TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  KEO3-05 
   
   
   
   
   
   
  Crimes of the Heart 
   
  A Two-Round D&D LIVING GREYHAWK
  ®  
  Keoland Regional Adventure 
  Version 1.2 – Premiere at ShoreCon 
   
  by Keith C. Palm 
   
   
  The Scarlet Brotherhood has been delving into the Dreadwood and the Silent Ones want you to hunt them down.  A 
  two-round Keoland regional adventure for APLs 4-10 and Part Two of the Barony of Dilwych series. 
  
  KEO3-05 Crimes of the Heart 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  
  KEO3-05 Crimes of the Heart 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. 
   If players do not have 
  a 
  LIVING 
  GREYHAWK 
  character generated, 
  get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character generation 
  guidelines, 
  and 
  a 
  character sheet from 
  your 
  convention 
  coordinator or the 
  RPGA Web site, ant 
  then have any players 
  without a character 
  create on.  Once all 
  players 
  have 
  a 
  LIVING 
  GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are 
  given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as 
  challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard two-round Regional adventure, set in 
  Keoland.  Characters native to Keoland pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
  
  KEO3-05 Crimes of the Heart 
   
  Page 4 
  Is It a Full Moon?  
  Since the hazards of lycanthropy are a current part of the 
  LIVING GREYHAWK campaign, it may be necessary to 
  determine if this adventure takes place during a full 
  moon.  For game purposes, the full moon lasts three days 
  of each month. For a given scenario that does not state 
  the phase of the moon, roll 1d10 before play begins. On a 
  result of 1, the first day of the scenario is a night of the 
  full moon (roll 1d3 to determine where in the sequence 
  of three nights it falls).. 
  Adventure Background 
  For centuries, the Scarlet Brotherhood has longed to 
  recover lost items and lore of their Suel ancestors. New 
  opportunities to do so have emerged with their 
  domination of the Sea Princes. They are particularly 
  interested in the Malhel noble family who was last 
  known to have lived in the depths of the Dreadwood. 
  They blame their misguided Suel cousins, the Neheli and 
  the Rhola, for their demise. None know for sure what 
  became of the Malhel but all remember the great power 
  they wielded in their time. Seeking to recover some of 
  this power, Elder Brother Hammandaturian, the Scarlet 
  Brotherhood ruler of the Sea Princes, has dispatched a 
  team of Brotherhood agents into the Dreadwood to 
  uncover Malhel secrets. 
  The expedition is based on information provided by a 
  special advisor to the Elder Brother. The advisor, Kro 
  Dreo, is an open member of the Farseeker faction, who 
  seeks to rediscover lost lore and magic in distant lands. 
  Unknown to the Elder Brother or anyone else in the Sea 
  Princes, Kro Dreo is also a member of the Black 
  Brotherhood. The Black Brotherhood is a secret 
  organization within the Scarlet Brotherhood that is 
  dedicated to freeing the mad god Tharizdun. The Black 
  Brotherhood believes that the Malhel may have 
  discovered a plane where the only free avatar of 
  Tharizdun dwells. 
  The Silent Ones are aware of Scarlet Brotherhood 
  attempts to steal the carefully guarded secrets of the 
  Dreadwood. They sent a Silent One agent and a 
  Dreadwalker patrol to intercept the Brotherhood 
  expedition. After a fierce battle, the Brotherhood team 
  was dispatched and their leader captured alive. Seeking to 
  gain his cooperation, the Silent One agent put a helm of 
  alignment change on the Brotherhood leader. The Silent 
  One agent then used his mindbender powers to befriend 
  the former Brotherhood monk, but a huge force of 
  lizardfolk attacked them before they could interrogate 
  him. The Dreadwalkers were all killed and the Silent One 
  agent left for dead. In the confusion, the Brotherhood 
  monk grabbed a relic the Brotherhood had uncovered 
  and fled into the woods. The Silent One agent, now 
  paralyzed from the neck down, was found days later by 
  another Dreadwalker patrol. 
  In round one, the Silent One agent wants adventurers to 
  recover the relic, and if possible the monk, before rivals 
  can get to him. 
  In round two, a magical artifact, found in the depths of 
  the Dreadwood, has been taken by Qodvoldeus, the 
  Baron of Dilwych’s sage. The Baron’s role in the theft is 
  unclear. The PCs have been charged by the Silent Ones to 
  retrieve the artifact at any cost. 
  Adventure Summary 
  Encounter One: In a town on the edge of the 
  Dreadwood, the PCs meet the injured Silent One agent. 
  He tasks them with tracking down the monk and the 
  relic. 
  Encounter Two: The PCs journey to the site of the battle 
  and begin to track the monk. At the site, they get hints as 
  to the origin of the relic. 
  Encounter Three: The PCs track the monk to the edge 
  of the Hool Marsh where a Wastrian druid has captured 
  him. They must free the relic, and maybe the monk, from 
  harsh justice. 
  Encounter Four: Returning with the relic/monk, the 
  PCs are approached a group of Seekers who wish to trade 
  magic for the relic. PCs can agree, fight, or leave 
  peacefully. 
  Encounter Five: The Brotherhood advisor, Kro Dreo, 
  arrives to take possession of the relic. He won’t take no 
  for an answer. 
  Encounter Six: The PCs finally return to find a wizard 
  waiting to relieve them of their burden. He is in fact the 
  Baron of Dilwych’s sage posing as a Silent One. He 
  attempts to dupe the PCs into giving him the relic and 
  leave. The monk is left with the PCs to find his own way 
  in the world.  Then the real Silent One agent, now 
  healed, arrives to find the PCs have given the relic to the 
  wrong man. He is furious and demands that they recover 
  it before something bad happens. This is the end of 
  Round One. 
  Encounter Seven: The PCs travel to the Barony of 
  Dilwych and are greeted by the Baron upon their arrival 
  at his castle. He has no knowledge of the theft but 
  assumes it is part of his “project”. 
  
  KEO3-05 Crimes of the Heart 
   
  Page 5 
  Encounter Eight: The Baron leads the party through his 
  castle to show them his grand project. Along the way, the 
  PCs encounter many strange sights and occurrences, 
  including a castle resident that is possessed by a demon. 
  Encounter Nine: The PCs are brought to the Baron’s 
  secret collection room where he reveals his mad plan to 
  achieve immortality. The Baron becomes confused when 
  Qodvoldeus and the stolen heart artifact cannot be found 
  and agrees to help the PCs look for him. Among his 
  collection the party finds the ancient sword, Vilharian. 
  The sword offers to uncover the sage’s secret sanctum if 
  he is freed from his place in the collection. 
  Encounter Ten: Vilharian leads the party and the Baron 
  into the secret catacombs beneath the castle, or the party 
  finds their own way. Within the catacombs they find 
  strange wall paintings that detail the secret history of 
  Dilwych and its Baron. The PCs may decipher their 
  meaning with the help of the sword. Pseudonatural allies 
  of the sage locate the PCs and attack. 
  Encounter Eleven: The PCs track the sage to his 
  sanctum where he reveals himself as a cloaker lord trying 
  to resurrect an uvuudaum (an incredibly dangerous foe 
  from the Epic Level Handbook) using its long forgotten 
  heart. The PCs must defeat him and his minions to 
  prevent disaster in the Kingdom of Keoland. 
  Conclusion: Either the Baron or one of the PCs uses 
  Vilharian to destroy the heart, ending the threat. The 
  party returns to the surface to find the Silent Ones 
  waiting for them. When leaving the castle, the PCs get 
  hints that the story may not be over yet. 
  Handling Darkwatch, 
  Dreadwalker, or Silent One PCs 
  DM Aid #1 provides some guidance to DMs as to the 
  impressions they should give PCs that belong to these 
  groups. The DM is strongly urged to find out which of 
  these three metaorganization’s members might be 
  present, and to distribute the information found on the 
  DM Aid to them accordingly. 
  Introduction 
  Rumors have abounded throughout Keoland that 
  Sakatha the Lizard King has again rose from the dead 
  in the Viscounty of Nume Eor. Many adventurers 
  traveled south to Kimberton to confirm or deny if 
  one of Keoland’s most feared enemies lives again. 
  Both the wild rumors and the many adventurers that 
  arrived to confront the menace shocked the new 
  viscount, Richart Jorgos. Not one to miss an 
  opportunity, the viscount increased the bounty on 
  lizardfolk hides and sent the adventurers in the 
  direction of the Hool Marsh. 
  Some of you have gotten a different idea, however. 
  An old man in a tavern spoke of a village to the east 
  where Sakatha is said to be buried nearby. This 
  village, Waycombe, is on the northwest border of the 
  Hool Marsh, south of the Dreadwood, and east of the 
  village of Haven. 
  Have all spellcasters choose their spells now. Some 
  people may recognize Waycombe from the old first 
  edition adventure, I2 Tomb of the Lizard King. The 
  rumor is false, and has been spread by the Scarlet 
  Brotherhood to discourage settlement in Nume Eor. A 
  Gather Information check (DC 20 + the APL) will reveal 
  that the rumor is false, but not who started it or why. 
  Encounter One 
  Your travel through Nume Eor has been uneventful. 
  You rode past the ruined former capital, Vendare, as 
  well as several burned or long abandoned villages on 
  your way to the eastern border. Stopping briefly at 
  the half-breed village of Haven, you find that 
  Waycombe is no longer within the current borders of 
  Nume Eor. Following the Yeomen withdrawal from 
  Nume 
  Eor 
  after 
  the 
  Greyhawk 
  Wars, 
  the 
  Dreadwalkers claimed and fortified the town with the 
  aid of the Keoish Royal Standards. Few even know 
  the town still exists, much less travel there. 
  Following the small River Ardo that empties into the 
  Hool, you soon find the small, walled outpost of 
  Waycombe. The walls of the town command a good 
  view of the Hool directly to the south and the 
  Dreadwood some distance to the north. 
  You are let through the gate without challenge, and 
  directed to the sole inn on the far side of the village. 
  The streets are near empty and everyone moves with 
  quiet purpose. There are no shops to speak of, and no 
  children or pets roam about. 
  As you approach the small inn, you notice a thin but 
  growing wisp of smoke emerging from one of the 
  second story windows! 
  A Spot check (DC 15 + the APL) will alert the PC that is 
  in fact steam, not smoke. When the party makes their 
  way up to the particular room, they find the door 
  unlocked. If they enter: 
  You enter the room to find a distinguished looking 
  Suel man lying stiffly on a large bed. On the 
  headboard above him sits a winged creature, which 
  
  KEO3-05 Crimes of the Heart 
   
  Page 6 
  appears to be female, snorting steam out of her nose. 
  The man rolls his eyes at you from his lying position 
  and states, “Took you long enough then, didn’t it?” 
  A Knowledge (the Planes) at DC 10, or a Bardic 
  Knowledge or Knowledge (arcana) check at DC 20 will 
  allow a PC to identify her as a mephit. The man will 
  introduce himself as Wilmot of the Silent Ones, and his 
  familiar as Kettle. He will relate the following 
  information to the party: 
  • 
  He is paralyzed from the neck down. 
  • 
  He and some Dreadwalkers attacked some 
  Scarlet Brotherhood in the Dreadwood not far 
  from Waycombe. 
  • 
  They appeared to be trying to unearth ancient 
  ruins. He and the Dreadwalkers killed them all 
  except their leader. 
  • 
  In an effort to get the leader’s cooperation, 
  Wilmot put a helm of opposite alignment on 
  him. He also used special magic to permanently 
  befriend him. 
  • 
  When he began to interrogate the leader, a great 
  force of lizardfolk emerged from the wood 
  screaming about “desecration” or some such 
  thing, and attacked them. These lizardfolk were 
  hideous aberrations – some with three arms, a 
  second head, or bat wings. 
  • 
  During the attack, the Brotherhood leader 
  seized an ancient artifact and fled into the 
  woods. Wilmot didn’t get a look at what the 
  artifact was. 
  • 
  All the Dreadwalkers were slain; Wilmot was 
  left for dead with a broken neck. Kettle kept 
  him safe until a Dreadwalker patrol found him 
  days later. 
  • 
  The ancient artifact taken must be retrieved; it 
  could be dangerous. The Brotherhood leader 
  should 
  be 
  brought 
  back 
  for 
  further 
  interrogation if possible. It may help to mention 
  Wilmot to get his cooperation (since he used 
  befriending magic on him). 
  • 
  He will be leaving tomorrow to go to a 
  Dreadwalker outpost to be healed. He will send 
  an agent to meet them here as soon as possible. 
  He is not sure who it will be yet. 
  The Dreadwalkers in the town give a map and provisions 
  to the party so they may make their way to the site of the 
  attack. They guess he will be heading south towards the 
  Sea Princes. 
  � Wilmot, Agent of the Silent Ones: Male Human 
  (Suloise) Sor6/Mndbndr6. 
  � Kettle, Wilmot’s Familiar: Female Steam Mephit, see 
  Monster Manual. 
  Tactics: Wilmot is a seasoned and dedicated Silent One 
  operative. He cares little for politics and less for 
  meddlesome adventurers. This time however he has no 
  choice but to put his trust in adventurers to correct his 
  “failure”. He will grudgingly ask the PCs to help and will 
  bristle at any mention of a reward for their assistance; he 
  feels Scarlet Brotherhood involvement is enough to make 
  anyone want to get involved. He does not trust the 
  adventurers but he has no choice. 
  Kettle cares little about anything except the safety of her 
  master. They are long time companions, and she is very 
  affectionate and mothering to Wilmot, especially in his 
  current weakened condition. She thinks the adventurers 
  are rookies and should be flattered that Wilmot would 
  give them such an important task. 
  Encounter Two 
  You have made your way to the region of the 
  Dreadwood described by Wilmot without difficulty. 
  It lies about an hour east of Waycombe and is easily 
  followed. A scene of chaos greets you upon your 
  arrival. A large muddy hole surrounded by digging 
  tools first captures your attention. Within it are the 
  mangled bodies of what you guess were once the 
  Scarlet Brotherhood men. Throughout the clearing 
  blood stains the dirt and leaves. Many reptilian tracks, 
  including some too large for mere lizardfolk, have 
  been left in the loam. 
  Anyone with the Track skill can make out the following 
  with a Wilderness Lore check at DC 10 + the APL: 
  • 
  The lizardfolk force came from the south but 
  left to the east. They apparently took bodies 
  with them, as there is no lizardfolk corpses left 
  behind. The tracks are subsequently lost in a 
  nearby stream. 
  • 
  Some sort of wooden stretchers were dragged 
  towards Waycombe. 
  • 
  Someone had a small camp here a few days old. 
  With a Wilderness Lore check at DC 15 + the APL: 
  • 
  You find a bed of leaves around which all the 
  plants have been slightly scalded. 
  • 
  A single set of humanoid tracks heads east and 
  then south towards the Hool Marsh. 
  
  KEO3-05 Crimes of the Heart 
   
  Page 7 
  If the party moves the bodies out of the excavated hole: 
  Having removed the dismembered Brotherhood 
  bodies, you find what appears to be an ancient stone 
  altar of some sort, not unlike the ones the Old Faith is 
  reputed to have hidden throughout the Flanaess. This 
  block of stone has a large, deep, bowl-shaped 
  depression at its center. The surface of the stone is 
  etched into a picture of writhing tentacles leading 
  towards the center. As shown by the blood of the 
  Brotherhood men on its surface, the darkened stone 
  grooves that make up the tentacles also once served to 
  channel the blood of sacrifices into the bowl. Looking 
  closer, it is obvious that until recently something lay 
  within it. 
   If anyone has played the Keoland regional adventure 
  KEO1-03 Charting the Course, they may recognize the 
  same tentacle/tendril design from that adventure’s 
  lizardfolk holy symbols. Following the lizardfolk will 
  lead to the tracks being lost in a nearby stream as noted 
  above. The party can follow the humanoid tracks or 
  simply head south in pursuit of the Brotherhood leader. 
  Encounter Three 
  Either following the tracks or just heading south as 
  recommended by the Dreadwalkers: 
  Traveling south, you have exited the Dreadwood and 
  have entered the scrubland that separates it from the 
  Hool Marsh. The ground slowly becomes damper, and 
  the trees shorter and sparser. It is drawing towards 
  dusk, and you come upon a large lagoon on the 
  northern edge of the Marsh.  
  The beginning of the encounter depends on how the PCs 
  arrived at the location. If they used scrying, bloodhound, 
  or a similar spell to track the leader successfully, then 
  they will arrive as the monk is facing off with the 
  Conclave Druid and his dire toads. A Bloodhound’s or 
  other class/prestige class with the fast tracking ability 
  will do this as well. If they used just the Tracking feat or 
  Scent ability to follow, then the monk will be at Con 5 
  from dire toad poison when they arrive. If they simply 
  headed south without tracking, went after the lizardfolk, 
  or other methods of following, the monk will be at Con 1 
  when they arrive. 
  Remember that they are still on the same day, so 
  memorized spells will not have changed. 
  Further along the shore of the grotto, you see a wild-
  looking man directing some enormous toads. The 
  toads appear to have a Suel man in red monk’s robes 
  surrounded. 
  Describe the monk’s condition based on the information 
  above. 
  The wild man is laughing with apparent glee as the 
  giant toads take their time finishing him off.  
  The man is a druid from the Conclave of the Hopping 
  Prophet (first appeared in the Keoland regional 
  adventure KEO1-08 Warts and All). He can be 
  approached peacefully and spoken with. He intends to 
  execute the Brotherhood monk as per King Kimbertos’ 
  decree on the discovery of Scarlet Brotherhood spies in 
  Keoish territory. The king has recognized members of 
  the Conclave as Keoish citizens. He will not be denied 
  his execution but he will allow the PCs to search the 
  monk for the stolen artifact. There is a very small chance 
  that the druid can be persuaded to give up the monk 
  without a fight with a Diplomacy check (DC 20 + the 
  APL). 
  Modifiers to the check: 
  • 
  -4 if persuading character is non-human. 
  • 
  -2 to all checks if there are any non-humans in 
  the party. 
  • 
  +2 if the persuading character is a member of 
  some official, at least in his mind, Keoish 
  government organization (NAW, Dreadwalkers, 
  Darkwatch, Sea Mages, etc., but not Haven, 
  Alleyway Defenders, Clan Stonecrow, or other 
  non-human based meta-organization).  
  • 
  +2 if the persuading character is a Keoish noble. 
  • 
  +4 if the character is a human worshipper of 
  Wastri, god of human bigotry (must show holy 
  symbol). 
  • 
  +2 if the persuading character is a Knight of the 
  Watch/Dispatch or a Silent One. 
  • 
  +1 if the persuading character mentions the 
  Master of the Wastrian Conclave (in a favorable 
  way only, of course). 
  APL 4 (EL 6): 
  � Bupo the Conclave Druid, Male Human Drd6: hp 
  41, see Appendix III. 
  � Dire Toads, Animal Companions (3): hp 30 each, see 
  Appendix II. 
  APL 6 (EL 8): 
  � 
  Bupo 
  the 
  Conclave 
  Druid, 
  Male 
  Human 
  Drd7/TmrofBsts1: hp 54, see Appendix III. 
  
  KEO3-05 Crimes of the Heart 
   
  Page 8 
  � Advanced Dire Toads, Animal Companions (2): hp 
  60 each, see Appendix III. 
  APL 8 (EL 10): 
  � 
  Bupo 
  the 
  Conclave 
  Druid, 
  Male 
  Human 
  Drd7/TmrofBsts3: hp 68, see Appendix III. 
  � Advanced Dire Toads, Animal Companions (2): hp 
  75 each, see Appendix III. 
  APL 10 (EL 12): 
  � 
  Bupo 
  the 
  Conclave 
  Druid, 
  Male 
  Human 
  Drd7/TmrofBsts5: hp 81, see Appendix III. 
  � Advanced Dire Toads, Animal Companions (3): hp 
  60 each, see Appendix III. 
  All APLs 
  � Master of Dragons Damoth, Male Human Suloise 
  Ex-Mnk7/RdAvngr1: hp 48; see Appendix III. 
  DM Note: At APL 8 and 10, the dire toads have blood 
  bond with the tamer. They gain +2 bonus on all attack 
  rolls, checks, and saves after witnessing any threat or 
  harm to the tamer. Additionally, medium size toads can 
  swallow whole medium size creatures. 
  Tactics: If the party tries to take the monk or trick the 
  druid in anyway, he and his toads will attack, declaring 
  the PCs as traitors to Keoland. His tactics will always be 
  to enhance, protect, and support his toad companions. 
  He will avoid direct melee as much as possible. The 
  majority of his and his toads’ attacks should be directed at 
  any non-humans. If any character is small enough to be 
  swallowed whole by one of the dire toads, then all toad 
  attacks will be directed at him or her initially. Once 
  fighting has broken out, the druid cannot be calmed 
  down by normal means. 
  If an opportunity presents itself, the Brotherhood monk 
  will attempt to escape. If not, he will surrender himself 
  honorably to the PCs. He will execute a total defense 
  during any fight. If he does try to escape, the druid will 
  do everything he can to kill the monk before he can get 
  away. 
  Point out to lawful or good characters that the druid is 
  following Keoish law by executing the Scarlet 
  Brotherhood leader. Additionally, by attacking the druid, 
  they are attacking a Keoish citizen. A request to bring the 
  monk back alive by a Silent One does not necessarily 
  supercede Keoish law. 
  However the scene plays out, the PCs will end up with 
  the stolen artifact. The druid is content to let them have 
  it. The monk (Damoth), if still alive, will hand it over 
  grudgingly to his new captors. If taken from the monk’s 
  corpse, it is in his backpack. When they examine it read 
  the following: 
  The contents of the backpack are emptied to reveal a 
  desiccated heart of great size! Surely it was taken 
  from something as large as a dragon or giant. It is 
  devoid of color, with the tissue having a translucent 
  character to it. It is firm to the touch, with a 
  disconcerting, rubbery feel. 
  The heart will detect as magic but nothing else. It cannot 
  be cut or pierced in anyway. No Knowledge skill can 
  identify its origin. Damoth, if alive, admits he has no idea 
  what it is but thought it might be valuable to the 
  Brotherhood. Bardic Knowledge at DC 30 will reveal 
  nothing about the heart other than it may pre-date 
  human settlement of this region. Anyone handling or 
  carrying the heart will get an unshakable feeling of 
  unease (-1 on all die rolls for as long as the heart remains 
  in her possession). 
  Development: Damoth’s entire world was been turned 
  upside down when the Silent One agent used a helm of 
  alignment change on him. He still considers himself 
  loyal to the Scarlet Brotherhood but with his new 
  outlook has begun to doubt their beliefs and methods. He 
  is contemplating defecting to the Silent Ones, a Suel 
  noble house, or a church of a chaotic Suel god. Since the 
  Silent One agent used his friends forever power on him, 
  joining the Silent Ones seems the most appealing at 
  present. 
  If/when he is saved from the Wastrian druid, he will be 
  quite thankful and cooperative with the PCs. He will 
  expect to be treated as a distinguished and respected 
  prisoner. He will refuse bonds of any type. Should the 
  PCs attempt to bind him, he will fight back and attempt 
  to escape. While the PCs are escorting him back to 
  Keoland, he will attempt to escape if they threaten or 
  abuse him. He cares nothing about the heart relic that he 
  found, beyond it being a possible bargaining chip. 
  Treasure: The treasure consists of Bupo and his 
  companions’ possessions. 
  APL 4: L: 1 gp; C: 0 gp; M: 3 collars of resistance +1 (41 gp 
  each). 
  APL 6: L: 1 gp; C: 0 gp; M: 2 collars of resistance +2 (163 
  gp each). 
  APL 8: L: 1 gp; C: 0 gp; M: 2 collars of resistance +3 (368 
  gp each). 
  APL 10: L: 1 gp; C: 0 gp; M: 3 collars of resistance +4 (653 
  gp each). 
  
  KEO3-05 Crimes of the Heart 
   
  Page 9 
  Encounter Four 
  However the previous encounter ended, the characters 
  will get the idea that they should leave the Hool Marsh 
  before nightfall. If the druid lived, he will head off into 
  the Marsh, with his toads, before sunset. 
  You make haste out of the Marsh as the sun begins to 
  set. Moving through the swampland at night does not 
  appeal to even the most foolhardy of you. Returning 
  to the scrubland, you bear west back towards 
  Waycombe. As you are trying to decide whether to 
  travel on through the darkness or camp for the night, 
  you smell seasoned meat cooking in the direction you 
  are traveling. Moving closer, you clearly see three 
  people around a large campfire, talking loudly as if 
  they have no fear of being found in such a dangerous 
  locale. 
  Examination will show a wizardly human, a roguish 
  halfling, and a martial looking elf. The PCs are expected, 
  and the three people will not act hostile in any way 
  regardless of how the PCs approach their campsite 
  (invisibility, sneaking, flying, etc). Whenever and 
  however the PCs make contact, read the following: 
  The older human male stands up, leaning on his staff, 
  and says, “We were beginning to worry. What took 
  you so long?” The elven female rises and eyes you 
  grimly, while the halfling whistles happily as he 
  continues to prepare the meal in the fire. 
  The campers are representatives from the Seekers, a 
  group of magic hunters. They have been sent to deal with 
  the PCs for the heart. They make the PCs at home in 
  their camp, offer them food, and make small talk. After 
  the niceties are complete the human begins negotiation, 
  as follows: 
  • 
  The Seekers know about and want the heart 
  relic. 
  • 
  They were told that they would meet them here 
  this evening. 
  • 
  The Seekers are constantly at odds with the 
  Silent Ones over their magic item “collecting”. 
  • 
  They personally do not know what it is but 
  some of their superiors might. 
  • 
  If Damoth is there, they could not care less 
  about him or his fate. 
  In exchange for the heart, they offer forbidden 
  knowledge from a master Seeker, Eli Tomorast. The PCs 
  will gain access to a dark tome (see the Treasure 
  Summary for details). 
  APL 4 (EL 6): 
  � Brimble, Seeker, Male Halfling Rog3: hp 14, see 
  Appendix III. 
  � Reighnaa, Seeker, Female Wood Elf Rgr3: hp 27, 
  see Appendix III. 
  � Braga, Seeker, Male Human (Oeridian) Clr3: hp 18, 
  see Appendix III. 
  APL 6 (EL 9): 
  � Brimble, Seeker, Male Halfling Rog6: hp 27, see 
  Appendix III. 
  � Reighnaa, Seeker, Female Wood Elf Rgr6: hp 54, 
  see Appendix III. 
  � Braga, Seeker, Male Human (Oeridian) Clr6: hp 36, 
  see Appendix III. 
  APL 8 (EL 11): 
  � Brimble, Seeker, Male Halfling Rog7/DngnDlvr1: 
  hp 36, see Appendix III. 
  � Reighnaa, Seeker, Female Wood Elf Rgr8: hp 72, 
  see Appendix III. 
  � 
  Braga, 
  Seeker, 
  Male 
  Human 
  (Oeridian) 
  Clr7/DvnOrcl1: hp 47, see Appendix III. 
  APL 10 (EL 13): 
  � Brimble, Seeker, Male Halfling Rog7/DngnDlvr3: 
  hp 45, see Appendix III. 
  � Reighnaa, Seeker, Female Wood Elf Rgr10: hp 90, 
  see Appendix III. 
  � 
  Braga, 
  Seeker, 
  Male 
  Human 
  (Oeridian) 
  Clr7/DvnOrcl3: hp 55, see Appendix III. 
  Tactics: Although this is intended to be a role-playing 
  encounter, some characters (Dreadwalkers, Darkwatch or 
  Silent Ones) may want to apprehend the Seekers as 
  criminals. If anyone attacks, they will express regret but 
  will fight back without pulling any punches. They are 
  professional 
  adventurers 
  and 
  should 
  be 
  played 
  intelligently in a fight. If two of them fall, the third will 
  surrender or flee. If they win, they will tie up the PCs, 
  and magically heal as many PCs as possible before leaving 
  with the heart. If a deal could not be struck but no fight 
  broke out, then the Seekers will depart in the morning 
  with no hard feelings. They head northwest toward the 
  western edge of the Dreadwood. 
  Development: The characters can take the deal. If they 
  do, go to Encounter Six – Taking the Deal. All will 
  know doing so seriously violates Keoish law as well as the 
  
  KEO3-05 Crimes of the Heart 
   
  Page 10 
  trust of the Silent Ones. If they do so, and Damoth is 
  present, he will express his disgust for the “mercenary” 
  PCs openly. Should they take the deal, both sides will 
  part amicably in the morning. 
  Treasure: The treasure consists of the Seekers’ 
  possessions. 
  APL 4: L: 72 gp; C: 0 gp; M: +1 short sword (193 gp). 
  APL 6: L: 72 gp; C: 0 gp; M: +1 hunting short sword (693 
  gp). 
  APL 8: L: 72 gp; C: 0 gp; M: +2 hunting short sword (1,526 
  gp). 
  APL 10: L: 148 gp; C: 0 gp; M: sylvan scimitar (4,651 gp). 
  Encounter Five 
  Morning breaks to find a warm, thick fog enveloping 
  your 
  campsite. 
  You 
  move 
  slowly, 
  eventually 
  stumbling upon an old trapper’s trail heading in the 
  direction of Waycombe. The trail makes traveling 
  easier, and you begin to feel that you might make it 
  back to the village by nightfall. The day is overcast, 
  and the sun has failed to burn away the fog that 
  prevents anything but near sight. You stop briefly for 
  your mid-day meal, and continue onwards. It is then 
  that you see a man silently standing with his arms 
  crossed in the path before you. He is an older Suel 
  man in plain ebony robes with an inverted black 
  pyramid symbol around his neck. 
  If Damoth is with the party, he will gasp audibly, “Kro 
  Dreo!” and look terrified. Anyone that knows Ancient 
  Suloise will know that kro means pious and usually 
  indicates a person is a cleric.  
  He looks up at no one in particular and commands 
  with authority, “Get me the Heart… now!” Stepping 
  out of the fog behind him is an insect-like humanoid 
  with red glowing eyes, wielding a wicked looking 
  trident. 
  The fog will grant 20% concealment to any target farther 
  than fifteen feet away from an attacker. 
  The creature is a mezzoloth summoned by Kro Dreo’s 
  lesser planar ally spell. A Knowledge (arcana) at DC 20 + 
  the APL or a Knowledge (the Planes) at DC 15 + APL will 
  identify the creature as a type of yugoloth called a 
  mezzoloth.  
  APL 4 (EL 7): 
  � 
  Kro 
  Dreo, 
  Male 
  Human 
  (Suloise) 
  Clr6/Doomdreamer1: hp 42, see Appendix III. 
  � Mezzoloth: hp 54, see Appendix II. 
  APL 6 (EL 9): 
  � 
  Kro 
  Dreo, 
  Male 
  Human 
  (Suloise) 
  Clr6/Doomdreamer3: hp 54, see Appendix III. 
  � Mezzoloth: hp 54, see Appendix II. 
  APL 8 (EL 11): 
  � 
  Kro 
  Dreo, 
  Male 
  Human 
  (Suloise) 
  Clr6/Doomdreamer5: hp 69, see Appendix III. 
  � Mezzoloth: hp 54, see Appendix II. 
  APL 10 (EL 13): 
  � 
  Kro 
  Dreo, 
  Male 
  Human 
  (Suloise) 
  Clr8/Doomdreamer5: hp 81, see Appendix III. 
  � Mezzoloth: hp 54, see Appendix II. 
  Tactics: While the mezzoloth combats the party, Kro 
  Dreo will attempt to stay out of the combat and enjoy the 
  show.  He will take no offensive action until the 
  mezzoloth is dead or gone, casting as many defensive 
  spells as he is able.  ONLY if a PC enters melee with him 
  will he begin casting his offensive spells. 
  He will begin by casting wall of force, and will use his 
  dark lore power on Damoth, if present, to reveal that he 
  no longer believes in the Scarlet Brotherhood. The 
  mezzoloth will start off with an area dispel magic on the 
  PCs. He will follow that with another area dispel magic 
  or dispel magic on an obvious magic item. Following that 
  he will cast cloudkill and charge into melee. If Damoth 
  encounters Kro Dreo, he will immediately recognize him 
  as a member of the Black Brotherhood. Should the fight 
  go against the PCs, he will attempt to flee. If unbound, he 
  will try to assist the PCs fight. 
  One possible survival tactic for the PCs is to give the 
  mezzoloth the heart to give to Kro Dreo. Doing so will 
  complete the task of the lesser planar ally spell and the 
  mezzoloth will disappear. Allow PCs Knowledge (arcana) 
  or Spellcraft checks at DC 24 to think of this. Subtract 2 
  from the DC each subsequent round and let them re-roll 
  (so DC 22 on round 2, DC 20 on round 3, etc.). Damoth, if 
  present, may think of this as well. If Kro Dreo is behind a 
  wall of force, the mezzoloth will use teleport without 
  error to deliver the Heart to him. 
  Important DM Notes: To give the lower level PCs a 
  fighting chance, at APL 4 and 6 the mezzoloth is 
  assumed to have already used its cloudkill powers for 
  the day! Also, if/when the Heart comes into Kro Dreo’s 
  possession, he will attempt to make his escape by any 
  means possible. 
  If the PCs make it back to Waycombe with the heart, 
  proceed to Encounter Six - Returning the Heart.  If 
  
  KEO3-05 Crimes of the Heart 
   
  Page 11 
  they are defeated in one of the encounters and the heart 
  is taken, proceed to Encounter Six – Defeated PCs.  
  Treasure: The treasure consists of Kro Dreo’s possessions. 
  APL 4: L: 16 gp; C: 0 gp; M: headband of intellect +2 (333 
  gp). 
  APL 6: L: 16 gp; C: 0 gp; M: headband of intellect +4 
  (1,333 gp). 
  APL 8: L: 16 gp; C: 0 gp; M: headband of intellect +4 
  (1,333 gp). 
  APL 10: L: 41 gp; C: 0 gp; M: headband of intellect +4 
  (1,333 gp). 
  Encounter Six 
  Returning the Heart 
  If the characters make it back to Waycombe with the 
  heart, then proceed with this conclusion. Read the box-
  text very matter-of-factly as if it is the end of the 
  adventure: 
  The fog has finally dissipated, allowing you to make it 
  to town before sundown. Heading towards the inn, 
  you are quickly approached by a man who appears to 
  have been waiting outside. He is a Suel, completely 
  devoid of hair. He approaches you nervously and says, 
  “I have been sent by Wilmot. I am here to take 
  possession of the heart.” With that, he opens a leather 
  sack with the symbol of the Silent Ones on it for you 
  to place it in. 
  Some people may recognize the man as Qodvoldeus, the 
  Baron of Dilwych’s sage, from the Keoland regional 
  adventure KEO2-04 Illegal Aliens. 
  If asked about being the Baron’s sage, he will say wryly, “I 
  am more than just a mad baron’s sage…” He consumed a 
  potion of glibness just prior to the PCs arrival and wears a 
  ring of mind shielding. He is able to describe the entire 
  situation, Wilmot, and his familiar very accurately. He 
  will not discuss what he thinks it is or what he intends to 
  do with it. He is very business-like and appears eager to 
  be away with it. If asked about Damoth, he will simply 
  say, “He is free to go.” He appears to have little to no 
  interest in him at all. When given the heart he teleports 
  away. If the PCs refuse to give him the heart, proceed to 
  A Stolen Heart below. 
  After staying in the inn for the night, read the following: 
  You all stiffly make your way down to the common 
  room for breakfast. As you all discuss where you plan 
  to head to next, Wilmot strides through the front 
  door of the inn. He almost smiles at you and says, 
  “Well, where is it?” 
  When the PCs explain that they gave it to someone else: 
  “YOU DID WHAT!?! I don’t care who he said he was, 
  he was not a Silent One! YOU are going to get it 
  back!” 
  If the PCs describe the man, he will recognize him as the 
  Baron of Dilwych’s sage, and say: 
  “You are going to ride up there to Dilwych and 
  retrieve that heart-thing by any means possible! I 
  don’t know if the Baron is involved but from what I 
  know of his current condition, I sincerely doubt it. I 
  will gather some fellow Silent Ones and follow as I 
  am able.” 
  Give the PCs Player Handout #1.  Proceed to round two 
  (Encounter Seven). 
  A Stolen Heart 
  Should the PCs refuse to give the Heart to Qodvoldeus 
  under any circumstances, he will eventually leave saying 
  that the Silent Ones will punish them for their lack of 
  cooperation. The next day Wilmot will show up and 
  know nothing about Qodvoldeus. He will take custody of 
  the Heart and assure that the sage “will be dealt with.” 
  Wilmot and Kettle will leave Waycombe immediately. As 
  the PCs are preparing to leave, Wilmot returns, carrying 
  the dead body of Kettle. He explains: 
  “We were beset by a large number of foul alien 
  beings. Cloakers, or so they are known… I realized I 
  was doomed so I gave the Heart to Kettle to fly back 
  here. She was struck from the sky by a spell from the 
  sage, Qodvoldeus. He and his creatures fled with the 
  Heart. I need your help. I don’t know if the Baron of 
  Dilwych is involved but from what I know of his 
  current condition, I sincerely doubt it. The Silent 
  Ones cannot simply assault a noble’s castle, however. 
  I would ask that you see this task through to 
  conclusion. Will you go to Dilwych and recover the 
  Heart before something terrible happens?” 
  Give the PCs Player Handout #1.  Proceed to round two 
  (Encounter Seven). 
  Taking the Deal 
  Read this conclusion if the party traded the heart to the 
  Seekers. Whether they go back to town or try to make 
  their escape some other way, Wilmot will find them. 
  When he does, read the following: 
  Wilmot has found you and he is seething with anger. 
  Kettle, his steam mephit familiar, hovers slightly over 
  his shoulder her nostrils whistling with steam. “I 
  hope that it was worth it, fools! The Seekers are 
  
  KEO3-05 Crimes of the Heart 
   
  Page 12 
  already dead, and the heart stolen! Twice, in fact! Did 
  you think I was sending you to fetch some common 
  spell component? Fortunately for you, the Silent 
  Tower has managed to find out who has it. It is the 
  Baron of Dilwych’s sage, Qodvoldeus. You are going 
  to ride up there to Dilwych and retrieve that heart-
  thing by any means possible! I don’t know if the 
  Baron is involved but from what I know of his 
  current condition, I sincerely doubt it. If you do not 
  return it to me, I will personally see to it that every 
  one of you will be executed for treason under the 
  authority of the King!” 
  If Damoth still lives then Wilmot will take custody of 
  him. The characters receive a Bad Reputation (see the 
  Treasure Summary). 
  Give the PCs Player Handout #1.  Proceed to round two 
  (Encounter Seven). 
  Defeated PCs 
  If the party was defeated during the adventure and the 
  heart taken read: 
  You have finally made it back to Waycombe. You sulk 
  around the common room of the inn mulling over 
  your defeat. Not sure what to do next, Wilmot 
  suddenly walks through the front door of the inn. He 
  says, “The Dreadwalkers have already told me that you 
  did not fare well. I grieve for the injuries you have 
  suffered at my behest. However, it may give you 
  solace to know that the Silent Tower knows who now 
  has the heart. It is the Baron of Dilwych’s sage, 
  Qodvoldeus. I don’t know if the Baron is involved but 
  from what I know of his current condition, I 
  sincerely doubt it. The Silent Ones cannot simply 
  assault a noble’s castle however. I would ask that you 
  see this task through to conclusion. Will you go to 
  Dilwych and recover it before something terrible 
  happens?” 
  If Damoth still lives then Wilmot will take custody of 
  him. Give the PCs Player Handout #1.  Proceed to round 
  two (Encounter Seven). 
   
  End of Round One 
   
  Encounter Seven 
  Things have not gone as planned in the Dreadwood. 
  You now find yourselves traveling the length of 
  Keoland to track down an ancient, and perhaps 
  dangerous, stolen artifact at the request of the Silent 
  Ones. You make all haste in your travels and soon 
  pass through the long neglected and isolated Barony 
  of Dilwych. Your group goes relatively unnoticed, or 
  perhaps ignored, by the reclusive Keoish peasants of 
  the region. Eventually you find yourself before the 
  immense, sprawling castle of the Baron, Castle 
  Draconis Imperious. 
  You warily approach the gothic edifice that is the seat of 
  the barony. It is set upon a great hillock and has large 
  stone walls around its entire perimeter. The construction 
  appears to have occurred at various times in history and 
  in a variety of architectural styles. Banners, flags, wind 
  chimes, bells, wind stones, pipes, and a variety of other 
  similar items are placed haphazardly around the walls 
  and towers of the castle. The discordant sound produced 
  when the wind blows seems to match the odd nature of 
  the building. 
  Two Suel men-at-arms stand guard at the front gate. 
  However, the attention of the men appears directed 
  towards the interior of the castle. 
  These guards are 1
  st level fighters with equipment as 
  listed in the Dungeon Master’s Guide. If the PCs 
  approach or call out to them: 
  The men hardly seem to notice you until you 
  deliberately make yourselves known. The guard 
  casually reaches over to pull a bell cord. High above, 
  you hear the disconcerting sound of a large cracked 
  bell. Seeing a middle-aged man in silk pantaloons 
  heading across the courtyard towards the gate, the 
  men open it to allow you entrance. Strangely, you 
  notice that the gate was barred from the outside… 
  Characters that have played the Keoland regional 
  adventure KEO2-04 Illegal Aliens will recognize the 
  man as Malwieg I, Baron of Dilwych. See Appendix III 
  for more details on the baron. 
  As the man sights you, he breaks into an open trot 
  towards the gate. He calls out eagerly to his guards, 
  “Oh! Oh! Who is it this time, men? Rhenee? Peddlers? 
  Religious fanatics? Petitioners?! Oh, wouldn’t that be 
  grand! Oh wait, these appear much too grim, they 
  must be here on some ‘official’ business…” He makes 
  a dramatic quotation sign in the air with his hands. 
  Upon making that disgusted determination, the 
  nobleman pouts profoundly as you are led through 
  the heavily fortified gate. 
  “Well, what do they want this time…?” he asks as he 
  sighs dramatically. 
  Allow the PCs to tell their story with little to no 
  interruption from the Baron. The Baron becomes more 
  and more excited about their story, regardless of how or 
  
  KEO3-05 Crimes of the Heart 
   
  Page 13 
  what they tell, until he is absolutely bursting with 
  enthusiasm by the time they conclude. When the PCs 
  have finished addressing the Baron, proceed to 
  Encounter Eight. 
  Encounter Eight 
  “A mystery!!!” he gushes. “Oh, I have not heard a good 
  one since that messy Seeker business in the 
  Dreadwood. 
  1 This time, however, I am the one who 
  can provide the answers. Do follow me and all will be 
  revealed!” He starts off at a trot across the courtyard 
  towards the largest and oldest part of the castle. As 
  you approach, you now hear a haunting tune coming 
  from a pipe organ in the grand entry hall. Within you 
  see a great mechanical organ belching steam. Before 
  it, a small wisp of a man plays with reckless abandon. 
  Malweig moves up and taps the man on the shoulder 
  to stop his playing. “Say hello to our guests, cousin 
  Ludweig.” The man slowly turns around on his stool 
  to grin at you with empty eye sockets. 
  “He blinded himself rather than learn to read sheet 
  music. Says it would limit his musical creativity,” 
  Malweig explains. With nothing but a shrug, the 
  Baron heads further down the hall. 
  Verify that the PCs are following along before 
  continuing. The poor blind wretch will only grin, smile 
  and nod to any questions put towards him, and 
  eventually he’ll simply turn away – even in mid-question 
  – and go back to his music. If a good-natured PC 
  somehow restores Malweig’s cousin’s sight (with a 
  Regenerate or similar powerful magic) the madman will 
  shriek and attempt to blind himself once more. 
  Following the Baron, you enter a room where several 
  people are gathered around tables of varying size. 
  Suel and Oeridian people of various age, gender, and 
  dress are present. Some appear well groomed while 
  others might not have bathed in weeks. All are 
  engaged in the activity of painting. Some drool into 
  their paints, others eat them, while still others paint 
  the walls, floor, table, and even some canvas with wild 
  glee. 
  Refer to DM Aid #2 for map of this room. 
  The Baron will stand on a nearby chair and clap his 
  hands. As he does, the people will seem to do whatever 
                                                               
   
  1 The Baron refers to the events of the Keoland regional 
  module KEO2-04 Illegal Aliens 
  strange acts they are already engaged in with even greater 
  alacrity and fervor. The DM is encouraged to role-play 
  the utter madness of these folk. Some are icily calm, 
  other shriek and gibber, and still others do both. 
  As Malweig urges them on to greater creative heights, 
  you notice a beautiful red-haired Suel woman lurking 
  in the corner of the hall. As the Baron steps down 
  from the chair and rejoins you, she quickly heads in 
  your direction. 
  “Malweig, darling, who are these delicious people 
  you’ve brought for me to play with?” she breathes 
  lustily. Abruptly, the woman falls to the ground to 
  become a sobbing, pleading wreck. “PLEASE, BY ALL 
  THAT IS HOLY, SLAY ME WHERE I LAY! I 
  CANNOT TAKE THE TORMENT ANY LONGER!” 
  Just as abruptly, a low throaty chuckle escapes her 
  smiling lips. “Which one will have me first… you, 
  perhaps.” 
  Ahllia points to the most brutish, ugly, LOWEST CHA 
  PC that she sees, encouraging them to join her in the 
  throes of passion. She will, however, revert back to 
  Ahllia’s persona and scream for the PC to “get their filthy 
  hands off me!” She’ll then coo for the PC to return and 
  indulge his desires. 
  Rather dismissively, Malweig sighs “I am afraid that 
  Ahllia has been like this since adolescence. She used 
  to be a model of chaste nobility but now she has been 
  reduced to… this.” He shakes his head, and then 
  suddenly looks up, smiling. “Say… you don’t think 
  YOU could help her, could you?” 
  Ahllia has been possessed for years by a succubus. See 
  Appendix I for rules on possession. When her behavior 
  became embarrassing and disgraceful to her noble family, 
  they locked her away in Dilwych. She and her possessing 
  demon have been here ever since, blending into the 
  chaos and madness of the place. 
  � Ahllia: Female Human (Suloise) Ari1; Al: LG. 
  Ahllia seeks death to free her from her years of torment. 
  She is aware of her possession and believes that only 
  death will give her peace. Even if her true condition was 
  ever revealed and “cured”, she knows that she would 
  forever be considered “tainted” by her family and fellow 
  Keoish nobles anyway.  
  � Vladana: Succubus, see Monster Manual. 
  IMPORTANT NOTE: Vladana will not physically 
  manifest during this adventure. She will only harry the 
  PCs through Ahllia or by possessing their items. 
  Vladana has grown bored with this possession. Ahllia’s 
  recent obsession with suicide is all that maintains her 
  
  KEO3-05 Crimes of the Heart 
   
  Page 14 
  interest. She sees the PCs as wonderful new toys with 
  which to play.  
  Tactics: Vladana will do everything she can to get the 
  PCs to kill Ahllia or play a role in her suicide. She will 
  taunt, mock and attack them. She will allow Ahllia to take 
  control of herself to plead for her own death or attempt 
  to gain a weapon with which to kill herself. If the PCs are 
  unresponsive to those efforts, Vladana will try harming 
  innocent residents of the castle in an effort to provoke an 
  attack from the PCs. 
  Vladana cannot be coaxed out of Ahllia’s body except by 
  her death. She will not possess a PC or any other person 
  while Ahllia is still alive. 
  Development: Should Ahllia somehow perish, Vladana 
  will attempt to possess PCs weapons (or secondarily 
  items) until she succeeds. She will keep this possession a 
  secret until she can cause the most chaos during a 
  combat. If her possession is discovered and the 
  weapon/item is no longer used she will attempt to 
  possess other weapons/items until the end of the 
  adventure. 
  Most likely, the demon will leap into an item possessed 
  by the PCs as described in Appendix Two. Malweig won’t 
  realize that the demon is not gone, but simply in 
  possession of a new host, and will applaud the efforts of 
  the PCs (if skillful) or chide them (if they dealt harshly 
  with the poor woman). 
  Malweig encourages the PCs to help Ahllia while 
  warning them that she is a noblewoman despite her state 
  and that slaying her will arouse his ire. There are a 
  number of ways they can do this - either by something as 
  heroic as exorcising the possessing demon from her, or 
  by something as mundane as subduing her and knocking 
  her out. 
  Malweig will banish them from Dilwych lands for a 
  decade if they slay her out of hand. She is, after all, a 
  noblewoman. Such PCs will gain the Banished! status on 
  their AR (see the Treasure Summary). Malweig won’t 
  banish the PC until after the current events (i.e. this 
  module) have been resolved. Ahllia *is* a Keoish noble 
  [possessed or no], and killing her is a high crime in 
  Keoland.  Get the PC NAME, PLAYER NAME, and 
  RPGA# of players responsible for her death and notify 
  the Keoland Triad.  The PC is subject to the “Hunted and 
  Wanted” rules of Keoland, as Outlined in the Metaorg 
  Book #0. 
  Encounter Nine 
  Once the situation with Ahllia has played itself out, 
  Malweig continues his tour: 
  Drawing your attention back to him following your 
  efforts in dealing with poor Ahllia, Malweig gestures 
  grandly for you to follow him deeper into the castle. 
  Chuckling and muttering softly, he leads through the 
  maze-like corridors of the original keep. Finally, he 
  brings you into an elaborate room of exquisite 
  construction. He takes a bow and with a flourish 
  gestures to its contents, apparently awaiting accolades 
  of some sort from you. 
  Taking in the room, you see that it is laid out in a 
  perfect circle. The only entrance is the archway in 
  which you now stand. The floor is speckled gray 
  marble with gold inlays that create a design that 
  resembles an elaborate nine-spoke wheel with circles 
  at the end of each spoke. Within these circles are 
  floor stones of different colors. A few of these circles 
  contain items of exquisite construction resting upon a 
  small pedestal. 
  Each of the circles is intended to represent a different 
  alignment by color: 
  LG- Gold 
  LN- Diamond 
  LE- Ruby 
  NG- Opal 
  N- Brown 
  NE- Russet 
  CG- Indigo 
  CN- Jet 
  CE- Amethyst 
  Malweig will proudly reveal his grandiose plan to achieve 
  godhood with the following information (role-play with 
  gusto). 
  � He intends to achieve godhood in a way similar 
  to his sacred patron, Zagyg the Mad. 
  � He intends to use nine artifacts of different 
  alignments to “fuel” his ascension, just as Zagyg 
  used captured gods. 
  � He only intends to achieve hero-god status as 
  demigod status would be “too uppity” to start 
  out. 
  � He doesn’t exactly know what he wants to be 
  the god of (his divine portfolio) but figures he 
  will think of something appropriate when he 
  has divine power to inspire him (encourage PCs 
  to make suggestions). 
  � He only has three “acquisitions” to date but he 
  “has plans” (with a conspiratorial wink) to get 
  
  KEO3-05 Crimes of the Heart 
   
  Page 15 
  more soon. 
  As he begins to show the PCs his collection, he shows 
  how each of the items is enclosed in a cylindrical wall of 
  force. He presents the following items in order: 
  � The first circle (amethyst) contains fragments of 
  an incomplete staff of great size. Malweig states 
  they are part of Fraz-Urb-Iuu’s Staff that he 
  recovered adventuring in Castle Greyhawk in 
  his youth. 
  � In the second circle (ruby) he presents a 
  wondrous orange gem that Malweig says is the 
  famous Jacinth of Inestimable Beauty from the 
  faraway Sultanate of Zief. 
  � In the final circle (diamond) he displays a 
  marvelous 
  long 
  sword 
  of 
  ancient 
  Suel 
  manufacture that he says is “none other than the 
  famous Keoish blade, Vilharian, acquired from a 
  clueless sage in Rel Deven!”  
  Upon finishing his presentation: 
  Malweig pauses to bask in what he obviously 
  perceives as your adoration. With a sudden start, he 
  looks around in slight alarm. “WAIT A MOMENT! 
  Where is Qodvoldeus with my newest prize?! He 
  should be placing it here for safekeeping!” His voice 
  becomes deathly serious. “These things are dangerous 
  you know, you can’t give them to just anyone…” 
  Suddenly you all here a distinguished Suloise 
  accented voice in your heads, “Malweig, you poor 
  fool, your sage was never truly assisting you in your 
  mad scheme. He was simply using your money, 
  influence, and contacts for his own ends. He plans 
  something far worse than making you a god!” 
  Malweig thrashes his head about, spraying spittle 
  about as he tears at his hair. “Vilharian! I told you not 
  to speak in my head anymore! You know that I get it 
  confused with all the other voices in there!” 
  With a telepathic sigh, Vilharian replies, “Malweig, 
  free me from your mad scheme and I will help you to 
  set things right before the kingdom is made to suffer 
  for your insane ambition.” 
  At this point the PCs are expected to convince Malweig 
  to either free the blade Vilharian or to leave it 
  imprisoned. The DM should debate as Malweig with the 
  PCs until the DM feels they have a heartfelt and 
  reasonable argument. Some PCs may fear releasing the 
  blade and convince Malweig to leave it in place. Either 
  choice is acceptable but the adventure will be much more 
  difficult without Vilharian’s aid. If Malweig is convinced, 
  he will say some words and gestures dropping the wall of 
  force around Vilharian. Vilharian can be carried by any 
  PCs but if none move to wield it then Malweig will carry 
  him. 
  PCs may make a Knowledge (history) or Bardic 
  Knowledge check (DC 15 + APL of the adventure) or a 
  Knowledge (nobility and royalty) check (DC 20 + APL) to 
  identify each of these items. A successful such roll 
  regarding Vilharian will allow the PC to recollect that the 
  great blade was of Suel origin, used to bring wayward 
  spellcasters to justice, and that the blade was a powerful 
  instrument of Law.  See Appendix I for details on 
  Vilharian. 
  If Vilharian is freed, he will share that there is a secret 
  door, opposite the archway and leading downward, 
  where Qodvoldeus went with the heart. He will also 
  mention that the sage paused for a moment at the portal 
  before passing through, but he could not see what he was 
  doing or why. The blade will relate that he thought he 
  heard another voice, but couldn’t be certain. 
  Without his aid the PCs must discover this by 
  themselves. This will take a Search check (DC 22 + APL 
  of the adventure). The Baron is unaware of the secret 
  door himself. 
  The secret door is sealed with a magical puzzle. Once the 
  door is touched or otherwise toyed with (such as in an 
  attempt to open it, or to examine it for traps), a magic 
  mouth will speak the following in Common, 
  “What are the next three letters in this sequence?” 
  On the surface of the door, the following numbers will 
  appear and hang there, written in softly glowing light: 
  O T F S N E T __ __ __ 
  The answer is “F S N” (Fifteen, Seventeen, Nineteen) as 
  each of the first seven letters corresponds to the first 
  letter in a count of odd numbers (One, Three, Five, 
  Seven, Nine, Eleven, Thirteen). If this answer (or some 
  reasonable permutation of it; DM’s discretion) is spoken 
  aloud, the door will swing noiselessly open, revealing a 
  dark passageway beyond. 
  Barring magical means such as a Passwall spell or 
  physically smashing down the stone door (AC 22, 200 
  HP, Hardness 10), the riddle is the only means by which 
  the door may be opened. 
  The other artifacts in the room cannot be taken in any 
  way. Malweig cannot be made to free them since he has 
  simply forgotten the command word to lower the Walls 
  of Force. If the walls are somehow destroyed, the artifacts 
  inside will likewise be annihilated. 
  Under no circumstances can any of the exhibit items, 
  excepting Vilharian, be taken by the PCs! 
  
  KEO3-05 Crimes of the Heart 
   
  Page 16 
  Encounter Ten 
  The secret door leads to a well-constructed stone 
  stairway, obviously leading inside the hillock beneath 
  the castle. The stair descends about forty feet to a 
  landing, where an unlit, solid stone corridor leads off 
  into the darkness. Malweig exclaims with shock and 
  disbelief, “All this time I had my own personal 
  dungeon and I never knew it!” 
  Refer to DM Aid #3 for a map of this encounter. 
  If the PCs have a light source, or for those PCs with 
  darkvision: 
  There are a series of elaborate murals on the corridor 
  walls ahead of you. 
  These murals depict the history and purpose of the 
  Barony of Dilwych. As the PCs encounter each mural in 
  sequence, provide them the corresponding Player 
  Handouts (#2 to #5) for each successive mural. Only 
  show the Vilharian portion of each Player Handout if he 
  is present. With each successive mural, Malweig will 
  become more and more solemn and silent. He will glare 
  at Vilharian or anyone else who verbalizes the true, secret 
  purpose of Dilwych and will not confirm or deny any of 
  the information. At the final mural, Malweig will break 
  down and sob uncontrollably. For the rest of the 
  adventure, he will switch from being a jolly madman to a 
  brooding man fighting with inner memories trying to 
  surface. 
  Following the final mural, the stone corridor narrows 
  and gives way to earthen catacombs holding the 
  remains of Dilwych’s former barons and residents. 
  Moving further into the catacombs the dirt and stone 
  walls soon give way to walls coated with a strange 
  green resin of some sort. The air takes on an almost 
  unnatural feeling as a tall, emaciated humanoid steps 
  into the passage. It is not the only grotesque creature 
  that leaps to the attack. 
  APL 4 (EL 6): 
  � Pseudonatural Shadow Mastiff: hp 33, see Appendix 
  III. 
  � Kaorti: hp 12, see Appendix II. 
  APL 6 (EL 8): 
  � Pseudonatural Shadow Mastiffs (2): hp 33 each, see 
  Appendix III. 
  � Kaorti: hp 12, see Appendix II. 
  APL 8 (EL 10): 
  � Pseudonatural Shadow Mastiffs (4): hp 33 each, see 
  Appendix III. 
  � Kaorti: hp 12, see Appendix II. 
  APL 10 (EL 12): 
  � Rukanyr (3): hp 79 each, see Appendix II. 
  � Kaorti: hp 12, see Appendix II. 
  DM’s can allow a Knowledge (the Planes) check (DC 20 + 
  APL) or a Bardic Knowledge or Knowledge (local - 
  Keoland) check (DC 25 + APL) to recognize the Kaorti 
  (and their Rukanyr, if any are present). The DM should 
  share basic information about the creatures, their origins, 
  and their alien natures (see Appendix II for details). 
  Any Dreadwalkers present may make a separate 
  Knowledge (Dreadwood secrets) check or an Int check 
  (DC 15). If they succeed, inform them that the Kaorti are 
  one of the main enemies of the Dreadwalkers. 
  Tactics: The kaorti itself is a minimal threat to the PCs. 
  Its guardian beasts, however, are another matter. 
  The kaorti will try to use its spell-like abilities in the 
  order of ray of enfeeblement, color spray, and reduce. The 
  creature will realize it would be overmatched in melee, 
  and will instead opt to flee to the summoning chamber 
  (Encounter Eleven) and warn Qovodius of the intruders.  
  The kaorti is wielding and wearing more powerful 
  weapons and armor at higher APL (see Treasure section 
  below for details at each APL). 
  If the kaorti has one or more shadow mastiffs, they will 
  bay in an attempt to thin the ranks of the PCs, and then 
  the beasts will wade into the fray. They are loyal to the 
  kaorti and will do everything they can to keep the 
  creature safe. 
  If they have rukanyr, the kaorti will stay behind them 
  and use his spell-like abilities at a distance. When his 
  spell-like abilities are used up he will attempt spider 
  climb on the ceiling to get behind the party to attack 
  spellcasters and prevent escape. 
  IMPORTANT NOTE: Vilharian cannot be broken by 
  either of the Rukanyr sunder abilities. 
  If PCs are captured, the kaorti will attempt to use his vile 
  transformation power on the survivors. PCs in this 
  situation should be given a chance to attempt an escape 
  before ending the module (and their characters’ careers). 
  Development: The PCs won’t have a great deal of time 
  during which to rest before Quovodius’ ritual is 
  completed. The PCs have ten rounds (one minute) in 
  
  KEO3-05 Crimes of the Heart 
   
  Page 17 
  which to recover before they begin to hear spellcasting. A 
  Spellcraft check (DC 12 + APL) will reveal that it is a 
  powerful Conjuration spell of some sort. Furthermore, 
  any PC will be able to determine that the spellcasting is 
  beginning to reach a crescendo. 
  Treasure: 
  The 
  treasure consists of the kaorti’s 
  possessions. 
  APL 4: L: 0 gp; C: 0 gp; M: masterwork ribbon dagger (29 
  gp), masterwork resin suit (33 gp). 
  APL 6: L: 0 gp; C: 0 gp; M: +1 ribbon dagger (196 gp), +1 
  resin suit (117 gp). 
  APL 8: L: 0 gp; C: 0 gp; M: +1 keen ribbon dagger (696 gp), 
  +1 shadow resin suit (367 gp). 
  APL 10: L: 0 gp; C: 0 gp; M: +2 keen ribbon dagger (1,529 
  gp), +1 spell resistance (13) resin suit (783 gp). 
  Encounter Eleven 
  Making your way further into the depths past the 
  catacombs, the passage narrows to a mere five feet in 
  width, and the resin coating of the walls and ceiling 
  thicken. The passageway takes on an almost tube-like 
  quality and you feel as if you travel through a hive of 
  some sort. 
  You finally turn a bend and see a tattered, swirling 
  tapestry covering an archway ahead of you. Drawing 
  closer, you hear strange sounds from within, 
  including the familiar voice of Qodvoldeus chanting 
  alien words. 
  Refer to DM Aid #4 for a map of this encounter. 
  When they push aside the tapestry and enter: 
  Pushing the impromptu curtain aside, you see a large 
  stone room, circular in shape, ninety feet in diameter, 
  with ruined tapestries covering all its walls. In the 
  center of the room, the baron’s sage stands over the 
  stolen heart chanting words that seem like nonsense. 
  A small gem orbits about his head. One word is often 
  repeated in the chanting – uvuudaum (pr. OO-voo-
  dawm). 
  The heart beneath him on the floor is no longer the 
  desiccated husk that you found in the Dreadwood. It 
  now seems much larger and infused with life. Before 
  your eyes, the heart begins to beat almost hesitantly 
  but grows stronger and more forceful with each 
  passing second. Qodvoldeus screams at you madly, 
  “The uvuudaum will live again!!!” His form distorts 
  and changes, and he begins to become a creature out 
  of nightmare. His body flattens and extends, and his 
  face slides down and sinks into his chest. The sage is 
  turning into a creature that resembles an enormous 
  manta ray! 
  APL 4 (EL 7): 
  � Qodvoldeus, Cloaker Lord: hp 88, see Appendix III. 
  APL 6 (EL 9): 
  � Qodvoldeus, Pseudonatural Cloaker Lord: hp 88, 
  see Appendix III. 
  APL 8 (EL 11): 
  � Qodvoldeus, Pseudonatural Cloaker Lord: hp 88, 
  see Appendix III. 
  � Pseudonatural Cloaker Lord: hp 88, see Appendix 
  III. 
  APL 10 (EL 13): 
  � Qodvoldeus, Pseudonatural Cloaker Lord: hp 88, 
  see Appendix III. 
  � Pseudonatural Cloaker Lords (3): hp 88 each, see 
  Appendix III. 
  Tactics: 
  IMPORTANT NOTE: A cloaker lord cannot moan and 
  cast spells in the same round – the creature chooses one 
  or the other. 
  Cloakers not casting spells will always be using its 
  unnerve power. If there is more than one cloaker, the 
  others not using unnerve will use their other moan 
  powers to attack spellcasters first. 
  At APL 8 and 10, the other cloaker lords will attempt to 
  blend in with the tapestries until discovered (make Hide 
  checks for each cloaker and allow PCs to make an 
  opposed Spot check), moaning all the while. (Remember, 
  the moan is subsonic – it is not heard, only felt, so it is 
  not a noise that will give away the location of the 
  cloakers) When forced into melee, they will use the 
  pseudonatural first strike ability to attempt to engulf 
  opponents. If the PCs flee the room, the cloakers will 
  cautiously pursue but no further than the catacombs. 
  Development:  When the combat concludes: 
  The heart beats strongly and surely now. It slowly 
  rises into the air, and the faint image of a huge 
  creature begins to coalesce around it. The thing 
  resembles a huge spider with a human torso. Instead 
  of spider legs, you see humanoid arms with hands. 
  The head resting upon the torso is a long whip-like 
  appendage with a large iron spike at its tip. Your fight 
  
  KEO3-05 Crimes of the Heart 
   
  Page 18 
  the mindless, primal urge to flee before this thing 
  fully enters your world. Malweig shouts at the 
  wielder of Vilharian to “Destroy the Heart!” 
  IMPORTANT NOTE:  Any physical attacks by weapons 
  (including natural ones) other than Vilharian have no 
  effect on the heart.  Any spell or spell-like effect cast 
  upon it will reflect back at the caster at regular strength 
  and DC [if applicable]. 
  If the character is unwilling or unable to obey Malweig, 
  he runs over to the PC and attempts to wrest the blade 
  from his or her grip. Valhalian will also telepathically 
  plead with its wielder to obey the Baron. 
  When the PC sunders the heart: 
  The room explodes with eldritch energy, knocking 
  you all to the floor. The heart explodes in a burst of 
  sickening, evil gore. As you slowly regain your senses, 
  you look over to see Vilharian’s wielder standing 
  dazed staring where the Heart had floated. He/she 
  appears to have aged several years and his/her hair 
  has gone completely white. 
  The “aging” effect is only cosmetic. The destruction of the 
  Heart has the secondary effect of banishing Vladana, if 
  she possessed any of the PCs equipment. The PC that 
  used Vilharian to destroy the heart appears 30 years older 
  than they actually are.  This will reduce by 1 year per day 
  until the PC appears normal again.  Note this on the PCs 
  AR under the “Notes” section, as it will affect their 
  appearance for the next 4 TUs of gameplay. 
  Treasure: The treasure consists of Qodvoldeus’ ioun 
  stone (and some gp at APL 4). 
  APL 4: L: 0 gp; C: 300 gp; M: ioun stone of resistance +1 
  (167 gp). 
  APL 6: L: 0 gp; C: 0 gp; M: ioun stone of resistance +2 (667 
  gp). 
  APL 8: L: 0 gp; C: 0 gp; M: ioun stone of resistance +3 
  (1,500 gp). 
  APL 10: L: 0 gp; C: 0 gp; M: ioun stone of resistance +4 
  (2,667 gp). 
  Conclusion 
  Success 
  If PCs succeed in destroying the Heart: 
  You return to the surface to find Wilmot, his familiar 
  Kettle, and other Silent Ones patiently waiting for 
  you. They look on the castle’s residents with pity but 
  turn to you expectantly as you emerge from below. 
  “How did your mission fare?” asks the fatigued-
  looking Wilmot. 
  Wilmot will hear the PCs tale with interest, and will not 
  interrupt them. After PCs make the report: 
  “The Silent Ones and the Kingdom of Keoland are 
  deeply in debt to you. Allow us to examine any items 
  you have found to ensure their safety. If we judge 
  them so, you may keep them for your efforts.” 
  If the PCs made a deal with the Seekers in round one 
  then that is the extent of the reward. If not: 
  “We would like to reward you further for your efforts. 
  You may visit Lotakal the Caretaker at the Silent 
  Ones’ Wretchery in the Barony of Raya. There you 
  may adopt one of her charges as a familiar, mount, or 
  companion. This is a great trust that we bestow on 
  very few.” 
  The PCs receive the Adoption from the Wretchery 
  reward (see the Treasure Summary).  Wilmot will also 
  offer, for anyone who died during the adventure and did 
  not make a deal with the Seekers, a raise dead free of 
  charge from the Silent Ones.  
  If Vilharian was freed from the collection and is present: 
  Wilmot then turns to Vilharian, “And what shall we 
  do with you, blade…? You know that we will not 
  permit you to roam free.” 
  Vilharian replies telepathically so that all can hear, “I 
  will stay here and care for the baron. Now that I know 
  more of his story I pity him. Your agents here in 
  Dilwych will ensure that I do not escape. When the 
  baron finishes his journey through life, then we shall 
  see…” With that Wilmot turns to confer with the 
  baron, and you realize that he is gone. 
  After a time of searching, the baron is found below 
  painting a new mural in the underground corridor. 
  He has already made incredible process and you can 
  easily make out the events leading up to the 
  destruction of the Heart.  
  Interestingly, some of what he paints seems to occur 
  in the near future. In the first scene, you can only see 
  what appears to be a royal coronation. The faces of 
  most of the attendees – including the person being 
  crowned – are indistinct. You can, however, make out 
  two nobles, obviously of some importance. One is a 
  young woman with blonde hair, holding a child in 
  her arms. Her face is contorted in grief. Beside her is 
  an older, regal looking man with a grave look upon 
  his face. 
  In other scenes are more glimpses into the future. In 
  one, a great battle rages in a forest between 
  humanoids and shadowy, indistinct creatures. Great 
  gashes in the sky can be seen overhead. In another, a 
  
  KEO3-05 Crimes of the Heart 
   
  Page 19 
  child all in white is seen cavorting with ethereal 
  creatures. 
  The Baron cannot be deterred from his task and speaks to 
  no one, painting in a mad frenzy. 
  Wilmot sighs and relents, “Perhaps this man does 
  need someone to watch over him and his barony. You 
  may stay, Vilharian.” 
  With the Baron attended to, the seneschal of the 
  castle, inquiring as to the fate of his lord, approaches 
  you.  He seems strangely relieved to hear of his 
  master, painting like a loon in the cellars. In 
  gratitude, he offers in trade some magical trinkets of 
  which might be of use to the adventurers. 
  With your business at last concluded, you make your 
  way to the gates of Dilwych. You hear the organist 
  complete a sad, haunting melody. The organist 
  slumps down to the ground onto a straw pallet 
  beneath the keys of the organ. 
  As the pipes go silent, the steam hisses audibly from 
  the organ. Strangely, it not only flows out but also 
  flows back in almost rhythmically. As you wonder 
  about this small oddity, you can’t help but think it 
  reminds you of… breathing. 
  Failure 
  If the PCs fail to defeat Qodvoldeus and destroy the 
  heart: 
  You rest painfully in the baron’s great hall. Shortly 
  after you emerged from the catacombs below the 
  castle a team of Silent One operatives went below to 
  prevent disaster. Only Wilmot and Kettle have 
  returned. “The sage is defeated but at a very high 
  price. My entire team is dead.” Wilmot slumps 
  exhausted to the floor next to you. “The Silent Ones 
  and the Kingdom are in debt to you. Allow me to 
  examine any items you have found to ensure their 
  safety. If I judge them so, you may keep them for 
  your efforts.” 
  If Vilharian was freed from the collection and is present: 
  Wilmot then turns to Vilharian, “And what shall we 
  do with you, blade…? You know that I will not 
  permit you to roam free.”  
  Vilharian replies telepathically to all, “I will stay here 
  and care for the baron. Now that I know more of his 
  story I pity him. Your agents here in Dilwych will 
  ensure that I do not escape. When the baron finishes 
  his journey through life, then we shall see…” With 
  that Wilmot turns to confer with the baron, and you 
  realize that he is gone. After a time of searching, the 
  baron is found below painting a new mural in the 
  underground 
  corridor. 
  He 
  has 
  already 
  made 
  incredible process and you can easily make out the 
  events leading up to the destruction of the Heart.  
  Interestingly, some of what he paints seems to occur 
  after the destruction of the Heart, in the future. In 
  the first scene, you can only see what appears to be a 
  royal coronation. The faces of most of the attendees – 
  including the person being crowned – are indistinct. 
  You can, however, make out two nobles, obviously of 
  some importance. One is a young woman with blonde 
  hair, holding a child in her arms. Her face is 
  contorted in grief. Beside her is an older, regal 
  looking man with a grave look upon his face. 
  In other scenes are more glimpses into the future. In 
  one, a great battle rages in a forest between 
  humanoids and shadowy, indistinct creatures. Great 
  gashes in the sky can be seen overhead. In another, a 
  child all in white is seen cavorting with ethereal 
  creatures. 
  The Baron cannot be deterred from his task and 
  speaks to no one, painting in a mad frenzy. 
  Wilmot sighs and relents, “Perhaps this man does 
  need someone to watch over him and his barony. You 
  may stay, Vilharian.” 
  With the Baron attended to, the seneschal of the 
  castle, inquiring as to the fate of his lord, approaches 
  you.  He seems strangely relieved to hear of his 
  master, painting like a loon in the cellars. In 
  gratitude, he offers in trade some magical trinkets of 
  which might be of use to the adventurers. 
  With your business at last concluded, you make your 
  way to the gates of Dilwych. You hear the organist 
  complete a sad, haunting melody. The organist 
  slumps down to the ground onto a straw pallet 
  beneath the keys of the organ. 
  As the pipes go silent, the steam hisses audibly from the 
  organ. Strangely, it not only flows out but also flows back 
  in almost rhythmically. As you wonder about this small 
  oddity, you can’t help but think it reminds you of… 
  breathing. 
   
   
  
  KEO3-05 Crimes of the Heart 
   
  Page 20 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Defeat Bupo 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp. 
  Encounter Four 
  Defeat the Seekers 
   
  APL 4 – 180 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp. 
  Encounter Five 
  Defeat Kro Dreo 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp. 
  Encounter Six 
  Return with the heart 
   
  APL 4 – 90 xp; 
   
  APL 6 – 120 xp; 
   
  APL 8 – 150 xp; 
   
  APL 10 – 180 xp. 
  Encounter Nine 
  Correctly answer the puzzle 
   
  APL 4 – 120 xp; 
   
  APL 6 – 150 xp; 
   
  APL 8 – 210 xp; 
   
  APL 10 – 270 xp. 
  Encounter Ten 
  Defeat the pseudo-creatures 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp. 
  Encounter Eleven 
  Defeat Qodvoldeus 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp. 
  Conclusion 
  Destroy the heart 
   
  APL 4 – 90 xp; 
   
  APL 6 – 120 xp; 
   
  APL 8 – 150 xp; 
   
  APL 10 – 180 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing 
   
  APL 4 – 90 xp; 
   
  APL 6 – 120 xp; 
   
  APL 8 – 150 xp; 
   
  APL 10 – 180 xp. 
  Total Possible Experience 
   
  APL 4 – 1,350 xp; 
   
  APL 6 – 1,800 xp; 
   
  APL 8 – 2,250 xp; 
   
  APL 10 – 2,700 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 
  
  KEO3-05 Crimes of the Heart 
   
  Page 21 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three: 
   
  APL 4: L: 1 gp; C: 0 gp; M: 123 gp. 
   
  APL 6: L: 1 gp; C: 0 gp; M: 163 gp. 
   
  APL 8: L: 1 gp; C: 0 gp; M: 736 gp. 
   
  APL 10: L: 1 gp; C: 0 gp; M: 1,959 gp. 
  Encounter Four: 
   
  APL 4: L: 72 gp; C: 0 gp; M: 193 gp. 
   
  APL 6: L: 72 gp; C: 0 gp; M: 693 gp. 
   
  APL 8: L: 72 gp; C: 0 gp; M: 1,526 gp. 
   
  APL 10: L: 148 gp; C: 0 gp; M: 4,651 gp. 
  Encounter Five: 
   
  APL 4: L: 16 gp; C: 0 gp; M: 333 gp. 
   
  APL 6: L: 16 gp; C: 0 gp; M: 1,333 gp. 
   
  APL 8: L: 16 gp; C: 0 gp; M: 1,333 gp. 
   
  APL 10: L: 41 gp; C: 0 gp; M: 1,333 gp. 
  Encounter Ten: 
   
  APL 4: L: 0 gp; C: 0 gp; M: 62 gp. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 313 gp. 
   
  APL 8: L: 0 gp; C: 0 gp; M: 1,063 gp. 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2,312 gp. 
  Encounter Eleven: 
   
  APL 4: L: 0 gp; C: 300 gp; M: 167 gp. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 667 gp. 
   
  APL 8: L: 0 gp; C: 0 gp; M: 1,500 gp. 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2,667 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 89 gp; C: 300 gp; M: 878 gp - Total: 1,267 gp 
  (1,200 gp). 
  APL 6: L: 89 gp; C: 0 gp; M: 3,169 gp - Total: 3,258 gp 
  (1,600 gp). 
  APL 8: L: 89 gp; C: 0 gp; M: 6,158 gp - Total: 6,247 gp 
  (2,500 gp). 
  APL 10: L: 190 gp; C: 0 gp; M: 12,922 gp - Total: 
  13,112 gp (4,200 gp). 
  Special 
  � Forbidden Knowledge of Eli Tomorast  
   
  This dark tome describes the summoning of 
  creatures of the universe best left alone. Most of the work 
  is useless except to the most depraved and indifferent 
  souls, but for the erudite and the determined secrets can 
  be gleaned about one’s enemies. 
   
  The PC must spend a base minimum of 4 TU reading 
  and researching the book, plus 1 TU per point of Int 
  below 18, to gain any value from it. Once this is done, 
  non-Ranger PCs gains the equivalent of a 1
  st level ranger’s 
  Favored Enemy class ability against the group Outsiders 
  (Evil). PCs with ranger levels gain an additional Favored 
  Enemy of Outsiders (Evil), with a bonus equivalent to 
  that of their first Favored Enemy selected. Furthermore, 
  the book gives access to the Knight of the Chalice and 
  Foe Hunter Prestige Classes (see Defenders of the Faith 
  and Masters of the Wild, respectively). If the latter 
  Prestige Class is chosen, the first Hated Enemy chosen as 
  part of the class must be Outsiders (Evil). 
   
  While the book is not cursed, it has an awful aura of 
  evil about it. The book cannot be sold, and as such has no 
  GP value. It weighs 8 lbs. 
  � Bad Reputation 
   
  The character has a bad reputation in Keoland. The 
  character gets a permanent -4 reaction bonus from all 
  Dreadwalkers and Silent Ones. Additionally, the 
  character is banned from joining or remaining a member 
  of those organizations. Any previous influence points 
  earned in any Keoland regionals are lost. Additionally, 
  the character has a permanent -1 to his Leadership 
  Modifier for Failure as per the DMG. 
  � Banished!  
   
  For your ham-handed efforts in dealing with the 
  demonic possession of Lady Ahllia that led to her death, 
  the Baron of Dilwych has banished you from his lands. 
  You have willingly and knowingly killed a noble of 
  Keoland.  The PC is subject to the “Hunted and Wanted” 
  rules of Keoland, as Outlined in the Keoland Metaorg 
  Book #0.  The player and DM must contact the Keoland 
  Triad at keoland_marf_poc@yahoo.com explaining the 
  
  KEO3-05 Crimes of the Heart 
   
  Page 22 
  circumstances leading to Ahllia’s death.  THE PC IS 
  UNABLE 
  TO 
  PLAY 
  KEOLAND 
  REGIONAL 
  MODULES/INTERACTIVES/SPECIAL 
  MISSIONS 
  AND 
  SHELDOMAR 
  VALLEY 
  METAREGIONAL 
  MODULES SET IN KEOLAND until otherwise notified 
  by the Keoland Triad and after appropriate reparations 
  have been made. 
  � Adoption from the Wretchery 
   
  The PC may adopt a creature from the Wretchery to 
  become an improved familiar, paladin special mount, or 
  normal mount/pet. Mounts or pets may be a celestial 
  version of any animal from the Player’s Handbook. All 
  come fully trained (i.e. warhorse or war dog). Improved 
  familiars may be a celestial version of any animal from 
  the normal familiar list, any type of mephit, or a small 
  elemental of any type. Note that a PC can only adopt an 
  animal with equal or fewer hit dice than the PC itself.  
  The PC must pay 500 GP per Hit Die of creature.  This 
  can only be used ONCE (before or after any scenario set 
  in the Sheldomar Valley meta-region), and the 
  pet/companion/familiar is not replaced if it dies. 
  � Resin Suit: A kaorti resin suit consists of thin straps of 
  alchemically treated resin that are wrapped around the 
  body fully, similar to a mummy’s bandages.  A resin suit is 
  light armor with the following properties: +4 armor 
  bonus, +3 max Dex bonus, -4 armor check penalty, 25% 
  arcane spell failure chance.  Creatures other than kaortis 
  can wear resin suits, but the resin causes most humanoids 
  to break out in hives.  In addition to its armor qualities, a 
  kaorti resin suit protects a creature on the Material Plane 
  from the effects of the environment.  Resin suits are 
  costly and time-consuming to make; ordinary kaorti 
  (those with 1 HD) are only rarely allowed to use them as 
  a result.  Cost: 250 gp; Weight: 20 lbs. 
  � Ribbon Dagger: A ribbon dagger is a Small exotic 
  weapon crafted from an alchemically treated kaorti resin. 
   It consists of a resin handle to which is affixed a 1-foot-
  long flexible strip of resin.  This ribbon of resin is razor-
  sharp and deals 1d4 points of damage on a hit with a 
  critical multiplier of x4.  This ribbon can wrap around 
  objects with ease; disarm attacks made with a  ribbon 
  dagger gain a +2 bonus.  Cost: 50 gp; Weight: 1 lbs. 
  � Collar of Resistance: This animal collar expands to fit 
  its wearer.  While wearing this item, an animal gains a +1 
  to +5 resistance bonus on all saving throws.  An animal 
  can only wear one collar at a time.  Caster Level: 5
  th; 
  Prerequisites: Craft Wondrous Item, resistance; Market 
  Price: 490 gp (+1), 1,960 gp (+2), 4,410 gp (+3), 7,840 gp 
  (+4); Weight: 1 lbs. 
  � Hunting enhancement (on short swords as 
  specified on the item access list): When used by a 
  ranger against a favored enemy, a hunting weapon 
  doubles the wielder’s favorite enemy bonus on weapon 
  damage rolls.  Caster Level: 6
  th; Prerequisites: Craft 
  Magical Arms & Armor, greater magic fang; Market 
  Price: +1 bonus. 
  � Ioun Stone of Resistance: These ioun stones (usually 
  burnt orange in color) possess all the features of a 
  standard ioun stone.  These stones offer magic protection 
  in the form of a +1 to +5 resistance bonus on all saving 
  throws..  Caster Level: 5
  th; Prerequisites: Craft Wondrous 
  Item, resistance, caster level must be three times that of 
  the ioun stone’s bonus; Market Price: 2,000 gp (+1), 8,000 
  gp (+2), 18,000 gp (+3), 32,000 gp (+4); Weight: - lbs. 
  Items for the Adventure Record 
  Item Access 
  APL 4: 
  � Collar of Resistance +1 (Adventure, see above) 
  � Headband of Intellect +2 (Adventure, DMG) 
  � Masterwork Ribbon Dagger (Adventure, see 
  above) 
  � Masterwork Resin Suit (Adventure, see above) 
  � Ioun Stone of Resistance +1 (Adventure, see 
  above) 
  APL 6 (APL 4 Items plus): 
  � Collar of Resistance +2 (Adventure, see above) 
  � Headband of Intellect +4 (Adventure, DMG) 
  � +1 Hunting Short Sword (Adventure, see above) 
  � +1 Ribbon Dagger (Adventure, see above) 
  � +1 Resin Suit (Adventure, see above) 
  � Ioun Stone of Resistance +2 (Adventure, see 
  above) 
  APL 8 (APL 4, 6 Items plus): 
  � Collar of Resistance +3 (Adventure, see above) 
  � +2 Hunting Short Sword (Adventure, see above) 
  � +1 Keen Ribbon Dagger (Adventure, see above) 
  � +1 Shadow Resin Suit (Adventure, see above) 
  � Ioun Stone of Resistance +3 (Adventure, see 
  above) 
  APL 10 (APL 4, 6, 8 Items plus): 
  � Collar of Resistance +4 (Adventure, see above) 
  
  KEO3-05 Crimes of the Heart 
   
  Page 23 
  � Sylvan Scimitar (Adventure, DMG) 
  � +2 Keen Ribbon Dagger (Adventure, see above) 
  � +1 Spell Resistance (13) Resin Suit (Adventure, 
  see above) 
  � Ioun Stone of Resistance +4 (Adventure, see 
  above) 
  
  Crimes of Heart 
  [Round Two] 
  Page 24 
   
  Appendix I: New Rules 
  New Feats 
  Animal Defiance as presented in Masters of the Wild: Character can turn (but not destroy) animals as a good cleric 
  turns undead. The number of times per day you can use this ability is equal to 3 + the Charisma modifier. The highest 
  divine caster level is the level at which you turn animals. 
  Eyes in the Back of Your Head as presented in Sword and Fist: Attackers do not gain the +2 for flanking. Does not 
  work when denied dexterity modifier. 
  Fist of Iron as presented in Sword and Fist: Must declare before attacking, missed attack ruins attempt. Deal extra 1d4 
  with unarmed attack. Usable 3 + Wis modifier per day.  
  Jack of All Trades as presented in Song and Silence: You may us any skill untrained, even those that normally require 
  training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are 
  allowed to select it. 
  Pain Touch as presented in Sword and Fist: Opponents who fail their saving throws versus stunning blow are stunned 
  1 round, as normal, then nauseated for 1 round after that. 
  Plant Defiance as presented in Masters of the Wild: Character can turn (but not destroy) plants as a good cleric turns 
  undead. The number of times per day you can use this ability is equal to 3 + the Charisma modifier. The highest divine 
  caster level is the level at which you turn plants. 
  New Magic Items 
  Collar of Resistance as presented in Masters of the Wild: While wearing this item, an animal gains a +1 to +5 resistance 
  bonus to all saving throws. 
  Hunting Weapons: When used by a ranger against a favored enemy, a hunting weapon doubles the wielder’s favored 
  enemy bonus on weapon damage rolls. 
  Ioun Stone of Resistance as presented in Arms and Equipment Guide: These ioun stones (usually burnt orange in 
  color) possess al the features of a standard ioun stone. Ioun stones of resistance offer protection in the form of a +1 to +5 
  resistance bonus on all saving throws. 
  New Spells 
  Fox’s Cunning as presented in Defenders of the Faith 
  Transmutation 
  Level: Brd 2, Clr2, Sor/Wiz 2 
  Components: V, S, M/DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Creature Touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The spell grants an enhancement bonus to intelligence of 1d4+1 points, adding the usual benefits to Intelligence-related 
  skills. Wizards who receive fox’s cunning do not receive extra spells but the save DC’s for their spells increase. 
  Rage as presented in Defenders of the Faith 
  Enchantment (Compulsion) [Mind-affecting] 
  Level: Madness 3 
  
  Crimes of Heart 
  [Round Two] 
  Page 25 
   
  Components: V, S 
  Casting time: 1 action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The creature gains +4 to strength, +4 to Constitution, and a +2 morale bonus on Will saves. Unlike a barbarian rage, no 
  penalty to AC is suffered, and no fatigue period comes after the rage is over. 
   
  New Prestige Class  
   
  Doomdreamer 
  (as presented in Return to the Temple of Elemental Evil) 
   
  Doomdreamers are the elite among the ranks of the cult of Tharizdun. The name comes from that they all claim to have 
  contacted by the Dark God in their dreams. They are all extremely evil, raving lunatics or sadistic, brooding and cruel 
  individuals of singular corruption. All doomdreamers are masters of ancient, forbidden knowledge and madness, and 
  devotees of nihilism. 
   
  Most doomdreamers are clerics, but it is possible for an evil wizard or sorcerer to become one. 
   
  Doomdreamers travel far and wide working out steps of their mysterious, convoluted plans to bring their deity out of 
  imprisonment. They know that such an act would bring an end to the world but they do not care. In fact, they are so 
  mad that they revel in the thought of it. 
   
  Hit Dice: d8 
   
  Class Features 
   
   
  Weapon and Armor Proficiency: Doomdreamers gain no proficiency in any weapon or armor. 
   
   
  Spells per Day: When a doomdreamer level is gained, the character gains new spells per day as if he had gained a 
  level of cleric. 
   
   
  Secret: At 1
  st level and every second level afterward, the doomdreamer gains one secret from the following list:  
   
  Demon’s Name: May call a demon of up to 10 HD when casting lesser planar ally 
  
  Crimes of Heart 
  [Round Two] 
  Page 26 
   
  Unnatural Vitality: Add +3 hit points 
  Deeper Madness: Add +2 bonus to insanity score 
  Curse of Power: Add +1 caster level when casting evil spells 
  Paying Fealty to Death: Add +1 to DC of spells causing death effects 
   
  Kiss of Undeath: Double character’s effective turning level when rebuking or commanding undead 
  Unholy Pact: Once per week, no payment is needed when using any planar ally spells 
  Dark Lore: Once per day, the doomdreamer can, as a standard action, look at one intelligent creature and learn some 
  secret. Speaking that dark secret, the target creature must make a Will save (DC 15 + doomdreamer levels) or react as 
  stunned for 1d3 rounds. 
  Chill Soul: The doomdreamer can make a touch attack against a living creature and inflict 3d8 points of damage by 
  chilling their soul. This can be used in conjunction with an inflict wounds spell. Usable once per day. 
  Maddening Howl: The doomdreamer can give a howl that affects all living creatures within 50 feet. Those in the area 
  must make Will saves (DC 15 + doomdreamer levels). Failure means that the victim stands still (treat as dazed) for 1 
  round, his mind reeling with insane thoughts. Usable once per day. 
  New Template 
  Pseudonatural Creature as presented in Tome and Blood 
  Added to any corporeal creature. Creature type changes to outsider. 
   
  Special Attacks: Retains all the special attacks of the base creature and also gains the following: 
   
  True Strike: Once per day, as the spell of the same name. 
   
  Special Qualities: Retains all the special qualities of base creature and also gains the following: 
  • 
  Electricity and acid resistance as below. 
  • 
  Damage reduction as below. 
  • 
  SR equal to double the creature’s Hit Dice. 
  HD  
  Electricity/Acid Resist 
   
  DR 
  1-3  
   
  5 
   
   
  - 
  4-7  
   
  10 
   
   
  5/+1 
  8-11  
  15 
   
   
  5/+2 
  12+  
   
  20 
   
   
  10/+3 
   
  Alternate Form (Su): At will, a pseudo-natural creature can take the form of a grotesque tentacled mass or another 
  appropriately gruesome form determined by the DM. All abilities remain the same despite the alien appearance. 
  Changing shape is a standard action. Other creatures receive a -1 morale penalty to their attack rolls against pseudo-
  natural creatures in this alternate form. 
  Saves: Same as base creature. 
  Abilities: Same as base creature but Intelligence is at least 3. 
  Skills: Same as base creature. 
  Feats: Same as base creature. 
  
  Crimes of Heart 
  [Round Two] 
  Page 27 
   
  Alignment: Same as base creature. 
  New System 
  Possession as presented in Book of Vile Darkness 
  Some fiends with at least 4 hit dice and a Charisma score of at least 13 have the spell-like ability to shuck their physical 
  form and take on an ethereal form that allows them to possess another creature or object. 
   
  The creature’s new form is ethereal and thus immune to even the most potent physical attacks and most magical 
  attacks (except, for example, force attacks) by non-ethereal creatures. When a fiend possesses a creature or object, even 
  force effects no longer affect the fiend. Only spells such as dismissal can affect the possessing fiend when cast by non-
  ethereal creatures. Any sort of attack, magical or otherwise, directed against the fiend affects the possessed creature or 
  object, however. 
   
  A fiend in possession of a body becomes part of the victim, aware of what is going on around the creature that they 
  possess. A possessing fiend can, at any time, speak mentally to the creature that it possesses in a language that the 
  creature can understand. 
   
  Physical harm to the possessed creature does not harm the fiend. Killing the possessed victim only forces the fiend 
  back onto the Ethereal Plane, where it can attempt a new possession; the fiend is unharmed. Not even ethereal creatures 
  can harm a possessing fiend. 
  Possessed Objects 
   
  A fiend can possess an object of at least tiny size and no larger than huge. An item held, worn, or carried by a 
  character (including magic items) uses its owner’s saving throw to resist possession [Vilharian is immune]. Unattended 
  magic items gain a saving throw as if a spell was being cast upon the item. In each case, the Will save DC is 10 + ½ the 
  fiend’s HD + the fiend’s Charisma modifier. A fiend with the possession ability automatically succeeds when attempting 
  to possess an unattended, nonmagical item. 
   
  A fiend possessing an object becomes a part of the object. A possessing fiend can see and hear up to 60 feet away 
  from an object, but it can’t use darkvision or blindsight while possessing an object, even if it ordinarily has these 
  abilities. The possessing fiend remains vulnerable to spells that affect outsider, extraplanar creatures, or evil creatures 
  (such as holy word or holy smite) and mind-affecting spells and effects. Physical attacks and most spells (such as 
  fireball) don’t affect the fiend, but they might affect the object. Harming the object does not affect the possessing fiend; 
  if the object is destroyed, the fiend takes ethereal form and can choose a new host object. 
   
  A fiend can attempt to hide its presence within a possessed object, allowing it to pass through a magic circle, enter a 
  forbiddance-warded church, and escape detection via spells such as detect evil. To do so, the fiend must make a special 
  “mental” Hide check. This is a Hide check using the fiend’s Intelligence modifier rather than its Dexterity modifier, but 
  which otherwise uses the Hide skill. The DC for the Hide check is 10 + level of the spell + spellcaster’s relevant ability 
  modifier. The fiend gains a +4 circumstance bonus on its Hide check if it is not currently controlling the object. If the 
  spell ordinarily detects or targets only creatures, the fiend gains a +8 circumstance bonus on its Hide check because it is 
  within an object. The fiend can also make this Hide check to prevent taking damage from alignment-based spells such 
  as holy smite. The DC for the Hide check is the same as the saving throw DC for the damaging spell. If the fiend’s Hide 
  check fails, the spell affects the possessed object as if it had the same alignment as the fiend.  
   
  Vladana will take on any of the following roles. Changing roles is a standard action. 
  Watcher: The fiend can see and hear at twice its normal range (120 feet) as long as the object remains stationary. 
  Corruptor: The possessed item radiates a cursed befouling presence. Anyone touching the possessed object must 
  succeed at a Will save (DC 10 + ½ fiend’s HD + fiend’s Charisma modifier) or fall under the effect of a bestow curse 
  spell, the subject does not necessarily know that the curse is in effect or that it came from the item. Nothing about the 
  object’s appearance suggests that it is possessed (although there might be residual evil effects). The curse lasts until 
  removed with break enchantment, limited wish, miracle, remove curse, or wish, even if the fiend vacates the possessed 
  object. 
   
  
  Crimes of Heart 
  [Round Two] 
  Page 28 
   
  Appendix II: New Monsters 
  Dire Toad as presented in Masters of the Wild 
  Small Animal 
  HD: 4d8+8 (26hp) 
  Int: +2 (Dex) 
  Spd: 20 ft. 
  AC: 15 (+1 size, +2 Dex, +2 natural) 
  Att: Tongue +6 ranged 
  Dam: Tongue Poison 
  Face/Reach: 5 ft. by 5 ft./ 5 ft. 
  Special Att: Poison 
  Special Qual: None 
  Saves: Fort +6, Ref +6, Will +3 
  Abilities: Str 6, Dex 14, Con 14, Int 2, Wis 14, Cha 7 
  Skills: Hide +16, Jump +9, Listen +7, Spot +11 
  Feats: None 
  Climate/Terrain: Temperate and warm land, aquatic, and underground 
  Organization: Solitary or swarm (10-100) 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always Neutral 
  Advancement: 5-6 HD (Small); 7-10 HD (Medium) 
   
  These small amphibians are generally non-aggressive insect hunters. In large groups, however, they can make good use 
  of their poison attacks. 
  Combat 
  Poison (Ex): Bite, Fort Save (DC 14); initial and secondary damage 1d6 temporary Con. 
  Improved Grab (Ex): To use this ability, the dire toad must hit with a tongue attack. If it gets hold, it can attempt to 
  swallow whole. 
  Swallow Whole (Ex): A dire toad can try to swallow a grabbed opponent of equal or smaller size by making a successful 
  grapple check. Once inside the dire toad, the opponent takes 1d6 points of crushing damage +1d4 points of acid damage 
  per round from the creature’s stomach. A swallowed creature can climb out of the stomach with a successful grapple 
  check. This returns it to the dire toad’s mouth, where another successful grapple check is needed to get free. A 
  swallowed creature can also cut its way out by dealing 10 or more points of damage to its stomach (AC 13) with claws or 
  a Tiny slashing weapon. Once that swallowed creature exits, muscular action closes the hole; another swallowed 
  opponent must cut its way out. A small dire toad’s interior holds up to one small, two tiny, four diminutive, or eight fine 
  opponents. 
  Mezzoloth as presented in Manual of the Planes 
  Medium-size Outsider (Evil) 
  HD: 8d8+8 (44hp) 
  Int: +4 (Improved Initiative) 
  Spd: 40 ft. 
  AC: 18 (+8 natural) 
  Att: 2 claws +11 melee (or trident +12/+7 melee); or trident +12 ranged 
  Dam: Claw 1d4+3; trident 1d8+3 
  Face/Reach: 5 ft. by 5 ft./ 5 ft. 
  Special Att: Spell-like abilities 
  
  Crimes of Heart 
  [Round Two] 
  Page 29 
   
  Special Qual: Damage Reduction 10/+1; SR 22; immune to poison and acid; cold, fire, and electricity resistance 20; 
  telepathy 100 feet  
  Saves: Fort +7, Ref +6, Will +6 
  Abilities: Str 16, Dex 11, Con 13, Int 7, Wis 10, Cha 14 
  Skills: Hide +9, Intimidate +10, Listen +11, Move Silently +9, Spot +11 
  Feats: None 
  Climate/Terrain: Temperate and warm land, aquatic, and underground 
  Organization: Solitary or swarm (10-100) 
  Challenge Rating: 7 
  Treasure: Improved critical (trident), Improved Initiative, Weapon Focus (trident) 
  Alignment: Always Neutral Evil 
  Mezzoloths are the most common foot soldiers in the yugoloth armies. A mezzoloth looks like a human-sized insect 
  with heavy chitin and four limbs tipped with sharp claws. 
  Spell-like abilities (cast as 8
  th level Sorcerer):  
  At will: cause fear, darkness, desecrate, produce flame, see invisibility. Twice per day – cloudkill*, dispel magic, teleport 
  without error. 
  * NOTE: At APL 4 and 6 of this adventure, the mezzoloth is assumed to depleted its cloudkill ability prior to its arrival. 
  Cloaker Lord presented in Monsters of Faerun 
  Huge Aberration 
  HD: 9d8+45 (85hp) 
  Int: +5 (+1 Dex, +4 Improved Initiative) 
  Spd: 10 ft., fly 50 ft. (Average) 
  AC: 17 (-2 size, +1 Dex, +8 natural) 
  Att: Tail slap +12 melee, bite +7 melee 
  Dam: Tail slap 2d6+8, bite 2d4+4 
  Face/Reach: 15 ft. x 15 ft. / 10 ft. (5 ft. with bite) 
  Special Att: Moan, engulf, spellcasting, dominate cloakers 
  Special Qual: Shadow shift, plane shift, SR 18 
  Saves: Fort +8, Ref +6, Will +9 
  Abilities: Str 26, Dex 13, Con 20, Int 18, Wis 17, Cha 15 
  Skills: Hide +3, Knowledge (arcana) +13, move silently +10, spellcraft +13, spot +12 
  Feats: Blind-fight, Combat Reflexes, Expertise, Improved Initiative, Lightning Reflexes 
  Climate/Terrain: Underground 
  Organization: Solitary or swarm (1 plus 2-7 cloakers) 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Usually Chaotic Neutral 
  Cloaker lords are a superior subrace of the feared subterranean race of cloakers. They look like large cloakers, appearing 
  as either a black cloak, such as an ogre or small giant might wear, or unfurling to reveal their bat-like true form, with 
  ivory-clawed black wings, a flattish body with a white underside, a red-eyed, needle-fanged, horned face, and a lashing 
  whip-like tail. 
  Like cloakers, cloaker lords have minds so alien that humans have never successfully communicated with them. 
  Combat 
  Cloaker lords initially use their moan attack to thin the numbers of their opponents. With some opponents fleeing, 
  nauseated, or held, the cloaker lord chooses the most dangerous or powerful remaining opponent (usually a wizard) and 
  tries to engulf that character, while fighting off other attackers with its thick-muscled, bone-barbed tail. 
  
  Crimes of Heart 
  [Round Two] 
  Page 30 
   
  Moan (Ex): As a free action, a cloaker lord can emit a dangerous subsonic moan at will, as long as it does not use its bite 
  attack in the same round.  By varying the frequency and intensity of the moan, a cloaker lord can create one of four 
  different effects: 
   
  Unnerve:  All within 90 feet of the cloaker lord suffer a –2 morale penalty on attack and damage rolls.  Those 
  forced to hear this sound for 6 consecutive rounds must make a Will save (DC 16) or enter a trance and become 
  unable to attack or defend themselves until the moaning stops.  Opponents who successfully save must repeat the 
  save next round if the moaning continues. 
   
  Fear:  All within 40 feet of the cloaker lord must make a Will save (DC 16) or flee in terror for two rounds. 
   
  Nausea:  Everyone in a 40 foot cone must make a Fort save (DC 16) or become overcome with nausea and 
  weakness.  Affected characters fall to the ground and are unable to take any actions, including defending 
  themselves, for 1d4+1 rounds. 
   
  Stupor:  A single individual no more than 50 feet from the cloaker lord must make a Fort save (DC 16) or be 
  affected as by a hold monster spell for 6 rounds.  A cloaker lord can affect only one victim at a time with this ability, 
  so if it decides to affect one character while another is still under the effect of the stupor, the previous effect is 
  cancelled. 
   
  Engulf (Ex): A cloaker lord can try to wrap a foe of Large size or smaller in its body.  The cloaker lord makes a grapple 
  attack that does not provoke an attack of opportunity.  If the cloaker lord achieves a hold, it is free to use its whiplike tail 
  to strike at another target while it gnaws on an engulfed victim.  The cloaker lord can bite an engulfed foe with a +4 
  attack bonus.  Attacks made on an engulfing cloaker lord deal half their damage to the monster and half to the trapped 
  victim. 
   
  Dominate Cloakers (Ex): Cloaker lords have a natural power of domination over ordinary cloakers, allowing them to 
  rule as the unquestioned leaders in cloaker communities. 
   
  Shadow Shift (Su): Cloaker lords have the ability to manipulate shadows.  This power is effective only in shadowy areas 
  and has several possible effects: 
   
  Obscure Vision:  The cloaker gains one-quarter concealment for 1d4 rounds. 
   
  Dancing Images:  This duplicates the mirror image spell cast by a 9
  th level sorcerer. 
   
  Silent Image:  This duplicates the effect of a silent image spell cast by a 9
  th level sorcerer. 
   
  Plane Shift (Sp): Cloaker lords can travel to and from the Plane of Shadow at will.  Once per day, they can bring up to 
  seven cloakers along with them on the journey, as the spell plane shift.  
   
  Spellcasting: Cloaker lords have the spellcasting ability of 9
  th level wizards, and this ability improves as they increase in 
  size and Hit Dice.  They are considered specialists in spells of the shadow subschool. Cloaker lords cast all their spells 
  with verbal components only: 
   
  1
  st—[chill touch, ray of enfeeblement, sleep]; 2
  nd—[blur, darkness, scare, spectral hand]; 3
  rd—[gaseous form, 
  nondetection, phantom steed]; 4
  th—[enervation, Evard’s black tentacles, fear, minor creation, shadow conjuration]; 5
  th—
  [greater shadow conjuration, major creation, passwall, shadow evocation]; 6
  th – [greater shadow evocation, shades]; 7
  th – 
  [phase door, shadow walk]; 8
  th – [etherealness, maze]; 9
  th – [energy drain] 
  Kaorti as presented in Fiend Folio 
  Medium-size Outsider 
  HD: 2d8 (9hp) 
  Int: +2 (Dex) 
  Spd: 30 ft. 
  AC: 18 (+2 Dex, +2 natural, +4 resin scale armor) 
  Att: Bite +1 melee, or ribbon dagger +4 melee, or darts +4 ranged 
  Dam: Bite 1d6-2, ribbon dagger 1d4-2/x4, darts 1d4-2 
  Face/Reach: 5 ft./ 5 ft. 
  Special Att: Spell-like abilities, vile transformation 
  Special Qual: Material vulnerability, outsider traits, poison immunity 
  
  Crimes of Heart 
  [Round Two] 
  Page 31 
   
  Saves: Fort +3, Ref +5, Will +3 
  Abilities: Str 7, Dex 14, Con 11, Int 14, Wis 11, Cha 16 
  Skills: Concentration +5, Craft (armor-smithing) +7, Craft (weapon-smithing) +7, Heal +13, Intimidate +8, Knowledge 
  (arcane) +7, Knowledge (the Planes) +7, Spellcraft +9 (+11 to decipher scrolls), Survival +5 (+7 on other planes), Use 
  Magical Device +7 (+9 scrolls)  
  Feats: Exotic Weapon Proficiency (ribbon dagger), Weapon Finesse 
  Climate/Terrain: Any non-natural (Far Realm) 
  Organization: Solitary, patrol (2-9), cyst pilgrimage (10-20 plus 1-3 kaorti thralls), or cyst (21-60 plus 10-20 kaorti thralls 
  and 1 skybleeder per 15 kaortis) 
  Challenge Rating: 1 
  Treasure: Standard, items only 
  Alignment: Usually Neutral Evil 
  Advancement: By character class 
  Level adjustment: +2 
   
  Humanoid in shape, a kaorti must dress in form-fitting armor made of thick resins and tissues grown and cultivated by 
  kaorti alchemists whenever one ventures from its cyst. A kaorti in a resin suit looks like an emaciated human with 
  elongated arms and legs. It had three long fingers and a long thumb on each hand, and its motions are slithery and 
  undulant. It bulbous face is affixed to its body by a long neck. A kaorti’s face almost always remains hidden behind 
  windings of resin. 
  Outside its resin suit, a kaorti is decidedly non-human in appearance. Its skin, brownish green in color swirled with 
  livid pinks and reds and purples, seems to be almost transparent and liquid as it slithers and runs over the creature’s 
  visible entrails. A kaorti’s fingers are little more than boneless tendrils. Its face looks like that of a melted spider. Its 
  palms constantly secrete a thick, green resin that can be crafted by kaorti smiths into weapons and armor or 
  reinforcements for their lairs. The average kaorti is 7 feet tall and weighs 100 pounds. 
  Kaortis speak their own guttural language and have picked up smatterings of many other languages during the 
  interrogation of prisoners. Most kaortis can speak Common and Sylvan. 
  Combat 
  Kaortis prefer to use magic against their enemies, while their transformed minions and thugs engage in melee. When 
  magic fails, a kaorti tries to fight with ranged weapons if it can; kaorti are proficient with all simple ranger weapons as 
  well as with shuriken. A kaorti caught in melee combat usually flees in an attempt to regain the needed distance for 
  spells and ranged attacks. 
  Spell-like abilities: 1/day-alter self, color spray, feather fall, ray of enfeeblement, reduce, spider climb. Caster level 2
  nd; 
  save DC 14 + spell level. 
  Vile Transformation (Su): A kaorti can infuse any living creature with otherworldly essence from the Far Realm, 
  permanently transforming the target into a mockery of its previous form. This process takes 8 hours, during which time 
  the kaorti’s jaws must be locked onto the victim, who must either be willing or helpless for the duration. After 8 hours, 
  the victim must make a Fortitude save (DC 11). Failure indicates the victim transforms into a kaorti (if the victim is 
  humanoid), or into a kaorti thrall. If the victim succeeds at the save, the kaorti can attempt the transformation again; 
  each additional attempt to transform a victim increases the DC by +1. 
  Material Vulnerability (Ex): The Material Plane is painful to an unprotected koarti. An unprotected kaorti must make 
  a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of subdual damage and becomes fatigued. 
  The fatigues condition persists until the kaorti recovers from the subdual damage it took from exposure to the Material 
  Plane. If the kaorti is rendered unconscious though the accumulation of subdual damage (from this ability or any other 
  source), the Material Plane environs begin to deal normal damage at the same rate. A kaorti wearing a resin suit, or a 
  kaorti inside a cyst, is protected from the effects of the material plane. 
  Outsider Traits: Kaortis have darkvision (60 foot range), and they cannot be raised or resurrected.  
  Skills: Kaortis have a +8 racial bonus on Heal checks. 
  
  Crimes of Heart 
  [Round Two] 
  Page 32 
   
  Kaorti Items: 
  Resin Suit: A kaorti resin suit consists of thin straps of alchemically treated resin that are wrapped around the body 
  fully, similar to a mummy’s bandages.  A resin suit is light armor with the following properties: +4 armor bonus, +3 max 
  Dex bonus, -4 armor check penalty, 25% arcane spell failure chance.  Creatures other than kaortis can wear resin suits, 
  but the resin causes most humanoids to break out in hives.  In addition to its armor qualities, a kaorti resin suit protects 
  a creature on the Material Plane from the effects of the environment.  Resin suits are costly and time-consuming to 
  make; ordinary kaorti (those with 1 HD) are only rarely allowed to use them as a result.  Cost: 250 gp; Weight: 20 lbs. 
  Ribbon Dagger: A ribbon dagger is a Small exotic weapon crafted from an alchemically treated kaorti resin.  It consists 
  of a resin handle to which is affixed a 1-foot-long flexible strip of resin.  This ribbon of resin is razor-sharp and deals 1d4 
  points of damage on a hit with a critical multiplier of x4.  This ribbon can wrap around objects with ease; disarm attacks 
  made with a  ribbon dagger gain a +2 bonus.  Cost: 50 gp; Weight: 1 lbs. 
  Rukanyr as presented in Fiend Folio 
  Large Aberration 
  HD: 7d8+49 (80hp) 
  Int: -2 
  Spd: 40 ft., climb 20 ft. 
  AC: 22 (-1 size, -2 Dex, +15 natural) 
  Base Attack/Grapple: +5/+14 
  Att: Slam +9 melee and 6 Claws +7 melee and 3 Bites +7 melee 
  Dam: Slam 3d6+5, claw 1d6+2, bite 1d8+2 
  Face/Reach: 10 ft./ 10 ft. 
  Special Att: Poison, stunning strike, sundering roar 
  Special Qual: Darkvision 60 ft., fast healing 5, reflexive sunder, sonic immunity, stability 
  Saves: Fort +9, Ref +0, Will +1 
  Abilities: Str 21, Dex 7, Con 24, Int 15, Wis 2, Cha 2 
  Skills: Climb +22, Listen +6, Search +12, Spot +6 
  Feats: Improved Sunder, Multiattack, Power Attack 
  Climate/Terrain: Any land or underground 
  Organization: Solitary, pair, or band (3-8) 
  Challenge Rating: 9 
  Treasure: - 
  Alignment: Usually Neutral Evil 
   
  The rukanyr is a heavily armored monster created by kaorti wizards for the express purpose of laying waste to regions 
  that kaorti fear to enter. 
  A rukanyr resembles an armor-plated, fifteen foot tall, leafless tree, with one branch emerging from the top that ends in 
  a ball of spikes and jagged spines. The numerous smaller branches end in grasping claws. Three large, stalking maws 
  filled with teeth are arrayed at the thing’s base, amid a tangled mess of think insectoid legs. One large, lidless black eye 
  stares out from the thing’s “front” side. 
  Rukanyrs can speak Common. 
  Combat 
  A rukanyr starts any combat with a sundering roar directed at the best-equipped of its enemies, then quickly wades into 
  the midst of melee and lashes out any target within reach of its attacks. 
  Poison (Ex): A rukanyr delivers its poison (Fort DC 20 negates) with each successful bite attack. Initial and secondary 
  damage are the same (2d6 Dex). 
  Stunning Strike (Ex): Anyone hi by the rukanyr’s slam attack must make a Fortitude saving throw (DC 18) or be 
  stunned 1d4 rounds. 
  
  Crimes of Heart 
  [Round Two] 
  Page 33 
   
  Sundering Roar (Su): Once every 1d4 rounds, a rukanyr can emit a devastating roar from one of its mouths. All 
  creatures within 60 feet must make Fortitude save (DC 20) or be deafened for 2d6 rounds. Additionally, a rukanyr can 
  target one creature or object within this range to be the focal point of this destructive attack [Vilharian is immune]. This 
  creature or object takes 12d6 points of sonic damage (Reflex DC 20 half). If a creature is targeted, this damage also 
  applies to armor worn and weapons carried by the creature. 
  Fast Healing (Ex): A rukanyr regains lost hit points at a rate of 5 per round. Fast healing does not restore hit points lost 
  from starvation, thirst, or suffocation, and it does not allow a rukanyr to regrow or regenerate lost body parts. 
  Reflexive Sunder (Ex): The armor plates that cover a rukanyr shift and rub against each other in combat, creating a 
  jarring sound like that of trees rubbing together in a high wind. Anyone who strikes a rukanyr with a slashing or 
  piercing melee attack must make a Reflex save (DC 11) or the armor plates shift and crush the weapon, dealing 4d6+5 
  points of damage to the weapon and tearing it from the victim’s grasp [Vilharian is immune to the damage by not the 
  disarm]. The weapon lands at the attacker’s feet if it is not broken by the damage. 
  Stability (Ex): A rukanyr is incredibly stable and cannot be tripped. It gains a +20 stability bonus on its Strength check 
  to avoid being bull rushed. 
  Skills: Rukanyrs have a +8 racial bonus on Climb checks and can always choose to take on Climb checks, even if rushed 
  or threatened. 
  
  Crimes of Heart 
  [Round Two] 
  Page 34 
   
  Appendix III: NPCs 
  ALL APLs 
  Encounter Three 
  Master 
  of 
  Dragons 
  Damoth, 
  Former 
  Scarlet 
  Brotherhood Monk, Male Human (Suloise) Ex-Mnk 
  7/Red Avenger 1: CR 8; Medium-size Humanoid 
  (human); HD 7d8+1d8; hp 48; Init +1 (+1 Dex); Spd 50'; 
  AC 16 (flat-footed 15, touch 16), Attacks +7/+2 melee 
  (unarmed, 1d8); SA Flurry of Blows, Stunning attack 
  7/day (DC 18), Stunning Shout 1/day; SQ Evasion, Leap 
  of the Clouds, Purity of Body, Slow Fall (30 ft), Still 
  Mind, Wholeness of Body. AL CG; SV Fort +7, Ref +8, 
  Will +12; Str 10, Dex 12, Con 10, Int 10, Wis 20, Cha 10 
   
  Skills and Feats:  Balance +7, Climb +4, Diplomacy 
  +4, Escape Artist +7, Gather Information +5, Hide +5, 
  Jump +6, Listen +13, Move Silently +5, Swim +4, Tumble 
  +9; Deflect Arrows, Eyes in the Back of your Head*, Fists 
  of Iron*, Improved Trip, Improved Unarmed Strike, Pain 
  Touch*, Stunning Fist, Weapon Finesse (Unarmed 
  Strike) 
   
  Possessions: Monk’s outfit. 
  • 
  See Appendix One for description 
  Encounter Seven 
  Lord High Baron Draconis Eternal, Malweig I, Male 
  Human Fighter8/Bard7 CR 15; Size: Medium-size 
  Humanoid; HD (8d10)+(7d6)+15; hp 95; Init +1 (+1 Dex); 
  Spd Walk 30'; AC 19 (flatfooted 18, touch 19), Whip-
  Dagger +3 +18/+13/+8 (1d6+6 17-20/x2); SA: Bardic 
  music 7/day, Bardic knowledge; Vision: Normal AL: CN; 
  Sv: Fort +11, Ref +10, Will +9; Str 12, Dex 13, Con 12, Int 
  12, Wis 10, Cha 18 
  Skills and Feats:  Balance +6, Bluff +6, Climb +11, 
  Concentration +6, Craft (Leatherworking) +3, Decipher 
  Script +3, Diplomacy +6, Escape Artist +6, Gather 
  Information +9, Handle Animal +9, Hide +6, Jump +11, 
  Listen +3, Ride +10, Spellcraft +2, Spot +2, Swim +9, Use 
  Magic Device +13; Alertness, Armor Proficiency (Heavy), 
  Armor Proficiency (Light), Armor Proficiency (Medium), 
  Combat Casting, Great Fortitude, Improved Critical 
  (Whip-Dagger), Iron Will, Jack of All Trades*, Lightning 
  Reflexes, Martial Weapon Proficiency, Obscure Lore*, 
  Point Blank Shot, Precise Shot, Shield Proficiency, 
  Simple Weapon Proficiency, Weapon Focus (Whip), 
  Weapon Specialization (Whip)  
   
  Possessions: Bracers of Armor +8, Outfit (Noble's), 
  Ring (Evasion), Whip-Dagger +3 
   
  Spells Prepared (3 /4 /3 /1 Base DC = 14 + Spell 
  Level) 0- [Detect Magic, Light, Mage Hand, Mending, 
  Read Magic, Resistance]; 1- [Cure Light Wounds, 
  Expeditious Retreat, Grease, Identify]; 2- [Bull's Strength, 
  Cat's Grace, Invisibility, Silence]; 3- [Cure Serious 
  Wounds, Dispel Magic] 
  *See Appendix One 
  Malweig is insane. He is mad in a kind, fun but easily 
  distracted sort of way. The DM is free to play him as you 
  wish as long as the baron is not portrayed as mean-
  spirited or threatening. His demeanor will change once 
  he has seen the final mural in Encounter Three. After 
  that he will switch to being a silent, sullen, haunted man 
  fighting with past memories. Malweig will not fight or 
  assist until it seems that the PCs are in serious trouble 
  (DM’s discretion). If this occurs, consider giving a player 
  control of Malweig during combats. Otherwise, he will 
  stand mute and stare blankly at the sight of any 
  pseudonatural/Far Realms creatures. If/when he does 
  finally enter combat; he will do so with no concern for 
  his own welfare. 
  Encounter Nine 
  Vilharian, +5 bane (spellcasters) long sword, renders 
  wielder immunity to fire and cold, control weather at will 
  (range 1,000 feet), speech, telepathy 
  AL LN; SV Fort + 9, Ref +9, Will +9, Str -, Dex -, Con -, Int 
  15, Wis 10, Cha 18, Ego 19. 
  Vilharian appears as an ancient Suloise blade with a silver 
  and aquamarine pommel. 
  Vilharian has recently returned to Keoland after being 
  purchased by Malweig for his collection. Although 
  Vilharian fears destruction through Malweig’s insane 
  plan for godhood, he actually pities the baron and hopes 
  to help him. Vilharian considers himself the steward of 
  the surviving Suel families of Keoland, and through them 
  the kingdom. He has no desire to return to being a king’s 
  showpiece and desires to manipulate events from behind 
  the scenes for the betterment of the kingdom. Vilharian 
  will allow himself to be wielded by anyone, although he 
  of course prefers someone with skill in long sword and 
  lawful alignment (as per page 229 of DMG). 
  Note that Vilharian’s bane properties will function 
  normally against the spellcasting cloaker lords. 
  
  Crimes of Heart 
  [Round Two] 
  Page 35 
   
  APL 4 Encounters 
  Encounter Three 
  Bupo the Conclave Druid, Male Human Drd 6: CR 6; 
  Medium-size Humanoid (Human); HD 6d8+6; hp 41; Init 
  +1 (+1 Dex); Spd 20'; AC 14 (flat-footed 13, touch 11), 
  Attacks +5 melee (quarterstaff, 1d6+1); SQ Animal 
  Companion, Nature Sense, Resist Nature’s Lure, 
  Trackless Step, Wildshape 2/day, Woodland Stride; AL 
  LN; SV Fort +6, Ref +5, Will +8; Str 12, Dex 12, Con 12, 
  Int 12, Wis 17, Cha 10 
   
  Skills 
  and 
  Feats:  
  Animal 
  Empathy 
  +11, 
  Concentration +10, Handle Animal +9, Heal +4, Intuit 
  Direction +5, Knowledge (Nature) +5, Spellcraft +3, Swim 
  +5, Wilderness Lore +12; Animal Defiance, Lightning 
  Reflexes, Plant Defiance, Skill Focus (Animal Empathy).  
   
  Possessions: Traveler's outfit, quarterstaff, three 
  Collars of Resistance +1 (on dire toads), hide armor. 
   
  Spells Prepared (5/4/4/3; base DC = 13 + spell level) 
  0 - [Create Water, Cure Minor Wounds, Detect Magic, 
  Flare, Purify Food and Drink]; 1
  st [Entangle x2, Faerie 
  Fire, Magic Fang]; 2
  nd – [Barkskin, Charm Person or 
  Animal, Flaming Sphere, Heat Metal]; 3
  rd – [Cure 
  Moderate Wounds, Greater Magic Fang, Summon 
  Nature's Ally III] 
  Encounter Four 
  Brimble, Seeker, Male Halfling Rog 3: CR 3; Small-size 
  Humanoid (Halfling); HD 3d6; hp 14; Init +5 (+5 Dex); 
  Spd 20'; AC 19 (flat-footed 14, touch 16), Attacks +4 melee 
  (masterwork short sword, 1d6); SA +1 to hit with thrown 
  weapons, Sneak Attack +2d6; SQ: +1 on all saves, +2 
  morale bonus vs fear, Evasion, Uncanny Dodge (Dex 
  bonus to AC); AL CN; SV Fort +2, Ref +9, Will +2; Str 10, 
  Dex 20, Con 10, Int 10, Wis 10, Cha 10 
   
  Skills and Feats:  Climb +7, Craft (Stoneworking) +5, 
  Disable Device +6, Hide +13, Move Silently +11, Open 
  Lock +11, Search +6, Tumble +7, Use Magic Device +6; 
  Alertness, Blind-Fight. 
   
  Possessions: Explorer’s outfit, studded leather armor, 
  masterwork short sword  
  Reighnaa, Seeker, Female Wood Elf Rgr 3:  CR 3; 
  Medium-size Humanoid (Elf); HD 3d10+6; hp 27; Init +5 
  (+5 Dex); Spd 30'; AC 18 (flat-footed 13, touch 15), 
  Attacks +8 melee (Two weapon fighting, Short Sword +1, 
  1d6+2) and +7 melee (Two weapon fighting, masterwork 
  short sword, 1d6+1), or +10 melee (Short Sword +1, 
  1d6+2); SA Favored Enemy (Human, +1); SQ: Immunity 
  to sleep (Ex), Low-light vision, Save at +2 vs enchantment 
  spells; AL CN; SV Fort +5, Ref +6, Will +0; Str 12, Dex 20, 
  Con 14, Int 6, Wis 8, Cha 6 
   
  Skills and Feats:  Listen +7, Spot +7; Ambidexterity, 
  Track, Two-Weapon Fighting, Weapon Finesse (Short 
  Sword), Weapon Focus (Short Sword) 
   
  Possessions: Explorer’s outfit, studded leather armor, 
  Short Sword +1, masterwork short sword 
  Braga, Seeker, Male Human (Oeridian) Clr 3:  CR 3; 
  Medium-size Humanoid (Human); HD 3d8; hp 18; Init 
  +0; Spd 20'; AC 15 (flat-footed 15, touch 10), Attacks +2 
  melee (Quarterstaff, 1d6); SA: Turn undead; SQ 
  Spontaneous casting; AL N; SV Fort +3, Ref +3, Will +8; 
  Str 10, Dex 10, Con 10, Int 16, Wis 16, Cha 10 
   
  Skills and Feats:  Concentration +6, Diplomacy +6, 
  Heal +9, Knowledge (Arcana) +6, Knowledge (Religion) 
  +6, Scry +11, Spellcraft +9; Iron Will, Lightning Reflexes, 
  Skill Focus (Scry) 
   
  Possessions: Chainmail, explorer’s outfit, quarterstaff 
   
  Spells Prepared (4/3+1/2+1; Base DC = 13 + Spell 
  Level) 0- [Cure Minor Wounds, Detect Magic x2, Read 
  Magic]; 1- [Comprehend Languages, Cure Light Wounds, 
  Detect Evil, Detect Secret Doors]; 2- [Cure Moderate 
  Wounds, Detect Thoughts*, Hold Person] 
  * Domain spell. Domains:  Knowledge (All knowledge 
  skills are class skills, cast divinations at +1 caster level), 
  Magic (Use scrolls, wands and other devices with spell 
  completion or spell trigger activation as a wizard of one-
  half cleric level)  
  Encounter Five 
  Kro 
  Dreo, 
  Male 
  Human 
  (Suloise) 
  Clr 
  6/ 
  Doomdreamer 1: CR 7; Medium-size Humanoid 
  (human); HD 6d8+1d8; hp 42; Init +0; Spd 20'; AC 17 
  (flat-footed 17, touch 10); Attacks +4 melee (morningstar, 
  1d8); SA Rebuke undead; SQ: Secret (no payment for 
  using Planar Ally spells, 1/week), Spontaneous casting; 
  AL NE; SV Fort +7, Ref +4, Will +11; Str 10, Dex 10, Con 
  10, Int 22, Wis 14, Cha 10 
   
  Skills and Feats:  Alchemy +11, Concentration +9, 
  Diplomacy +9, Heal +6, Knowledge (Arcana) +15, 
  Knowledge (Religion) +15, Spellcraft +10; Great 
  Fortitude, Iron Will, Lightning Reflexes, Spell Focus 
  (Necromancy) 
   
  Possessions: Headband of Intellect +2, chainmail, 
  large steel shield, morningstar 
   
  Prepared Spells (6/5+1/4+1/2+1/1+1; Base DC 13 + 
  Spell Level) 0 – [Create Water, Create Wine, Cure Minor 
  Wounds, Detect Magic, Detect Poison, Guidance, Inflict 
  
  Crimes of Heart 
  [Round Two] 
  Page 36 
   
  Minor Wounds, Light, Mending, Purify Food and Drink, 
  Read Magic, Resistance, Virtue]; 1- [Cause Fear, 
  Command, Cure Light Wounds, Inflict Light Wounds, 
  Obscuring Mist, Mage Armor*]; 2 – [Bull's Strength, 
  Darkness, Hold Person, Inflict Moderate Wounds, Magic 
  Missile*]; 3 - [Dispel Magic, Magic Vestment, Rage*]; 4 – 
  [Confusion*, Lesser Planar Ally] 
  * Domain Spell. Domains:  Force (Once per day, re-roll 
  any damage roll and take the better of the two rolls), 
  Madness (Gain Insanity Score equal to half your class 
  level [cleric + prestige]. For spellcasting (bonus spells and 
  DC), add this score to your wisdom score and use the 
  result in place of Wisdom alone. For all other purposes, 
  such as skill checks and saving throws, subtract this score 
  from your Wisdom score and use the result in place of 
  Wisdom alone) Insanity score: 3. 
  Encounter Ten 
  Pseudonatural Shadow Mastiff: CR 6; Medium-Size 
  Outsider (Evil); HD 4d8+12; hp 33; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 50 ft.; AC 14 (+1 Dex, +3 
  natural); Atk Bite +7 melee (1d6+4); Face/Reach: 5 ft. by 5 
  ft./5 ft.; SA: Bay, trip, True Strike 1/day; SQ: Shadow 
  blend, scent, electricity and acid resistance 10, DR 5/+1, 
  SR 8, alternate form; AL: NE; SV: Fort +7, Ref +5, Will +5; 
  Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13. 
   
  Alternate Form (Su): At will, a pseudo-natural 
  creature can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined by 
  the DM. All abilities remain the same despite the alien 
  appearance. Changing shape is a standard action. Other 
  creatures receive a -1 morale penalty to their attack rolls 
  against pseudo-natural creatures in this alternate form. 
  Skills and Feats: Listen +8, Spot +8, Wilderness Lore +7*; 
  Dodge, Improved Initiative. 
  Encounter Eleven 
  Qodvoldeus, Cloaker Lord: CR 7; Huge Aberration; HD 
  9d8+45; hp 88; Init +5 (Dex, Improved Init.); Spd 10ft., 
  Fly 50 ft. (average); AC 17 (touch 9, flat-footed 16) [-2 size, 
  +1 Dex, +8 natural]; Atk +12 melee (2d6+8, tail snap) and 
  +7 melee (2d4+4, bite); Face/Reach 15 ft. by 15 ft./10 ft. (5 
  ft. with bite); SA moan, engulf, spellcasting, dominate 
  cloakers; SQ shadow shift, plane shift; SR 18; AL CN; SV 
  Fort +9, Ref +7, Will +10; Str 26, Dex 13, Con 20, Int 18, 
  Wis 17, Cha 15. 
   
  Skills and Feats: Hide +3, Knowledge (arcana) +13, 
  Move Silently +10, Spellcraft +13, Spot +12; Blind-Fight, 
  Combat 
  Reflexes, 
  Expertise, 
  Improved 
  Initiative, 
  Lightning Reflexes. 
   
  Moan (Ex): As a free action, a cloaker lord can emit a 
  dangerous subsonic moan at will, as long as it does not 
  use its bite attack in the same round.  By varying the 
  frequency and intensity of the moan, a cloaker lord can 
  create one of four different effects: 
   
  Unnerve:  All within 90 feet of the cloaker lord 
  suffer a –2 morale penalty on attack and damage 
  rolls.  Those forced to hear this sound for 6 
  consecutive rounds must make a Will save (DC 16) 
  or enter a trance and become unable to attack or 
  defend themselves until the moaning stops.  
  Opponents who successfully save must repeat the 
  save next round if the moaning continues. 
   
  Fear:  All within 40 feet of the cloaker lord must 
  make a Will save (DC 16) or flee in terror for two 
  rounds. 
   
  Nausea:  Everyone in a 40 foot cone must make 
  a Fort save (DC 16) or become overcome with nausea 
  and weakness.  Affected characters fall to the ground 
  and are unable to take any actions, including 
  defending themselves, for 1d4+1 rounds. 
   
  Stupor:  A single individual no more than 50 
  feet from the cloaker lord must make a Fort save (DC 
  16) or be affected as by a hold monster spell for 6 
  rounds.  A cloaker lord can affect only one victim at a 
  time with this ability, so if it decides to affect one 
  character while another is still under the effect of 
  the stupor, the previous effect is cancelled. 
   
  Engulf (Ex): A cloaker lord can try to wrap a foe of 
  Large size or smaller in its body.  The cloaker lord makes 
  a grapple attack that does not provoke an attack of 
  opportunity.  If the cloaker lord achieves a hold, it is free 
  to use its whiplike tail to strike at another target while it 
  gnaws on an engulfed victim.  The cloaker lord can bite 
  an engulfed foe with a +4 attack bonus.  Attacks made on 
  an engulfing cloaker lord deal half their damage to the 
  monster and half to the trapped victim. 
   
  Dominate Cloakers (Ex): Cloaker lords have a 
  natural power of domination over ordinary cloakers, 
  allowing them to rule as the unquestioned leaders in 
  cloaker communities. 
   
  Shadow Shift (Su): Cloaker lords have the ability to 
  manipulate shadows.  This power is effective only in 
  shadowy areas and has several possible effects: 
   
  Obscure Vision:  The cloaker gains one-quarter 
  concealment for 1d4 rounds. 
   
  Dancing Images:  This duplicates the mirror 
  image spell cast by a 9
  th level sorcerer. 
   
  Silent Image:  This duplicates the effect of a 
  silent image spell cast by a 9
  th level sorcerer. 
   
  Plane Shift (Sp): Cloaker lords can travel to and 
  from the Plane of Shadow at will.  Once per day, they can 
  bring up to seven cloakers along with them on the 
  journey, as the spell plane shift.  
  
  Crimes of Heart 
  [Round Two] 
  Page 37 
   
   
  Spellcasting: Cloaker lords have the spellcasting 
  ability of 9
  th level wizards.  They are considered specialists 
  in spells of the shadow subschool.  Cloaker lords cast all 
  their spells with verbal components only: 
   
  Spells Prepared (4/6/6/5/4/2; base DC = 14 + spell 
  level): 0—[dancing lights, disrupt undead, ghost sound, 
  read magic]; 1
  st—[chill touch, magic missile (2), ray of 
  enfeeblement*, shield, sleep]; 2
  nd—[blindness/deafness, 
  blur*, darkness, Melf’s acid arrow, scare, spectral hand]; 
  3
  rd—[dispel magic, gaseous form*, haste, nondetection, 
  slow]; 4
  th—[enervation*, Evard’s black tentacles (2), 
  improved 
  invisibility]; 
  5
  th—[shadow 
  evocation*, 
  polymorph self]. *Shadow subschool bonus spell 
  Possessions: Ioun Stone of Resistance +1 
  APL 6 Encounters 
  Encounter Three 
  Bupo the Conclave Druid, Male Human Drd 7/ToB 1: 
  CR 8; Medium-size Humanoid (Human); HD 7d8+1d8+8; 
  hp 54; Init +1 (+1 Dex); Spd 20'; AC 14 (flat-footed 13, 
  touch 11); SQ: Animal Companion, Animal Mastery, 
  Companion bonuses (Int 4), Nature Sense, Resist 
  Nature’s Lure, Trackless Step, Woodland Stride, 
  Wildshape 3/day; AL LN; SV Fort +8, Ref +7, Will +9; Str 
  12, Dex 12, Con 12, Int 12, Wis 18, Cha 10 
   
  Skills 
  and 
  Feats:  
  Animal 
  Empathy 
  +12, 
  Concentration +11, Handle Animal +10, Heal +5, Hide 
  +0, Intuit Direction +6, Jump +0, Knowledge (Nature) +5, 
  Listen +6, Spellcraft +5, Swim +6, Wilderness Lore +13; 
  Animal Defiance, Lightning Reflexes, Plant Defiance, 
  Skill Focus (Animal Empathy). 
   
  Possessions: Traveler's outfit, hide armor, two Collars 
  of Resistance +2  (on dire toads) 
   
  Spells Prepared (6/5/4/3/2; base DC = 14 + spell 
  level) 0- [Create Water x2, Cure Minor Wounds, Detect 
  Magic, Flare, Purify Food and Drink]; 1
  st [Cure Light 
  Wounds, Endure Elements, Entangle x2, Magic Fang]; 2
  nd 
  – [Barkskin, Charm Person or Animal, Flaming Sphere, 
  Heat Metal]; 3
  rd – [Cure Moderate Wounds, Greater 
  Magic Fang, Summon Nature's Ally III]; 4
  th – [Dispel 
  Magic, Flame Strike] 
  Dire Toads (Advanced, 8 HD): Medium-size Magical 
  Beast; HD 8d8+16, HP 60; Init +1 (Dex); Spd: 20 ft.; AC: 16 (+1 
  Dex, +4 natural); Attacks +5 ranged (tongue, 0 + poison), SA 
  Poison (Fort Save DC 14, initial and secondary damage 
  1d6 temporary Con); AL N; SV Fort +11, Ref +9, Will +6; Str 
  10, Dex 12, Con 16, Int 4, Wis 14, Cha 7. 
   
  Skills & Feats: Hide +18, Jump +11, Listen +11, Spot +13 
  Encounter Four 
  Brimble, Seeker, M Halfling Rog 6: CR 6; Small-size 
  Humanoid (Halfling); HD 6d6; hp 27; Init +5 (+5 Dex); 
  Spd 20'; AC 19 (flat-footed 14, touch 16), Attacks +6 melee 
  (masterwork short sword, 1d6); SA Sneak attack +3d6; 
  SQ: +1 on all saves, +2 morale bonus vs fear, +1 to hit with 
  thrown weapons, Evasion, Uncanny Dodge (Can’t be 
  flanked, retains Dex bonus to AC when flat-footed); AL 
  CN; SV Fort +3, Ref +11, Will +3; Str 10, Dex 20, Con 10, 
  Int 10, Wis 10, Cha 11 
   
  Skills and Feats:  Climb +10, Craft (Stoneworking) 
  +5, Disable Device +9, Hide +13, Listen +7, Move Silently 
  +11, Open Lock +14, Pick Pocket +7, Search +9, Sense 
  Motive +3, Spot +5, Tumble +7, Use Magic Device +6; 
  Alertness, Blind-Fight, Dodge 
   
  Possessions: Explorer’s outfit, studded leather armor, 
  masterwork short sword 
  Reighnaa, Seeker, Female Wood Elf Rgr 6: CR 6; 
  Medium-size Humanoid (elf); HD 6d10+12; hp 54; Init +5 
  (+5 Dex); Spd 30'; AC 18 (flat-footed 13, touch 15); 
  Attacks +10/+5 melee (Two weapon fighting, Hunting 
  Short Sword +1, 1d6+1) and +10 melee (masterwork short 
  sword, 1d6), or +12 melee (Hunting Short Sword +1, 
  1d6+1); SA Favored enemy (human +2, dwarf +1); SQ: 
  Immunity to sleep, Low-light vision, Save at +2 vs 
  enchantment spells; AL CN; SV Fort +7, Ref +7, Will +2; 
  Str 10, Dex 20, Con 14, Int 6, Wis 11, Cha 6 
   
  Skills and Feats:  Listen +8, Search +6, Spot +8; 
  Ambidexterity, Dodge, Track, Two-Weapon Fighting, 
  Weapon Finesse (short  sword), Weapon Focus (short 
  sword) 
   
  Possessions: Explorer’s outfit, studded leather armor, 
  Hunting Short Sword +1, masterwork short sword. 
   
  Spells Prepared (1; base DC = 10 + Spell Level): 1-
  [Entangle]  
  Braga, Seeker, Male Human (Oeridian) Clr 6: CR 6; 
  Medium-size Humanoid (human); HD 6d8; hp 36; Init 
  +0; Spd 20'; AC 15 (flat-footed 15, touch 10), Attacks +4 
  melee (quarterstaff, 1d6); SA: Turn undead; SQ 
  Spontaneous casting; AL N; SV Fort +7, Ref +4, Will +10; 
  Str 10, Dex 10, Con 10, Int 16, Wis 17, Cha 10 
   
  Skills and Feats:  Concentration +6, Diplomacy +6, 
  Heal 
  +9, 
  Knowledge 
  (Arcana) 
  +6, 
  Knowledge 
  (Geography) +6, Knowledge (History) +6, Knowledge 
  (Law) +6, Knowledge (Nature) +6, Knowledge (Politics) 
  +6, Knowledge (Religion) +6, Knowledge (Planes) +6, 
  Scry +11, Spellcraft +9; Great Fortitude, Iron Will, 
  Lightning Reflexes, Skill Focus (Scry) 
  
  Crimes of Heart 
  [Round Two] 
  Page 38 
   
   
  Possessions: Chainmail, explorer’s outfit, quarterstaff 
   
  Spells Prepared (5/4+1/4+1/3+1; base DC 13 + Spell 
  Level): 0-[Cure Minor Wounds, Detect Magic, Detect 
  Poison, Read Magic, Resistance], 1- [Comprehend 
  Languages, Cure Light Wounds, Detect Good, Detect 
  Evil, Detect Secret Doors*], 2- [Augury, Cure Moderate 
  Wounds, Detect Thoughts*, Find Traps, Hold Person] 3- 
  [Clairaudience/Clairvoyance*, Cure Serious Wounds, 
  Dispel Magic, Speak with Dead] 
  * Domain spell. Domains:  Knowledge (All knowledge 
  skills are class skills, cast divinations at +1 caster level), 
  Magic (Use scrolls, wands and other devices with spell 
  completion or spell trigger activation as a wizard of one-
  half cleric level) 
  Encounter Five 
  Kro 
  Dreo, 
  Male 
  Human 
  (Suloise) 
  Clr 
  6/Doomdreamer3: CR 9; Medium-size Humanoid 
  (human); HD 6d8+3d8; hp 54; Init +0; Spd 30'; AC 15 
  (flat-footed 15, touch 10); SA Rebuke undead; SQ: Chill 
  Soul, Dark Lore, Insanity score +2, Spontaneous casting, 
  Secret (no payment for using Planar Ally spells, 1/week); 
  AL NE; SV Fort +9, Ref +6, Will +14; Str 10, Dex 10, Con 
  10, Int 22, Wis 16, Cha 10 
   
  Skills and Feats:  Alchemy +14, Concentration +12, 
  Diplomacy +12, Heal +10, Intimidate +4, Knowledge 
  (Arcana) +15, Knowledge (Religion) +15, Spellcraft +13; 
  Blind-Fight, Great Fortitude, Iron Will, Lightning 
  Reflexes, Spell Focus (Necromancy) 
   
  Possessions: Chainmail, 
  large 
  steel 
  shield, 
  morningstar, Headband of Intellect +4 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; Base DC = 
  16 + Spell Level [+2 for Necromancy spells]) 0 – [Create 
  Water, Create Wine, Cure Minor Wounds, Detect Magic, 
  Detect Poison, Guidance, Inflict Minor Wounds, Light, 
  Mending, Purify Food and Drink, Read Magic, 
  Resistance, Virtue]; 1 - [Cause Fear, Command, Cure 
  Light Wounds, Inflict Light Wounds, Obscuring Mist, 
  Mage Armor*]; 2 – [Bull's Strength, Darkness, Hold 
  Person, Inflict Moderate Wounds, Magic Missile*, Fox's 
  Cunning], 3 – [Dispel Magic, Magic Vestment, Rage*, 
  Bestow Curse, Inflict Serious Wounds]; 4 – [Confusion*, 
  Inflict Critical Wounds, Lesser Planar Ally]; 5 – [Slay 
  Living, Wall of Force*] 
  * Domain Spell. Domains:  Force (Once per day, re-roll 
  any damage roll and take the better of the two rolls), 
  Madness (Gain Insanity Score equal to half your class 
  level [cleric + prestige]. For spellcasting (bonus spells and 
  DC), add this score to your wisdom score and use the 
  result in place of Wisdom alone. For all other purposes, 
  such as skill checks and saving throws, subtract this score 
  from your Wisdom score and use the result in place of 
  Wisdom alone) Insanity score: 6. 
  Encounter Ten 
  Pseudonatural Shadow Mastiff (2): CR 6; Medium-Size 
  Outsider (Evil); HD 4d8+12; hp 33; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 50 ft.; AC 14 (+1 Dex, +3 
  natural); Atk Bite +7 melee (1d6+4); Face/Reach: 5 ft. by 5 
  ft./5 ft.; SA: Bay, trip, True Strike 1/day; SQ: Shadow 
  blend, scent, electricity and acid resistance 10, DR 5/+1, 
  SR 8, alternate form; AL: NE; SV: Fort +7, Ref +5, Will +5; 
  Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13. 
   
  Alternate Form (Su): At will, a pseudo-natural 
  creature can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined by 
  the DM. All abilities remain the same despite the alien 
  appearance. Changing shape is a standard action. Other 
  creatures receive a -1 morale penalty to their attack rolls 
  against pseudo-natural creatures in this alternate form. 
  Skills and Feats: Listen +8, Spot +8, Wilderness Lore +7*; 
  Dodge, Improved Initiative. 
  Encounter Eleven 
  Qodvoldeus, Pseudonatural Cloaker Lord: CR 9; Huge 
  Aberration; HD 9d8+45; hp 88; Init +5 (Dex, Improved 
  Init.); Spd 10ft., Fly 50 ft. (average); AC 17 (touch 9, flat-
  footed 16) [-2 size, +1 Dex, +8 natural]; Atk +12 melee 
  (2d6+8, tail snap) and +7 melee (2d4+4, bite); Face/Reach 
  15 ft. by 15 ft./10 ft. (5 ft. with bite); SA moan, engulf, 
  spellcasting, dominate cloakers, True Strike 1/day; SQ 
  shadow shift, plane shift; SR 18; electricity and acid 
  resistance 15, DR 5/+2, alternate form; AL CN; SV Fort 
  +10, Ref +8, Will +11; Str 26, Dex 13, Con 20, Int 18, Wis 
  17, Cha 15. 
   
  Skills and Feats: Hide +3, Knowledge (arcana) +13, 
  Move Silently +10, Spellcraft +13, Spot +12; Blind-Fight, 
  Combat 
  Reflexes, 
  Expertise, 
  Improved 
  Initiative, 
  Lightning Reflexes. 
   
  Moan (Ex): As a free action, a cloaker lord can emit a 
  dangerous subsonic moan at will, as long as it does not 
  use its bite attack in the same round.  By varying the 
  frequency and intensity of the moan, a cloaker lord can 
  create one of four different effects: 
   
  Unnerve:  All within 90 feet of the cloaker lord 
  suffer a –2 morale penalty on attack and damage 
  rolls.  Those forced to hear this sound for 6 
  consecutive rounds must make a Will save (DC 16) 
  or enter a trance and become unable to attack or 
  defend themselves until the moaning stops.  
  Opponents who successfully save must repeat the 
  save next round if the moaning continues. 
  
  Crimes of Heart 
  [Round Two] 
  Page 39 
   
   
  Fear:  All within 40 feet of the cloaker lord must 
  make a Will save (DC 16) or flee in terror for two 
  rounds. 
   
  Nausea:  Everyone in a 40 foot cone must make 
  a Fort save (DC 16) or become overcome with nausea 
  and weakness.  Affected characters fall to the ground 
  and are unable to take any actions, including 
  defending themselves, for 1d4+1 rounds. 
   
  Stupor:  A single individual no more than 50 
  feet from the cloaker lord must make a Fort save (DC 
  16) or be affected as by a hold monster spell for 6 
  rounds.  A cloaker lord can affect only one victim at a 
  time with this ability, so if it decides to affect one 
  character while another is still under the effect of 
  the stupor, the previous effect is cancelled. 
   
  Engulf (Ex): A cloaker lord can try to wrap a foe of 
  Large size or smaller in its body.  The cloaker lord makes 
  a grapple attack that does not provoke an attack of 
  opportunity.  If the cloaker lord achieves a hold, it is free 
  to use its whiplike tail to strike at another target while it 
  gnaws on an engulfed victim.  The cloaker lord can bite 
  an engulfed foe with a +4 attack bonus.  Attacks made on 
  an engulfing cloaker lord deal half their damage to the 
  monster and half to the trapped victim. 
   
  Dominate Cloakers (Ex): Cloaker lords have a 
  natural power of domination over ordinary cloakers, 
  allowing them to rule as the unquestioned leaders in 
  cloaker communities. 
   
  Shadow Shift (Su): Cloaker lords have the ability to 
  manipulate shadows.  This power is effective only in 
  shadowy areas and has several possible effects: 
   
  Obscure Vision:  The cloaker gains one-quarter 
  concealment for 1d4 rounds. 
   
  Dancing Images:  This duplicates the effect of a 
  mirror image spell cast by a 9
  th level sorcerer. 
   
  Silent Image:  This duplicates the effect of a 
  silent image spell cast by a 9
  th level sorcerer. 
   
  Plane Shift (Sp): Cloaker lords can travel to and 
  from the Plane of Shadow at will.  Once per day, they can 
  bring up to seven cloakers along with them on such a 
  journey, as the spell plane shift.  
   
  Alternate Form (Su): At will, a pseudo-natural 
  creature can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined by 
  the DM. All abilities remain the same despite the alien 
  appearance. Changing shape is a standard action. Other 
  creatures receive a -1 morale penalty to their attack rolls 
  against pseudo-natural creatures in this alternate form. 
   
  Spellcasting: Cloaker lords have the spellcasting 
  ability of 9
  th level wizards.  They are considered specialists 
  in spells of the shadow subschool.  Cloaker lords cast all 
  their spells with verbal components only: 
   
  Spells Prepared (4/6/6/5/4/2; base DC = 14 + spell 
  level): 0—[dancing lights, disrupt undead, ghost sound, 
  read magic]; 1
  st—[chill touch, magic missile (2), ray of 
  enfeeblement*, shield, sleep]; 2
  nd—[blindness/deafness, 
  blur*, darkness, Melf’s acid arrow, scare, spectral hand]; 
  3
  rd—[dispel magic, gaseous form*, haste, nondetection, 
  slow]; 4
  th—[enervation*, Evard’s black tentacles (2), 
  improved 
  invisibility]; 
  5
  th—[shadow 
  evocation*, 
  polymorph self]. *Shadow subschool bonus spell 
  Possessions: Ioun Stone of Resistance +2 
  APL 8 Encounters 
  Encounter Three 
  Bupo the Conclave Druid, M Human Drd 7/ToB 3: 
  CR 
  10; 
  Medium-size 
  Humanoid 
  (Human); 
  HD 
  7d8+3d8+10; hp 68; Init +1 (+1 Dex); Spd 20'; AC 14 (flat-
  footed 13, touch 11); SQ Animal Companion, Animal 
  Mastery, Blood Bond, Companion bonuses (Int 6, 
  Natural Armor +2), Empathic Link, Nature Sense, Resist 
  Nature’s Lure, Trackless Step, Woodland Stride, 
  Wildshape 3/day; AL LN; SV: SV: Fort +9, Ref +8, Will 
  +12; Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 10 
   
  Skills 
  and 
  Feats:  
  Animal 
  Empathy 
  +12, 
  Concentration +11, Handle Animal +10, Heal +5, Hide 
  +0, Intuit Direction +6, Jump +0, Knowledge (Nature) +5, 
  Listen +6, Spellcraft +5, Swim +6, Wilderness Lore +13; 
  Animal Defiance*, Iron Will, Lightning Reflexes, Plant 
  Defiance*, Skill Focus (Animal Empathy). 
   
  Empathic Link (Su):  The Tamer of Beasts gains an 
  empathic link that allows him to communicate 
  telepathically with his companions. 
   
  Blood Bond: The companions gain +2 bonus on all 
  attack rolls, checks, and saves after witnessing any threat 
  or harm to the tamer. 
   
  Possessions: Traveler’s outfit, hide armor, two Collars 
  of Resistance +3 (on dire toads) 
   
  Spells Prepared (6/5/4/4/3; base DC = 14 + spell 
  level) 0- [Cure Minor Wounds, Detect Magic, Detect 
  Poison, Flare, Guidance, Purify Food and Drink]; 1
  st [Cure 
  Light Wounds, Endure Elements, Entangle x2, Magic 
  Fang]; 2
  nd – [Barkskin, Charm Person or Animal, Flaming 
  Sphere, Heat Metal]; 3
  rd – [Cure Moderate Wounds, 
  Greater Magic Fang, Neutralize Poison, Summon 
  Nature's Ally III]; 4
  th – [Cure Serious Wounds, Dispel 
  Magic, Flame Strike] 
  * See Appendix One for description 
  Dire Toads (Advanced, 10 HD): Medium-size Magical 
  Beast; HD 10d8+20, HP 75; Init +1 (Dex); Spd: 20 ft.; AC: 18 (+1 
  
  Crimes of Heart 
  [Round Two] 
  Page 40 
   
  Dex, +6 natural); Attacks +6 ranged (tongue, 0 + poison), SA 
  Poison (Fort Save DC 14, initial and secondary damage 
  1d6 temporary Con); AL N; SV Fort +11, Ref +9, Will +6; Str 
  10, Dex 12, Con 16, Int 4, Wis 14, Cha 7. 
   
  Skills & Feats: Hide +18, Jump +11, Listen +11, Spot +13 
  Encounter Four 
  Brimble, Seeker Rogue, M Halfling Rog 7/Dngn 
  Dlvr1: CR 8; Small-size Humanoid (halfling); HD 
  7d6+1d6; hp 36; Init +5 (+5 Dex); Spd 20'; AC 19 (flat-
  footed 14, touch 16); Attacks +7 melee (masterwork short 
  sword, 1d6); SA Sneak attack +4d6; SQ: +1 on all saves, +2 
  morale bonus vs fear, +1 to hit with thrown weapons, 
  Danger Sense +2/+4, Evasion, Uncanny Dodge (Can’t be 
  flanked, retains Dex bonus to AC when flat-footed); AL 
  CN; SV Fort +3, Ref +13, Will +3; Str 10, Dex 20, Con 10, 
  Int 10, Wis 10, Cha 12 
   
  Skills and Feats:  Climb +11, Craft (Stoneworking) 
  +5, Decipher Script +3, Diplomacy +2, Disable Device 
  +10, Hide +13, Listen +7, Move Silently +11, Open Lock 
  +15, Pick Pocket +7, Search +10, Sense Motive +3, Spot 
  +8, Tumble +7, Use Magic Device +12; Alertness, Blind-
  Fight, Dodge 
   
  Danger Sense (Ex): This grants him a +2 insight 
  bonus on Reflex saves to avoid traps, a +2 dodge bonus to 
  AC against attacks from traps, and a +4 insight bonus to 
  Spot checks made to spot creatures at the beginning of an 
  encounter. 
   
  Possessions: Explorer’s outfit, masterwork short 
  sword, studded leather armor 
  Reighnaa, Seeker, Female Wood Elf Rgr 8: CR 8; 
  Medium-size Humanoid (elf); HD 8d10+16; hp 72; Init +5 
  (+5 Dex); Spd 30'; AC 18 (flat-footed 13, touch 15); 
  Attacks +13/+8 melee (Two weapon fighting, Hunting 
  Short Sword _+2*, 1d6+2) and +12 melee (masterwork 
  short sword, 1d6), or +14 melee (Hunting Short Sword 
  +2*, 1d6+1); SA Favored enemy (human +2, dwarf +1); 
  SQ: Immunity to sleep, Low-light vision, Save at +2 vs 
  enchantment spells; AL CN; SV Fort +8, Ref +7, Will +3; 
  Str 10, Dex 20, Con 14, Int 6, Wis 12, Cha 6 
   
  Skills and Feats:  Hide +5, Listen +9, Move Silently 
  +7, Search +6, Spot +9; Ambidexterity, Dodge, Track, 
  Two-Weapon Fighting, Weapon Finesse (short sword), 
  Weapon Focus (short sword) 
   
  Possessions: Explorer’s outfit, studded leather armor, 
  Hunting Short Sword +2*, masterwork short sword. 
   
  Spells Prepared (2; base DC = 10 + Spell Level): 1-
  [Entangle, Summon Nature’s Ally I] 
  * See Appendix One for description 
  Braga, Seeker Cleric, M Human (Oeridian) Clr 7/Dvn 
  Rcl 1: CR 8; Medium-size Humanoid (human); HD 
  7d8+1d6; hp 47; Init +0; Spd 20'; AC 15 (flat-footed 15, 
  touch 10); Attacks +5 melee (quarterstaff, 1d6); SA Turn 
  undead; SQ: Spontaneous casting; AL N; SV Fort +7, Ref 
  +4, Will +13; Str 10, Dex 10, Con 10, Int 16, Wis 18, Cha 
  10 
   
  Skills and Feats:  Concentration +6, Diplomacy +6, 
  Heal 
  +10, 
  Knowledge 
  (Arcana) 
  +6, 
  Knowledge 
  (Geography) +6, Knowledge (History) +6, Knowledge 
  (Law) +6, Knowledge (Nature) +6, Knowledge (Politics) 
  +6, Knowledge (Religion) +6, Knowledge (Planes) +6, 
  Knowledge (Undead) +5, Scry +17, Spellcraft +9; Great 
  Fortitude, Iron Will, Lightning Reflexes, Skill Focus 
  (Scry) 
   
  Possessions: Chainmail, explorer’s outfit, quarterstaff 
   
  Prepared Spells (6/5+1/4+1/4+1/3+1) 0 – [Cure 
  Minor Wounds, Detect Magic, Detect Poison, Guidance, 
  Read Magic, Resistance]; 1- [Cure Light Wounds, Detect 
  Chaos, Detect Evil, Detect Law, Detect Secret Doors*]; 2- 
  [Augury, Cure Moderate Wounds, Detect Thoughts*, 
  Find 
  Traps, 
  Hold 
  Person]; 
  3- 
  [Clairaudience/Clairvoyance*, Cure Serious Wounds, 
  Dispel Magic, Speak with Dead]; 4- [Cure Critical 
  Wounds, Divination*, Freedom of Movement, Greater 
  Magic Weapon] 
  * Domain spell. Domains:  Knowledge (All knowledge 
  skills are class skills, cast divinations at +1 caster level), 
  Magic (Use scrolls, wands and other devices with spell 
  completion or spell trigger activation as a wizard of one-
  half cleric level) 
  Encounter Five 
  Kro 
  Dreo, 
  Male 
  Human 
  (Suloise) 
  Clr 
  6 
  / 
  Doomdreamer 5: CR 11; Medium-size Humanoid 
  (Human); HD 6d8+5d8+3; hp 69; Init +0; Spd 20'; AC 17 
  (flat-footed 17, touch 10); Attacks +7/+2 melee 
  (morningstar); SA Chill Soul, Maddening Howl, Rebuke 
  undead; SQ: Dark Communion, Dark Lore Spontaneous 
  casting, Secrets (no payment for using Planar Ally spells, 
  1/week; Insanity score +2; Unnatural Vitality +3 hp); AL 
  NE; SV Fort +8, Ref +5, Will +13; Str 10, Dex 10, Con 10, 
  Int 24, Wis 15, Cha 10 
   
  Skills and Feats:  Alchemy +18, Concentration +14, 
  Diplomacy +9, Heal +7, Intimidate +5, Knowledge 
  (Arcana) +16, Knowledge (Religion) +16, Scry +17, 
  Spellcraft +21; Great Fortitude, Improved Unarmed 
  Strike, Iron Will, Lightning Reflexes, Spell Focus 
  (Necromancy) 
  
  Crimes of Heart 
  [Round Two] 
  Page 41 
   
   
  Possessions: Chainmail, 
  large 
  steel 
  shield, 
  morningstar, Headband of Intellect +4 
   
  Prepared Spells (6/6+1/5+1/5+1/3+1/2+1/1+1; DC 
  16 + Spell Level [+2 for Necromancy spells]) 0 – [Create 
  Water, Create Wine, Cure Minor Wounds, Detect Magic, 
  Detect Poison, Guidance, Inflict Minor Wounds, Light, 
  Mending, Purify Food and Drink, Read Magic, 
  Resistance, Virtue]; 1 – [Cause Fear, Command, Cure 
  Light Wounds x2, Inflict Light Wounds, Obscuring Mist, 
  Mage Armor*]; 2 – [Bull's Strength, Darkness, Hold 
  Person, Inflict Moderate Wounds, Magic Missile*, Fox's 
  Cunning]; 3 – [Blindness/Deafness, Dispel Magic, Magic 
  Vestment, Rage*, Bestow Curse, Inflict Serious Wounds]; 
  4 – [Confusion*, Inflict Critical Wounds, Lesser Planar 
  Ally, Freedom of Movement]; 5 – [Slay Living, Wall of 
  Force*, Flame Strike]; 6 – [Blade Barrier, Repulsion*] 
  * Domain Spell. Domains:  Force (Once per day, re-roll 
  any damage roll and take the better of the two rolls), 
  Madness (Gain Insanity Score equal to half your class 
  level [cleric + prestige]. For spellcasting (bonus spells and 
  DC), add this score to your wisdom score and use the 
  result in place of Wisdom alone. For all other purposes, 
  such as skill checks and saving throws, subtract this score 
  from your Wisdom score and use the result in place of 
  Wisdom alone) Insanity score: 7 
   
  Dark Lore (Su): Once per day, the doomdreamer 
  can, as a standard action, look at one intelligent creature 
  and learn some secret. Speaking that dark secret, the 
  target creature must make a Will save (DC 15 + 
  doomdreamer levels) or react as stunned for 1d3 rounds. 
   
  Chill Soul (Su): The doomdreamer can make a 
  touch attack against a living creature and inflict 3d8 
  points of damage by chilling their soul. This can be used 
  in conjunction with an inflict wounds spell. Usable once 
  per day. 
   
  Maddening Howl: The doomdreamer can give a 
  howl that affects all living creatures within 50 feet. Those 
  in the area must make Will saves (DC 15 + doomdreamer 
  levels). Failure means that the victim stands still (treat as 
  dazed) for 1 round, his mind reeling with insane 
  thoughts. Usable once per day. 
  Encounter Ten 
  Pseudonatural Shadow Mastiff (4): CR 6; Medium-Size 
  Outsider (Evil); HD 4d8+12; hp 33; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 50 ft.; AC 14 (+1 Dex, +3 
  natural); Atk Bite +7 melee (1d6+4); Face/Reach: 5 ft. by 5 
  ft./5 ft.; SA: Bay, trip, True Strike 1/day; SQ: Shadow 
  blend, scent, electricity and acid resistance 10, DR 5/+1, 
  SR 8, alternate form; AL: NE; SV: Fort +7, Ref +5, Will +5; 
  Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13. 
   
  Alternate Form (Su): At will, a pseudo-natural 
  creature can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined by 
  the DM. All abilities remain the same despite the alien 
  appearance. Changing shape is a standard action. Other 
  creatures receive a -1 morale penalty to their attack rolls 
  against pseudo-natural creatures in this alternate form. 
  Skills and Feats: Listen +8, Spot +8, Wilderness Lore +7*; 
  Dodge, Improved Initiative. 
  Encounter Eleven 
  Qodvoldeus, Pseudonatural Cloaker Lord: CR 9; Huge 
  Aberration; HD 9d8+45; hp 88; Init +5 (Dex, Improved 
  Init.); Spd 10ft., Fly 50 ft. (average); AC 17 (touch 9, flat-
  footed 16) [-2 size, +1 Dex, +8 natural]; Atk +12 melee 
  (2d6+8, tail snap) and +7 melee (2d4+4, bite); Face/Reach 
  15 ft. by 15 ft./10 ft. (5 ft. with bite); SA moan, engulf, 
  spellcasting, dominate cloakers, True Strike 1/day; SQ 
  shadow shift, plane shift; SR 18, alternate form; AL CN; 
  SV Fort +11, Ref +9, Will +12; Str 26, Dex 13, Con 20, Int 
  18, Wis 17, Cha 15. 
   
  Skills and Feats: Hide +3, Knowledge (arcana) +13, 
  Move Silently +10, Spellcraft +13, Spot +12; Blind-Fight, 
  Combat 
  Reflexes, 
  Expertise, 
  Improved 
  Initiative, 
  Lightning Reflexes. 
   
  Moan (Ex): As a free action, a cloaker lord can emit a 
  dangerous subsonic moan at will, as long as it does not 
  use its bite attack in the same round.  By varying the 
  frequency and intensity of the moan, a cloaker lord can 
  create one of four different effects: 
   
  Unnerve:  All within 90 feet of the cloaker lord 
  suffer a –2 morale penalty on attack and damage 
  rolls.  Those forced to hear this sound for 6 
  consecutive rounds must make a Will save (DC 16) 
  or enter a trance and become unable to attack or 
  defend themselves until the moaning stops.  
  Opponents who successfully save must repeat the 
  save next round if the moaning continues. 
   
  Fear:  All within 40 feet of the cloaker lord must 
  make a Will save (DC 16) or flee in terror for two 
  rounds. 
   
  Nausea:  Everyone in a 40 foot cone must make 
  a Fort save (DC 16) or become overcome with nausea 
  and weakness.  Affected characters fall to the ground 
  and are unable to take any actions, including 
  defending themselves, for 1d4+1 rounds. 
   
  Stupor:  A single individual no more than 50 
  feet from the cloaker lord must make a Fort save (DC 
  16) or be affected as by a hold monster spell for 6 
  rounds.  A cloaker lord can affect only one victim at a 
  
  Crimes of Heart 
  [Round Two] 
  Page 42 
   
  time with this ability, so if it decides to affect one 
  character while another is still under the effect of 
  the stupor, the previous effect is cancelled. 
   
  Engulf (Ex): A cloaker lord can try to wrap a foe of 
  Large size or smaller in its body.  The cloaker lord makes 
  a grapple attack that does not provoke an attack of 
  opportunity.  If the cloaker lord achieves a hold, it is free 
  to use its whiplike tail to strike at another target while it 
  gnaws on an engulfed victim.  The cloaker lord can bite 
  an engulfed foe with a +4 attack bonus.  Attacks made on 
  an engulfing cloaker lord deal half their damage to the 
  monster and half to the trapped victim. 
   
  Dominate Cloakers (Ex): Cloaker lords have a 
  natural power of domination over ordinary cloakers, 
  allowing them to rule as the unquestioned leaders in 
  cloaker communities. 
   
  Shadow Shift (Su): Cloaker lords have the ability to 
  manipulate shadows.  This power is effective only in 
  shadowy areas and has several possible effects: 
   
  Obscure Vision:  The cloaker gains one-quarter 
  concealment for 1d4 rounds. 
   
  Dancing Images:  This duplicates the effect of a 
  mirror image spell cast by a 9
  th level sorcerer. 
   
  Silent Image:  This duplicates the effect of a 
  silent image spell cast by a 9
  th level sorcerer. 
   
  Plane Shift (Sp): Cloaker lords can travel to and 
  from the Plane of Shadow at will.  Once per day, they can 
  bring up to seven cloakers along with them on such a 
  journey, as the spell plane shift.  
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined by 
  the DM. All abilities remain the same despite the alien 
  appearance. Changing shape is a standard action. Other 
  creatures receive a -1 morale penalty to their attack rolls 
  against pseudonatural creatures in this alternate form. 
   
  Spellcasting: Cloaker lords have the spellcasting 
  ability of 9
  th level wizards.  They are considered specialists 
  in spells of the shadow subschool.  Cloaker lords cast all 
  their spells with verbal components only: 
   
  Spells Prepared (4/6/6/5/4/2; base DC = 14 + spell 
  level): 0—[dancing lights, disrupt undead, ghost sound, 
  read magic]; 1
  st—[chill touch, magic missile (2), ray of 
  enfeeblement*, shield, sleep]; 2
  nd—[blindness/deafness, 
  blur*, darkness, Melf’s acid arrow, scare, spectral hand]; 
  3
  rd—[dispel magic, gaseous form*, haste, nondetection, 
  slow]; 4
  th—[enervation*, Evard’s black tentacles (2), 
  improved 
  invisibility]; 
  5
  th—[shadow 
  evocation*, 
  polymorph self]. *Shadow subschool bonus spell 
  Possessions: Ioun Stone of Resistance +3 
  Pseudonatural Cloaker Lord (1): CR 9; Huge 
  Aberration; HD 9d8+45; hp 88; Init +5 (Dex, Improved 
  Init.); Spd 10ft., Fly 50 ft. (average); AC 17 (touch 9, flat-
  footed 16) [-2 size, +1 Dex, +8 natural]; Atk +12 melee 
  (2d6+8, tail snap) and +7 melee (2d4+4, bite); Face/Reach 
  15 ft. by 15 ft./10 ft. (5 ft. with bite); SA moan, engulf, 
  spellcasting, dominate cloakers, True Strike 1/day; SQ 
  shadow shift, plane shift; SR 18; electricity and acid 
  resistance 15, DR 5/+2, alternate form; AL CN; SV Fort 
  +8, Ref +6, Will +9; Str 26, Dex 13, Con 20, Int 18, Wis 17, 
  Cha 15. 
   
  Skills and Feats: Hide +3, Knowledge (arcana) +13, 
  Move Silently +10, Spellcraft +13, Spot +12; Blind-Fight, 
  Combat 
  Reflexes, 
  Expertise, 
  Improved 
  Initiative, 
  Lightning Reflexes. 
   
  Moan (Ex): As a free action, a cloaker lord can emit a 
  dangerous subsonic moan at will, as long as it does not 
  use its bite attack in the same round.  By varying the 
  frequency and intensity of the moan, a cloaker lord can 
  create one of four different effects: 
   
  Unnerve:  All within 90 feet of the cloaker lord 
  suffer a –2 morale penalty on attack and damage 
  rolls.  Those forced to hear this sound for 6 
  consecutive rounds must make a Will save (DC 16) 
  or enter a trance and become unable to attack or 
  defend themselves until the moaning stops.  
  Opponents who successfully save must repeat the 
  save next round if the moaning continues. 
   
  Fear:  All within 40 feet of the cloaker lord must 
  make a Will save (DC 16) or flee in terror for two 
  rounds. 
   
  Nausea:  Everyone in a 40 foot cone must make 
  a Fort save (DC 16) or become overcome with nausea 
  and weakness.  Affected characters fall to the ground 
  and are unable to take any actions, including 
  defending themselves, for 1d4+1 rounds. 
   
  Stupor:  A single individual no more than 50 
  feet from the cloaker lord must make a Fort save (DC 
  16) or be affected as by a hold monster spell for 6 
  rounds.  A cloaker lord can affect only one victim at a 
  time with this ability, so if it decides to affect one 
  character while another is still under the effect of 
  the stupor, the previous effect is cancelled. 
   
  Engulf (Ex): A cloaker lord can try to wrap a foe of 
  Large size or smaller in its body.  The cloaker lord makes 
  a grapple attack that does not provoke an attack of 
  opportunity.  If the cloaker lord achieves a hold, it is free 
  to use its whiplike tail to strike at another target while it 
  gnaws on an engulfed victim.  The cloaker lord can bite 
  an engulfed foe with a +4 attack bonus.  Attacks made on 
  an engulfing cloaker lord deal half their damage to the 
  monster and half to the trapped victim. 
   
  Dominate Cloakers (Ex): Cloaker lords have a 
  natural power of domination over ordinary cloakers, 
  
  Crimes of Heart 
  [Round Two] 
  Page 43 
   
  allowing them to rule as the unquestioned leaders in 
  cloaker communities. 
   
  Shadow Shift (Su): Cloaker lords have the ability to 
  manipulate shadows.  This power is effective only in 
  shadowy areas and has several possible effects: 
   
  Obscure Vision:  The cloaker gains one-quarter 
  concealment for 1d4 rounds. 
   
  Dancing Images:  This duplicates the effect of a 
  mirror image spell cast by a 9
  th level sorcerer. 
   
  Silent Image:  This duplicates the effect of a 
  silent image spell cast by a 9
  th level sorcerer. 
   
  Plane Shift (Sp): Cloaker lords can travel to and 
  from the Plane of Shadow at will.  Once per day, they can 
  bring up to seven cloakers along with them on such a 
  journey, as the spell plane shift.  
   
  Alternate Form (Su): At will, a pseudo-natural 
  creature can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined by 
  the DM. All abilities remain the same despite the alien 
  appearance. Changing shape is a standard action. Other 
  creatures receive a -1 morale penalty to their attack rolls 
  against pseudo-natural creatures in this alternate form. 
   
  Spellcasting: Cloaker lords have the spellcasting 
  ability of 9
  th level wizards.  They are considered specialists 
  in spells of the shadow subschool.  Cloaker lords cast all 
  their spells with verbal components only: 
   
  Spells Prepared (4/6/6/5/4/2; base DC = 14 + spell 
  level): 0—[dancing lights, disrupt undead, ghost sound, 
  read magic]; 1
  st—[chill touch, magic missile (2), ray of 
  enfeeblement*, shield, sleep]; 2
  nd—[blindness/deafness, 
  blur*, darkness, Melf’s acid arrow, scare, spectral hand]; 
  3
  rd—[dispel magic, gaseous form*, haste, nondetection, 
  slow]; 4
  th—[enervation*, Evard’s black tentacles (2), 
  improved 
  invisibility]; 
  5
  th—[shadow 
  evocation*, 
  transmute rock to mud]. *Shadow subschool bonus spell 
  APL 10 Encounters 
  Encounter Three 
  Bupo the Conclave Druid, Male Human Druid 7/ToB 
  5: CR 12; Medium-size Humanoid (Human); HD 
  7d8+5d8+12; hp 81; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 20'; AC 14 (flat-footed 13, touch 11); SQ 
  Animal Companion, Animal Mastery, Animal Senses 
  (hearing, smell), Beast Mastery, Blood Bond, Companion 
  bonuses (Int 8, Natural Armor +2), Empathic Link, 
  Nature Sense, Resist Nature’s Lure, Speak with Master, 
  Trackless Step, Woodland Stride, Wildshape 3/day; AL 
  LN; SV Fort +10, Ref +9, Will +12; Str 12, Dex 12, Con 12, 
  Int 12, Wis 19, Cha 10. 
   
  Skills 
  and 
  Feats:  
  Animal 
  Empathy 
  +12, 
  Concentration +11, Handle Animal +10, Heal +5, Hide 
  +0, Intuit Direction +6, Jump +0, Knowledge (Nature) +5, 
  Listen +6, Spellcraft +5, Swim +6, Wilderness Lore +13; 
  Animal Defiance*, Improved Initiative, Iron Will, 
  Lightning Reflexes, Plant Defiance*, Skill Focus (Animal 
  Empathy) 
   
  Empathic Link (Su):  The Tamer of Beasts gains an 
  empathic link that allows him to communicate 
  telepathically with his companions. 
   
  Blood Bond: The companions gain +2 bonus on all 
  attack rolls, checks, and saves after witnessing any threat 
  or harm to the tamer. 
   
  Animal Senses (Su): The Tamer of Beasts can hear 
  through any designated companion’s ears or smell 
  through its nose. 
   
  Speak with Master (Ex): The Tamer of Beasts gains 
  the ability to communicate with his companions in a 
  language of their own. 
   
  Possessions: Traveler’s outfit, hide armor, three 
  Collars of Resistance +4 (on dire toads) 
   
  Spells Prepared (6/5/5/4/3/1; base DC = 14 + spell 
  level) 0- [Cure Minor Wounds, Detect Magic, Detect 
  Poison, Flare, Guidance, Purify Food and Drink]; 1
  st [Cure 
  Light Wounds, Endure Elements, Entangle x2, Magic 
  Fang]; 2
  nd – [Barkskin, Charm Person or Animal, Flaming 
  Sphere, Heat Metal, Warp Wood]; 3
  rd – [Cure Moderate 
  Wounds, Greater Magic Fang, Neutralize Poison, 
  Summon Nature's Ally III]; 4
  th – [Cure Serious Wounds, 
  Dispel Magic, Flame Strike]; 5
  th – [Animal Growth] 
  * See Appendix One for description 
  Dire Toads (Advanced, 8 HD): Medium-size Magical 
  Beast; HD 8d8+16, HP 60; Init +1 (Dex); Spd: 20 ft.; AC: 16 (+1 
  Dex, +4 natural); Attacks +5 ranged (tongue, 0 + poison), SA 
  Poison (Fort Save DC 14, initial and secondary damage 
  1d6 temporary Con); AL N; SV Fort +11, Ref +9, Will +6; Str 
  10, Dex 12, Con 16, Int 4, Wis 14, Cha 7. 
   
  Skills & Feats: Hide +18, Jump +11, Listen +11, Spot +13 
  Encounter Four 
  Brimble, Seeker, Male Halfling Rog 7 / Dngn Dlvr 3: 
  CR 10; Small-size Humanoid (halfling); HD 7d6+3d6; hp 
  45; Init +9 (+5 Dex, +4 Improved Initiative); Spd 20'; AC 
  19 (flat-footed 14, touch 16); Attacks +9/+4 melee 
  (masterwork short sword, 1d6); SA Sneak attack +4d6; SQ 
  +1 on all saves, +2 morale bonus vs fear, +1 to hit with 
  thrown weapons, Blindsight (20’), Danger Sense +2/+4, 
  Evasion, Stonecunning, Uncanny Dodge (Can’t be 
  flanked, retain Dex bonus to AC when flat-footed); AL 
  CN; SV Fort +4, Ref +14, Will +4; Str 10, Dex 20, Con 10, 
  Int 10, Wis 10, Cha 12 
  
  Crimes of Heart 
  [Round Two] 
  Page 44 
   
   
  Skills and Feats:  Climb +12, Craft (Stoneworking) 
  +5, Decipher Script +3, Diplomacy +2, Disable Device 
  +10, Hide +14, Listen +7, Move Silently +12, Open Lock 
  +15, Pick Pocket +8, Search +13, Sense Motive +3, Spot 
  +8, Swim +3, Tumble +18, Use Magic Device +14; 
  Alertness, Blind-Fight, Dodge, Improved Initiative 
   
  Danger Sense (Ex): This grants him a +2 insight 
  bonus on Reflex saves to avoid traps, a +2 dodge bonus to 
  AC against attacks from traps, and a +4 insight bonus to 
  Spot checks made to spot creatures at the beginning of an 
  encounter. 
   
  Blindsight (Ex): This enhances spatial sense enables 
  him to maneuver and fight as well as he can under 
  normal conditions, regardless of the ambient lighting. 
  Invisibility is irrelevant, though the character cannot see 
  ethereal creatures. Blindsight does not replace normal 
  vision. Activating the ability is a standard action, and the 
  effects last for 10 minutes. 
   
  Possessions: Explorer's outfit, masterwork short 
  sword, masterwork studded leather armor 
  Reighnaa, Seeker, Female Wood Elf Rng10: CR 10; 
  Medium-size Humanoid (elf); HD 10d10+20; hp 90; Init 
  +5 (+5 Dex); Spd 30'; AC 18 (flat-footed 13, touch 15); 
  Attacks +11/+6 melee (Two weapon fighting, Sylvan 
  Scimitar, 1d6+1d6+3) and +15 melee (masterwork short 
  sword, 1d6), or +13 melee (Sylvan Scimitar, 1d6+3); SA 
  Favored enemy (human +3, dwarf +2, half-orc +1); SQ: 
  Immunity to sleep, Low-light vision, Save at +2 vs 
  enchantment spells; AL CN; SV: Fort +9, Ref +8, Will +4; 
  Str 10, Dex 20, Con 14, Int 6, Wis 12, Cha 6 
   
  Skills and Feats:  Hide +6, Listen +9, Move Silently 
  +9, Search +9, Spot +9; Ambidexterity, Cleave (granted by 
  Sylvan Scimitar), Dodge, Mobility, Track, Two-Weapon 
  Fighting, Weapon Finesse (short sword), Weapon Focus 
  (short sword) 
   
  Possessions: Explorer’s outfit, masterwork studded 
  leather armor, masterwork short sword, Sylvan Scimitar 
   
  Spells Prepared (2/1; base DC = 11 + Spell Level): 1-
  [Entangle, Summon Nature’s Ally I]; 2 – [Cure Light 
  Wounds] 
  Braga, Seeker Cleric, M Human (Oeridian) Clr 7 / Div 
  Rcl 3: CR 10; Medium-size Humanoid (human); HD 
  7d8+3d6; hp 55; Init +0; Spd 20'; AC 15 (flat-footed 15, 
  touch 10); Attacks +7/+2 melee (masterwork quarterstaff, 
  1d6); SA Turn undead; SQ: Divination enhancement, 
  prescient sense, spontaneous casting; AL N; SV Fort +8, 
  Ref +5, Will +14; Str 10, Dex 10, Con 10, Int 16, Wis 18, 
  Cha 10 
   
  Skills and Feats:  Concentration +13, Diplomacy +6, 
  Heal +12, Intimidate +5, Knowledge (Arcana) +6, 
  Knowledge (Geography) +6, Knowledge (History) +6, 
  Knowledge 
  (Law) 
  +6, 
  Knowledge 
  (Nature) 
  +6, 
  Knowledge (Politics) +6, Knowledge (Religion) +6, 
  Knowledge (Planes) +6, Knowledge (Undead) +5, Scry 
  +17, Spellcraft +13; Eyes in the Back of your Head*, Great 
  Fortitude, Iron Will, Lightning Reflexes, Skill Focus 
  (Scry) 
  * See Appendix One for description 
   
  Possessions: Explorer’s outfit, chainmail masterwork 
  quarterstaff 
   
  Spells Prepared: (6/5+1/6+1/4+1/4+1/2+1; Base DC 
  14 + Spell Level) 0 – [Cure Minor Wounds, Detect Magic, 
  Detect Poison, Guidance, Read Magic, Resistance]; 1- 
  [Cure Light Wounds x2, Detect Chaos, Detect Evil, 
  Detect Secret Doors**, Summon Monster I]; 2 – [Bull's 
  Strength, Cure Moderate Wounds, Detect Thoughts**, 
  Hold Person, Identify, Lesser Restoration, Zone of 
  Truth]; 3- [Clairaudience/Clairvoyance**, Cure Serious 
  Wounds, Dispel Magic x2]; 4 – [Cure Critical Wounds x2, 
  Divination**; Freedom of Movement, Greater Magic 
  Weapon]; 5 – [Flame Strike, Raise Dead, True Seeing**] 
  ** Domain spell. Domains:  Knowledge (All knowledge 
  skills are class skills, cast divinations at +1 caster level), 
  Magic (Use scrolls, wands and other devices with spell 
  completion or spell trigger activation as a wizard of one-
  half cleric level) 
   
  Scry Bonus (Su): A divine oracle has a +2 sacred 
  bonus to all Scry checks. 
   
  Prescient Sense: If a divine oracle makes a 
  successful Reflex saving throw against an attack that 
  normally inflicts half damage on a successful save, he 
  instead suffers no damage. 
   
  Divination Enhancement: A divine oracle adds his 
  divine oracle level to his percentage chance of success 
  when using divination spells such as augury or 
  divination.  
  Encounter Five 
  Kro 
  Dreo, 
  Male 
  Human 
  (Suloise) 
  Clr 
  8 
  / 
  Doomdreamer 5: CR 13; Medium-size Humanoid 
  (human); HD 8d8+5d8+3; hp 81; Init +0; Spd 20'; AC 17 
  (flat-footed 17, touch 10); Attacks +9/+4 melee 
  (morningstar, 1d8); SA Chill Soul, Maddening Howl, 
  Rebuke undead; SQ: Dark Communion, Dark Lore 
  Spontaneous casting, Secrets (no payment for using 
  Planar Ally spells, 1/week; Insanity score +2; Unnatural 
  
  Crimes of Heart 
  [Round Two] 
  Page 45 
   
  Vitality +3 hp); AL NE; SV Fort +9, Ref +5, Will +15; Str 
  10, Dex 10, Con 10, Int 22, Wis 17, Cha 10 
   
  Skills and Feats:  Alchemy +19, Concentration +16, 
  Diplomacy +16, Heal +13, Intimidate +14, Knowledge 
  (Arcana) +16, Knowledge (Religion) +16, Scry +9, 
  Spellcraft +23; Great Fortitude, Improved Unarmed 
  Strike, Iron Will, Lightning Reflexes, Spell Focus 
  (Necromancy) 
   
  Prepared Spells (6/6+1/6+1/5+1/4+1/3+1/2+1/1+1; 
  DC 17 + Spell Level [+2 for Necromancy spells]) 0 – 
  [Create Water, Create Wine, Cure Minor Wounds, 
  Detect Magic, Detect Poison, Guidance, Inflict Minor 
  Wounds, Light, Mending, Purify Food and Drink, Read 
  Magic, Resistance, Virtue]; 1 – [Cause Fear, Command, 
  Cure Light Wounds x2, Inflict Light Wounds, Obscuring 
  Mist, Mage Armor*]; 2 – [Bull's Strength, Darkness, Hold 
  Person, Inflict Moderate Wounds, Magic Missile*, Fox's 
  Cunning, Spiritual Weapon]; 3 – [Blindness/Deafness, 
  Dispel Magic, Magic Vestment, Rage*, Bestow Curse, 
  Inflict Serious Wounds]; 4 – [Poison, Confusion†, Inflict 
  Critical Wounds, Lesser Planar Ally, Freedom of 
  Movement]; 5 – [Slay Living, Wall of Force*, Flame 
  Strike, Dispel Good]; 6 – [Blade Barrier, Repulsion*, 
  Word of Recall]; 7 – [Destruction, Insanity*] 
  * Domain Spell. Domains:  Force (Once per day, re-roll 
  any damage roll and take the better of the two rolls), 
  Madness (Gain Insanity Score equal to half your class 
  level [cleric + prestige]. For spellcasting (bonus spells and 
  DC), add this score to your wisdom score and use the 
  result in place of Wisdom alone. For all other purposes, 
  such as skill checks and saving throws, subtract this score 
  from your Wisdom score and use the result in place of 
  Wisdom alone) Insanity score: 8 
   
  Possessions: Headband of Intellect +4, morningstar, 
  masterwork chainmail, masterwork large steel shield 
   
  Dark Lore (Su): Once per day, the doomdreamer 
  can, as a standard action, look at one intelligent creature 
  and learn some secret. Speaking that dark secret, the 
  target creature must make a Will save (DC 15 + 
  doomdreamer levels) or react as stunned for 1d3 rounds. 
   
  Chill Soul (Su): The doomdreamer can make a 
  touch attack against a living creature and inflict 3d8 
  points of damage by chilling their soul. This can be used 
  in conjunction with an inflict wounds spell. Usable once 
  per day. 
   
  Maddening Howl: The doomdreamer can give a 
  howl that affects all living creatures within 50 feet. Those 
  in the area must make Will saves (DC 15 + doomdreamer 
  levels). Failure means that the victim stands still (treat as 
  dazed) for 1 round, his mind reeling with insane 
  thoughts. Usable once per day. 
  Encounter Eleven 
  Qodvoldeus, Pseudonatural Cloaker Lord: CR 9; Huge 
  Aberration; HD 9d8+45; hp 88; Init +5 (Dex, Improved 
  Init.); Spd 10ft., Fly 50 ft. (average); AC 17 (touch 9, flat-
  footed 16) [-2 size, +1 Dex, +8 natural]; Atk +12 melee 
  (2d6+8, tail snap) and +7 melee (2d4+4, bite); Face/Reach 
  15 ft. by 15 ft./10 ft. (5 ft. with bite); SA moan, engulf, 
  spellcasting, dominate cloakers, True Strike 1/day; SQ 
  shadow shift, plane shift; SR 18, alternate form; AL CN; 
  SV Fort +12, Ref +10, Will +13; Str 26, Dex 13, Con 20, Int 
  18, Wis 17, Cha 15. 
   
  Skills and Feats: Hide +3, Knowledge (arcana) +13, 
  Move Silently +10, Spellcraft +13, Spot +12; Blind-Fight, 
  Combat 
  Reflexes, 
  Expertise, 
  Improved 
  Initiative, 
  Lightning Reflexes. 
   
  Moan (Ex): As a free action, a cloaker lord can emit a 
  dangerous subsonic moan at will, as long as it does not 
  use its bite attack in the same round.  By varying the 
  frequency and intensity of the moan, a cloaker lord can 
  create one of four different effects: 
   
  Unnerve:  All within 90 feet of the cloaker lord 
  suffer a –2 morale penalty on attack and damage 
  rolls.  Those forced to hear this sound for 6 
  consecutive rounds must make a Will save (DC 16) 
  or enter a trance and become unable to attack or 
  defend themselves until the moaning stops.  
  Opponents who successfully save must repeat the 
  save next round if the moaning continues. 
   
  Fear:  All within 40 feet of the cloaker lord must 
  make a Will save (DC 16) or flee in terror for two 
  rounds. 
   
  Nausea:  Everyone in a 40 foot cone must make 
  a Fort save (DC 16) or become overcome with nausea 
  and weakness.  Affected characters fall to the ground 
  and are unable to take any actions, including 
  defending themselves, for 1d4+1 rounds. 
   
  Stupor:  A single individual no more than 50 
  feet from the cloaker lord must make a Fort save (DC 
  16) or be affected as by a hold monster spell for 6 
  rounds.  A cloaker lord can affect only one victim at a 
  time with this ability, so if it decides to affect one 
  character while another is still under the effect of 
  the stupor, the previous effect is cancelled. 
   
  Engulf (Ex): A cloaker lord can try to wrap a foe of 
  Large size or smaller in its body.  The cloaker lord makes 
  a grapple attack that does not provoke an attack of 
  opportunity.  If the cloaker lord achieves a hold, it is free 
  to use its whiplike tail to strike at another target while it 
  gnaws on an engulfed victim.  The cloaker lord can bite 
  an engulfed foe with a +4 attack bonus.  Attacks made on 
  
  Crimes of Heart 
  [Round Two] 
  Page 46 
   
  an engulfing cloaker lord deal half their damage to the 
  monster and half to the trapped victim. 
   
  Dominate Cloakers (Ex): Cloaker lords have a 
  natural power of domination over ordinary cloakers, 
  allowing them to rule as the unquestioned leaders in 
  cloaker communities. 
   
  Shadow Shift (Su): Cloaker lords have the ability to 
  manipulate shadows.  This power is effective only in 
  shadowy areas and has several possible effects: 
   
  Obscure Vision:  The cloaker gains one-quarter 
  concealment for 1d4 rounds. 
   
  Dancing Images:  This duplicates the effect of a 
  mirror image spell cast by a 9
  th level sorcerer. 
   
  Silent Image:  This duplicates the effect of a 
  silent image spell cast by a 9
  th level sorcerer. 
   
  Plane Shift (Sp): Cloaker lords can travel to and 
  from the Plane of Shadow at will.  Once per day, they can 
  bring up to seven cloakers along with them on such a 
  journey, as the spell plane shift.  
   
  Alternate Form (Su): At will, a pseudo-natural 
  creature can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined by 
  the DM. All abilities remain the same despite the alien 
  appearance. Changing shape is a standard action. Other 
  creatures receive a -1 morale penalty to their attack rolls 
  against pseudo-natural creatures in this alternate form. 
   
  Spellcasting: Cloaker lords have the spellcasting 
  ability of 9
  th level wizards.  They are considered specialists 
  in spells of the shadow subschool.  Cloaker lords cast all 
  their spells with verbal components only: 
   
  Spells Prepared (4/6/6/5/4/2; base DC = 14 + spell 
  level): 0—[dancing lights, disrupt undead, ghost sound, 
  read magic]; 1
  st—[chill touch, magic missile (2), ray of 
  enfeeblement*, shield, sleep]; 2
  nd—[blindness/deafness, 
  blur*, darkness, Melf’s acid arrow, scare, spectral hand]; 
  3
  rd—[dispel magic, gaseous form*, haste, nondetection, 
  slow]; 4
  th—[enervation*, Evard’s black tentacles (2), 
  improved 
  invisibility]; 
  5
  th—[shadow 
  evocation*, 
  polymorph self]. *Shadow subschool bonus spell 
  Possessions: Ioun Stone of Resistance +4 
  Pseudonatural Cloaker Lord (3): CR 9; Huge 
  Aberration; HD 9d8+45; hp 88; Init +5 (Dex, Improved 
  Init.); Spd 10ft., Fly 50 ft. (average); AC 17 (touch 9, flat-
  footed 16) [-2 size, +1 Dex, +8 natural]; Atk +12 melee 
  (2d6+8, tail snap) and +7 melee (2d4+4, bite); Face/Reach 
  15 ft. by 15 ft./10 ft. (5 ft. with bite); SA moan, engulf, 
  spellcasting, dominate cloakers, True Strike 1/day; SQ 
  shadow shift, plane shift; SR 18; electricity and acid 
  resistance 15, DR 5/+2, alternate form; AL CN; SV Fort 
  +8, Ref +6, Will +9; Str 26, Dex 13, Con 20, Int 18, Wis 17, 
  Cha 15. 
   
  Skills and Feats: Hide +3, Knowledge (arcana) +13, 
  Move Silently +10, Spellcraft +13, Spot +12; Blind-Fight, 
  Combat 
  Reflexes, 
  Expertise, 
  Improved 
  Initiative, 
  Lightning Reflexes. 
   
  Moan (Ex): As a free action, a cloaker lord can emit a 
  dangerous subsonic moan at will, as long as it does not 
  use its bite attack in the same round.  By varying the 
  frequency and intensity of the moan, a cloaker lord can 
  create one of four different effects: 
   
  Unnerve:  All within 90 feet of the cloaker lord 
  suffer a –2 morale penalty on attack and damage 
  rolls.  Those forced to hear this sound for 6 
  consecutive rounds must make a Will save (DC 16) 
  or enter a trance and become unable to attack or 
  defend themselves until the moaning stops.  
  Opponents who successfully save must repeat the 
  save next round if the moaning continues. 
   
  Fear:  All within 40 feet of the cloaker lord must 
  make a Will save (DC 16) or flee in terror for two 
  rounds. 
   
  Nausea:  Everyone in a 40 foot cone must make 
  a Fort save (DC 16) or become overcome with nausea 
  and weakness.  Affected characters fall to the ground 
  and are unable to take any actions, including 
  defending themselves, for 1d4+1 rounds. 
   
  Stupor:  A single individual no more than 50 
  feet from the cloaker lord must make a Fort save (DC 
  16) or be affected as by a hold monster spell for 6 
  rounds.  A cloaker lord can affect only one victim at a 
  time with this ability, so if it decides to affect one 
  character while another is still under the effect of 
  the stupor, the previous effect is cancelled. 
   
  Engulf (Ex): A cloaker lord can try to wrap a foe of 
  Large size or smaller in its body.  The cloaker lord makes 
  a grapple attack that does not provoke an attack of 
  opportunity.  If the cloaker lord achieves a hold, it is free 
  to use its whiplike tail to strike at another target while it 
  gnaws on an engulfed victim.  The cloaker lord can bite 
  an engulfed foe with a +4 attack bonus.  Attacks made on 
  an engulfing cloaker lord deal half their damage to the 
  monster and half to the trapped victim. 
   
  Dominate Cloakers (Ex): Cloaker lords have a 
  natural power of domination over ordinary cloakers, 
  allowing them to rule as the unquestioned leaders in 
  cloaker communities. 
   
  Shadow Shift (Su): Cloaker lords have the ability to 
  manipulate shadows.  This power is effective only in 
  shadowy areas and has several possible effects: 
   
  Obscure Vision:  The cloaker gains one-quarter 
  concealment for 1d4 rounds. 
   
  Dancing Images:  This duplicates the effect of a 
  mirror image spell cast by a 9
  th level sorcerer. 
  
  Crimes of Heart 
  [Round Two] 
  Page 47 
   
   
  Silent Image:  This duplicates the effect of a 
  silent image spell cast by a 9
  th level sorcerer. 
   
  Plane Shift (Sp): Cloaker lords can travel to and 
  from the Plane of Shadow at will.  Once per day, they can 
  bring up to seven cloakers along with them on such a 
  journey, as the spell plane shift.  
   
  Alternate Form (Su): At will, a pseudo-natural 
  creature can take the form of a grotesque tentacled mass 
  or another appropriately gruesome form determined by 
  the DM. All abilities remain the same despite the alien 
  appearance. Changing shape is a standard action. Other 
  creatures receive a -1 morale penalty to their attack rolls 
  against pseudo-natural creatures in this alternate form. 
   
  Spellcasting: Cloaker lords have the spellcasting 
  ability of 9
  th level wizards.  They are considered specialists 
  in spells of the shadow subschool.  Cloaker lords cast all 
  their spells with verbal components only: 
   
  Spells Prepared (4/6/6/5/4/2; base DC = 14 + spell 
  level): 0—[dancing lights, disrupt undead, ghost sound, 
  read magic]; 1
  st—[chill touch, magic missile (2), ray of 
  enfeeblement*, shield, sleep]; 2
  nd—[blindness/deafness, 
  blur*, darkness, Melf’s acid arrow, scare, spectral hand]; 
  3
  rd—[dispel magic, gaseous form*, haste, nondetection, 
  slow]; 4
  th—[enervation*, Evard’s black tentacles (2), 
  improved 
  invisibility]; 
  5
  th—[shadow 
  evocation*, 
  transmute rock to mud]. *Shadow subschool bonus spell 
   
  
  Crimes of Heart 
  [Round Two] 
  Page 48 
   
  DM Aid #1 
   Handling Dreadwalker, Silent One, Darkwatch, and National 
  Academy of Wizardry (NAW) PCs 
   
  • 
  Dreadwalkers and Silent One PCs will find the theft of an artifact from the Dreadwood to be 
  extremely serious. The Darkwatch will be troubled by this as well, but not to the degree of the other 
  two groups. 
  • 
  Some Dreadwalkers may wish to kill Damoth outright, but might wish to respect the long-standing 
  alliance between the Dreadwalker and Silent Ones by assenting to Wilmot’s request to bring him 
  back. Silent Ones should do their best to follow all of Wilmot’s instructions. 
  • 
  Dreadwalkers may side with the Conclave druid in following the law that violators of the 
  Dreadwood and its secrets should be executed. Silent Ones will want to save Damoth as per 
  Wilmot’s instructions. 
  • 
  Dreadwalkers, Silent Ones, and Darkwatch will find the thought of trading the Heart to the Seeker 
  very offensive and contrary to their organizations’ goals within Keoland. They should try to 
  persuade other party members from such a course of action but should not necessarily resort to 
  violence. The Heart can be recovered later and the lawbreakers (including fellow party members) 
  punished after they are reported. 
  • 
  NAW player characters will not like the idea of helping their rivals, the Silent Ones, but may see it 
  as a chance to gain information for their faction. Their membership would not prevent them in 
  helping to recover the Heart artifact. They would have few problems as a member with trading the 
  Heart to the Seekers. 
   
  
  Crimes of Heart 
  [Round Two] 
  Page 49 
   
  DM Aid #2 
   Map for Encounter Eight  
  
  Crimes of Heart 
  [Round Two] 
  Page 50 
   
  DM Aid #3 
   Map for Encounter Ten  
  
  Crimes of Heart 
  [Round Two] 
  Page 51 
   
  DM Aid #4 
   Map for Encounter Eleven  
  
  Crimes of Heart 
  [Round Two] 
  Page 52 
   
  Player Handout #1 
  Recap of Illegal Aliens (Part One of the Dilwych Series) 
   
  • 
  The forbidden knowledge left behind by the lost Malhel Suel noble family lay dormant for centuries due to 
  the diligence of the Dreadwalkers of Keoland. 
   
  • 
  In recent years however, the Seekers, a group dedicated to collecting ancient lore and magic, and other groups 
  have taken an interest in the forbidden secrets of the Dreadwood and have begun to send adventurers in to 
  find lost magic and lore.  
   
  • 
  One such party did not return, and the Seekers have turned to a former member, the Baron of Dilwych, to help 
  retrieve them. 
   
  • 
  The adventurers met and were hired by Baron Malweig of Dilwych and his sage, Qodvoldeus, for the rescue 
  mission. 
   
  • 
  The characters delved into the Dreadwood and found Far Realm “contamination” in the forest. Pseudo-natural 
  animals attacked them.  
   
  • 
  The PCs explored the ruin going through a series of planar outpockets to reach the source of the 
  contamination.  
   
  • 
  The first five outpockets were linked to abyssal layers with which the evil Malhel had dealings.  
   
  • 
  The final outpocket was linked to the Far Realms. Inside it, the characters found the only surviving member 
  and leader of the Seeker expedition. She was completely mad and a pseudo-natural outsider. While inside, the 
  characters ended the Far Realm contamination. 
   
  • 
  Leaving the forest, the characters were stopped by the Dreadwalkers and all contaminated items were 
  confiscated. 
   
  • 
  They returned and were rewarded by the Baron for the attempted rescue. 
  
  Crimes of Heart 
  [Round Two] 
  Page 53 
   
  Player Handout #2 
   
  Mural One: 
  A marvelous mural is painted on the wall before you. It is a collage of scenes from antiquity. 
  The first scene from the collage depicts several Suel and Oeridian men and women dressed in ancient armor and 
  garments holding counsel as if deciding on a matter of great importance. Some of the people seem to weep while others 
  shout in anger and despair. One Suloise man holds a blade that is most certainly Vilharian. 
  The collage shifts to a scene of an elderly Suel man of obvious importance appearing to settle the matter before the 
  counsel. Suel and Oeridian shake hands as if in grudging agreement. 
  The next scene shows the elderly Suel man supervising the construction of a keep far in the wilderness. Suel and 
  Oeridian overseers direct Flan laborers in the construction. 
  The final scene depicts the old man standing on the walls of the keep, watching as a long line of mostly Suel people are 
  herded into the keep by armed warriors. The people hands and mouths are bound, and they stare at their captors with 
  rage, fear, and loathing. 
   
   
   
  Vilharian Commentary: 
  “The mural first depicts the founding of the kingdom by Suel nobles fleeing the Rain of Colorless Fire and the Oeridian 
  warlords of the Sheldomar valley. One of the greatest sources of contention was the Oeridian fear of the many mad Suel 
  sorcerers among the refugees. With the guidance of a high priest of Lendor, it was decided that such people must be 
  locked away for the good of Kingdom. The high priest of Lendor was a wise and respected man of the Neheli family but 
  also one who was approaching the end of his years. He took it upon himself to create a place where insane nobility 
  could be safely and humanely locked away for the remainder of their lives.  The old man was said to have the power of 
  prophecy and all trusted his judgment in the matter. The man became the first Keeper and the asylum he governed 
  became known as Dilwych.” 
   
  
  Crimes of Heart 
  [Round Two] 
  Page 54 
   
  Player Handout #3 
   
  Mural Two: 
  Another beautifully painted mural decorates the wall before you. Again, the mural shows a collage of various scenes 
  from history. 
  The first scene shows the venerable man watching the insane people in his care. He appears to patiently study and 
  catalog the behaviors of the people in his care. A great many scrolls and books nearby shows the extent of his research. 
  The next scene shows the man on his death-bed passing his holy symbol of Lendor to a younger Suel man. Behind the 
  younger man is a young boy who looks on with sadness and pride. 
  The third scene depicts the same man, now somewhat older, appearing before the Court of the Land. The king is 
  administering an oath to all present, with the Suel man the obvious center of attention. 
  The final scene shows the small keep being expanded greatly under the supervision of engineers in Keoish livery. 
  Several nobles stand nearby having a serious discussion with the current Keeper. 
   
   
  Vilharian Commentary: 
  “This mural tells how the first Keeper became a sage of great renown on the topic of madness. The Keoish aversion to 
  divine magic led the Keeper to study mundane ways of treating and preventing mental illness among the nobility.” 
  “Early on, the role of Keeper became hereditary and always the purview of the priesthood of Lendor. The scene depicts 
  the first Keeper bestowing the responsibility of the Dilwych asylum upon his only son. His son would succeed him in 
  time, and so on.” 
  “Madness among the nobility continued a source of great embarrassment and fear of rebellion for the noble families. It 
  was decided in the Court of the Land by proclamation of the king that the purpose of Dilwych would be a closely 
  guarded secret known only to the highest nobility of Keoland.” 
  “The asylum came to prominence when the Council of Niole Dra began to consider sending King Gillum I, the Mad, 
  there until he should die and a new king could be selected. Construction was started to make the asylum a palace fit for 
  the king but ended with his death in 286 CY.” 
  
  Crimes of Heart 
  [Round Two] 
  Page 55 
   
  Player Handout #4 
   
  Mural Three: 
  Another mural shows a variety of disturbing images. One shows a Keeper, obviously now mad, marrying several of the 
  women in his care all at once in the Baklunish custom. The madmen of the castle cheer him on with insane joy. 
  A nearby image shows a variety of people being brought to Dilwych. One person is a frightened, young pregnant 
  woman, another is a bound Oeridian man covered with blood, yet another is a Suel mage in black robes covered with 
  arcane runes. Many types of people are represented in the image; generals, priests, courtiers, merchants, and 
  adventurers. 
  The next image shows Dilwych’s castle under siege by Keoish troops. A Suel man in the livery of the Duchy of Dorlin 
  leads the troops. High above on the walls, the Keeper laughs down upon them. He no longer wears a symbol of Lendor 
  but instead a symbol depicting a black and red swirl design. 
  The final image shows the Keeper appearing before the Court of the Land in fine garments. He appears to address the 
  assembled nobles with derision as he waves several scrolls in the air. The king grimly looks on as he signs a 
  proclamation. 
   
  Vilharian commentary: 
  “Eventually the great strain of living and caring for the insane took its toll on the Keepers. They began to live among 
  their charges, and to even choose their wives from among the women.” 
  “The original intent of Dilwych became lost over the centuries. Noble families began to send not only their insane but 
  also their undesirables; bastard children, murderers, practitioners of the black arts, political enemies, and many others. 
  Under these conditions, Dilwych became a dangerous and treacherous place with the truly insane paying the price.” 
  “The situation became so bad that the Duke of Dorlin decided that his cousin, the Keeper, must be relieved from his 
  position. The Keeper resisted until he was granted an audience before the King and the Court of the Land.” 
  “The Keeper threatened to reveal every secret of Dilwych to the people of Keoland. Already suffering several political 
  setbacks, King Senestal II, the Dilettante, acquiesced to his demands and made Dilwych a separate province from 
  Dorlin and the Keeper its baron. The new baron was required to continue to accept the insane into his care.” 
  
  Crimes of Heart 
  [Round Two] 
  Page 56 
   
  Player Handout #5 
   
  Mural Four: 
  A final mural stands before you in the corridor. It too shows several images telling a story. 
  The first panel shows a young Suel nobleman surrounded by many books and scrolls on one side, and musical 
  instruments on the other. In the background he enjoys the accolades of the nobility of Keoland. 
  A second panel shows the man, now older (and obviously Malweig), standing about a table planning an expedition. All 
  present appear to be seasoned adventurers. A scroll is pinned to the wall in the background. It has the names of several 
  famous places written upon it but crossed out; the Land of Black Ice, Castle Greyhawk, the Amedio Jungle, the Sea of 
  Dust. Only one remains to be crossed out- Valadis. 
  A third panel shows the man, bloody from several wounds and alone, reading from an ancient book upon a strange, 
  alien dais. He has a look of utter terror upon his face and images of tendrils, eyes, and teeth swirl about his head.  
  The final panel shows the man submitting himself to an ancient Suel man with robes displaying the symbol of the 
  Silent Ones. The Silent One appears to be using magic upon the younger man’s head, and the man cries out in great 
  pain. 
  The murals end there. 
   
  Vilharian commentary: 
  “I can only speculate as to what these images represent since I was taken from Keoland during this time. I think that we 
  all know the man represented is our friend, Malweig, here. The other adventurers might be the group, the Seekers, 
  which I have heard Malweig and his sage mention from time to time during my imprisonment. As for the rest, I can 
  only guess that some terrible fate befell Malweig during one of his adventures. The Silent Ones may have helped him 
  but at a great price, perhaps his sanity.” 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/593/Normal Scenarios/KEO3-05 - Crimes of the Heart (APL 4-10)/KEO3-05 - Crimes of the Heart.pdf