TEXT: HIG5-06 
   
   
   
   
   
   
  Desires of an Empty Heart 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
  by Greg Marks 
  Edited by Brian Nowak 
  Reviewed by Chris Tulach 
   
   
  A treasure lies sleeping in the deep, dark wood, and an empty heart desires it more anything; desires it so much that he 
  is willing to do anything necessary to get it. Soon he will have it, unless heroes intervene. This is a Highfolk regional 
  adventure for APLs 2 to 12; the fourth and final part of “A Slow Rot.” 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at skerrit@wi.rr.com; 
  for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  1. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the number of levels 
  you add to the sum 
  of step one. Add 
  each 
  character’s 
  animals separately. 
  Animals 
  with 
  different CRs are 
  determined 
  separately using the 
  chart; then, take the 
  highest CR animal 
  (or animals), and add 2 (drop fractions). This result is the 
  effective character level for a mixed-CR group of animals. 
  A single PC may only bring four or fewer animals of this 
  type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  2. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round up 
  to the nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  Desires of an Empty Heart 
   
  Page 2 
  
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round; all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the LIVING GREYHAWK Campaign Sourcebook. 
  Adventure Background 
  The Nightwalker. The Baklunish Man. He goes by many 
  names, and indeed his true name of Khuruhut Zheylet 
  has been forgotten by any still living, for he has lived for 
  centuries. One of the oldest vampires on Oerth, 
  Khuruhut is perhaps the most devoted servant of Nerull, 
  the Reaper, in the Vesve. Draw to this area by the ancient 
  Baklunish ruins in the forest, Khuruhut searches for an 
  artifact known as the Gloom that calls to him. It is always 
  in the back of his mind, urging him on, urging him to 
  uncover its secrets and bring glory to Nerull.   
   
  In order to possess this lost artifact of the Hater of 
  Life, he has gone to great lengths. He has temporarily 
  subjugated himself to the pretender Iuz in order to gain 
  access to the resources necessary. He experimented in 
  creating new weapons of war (HIG1-10 Grave 
  Occurrences 
  and 
  HIG2-04 
  Grave 
  Consequences), 
  gathered corpses and built an army (HIG1-04 A Grave 
  Disturbance and HIG2-07 Dark and Restless Dreams), 
  brought that army to bare against the Old One’s enemies 
  under the cover of magical darkness (HIG3-03 Siege) and 
  finally betrayed his false master during the Festival of the 
  Blood Moon and took his undead army into the woods 
  (HIG4-02 Losing the War We’ve Won). Now that his 
  army is forgotten by most, he recalls all his minions to 
  him, there is only a brief moment that stands between 
  him and the item he wants and needs. 
  Adventure Synopsis 
  The Nightwalker has finally put his plan into motion. 
  Now that the absence of his troops has become largely 
  forgotten, he has begun calling them from their hiding 
  places, along with reinforcements, to the Vesve near 
  Flameflower, the way having been cleared by the 
  invading grugach. It is during this reapportioning of 
  troops that the heroes are draw into his machinations.   
   
  Introduction: The party is having a comfortable 
  evening at the Shady Leaf Inn in the small town of 
  Weeping Willow. They have the opportunity to learn of 
  some of the current happenings in the High Vale. 
   
  Dawning of Night: Milsa comes into the Shady Leaf 
  seeking aid. Her son Wilten didn’t come in out of the 
  fields this evening and she is worried. Milsa asks the 
  heroes to investigate. 
   
  Fields of Horror: The party investigates the fields 
  and finds Wilten dead amidst marks of the passing of a 
  great host, yet no one noticed them. While investigating, 
  they encounter the elven merchant Orvar, who has some 
  information to aid the party.   
   
  Into the Dark Heart of the Wood: The adventurers 
  follow the host into the Vesve and overtake them. There 
  they discover an on old foe thought defeated, and after 
  defeating him again, they can learn where he was headed 
  and why. 
  Desires of an Empty Heart 
   
  Page 3 
  
   
  Smiles between Friends: The heroes encounter 
  Grinn and Borot who are scouting for Field Marshal 
  Azrin. It is likely that the party never even realizes who it 
  is. 
   
  Sepulcher of the Bronze Moon: The party arrives at 
  their destination, only to find it occupied by the missing 
  undead army amidst a flurry of activity. They must sneak 
  inside and get to the Gloom in order to disrupt the plans 
  of the Nightwalker.  
   
  The Shadow Cabal: In the final room of the 
  Sepulcher of the Bronze Moon, the party confronts the 
  Shadow Cabal, leaders of the undead army where they 
  can quickly get in over their head. The party must disrupt 
  the ritual in progress or become the undead slaves of the 
  Nightwalker. 
   
  Conclusion: The heroes return to Highfolk where 
  they are contacted by the Knights of the High Forest. 
  Preparation for Play 
  Legendary Deeds:  At the beginning of this scenario, 
  each player must determine the recognition of his 
  Legendary Deeds. If the character has Defeating 
  Malekash, Pain-bringer of Izlen, this deed is 
  automatically the Deed recognized. Otherwise, roll 
  percentile dice for each player and compare it to the total 
  percentage value of all the Legendary Deeds that the 
  player has accumulated for this character. If the 
  percentile roll is greater that the total, a Legendary Deed 
  is not recognized, and nothing happens. If the roll is less 
  than the percentage total, then randomly choose one of 
  the deeds from the hero’s pool. For the entirety of the 
  event, NPCs recognize the hero for the deed he has 
  accomplished, and the benefit listed on the deed may be 
  used. After the scenario, the deed is marked "USED" and 
  the player may keep it, so as to keep a record of his deeds. 
   
  Balance of the Scales: Determine if any character at 
  your table possesses the Dragon Disciple prestige class. If 
  any character is present that possesses the Dragon 
  Disciple prestige class and does not have Highfolk 
  regional documentation giving them access (that is, they 
  possess levels in the class from another region, or they 
  took access exercising the core option), they are touched 
  by a chill as they proceed through the field during Fields 
  of Horror. Roll 1d6 to determine one of their statistics 
  randomly. For the rest of the adventure, that character 
  receives a –6 penalty to that statistic (to a minimum of 1). 
  There is no saving throw or spell resistance to resist this 
  effect, although it can be automatically removed by a 
  miracle, or wish spell. A remove curse spell dampens the 
  effect for one day. This effect ends at the end of this 
  scenario. 
   
  Karma:  Before play starts, also determine if any 
  player possesses a character made with “Karma”. In this 
  instance, the hero’s first AR is from IUZ4-08 Shattered 
  Reflections of a Frozen Twilight. These heroes have a 
  modified Sepulcher of the Bronze Moon, and receive 
  the “Invocation of Karma” special benefit on that 
  character’s AR. 
  Introduction 
  The party begins the adventure having stopped at the 
  Shady Leaf Inn (Building #1) in the small town of 
  Weeping Willow. A description of Weeping Willow is 
  provided here to aid in dealing with those adventurers 
  who wish to explore the town. See Dungeon Master Aid 
  #1 for a map of those buildings corresponding to these 
  descriptions. Once you have described the setting, give 
  the party a chance to introduce themselves to each other 
  before proceeding to Dawning of Night. 
   
  The buildings in Weeping Willow consist mostly of 
  one-story homes, made entirely of wood. There is not one 
  stone living structure in the hamlet. All of the buildings 
  appear to be well made, except for a couple of farmhouses 
  and barns that have been abandoned for quite some time 
  (marked with an “A” on the map shown in Dungeon 
  Master Aid #1).   
   
  The Quagflow Road runs north through the village 
  and crosses Chirping Creek just at the edge of town. The 
  farmlands stretch out to either side of the hamlet.   
   
  1. Shady Leaf Inn 
  This two-story timber structure bears a sign outside 
  its doors stating, "Shady Leaf Inn", underneath which 
  a smaller sign hangs which reads, "Welcome". Around 
  the side, you see a stable for horses. Entering the 
  place, it is cozy and inviting inside. No fire burns in 
  the hearth due to the seasonal heat, but several 
  lanterns drive back the approaching night. A curly-
  haired, bearded halfling male stands beh nd the 
  raised bar, and smiles as you enter. Besides the 
  bartender and a handful of traveler, the inn is largely 
  deserted.  
  i
  The halfling's name is Corbeen Pickerwin (male 
  lightfoot halfling Exp3; hp 9; Profession (innkeeper) +7), 
  and he and his family run the Shady Leaf. His two 
  daughters, Tilda and Milly, serve the patrons drinks and 
  food. Mirten and Rook, his sons, clean up the rooms and 
  common area, tend to the stabled animals, and tend bar 
  when Corbeen isn't around. All of his children are in 
  their early to late twenties. Corbeen's wife, Fillinda, is the 
  cook, and makes sumptuous meals.  
   
  Corbeen is more than happy to talk to any heroes 
  that enter his establishment. He loves to hear tales of 
  adventure, and recounts other tales he's heard from other 
  travelers. His daughters and wife roll their eyes whenever 
  he begins telling another's tale, as he's sure to forget 
  important details, or the outcome of the story. He is very 
  jovial and friendly, despite the overall quiet atmosphere 
  of the Shady Leaf. 
   
  The innkeeper charges one solar (gp) a night for 
  staying at the Shady Leaf. He also suggests that for an 
  Desires of an Empty Heart 
   
  Page 4 
  
  additional solar, meals can be provided. There are 10 
  rooms available upstairs. Corbeen is more than happy to 
  share the following information with those that patronize 
  him (generally one rumor per customer): 
  • 
  It turns out that half the Perrenland army, sent last 
  fall to rescue Quaalsten was obliterated by some 
  unknown force in the Vesve. No one knows what 
  happened. 
  • 
  A group of rogues known as the Blood Owls has 
  gone public with their fight against the Old One. 
  While one would normally be inclined to distrust a 
  group of thieves, the Blood Owls have been 
  instrumental in helping defeat to Old Wicked. Many 
  respected and important people have come out in 
  support of them. 
  • 
  Bandit activity has greatly decreased. Whether it is 
  because all the bandits have joined to fight the Old 
  One, or because the merchants have been fighting 
  back, it isn’t clear. 
  • 
  Over a year and a half ago, a group of undead who 
  appeared as grugach marched through the Heartland 
  towards Weeping Willow, but they disappeared 
  entirely and no one has seen them since. It is said 
  they may be the same undead that assailed 
  Quaalsten. That group was controlled by the Shadow 
  Cabal, a group of extremely powerful undead 
  spellcasters that summoned the dome of darkness 
  that had previously plagued that town. Each member 
  of the cabal must be as powerful as an archmage, 
  hierophant, or worse. 
  • 
  A dwarven druid in the Clatspurs claims to have seen 
  a dragon not much larger than a horse. Some worry 
  that the mate of the Scourge of Verbeeg Hill may 
  have managed another clutch of eggs. 
   
  2. Myrindil's Home 
  A wel  appointed home sits on the left side of the 
  road, across from a large hall. Vines and carefully 
  tended shrubs cloak the house in green. A whi e door 
  sports a red harp upon a tree-filled field.   
  l
  t
  This is the home of town speaker Myrindil Riverstone 
  and his wife Suria. He is also a minor noble of clan 
  Krysalyn, House Riverstone. Heroes that succeed at a 
  Knowledge (nobility or local: Iuz) skill check (DC 5) will 
  recognize the symbol on the door as belonging to the 
  Krysalyn Clan (Vesve elves get a +5 bonus to the roll and 
  may roll even if they have no ranks in the skill). They are 
  well known as hunters and trackers, and also have talent 
  with silversmithing and leatherworking.   
   
  Heroes attempting to enter without Myrindil's 
  permission may be seen by passing villagers. Inside, there 
  are fine woodcrafts and knickknacks all about the rooms. 
  A fine longsword hangs over the mantle. Myrindil and 
  his wife are currently away in Highfolk selling his wares. 
   
  3. Meeting Hall 
  A long, tall one-story structure stands in the center of 
  the town. Willow trees surround the building and a 
  set of large double-doors appears slightly ajar. Near 
  the double doors hangs a large brass bell, with a 
  ringing cord attached. 
   
  Entering the building, you note many wooden 
  chairs, and a dais towards the back end. Unlit 
  fireplaces flank either side of the hall, and the large 
  room seems to be empty. 
  This is the meeting hall that is used as Weeping Willow's 
  gathering area for formal and informal meetings, as well 
  as for feasting and festivals.   
   
  4. Religuth's Goods 
  A shop with a closed door bares green lettering on 
  that reads, "Religuth's Goods". The windows in the 
  place are all made of glass.  
  Religuth (male half-elf Com2; hp 8; Appraising +3, Spot 
  +6) keeps his store in good shape, and caters to travelers 
  as well as villagers. He makes enough money so his wife 
  (a human named Ritta) does not need to work. Any 
  adventuring gear from the PHB Table 7-8 worth 30 gp or 
  less is available in this store for normal prices. The store is 
  only open during daylight hours. 
   
  5. Old Graveyard 
  The old graveyard used to be here, but was destroyed due 
  to an earthquake in fall of CY 591 (HIG1-04 Grave 
  Disturbance). The earth here is churned, as though many 
  graves have been dug up. This will confuse any villagers, 
  as no one was supposed to be buried here. 
   
  6. New Graveyard 
  Here, grassy ground holds the dead of Weeping 
  Willow. The wooden grave markers, several of which 
  are broken or cracked, form tidy little rows of graves. 
  Several wildflowers grow at the base of many of the 
  markers. 
   
  The new graveyard is deserted. A glance at the markers 
  can confirm that new markers have all been made since 
  CY 591. 
   
  7. Weeping Willow's Well 
  This wood and stone well stands within easy arrow's 
  shot of the creek, the road, and the graveyards. The 
  wel  is about a longsword's length wide, and seems to 
  go down for quite a ways. A wooden bucket hangs 
  from a rope winch. 
  l
  Desires of an Empty Heart 
   
  Page 5 
  
  There is nothing overly special about the well itself. It 
  goes down into the ground about 40 feet, of which the 
  last 15 feet is water.   
   
  8. Shrine to Pelor 
  Easily blending into the streets o  Weeping Willow is 
  an adequately sized one-story building painted in a 
  p easingly bright yellow wash. The single door to this 
  bui ding s emblazoned with the symbol of the sun, 
  the symbol of Pelor. 
  f
  l
  l
  i
   
   
  .
  l
  l
  i
  l
   
   
  l
  l
  l-
  l
  Inside, the shrine to the Sun God is rather quaint 
  and peaceful. Skylights allow the sun’s rays to bathe 
  the entirety of the main chamber. A wooden altar 
  heads the chamber, covered in silver and yellow 
  cloth. A great copper embossing of the sun hangs 
  against the rearmost wall  Four rows of benches al ow 
  for worship. 
  Derith (male human Clr1, hp 8, Cha 15) is the sole 
  caregiver at this shrine. His superiors, Welby Bumpus, 
  Silas Nadian, and Berinia Starshine, are famous 
  adventurers whom Derith idolizes. Derith even has a 
  small crush on Berinia, upon whose virtues he expounds 
  if the any seem likely to listen. He can cast first level 
  clerical spells in exchange for a 10 gp donation to the 
  temple, and orisons for half that price. 
  Dawning of the Night 
  Once the party has had an opportunity meet, proceed 
  with the following read aloud text: 
  Whi e considering a second round, or another slice of 
  homemade pie, the door sw ngs open to reveal an 
  elderly woman. With an agitated look about the room 
  she fixes her attention upon you. Swal owing hard 
  she approaches, “Excuse me, I need help. My Wilten 
  is missing. Darkness has fallen and he hasn’t come in
  from the fields. I called him, but he hasn’t answered. 
  I’m worried.” 
   
  The halfling behind the bar speaks up, “Here 
  now, Mi sa, you need not go bothering customers in 
  my inn.” 
   
  The woman looks at you with pleading eyes as 
  she considers leaving. 
  Milsa (Female human Com1) lives in the farm 
  immediately southeast of the Pelorite shrine with her son 
  Wilten. Wilten is a good son, carrying for his mother and 
  is rarely late for dinner, leading to Milsa’s worry. She 
  called out to him in the fields (north and east of their 
  home) but there was no answer and she couldn’t see 
  anything from her house, so she came to town looking 
  for him. A quick look at the general store and the inn 
  proved him absent, and thus her concern. She hopes the 
  party will go look for him, but has no reward to offer. 
   
  Corbeen on the other hand doesn’t want people 
  bothering his customers and thus asks Milsa to leave, 
  however if the heroes are the least bit interested, he can 
  confirm that by the size of him, he believes Wilten is 
  rarely late for dinner. If the party is willing to investigate, 
  Corbeen offers them each a drink on the house. 
   
  Development: It is possible that cold-hearted 
  adventurers are not interested in helping Milsa. If no 
  heroes proceed to Fields of Horror, Orvar arrives at inn 
  instead of encountering the party on the road and asks 
  why a large number of townsfolk where hiding in the 
  fields. 
   
  Once the party has decided to investigate, proceed to 
  Fields of Horror. 
  Fields of Horror 
  Before beginning, please note the possible modification 
  to this encounter for some heroes listed in the 
  Preparation for Play section. 
  With Luna new and Celene waxing, the night has 
  taken on still, coo , aquamarine darkness that does 
  not match with the warm sticky night. Insects and 
  frogs sing in the night as your party follows Milsa 
  toward her farm. Biting flies buzz about your neck, 
  looking for a snack. 
   
  Stepping 
  onto 
  the 
  porch 
  of 
  a 
  wel kept 
  farmhouse, Milsa points toward a field of corn. “That’s 
  where my Wi ten went last, the north field. I hope 
  he’s okay. Things had been so quiet lately; I should 
  have known something bad was due to happen. Please 
  try and find him soon, his food is getting cold.” 
  Milsa promises to wait in the house for the heroes to 
  return. She offers them each a handful of fresh dinner 
  rolls for helping her. She has nothing of real value on her 
  in or in her home. Once the heroes leave Milsa and begin 
  exploring the fields proceed with the following read 
  aloud text: 
  The fields take on a strange cast in the dim 
  aquamarine light, where the shadows are long and 
  menacing. Picking your way through the field of 
  corn, already quite high for this time of year, you 
  quickly find a swath of the crop trampled in a path 
  several men across running east-west. Examining the 
  trail, you see a man laying prone several yards to the 
  west. Approaching carefully, it is clear that blood 
  stains the ground. 
  Wilten is dead, his body ripped in two. His head and 
  torso lie on the edge of the trampled area, but a DC 10 
  Search check is necessary to find his legs, which have 
  been thrown into the corn. A DC 15 Heal check 
  determines that Wilten was badly beaten, and was in fact 
  torn apart by something powerfully strong. When told, 
  Milsa will be devastated to learn about the death of her 
  boy and begs the party to punish whoever may have done 
  this terrible thing. 
   
  The trail clearly emanates from the old graveyard 
  and heads east out of the High Vale toward the Vesve. 
  Those with the Track feat can determine with a DC 10 
  Survival check that approximately two-dozen booted feat 
  Desires of an Empty Heart 
   
  Page 6 
  
  deliberately moved toward the east. There is an 
  exceptional amount of earth and sod left behind that does 
  not seem to have been churned from the field. This 
  matches the sod missing from the old graveyard, should it 
  be checked.   
   
  An inspection of the old graveyard shows that it is 
  covered in freshly turned earth. It seems as if the 
  creatures dug themselves out of the earth and marched 
  through the corn, stopping to kill Wilten on the way. 
   
  Once the heroes have discovered the origin of the 
  murderers, they will notice a caravan of three wagons 
  arriving in town from the north.   
  In the dim light, three wagons pick their way over the 
  over the Chirping Creek bridge along the Quagflow 
  Road. Lanterns hung at the front of each shows that 
  each wagon has one driver. A lone rider leads the 
  column. 
  If the party approaches, a young gray elf merchant, Orvar, 
  hails them. Orvar rides near the party and asks them the 
  way to the nearest inn. He has just arrived with a load of 
  silver and leather goods from Clan Krysalyn craftsmen in 
  the Vesve. This is his first trip leading the caravan that his 
  father normally watches over and he hopes to do his best. 
  If the heroes appear friendly, he offers to show his goods. 
  He has a wide selection of silver jewelry and leather 
  clothing that may interest the characters. The DM should 
  charge between 10 gp and 100 gp depending on the item, 
  if the heroes shop with Orvar. While talking, he will ask 
  about a group of men, he assumes villagers, moving east 
  through the wilderness without any lights. He noticed 
  them not more than two miles from here, and while he 
  did not get a good look at them, he felt a disturbing chill 
  from the way they shambled, as if they were infirm. He 
  assumes they should have made it to the woods by now if 
  they kept moving in that direction. The path of the 
  “villagers” described by Orvar matches that of the 
  murders through the cornfield found by the party. This 
  means that the undead are not more than a few hours 
  ahead of them. 
   
  When the heroes give chase, proceed with Into the 
  Dark Heart of the Wood. 
  Into the Dark Heart of the 
  Wood 
  While the High Vale is lightly wooded, it does not 
  take long to lose one’s self in the woods, unable to 
  determine where the Vesve actually begins. As you 
  follow the obvious trail, the trees become thicker and 
  thicker. In the dull gloom of the night, a fell cackle 
  reverberates through the leaves, followed by a defiant 
  deep voice, “Send your foul hordes of evil Kelthisar, I 
  will not surrender!” An elven man in a combat ready 
  stance prepares himself for the rush of foul undead 
  that surround him. Five more elves lie dead, amidst 
  dozens of rotting corpses. On the other side of the 
  clearing, a robed figure cackles with glee. 
  Cyrinith, Knight of the High Forest, faces off against a 
  horde of undead; his allies and enemies alike all dead at 
  his feet. The hordes surge as the party arrives, leaving 
  Kelthisar and a few minions out of the fight. The heroes 
  arrive between these two groups closer to Kelthisar and 
  his bodyguards. 
   
  Old Friends:  Those characters who have 
  participated in HIG1-10 Grave Occurrences recognize the 
  decayed form of Kelthisar as a wizard they previously 
  slew. Those characters who participated HIG1-02 Deep in 
  the Vesve recognize Cyrinith as a Knight of the High 
  Forest who helped them escape from an orcish camp. 
  Any Knight of the High Forest automatically recognizes 
  Cyrinith. Any character who succeeds in a DC 10 
  Knowledge (nobility and royalty) or Knowledge (local—
  Iuz’s Border States) check recognizes the heraldry on 
  Cyrinith’s gloves as belonging to a Knight of the High 
  Forest. 
   
  Creatures:  There are dozens of undead that charge 
  Cyrinith, a mix of skeletons, zombie, ghouls, shadows, 
  wights, wraiths, and specters. These are tasked with the 
  Knight and do not stop to fight the party unless the 
  attacked by them. Use as many as necessary. However, 
  when Kelthisar notices the approach of the party, he 
  moves to eliminate them personally. Once the heroes 
  have dealt with Kelthisar and his minions, the horde is 
  either defeated or routed by Cyrinith. 
  APL 2 (EL 4) 
  Kelthisar: hp 16; see Appendix Seven.  
  Human Warrior Skeletons (3): hp 6 ea; see Monster 
  Manual page 226. 
  Tactics: Kelthisar sends the skeletons to attack the party 
  while he uses cause fear on likely fighter types and magic 
  missile on others. If his minions are falling, he uses 
  summon monster I to replace his forces. 
  APL 4 (EL 6) 
  Kelthisar: hp 38; see Appendix Two.  
  Human Warrior Skeletons (3): hp 6 ea; see Monster 
  Manual page 226. 
  Human Commoner Zombies (2): hp 16 ea; see 
  Monster Manual page 266. 
  Tactics: Kelthisar has previous cast mage armor prior to 
  the arrival of the party. Kelthisar sends the skeletons and 
  zombies to attack the party while he uses cause fear on 
  likely fighter types and magic missile on others. If his 
  minions are falling, he uses summon monster I to replace 
  his forces. He uses color spray, grease, and sleep to keep 
  foes from getting too close. 
  APL 6 (EL 8) 
   
  Kelthisar: hp 28 (38 with false life); see Appendix 
  Three. 
  Ghouls (6): hp 20 ea; see Monster Manual page 119. 
  Desires of an Empty Heart 
   
  Page 7 
  
  Tactics: Kelthisar has previous cast false life and mage 
  armor prior to the arrival of the party. Kelthisar sends the 
  ghouls to attack the party while he uses his spells on 
  others. He uses color spray, grease, and web to keep foes 
  from getting too close. If the party looks like they are 
  likely to melee him, he casts mirror image. 
  APL 8 (EL 10) 
  Kelthisar: hp 34 (46 with false life); see Appendix Four. 
  Shadows (2): hp 19 ea; see Monster Manual page 221. 
  Wights (2): hp 26 ea; see Monster Manual page 255. 
  Tactics: Kelthisar has previous cast false life, fly, and 
  mage armor prior to the arrival of the party. Kelthisar 
  sends the shadows and wights to attack the party while he 
  uses his spells on others. He uses color spray, grease, and 
  web to keep foes from getting too close. If the party looks 
  like they are likely to melee him, he flies up and casts 
  mirror image. 
  APL 10 (EL 12) 
  Kelthisar: hp 40 (54 with false life); see Appendix Five. 
  Wights (2): hp 26 ea; see Monster Manual page 255. 
  Wraiths (3): hp 32 ea; see Monster Manual page 258. 
  Tactics: Kelthisar has previous cast false life, fly, mage 
  armor, and protection from good prior to the arrival of 
  the party. Kelthisar sends the wraiths and wights to attack 
  the party while he uses his spells on others. He uses color 
  spray, grease, and web to keep foes from getting too close. 
  If the party looks like they are likely to melee him, he 
  flies up and casts mirror image. 
  APL 12 (EL 14) 
  Kelthisar: hp 46 (62 with false life); see Appendix Six. 
  Wights (4): hp 26 ea; see Monster Manual page 255. 
  Spectres (3): hp 32 ea; see Monster Manual page 258 
  Tactics: Kelthisar has previous cast false life, fly, mage 
  armor, protection from good, and see invisibility prior to 
  the arrival of the party. Kelthisar sends the specters and 
  wights to attack the party while he uses his spells on 
  others. He uses color spray, grease, and web to keep foes 
  from getting too close. If the party looks like they are 
  likely to melee him, he flies up and casts mirror image. 
   
  Development: Regardless of how the party does 
  against Kelthisar, Cyrinith defeats the undead facing him. 
  If the heroes are especially overwhelmed, Cyrinith may 
  be able to assist them based on the Dungeon Master’s 
  discretion.   
   
  Treasure: While Kelthisar has little to offer the 
  heroes in the form of loot, Cyrinith is watching them. 
  The hero that is the most heroic should be awarded the 
  Recognition of Cyrinith on their AR. It should be 
  crossed off for all others. 
  Talking with Cyrinith 
  Proceed with the following read aloud text once the party 
  has defeated Kelthisar and his minions. 
  As the last of your foes fall, the elf strides to you, 
  limping and bleeding from many wounds. “You have 
  fought well, my allies. I am Cyrin th. How did you 
  come to be here this night?” 
  i
  i
  .” 
  Cyrinith listens to the party’s story while caring for his 
  dead allies (companions who had been assisting the 
  Knight in his search for the undead army). Once the 
  heroes have had their chance to explain the events that 
  have involved them, Cyrinith continues. 
  “It seems our paths have intertwined. Over a year ago, 
  a small army of undead disguised as grugach escaped 
  into the southwestern Vesve and despite our best 
  efforts, we have been unable to locate them. I was 
  searching for them when I came across this lot. I 
  believe they are related, as the leader of this horde 
  was Kelthisar, a wizard who was a minion of the 
  Nightwalker who commanded this army. Kelthisar 
  was slain almost five years ago, but apparently the 
  Nightwalker felt h m too valuable to let him lie. I 
  must alert the Knights of the High Forest that the 
  Nightwalker is on the move. You seem quite capable. 
  If you are willing, I would have you see if you could 
  stealthily track were these abominations were headed 
  and see if you stop whatever foul plans they would 
  have hatched in the Nightwalkers name. Be wary, we 
  know not who sides with this evil
  Cyrinith has nothing to offer the party, and is offended if 
  any ask for a reward. He plans to head north towards the 
  Quaalsten Road and contact other Knights of the High 
  Forest.   
   
  Development: If the party refuses to help, Cyrinith 
  is disappointed in them and the module ends here. 
  The Trail 
  The heroes must eventually attempt to determine where 
  Kelthisar was guiding the undead. This can be 
  determined in any of several ways. The party can capture 
  Kelthisar undestroyed and force him to talk or the party 
  could cast speak with dead. These methods can be used to 
  determine that Kalthisar was brought back to life by his 
  master, the Nightwalker, and that the Nightwalker had 
  commanded him, and others like him, to gather all of his 
  hidden minions at the Sepulcher of the Bronze Moon, a 
  ancient Baklunish ruin under the woods not far from 
  Flameflower. They are to assist in delving into the 
  Sepulcher and help the Nightwalker retrieve some 
  artifact for the glory of Nerull. 
   
  Failing some way to communicate with Kelthisar, 
  the party can examine Kelthisar’s map (Player Handout 
  #1), and make the logical guess. They should be able to 
  determine fairly easily from the direction of travel what 
  Kelthisar’s destination was by extrapolating the direction 
  of his travel which leads from the dot near the river 
  (coincidentally where Weeping Willow is) directly 
  towards the Sepulcher of the Bronze Moon. If the heroes 
  seem confused, Cyrinith points them in the right 
  direction. 
  Desires of an Empty Heart 
   
  Page 8 
  
   
  Development: Should the heroes investigate any of 
  the other marks on the map, they find areas of turned 
  earth and trails heading toward the Sepulcher of the 
  Bronze Moon; just as they found in Weeping Willow. 
  Smiles between Friends 
  Note that if the party uses magic to transport themselves 
  to the area near the Sepulcher of the Bronze Moon skip 
  this encounter and proceed onto Sepulcher of the 
  Bronze Moon. If they are using more conventional 
  methods of travel, they have this encounter with the 
  goblin mercenaries Grinn and Borot. 
  Constantly alert for more of the unliving monsters 
  you battled nights before, you are well prepared when 
  two halflings stumble out of the bushes ahead of you. 
  The one wearing studded leather and a long sword 
  eyes you wearily while the other n traveling clothes 
  with a brigh  red cloak simply smiles. “We may have 
  gotten lost brother, but what did I tell you? Ehlonna 
  will provide,” he says gesturing with his walking 
  stick. Looking up at you with a smile he continues, 
  “Hello, I’m Grimp e Wood, and this is my bro her 
  Bront. We seem to be a little lost.” 
  i
  t
  l
  t
  l
  i
  t
  i
  i
  t
  ll
   
  i
  All APLs (EL 8) 
  Grinn: Male goblin War1/Ill6; hp 23; see Appendix 
  Seven. 
  Borot: Male goblin War1/Ftr5; hp 59; see Appendix 
  Seven. 
  The heroes have encountered two famed goblin 
  mercenaries in the employ of Field Marshal Azrin (FMA). 
  Grinn and Borot have been sent by FMA to scout the 
  southwestern corner of the Vesve for the traitorous 
  Nightwalker and his minions who should be helping 
  Azrin against the forces of the elves and Quaalsten in the 
  east. They are traveling through the woods under the 
  effects of alter self spells to appear as lightfoot halflings.   
   
  When they encounter the party, Grinn jovially 
  makes conversation while Borot tends to simply watch or 
  grunt in response to questions. They claim to be Grimple 
  and Bront Wood out of Stoutstump in the High Vale. 
  They are trying to get to their cousin Engert’s cottage 
  near Ironstead, but they have gotten turned around and 
  don’t know where they are.   
   
  While asking for directions, they ask the party about 
  their business in the Vesve and if the undead are 
  mentioned, they worried ask more questions. Their goal 
  is to gain as much information about the undead army as 
  possible without giving themselves away. They have no 
  reason to fight the party, and try to escape rather than 
  fight if attacked.    
   
  Treasure: If the heroes are pleasant and helpful, 
  “Grimple” and “Bront” offer them some strange Jerval 
  flowers they found. Grimple suggests they might make a 
  good tea. Those who are helpful to Grinn and Borot 
  receive the Favor of Grimple and Bront on their AR. 
  Sepulcher of the Bronze Moon 
  Once the party has arrived in the area marked on their 
  map, whether by magic or their own feet, proceed with 
  the following read aloud text. 
  The crunching of glass is the first sound to warn you 
  that al  is not right with the path you walk upon. 
  Moving aside the leaves that cover the ground, you 
  note that crushed blue glass covers an area of several 
  feet. Some pieces are nearly as large as a fist. 
  This is all that is left of one of Phildor’s globes, destroyed 
  over a year ago by grugach invaders on their way to 
  Flameflower; just as the Nightwalker had hoped. A 
  successful DC 15 Bardic Lore or DC 10 Knowledge 
  (local—Iuz’s Border States) identifies the glass as 
  consistent with one of the famed magical flying glass 
  globes that protected the Vesve. A DC 15 Survival check 
  can determine from the weathering of the edges and the 
  rate at which the chunks have begun to sink into the soil 
  that this globe was destroyed over a year ago.   
   
  After inspecting the remains of the globe, the party 
  may continue to the camp of undead grugach. 
  As Celene is h gh in the sky and Luna still new, you 
  crest a small rise, and are able to see into a wooded 
  valley shrouded in darkness. Hundreds of grugach 
  elves patrol the valley, their efforts surrounding a 
  hole in the center where digging has clearly recently 
  occurred. As you watch, a dark form swoops from the 
  sky and lands by the hole and an exchange follows 
  between it and one of the guards before i  quickly 
  descends.   
  The heroes may attempt a DC 22 Listen check to overhear 
  the conversation more than one hundred feet away. 
  Those that succeed hear the following. 
  “Where are the others?” the dark form asks. 
   
  “The Master and the rest of the Cabal have 
  descended to the lower chambers, my Lord,” answers 
  the grugach with a dry rasp ng voice l ke stepping on 
  so many dry leaves. 
   
  “All the o hers have arrived?” the darkness 
  questions, his voice deep. 
   
  The elf-thing responds “A  but Kelthisar. His 
  absence displeases the Nightwalker greatly, but he 
  proceeded below without the additional workers.”
  Once the party has had the opportunity to overhear the 
  conversation, determine which hero is the heaviest. Have 
  that hero make a DC 15 Reflex saving throw to avoid the 
  collapse of a small part of the ridge under his feet. If 
  successful, the hero catches himself before falling inside. 
  Otherwise, he falls twenty feet to the loose, soft earth 
  below for 1d6 points of nonlethal damage, which can be 
  negated by a successful DC 15 Tumble check. 
  The root-studded hole descends to darkness. In the 
  dim moonl ght it seems you have stumbled into a 
  Desires of an Empty Heart 
   
  Page 9 
  
  sinkhole heading in the general direction of the hole 
  the grugach guard.   
  The heroes must choose whether to proceed via the 
  collapsed tunnel, attempt to breach the undead’s 
  perimeter, or flee. If they flee the event is over. If they 
  attempt to bypass the undead’s perimeter, the Dungeon 
  Master should make it clear that there are hundreds of 
  the grugach and any fighting would almost certainly spell 
  their doom. The Dungeon Master should use as many 
  undead magically disguised as grugach as necessary to 
  dissuade the party. Should they have an overwhelmingly 
  creative plan to enter the hole, they enter the complex 
  from the opposite side. This scenario assumes the party 
  continues through the easiest choice, the collapsed 
  tunnel (Room 7).   
   
  With the exception of collapsed areas, all walls are 
  dirt lined in stone and all the doors are made of stone. No 
  doors are locked. There is no light within the sepulcher 
  except that which the heroes bring with them. See 
  Dungeon Master Aid #2 for a map of the Sepulcher of 
  the Bronze Moon. 
  1. The Dig 
  This hole descends near several grugach many feet 
  into the moist earth exposing roots of nearby trees 
  and the occasional bone.   
  The minions of the Nightwalker have dug a hole 
  approximately ten feet across for nearly 50 feet into the 
  ground. At the bottom of the pit, two dread wraiths 
  (Monster Manual p. 258) and 6 vampires (5
  th-level human 
  fighters, Monster Manual p. 250) watch the hallway 
  preventing anyone from following their master. 
  2. Guardians of the Tomb  
  Four stone sarcophagi lie open and bones tter the 
  floor. It appears as if there was a fierce battle recently 
  in this room. While two fresh rotting bodies l e here, 
  many more dusty pi es of bone are recently 
  splintered. The sounds of the excavation are clear 
  from the south as the army shores up the entrance to 
  this complex. 
  li
  i
  l
  This room was home to four undead guardians. Now they 
  lie permanently dead, along with two ghouls that once 
  served the Nightwalker.   
  3. Master of the Tomb 
  The shattered cover of another sarcophagus is covered 
  in writing. A mummified body lies among more of the 
  Nightwalker’s minions; all rent limb for limb. 
   
  This tomb was once home to the master of the guardians, 
  a mummy lord. When his tomb was opened, he defended 
  it to his passing. In Ancient Baklunish the sarcophagus 
  reads “Xervilt, Master of the Pale Shroud.” Those who 
  make a DC 15 Listen check can hear the sounds of the 
  guards talking in area 1, as well as the excavation.   
  4. Collapsed Tunnel 
  The tunnel collapses here, a pile of dirt and stone. The 
  cobwebs present suggest this catastrophe happened 
  many years ago. 
   
  The tunnel here, and indeed, the rooms beyond, is 
  entirely collapsed.   
  5. Preparation Room 
  Deep grooves encircle this room and funnel into a 
  drain in the center of this room. Racks of embalming 
  tools are placed against the southern wall.   
  The preparation room is set up to prepare bodies for 
  burial. It has not seen use for many centuries, and there is 
  nothing of real value here.   
  6. The Test of Breath 
  Except for the corners, a great black dais fills this 
  room. Deep letters are carved into the center of the 
  dais. 
  In Ancient Baklunish, the dais reads “Let all who stand 
  here offer their last breath.” This trap no longer functions, 
  having been bypassed by the Nightwalker. Normally to 
  pass through this room, the penitent would have to cross 
  the dais and either be unable to breath, or be rendered 
  deceased himself. Previously if a living creature crossed 
  the dais they would have been subject to a wail of the 
  banshee spell before they could open the door and 
  proceed. Now the dais radiates fading necromantic magic.  
  7. Collapsed Roof 
  A rough tunnel slopes downward for the toss of a 
  stone towards a wal  of loose dirt. The path smel s of 
  moist rot and the roots of many trees reach toward 
  the center of the hal , like grasping finger of some 
  monstrous fiend. A number of worms and crawling 
  insects squirm out of the dirt, slowly raining upon 
  you. 
  l
  l  
  l
  This is where the heroes begin. At the eastern end of the 
  hall, a loose mound of dirt blocks further passage to the 
  hall beyond. The party can easily claw their way through 
  with minor effort. 
  8. The Test of Heart’s Conviction 
  A stone altar stands in the center of this room, a 
  rotten skull embedded in its face. A blood stained 
  bronze bowl with writ ng around its l p rests atop the 
  altar next to a curved dagger. The bodies of six small 
  children lie casually thrown into the southwestern 
  corner.   
  i
  i
  The children, mixed races of ages six to ten, are all 
  deceased; each suffering from a dagger thrust to the neck. 
  Tears dry upon their faces. In Ancient Baklunish, the 
  writing upon the bowl says, “Offer up to the Reaper that 
  which he demands.” A wall of force (17
  th caster level) 
  blocks access to the eastern door and can be defeated by a 
  disintegrate spell as normal, or by undertaking the test. 
  Desires of an Empty Heart 
   
  Page 10 
  
  Digging around the wall is also a possibility, taking 
  approximately five minutes, but alerts the guards in 
  rooms 9 and 10, who begin preparing for the heroes. To 
  pass this room, the party must offer up a life to Nerull. 
  This can be done in any fashion the party desires, as long 
  as the creature is stabbed and their blood drains into the 
  large bowl. The creature slain can be summoned or 
  caught; a squirrel, a worm, a spider, a deer, a person. 
  Nerull does not care. Note that killing a sentient being in 
  this manner is an evil act, and killing another character, 
  of course, removes that offender from play. Paladins 
  should be disturbed by any such ritual, but do not lose 
  their paladinhood as long as another hero actually 
  exterminates the worm, rat, insect, or similar creature.   
   
  Should any character possess “Karma” from IUZ4-8 
  Shattered Reflections of a Frozen Twilight, they hear the 
  following read-aloud text in their minds. Please record 
  the Invocation of Karma on that player’s AR and remove 
  it from all others. 
  You hear a sweet feminine voice, “In this place of 
  profane undeath, embrace my blessing. You shall be 
  my emissary and I shall be your guide.” You checks 
  flush and you feel a sense of power. 
  In addition to gaining the Invocation of Karma on their 
  AR, should this hero touch the wall of force, they may 
  make one level check (1d20 + character level) against a 
  caster level of 17 to destroy the wall of force. This option 
  is only available to “Karma” characters. 
  9. The Bone Gallery 
  Four statues of bone guard passage through this 
  macabre gallery. Framed in bones, paintings cover the 
  walls. However, diverting your attention from these 
  morbid works of art is a number of undead creatures, 
  shambling towards you. 
  The paintings in this room show the Gloom being carried 
  from the Baklunish west and laid to rest in the Sepulcher. 
  Throughout their journey (shown in the multiple 
  paintings) they keep a black tripartite stone bathed in 
  light. The statues of bone are in fact the original four 
  wizards that brought it to rest here, entombed forever so 
  that none could know the Gloom’s final resting place. 
   
  Creatures: The Nightwalker has left one of his 
  lieutenants behind with some fodder. Malook has orders 
  to stop anyone from trying to pass no matter the cost. 
  Malook is utterly devoted to his master and their deity, 
  and thus fights to the death. 
  APL 2 (EL 4) 
  Troll Skeleton: hp 39; see Monster Manual page 226. 
  Malook the Ghoul: hp 13; see Monster Manual page 
  119. 
  APL 4 (EL 6) 
  Umber Hulk Zombie: hp 107; see Monster Manual 
  page 267. 
  Malook the Wight: hp 13; see Monster Manual page 
  255. 
  APL 6 (EL 8) 
  Umber Hulk Zombie: hp 107; see Monster Manual 
  page 267. 
  Malook the Spectre: hp 45; see Monster Manual page 
  232. 
  APL 8 (EL 10) 
  Mohrg (2): hp 91ea; see Monster Manual page 198, one 
  is Malook. 
  APL 10 (EL 12) 
  Spectre (2): hp 45 ea; see Monster Manual page 232. 
  Malook the Devourer: hp 78; see Monster Manual 
  page 58, Malook wears a ring of force shield (for a +2 
  shield bonus to AC). 
  APL 12 (EL 14) 
  Dread Wraith: hp 104; see Monster Manual page 258. 
  Malook the Lich: hp 74; see Monster Manual page 
  166, Malook wears a ring of force shield (for a +2 shield 
  bonus to AC). 
  Tactics: Malook sends his minion(s) to immediately 
  attack the front line of the party, possibly taking 
  advantage of incorporeality, while he chooses his targets 
  more selectively hoping to eliminate dangerous clerics. 
  Malook knows that if his allies in Room 10 are to come to 
  his aid, he must delay his enemies as long as possible. 
  Thus he chooses to draw out the fight over escaping. If 
  the party digs around the door from room 8, Malook has 
  activated preparatory abilities just before they enter. 
   
  Treasure: At those APLs wear appropriate, the party 
  may claim Malook’s ring. 
  APL 10: M: ring of force shield (708 gp). 
  APL 12: M: ring of force shield (708 gp). 
  10. Library of Mortality 
  Dozens of ancient tomes cover the shelves that line 
  this room. The smell of mold is powerful, and except 
  for a path through the center of the room, everything 
  is covered in dust. The roo  sags dangerously here and 
  loose soil slowly falls from the ceiling, heaped near 
  the corners. A translucent curtain of faint v olet light 
  shimmers in the archway to the east, blocking your 
  view of what may lie beyond. Standing before the 
  curtain is a vast hooded form of darkness. It 
  threateningly raises a large club formed of bone, 
  ending n a massive demonic skul . Its toothy grin 
  screams “Fuggrott!” as it charges. 
  f
  i
  i
  l
  Fifty-seven books, and twice as many scrolls, fill the 
  shelves. All describe various manners of murder and 
  death, as well as rites associated with Nerull. Due to their 
  condition, none are especially valuable, although the 
  library as a whole offers a +4 circumstance bonus to 
  Desires of an Empty Heart 
   
  Page 11 
  
  Knowledge (religion) checks made concerning Nerull. 
  Unfortunately, the library would not survive any 
  attempts to move it. 
   
  Those succeeding in a DC 10 Search will note one 
  ancient and fragile scroll laying open upon of the shelves. 
  This scroll describes the Gloom, a black tripartite stone 
  inscribed in the center with a symbol of Nerull at the 
  center. The scroll says that the Gloom is an artifact of 
  power buried in the Sepulcher of the Bronze Moon in the 
  empty forest of the Vesve by corrupt Baklunish wizards 
  centuries ago to prevent its use against them by the Ur-
  Flan who created it. The scroll claims that while in an 
  area of total darkness, the Gloom can be used in a ritual to 
  cover an area for several miles in a permanent darkness 
  that cannot support life the scroll calls the Reaping. All 
  within the area, as well as those that enter the area, will be 
  transformed into undead under the control of the holder 
  of the Gloom. The scariest part, there is no limit to the 
  number of such zones the holder of the Gloom can create. 
  According to the scroll, the ritual of the Gloom can be 
  disrupted by exposing it directly to the presence of light, 
  and it cannot be used again for a day. 
   
  Creatures: The Nightwalker has left one last 
  defender between him and his enemies, Fuggrott his 
  apprentice. Fuggrott fights to the death to prevent 
  anyone from bringing a light source into the final room. 
  APL 2 (EL 4) 
  Fuggrott the Hooded Pupil: hp 42; see Appendix 
  One. 
  Tactics: If Fuggrott is aware of a combat in Room 9, he 
  waits two rounds for Malook to deal with it before using 
  his spider climb ability to move to the ceiling. Then he 
  moves to the edge of his room to where he can see the 
  combat. He tries to use his clutch of Orcus ability until it 
  proves useless. He moves to the ground to block passage 
  toward the violet curtain should anyone attempt to enter 
  the room. 
  APL 4 (EL 6) 
  Fuggrott the Hooded Pupil: hp 60; see Appendix 
  Two. 
  Tactics: At the first sign of combat in the adjoining room 
  or digging from room 8, Fuggrott immediately begins 
  casting preparatory spells in anticipation of combat. He 
  casts shield of faith (+2 deflection bonus to AC, doesn’t 
  stack with his ring), divine favor (+1 luck bonus on attack 
  and damage), and guidance (+1 competence on one 
  attack roll, saving throw, or skill check) in that order, if 
  given the chance. He the uses his spider climb ability to 
  move to the ceiling and moves to the edge of his room to 
  where he can see the combat. He tries to use his clutch of 
  Orcus ability until it proves useless. He moves to the 
  ground to block passage toward the violet curtain should 
  anyone attempt to enter the room, activating his 
  Mysticism domain (+1 luck bonus to all saves for 2 
  rounds) if as soon as his presence is noticed. 
  APL 6 (EL 8) 
  Fuggrott the Hooded Pupil: hp 78; see Appendix 
  Three. 
  Tactics: At the first sign of combat in the adjoining room 
  or digging from room 8, Fuggrott immediately begins 
  casting preparatory spells in anticipation of combat. He 
  casts bull’s strength (+4 Strength), shield of faith (+2 
  deflection bonus to AC, doesn’t stack with his ring), 
  divine favor (+1 luck bonus on attack and damage), and 
  guidance (+1 competence on one attack roll, saving 
  throw, or skill check) in that order, if given the chance. 
  Fuggrott has previously cast delay poison upon himself. 
  He the uses his spider climb ability to move to the ceiling 
  and moves to the edge of his room to where he can see 
  the combat. He tries to use his clutch of Orcus ability 
  until it proves useless. If the combat continues and he is 
  not threatened, he casts bless on himself and allies. He 
  moves to the ground to block passage toward the violet 
  curtain should anyone attempt to enter the room, 
  activating his Mysticism domain (+1 luck bonus to all 
  saves for 4 rounds) if as soon as his presence is noticed. 
  APL 8 (EL 10) 
  Fuggrott the Hooded Pupil: hp 96; see Appendix 
  Four. 
  Tactics: At the first sign of combat in the adjoining room 
  or digging from room 8, Fuggrott immediately begins 
  casting preparatory spells in anticipation of combat. He 
  casts bull’s strength (+4 Strength), shield of faith (+3 
  deflection bonus to AC, doesn’t stack with his ring), lesser 
  visage of the deity (+4 Charisma, resist cold and fire 10), 
  divine favor (+2 luck bonus on attack and damage), and 
  guidance (+1 competence on one attack roll, saving 
  throw, or skill check) in that order, if given the chance. 
  Fuggrott has previously cast delay poison upon himself. 
  He the uses his spider climb ability to move to the ceiling 
  and moves to the edge of his room to where he can see 
  the combat. He tries to use his clutch of Orcus ability 
  until it proves useless. If the combat continues and he is 
  not threatened, he casts bless and prayer upon himself 
  and allies. He moves to the ground to block passage 
  toward the violet curtain should anyone attempt to enter 
  the room, activating his Mysticism domain (+1 [+3 with 
  lesser visage of the deity] luck bonus to all saves for 6 
  rounds) if as soon as his presence is noticed. 
  APL 10 (EL 12) 
  Fuggrott the Hooded Pupil: hp 114; see Appendix 
  Five. 
  Tactics: At the first sign of combat in the adjoining room 
  or digging from room 8, Fuggrott immediately begins 
  casting preparatory spells in anticipation of combat. He 
  casts shield of faith (+3 deflection bonus to AC, doesn’t 
  stack with his ring), lesser visage of the deity (+4 
  Charisma, resist cold and fire 10), divine power (+6 
  Strength & +8 hp), divine favor (+2 luck bonus on attack 
  and damage), death ward, and guidance (+1 competence 
  on one attack roll, saving throw, or skill check) in that 
  Desires of an Empty Heart 
   
  Page 12 
  
  order, if given the chance. Fuggrott has previously cast 
  delay poison and freedom of movement upon himself. 
  He the uses his spider climb ability to move to the ceiling 
  and moves to the edge of his room to where he can see 
  the combat. He tries to use his clutch of Orcus ability 
  until it proves useless. If the combat continues and he is 
  not threatened, he casts bless and prayer upon himself 
  and allies. He moves to the ground to block passage 
  toward the violet curtain should anyone attempt to enter 
  the room, activating his Mysticism domain (+1 [+3 with 
  lesser visage of the deity] luck bonus to all saves for 8 
  rounds) if as soon as his presence is noticed. 
  APL 12 (EL 14) 
  Fuggrott the Hooded Pupil: hp 132; see Appendix 
  Six. 
  Tactics: At the first sign of combat in the adjoining room 
  or digging from room 8, Fuggrott immediately begins 
  casting preparatory spells in anticipation of combat. He 
  casts shield of faith (+3 deflection bonus to AC, doesn’t 
  stack with his ring), lesser visage of the deity (+4 
  Charisma, resist cold and fire 10), spell resistance (SR 22), 
  divine power (+6 Strength & +8 hp), righteous might 
  (Huge 
  size, 
  +8 
  Strength, 
  +4 
  Constitution, 
  +4 
  enhancement bonus to armor, & damage reduction 
  3/good), divine favor (+3 luck bonus on attack and 
  damage), death ward, and guidance (+1 competence on 
  one attack roll, saving throw, or skill check) in that order, 
  if given the chance.  Fuggrott has previously cast delay 
  poison and freedom of movement upon himself. He the 
  uses his spider climb ability to move to the ceiling and 
  moves to the edge of his room to where he can see the 
  combat. He tries to use his clutch of Orcus ability until it 
  proves useless. If the combat continues and he is not 
  threatened, he casts bless and prayer upon himself and 
  allies. He moves to the ground to block passage toward 
  the violet curtain should anyone attempt to enter the 
  room, activating his Mysticism domain (+1 [+3 with lesser 
  visage of the deity] luck bonus to all saves for 10 rounds) 
  if as soon as his presence is noticed. 
   
  Treasure: The party may freely claim Fuggrott’s 
  equipment. 
  11. The Vault 
  When the party gets to this room, proceed to The 
  Shadow Cabal. 
  The Shadow Cabal 
  This encounter assumes the heroes bring a light source of 
  some kind with them, thus disrupting the ritual. If not, 
  the DM will have to adjust where appropriate. 
  Forcing your way through the v o et curtain, like 
  some insubstantial ooze, you find yourself in a dim 
  room; the only source of l ght brought with you. Not 
  even the strange curtain offers any light on this side. 
  The roof sags dangerous above you, held up by a 
  timber not a few feet from the doorway. A low 
  chanting from many voices comes from the dark far 
  side of the room. Pinpricks of red look up at you, and 
  then the laughing begins. “You dare stand before 
  Khuruhut Zheylet the Nightwalker and his Shadow 
  Cabal? We who have lived for centuries and feast 
  upon the strongest of you, you are nothing. Now that 
  I possess the Gloom I will blanket your entire world 
  in the darkness o  the Reaping and all will be slaves to
  Nerull!” The chanting increases.   
  i l
  i
  f
   
  It takes a move action to pass through the curtain. The 
  party has no hope of standing against the Nightwalker 
  and the Shadow Cabal, but that can easily bring a light 
  source near the Gloom (at the far end of the room) 
  disrupting the ritual and then flee. The Cabal does not 
  bother with the gnats that are the heroes, continuing the 
  ritual. Of course, the party can also collapse the roof by 
  destroying the support (Hardness 5, 20 Hit Points, 
  Strength DC 23 to push it over). Once the support is 
  removed, the roof collapses one round later. 
   
  The DM is given wide latitude to play out this scene, 
  but it is important to keep a feeling of tension without 
  overpowering the party. Once the heroes disrupt the 
  ceremony, continue with the read aloud text. 
  As your light reflects upon the angles of the black 
  stone, a wretched sucking noise is heard swallowing 
  three of the seven shadowy chanters. The Baklunish 
  man looks at you, his eyes flashing in anger. 
  “Nooooooo! Kill the all!” he screams as his form 
  crumbles to dust. A whisper fills the room, “I will 
  destroy you and all you hold dear…” 
  The Shadow Cabal begins preparing themselves for 
  combat. The party has no choice but to run. Should they 
  run, the DM should describe an appropriate thrilling 
  chase (based upon the direction they choose to flee) but 
  they should escape as the entire complex collapses, 
  burying the remains of the Shadow Cabal, the Gloom, 
  and the majority of the undead army. Any hero left 
  behind when the roof collapses must succeed in a DC 30 
  Fortitude saving throw or die. Those that survive are 
  buried alive and take 20d6 points of damage every minute 
  until they are rescued. 
  All APLs (EL 19) 
  Gerask: hp 82; see Appendix Seven. 
  Terist Valmeen: hp 128; see Appendix Seven. 
  Veraataa: hp 105, see Appendix Seven. 
  Felekdashk: hp 138, see Appendix Seven. 
  Tactics: The remains of the Shadow Cabal prepare 
  themselves for battle, but unless the party is foolish it 
  should never come to that. 
   
  Development: If a combat begins, the DM should 
  do everything to drive the party from the room without 
  killing them. After the brace is destroyed, the ceiling 
  rumbles dangerously, and the entire place begins to 
  collapse after four rounds, beginning with the room 
  Desires of an Empty Heart 
   
  Page 13 
  
  containing the Gloom and proceeding one room each 
  round. 
  Thunder shakes the ground as the roof begins to 
  collapse. Fleeing from the tunnels you can hear the 
  screams of rage from the room containing the unholy 
  artifact. The anger is palpable. As you quickly climb 
  from the sinkhole, you see the army below you n 
  chaos as more sinkholes open at random. Ancient 
  trees collapse to crush dozens of the undead elves, 
  whi e others plummet into the darkness below. In 
  mere moments, the army is shattered, the ground of 
  Vesve having claimed that which should have been 
  buried long ago. 
  i
  l
  t
   
  The heroes can run down any straggling undead as they 
  wish, but any members of the Shadow Cabal not 
  destroyed have escaped. It would be a massive 
  undertaking to excavate the Gloom. Should this 
  somehow be within the party’s ability (through 
  overwhelming magic) it still rests where they last saw it. 
  Assuming they turn it over to the Knights of the High 
  Forest, the DM will have to adjust Cyrinith’s parting 
  words appropriately. 
   
  Development: If the party should get as far as the 
  Vault, but flee before disrupting the ritual, they are lost. 
  The Nightwalker manages to finish the ritual and unless 
  they fled the area using teleport or similar magic, the 
  heroes are turned into powerful undead under control of 
  the Nightwalker. Permanently remove their characters 
  from play.   
  Conclusion 
  The Leaping Deer is busy this afternoon, but thoughts 
  of crowding are easily forgotten with the tastes of a 
  fine a meal. Cyrinith puts his glass down. “It seems as 
  if you have had qui e as adventure, and you have done 
  well considering the odds. I predict good things for. 
  You’ll excuse me; I have something that needs 
  digging up.” 
   
  Paying for your meals, Cyrinith leaves you to 
  wonder if now that you have finally disrupted stopped 
  the Nightwalker’s schemes in the Vesve, have you 
  seen the last of him? 
  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. 
  Into the Dark Heart of the Wood 
  Defeat Kelthisar and his minions. 
   
  APL 2 - 120 xp; APL 4 - 180 xp; APL 6 - 240 xp; APL 8 - 
  300 xp; APL 10 - 360 xp; APL 12 - 420 xp 
  Sepulcher of the Bronze Moon 
  Defeat Malook and his minions. 
   
  APL 2 - 120 xp; APL 4 - 180 xp; APL 6 – 240 xp; APL 8 
  - 300 xp; APL 10 - 360 xp; APL 12 - 420 xp 
  Defeat Fuggrott. 
   
  APL 2 - 120 xp; APL 4 - 180 xp; APL 6 - 240 xp; APL 8 - 
  300 xp; APL 10 - 360 xp; APL 12 - 420 xp 
  Story Award 
  Successfully complete the Test of Heart’s Conviction 
   
  APL2 - 90 xp; APL4 - 135 xp; APL6 - 180 xp; APL8 - 
  225 xp; APL10 - 270 xp; APL12 - 315 xp 
  Total possible experience: 
   
  APL2 - 450 xp; APL4 - 675 xp; APL6 - 900 xp; APL8 - 
  1125 xp; APL10 - 1350 xp; APL12 - 1575 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  Desires of an Empty Heart 
   
  Page 14 
  
  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. 
  Into the Dark Heart of the Wood 
  Claim Kelthisar’s Spellbook 
   
  APL 2: 0 gp 
   
  APL 4: spellbook I - (33 gp). 
   
  APL 6: spellbook I-II - (99 gp). 
   
  APL 8: spellbook I-III - (191 gp). 
   
  APL 10: spellbook I-IV - (291 gp). 
   
  APL 12: spellbook I-V - (458 gp). 
  Encounter Five  
  Claim Malook’s Ring 
   
  APL 10: M: ring of force shield (708 gp). 
   
  APL 12: M: ring of force shield (708 gp). 
   
  Claim Fuggrott’s Gear 
  APL 2: L: 3 gp, M: large greatclub +1 - (193 gp), cloak 
  of resistance +1 - (83 gp), scroll: silence - (13 gp), 
  scroll: resist energy - (13 gp), silversheen - (21 gp), 
  brooch of shielding - (125 gp). 
  APL 4: L: 3 gp, M: large greatclub +1 - (193 gp), cloak 
  of resistance +1 - (83 gp), scroll: silence - (13 gp), 
  scroll: resist energy - (13 gp), silversheen - (21 gp), 
  brooch of shielding - (125 gp), ring of protection +1 - 
  (167 gp). 
  APL 6: L: 3 gp, M: large greatclub +1 - (193 gp), cloak 
  of resistance +1 - (83 gp), scroll: silence - (13 gp), 
  scroll: resist energy - (13 gp), silversheen - (21 gp), 
  brooch of shielding - (125 gp), ring of protection +1 - 
  (167 gp), scroll: flamestrike - (94 gp), scroll: mass 
  inflict light wounds - (94 gp). 
  APL 8: L: 3 gp, M: large greatclub +1 - (193 gp), cloak 
  of resistance +1 - (83 gp), scroll: silence - (13 gp), 
  scroll: resist energy - (13 gp), silversheen - (21 gp), 
  brooch of shielding - (125 gp), ring of protection +1 - 
  (167 gp), scroll: flamestrike - (94 gp), scroll: mass 
  inflict light wounds - (94 gp), lesser silent meta-
  magic rod - (250 gp), scroll: summon monster IV - 
  (58 gp). 
  APL 10: L: 3 gp, M: large greatclub +1 - (193 gp), cloak 
  of resistance +1 - (83 gp), scroll: silence - (13 gp), 
  scroll: resist energy - (13 gp), silversheen - (21 gp), 
  brooch of shielding - (125 gp), ring of protection +1 - 
  (167 gp), scroll: flamestrike - (94 gp), scroll: mass 
  inflict light wounds - (94 gp), lesser silent meta-
  magic rod - (250 gp), scroll: summon monster IV - 
  (58 gp), bag of holding type I - (208 gp). 
  APL 12: L: 3 gp, M: large shocking greatclub +1 - (693 
  gp), cloak of resistance +1 - (83 gp), scroll: silence - 
  (13 gp), scroll: resist energy - (13 gp), silversheen - 
  (21 gp), brooch of shielding - (125 gp), ring of 
  protection +1 - (167 gp), scroll: flamestrike - (94 gp), 
  scroll: mass inflict light wounds - (94 gp), lesser 
  silent meta-magic rod - (250 gp), scroll: summon 
  monster IV - (58 gp), bag of holding type I - (208 gp), 
  ring of counter spells - (333 gp). 
  Total Possible Treasure 
  APL 2: L: 3 gp; M: 448 gp - Total: 450 gp (total 451 gp) 
  APL 4: L: 3 gp; M: 648 gp - Total: 650 gp (total 651 gp) 
  APL 6: L: 3 gp; M: 902 gp - Total: 900 gp (total 905 gp) 
  APL 8: L: 3 gp; M: 1302 gp - Total: 1300 gp (total 1305 gp) 
  APL 10: L: 3 gp; M: 2318 gp - Total: 2300 gp (total 2321 gp) 
  APL 12: L: 3 gp; M: 3318 gp - Total: 3300 gp (total 3321 gp) 
  Special 
  Favor of Grimple and Bront: You have received a 
  handful of strange flowers from Grimple and Bront 
  Wood, which they suggested you drink as a tea. Should 
  you choose to do so roll 1d6 to determine the effect: 1 – 
  +1 alchemical bonus to Strength; 2 – +1 alchemical bonus 
  to Constitution; 3 – gain the scent ability; 4 – 1d4/0 CON 
  damage (DC 16 Fort negates); 5 – paralyzed (DC 16 Fort 
  negates); 6 – You have visions of success, +1 alchemical 
  bonus to all saving throws. All these effects last for one 
  hour. Once used, cross this favor out. 
  Invocation of Karma: You have been touched by Wee-
  Jas and she has made her will felt in you. Whenever you 
  successfully resist a death effect, you receive a +2 sacred 
  bonus to Strength and Constitution for a number of 
  minutes equal to your character level. 
  Kelthisar’s New Spellbook: You have retrieved 
  Kelthisar’s spellbooks, possibly for the second time in 
  your career. They contains the following spells: I - color 
  spray, grease, mage armor, sleep; II - expeditious retreat, 
  false life, mirror image, silent image, web; III - dispel 
  magic, fireball, fly, scorching ray; IV - enervation, 
  phantasmal killer, protection from good, slow; V - cone of 
  cold, dimension door, Evard’s black tentacles, see 
  invisibility, waves of fatigue. 
  Recognition of Cyrinith:  You have performed a 
  valuable service for Cyrinith, a Knight of the High Forest. 
  He has taken note of your actions. Only one character per 
  table may receive this recognition. 
  Items for the Adventure 
  Record 
  Item Access 
  Desires of an Empty Heart 
   
  Page 15 
  
  APL 2: 
  • 
  Brooch of shielding (Adventure; DMG) 
  • 
  +1 large greatclub (Adventure; DMG) 
  • 
  Silversheen (Adventure; DMG) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Kelthisar’s New Spellbook I (Adventure; See Above; 
  500 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Kelthisar’s New Spellbook II (Adventure; See Above; 
  1.500 gp) 
  • 
  Divine scroll: flamestrike (Adventure; CL 9; DMG) 
  • 
  Divine scroll: mass inflict light wounds (Adventure; 
  CL 9; DMG) 
  APL 8 (all of APLs 2-6 plus the following):  
  • 
  Kelthisar’s New Spellbook III (Adventure; See 
  Above; 2.700 gp) 
  • 
  Lesser silent metamagic rod (Adventure; DMG) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Bag of holding (Type I) (Adventure; DMG) 
  • 
  Kelthisar’s New Spellbook IV (Adventure; See 
  Above; 4.300 gp) 
  • 
  Ring of Force Shield (Adventure; DMG) 
  APL 12 (all of APL 2-10 plus the following): 
  • 
  Kelthisar’s New Spellbook V (Adventure; See Above; 
  6.800 gp) 
  • 
  +1 shocking large greatclub  (Adventure; DMG) 
  • 
  Ring of counterspells (Adventure; DMG) 
  Desires of an Empty Heart 
   
  Page 16 
  
  Appendix One – APL 2
  Sepulcher of the Bronze Moon 
  Fuggrott the Hooded Pupil: Male ogre; CR 4; Large 
  Giant; HD 4d8+16 plus 3; hp 42; Init +3; Spd 40 ft.; AC 18 
  [-1 size, -1 Dex, +7 natural, +3 armor], touch 8, flat-footed 
  18; Base Atk +3; Grp +14; Atk +11 melee (2d8+11, +1 large 
  greatclub) or +1 ranged (1d8+7, large javelin); Full Atk as 
  Atk; SA Clutch of Orcus, drink blood; SQ Darkvision 60 
  ft., low-light vision, resist cold 5, spider climb; AL CE; SV 
  Fort +9, Ref +3, Will +5; Str 25, Dex 8, Con 18, Int 4, Wis 
  17, Cha 10.  
   
  Skills and Feats: Climb +7, Listen +9, Spot +9; 
  Alertness
  B, Improved Initiative
  B, Lightning Reflexes
  B, 
  Toughness, Weapon Focus (greatclub). 
   
  Clutch of Orcus (Sp): Once per day, Fuggrott can 
  use the spell clutch of Orcus*. Caster level 10
  th, save DC 
  13. 
   
  Drink Blood (Su): Once per day, Fuggrott can suck 
  blood from a living victim who has damage that is yet to 
  be healed It does so by making a successful grapple attack 
  (it usually prefers to use this ability upon foes that are 
  already helpless). Against a pinned or helpless foe, it 
  drinks blood, dealing 2 points of Constitution damage. 
   
  Spider Climb (Su): Fuggrott can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Languages: Giant 
   
  Possessions: +1 cloak of resistance, +1 large greatclub, 
  brooch of shielding, divine scroll—resist energy, divine 
  scroll—silence, large javelin (x3), silversheen, studded 
  leather. 
   
   
   
   
   
   
   
   
  Desires of an Empty Heart 
   
  Page 17 
  
  Appendix Two – APL 4
  Into the Dark Heart of the Wood 
  Kelthisar: Male deathlock Wiz2; CR 5; Medium Undead; 
  HD 3d12 plus 2d12; hp 38; Init +6; Spd 30 ft.; AC 17 [+4 
  mage armor, +2 Dex, +1 natural], touch 12, flat-footed 15; 
  Base Atk +2; Grp +2; Atk +2 melee (1d4, bite); Full Atk as 
  Atk; SA Spell-like abilities, spells; SQ Darkvision 60 ft., 
  turn resistance +2, undead traits; AL NE; SV Fort +1, Ref 
  +3, Will +7; Str 10, Dex 14, Con -, Int 16, Wis 13, Cha 14.  
   
  Skills and Feats: Concentration +8, Hide +8, 
  Knowledge (arcana) +9, Listen +9, Spellcraft +11, Spot +9; 
  Alertness, Improved Initiative, Scribe Scroll
  B. 
   
  Spell-Like Abilities:  At will – detect magic, inflict 
  minor wounds (DC 13), read magic; 3/day – cause fear 
  (DC 14), magic missile, summon monster I; 2/day – death 
  knell (DC 14), ghoul glyph (DC 14).   
   
  Languages: Abyssal, Common, Elven, and Infernal. 
   
  Possessions: Map, spellbook. 
   
  Spells Prepared (4/3; base DC = 13 + spell level): 0–
  acid splash, ghost sound, prestidigitation, resistance; 1st–
  color spray, grease, mage armor, sleep. 
  Sepulcher of the Bronze Moon 
  Fuggrott the Hooded Pupil: Male ogre Clr2 (Nerull); 
  CR 6; Large Giant; HD 4d8+16 plus 2d8+8 plus 3; hp 60; 
  Init +3; Spd 40 ft.; AC 19 [-1 size, -1 Dex, +7 natural, +3 
  armor, +1 deflection], touch 9, flat-footed 19; Base Atk +4; 
  Grp +15; Atk +12 melee (2d8+11, +1 large greatclub) or +2 
  ranged (1d8+7, large javelin); Full Atk as Atk; SA Clutch 
  of Orcus, drink blood, spells; SQ Darkvision 60 ft., low-
  light vision, rebuke undead 7/day, resist cold 5, spider 
  climb; AL CE; SV Fort +12, Ref +3, Will +9; Str 25, Dex 8, 
  Con 18, Int 4, Wis 17, Cha 10.  
   
  Skills and Feats: Climb +7, Concentration +6, Listen 
  +9, Spot +9; Alertness
  B, Extra Turning, Improved 
  Initiative
  B, Lightning Reflexes
  B, Toughness, Weapon 
  Focus (greatclub). 
   
  Clutch of Orcus (Sp): Once per day, Fuggrott can 
  use the spell clutch of Orcus*. Caster level 10
  th, save DC 
  13. 
   
  Drink Blood (Su): Once per day, Fuggrott can suck 
  blood from a living victim who has damage that is yet to 
  be healed It does so by making a successful grapple attack 
  (it usually prefers to use this ability upon foes that are 
  already helpless). Against a pinned or helpless foe, it 
  drinks blood, dealing 2 points of Constitution damage. 
   
  Rebuke Undead (Su): 7/day – as 2
  nd level cleric. 
   
  Spider Climb (Su): Fuggrott can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Languages: Giant 
   
  Possessions: +1 cloak of resistance, +1 large greatclub, 
  +1 ring of protection, brooch of shielding, divine scroll—
  resist energy, divine scroll—silence, holy symbol, large 
  javelin (x3), silversheen, studded leather. 
   
  Spells Prepared (4/4; base DC = 13 + spell level): 0–
  create water, detect magic, guidance, mending; 1st–cure 
  light wounds, divine favor
  D, doom, shield of faith. 
   
  D Domain spell.  
   
  Domains: Death (Death touch (Su), 1/day. You must 
  succeed on a melee touch attack against a living creature. 
  When you touch, roll 1d6 per cleric level you possess. If 
  the total at least equals the creature’s current hit points, it 
  dies (no save).); Mysticism (Free action (Su), 1/day, +1 
  luck bonus to all saves for 2 rounds). 
   
   
   
   
   
   
   
   
  Desires of an Empty Heart 
   
  Page 18 
  
  Appendix Three – APL 6
   
  Into the Dark Heart of the Wood 
  Kelthisar: Male deathlock Wiz4; CR 7; Medium Undead; 
  HD 3d12 plus 4d12; hp 51 (61 with false life); Init +6; Spd 
  30 ft.; AC 17 [+4 mage armor, +2 Dex, +1 natural], touch 
  12, flat-footed 15; Base Atk +3; Grp +3; Atk +3 melee (1d4, 
  bite); Full Atk as Atk; SA Spell-like abilities, spells; SQ 
  Darkvision 60 ft., turn resistance +2, undead traits; AL 
  NE; SV Fort +2, Ref +4, Will +8; Str 10, Dex 14, Con -, Int 
  16, Wis 13, Cha 14.  
   
  Skills and Feats: Concentration +10, Hide +8, 
  Knowledge (arcana) +9, Listen +9, Spellcraft +13, Spot +9; 
  Alertness, Danger Sense, Improved Initiative, Scribe 
  Scroll
  B. 
   
  Spell-Like Abilities:  At will – detect magic, inflict 
  minor wounds (DC 13), read magic; 3/day – cause fear 
  (DC 14), magic missile, summon monster I; 2/day – death 
  knell (DC 14), ghoul glyph (DC 14).   
   
  Languages: Abyssal, Common, Elven, and Infernal. 
   
  Possessions: Map, spellbook. 
   
  Spells Prepared (4/4/3; base DC = 13 + spell level): 0
  th 
  – acid splash, ghost sound, prestidigitation, resistance; 1
  st 
  – color spray, expeditious retreat, grease, mage armor, 
  silent image; 2
  nd – false life, mirror image, web. 
  Sepulcher of the Bronze Moon 
  Fuggrott the Hooded Pupil: Male ogre Clr4 (Nerull); 
  CR 8; Large giant; HD 4d8+16 plus 4d8+16 plus 3; hp 78; 
  Init +3; Spd 40 ft.; AC 19 [-1 size, -1 Dex, +7 natural, +3 
  armor, +1 deflection], touch 9, flat-footed 19; Base Atk +6; 
  Grp +18; Atk +15 melee (2d8+13, +1 large greatclub) or +4 
  ranged (1d8+8, large javelin); Full Atk +15/+10 melee 
  (2d8+13, +1 large greatclub) or +4 ranged (1d8+8, large 
  javelin); SA Clutch of Orcus, drink blood, spells; SQ 
  Darkvision 60 ft., low-light vision, rebuke undead 7/day, 
  resist cold 5, spider climb; AL CE; SV Fort +13, Ref +4, 
  Will +9; Str 26, Dex 8, Con 18, Int 4, Wis 17, Cha 10.  
  Skills and Feats: Climb +8, Concentration +8, Listen 
  +9, Spot +9; Alertness
  B, Extra Turning, Improved 
  Initiative
  B, Lightning Reflexes
  B, Toughness, Weapon 
  Focus (greatclub). 
   
  Clutch of Orcus (Sp): Once per day, Fuggrott can 
  use the spell clutch of Orcus*. Caster level 10
  th, save DC 
  13. 
   
  Drink Blood (Su): Once per day, Fuggrott can suck 
  blood from a living victim who has damage that is yet to 
  be healed It does so by making a successful grapple attack 
  (it usually prefers to use this ability upon foes that are 
  already helpless). Against a pinned or helpless foe, it 
  drinks blood, dealing 2 points of Constitution damage. 
   
  Rebuke Undead (Su): 7/day – as 4
  th level cleric. 
   
  Spider Climb (Su): Fuggrott can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Languages: Giant 
   
  Possessions: +1 cloak of resistance, +1 large greatclub, 
  +1 ring of protection, brooch of shielding, divine scroll—
  flamestrike, divine scroll—mass inflict light wounds, 
  divine scroll—resist energy, divine scroll—silence, holy 
  symbol, large javelin (x3), silversheen, studded leather. 
   
  Spells Prepared (5/5/4; base DC = 13 + spell level): 0–
  create water, detect magic, guidance, light, mending; 1st–
  bless, cure light wounds, divine favor
  D, doom, shield of 
  faith; 2nd–bull’s strength, delay poison, sound burst, 
  spiritual weapon
  D. 
   
  D Domain spell. 
   
  Domains: Death (Death touch (Su), 1/day. You must 
  succeed on a melee touch attack against a living creature. 
  When you touch, roll 1d6 per cleric level you possess. If 
  the total at least equals the creature’s current hit points, it 
  dies (no save).); Mysticism (Free action (Su), 1/day, +1 
  (Cha bonus) luck bonus to all saves for 4 rounds). 
   
  Desires of an Empty Heart 
   
  Page 19 
  
  Appendix Four – APL 8
  Into the Dark Heart of the Wood 
  Kelthisar: Male deathlock Wiz6; CR 9; Medium Undead; 
  HD 3d12 plus 6d12; hp 64 (78 with false life); Init +6; Spd 
  30 ft.; AC 17 [+4 mage armor, +2 Dex, +1 natural], touch 
  12, flat-footed 15; Base Atk +4; Grp +4; Atk +4 melee (1d4, 
  bite); Full Atk as Atk; SA Spell-like abilities, spells; SQ 
  Darkvision 60 ft., turn resistance +2, undead traits; AL 
  NE; SV Fort +3, Ref +5, Will +9; Str 10, Dex 14, Con -, Int 
  17, Wis 13, Cha 14.  
   
  Skills and Feats: Concentration +12, Hide +8, 
  Knowledge (arcane) +9, Listen +9, Spellcraft +15, Spot +9; 
  Alertness, Danger Sense, Improved Initiative, Scribe 
  Scroll
  B, Spell Focus (evocation), Sudden Maximize
  B. 
   
  Spell-Like Abilities:  At will – detect magic, inflict 
  minor wounds (DC 13), read magic; 3/day – cause fear 
  (DC 14), magic missile, summon monster I; 2/day – death 
  knell (DC 14), ghoul glyph (DC 14).   
   
  Languages: Abyssal, Common, Elven, and Infernal. 
   
  Possessions: Map, spellbook. 
   
  Spells Prepared (4/4/4/3; base DC = 13 + spell level, 
  14 + spell level for evocation): 0
  th – acid splash, ghost 
  sound, prestidigitation, resistance; 1
  st – color spray, 
  expeditious retreat, grease, mage armor, silent image; 2
  nd – 
  false life, mirror image, web, scorching ray; 3
  rd – dispel 
  magic, fireball, fly. 
  Sepulcher of the Bronze Moon 
  Fuggrott the Hooded Pupil: Male ogre Clr6 (Nerull); 
  CR 10; Large Giant; HD 4d8+16 plus 6d8+24 plus 3; hp 96; 
  Init +3; Spd 40 ft.; AC 19 [-1 size, -1 Dex, +7 natural, +3 
  armor, +1 deflection], touch 9, flat-footed 19; Base Atk +7; 
  Grp +19; Atk +16 melee (2d8+13, +1 large greatclub) or +5 
  ranged (1d8+8, large javelin); Full Atk +16/+11 melee 
  (2d8+13, +1 large greatclub) or +5 ranged (1d8+8, large 
  javelin); SA Clutch of Orcus, drink blood, spells; SQ 
  Darkvision 60 ft., low-light vision, rebuke undead 7/day, 
  resist cold 5, spider climb; AL CE; SV Fort +14, Ref +5, 
  Will +10; Str 26, Dex 8, Con 18, Int 4, Wis 17, Cha 10.  
   
  Skills and Feats: Climb +8, Concentration +10, Listen 
  +9, Spot +9; Alertness
  B, Extra Turning, Improved 
  Initiative
  B, 
  Lightning 
  Reflexes
  B, 
  Quicken 
  Spell, 
  Toughness, Weapon Focus (greatclub). 
   
  Clutch of Orcus (Sp): Once per day, Fuggrott can 
  use the spell clutch of Orcus*. Caster level 10
  th, save DC 
  13. 
   
  Drink Blood (Su): Once per day, Fuggrott can suck 
  blood from a living victim who has damage that is yet to 
  be healed It does so by making a successful grapple attack 
  (it usually prefers to use this ability upon foes that are 
  already helpless). Against a pinned or helpless foe, it 
  drinks blood, dealing 2 points of Constitution damage. 
   
  Rebuke Undead (Su): 7/day – as 6
  th level cleric. 
   
  Spider Climb (Su): Fuggrott can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Languages: Giant 
   
  Possessions: +1 cloak of resistance, +1 large greatclub, 
  +1 ring of protection, brooch of shielding, divine scroll—
  flamestrike, divine scroll—mass inflict light wounds, 
  divine scroll—resist energy, divine scroll—silence,
  divine scroll—summon monster IV, holy symbol, large 
  javelin (x3), lesser silent meta-magic rod, silversheen, 
  studded leather. 
   
   
  Spells Prepared (5/5/5/4; base DC = 13 + spell level): 
  0–create water, detect magic, guidance, light, mending; 
  1st–bless, cure light wounds, divine favor
  D, doom, shield 
  of faith; 2nd–bull’s strength, cure moderate wounds, 
  delay poison, sound burst, spiritual weapon
  D; 3rd–dispel 
  magic, invisibility purge, lesser visage of the diety*
  D, 
  prayer. 
   
  D Domain spell. 
   
  Domains: Death (Death touch (Su), 1/day. You must 
  succeed on a melee touch attack against a living creature. 
  When you touch, roll 1d6 per cleric level you possess. If 
  the total at least equals the creature’s current hit points, it 
  dies (no save).); Mysticism (Free action (Su), 1/day, +1 
  (Cha bonus) luck bonus to all saves for 6 rounds). 
   
   
   
   
   
  Desires of an Empty Heart 
   
  Page 20 
  
  Appendix Five – APL 10
  Into the Dark Heart of the Wood 
  Kelthisar: Male deathlock Wiz8; CR 11; Medium 
  Undead; HD 3d12 plus 8d12; hp 77 (91 with false life); 
  Init +6; Spd 30 ft.; AC 17 [+4 mage armor, +2 Dex, +1 
  natural], touch 12, flat-footed 15; Base Atk +5; Grp +5; Atk 
  +5 melee (1d4, bite); Full Atk as Atk; SA Spell-like 
  abilities, spells; SQ Darkvision 60 ft., turn resistance +2, 
  undead traits; AL NE; SV Fort +3, Ref +5, Will +10; Str 10, 
  Dex 14, Con -, Int 17, Wis 13, Cha 14.  
   
  Skills and Feats: Concentration +14, Hide +8, 
  Knowledge (arcane) +9, Listen +9, Spellcraft +17, Spot +9; 
  Alertness, Danger Sense, Improved Initiative, Scribe 
  Scroll
  B, Spell Focus (evocation), Sudden Maximize
  B. 
   
  Spell-Like Abilities:  At will – detect magic, inflict 
  minor wounds (DC 13), read magic; 3/day – cause fear 
  (DC 14), magic missile, summon monster I; 2/day – death 
  knell (DC 14), ghoul glyph (DC 14).   
   
  Languages: Abyssal, Common, Elven, and Infernal. 
   
  Possessions: Map, spellbook. 
   
  Spells Prepared (4/5/4/4/2; base DC = 13 + spell 
  level, 14 + spell level for evocation): 0–acid splash, ghost 
  sound, prestidigitation, resistance; 1st–color spray, 
  expeditious retreat, grease, mage armor, protection from 
  good, silent image; 2nd–false life, mirror image, 
  scorching ray, web; 3rd–dispel magic, fireball, fly, slow; 
  4th–enervation, phantasmal killer. 
  Sepulcher of the Bronze Moon 
  Fuggrott the Hooded Pupil: Male ogre Clr8 (Nerull); 
  CR 12; Large Giant; HD 4d8+16 plus 8d8+32 plus 3; hp 
  114; Init +3; Spd 40 ft.; AC 19 [-1 size, -1 Dex, +7 natural, 
  +3 armor, +1 deflection], touch 9, flat-footed 19; Base Atk 
  +9; Grp +21; Atk +18 melee (2d8+13, +1 large greatclub) or 
  +7 ranged (1d8+8, large javelin); Full Atk +18/+13 melee 
  (2d8+13, +1 large greatclub) or +7 ranged (1d8+8, large 
  javelin); SA Clutch of Orcus, drink blood, spells; SQ 
  Darkvision 60 ft., low-light vision, rebuke undead 7/day, 
  resist cold 5, spider climb; AL CE; SV Fort +15, Ref +5, 
  Will +12; Str 26, Dex 8, Con 18, Int 4, Wis 18, Cha 10.  
   
  Skills and Feats: Climb +8, Concentration +12, Listen 
  +10, Spot +10; Alertness
  B, Divine Meta-Magic (Quicken 
  Spell), Extra Turning, Improved Initiative
  B, Lightning 
  Reflexes
  B, Quicken Spell, Toughness, Weapon Focus 
  (greatclub). 
   
  Clutch of Orcus (Sp): Once per day, Fuggrott can 
  use the spell clutch of Orcus*. Caster level 10
  th, save DC 
  13. 
   
  Drink Blood (Su): Once per day, Fuggrott can suck 
  blood from a living victim who has damage that is yet to 
  be healed It does so by making a successful grapple attack 
  (it usually prefers to use this ability upon foes that are 
  already helpless). Against a pinned or helpless foe, it 
  drinks blood, dealing 2 points of Constitution damage. 
   
  Rebuke Undead (Su): 7/day – as 8
  th level cleric. 
   
  Spider Climb (Su): Fuggrott can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Languages: Giant 
   
  Possessions: +1 cloak of resistance, +1 large greatclub, 
  +1 ring of protection, bag of holding (Type I), brooch of 
  shielding, divine scroll—flamestrike, divine scroll—mass 
  inflict light wounds, divine scroll—resist energy, divine 
  scroll—silence, divine scroll—summon monster IV, holy 
  symbol, large javelin (x3), lesser silent meta-magic rod, 
  silversheen, studded leather. 
   
  Spells Prepared (6/6/5/5/4; base DC = 14 + spell 
  level): 0–create water, detect magic (x2), guidance, light, 
  mending; 1st–bless, cure light wounds, divine favor
  D, 
  doom, obscuring mist, shield of faith; 2nd–bull’s strength, 
  cure moderate wounds, delay poison, sound burst, 
  spiritual weapon
  D; 3rd–dispel magic, invisibility purge, 
  lesser visage of the diety*
  D, prayer, wind wall; 4th–cure 
  critical wounds, death ward
  D, divine power, freedom of 
  movement. 
   
  D Domain spell. 
   
  Domains: Death (Death touch (Su), 1/day. You must 
  succeed on a melee touch attack against a living creature. 
  When you touch, roll 1d6 per cleric level you possess. If 
  the total at least equals the creature’s current hit points, it 
  dies (no save).); Mysticism (Free action (Su), 1/day, +1 
  (Cha bonus) luck bonus to all saves for 8 rounds). 
   
   
  Desires of an Empty Heart 
   
  Page 21 
  
  Appendix Six – APL 12 
   
  Into the Dark Heart of the Wood 
  Kelthisar: Male deathlock Wiz10; CR 13; Medium 
  undead; HD 3d12 plus 10d12; hp 90 (108 with false life); 
  Init +6; Spd 30 ft.; AC 17 [+4 mage armor, +2 Dex, +1 
  natural], touch 12, flat-footed 15; Base Atk +6; Grp +6; Atk 
  +6 melee (1d4, bite); Full Atk +6/+1 melee (1d4, bite); SA 
  Spell-like abilities, spells; SQ Darkvision 60 ft., turn 
  resistance +2, undead traits; AL NE; SV Fort +4, Ref +6, 
  Will +11; Str 10, Dex 14, Con -, Int 18, Wis 13, Cha 14.  
   
  Skills and Feats: Concentration +16, Hide +8, 
  Knowledge (arcane) +10, Listen +9, Spellcraft +20, Spot 
  +9; Alertness, Danger Sense, Improved Initiative, Scribe 
  Scroll
  B, Spell Focus (evocation), Sudden Empower, 
  Sudden Maximize
  B, Sudden Silent
  B. 
   
  Spell-Like Abilities:  At will – detect magic, inflict 
  minor wounds (DC 13), read magic; 3/day – cause fear 
  (DC 14), magic missile, summon monster I; 2/day – death 
  knell (DC 14), ghoul glyph (DC 14).   
   
  Languages: Abyssal, Common, Elven, and Infernal. 
   
  Possessions: Map, spellbook. 
   
  Spells Prepared (4/5/5/4/4/2; base DC = 14 + spell 
  level, 15 + spell level for evocation): 0–acid splash, ghost 
  sound, prestidigitation, resistance; 1st–color spray, 
  expeditious retreat, grease, mage armor, protection from 
  good, silent image; 2nd–false life, mirror image, 
  scorching ray, see invisibility, web; 3rd–dispel magic, 
  fireball, fly, slow; 4th–dimension door, enervation, 
  evard’s black tentacles, phantasmal killer; 5th–cone of 
  cold, waves of fatigue. 
  Sepulcher of the Bronze Moon 
  Fuggrott the Hooded Pupil: Male ogre Clr10 (Nerull); 
  CR 14; Large Giant; HD 4d8+16 plus 10d8+40 plus 3; hp 
  132; Init +3; Spd 40 ft.; AC 19 [-1 size, -1 Dex, +7 natural, 
  +3 armor, +1 deflection], touch 9, flat-footed 19; Base Atk 
  +10; Grp +22; Atk +19 melee (2d8+13 plus 1d6 electricity, 
  +1 large shocking greatclub) or +8 ranged (1d8+8, large 
  javelin); Full Atk +19/+14 melee (2d8+13 plus 1d6 
  electricity, +1 large shocking greatclub) or +8 ranged 
  (1d8+8, large javelin); SA Clutch of Orcus, drink blood, 
  spells; SQ Darkvision 60 ft., low-light vision, rebuke 
  undead 7/day, resist cold 5, spider climb; AL CE; SV Fort 
  +16, Ref +6, Will +13; Str 26, Dex 8, Con 18, Int 4, Wis 18, 
  Cha 10.  
   
  Skills and Feats: Climb +8, Concentration +14, Listen 
  +10, Spot +10; Alertness
  B, Divine Meta-Magic (Quicken 
  Spell), Extra Turning, Improved Initiative
  B, Lightning 
  Reflexes
  B, Quicken Spell, Toughness, Weapon Focus 
  (greatclub). 
   
  Clutch of Orcus (Sp): Once per day, Fuggrott can 
  use the spell clutch of Orcus*. Caster level 10
  th, save DC 
  13. 
   
  Drink Blood (Su): Once per day, Fuggrott can suck 
  blood from a living victim who has damage that is yet to 
  be healed It does so by making a successful grapple attack 
  (it usually prefers to use this ability upon foes that are 
  already helpless). Against a pinned or helpless foe, it 
  drinks blood, dealing 2 points of Constitution damage. 
   
  Rebuke Undead (Su): 7/day – as 10
  th level cleric. 
   
  Spider Climb (Su): Fuggrott can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Languages: Giant 
   
  Possessions: +1 cloak of resistance, +1 large greatclub, 
  +1 ring of protection, bag of holding (Type I), brooch of 
  shielding, divine scroll—flamestrike, divine scroll—mass 
  inflict light wounds, divine scroll—resist energy, divine 
  scroll—silence, divine scroll—summon monster IV, holy 
  symbol, large javelin (x3), lesser silent meta-magic rod, 
  ring of counterspells (dispel magic), silversheen, studded 
  leather. 
   
  Spells Prepared (6/6/6/5/5/3; base DC = 14 + spell 
  level): 0–create water, detect magic (x2), guidance, light, 
  mending; 1st–bless, cure light wounds, divine favor
  D, 
  doom, obscuring mist, shield of faith; 2nd–bull’s strength, 
  cure moderate wounds, delay poison, hold person, sound 
  burst, spiritual weapon
  D; 3rd–dispel magic, invisibility 
  purge, lesser visage of the diety*
  D, prayer, wind wall; 4th–
  air walk, cure critical wounds, death ward
  D, divine power, 
  freedom of movement; 5th–flame strike, righteous 
  might
  D, spell resistance. 
   
  D Domain spell. 
   
  Domains: Death (Death touch (Su), 1/day. You must 
  succeed on a melee touch attack against a living creature. 
  When you touch, roll 1d6 per cleric level you possess. If 
  the total at least equals the creature’s current hit points, it 
  dies (no save).); Mysticism (Free action (Su), 1/day, +1 
  (Cha bonus) luck bonus to all saves for 10 rounds). 
  Desires of an Empty Heart 
   
  Page 22 
  
  Appendix Seven – All APLs
  Smiles between Friends 
  Grinn: Male goblin War1/Wiz(illusionist)6; CR 6; Small 
  Humanoid (Goblinoid); HD 1d8 plus 6d4; hp 23; Init +3; 
  Spd 30 ft.; AC 18 [+1 size, +3 Dex, +4 mage armor], touch 
  14, flat-footed 15; Base Atk +3; Grp -3; Atk +2 melee (1d4-
  2, small quarterstaff) or +6 ranged (1d6/19-20, small light 
  crossbow); Full Atk as Atk; SQ Darkvision 60 ft.; AL CN; 
  SV Fort +2, Ref +5, Will +6; Str 7, Dex 16, Con 10, Int 16, 
  Wis 12, Cha 12 
   
  Skills and Feats: Bluff +4, Concentration +10, Craft 
  (alchemy) +5, Escape Artist +4, Hide +10, Knowledge 
  (arcana) +10, Knowledge (local-Iuz’s Border States) +5, 
  Listen +4, Move Silently +7, Ride +7, Spellcraft +13, Spot 
  +4; Alertness, Dodge, Extend Spell, Scribe Scroll
  B, Still 
  Spell
  B. 
   
  Languages: Common, Draconic, Goblinoid, Halfling, 
  Orcish. 
   
  Possessions: bolts (10), red cloak, small light 
  crossbow, small quarterstaff, spell component pouch, 8 
  lunars (sp), 12 wheats (cp). 
   
  Spells Prepared (5/5/5/4; base DC = 13 + spell level, 
  banned schools – divination and evocation): 0–daze, 
  ghost sound (x2), mage hand, prestidigitation; 1st–cause 
  fear, expeditious retreat, mage armor, silent image, 
  ventriloquism; 2nd–invisibility (x2), mirror image, scare, 
  web; 3
  rd – extended alter self (x2), fly, major image. 
   
  Borot: Male goblin War1/Ftr5; CR 5; Small Humanoid 
  (Goblinoid); HD 1d8+3 plus 5d10+15 plus 3; hp 59; Init 
  +0; Spd 30 ft.; AC 14 [+1 Size, +3 armor], touch 11, flat-
  footed 13; Base Atk +6; Grp +6; Atk +11 melee (1d6+6/19-
  20, small longsword) or +6 ranged (1d3, small sling); Full 
  Atk +11/+6 melee (1d6+6/19-20, small longsword) or 
  +6/+1 ranged (1d3, small sling); SQ Darkvision 60 ft.; AL 
  CN; SV Fort +9, Ref +1, Will +0; Str 19, Dex 10, Con 16, 
  Int 7, Wis 8, Cha 8.  
   
  Skills and Feats: Climb +9, Hide +4, Jump +8, Listen 
  +2, Move Silently +4, Ride +4, Spot +3; Alertness, Power 
  Attack
  B, Quick Draw, Toughness, Weapon Focus 
  (longsword)
  B, Weapon Specialization (longsword)
  B. 
   
  Languages: Common, Goblinoid. 
   
  Possessions: Small longsword, small sling, sling 
  bullets (10), studded leather armor, whatever Grinn tells 
  him to carry (including Grinn). 
   
  Shadow Cabal 
  Terist Valmeen: Male lich (human) Clr6/Master of 
  Shrouds10 
  (Nerull); 
  CR 
  20; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 6d12 plus 10d12; hp 128; 
  Init +1; Spd 30 ft.; AC 37 [+12 armor, +6 shield, +1 Dex, +3 
  deflection +5 natural armor], touch 14, flat-footed 36; Base 
  Atk +12; Grp +13; Atk +17 melee (1d8+5, morning star) or 
  +13 ranged (1d8/19-20, light crossbow); Full Atk 
  +17/+12/+7 melee (1d8+5, morning star) or +13 (1d8/19-
  20, light crossbow); SA Fear aura, paralyzing touch, spells; 
  SQ DR 15/bludgeoning and magic, immunities, turn 
  resistance +4, undead traits; AL CE; SV Fort +11, Ref +9, 
  Will +23; Str 13, Dex 12, Con -, Int 18, Wis 22 (26), Cha 
  16.  
  Skills and Feats: Bluff +15, Concentration +19, 
  Disguise +15, Hide+28, Listen +20, Move Silently +8, 
  Search +15, Sense Motive +15, Spot +16, Knowledge 
  (religion) +19, Spellcraft+23; Augment Summoning, 
  Chain Spell, Power Attack, Quickened Spell, Silent Spell, 
  Spell Focus (Conjuration)
  B, Spell Focus (Necromancy). 
   
  Fear Aura (Su): Creatures of less than 5 HD in a 60-
  foot radius that look at Terist must succeed on a DC 21 
  Will save or be affected as though by a fear spell from a 
  16
  th-level caster. A creature that successfully saves cannot 
  be affected again for 24 hours. 
  Immunities (Ex): Terist has immunity to cold, 
  electricity, polymorph (though they can use polymorph 
  effects on themselves), and mind-affecting attacks. 
  Improved 
  Summoning 
  (Ex): 
  Any 
  undead 
  summoned by Terist gain a +2 enhancement bonus on 
  attack and damage rolls. 
  Paralyzing Touch (Su): Any living creature Terist 
  hits with his touch attack must succeed on a DC 21 
  Fortitude save or be permanently paralyzed. Remove 
  paralysis or any spell that can remove a curse can free the 
  victim (see the bestow curse spell description). The effect 
  cannot be dispelled. Anyone paralyzed by Terist seems 
  dead, though a DC 20 Spot check or a DC 15 Heal check 
  reveals that the victim is still alive. 
  Rebuke Undead (Su): 10/day – as 16
  th level cleric 
  Summon Undead (Sp): 6/day – Terist can summon 
  one or more incorporeal undead creatures. This ability is 
  identical to the summon monster spells except Terist 
  adds her Charisma modifier to the duration. Terist can 
  summon one dread wraith, two greater shadows, four 
  spectres, four wraiths, or four shadows with each use of 
  this ability. 
  Spells Prepared: (6/8/8/8/6/6/5/4/2; base DC = 17 + 
  spell level, 18 + spell level for conjuration & necromantic 
  spells): 0–create water, inflict minor wounds (x2), detect 
  magic (x2), detect poison; 1st–bless, divine favor, doom 
  (x2), entropic shield, obscuring mist, protection from 
  good
  D, shield of faith (x2); 2nd–align weapon, death knell, 
  hold person (x2), invisibility
  D, sound burst (x2), wave of 
  grief; 3rd–dispel magic, magic circle versus good
  D, magic 
  vestment (x3), protection from elements, silenced wave 
  of grief, wrack; 4th–divine power, freedom of movement, 
  greater magic weapon, silent dispel magic, unholy 
  blight
  D, silent wrack; 5th–dispel good
  D, quickened divine 
  favor, flamestrike, slay living, spell resistance, true seeing; 
  6th–anti-life shell, blade barrier, harm (x2), mislead
  D; 7
  th – 
  bestow greater curse, blasphemy
  D, silent greater dispel 
  Desires of an Empty Heart 
   
  Page 23 
  
  magic, silenced & chained wrack; 8
  th – greater planar ally, 
  unholy aura
  D. 
   
  D Domain spell. 
   
  Domains: Evil (Evil spells cast at +1 level); Trickery 
  (Bluff, Disguise, and Hide are class skills). 
   
  Languages: Ancient Baklunish, Ancient Sueloise, 
  Ancient Flan, Common, Draconic 
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  unholy morning star, bolts (20), light crossbow, silver 
  holy symbol (x3), divine scroll—remove paralysis, divine 
  scroll—silence, periapt of wisdom +4, ring of protection 
  +3, cloak of resistance +3, potion of protection from 
  elements (fire), potion of fly, divine scroll—invisibility 
  purge, boots of speed, vest of escape, divine scroll—
  prayer. 
   
  Magic in Effect: magic vestment (+4 enhancement 
  bonus to armor), magic vestment (+4 enhancement bonus 
  to shield), freedom of movement, greater magic weapon 
  (+4 enhancement bonus to morning star), spell resistance 
  (SR 28), anti-life shell, unholy aura (+4 deflection bonus 
  to AC, +4 resistance bonus to saves, Str dmg against good 
  attackers). 
   
   
   
  Veraataa: Female ghost Sor14/Acm1; CR 17; Medium 
  Undead (Augmented Humanoid); HD 15d12; hp 105; Init 
  +2; Spd fly 30ft (perfect); AC 28 (+4 armor, +4 shield, +2 
  Dex, +8 deflection), touch 20, flat-footed 26; Base Atk +6; 
  Grp +5; Atk +5 Incorporeal touch (1d6-1, can only effect 
  ethereal creatures); Full Atk as Atk; SA Corrupting gaze, 
  frightful moan, horrific appearance, manifestation; SQ 
  Mastery of shaping, rejuvenation, turn resistance +4; AL 
  CE; SV Fort +7, Ref +9, Will +12; Str 8, Dex 14, Con -, Int 
  16, Wis 12, Cha 23(27).  
   
  Skills and Feats: Concentration +18, Hide +12, 
  Knowledge (Arcana) +16, Listen +10, search +10, 
  Spellcraft +22, Spot +12; Alertness, Empower Spell, Great 
  Fortitude, Greater Spell Focus (Enchantment), Lightning 
  Reflexes, 
  Skill 
  Focus 
  (Spellcraft)
  B, 
  Spell 
  Focus 
  (Enchantment), Spell Focus (Evocation). 
  Mastery of Shaping (Ex): Veraataa can alter area of 
  effect spells that use one of the following shapes: burst, 
  cone, cylinder, emanation, or spread. The alteration 
  consists of creating spaces within the spell’s area or effect 
  that are not subject to the spell. The minimum dimension 
  for these spaces is a 5-foot cube. Furthermore, any 
  shapeable spells have a minimum dimension of 5 feet 
  instead of 10 feet. 
   
  Corrupting Gaze (Su): A ghost can blast living 
  beings with a glance, at a range of up to 30 feet. Creatures 
  that meet the ghost’s gaze must succeed on a DC 25 
  Fortitude save or take 2d10 points of damage and 1d4 
  points of Charisma damage. 
   
  Frightful Moan (Su): As a standard action, all living 
  creatures within a 30-foot spread must succeed on a DC 
  25 Will save or become panicked for 2d4 rounds. This is a 
  sonic necromantic mind-affecting fear effect. A creature 
  that successfully saves against the moan cannot be 
  affected by the same ghost’s moan for 24 hours. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a DC 25 
  Fortitude save or immediately take 1d4 points of Strength 
  damage, 1d4 points of Dexterity damage, and 1d4 points 
  of Constitution damage. A creature that successfully saves 
  against this effect cannot be affected by the same ghost’s 
  horrific appearance for 24 hours. 
   
  Manifestation (Su): When Veraataa manifests, she 
  partly enters the Material Plane and becomes visible but 
  incorporeal on the Material Plane. Veraataa can be 
  harmed only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore any 
  damage from a corporeal source. Veraataa can pass 
  through solid objects at will, and its own attacks pass 
  through armor. She always moves silently. She can strike 
  with its touch attack or with a ghost touch weapon. 
  Veraataa remains partially on the Ethereal Plane, where is 
  she not incorporeal. She can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. Her 
  incorporeality helps protect her from foes on the Material 
  Plane, but not from foes on the Ethereal Plane. 
   
  When Veraataa is not manifested and is on the 
  Ethereal Plane, her spells cannot affect targets on the 
  Material Plane, but they work normally against ethereal 
  targets. When she manifests, her spells continue to affect 
  ethereal targets and can affect targets on the Material 
  Plane normally unless the spells rely on touch. Her touch 
  spells don’t work on nonethereal targets. 
   
  Languages: Common, Abyssal, Undercommon, 
  Draconic.  
   
  Possessions: cloak of Charisma +4, vest of resistance 
  +2, Quarterstaff. 
  Sorcerer Spells Known: (6/8/8/8/8/7/6/5; save DC 
  16 + spell level; enchantment & evocation spells DC 18 + 
  spell level): 0–acid splash, daze, detect magic, detect 
  poison, flare, ray of frost, read magic, resistance, touch of 
  fatigue; 1st–charm person, mage armor, magic missile, ray 
  of enfeeblement, shield; 2nd–false life, glitterdust, 
  scorching ray, mirror image, Tasha’s hideous laughter; 
  3rd–fireball, protection from energy, suggestion, slow; 
  4th–confusion, 
  Evard’s 
  black 
  tentacles, 
  greater 
  invisibility, solid fog; 5th–cone of cold, cloud kill, 
  feeblemind, wall of force. 6th–disintegrate, greater dispel 
  magic, guards and wards; 7th–prismatic spray, spell 
  turning. 
   
  Magic in Effect: mage armor, false life, protection 
  from fire (120 pts), protection from lightning (120 pts), 
  spell turning (9 levels). 
   
  Gerask: Male vampire Clr10/Contemplative1 (Nerull); 
  CR 13; Medium Undead (Augmented Humanoid); HD 
  11d12; hp 82; Init +6; Spd 20 ft.; AC 28 (+2 Dex, +6 
  natural, +2 heavy shield, +8 plate), (touch 12, flat-footed 
  26); Base Atk +7; Grp +12; Atk +12 melee (1d6+10/19-20, 
  short sword) or +7 ranged (1d8+4/x3, shortbow); Full Att 
  +12/+7 melee (1d6+10/19-20, short sword) or +7/+2 
  Desires of an Empty Heart 
   
  Page 24 
  
  ranged (1d8+4/x3, shortbow); SA Blood drain, children of 
  the night, create spawn, energy drain, spells; SQ 
  Alternate form, darkvision 120 ft., DR 10/silver and 
  magic, dwarf traits, fast healing 5, gaseous form, rebuke 
  undead, divine health, resist cold and electricity 10, 
  spider climb, turn resistance +4; AL LE; SV Fort +7, Ref 
  +7, Will +16; Str 20, Dex 14, Con -, Int 12, Wis 24, Cha 16.  
   
  Skills and Feats: Concentration +13, Knowledge 
  (religion) +15; Alertness, Combat Reflexes, Divine Meta-
  magic (quicken), Dodge, Improved Initiative, Lightning 
  Reflexes, Quicken Spell, Sudden Silent, Sudden Still. 
  Blood Drain (Ex): If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round the 
  pin is maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
  Children of the Night (Su): Once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
  Dominate (Su): This is similar to a gaze attack, except 
  that the vampire must use a standard action, and those 
  merely looking at it are not affected. Anyone the vampire 
  targets must succeed on a DC 18 Will save or fall instantly 
  under the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range of 
  30 feet. 
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.   If the vampire 
  instead drains the victim’s Constitution to 0 or lower, the 
  victim returns as a spawn if it had 4 or less HD and as a 
  vampire if it had 5 or more HD.  
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round. 
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action.  
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Spells Prepared (6/7+1/6+1/5+1/4+1/3+1/2+1; base 
  DC = 17 + spell level): 0 – cure minor wounds (x2), detect 
  magic, detect poison, light, mending; 1
  st – bless, cure light 
  wounds, obscuring mist, protection from good*, remove 
  fear, shield of faith (x2), sanctuary; 2
  nd – align weapon, 
  hold person, invisibility *, remove paralysis, resist energy 
  (x3), sound burst; 3
  rd – daylight, dispel magic, invisibility 
  purge, magic circle versus good*, magic vestment, searing 
  light; 4
  th – air walk, death ward, divine power, freedom of 
  movement, unholy blight*; 5
  th – dispel good*, quickened 
  divine favor, flamestrike, righteous might; 6
  th – heal, 
  hero’s feast, mislead*. 
   
  *Domain spell. Domains: Evil (Evil spells cast at +1 
  level); Trickery (Bluff, Disguise, and Hide are class skills). 
   
  Felekdashk: male troll ghoul Wiz6/EdK9; CR 18; Large 
  Undead (Augmented Giant); HD 6d12 plus 6d12 plus 
  9d12 plus 3; hp 138; Init +9; Spd 30 ft.; AC 22, touch 15, 
  flat-footed 17 (-1 size, +7 Dex, +7 natural armor, +1 
  insight); Base Atk +16; Grp +38;  Atk +35 melee 
  (2d6+24/19-20x(1d8), scythe) or +32 melee (1d6+16, 
  claw); Full Atk +35/+35/+30/+25/+20 melee (2d6+24/19-
  20x(1d8), scythe) and +30 melee (1d8+8, bite), or +32 
  melee (1d6+16, 2 claws) and +30 melee (1d8+8, bite); 
  Space/Reach 10 ft./10 ft.; SA ghoul fever, paralysis, rend 
  2d6+24; SQ Darkvision 90 ft., low-light vision, scent, 
  summon familiar (toad), turn resistance +2; AL CE; SV 
  Fort +20, Ref +21, Will +21; Str 42, Dex 24, Con --, Int 22, 
  Wis 18, Cha 6.  
   
  Skills and Feats: Concentration +21, Intimidate +4, 
  Knowledge (arcana) +20, Knowledge (religion) +11, 
  Listen +17, Sense Motive +15, Spellcraft +20, Spot +17, 
  Tumble +21. Alertness
  B, Arcane Strike*, Combat 
  Expertise, Dodge, Improved Critical (scythe)
  B, Karmic 
  Strike*, Mobile Spellcasting*, Multiattack
  B, Power Attack, 
  Quicken Spell
  B, Scribe Scroll
  B, Weapon Focus (scythe). 
   
  Ghoul Fever (Su): Disease – bite, Fortitude save DC 
  18, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. 
   
  Paralysis (Ex): Victims hit by Troll’s bite or claw 
  attack must make a successful DC 18 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to this 
  paralysis. 
   
  Rend (Ex): If Troll hits with both claw attacks, he 
  automatically deals an additional 2d6+24 points of 
  damage. 
   
  Languages:  Abyssal, Common, Draconic, Giant, 
  Undercommon. 
   
  Spells Prepared (4/6/6/9/5/4/4/2; base DC = 6 + 
  spell level, caster level 15): 0—[cantrip, cantrip (2)]; 1st—
  gust of wind, magic missile, ray of enfeeblement, shield, 
  true strike (2); 2nd—false life, glitterdust, mirror image, 
  resist energy, scorching ray; 3rd—fireball, greater mage 
  armor, magic circle against good, protection from energy 
  (2), vampiric touch (3), wind wall; 4th—confusion, fire 
  shield, greater invisibility, stoneskin, wall of ice; 5th—
  Bigby’s interposing hand, quickened true strike, teleport, 
  wall of stone, 6th—globe of invulnerability, greater dispel 
  magic, greater heroism, true seeing; 7th—limited wish, 
  quickened displacement. 
   
  Possessions: +2 large maiming brilliant energy scythe 
  of speed, belt of giant’s strength +6, headband of intellect 
  +6, rod of lesser quicken, rod of quicken, rod of greater 
  quicken, +5 cloak of resistance, luckstone, pale green 
  prism ioun stone, orange prism ioun stone, dusty rose 
  prism ioun stone, hand of glory, winged boots, ring of 
  Desires of an Empty Heart 
   
  Page 25 
  
  counterspells (greater dispel magic), ring of evasion, ring 
  if wizardry (III), scroll of imbue familiar with spell ability 
  Desires of an Empty Heart 
   
  Page 26 
  
  Appendix Eight – New Rules Items
  New Feats 
  Chain Spell [Metamagic] 
  You can cast spells that arc to other targets in addition to 
  the primary target. 
   
  Perquisite: Any metamagic feat. 
   
  Benefit: Any spell that specifically targets a single 
  target and has a range greater than touch can be chained 
  so as to affect the primary target normally then arc to a 
  number of secondary targets equal to your caster level 
  (maximum twenty). Each arc affects one secondary target 
  chosen by you, all of which must be within 30 feet of the 
  primary target, none of which may be affected more than 
  once. You can choose to affect fewer secondary targets 
  than the maximum. 
   
  If the chained spell deals damage, the secondary 
  targets each take half of much damage as the primary 
  target (rounded down) and can attempt Reflex saving 
  throws for half damage (whether the spell allows the 
  original target a save or not). For spells that don’t deal 
  damage, the saving throw DCs against the arcing effects 
  are reduced by 4. For example, if a 10
  th-level wizard 
  normally casts cause fear at DC 14, a chained cause fear 
  could target a goblin chieftain at DC 14 and up to ten of 
  his nearby guards at DC 10.   
   
  A chained spell uses up a spell slot three levels 
  higher than the spell’s actual level. 
   
  Danger Sense  
  from Complete Adventurer, pg. 107 
  You are one twitchy individual. 
   
  Prerequisites: Improved Initiative. 
   
  Benefits: Once per day, you can reroll an initiative 
  check you have just made.  You use the better of your two 
  rolls.  You must decide to reroll before the round starts. 
   
  Divine Metamagic [Divine] 
  from Complete Divine, pg. 80 
  You channel energy into some of your divine spells to 
  make them more powerful. 
   
  Prerequisites: Ability to turn undead or rebuke 
  undead, selected metamagic feat. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat.  This feat only applies to that metamagic 
  feat.  As a free action, you can take the energy from 
  turning or rebuking undead and use it to apply a 
  metamagic feat to spells that you know.  You must spend 
  one turn or rebuke attempt, plus an additional attempt for 
  each level increase in the metamagic feat you’re using.  
  For example, Jazon the cleric could sacrifice three turn 
  attempts to empower a holy smite he’s casting.  Because 
  you’re using positive or negative energy to augment your 
  spells, the spell slot for the spell doesn’t change. 
   
  Special: This feat may be taken multiple times.  Each 
  time you take this feat choose a different metamagic feat 
  to which to apply it. 
   
  Sudden Empower [Metamagic] 
  from Complete Arcane, pg. 83 
  Once per day you can cast a spell to greater effect without 
  special preparation. 
   
  Prerequisites:  Any metamagic feat. 
   
  Benefit:  Once per day, you may apply the Empower 
  Spell feat to any spell you can cast, without increasing the 
  level of the spell, or specially preparing it ahead of time.  
  You may still use the Empower Spell feat normally if you 
  have it. 
   
  Sudden Maximize [Metamagic] 
  from Complete Arcane, pg. 83 
  Once per day you can cast a spell to maximum effect 
  without special preparation. 
   
  Prerequisites:  Any metamagic feat. 
   
  Benefit:  Once per day, you may apply the Maximize 
  Spell feat to any spell you can cast, without increasing the 
  level of the spell, or specially preparing it ahead of time.  
  You may still use the Maximize Spell feat normally if you 
  have it. 
   
  Sudden Silent [Metamagic] 
  from Complete Arcane, pg. 83 
  Once per day you can cast a spell silently without special 
  preparation. 
   
  Benefit:  Once per day, you may apply the Silent 
  Spell feat to any spell you can cast, without increasing the 
  level of the spell, or specially preparing it ahead of time.  
  You may still use the Silent Spell feat normally if you 
  have it. 
   
  New Spells 
  Clutch of Orcus 
  from Libris Mortis, pg 63 
  Necromancy 
  Level:  Cleric 3 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Medium (100 ft. + 10 ft./level) 
  Target:  One humanoid 
  Duration:  Concentration 
  Saving Throw:  Fortitude negates 
  Spell Resistance:  Yes 
  Desires of an Empty Heart 
   
  Page 27 
  
   
  Magical force grips the target’s heart (or similar vital 
  organ) and begins crushing it.  The victim reacts as if 
  having a heart attack (it is paralyzed) and takes 1d3 points 
  of damage per round.  Concentration is required to 
  maintain the spell each round.  A conscious victim gains a 
  new saving throw each round to the end of the spell.  If 
  the victim dies as a result of this spell, its smoking heart 
  appears in the caster’s hand. 
   
  Ghoul Glyph 
  from Libris Mortis, pg. 66 
  Necromancy 
  Level:  Hunger 2, sorcerer/wizard 2 
  Components:  V, S, M 
  Casting Time:  1 minute 
  Range:  Touch 
  Effect:  One ghoul glyph that must fit within a 1-ft. 
  square 
  Duration:  Permanent until discharged 
  Saving Throw:  Fortitude partial 
  Spell Resistance:  Yes 
   
  You inscribe a glyph that paralyzes any living creature of 
  Large or smaller size that enters, passes, or opens the 
  warded area.  You can scribe the glyph to be visible as 
  faintly glowing lines, or invisible.  You can inscribe a 
  ghoul glyph on a portable object, but if the object is 
  moved more than 5 feet, the glyph fades. 
   
  Conditions for triggering a ghoul glyph are 
  stringent.  It takes effect on any creature except yourself 
  that moves to or within 2 feet of it.  If affects invisible 
  creatures normally but is not triggered by those that 
  travel past it ethereally.  Only a single ghoul glyph can be 
  inscribed in a 5-foot square. 
   
  Ghoul glyphs cannot be affected or bypassed by such 
  means as physical or magical probing, though they can be 
  dispelled.  Mislead and nondetection can fool a ghoul 
  glyph. 
   
  Read magic allows identification of a ghoul glyph 
  with a successful DC 13 Spellcraft check, if the glyph is 
  noticed before it is activate.  A rogue (only) can use the 
  Search skill to find a ghoul glyph and Disable Device to 
  thwart it.  The DC in each case is 27. 
   
  When a glyph is activated, the subject is paralyzed 
  for 1d6+2 rounds.  Additionally, if the subject fails his 
  Fortitude save, the paralyzed subject exudes a carrion 
  stench that causes retching and nausea in a 10-foot radius.  
  Those in the radius must make a Fortitude save or take a –
  2 penalty on all attack rolls, saving throws, skill checks, 
  and ability checks until the spell ends. 
   
  Material Component: You trace the glyph with earth 
  from a ghoul’s lair. 
   
  Lesser Visage of the Diety 
  from Complete Divine, pg. 187 
  Transmutation [Evil, Good] 
  Level:  Blackguard 4, cleric 3, paladin 4 
  Components:  V, S, DF 
  Casting Time:  1 standard action 
  Range:  Personal 
  Target:  You 
  Duration:  1 round/level 
   
  When you cast this spell, your body changes into a form 
  more like your deity’s (in a very limited fashion, of 
  course).  You gain a +4 enhancement bonus to your 
  Charisma score.  You also gain resistance 10 to two or 
  three energy types: acid, cold, and electricity if you are 
  good, cold and fire if you are evil. 
   
  Wrack 
  from Complete Divine, pg. 190 
  Necromancy [Evil]  
  Level: Cleric 3, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft/2 levels)  
  Area: One humanoid  
  Duration: 1 round/level  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes  
   
  A humanoid subject of the spellcaster’s choosing is 
  wracked with such pain that he doubles over and 
  collapses.  His face and hands blister and drip fluid, and 
  the eyes cloud with blood, rendering him blind.  For the 
  duration of the spell, the subject is considered helpless 
  and cannot take actions.   
   
  Even when the spell ends, the subject is still visibly 
  shaken and suffers a –2 penalty to attack rolls, saves, and 
  checks for 3d10 minutes.  The subject’s sight returns at 
  the end of the spell’s duration. 
  Desires of an Empty Heart 
   
  Page 28 
  
   
  New Creature 
  Deathlock 
  from Libris Mortis, pg. 94 
  Medium Undead 
  Hit Dice:  3d12 (19 hp) 
  Initiative: +6 
  Speed:  30 ft. (6 squares) 
  AC:  13 (+2 Dex, +1 natural), touch 12, flat-footed 11 
  Attack:  Bite +1 melee (1d4) 
  Full Attack: Bite +1 melee (1d4) 
  Space/Reach:  5 ft./5 ft. 
  Special Attacks: Spell-like abilities 
  Special Qualities:  Darkvision 60 ft., undead traits, +2 turn resistance 
  Saves:  Fort +1, Ref +3, Will +4 
  Abilities:  Str 11, Dex 15, Con --, Int 14, Wis 13, Cha 14 
  Skills:  Concentration +6, Hide +8, Knowledge (arcane) +8, Listen +9, Spellcraft +8, Spot +9 
  Feats:  Alertness, Improved Initiative 
  Climate/Terrain:  Any 
  Organization:  Solitary, trio, or college (5-9) 
  Challenge Rating:  3 
  Treasure:  Standard 
  Alignment:  Usually neutral evil 
  Advancement:  By character class 
  Level Adjustment: +3 
   
  Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they 
  are unable to lie quiet in the grave.  Animate, but shorn of the spirit that once ruled their forms, deathlocks seek to bring 
  all those they meet into an intimate embrace with death.  Only their knowledge of spellcasting remains, though twisted 
  and changed. 
   
  Sometimes deathlocks retain a single shred of memory from their former spirits.  If the recollection was dear to the 
  spirit that once inhabited the now shriveled and blasted body of the deathlock, the creature usually seeks out the source 
  of that memory, hoping to destroy it, compromise it, or undo the deeds associated with it. 
   
  Deathlocks stand between 5-1/2 and 6-1/2 feet tall and weigh between 100 and 120 pounds.   
   
  Deathlocks speak Common, Abyssal, and Infernal.   
   
  Combat 
   
  A deathlock prefers to use its spell-like abilities from a distance, disdaining melee.  Thus, it can also use inflict 
  minor wounds to heal itself. 
   
  Spell-Like Abilities:  At will – detect magic, inflict minor wounds (DC 13), read magic; 3/day – cause fear (DC 14), 
  magic missile, summon monster I; 2/day – death knell (DC 14), ghoul glyph (DC 14).  Caster level equals the deathlock’s 
  HD.  The save DCs are Charisma based.   
   
  New Template 
  Hooded Pupil 
  from Libris Mortis, pg. 108 
  “Hooded pupil” is an acquired template that can be added to any corporeal giant or humanoid (referred to hereafter as 
  the base creature).  The creature’s size and type do not change.   
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  A hooded pupil uses all the base creature’s statistics and special abilities except as noted here. 
   
  Armor Class: The outermost layers of the hooded pupil’s skin thickens into an all-encompassing callus, granting 
  the base creature an improvement of +2 to its natural armor bonus. 
   
  Special Attacks: A hooded pupil retains all the base creature’s special attacks and gains those described below. 
   
  Clutch of Orcus (Sp): Once per day, a hooded pupil can use the spell clutch of Orcus.  Caster level 10
  th.  The save DC 
  is Charisma based. 
   
  Drink Blood (Su): Once per day, a hooded pupil can suck blood from a living victim who has damage that is yet to 
  be healed (the hooded pupil doesn’t have exceptionally sharp teeth, unless the base creature has a bite attack, so it must 
  sip from wounds).  It does so by making a successful grapple attack (it usually prefers to use this ability upon foes that 
  are already helpless).  Against a pinned or helpless foe, it drinks blood, dealing 2 points of Constitution damage. 
   
  Special Qualities: A hooded pupil retains all the base creature’s special qualities and gains those described below. 
   
  Resistance to Cold (Ex): Hooded pupils gain resistance to cold 5. 
   
  Spider Climb (Su): Hooded pupils can climb sheer surfaces as though with a spider climb spell. 
   
  Abilities: A hooded pupil gains a taste of unholy strength and mental vigor.  Increase the base creature as follows: 
  Str +2, Wis +2, Cha +2. 
   
  Skills: Hooded pupils have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. 
   
  Feats: Hooded pupils gain Alertness, Improved Initiative, and Lightning Reflexes, if the base creature meets 
  prerequisites and it doesn’t already have these feats. 
   
  Environment: Any, usually the same as the base creature. 
   
  Challenge Rating: +1. 
   
  Alignment: Always evil (any). 
   
  Level Adjustment: Same as base creature +4. 
  Desires of an Empty Heart 
   
  Page 30 
  
  Dungeon Master Aid #1  
  Map of Weeping Willow 
   
  Desires of an Empty Heart 
   
  Page 31 
  
  Dungeon Master Aid #2  
  Map of the Sepulcher of the Bronze Moon 
   
   
  Desires of an Empty Heart 
   
  Page 32 
  
  Player Handout #1 – Kelthisar’s Map 
   
   
   
   
   
  Desires of an Empty Heart 
   
  Page 33 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/595/Normal Scenarios/HIG5-06 - Desires of an Empty Heart (APL 2-12)/HIG5-06 - Desires of an Empty Heart.pdf