your full and true 
  name, a complete and detailed description of you, 
  details on exactly how you earned this disfavor and 
  your current precise location. You lose any favor 
  granted by a goodly deity, the church of a goodly deity, 
  or any Lawful Good NPC. This is a permanent effect 
  which may not be suppressed or removed by any 
  means. You must always declare this disfavor to all 
  DMs for this character.  
   
  �Tempted: This PC gains the benefit of the attached 
  'contract' as well as the disfavor above. 
   
  ITEM ACCESS 
  No special item access. 
   
   
   
   
  NMR8-02 Heresy’s Blood 
   
  Page 15 
  
  NMR8-02 Heresy’s Blood 
   
  Page 16 
   
  
  APL 6
  1:THE CRIMSON KEY 
   
   
   
  N A K U 
  CR  8 
  Female human monk 8 
  LE Medium humanoid (Human, Suel) 
  Init +7; Senses Listen +13, Spot +13 
  Aura law, evil, transmutation (vest and ring), 
  conjuration (healing) (potion). 
  Languages Common 
  AC 18, touch 18, flat-footed 13 
   
  (+3 Dex, +2 AC bonus, +1 class, +2 deflection) 
  hp 64 (8 HD) 
  Immune normal diseases 
  Resist ranged attacks (deflect arrows feat), evasion, 
  slow fall 40ft 
  Fort +9, Ref +10, Will +9 (+2 saves vs enchantment 
  spells and effects) 
  Weakness  
  Speed 50 ft. in no armor (10 squares), base 
  movement 50 ft.; 
  Melee unarmed strike +9 (1d10+2 20x2, magic 
  bludgeoning) or 
  Melee unarmed strike +8 (1d10+2 20x2, magic 
  bludgeoning) and unarmed strike +8 (1d10+2 20x2, 
  magic bludgeoning) and unarmed strike +3 
  (1d10+2 20x2, magic bludgeoning) 
  Ranged sling +9 (1d3+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Atk Options stunning fist (Fort DC 16) 
  Special Actions wholeness of body 
  Combat Gear ring of protection +2, vest of resistance 
  +2, potion of cure serious wounds x2 
  Abilities Str 15, Dex 16, Con 14, Int 8, Wis 14, Cha 
  14 
  Feats Improved Toughness, Improved Initiative, 
  Improved Unarmed Strike, Stunning Fist, Deflect 
  Arrows, Power Attack, Weapon Focus (Unarmed 
  Strike) 
  Skills  Spot +13, Listen +13, Tumble +14, Diplomacy 
  +8 
  Possessions combat gear plus silk robe, 150gp 
  Stunning Fist (x8) 
  Wholeness of Body (x1)  
   
  NMR8-02 Heresy’s Blood 
   
  Page 17 
  
  APL 8
  1:THE CRIMSON KEY 
   
   
   
  N A K U 
  CR  10 
  Female human monk 10 
  LE Medium humanoid (Human, Suel) 
  Init +7; Senses Listen +15, Spot +15 
  Aura law, evil, transmutation (vest, amulet and ring), 
  conjuration (healing) (potion). 
  Languages Common 
  AC 21, touch 19, flat-footed 16 
   
  (+3 Dex, +2 AC bonus, +2 class, +2 deflection, 
  +1 natural) 
  hp 80 (10 HD) 
  Immune normal diseases 
  Resist ranged attacks (deflect arrows feat), improved 
  evasion, slow fall 50ft 
  Fort +10, Ref +11, Will +10 (+2 saves vs 
  enchantment spells and effects) 
  Weakness  
  Speed 60 ft. in no armor (12 squares), base 
  movement 60 ft.; 
  Melee unarmed strike +11 (1d10+3 20x2, lawful 
  magic bludgeoning) or 
  Melee unarmed strike +11 (1d10+3 20x2, lawful 
  magic bludgeoning) and unarmed strike +11 
  (1d10+3 20x2, lawful magic bludgeoning) and 
  unarmed strike +6 (1d10+3 20x2, lawful magic 
  bludgeoning) 
  Ranged sling +11 (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Atk Options stunning fist (Fort DC 19) 
  Special Actions wholeness of body 
  Combat Gear ring of protection +2, vest of resistance 
  +2, amulet of natural armor +1, bracers of armor 
  +1, broach of shielding (101 points), potion of cure 
  serious wounds x3 
  Abilities Str 16, Dex 16, Con 14, Int 8, Wis 14, Cha 
  14 
  Feats Improved Toughness, Improved Initiative, 
  Improved Unarmed Strike, Stunning Fist, Deflect 
  Arrows, Power Attack, Weapon Focus (Unarmed 
  Strike), Ability Focus (Stunning Fist) 
  Skills  Spot +15, Listen +15, Tumble +16, Diplomacy 
  +10 
  Possessions combat gear plus silk robe, 150gp 
  Stunning Fist (x10) 
  Wholeness of Body (x1)  
   
   
   
  APL 10
  1:THE CRIMSON KEY 
   
   
   
  N A K U 
  CR  12 
  Female human monk 12 
  LE Medium humanoid (Human, Suel) 
  Init +7; Senses Listen +17, Spot +17 
  Aura law, evil, transmutation (vest, gloves, amulet 
  and ring), conjuration (healing) (potion). 
  Languages Common 
  AC 23, touch 19, flat-footed 18 
  NMR8-02 Heresy's Blood 
   
  Page 18 
  
   
  (+3 Dex, +2 AC bonus, +2 armor, +2 class, +2 
  deflection, +2 natural) 
  hp 96 (12 HD) 
  Immune normal diseases, poisons 
  Resist ranged attacks (deflect arrows feat), improved 
  evasion, slow fall 60ft 
  Fort +11, Ref +12, Will +11 (+2 saves vs 
  enchantment spells and effects) 
  Weakness  
  Speed 70 ft. in no armor (14 squares), base 
  movement 70 ft.; 
  Melee unarmed strike +14 (2d6+4 19-20x2, lawful 
  magic bludgeoning) or 
  Melee unarmed strike +14 (2d6+4 19-20x2, lawful 
  magic bludgeoning) and unarmed strike +14 
  (2d6+4 19-20x2, lawful magic bludgeoning) and 
  unarmed strike +14 (2d6+4 19-20x2, lawful magic 
  bludgeoning) and unarmed strike +9 (2d6+4 19-
  20x2, lawful magic bludgeoning) 
  Ranged sling +13 (1d3+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +13 
  Atk Options stunning fist (Fort DC 20) 
  Special Actions wholeness of body, abundant step 
  Combat Gear ring of protection +2, vest of resistance 
  +2, amulet of natural armor +2, gauntlets of ogre 
  power, bracers of armor +2, broach of shielding 
  (101 points), potion of cure serious wounds x3 
  Abilities Str 19, Dex 16, Con 14, Int 8, Wis 14, Cha 
  14 
  Feats Improved Toughness, Improved Initiative, 
  Improved Unarmed Strike, Stunning Fist, Deflect 
  Arrows, Power Attack, Weapon Focus (Unarmed 
  Strike), Ability Focus (Stunning Fist), Improved 
  Critical (unarmed strike) 
  Skills  Spot +17, Listen +17, Tumble +18, Diplomacy 
  +12 
  Possessions combat gear plus silk robe, 150gp 
  Stunning Fist (x12) 
  Wholeness of Body (x1)  
  Abundant Step (x1)  
   
  APL 12
  1:THE CRIMSON KEY 
   
   
   
  N A K U 
  CR  14 
  Female human monk 14 
  LE Medium humanoid (Human, Suel) 
  Init +7; Senses Listen +19, Spot +19 
  Aura law, evil, transmutation (vest, gloves, amulet 
  and ring), conjuration (healing) (potion). 
  Languages Common 
  AC 25, touch 19, flat-footed 19 
   
  (+3 Dex, +2 AC bonus, +3 armor, +2 class, +2 
  deflection, +3 natural) 
  hp 112 (14 HD) 
  Immune normal diseases, poisons 
  Resist ranged attacks (deflect arrows feat), improved 
  evasion, slow fall 70ft SR 24 
  Fort +13, Ref +14, Will +13 (+2 saves vs 
  enchantment spells and effects) 
  Weakness  
  Speed 70 ft. in no armor (14 squares), base 
  movement 70 ft.; 
  Melee unarmed strike +15 (l2d8+4 19-20x2, lawful 
  magic bludgeoning ) or 
  Melee unarmed strike +15 (2d6+4 19-20x2, lawful 
  magic bludgeoning) and unarmed strike +15 
  (2d6+4 19-20x2, lawful magic bludgeoning) and 
  unarmed strike +15 (2d6+4 19-20x2, lawful magic 
  bludgeoning) and unarmed strike +10 (2d6+4 19-
  20x2, lawful magic bludgeoning) 
  Ranged sling +14 (1d3+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +14 
   
  
  Atk Options stunning fist (Fort DC 21) 
  Special Actions wholeness of body, abundant step 
  Combat Gear ring of protection +2, vest of resistance 
  +3, amulet of natural armor +3, gauntlets of ogre 
  power, bracers of armor +3, broach of shielding 
  (101 points), potion of cure serious wounds x3 
  Abilities Str 19, Dex 16, Con 14, Int 8, Wis 14, Cha 
  14 
  Feats Improved Toughness, Improved Initiative, 
  Improved Unarmed Strike, Stunning Fist, Deflect 
  Arrows, Power Attack, Weapon Focus (Unarmed 
  Strike), Ability Focus (Stunning Fist), Improved 
  Critical (unarmed strike) 
  Skills  Spot +19, Listen +19, Tumble +20, Diplomacy 
  +14 
  Possessions combat gear plus silk robe, 150gp 
  Stunning Fist (x14) 
  Wholeness of Body (x1)  
  Abundant Step (x1)  
   
  NMR8-02 Heresy’s Blood 
   
  Page 20 
  
  APL 14
  1: THE CRIMSON KEY 
   
   
   
  N A K U 
  CR  16 
  Female human monk 16 
  LE Medium humanoid (Human, Suel) 
  Init +7; Senses Listen +21, Spot +21 
  Aura law, evil, transmutation (vest, gloves, amulet 
  and ring), conjuration (healing) (potion). 
  Languages Common 
  AC 31, touch 21, flat-footed 22 
   
  (+3 Dex, +2 AC bonus, +4 armor, +3 class, +3 
  deflection, +4 natural) 
  hp 126 (16 HD) 
  Immune normal diseases, poisons 
  Resist ranged attacks (deflect arrows feat), improved 
  evasion, slow fall 80ft SR 26 
  Fort +14, Ref +15, Will +14 (+2 saves vs 
  enchantment spells and effects) 
  Weakness  
  Speed 70 ft. in no armor (14 squares), base 
  movement 70 ft.; 
  Melee unarmed strike +18 (2d8+5 19-20x2, lawful 
  magic adamantine bludgeoning) or 
  Melee unarmed strike +18 (2d8+5 19-20x2, lawful 
  magic adamantine bludgeoning) and unarmed 
  strike 
  +18 
  (2d8+5 
  19-20x2, 
  lawful 
  magic 
  adamantine bludgeoning) and unarmed strike +18 
  (2d8+5 
  19-20x2, 
  lawful 
  magic 
  adamantine 
  bludgeoning) and unarmed strike +13 (2d8+5 19-
  20x2, lawful magic adamantine bludgeoning) and 
  unarmed strike +8 (2d8+5 19-20x2, lawful magic 
  adamantine bludgeoning) 
  Ranged sling +17 (1d3+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +17 
  Atk Options stunning fist (Fort DC 22), quivering 
  palm (Fort DC 22) 
  Special Actions wholeness of body, abundant step, 
  quivering palm 
  Combat Gear ring of protection +3, vest of resistance 
  +3, amulet of natural armor +3, gauntlets of ogre 
  power, bracers of armor +4, broach of shielding 
  (101 points), potion of cure serious wounds x3 
  Abilities Str 20, Dex 16, Con 14, Int 8, Wis 14, Cha 
  14 
  Feats Improved Toughness, Improved Initiative, 
  Improved Unarmed Strike, Stunning Fist, Deflect 
  Arrows, Power Attack, Weapon Focus (Unarmed 
  Strike), Ability Focus (Stunning Fist), Improved 
  Critical (unarmed strike), Ability Focus (Quivering 
  Palm) 
  Skills  Spot +21, Listen +21, Tumble +22, Diplomacy 
  +15 
  Possessions combat gear plus silk robe, 150gp 
  Stunning Fist (x16) 
  Wholeness of Body (x1)  
  Abundant Step (x1)  
   
  NMR8-02 Heresy’s Blood 
   
  Page 21 
  
  APL 16
  1: THE CRIMSON KEY 
   
   
   
  N A K U 
  CR  18 
  Female human monk 18 
  LE Medium humanoid (Human, Suel) 
  Init +8; Senses Listen +23, Spot +23 
  Aura law, evil, transmutation (vest, gloves, amulet 
  and ring), conjuration (healing) (potion). 
  Languages Common 
  AC 33, touch 23, flat-footed 23 
   
  (+4 Dex, +2 AC bonus, +4 armor, +3 class, +4 
  deflection, +4 natural) 
  hp 140 (18 HD) 
  Immune normal diseases, poisons 
  Resist ranged attacks (deflect arrows feat), improved 
  evasion, slow fall 90ft SR 28 
  Fort +16, Ref +18, Will +16 (+2 saves vs 
  enchantment spells and effects) 
  Weakness  
  Speed 80 ft. in no armor (16 squares), base 
  movement 80 ft.; 
  Melee unarmed strike +20 (2d8+6 19-20x2, lawful 
  magic adamantine bludgeoning) or 
  Melee unarmed strike +20 (2d8+6 19-20x2, lawful 
  magic adamantine bludgeoning) and unarmed 
  strike 
  +20 
  (2d8+6 
  19-20x2, 
  lawful 
  magic 
  adamantine bludgeoning) and unarmed strike +20 
  (2d8+6 
  19-20x2, 
  lawful 
  magic 
  adamantine 
  bludgeoning) and unarmed strike +15 (2d8+6 19-
  20x2, lawful magic adamantine bludgeoning) and 
  unarmed strike +10 (2d8+6 19-20x2, lawful magic 
  adamantine bludgeoning) 
  Ranged sling +19 (1d3+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +19 
  Atk Options stunning fist (Fort DC 23), quivering 
  palm (Fort DC 23) 
  Special Actions wholeness of body, abundant step, 
  quivering palm 
  Combat Gear ring of protection +4, vest of resistance 
  +4, amulet of natural armor +4, belt of giant 
  strength +4, gloves of dexterity +4, bracers of 
  armor +4, broach of shielding (101 points), potion 
  of cure serious wounds x3 
  Abilities Str 22, Dex 18, Con 14, Int 8, Wis 14, Cha 
  14 
  SQ timeless body, tongue of the sun and moon 
  Feats Improved Toughness, Improved Initiative, 
  Improved Unarmed Strike, Stunning Fist, Deflect 
  Arrows, Power Attack, Weapon Focus (Unarmed 
  Strike), Ability Focus (Stunning Fist), Improved 
  Critical (unarmed strike), Ability Focus (Quivering 
  Palm) 
  Skills  Spot +23, Listen +23, Tumble +25, Diplomacy 
  +18 
  Possessions combat gear plus silk robe, 150gp 
  Stunning Fist (x16) 
  Wholeness of Body (x1)  
  Abundant Step (x1)  
   
  NMR8-02 Heresy’s Blood 
   
  Page 22 
  
  PLAYER HANDOUT 1 
   
  Seltaren 
   
  The following is a brief summary of Seltaren. 
   
  Seltaren (small city) 
  Conventional and Nonstandard;  
  Alignment: N and N; 15,000gp limit;  
  Assets: 7,350,000gp;  
  Population: 9,800; human (Suel) 79%, human 9%, halfling 5%, half-orc 3%, dwarf 2%, half-elf 1%, elf 0.5%, gnome 0.5%).  
  Authority Figures: Governor of Seltaren; Noble Houses  
   
  History 
  Seltaren is city with a long and sometimes glorious history. It origins are linked with the formation of Urnst. When 
  Urnst was split in half, Seltaren continued to serve as the capital of the newly formed Duchy of Urnst. In either case, it 
  was a place of splendor and wealth. This all changed when the capital was moved to the port city of Leukish c.200 CY. 
  Seltaren gradually degenerated into a place of ruthless politics and cutthroat criminal enterprise. Despite the shift of 
  political power in the Duchy, many Noble Houses still claimed Seltaren as their home and desperately wanted to 
  maintain its grandeur. Since Ducal taxes were no longer being used to maintain the city's infrastructure they conspired 
  to keep all overland trade in the Duchy passing through Seltaren's walls. Unfortunately this was never enough to keep 
  the entire city properly maintained. The Nobles diverted more and more resources to maintain their sections of the city 
  while the rest of it slowly decayed. Eventually, Seltaren became a city divided; the upper city consisting of well 
  maintained Noble Estates and the homes of wealthy merchants, while beneath the grand waterfalls that cascade off the 
  cliffs separating the two, the lower city festers in grinding poverty and despair. 
   
  Government 
  Duke Karll appoints the Governor of Seltaren who is responsible for administering the city and dispensing justice in his 
  name. The Governor also is in charge of the City Guard. The real power in Seltaren is the various Noble Houses whom 
  maintaining their ancestral estates in the upper city. Each House has its own agenda and will rarely cooperate. To 
  protect themselves and enforce their agendas the Noble Houses employ their own House Guards. 
   
  Underworld 
  While the government and the nobles vie for dominance in the upper city, and make a show of controlling the lower 
  city, the real power in the poor sections of the city are the thieves.  
   
  Fifteen years ago a man named Masseri took control of much of the underworld in Lower Seltaren. It was an 
  extremely difficult task, because several Merchant Houses were also vying for that role at the same time. However, 
  Masseri was master of diplomacy and veiled threats. One by one he convinced the Merchant Houses that it was in their 
  best interest that he ran the show in the lower city. Since then, Masseri has sought opportunities to increase his own 
  wealth and maintain Seltaren's lucrative stranglehold on trade within the Duchy. So as to not kill the golden goose 
  Masseri has been keeping thievery low key and quite as possible in the city.  
   
  Masseri's approach was validated when a number of years later Duke Karll cleaned the thieves out of Leukish, in 
  what many call the greatest event of his rule and the only time he truly proved himself as a leader. Where were those 
  thieves to go? Many left for the renowned Thieves' Guild in Greyhawk, but others thought they found a place ripe for 
  the picking, Seltaren. Most of these new comers did not recognize Masseri's position in Seltaren's underworld and this 
  has led to periodic violence in the lower city. Today, despite Masseri's dominance of the Seltaren underworld, crime in 
  the city is still not very organized. There is no single thieves' guild, rather a loose association of small gangs, bands, and 
  families known collectively as the Rogues of Seltaren. Even so, there are still plenty of independent operators and small 
  groups working for their own purposes.  
   
  Countryside 
  The lands surrounding Seltaren share the split nature of the city. To the west and north of Seltaren are fertile farms, 
  prosperous villages, and the country estates of wealthy nobles. South and east of Seltaren, the farms are poorer, many of 
  the villages abandoned, and the estates run-down or deserted entirely. 
   
  NMR8-02 Heresy's Blood 
   
  Page 23 
  
  PLAYER HANDOUT 2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NMR8-02 Heresy's Blood 
   
  Page 24 
  
  PLAYER HANDOUT 3 
   
  This contract appears to be written in blood. 
   
  Hassirak’s Deal 
   
  In return for giving the knowledge of the location of Amala Maelidi to Hassirak of Baator, you may choose one of the 
  following rewards (to be received at the end of this adventure): 
   
  LUST: [   ] Gain a permanent +6 profane bonus to your Charisma. Unfortunately, this kind of 
  attractiveness has its price and you suffer a -4 profane penalty to your Constitution as a 
  result.  
   
  GLUTTONY: [   ] Add Gluttony, a bag of holding type IV, to your MIL at no cost. Gluttony does not 
  function like a regular bag of holding; any item placed inside it is instantly, permanently and 
  utterly destroyed, as though it had passed through a sphere of annihilation. Gluttony refuses to 
  consume powerful items such as artifacts, for fear of Bad Things happening to the universe. 
   
  GREED: [   ] You may add 200 gp times your current character level (     ) in gold pieces to your 
  MIL at no cost, this once only. Total = [___________] 
   
  SLOTH: [   ] Once per adventure, as a supernatural ability which doesn’t provoke an attack of 
  opportunity, you may cast slow (DC 21 Will negates, duration 20 rounds) as a standard action as 
  though you were a sorcerer with caster level of 20 and Charisma 26. You must also make a Will 
  save in order not to be affected by this spell. 
   
  WRATH: [   ] Once per adventure, as a supernatural ability which does not provoke an attack of 
  opportunity, you may cast rage as a standard action, as though you were a sorcerer with caster 
  level of 20 and Charisma 26.  
   
  ENVY [   ] Once per adventure, you can take the result of an opponent or ally's attack roll, 
  saving throw, or skill check and use it for yourself. Their attempted attack, save or check 
  automatically fails. You must declare that you are taking their roll when it is rolled and you 
  must use that roll the next time the same attack, saving throw or skill check is called for in 
  that encounter. If the roll is unused at the end of the encounter, then you lose the opportunity 
  to use it. Results gained in this way cannot be saved for use beyond the next time you are called 
  on to make the kind of roll you 'stole' with your envy of another obtaining it 
   
  PRIDE: [   ] You may add a permanent +4 profane bonus to any stat of your choice. At the same 
  time, you suffer from a -2 penalty in every other stat.  
   
  Your eyes now glow a bright crimson regardless of lighting conditions, and you gain a -4 penalty 
  to all Charisma-based interactions as others recognize your devil-touched state. This includes 
  interactions with devils, who, after all, don’t know which one of their rivals you are aligned 
  with. 
   
  NMR8-02 Heresy's Blood 
   
  Page 25 
  
  DM MAPS 
   
  Encounter 1: The Crimson Key 
   
   
   
  NMR8-02 Heresy's Blood 
   
  Page 26 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/598/Normal Scenarios/NMR8-02 - Heresy's Blood (APL 6-16)/NMR8-02 - Heresy's Blood.pdf