TEXT: FUR5-08 
   
   
   
   
  Be Still My Beating Heart 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
  by Andrew Lloyd 
  Edited by Michelle Sharp 
  Reviewed by Chris Tulach 
   
   
  It seemed so simple:  recover the priest of Heironeous from a small town and return him to Chendl.  But when people 
  start dying, a terrible secret is revealed that may destroy the lives of all concerned . . .  A Furyondy regional adventure 
  for PCs levels 1 to 12 (APL 2 to 10). 
  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 
  furyplots@yahoo.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. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat 
  feat, 
  use the sidebar 
  chart 
  to 
  determine the 
  number 
  of 
  levels you add to the sum of step one. Add each 
  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 
  Be Still My Beating Heart 
   
  Page 2 
  
  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.  
  3. 
  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. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure 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 
  Furyondy.  Characters native to Furyondy 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 
  Over the last two years, the city of Chendl has been 
  blanketed by a shadowy dome. The populace has been 
  experiencing a series of strange and vicious incidents, 
  involving vampires, demons, and other assorted creatures 
  of darkness. The central church of Heironeous has grown 
  desperate for insight into these problems, as it has 
  increasingly been relied upon to provide answers and 
  support to the kingsmen in attempting to suppress such 
  supernatural incidents, in which the kingsmen have little 
  expertise.  As a result, the church has begun calling back 
  members of the clergy within the kingdom with 
  knowledge of such things to the central branch. 
   
  Among the church’s experts to be recalled is one 
  Fieremus, a cleric of Heironeous currently residing in the 
  city of Grafton, a small town in the southwest of 
  Kalinstren. Fieremus is one of the church’s foremost 
  experts on demonology and necromancy, having made it 
  his life’s work to study both of these to understand the 
  means by which they can be combated. Since such 
  studies can invite unwanted (and, in the case of 
  Fieremus, unwarranted) attention due to the potential for 
  corruption, his area of expertise is a closely guarded 
  secret, known only to his most trusted friends and 
  superiors within the church. At present, he is somewhat 
  behind in his research, due to his duties as chief (and 
  only) priest of Heironeous in Grafton, but his research 
  materials are kept there, locked away in his private study. 
  Be Still My Beating Heart 
   
  Page 3 
  
   
  Fieremus came to Grafton after the events of FUR2-
  02: The Best Laid Plans, during which a small army of 
  goblinoids besieged the town and wiped out much of its 
  population. Fieremus came to town to provide aid and 
  care to the wounded from that attack, but was persuaded 
  to stay more permanently by Geldrin, the sergeant at 
  arms, who is a devout follower of Heironeous. Clerical 
  presence was necessary because, during the course of the 
  bugbear attack, the town’s only source of water was 
  fouled, and clerical magic was needed to purify any water 
  before it could be drunk. 
   
  Last year, however, a complication arose:  a cleric of 
  Trithereon decided to settle in Grafton.  Geneve, a former 
  adventurer, had reached the point where she was ready to 
  found her own parish and, drawn to the challenge of 
  helping to rebuild Grafton, she eagerly chose it as her 
  final destination. Kalinstren in general is very friendly to 
  followers of Trithereon, owing to the religious 
  convictions of its baroness. However, Grafton is near the 
  duchy’s border, and has been much less accepting since 
  many of the people there view Geneve as an unwelcome 
  intruder attempting to supplant their beloved priest. In 
  actuality, she only wants to help. 
   
  The two clerics share a secret: they have been lovers 
  since shortly after Geneve arrived. Fieremus found the 
  fiery younger cleric enchanting and, after some effort, 
  was able to woo her. However, due both to her 
  unpopularity within the village and the often tense 
  relations between their two churches, the two have been 
  keeping their love a secret.  Meeting only in secret trysts 
  out in the surrounding countryside, they maintain an air 
  of cool indifference in public. In spite of this, their 
  relationship has been relatively blissful, and a constant 
  source of joy and hope for them both. 
   
  That is, until recently. The succubus Malystandrinyx 
  was brought to this plane by Iuz during the recent wars 
  but long since left his service to pursue her own interests. 
  Malystandrinyx (“Malys”) observed the two as she was 
  passing through the town. As a creature of Evil and 
  Chaos, she could not allow such a perfect love between 
  supposed rivals to go on without attempting to destroy it. 
  So, she hatched an insidious scheme to not only ruin 
  their love, but also reveal it to the world as though it were 
  something debased and corrupt, rather than the shining 
  beacon of hope that it should be. A master of possession, 
  her plans primarily center around taking control of the 
  individual actors in this soon-to-be tragedy and moving 
  them into place such that the worst is assumed. First, she 
  possessed Geldrin, and led him through subtle 
  manipulations (rather than simply taking control of his 
  body and mind) out into the countryside one night. 
  There, he observed Fieremus and Geneve in the midst of 
  one of their trysts.  Hurt and confused, he became 
  convinced that Geneve is a temptress who is leading 
  Fieremus astray. However, he lacks the conviction to 
  confront Fieremus about it, fearing that Fieremus went 
  willingly into her embrace rather than by coercion. Thus, 
  for now, he broods over it, as Malys expected he would. 
   
  Having thus set up a potential source of revelation, 
  Malys then set about to destroying the pair. Possessing 
  Geneve, she used her own knowledge, the clerical power 
  and training of Geneve and knowledge gained by secretly 
  ransacking Fieremus’ study to develop a particularly 
  virulent form of ghoul fever. Her variation of the disease 
  is capable of creating a wider variety of undead from its 
  victims, using a concoction containing, among other 
  ingredients, soil from the Razing Line. Near the end of 
  the harvest season, she poisoned the well using this 
  disease. Then, as Geneve, she used her charms to distract 
  Fieremus and convince him not to purify the water “just 
  this once.”  Most of the town is now infected and, with 
  the exhaustion of a recently completed harvest lowering 
  their resistance, it’s only a matter of time before they 
  begin to succumb, turning the city into an unliving 
  nightmare. 
   
  This is where the players come in. Tasked by the 
  church of Heironeous in Chendl with returning 
  Fieremus there, the PCs arrive on the eve of the harvest 
  festival, just before people begin dying and reanimating. 
  Malystandrinyx’s goal is for them to discover the love 
  between the two, decide that it was Geneve’s corrupting 
  influence that lead to this tragedy, and ultimately slay 
  both clerics.  Such a conclusion would tip the balance in 
  the scales of the world ever so slightly more towards evil, 
  which would be a boon for demons such as her. 
  Adventure Summary 
  Encounter 1: The characters are approached by a minor 
  cleric of Heironeous with a mission: go to the town of 
  Grafton and collect Fieremus, a cleric who has taken up 
  residence there, and return him to the central church in 
  Chendl. While he won’t disclose the precise reasons for 
  the recall, he’ll tell them about the city’s recent history. 
  Encounter 2: The PCs travel to Grafton in the company of 
  Pavel, a merchant local to the area.  If questioned, Pavel 
  can reveal quite a lot of information about the internal 
  politics of the town, which may be of use later in the 
  module. 
  Encounter 3:  The characters arrive in Grafton just before 
  the main feast of the harvest festival, celebrating the 
  successful completion of the season. Here, they can pick 
  up a number of clues as to the situation in the town, and 
  Be Still My Beating Heart 
   
  Page 4 
  
  can speak to Fieremus who asks that they set out in the 
  morning.  They might also learn of the sickness that has 
  afflicted a few members of the community.  After the 
  feast, they are offered rooms at the inn (some PCs may 
  wish to instead attempt to care for the sufferers; if they 
  do, use the modified version of the next encounter). 
  Encounter 4: The characters, whether they go to the inn 
  or to help the ill, are attacked by townsfolk who have 
  been transformed into undead by the plague, as it fully 
  takes hold of the citizens of Grafton. After dealing with 
  the creatures, they rendezvous with Geldrin and Kunor. 
  The two volunteer to get the survivors out of town, while 
  exhorting the PCs to save Fieremus from Geneve, after 
  revealing their relationship and accusing Geneve of 
  having seduced Fieremus and stolen his knowledge. 
  They also reveal Fieremus’ specialty. 
  Encounter 5: The characters go to rescue Fieremus, and 
  find him in his church, engaged in trying to “cure” the 
  now-undead mayor of Grafton. Fieremus has gone quite 
  mad, and is currently engaged in some less than savory 
  activities. It is possible that the PCs will kill him.  If they 
  do, they have to fight both his ghost and the undead 
  mayor. If they do not, then Malys sends a Quell to deal 
  with them and the undead mayor.  After the fight, the 
  PCs may search the church. If they do, and Fieremus is 
  alive, they may learn Malystandrinyx’s true name, and 
  receive a magical item they can use to banish her. 
  Encounter 6: The characters go to confront Geneve. 
  Whether or not they know of Malys, they have to fight 
  her and Geldrin, who attempted to kill her himself and 
  was instead transformed into an undead guardian. If they 
  subdue her and have the amulet of banishing, they may 
  banish Malys. If Geneve is killed, Malys simply jumps to 
  a new body or escapes to continue her evils. 
  Conclusion:  If the PCs save both of the lovers, they are 
  thrilled and grateful. If only one of them survives, the 
  survivor is bitter and unhappy. If both are killed, Malys 
  has won. If Fieremus in particular is killed, the PCs have 
  made the church of Heironeous very unhappy. 
  Preparation for Play 
  Before play begins, discover whether any of the PCs have 
  played FUR2-02: The Best Laid Plans. If so, note whether 
  they received the Favor or Animosity of Kalinstren. 
  While the particular effects of that favor have long since 
  expired, the people of Grafton are likely to remember 
  their previous saviors, or those who failed to protect 
  them from the goblinoid attack. Give those who got the 
  Favor of Kalinstren a +4 circumstance bonus on 
  Charisma based checks with the citizens of Grafton 
  before the plague, and those with the Animosity a –4 
  circumstance penalty.  
   
  Note that according to LG official events, (based on 
  the CES of FUR2-02) the city of Grafton was not 
  destroyed, although it was badly damaged. If some 
  players have the Animosity (which only applies if 
  Grafton was destroyed), inform the PCs that other PCs 
  managed to prevent the total destruction of the city.   
   
  Also check which PCs played FUR4-06: Shadow of 
  the Sun and whether they received both influence points 
  for successfully completing the module. This affects the 
  disposition of Joshua Benave, the cleric of Heironeous 
  who gives them their mission. 
   
  Next, determine whether any of the PCs are 
  members of the Churches of Heironeous or Trithereon 
  meta-orgs, as well as their position within them. 
  Membership in either or these organizations provides 
  certain benefits and penalties in some of the encounters. 
   
  It is highly recommended that the Judge review the 
  “Dramatis Personae” (Judge Aid 2) in the appendix and 
  become familiar with the major NPCs who make an 
  appearance in the module.  Malys’ plans rely in large part 
  on playing on the various foibles and failings of these 
  people. In addition, review Judge Aid 1 which outlines 
  special rules in effect in the city of Chendl as it is 
  important the GM be familiar with these rules before 
  game play progresses. Any players – or PCs! – who are 
  not familiar with the current rules in the city of Chendl 
  should be read the statement in Judge Aid 1 before the 
  adventure begins. 
   
  Finally, the judge should note the Sense Motive 
  modifiers for all of the PCs; as they will be needed during 
  Encounter 3. 
  Introduction 
  The adventure begins in the city of Chendl, currently 
  ensconced within a shield of inky darkness. The effects 
  of the shield on the city are outlined in Judge Aid 1. Ask 
  the players to define their own reasons for being in the 
  city; whether it be gold, adventure, the chance to help the 
  city, or simply because the city is their home. Once the 
  players are more or less resolved on their motives, 
  continue below.  
   
  Read the following to players who are members of 
  the Church of Heironeous: 
   
  Earlier today, you were approached by one of 
  your superiors within the church with a mission to be 
  performed: the retrieva  of a church scholar from his 
  current post.  However, as the church is somewhat 
  l
  Be Still My Beating Heart 
   
  Page 5 
  
  shorthanded at the moment, they cannot spare any 
  others to aid you, and so have begun recruiting a 
  group of adventurers. You are instructed that you 
  should go The Traveler’s Rest Inn this evening to 
  rendezvous with the other folk who’ve answered the 
  call, where you will all be given further details on 
  your mission. You are also encouraged to recruit 
  trusted allies for this team, as the church would 
  prefer ts duties be performed by those known to be 
  of good heart rather than the average mercenary. 
  i
   
  ,
  ti
   
  i
   
  ,
  i
  i
   
  t
  l
   
   
  Read the following for PCs who are not members of 
  the Church of Heironeous and are not recruited for the 
  mission by those who are: 
  Whatever your motives for being here, one thing 
  in particular has caught your eye: a posting by the 
  Church of Heironeous stating that it is searching for 
  adventurers to undertake a mission of some 
  importance to both church and city. The flier 
  indicates there will be rewards beyond the knowledge 
  of having done right by Chendl, and asks that 
  interested adventurers gather at The Traveler’s Rest 
  Inn this evening. 
   
  Finally, read the following to all PCs once they’ve 
  assembled: 
   
  So it is that you find yourself at the inn  in the 
  company of several other curious looking folks who 
  can only be other adventurers attracted by that self-
  same flier. 
   
  At this point, you should pause for character 
  introductions, and then proceed to Encounter 1. 
  Encounter One: Prelude 
  Once the players have settled in, read the following: 
   
  You have not been wai ng for long when a man 
  enters the inn that, it is obvious at first glance, is your 
  contact. Dressed in blue robes emblazoned with the 
  holy symbol of Heironeous, he glances about the 
  room before his eyes settle on your table.  After a 
  brief nspection, he nods to himself and moves 
  towards you. 
   
  “Greetings, adventurers.  I am Joshua Benave.  I 
  trust you are here about the matter of the flier?” 
   
  Joshua Benave (Male Human Clr 7 of Heironeous) is 
  a minor cleric who has been tasked with recruiting 
  adventurers 
  to 
  collect 
  Fieremus 
  from 
  Grafton.  
  Characters who played FUR4-06 Shadow of the Sun 
  might recognize him as the same fellow who collected 
  them for their meeting with the High Cleric. He is better 
  disposed to those PCs who performed admirably in that 
  module (that is, those who got both influence point 
  rewards), granting them a +2 circumstance modifier to 
  any rolls they may make. Benave looks and speaks 
  primarily to the highest ranked member of the Church of 
  Heironeous present, treating that PC as the de facto party 
  leader. 
    
  Once the PCs have assented, read the following: 
  “First, I thank you for your willingness to aid the 
  church of Heironeous in this matter.  Current 
  troubles, both here in the city and elsewhere within 
  the kingdom, have left us somewhat short handed at a 
  critical juncture.  If you’re willing to help, here’s what 
  we need you to do: 
   
  “To the west, on the borders of the Duchy of 
  Kalinstren  lies the small town of Grafton.  After some 
  troubles with gobl noids a few years ago, one of our 
  clerics, a man by the name of Fieremus, decided to set 
  up a parish within the town to tend to its citizens.  
  Fieremus is a scholar; an expert in a matter that is 
  currently under investigation by the church. His 
  special expertise would be of great help to our 
  research. We would like you to travel to Grafton, 
  collect Fieremus, and return him here to Chendl. 
   
  “Do ng so will earn you no  on y the gratitude of 
  the Church, and the knowledge that you have done a 
  great service to the Kingdom of Furyondy, but also 
  some measure of coin; I have been authorized by the 
  church to reward you well for your service. 
  “A merchant from the area, by the name of Pavel, 
  will be leaving for the town in the morning. I 
  recommend that you travel with him, as he is far 
  more knowledgeable than I about the current state of 
  affairs in Grafton.” 
   
  At this point, Joshua pauses to take any questions the 
  PCs might have. Here are his responses to the most likely 
  ones: 
  • 
  What is the matter in which Fieremus is an expert? 
  I am afraid that matter is confidential, as it concerns 
  things the Church would prefer remained private at 
  the moment. 
  • 
  Is this matter tied up with the recent vampire attacks 
  within Chendl? 
  I cannot say, though I would remind those who have 
  worked for the church before that any oaths sworn 
  during that service are, of course, expected to be 
  upheld. 
  • 
  What kind of trouble did Grafton have? 
  Be Still My Beating Heart 
   
  Page 6 
  
  A few years ago, Grafton was besieged by a small army 
  of bugbears and hobgoblins.  The town was saved 
  when a small group of adventurers was able to turn 
  the two groups of goblinoids against each other, 
  though not before no small amount of damage was 
  done to the city itself. 
  • 
  What is the state of Grafton now? 
  The town is still rebuilding from the goblino d 
  attacks a few years ago; I’m afraid I don’t know much 
  more than that.  I’d recommend asking Pavel such 
  questions. 
  i
  • 
  Why are you sending adventurers to collect one of 
  your clerics rather than another of the church? 
  (If no PCs are members of the Church): As I said, 
  current problems have our membership somewhat 
  tied up. We are sending you due to the fact that, as 
  adventurers, you are likely experienced with both 
  long travel and negotiation; it may take some 
  convincing for Fieremus to return. 
  (If there is a PC member of the Church): We are. 
  • 
  Why did Fieremus remain in Grafton? 
  He was deeply affected by the plight of the people 
  there after the attack. He had originally gone simply 
  to provide what aid he could, but found he could not, 
  in good conscience, leave the people as they were. 
  • 
  Why are you collecting him now, if it is his desire to 
  remain? 
  The church needs his expertise. The potential 
  benefits of his aid, to both the church and the city, 
  are more than significant enough to justify his recall. 
  I believe that, were he made aware of this, he would 
  wish to return and help his fellow clergy. 
  • 
  Is it really ok to take away Grafton’s only cleric?  
  Fortuitously, one of Fieremus’ reports mentioned that 
  another cleric, a fol ower of Trithereon, has also taken 
  up residence in Grafton. While we would, of course, 
  prefer that the people there have access to the 
  teachings of Heironeous, under the circumstances 
  the other cleric is likely to suffice. 
  l
   
  When the PCs are finished with their questioning, 
  Joshua asks them if they are willing to undertake this 
  mission. If they agree, he reminds them that Pavel is 
  departing out of the west gate in the morning, and 
  recommends again that they seek him out for more 
  information on the state of the town. He also gives them 
  a letter sealed with the mark of the Church of 
  Heironeous to give to Fieremus to prove their 
  authenticity.  He then takes his leave, thanking them 
  again for their aid. 
   
  As the mission is the entire content of the module, 
  those PCs who refuse are essentially out of the adventure. 
  However, any player whose character cannot continue 
  should be given the opportunity to change to a more 
  suitable character if he/she has one. 
  Encounter Two:  On the Road 
  Again 
  Presumably, the PCs leave in the morning with the 
  merchant Pavel. If they do not, choosing instead to make 
  their way on their own, insert an encounter with another 
  merchant on the road to give them a second chance at 
  learning the information here, and modify the boxed text 
  accordingly. Remember that, due to the effects of the 
  shield surrounding Chendl, PCs cannot use teleportation 
  magic until after they have traveled at least a few days on 
  foot to the edge of the dome. 
   
  l
  i
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  l
  Grafton is several days’ travel west of Chendl, and 
  the weather is quite pleasant, once out of the dreary 
  dome surrounding Chendl.  You met Pavel, a 
  somewhat thin and waifish looking fel ow with 
  stringy, straw colored hair, at the west gate, as 
  expected.  He confessed to being quite pleased to 
  have a group of adventurers with him, and was glad to 
  accept any offers of aid that he is given in handling 
  his merchant’s wagon. 
   
  Traveling with the merchant, you have found 
  h m to be quite p easant company, always willing and 
  eager to answer any questions you might have about 
  Grafton, which is, he reveals shortly after you meet 
  him, his own hometown.   
  Creatures: Pavel: Male human Exp 5.  
   
  The following are some of the more likely questions 
  that the PCs might ask Pavel. The merchant is fairly 
  knowledgeable about the surface events in Grafton, and 
  can provide any information from the “Adventure 
  Background” section except that involving Malys, her 
  plans, or the nature of the relationship between Geneve 
  and Fieremus. 
  • 
  The following is the response information for nearly 
  any personal inquiries the characters might make 
  about Pavel. 
  I was born in Grafton, and grew up there.  I’d’ve 
  become a farmer l ke my pop, but a chi dhood bout 
  with sickness left me a bit on the scrawny side, so I 
  figured I’d be a merchant. After all, it’s a lot easier for 
  Be Still My Beating Heart 
   
  Page 7 
  
  a merchant to hire help than for a farmer.  So now, I 
  travel the routes from there to here, buying up the 
  extra crops and selling ‘em in the city market. It’s a 
  pretty good business; won’t make me rich or nothin’ 
  but it does make me happy. 
  • 
  What happened during the goblinoid attacks a few 
  years back? 
  There were some hobgoblins what lived a ways off 
  from us, deserters from the army of Iuz who wanted 
  mostly to be left alone.  Unfortunately, they got 
  drafted up by some bugbear to come and attack our 
  town. The hobgoblin leader, with the help of some 
  adventurers, was able to have his people turn on the 
  bugbears at the crucial moment, disruptin’ the attack, 
  but not before a good bit of damage was done to the 
  town.  It was pretty bad. Some of the outlying farms 
  got burned, the walls were badly damaged, parts of 
  the city burned, and the well got fouled, but at least 
  the town survived. We’ve been workin’ to rebuild 
  ever since. 
  • 
  Who are the most important people in town? 
  Well, there’s ol’ Mayor Biddle; he’s good people.  Puts 
  on ots of airs ‘bout bein’ proper, but those sorta tend 
  to go by the wayside when he gets a bit flustered. 
  Still, he works hard to do right by the folks of 
  Grafton, which is all that really matters. 
  l
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  l , 
   
  i
  t
  Then there’s Father Fieremus, of course. He’s a cleric 
  of Heironeous who came to town early n the 
  rebuildin’ process, and decided to stay to help out.  
  He’s pretty important to everyone in town; among 
  other things, like tendin’ to the spiritual matters and 
  such, he keeps the water pure with his blessin’s so we 
  don’t hafta travel far outta town to get it. 
  And Geldrin, of course. He’s the town’s sergeant at 
  arms, and he’s also one of the main people what 
  convinced the good Father to stay. Geldrin’s a pretty 
  serious fol ower of Heironeous, which s why he’s 
  also one of Geneve’s biggest enemies. 
  • 
  Who is Geneve? 
  Geneve? She’s a cleric of Trithereon who settled in 
  Grafton ‘bout a year ago, for much the same reason as 
  the good Father did.  She’s good people, too, but lots 
  of folks in town ain’t exactly welcomin’ of her. They 
  worry she’s tryin’ to turn the town to her way of 
  thinkin’ rather than the Father’s, so some of ‘em give 
  her trouble. It’s a shame; like I said, she’s good 
  people. 
  • 
  Tell me more about Mayor Biddle. 
  Not much more to tell, really; he’s been workin’ real 
  hard since the attack to bring the town back to the 
  way it was, so people respect him a lot.   
  • 
  Tell me more about Fieremus. 
  The good father’s been a godsend to our town. He’s 
  kept our spirits high in the bad times, and been there 
  with us to celebrate the good ones. His purifyin’ of 
  the well water makes life for those what live in town 
  so much easier than it coulda been. I think if we 
  hadn’ta had him, the town might not’ve been able to 
  rebuild. He’s well loved by the townsfo k too. While 
  he spends a lot of time readin’ (don’t know what 
  about), and he’s probably smart like lotsa city folk, 
  he’s never been anythin’ but kind and generous to us, 
  and he’s become a real part of the community. 
  • 
  Tell me more about Geldrin. 
  Well, like I said, he’s the sergeant at arms, a real 
  martial fellow. Big follower of Heironeous. He’s good
  friends with the Father, and is one of the people who 
  first convinced him to stay.  He’s a good guy, but I 
  wish he’d lighten up on Geneve; he’s so upset ‘cause 
  she’s for someone other than Heironeous that he 
  can’t see she just wants to help. 
  • 
  Tell me more about Geneve. 
  She just settled here about a year ago, and built 
  herself a l ttle church to Tri hereon.  Apparently she 
  used to be somethin’ of an adventurer herself, but 
  decided to retire to our little town to help out 
  however she could.  It’s a funny thing, bein’ retired at 
  her age; don’t even think she’s in her thirties.  
  Anyway, she means well, but lotsa people just won’t 
  give her a break. They love the good Father, and view 
  her as competition rather than help.  It’s a shame, 
  really. 
  • 
  Why are you going back to town right now? 
  It’s almost time for the harvest festival, so there 
  should be lotsa crops for me to buy up to take back to 
  market in Chendl. Also, it’s nice to go back home 
  durin’ a party. Might meet myself a nice hometown 
  girl! 
  When the party is finished asking questions, move on to 
  Encounter 3. 
  Encounter 3: Party Night 
  After a few days’ travel, the PCs arrive at Grafton. The city 
  is well on the way to recovery, but the scars of the battle 
  remain visible. As the PCs arrive, the town is preparing 
  for the highlight of the harvest festival:  a great feast for 
  Be Still My Beating Heart 
   
  Page 8 
  
  all the townsfolk. When the PCs arrive in Grafton, read 
  the following: 
  As the light of Pelor sets ahead of you, staining the 
  horizon n crimson and orange, you pull into the 
  smal town of Grafton.  Home to only about 300, the 
  village is buzzing with excitement. It seems that not 
  only permanent residents, but also the peripheral 
  farmers are in town for the night’s festivities. The 
  city’s walls and streets have been decorated with 
  bright streamers and cloth, and the townsfolk are 
  dressed in their peasant finery. Yet the city still bears 
  the scars of its former troubles. Parts of the walls are 
  still blackened, and here and there the banners and 
  decorations fai  to cover broken windows and burnt 
  out homes. 
  i
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  l
   
  t
   
  As you enter the gates, a few young and pretty 
  village girls come forward, and hang necklaces of 
  blossoms on Pavel and then each of you in turn. The 
  people are happy, but look tired from the long 
  exertions of the harvest season. 
   
  Grafton is a fairly small village; at its height, before 
  the attack by the goblinoids, it had about 410 people 
  living in it. In the years since, however, the population 
  has declined, and now there are only about 250 people 
  living there – mostly human, but with a few dwarves, 
  elves, and even the odd half-orc.  
  Creatures: Observant PCs might note that the town 
  seems to have a relative paucity of young adults. This is 
  due not only to the fighting a few years ago, but also 
  because those most inclined to stay behind despite the 
  difficulties were the older townsfolk. As with most 
  Furyondy settlements, the citizens have stronger than 
  usual tendencies towards law and good, with no evil 
  residents. 
  Anna: Female human Com1 (age 14) 
  Betsy: Female human Com1 (age 16) 
  Claire: Female half-elf Exp2  (age 20) 
   
  The people of the village are suffering from the early 
  stages of Malys’ plague; most of the people are sick, some 
  to the point of near death.  The girls with the wreaths 
  (Anna, Betsy, and Claire) are also infected, but are more 
  or less healthy. A Heal check reveals the following 
  information: 
  • 
  DC 15: The people of Grafton are mostly fatigued, as 
  the condition, and some are even exhausted.   
  • 
  DC 25: People seem to be suffering from the early 
  stages of some form of illness, which is not unusual 
  after such exertions.   
   
  If the PCs are curious and perform a more thorough 
  investigation (which requires some convincing; after all, 
  the PCs are strangers, and the people of Grafton won’t 
  necessarily allow them to play doctor), a Heal check (DC 
  35) reveals that the illness seems to be some form of 
  Ghoul Fever. 
   
  The people of Grafton are friendly, and happy to 
  have the PCs there. PCs who openly wear symbols of 
  Heironeous receive a particularly warm welcome from 
  the townsfolk. In contrast, those wearing symbols of or 
  claiming membership in the church of Trithereon 
  receive a somewhat colder reception from most of the 
  townsfolk (though a few are more sympathetic). If the 
  PCs mention that they’re here to take Fieremus back to 
  Chendl, however, the friendly helpfulness of the 
  townsfolk becomes a sullen, grudging acquiesance. 
   
  Fieremus, like most of the town, is currently in the 
  town square seeing to the food.  If the PCs ask to be taken 
  to him (or if they just follow Pavel and the girls), that’s 
  where they’ll be taken. 
   
  The town square is the most festive place of all. 
  Here, the banners hang all over, and a great table has 
  been set up, covered in all manner of the fruits of the 
  harvest. Most of the village’s population is here, 
  chatting excitedly and dancing to the folksy music 
  played by several of the folk of the town. 
   
  Near the head of the table sit two men. One is a 
  portly, middle-aged fellow with sal -and-pepper hair, 
  and creases on his face, likely born of worry, but now 
  turned to happy celebration. His companion is a tal , 
  dignified fel ow, nearly ten years his senior, with dark 
  hair streaked with white around his temples, wearing 
  blue robes of simi ar make to those of the man you 
  met back in Chendl. He is also smiling – a more tight-
  lipped smi e, but no less sincere – as the townsfolk 
  stop by to chat and pay their respects. 
  l
  l
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  “
  , 
   
  Off to the side, near the wine bowl, stands a 
  scowl ng figure dressed 
  n what looks to be a 
  somewhat fancied up” version of the cloths worn 
  beneath armor. His callused hands are wrapped 
  around a cup which he empties and refills frequently, 
  his scowl never dropping. 
   
  The object of his ire stands in something of a 
  dead zone. A handful of townsfolk stop to chat with 
  her. She returns their attention with a grateful smile, 
  but none of them stay long, and most seem to be 
  actively avoiding her. She is a somewhat pretty 
  woman in her late twenties, her reddish hair cut short 
  into a mop of unruly curls. She, too, is wearing robes, 
  though hers are a darker shade of blue, approaching 
  Be Still My Beating Heart 
   
  Page 9 
  
  v o et. Upon her robes is emblazoned a curious crest, 
  which appears to be a rune of some sort. 
  i l
   
   
  The food on the table was prepared using tainted 
  water so anyone eating it risks contracting Malys’ plague. 
  However, in order to avoid tipping the players off to this, 
  simply record who partakes of the food or water at this 
  stage for future reference. 
   
  This encounter is mostly a loose roleplaying one; 
  giving the players the chance to talk to the townsfolk and 
  the Dramatis Personae before things all go horribly 
  wrong. Sense Motive checks can be used to glean a great 
  deal about the relationships of the various townsfolk. 
  Make checks for the PCs any time they ask a question 
  that might cause the person in question to react in a way 
  that could be read, or just whenever they take the time to 
  sit back and watch the interactions. However, in most 
  cases, these NPCs deny or dismiss any attempts to 
  question them on this information. 
   
  Creatures: (The appendix entries for most of these 
  characters are for them in their post-possession forms, 
  but levels and skill ranks remain unchanged, and so 
  provide good guidelines in case they come up). The two 
  men at the table are Fieremus and Mayor Biddle. The 
  scowling man is Geldrin, the sergeant at arms, and the 
  lonely woman is Geneve, a cleric of Trithereon. A 
  Knowledge – Religion check (DC 10) is sufficient to 
  identify her faith from the rune on her robes, which is 
  the rune of pursuit, her holy symbol. 
  ALL APLs 
  Geldrin: Male human Ftr6. If the PCs talk to Geldrin, he 
  is very curt with them, saying only as much as is 
  necessary to make them go away.  He is utterly 
  disinterested, saying a few good things on the subject of 
  Fieremus or dismissive grunts or sneers on the subject of 
  Geneve. 
  • 
  DC 5: Geldrin is openly hostile to Geneve.   
  • 
  DC 10: He seems to be adjusting his position 
  periodically to ensure that he’s between Geneve and 
  Fieremus.   
  • 
  DC 15: He also seems to be keeping an eye on 
  Fieremus, and that he seems distraught about 
  something.   
  • 
  DC 20: Whatever is bothering him about Fieremus, 
  it involves Geneve, and that he’s holding something 
  back in any conversation with him the PCs might 
  have. 
  Geneve: Female human Clr of Trithereon (see 
  appendix for cleric level), detects as NG. If the PCs talk 
  to Geneve, she’s friendly, but quiet.  She seems 
  disappointed if the PCs mention that people are 
  avoiding her, stating that she only wants to help.  She 
  demonstrates real respect for Fieremus and Biddle, and 
  a somewhat dismissive annoyance with Geldrin. 
  • 
  DC 10: Geneve is somewhat concerned that the PCs 
  will ruin their good reception from the townsfolk by 
  associating with her.   
  • 
  DC 15: She seems sad or concerned about 
  something, but she won’t admit to it, thanking the 
  PCs for their concern.   
  • 
  DC 20: There is some kind of deeper connection 
  between her and Fieremus than they might have 
  suspected, as gleaned from furtive glances back and 
  forth.   
  • 
  DC 25: The two have certain telltale signs of being 
  romantically involved, but that they are trying to 
  conceal them from the rest of the town. 
  Mayor Biddle: Male human Ari5 (see Appendix). 
  Fieremus: Male human Clr of Heironeous (see 
  Appendix for cleric level), LN 
   
  When the PCs speak to Fieremus and Biddle, the 
  two are happy to greet them, and welcome them to 
  Grafton.  However, once the PCs mention their reason 
  for coming or present Fieremus with the letter from the 
  church of Chendl, the mood becomes more dour. If the 
  PCs explain the situation fully, Fieremus reluctantly 
  agrees to return with them; a Diplomacy check (DC 20) 
  can be used to get a less grudging acquiesance, and to 
  help Biddle accept his loss more graciously. 
   
  If the PCs ask Fieremus about his mysterious 
  specialty, he is reluctant to discuss it. However, a 
  Diplomacy check (DC 25) can loosen his tongue, 
  assuming that the proper precautions are taken to make 
  the revelation discreet, such as taking him a bit away 
  from anyone who might overhear. In that case, he admits 
  to having long made a study of necromantic and demonic 
  magic, and the ways in which it can be countered.   
   
  He seems friendly with most of the townfolk, 
  though his relationship with Geldrin is currently 
  strained, and he has more of a professional courtesy 
  towards Geneve. 
  • 
  DC 10: Fieremus is reluctant but willing to return to 
  Chendl. He seems concerned about what will 
  become of the town in his absence.   
  Be Still My Beating Heart 
   
  Page 10 
  
  • 
  DC 15: He is concerned about Geldrin’s behavior, 
  and seems to wish he would stop glaring.   
  • 
  DC 20: There seems to be some kind of deeper 
  connection with Geneve than first expected.  
  • 
  DC 25: He seems romantically inclined towards her. 
   
  General mingling with the village’s populace reveals 
  a certain amount of hostility towards Geneve, as many 
  view her as trying to displace Fieremus within the town. 
  It also reveals that most of the townsfolk are tired from 
  their exertions during the harvest itself. Also, some of the 
  less healthy townsfolk are not here, but rather with the 
  village doctor, resting off illness born of overwork. 
   
  Once the PCs seem to have finished talking to 
  people and have spoken to Fieremus, he and Biddle begin 
  to call the people of the village together for a toast. If the 
  PCs don’t want to talk to Fieremus about his recall until 
  after the festival, then Biddle makes a simple toast, to the 
  health and prosperity of the people of Grafton. If, 
  however, the PCs have already informed him of his new 
  orders, Fieremus instead gives the toast.  Once the crowd 
  has gathered, Fieremus stands, and takes up his cup. 
   
  “People of Grafton!  It has been my honor to 
  serve you for the last few years, and a pleasure to have 
  lived in this wonderful town.  However, as they say, 
  all good times must end. Word has come from Chendl 
  that I am to return to assist in the matter of the 
  utmost importance to both the church and the 
  kingdom. I do not know when, or if, I will be able to 
  return.” The crowd is abuzz with shock and dismay at 
  this announcement, and Fieremus wai s for them to 
  quiet before continuing. “But do not despair. You are 
  a strong people; you were here before I arrived, and 
  here you shall remain, tending to the rebuilding as 
  you have for years.  There is but one duty which I 
  regret to leave undone.” 
  t
   
  f
  l
  ,
   
   
   
  -
  l
  l
   
  At this point, Fieremus stops, and casts a spell.  A 
  Spellcraft check (DC 15) identifies it as purify food and 
  drink.  Clerics may recognize the spell without a roll. Any 
  food eaten after this point is free of the taint of illness. 
   
  “I fear this is the last time I will be able to 
  perform that particular feat in service of this 
  community until my business in the capital is 
  complete. I ask only that you remember that, even in 
  this, I am not the only one capable of performing 
  such duties.” He, and the rest o  the rest of the village, 
  look to Geneve, who looks somewhat surprised and 
  distraught by the attention. Most of the townsfolk 
  look unhappy about this statement, and Fieremus 
  quickly continues. “My fel ow citizens, my cohorts, 
  and my friends, all of you:  Allow me to thank you 
  again  and bid you all a fond farewell.” He raises his 
  glass and drains it, and the townsfolk do the same. 
   
  If the PCs haven’t noticed the connection between 
  Geneve and Fieremus yet, give them one final Sense 
  Motive check (DC 25). After the toast, the festival begins 
  to break up; people are willing to talk, but less so now if 
  the PCs have been revealed as here to take away their 
  beloved priest. If the PCs have not already talked to 
  Fieremus about their mission, encourage them to do so 
  now, as Fieremus is about to retire to his church. 
  Fieremus informs them that he’ll need a day or so to 
  prepare for his departure, and invites them to stay at the 
  local inn until such time as he is ready. He refuses any 
  offers of aid in his preparations, stating that they are a 
  matter for him to handle himself. If, however, any of the 
  PCs express an interest in helping the town’s healer with 
  the care of the overworked, they are encouraged to do so, 
  and directed to the village doctor. 
   
  Development: If the PCs go to the inn proceed to 
  Encounter 4A. If they instead go the town healer, go to 
  Encounter 4B. If they spit between the two, go to the 
  encounter of the largest group first, then cut to the other 
  encounter (though, rather than actually running the 
  encounter with the undead again, the militia arrive and 
  mop them up, allowing the two groups to rejoin each 
  other in Encounter 4C). If the groups are equal, choose 
  which one to actually send the undead against at your 
  own discretion. 
  Encounter 4A:  Mitternacht 
  For this encounter, the PCs have returned to the inn after 
  the festival winds down. If they instead went to the 
  healer’s to check on the sick and injured, go to Encounter 
  4b. 
  There is a slight chill in the air as you walk to the 
  inn where you and Pavel have lodging.  The inn itself 
  is a simple affair: a two story rough stone building 
  with a thatched roof.  The first floor is a fairly 
  ordinary common room, smal  but cozy. The rooms 
  you’ll be spending the night in are on the second 
  floor. There are a few other travelers staying in the 
  other rooms, but they’ve long since turned in for the 
  night, and the inn is calm and quiet. 
   
  Ask the PCs if they want to set up watches. They 
  arrive at the inn at about 10 bells, so chances are if they 
  use three watches, the first watch is still awake at 
  midnight when things get interesting. 
   
  The scream is loud enough to wake the dead; 
  certainly, it is more than oud enough to wake those 
  of you who are asleep. It is a woman’s scream, of pain 
  Be Still My Beating Heart 
   
  Page 11 
  
  and terror, and it seems to be coming from downstairs 
  in the common room. 
   
  Have any PCs who take the time to listen, or inquire 
  further about the sounds make a Listen check (DC 25, 
  due to the heavy wood interior).  Those that succeed can 
  hear a lot more groaning, and a sickening wet, meaty 
  sound like someone eating. At this point, have all PCs 
  who ate the tainted food in the previous encounter make 
  their Fortitude saves (DC 12+APL, damage 1d6 Con, 1d3 
  Dex). Once the PCs open the door, read the following: 
   
  Opening the door, you are greeted with a 
  horrifying sight:  Pavel stands in the hall along with 
  some of the other travelers, their faces twisted into 
  horrifying v sages of hunger and terror, their hands 
  twisted into hideous claws. They look at you and let 
  out an airy gasp of hunger, lurching forward with 
  murderous intent. 
  i
   
  i
   
  The travelers have been transformed into undead 
  horrors by Malys’ plague, and attack the PCs ravenously. 
  Note that one creature in each encounter is actually 
  downstairs eating the innkeeper’s wife, and so there is 
  one less creature upstairs than the encounter indicates. 
  APL 2 (EL 3) 
  Human Commoner Zombies (4): hp 16; see Monster 
  Manual page 266. 
  APL 4 (EL 5) 
  Ghouls (4): hp 13; see Monster Manual page 119.
  APL 6 (EL 7) 
  Ghouls (5): hp 13; see Monster Manual page 119. 
  Ghast (1):  hp 29; see Monster Manual page 119. 
  APL 8 (EL 9) 
  Ghast, Advanced (5):  hp 57; see Appendix. 
  APL 10 (EL 11) 
  Ghast, Advanced Fighter 2 (5):  hp 67; see 
  Appendix. 
  Tactics: The undead are all mad with hunger, and attack 
  until destroyed. Ghouls and ghasts use combat tactics as 
  appropriate, while zombies just attack mindlessly. Some 
  of the advanced ghasts have additional feats (Power 
  Attack, most notably), which they use to best effect  
   
  Once one of the PCs goes downstairs and discovers 
  the last of the undead, read the following: 
  You come down the stairs to find your worst fears 
  realized: the Innkeeper, a jovial fellow you’d met in 
  passing during the festival, stands over the lifeless 
  and ravaged body of his wife, the same crazed hungry 
  look in his eyes as the others, and his mouth and 
  claws covered in her blood. He turns to you with the 
  same hungry look at the others, and lurches forward. 
   
  Once all of the creatures in this section have been 
  destroyed, move on to Encounter 4C if the PCs are 
  together. If the PCs split into two groups, first summarize 
  the results of a visit to the healers for those PCs who were 
  not present, allowing a Heal check to obtain the 
  information available there. 
  Encounter 4B:  Casualties 
   
  The PCs, having decided to go and check out the 
  sick villagers, arrive at about 10 bells in the evening.  
   
  The healer’s house is small one; no larger than 
  any of the others in town, with thick wooden walls 
  and a thatched roof. Entering, you are immediately 
  assaulted with the sickly smell of disease, with the 
  sl ghtest hint of death in the air. It seems that at least 
  one of the patients has succumbed. 
   
  There are five beds occupied by those who’ve 
  succumbed to Malys’ plague early, as well as Myra, the 
  village healer (Human Exp 4, currently at 6 hp). Myra is a 
  kindly old lady who’s starting to show signs of 
  exhaustion herself. She’s happy to have any help she can 
  get, and greets the PCs warmly, putting them to work 
  according to their skills. 
   
  PCs skilled at healing can make checks to determine 
  the cause of the condition of the sick and dead. A Heal 
  check reveals the following: 
  • 
  DC 10: The people lying sick in these beds are 
  exhausted.   
  • 
  DC 20: The patients are definitely also infected with 
  some kind of disease, but not one commonly seen, 
  though it has some similar symptoms with common 
  flus and fevers.   
  • 
  DC 30: The illness seems to be some form of Ghoul 
  Fever, but that there is something decidedly odd 
  about it.   
   
  Making these checks takes a much longer time than 
  normal due to the nature of the illness and Myra’s 
  frequent interruptions. The level of investigation 
  required for a successful check can’t be completed until 
  not long before midnight. 
   
  The disease can be removed with any spell or ability 
  normally capable of such feats. However, the water and 
  rags that Myra uses to comfort and help the patients are 
  tainted, so any relief is sadly short lived, as the patient is 
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  just re-infected.  Also, any characters that handle the rags 
  (that is, those who try to provide long term care or assist 
  in such) run the risk of infection, and should be added to 
  your list from Encounter 3. 
   
  When midnight hits, however, the disease runs its 
  final course, and the fates of the sick villages are sealed. 
  To guarantee that these pesky adventurers provide no 
  obstruction to her plans, Malys possesses each of the 
  patients in turn, curses them with reduced constitution, 
  and thus ensures a swift death and subsequent rise for 
  each of them. 
   
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  You’ve been aiding the healer Myra for about two 
  hours when suddenly one of the patients lets out a 
  ragged gasp and goes pale, as though his disease had 
  suddenly worsened. He thrashes for a few seconds, 
  then goes still, h s last breath escaping hoarsely. Then
  the o hers do the same, all giving up the ghost at 
  close the same time, and you are left with nothing but 
  corpses. 
   
  But there is little time for mourning, for as you 
  watch, the bodies begin to twitch, at first in what 
  seems like the normal fashion for a recently dead 
  corpse, but then in a more sinister thrashing, tearing 
  free of the sheets and rising, hands twisting into 
  claws, faces becoming visages of terror and eyes 
  lighting again, but this time with a ravenous, terrible 
  hunger. Moaning with bloodlust, your patients lurch 
  forward, intent on your flesh and blood. 
   
  At this point, you should have all PCs who ate the 
  tainted food in the previous encounter or handled the 
  tainted water used to treat the patients make their 
  Fortitude saves (DC 12+APL, damage 1d6 Con, 1d3 Dex). 
    
  APL 2 (EL 3) 
  Human Commoner Zombies (4): hp 16; see Monster 
  Manual page 266. 
  APL 4 (EL 5) 
  Ghouls (4): hp 13; see Monster Manual page 119.
  APL 6 (EL 7) 
  Ghouls (5): hp 13; see Monster Manual page 119. 
  Ghast (1):  hp 29; see Monster Manual page 119. 
  APL 8 (EL 9) 
  Ghast, Advanced (5):  hp 57; see Appendix. 
  APL 10 (EL 11) 
  Ghast, Advanced Fighter 2 (5):  hp 67; see 
  Appendix. 
  Tactics: The undead are all mad with hunger, and attack 
  until destroyed. One of them immediately goes for Myra, 
  while the others attack the PCs.  Ghouls and ghasts use 
  combat tactics as appropriate, while zombies just attack 
  mindlessly.  Some of the advanced ghasts have additional 
  feats (Power Attack, most notably), which they use to best 
  effect. 
  Once the undead have all been destroyed, go on to 
  Encounter 4C if the PCs are together. If the PCs split into 
  two groups, first summarize the results for those who 
  instead went to the Inn. 
  Encounter 4C:  The Thing I 
  Hate 
  The PCs have just successfully destroyed a number of 
  undead, but there’s no rest for them just yet: 
  As you stand over the fallen bodies of the former 
  townsfolk, you find yoursel  with nothing but 
  questions: What happened? How did these kindly, 
  gentle 
  people 
  become 
  ravening 
  cannibal stic 
  monsters like that? But you’ve no time to contemplate 
  the answers, as another scream echoes from the 
  streets outside . . .  
  Opening the door to see the cause reveals a large 
  group of terrified townsfolk gathered together. 
  Geldrin, the sergeant at arms, and a few of his 
  guardsmen are battling more of the creatures like you 
  had just fought.  However, i  looks like one of the 
  creatures has slipped through on the side you’re on, 
  and is rushing towards the help ess townsfolk with 
  murderous intent. 
  APL 2 (EL included in previous EL) 
  Human Commoner Zombies (1): hp 16; see Monster 
  Manual page 266. 
  APL 4 (EL included in previous EL) 
  Ghoul (1): hp 13; see Monster Manual page 119.
  APL 6 (EL included in previous EL) 
  Ghoul (1):  hp 13; see Monster Manual page 119. 
  APL 8 (EL included in previous EL) 
  Ghast, Advanced (1):  hp 57; see Appendix. 
  APL 10 (EL included in previous EL) 
  Ghast, Advanced Fighter 2 (1): hp 67; see 
  Appendix. 
   
  The night is lit by a bright harvest moon; there’s no 
  need for the PCs to use light sources of torch size or 
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  smaller except for better color vision. Once the PCs bring 
  down the creature, Geldrin, having just finished his own 
  battles, approaches them. 
   
  “I see you made it out alive, strangers.  That’s 
  good: means you’ve got some skill.  Thanks for the 
  help, but me and mine can take care of these folk 
  from here.  If you’re willing, I’d like you to do 
  something else for me. It’ll be dangerous, I won’t lie, 
  but you folks might be the only shot we have. 
   
  “I got as many of the people as I could manage 
  here, and I’ve gotta see them safely out of town. But 
  with this many, I couldn’t get anywhere near 
  Fieremus’ chapel. He’s a friend, and a good man, and I 
  want to see him get out of this alive, even if he did let 
  that rotten whore of a heretic seduce him with her 
  lies.  This is all her fault, I’ll guarantee it.” 
   
   
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  If asked to whom he is referring, he identifies 
  Geneve by name. If the PCs ask him why he believes 
  Geneve is responsible, or why he says she seduced 
  Fieremus, he responds: 
  I saw ‘em in the woods a couple of nights ago.  I’d 
  gone out for a walk; just felt l ke i  was a good night 
  for one, what with the harvest moon out and al . I 
  came upon the two of them in the woods makin’ 
  lovin’ eyes at each other and doin’ all the other things 
  courtin’ couples do. He’s old enough to be her damn 
  father! She must’ve seduced him with her damn 
  heretic magic, I’m sure of it. First she seduces him, 
  gets him all love-addled, and then he’s too distracted 
  to stop her from whatever the hel  she’s done to my 
  peop e.  Please, you have to save h m; kill her if you 
  get the chance to revenge the rest of us, but save 
  Fieremus! 
   
  Geldrin refuses any offers to accompany his 
  makeshift band, repeating his plea to save Fieremus. He 
  grows increasingly desperate if the PCs remain obstinate. 
  Once they agree, he seems visibly relieved, and offers to 
  tell the PCs a shorter way of reaching the temple from 
  here, that should take them out of the view and scent of 
  the townsfolk who’ve succumbed. He then packs up and 
  starts organizing the survivors and his men to get them 
  all out of town by the nearest gate, pausing only to wish 
  the PCs luck one more time. 
  Encounter 5a:  Pray! 
  Armed with a faster route to Fieremus’ temple, the PCs 
  are able to make their way there with minimal 
  interference; that is, they’ll avoid further combat before 
  arriving at the chapel. However, the DM is encouraged to 
  play up the eerie nature of a town in the grips of an 
  undead invasion.  When the PCs arrive, read the 
  following: 
   
  Your journey, through what approximates back 
  alleys in a small town like this, has thankfully avo ded 
  further confl ct with the maddened denizens of 
  Grafton. You travel through the very square in which 
  earlier this very n ght, you pleasantly ate with the 
  townsfolk who now rampage through the streets or 
  lie strewn about them. The banners and streamers, 
  once festive, now seem an eerie touch as they twist 
  and turn in the chill evening breeze. 
   
  Before you stands the quiet country chapel built 
  to house Fieremus’ Heironean sermons.  The doors 
  are shut, but torchlight can be seen from the high set 
  windows, and the sound of screams and moans come 
  from within . . .  
   
  The church itself is fairly small, with space for the 
  main chapel, a small rectory, Fieremus’ quarters, and a 
  cellar beneath (where Fieremus’ library is hidden). 
  Presumably, having just heard screams from within, the 
  PCs enter to discover what horrors are still to be seen. 
  Opening the doors to the church, you are greeted 
  with what was once a chapel, but has become a 
  charnel house. The pews have been overturned or 
  pushed to the side, making room for a large table in 
  front of the altar.  Bound to the alter is one of the 
  townsfolk you met earlier, clearly within the throes 
  of the same undeath that overtook those you have 
  seen around the streets. The creature thrashes and 
  moans under the ministrations of a wild-eyed 
  Fieremus, who s using a medical saw to open the 
  creature’s chest. Several other townsfolk, including 
  Mayor Biddle, lie dead and bound to chairs and pews 
  nearby; presumably awaiting the same treatment 
  should they rise. As you enter, Fieremus reaches into 
  the chest and pulls forth the heart in a spray of black 
  ichor; the creature screams, then lies still. 
  “It doesn’t make sense,” mutters Fieremus madly. 
  “This sn’t the way it’s supposed to turn out! These 
  black patches, curious; I had expected green.” He 
  continues to mumble to himself for a moment, then 
  looks up as though startled by your entrance. “New 
  patients? Well, have a seat, then. I’ll be with you as 
  soon as you’re ripe.” He cackles madly at his own 
  joke, then turns his attention to removing the corpse 
  from the table, presumably in preparation for the 
  next “patient.” 
   
  Fieremus is currently quite mad. A combination of 
  the horrors he has witnessed and an earlier attack by a 
  group of Allips left him broken and insane.  He is also 
  badly infected with Malys’ plague, and has little left in 
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  the way of constitution or hit points.  His current 
  obsession is discovering what has infected the people of 
  the city, which has led him to his current state.  
   
  Malys is also present, possessing Fieremus to observe 
  the actions of the PCs. She isn’t hiding her aura, so if the 
  PCs use Detect Evil on him, he registers with her aura of 
  evil. It is quite likely that the PCs attempt to kill him at 
  this point, thinking that he is the cause of the town’s 
  problems.   
  Fieremus: Male human hp 3, detects as Chaotic Evil. 
   
  Fieremus doesn’t resist any attempts to attack him; 
  he doesn’t recognize the PCs as a threat. For all intents 
  and purposes, he’s helpless. If the PCs kill him at any 
  time, move on to Encounter 5b. If they just subdue him 
  rather than kill him, he shudders, then dies (as Malys 
  uses her abilities to further drain his Constitution, killing 
  him from the loss of hit points). In that case, move on 
  just as though they had killed him. 
   
  More levelheaded PCs may attempt to talk to him. At 
  first, he simply shouts them down and tells them to sit 
  and wait their turns, but a properly Diplomatic approach 
  (DC 20) or a well told lie (Bluff DC 20) can calm him 
  down to the point where conversation is possible. Modify 
  the check with bonuses or penalties based on the quality 
  of the lie or approach, at your discretion. PC members of 
  the Church of Heironeous or Trithereon should be given 
  a +2 circumstance bonus to this check. Once he’s been 
  calmed down, he tells the PCs about his research. 
  Specifically, he reports he’s studying the illness and its 
  effects on the townsfolk but he finds the exact effects 
  curious, as he would have expected all victims to react the 
  same, but this illness seems to be producing differing 
  effects on people. He honestly finds it fascinating, and 
  Malys interferes to make it seem as though he is the one 
  who created it, although he never says so outright. Astute 
  PCs might notice this with a Sense Motive check (DC 15) 
  as a strange hesitance at times in his speech. A Heal 
  check (DC 15) during the conversation reveals that his 
  insanity is likely the effect of Wisdom damage. 
   
  A restoration of any variety cures Fieremus of his 
  madness immediately. Alternatively, if the PCs don’t 
  seem inclined to believe he was responsible or look to be 
  working to heal him, Malys leaves, which also restores 
  his lucidity. However, before he can do more than thank 
  the PCs for their aid, Malys springs a trap designed to 
  prevent him from telling them too much. (Note: If the 
  PCs have mutilated Biddle’s body in such a way that it 
  cannot rise, you should modify the text to indicate that 
  the corporeal undead enters with the Quell) 
   
  Fieremus’ words of thanks are interrupted by a 
  chill feeling up your spine.  Turning, you see a 
  translucent specter entering through the wall near 
  the door. The shrouded, ethereal creature glares at 
  you with glowing green eyes, dark symbols glowing 
  in the air around it. The loose, flowing ectoplasm 
  around the creature’s face curls in something 
  resembl ng a sneer as it looks towards Fieremus with 
  visible disdain  
  i
  .
   
  At the same time, Biddle’s body shakes, flesh 
  writhing horribly as it expands. The creature that was 
  once mayor of Grafton bursts free of its bonds, its 
  girth increasing from the plagued humors within, 
  bursting through and filling the area around it with 
  the sickly smell of rotten meat. The two turn towards 
  you and Fieremus, their objective clear. 
   
  Give the PCs a Spot check (DC 15). Inform any who 
  succeed that they recognize one of the symbols in the air 
  around the quell(s) as a defiled version of the one on 
  Geneve’s robe from earlier in the night. 
  APL 2 (EL 4) 
  Quell: hp 32; see Appendix. 
  Ghoul: hp 13; see Monster Manual page 119. 
  APL 4 (EL 6) 
  Quell (2): hp 32; see Appendix. 
  Ghast: hp 29; see Monster Manual page 119. 
  APL 6 (EL 8) 
  Quell, Advanced (2): hp 68; see Appendix. 
  Plague Blight:  hp 45; see Appendix. 
  APL 8 (EL 10) 
  Quell, Advanced (2): hp 124; see Appendix. 
  Plague Blight, Advanced: hp 109; see Appendix 
  APL 10 (EL 12) 
  Quell, Advanced (4):  hp 124; see Appendix. 
  Plague Blight, Advanced:  173; see Appendix 
  Tactics: The quell(s) immediately move in and use their 
  coupled intercession ability to deny as many divine 
  casters as possible their spells and the ability to turn 
  undead. The quells attack PCs unaffected by this ability, 
  to avoid breaking it; leaving the denied PCs to the 
  corporeal undead.   
   
  If the quell successfully uses the intercession ability, 
  read the following: 
   
  The ghostly figures chant in a horrible eldritch 
  tone, and suddenly the room is filled with a burst of 
  terrible evil. As it fades, you at first are surprised to 
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  find that there seem to have been no ill effects; you 
  remain unharmed, if a little rattled. But then you 
  notice something is . . . missing.  You can no onger 
  feel the presence and power of your dei y; somehow 
  these creatures have managed to sever your 
  connection to the divine! 
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  If the PCs leave Fieremus completely undefended 
  (that is, there is a clear line and no PCs within 10 feet of 
  him), the undead target him. Fieremus himself is in no 
  shape to provide direct support to the PCs; his spells were 
  wiped out when his wisdom was drained too low to use 
  them, and he’s no fighter. He does, however, offer his 
  mace to the nearest melee fighter, telling the person that 
  it is of use against the ghostly figures (at APL 2 and 4, the 
  mace is a +1 alchemical silver heavy mace, at APL 6 and 8 
  it is a +1 ghost touch alchemical silver heavy mace, and at 
  APL 10 it is a +1 ghost strike alchemical silver heavy 
  mace.  See Appendix One for a description of the ghost 
  strike weapon ability). 
   
  Once the undead have been defeated, Proceed to 
  encounter 5c. 
  Encounter 5b:  Epitaph 
  Having killed Fieremus, the PCs are in for a rough time. 
  Due to the nature of his death, Fieremus’ soul cannot rest 
  easily; it returns shortly after his death to claim its 
  revenge upon its murderers. Having become undead, 
  Fieremus is healed of all wisdom damage, and the flood 
  of negative energy has refilled his spell reserves with 
  dark magic. Give the PCs a few moments to reflect on 
  their deed (while the ghostly Fieremus prepares by 
  casting a few buffs in the Ethereal Plane), then read the 
  following: 
   
  As you stand over the fallen cleric, you feel a 
  prickling at the base of your neck, and all the hair on 
  you body stands on end as your body reacts to the fell 
  chill in the air. Sudden y, F eremus’ mace shakes its 
  way free of his body and sails across the room, into* 
  the hands of a ghostly figure. To your horror, it is the 
  same as the man you just killed. His translucent eyes 
  burn with rage, and he says in a horrific whisper 
  “Murderers!” before gliding towards you. 
  *[At APLs 2 & 4, replace “into” with “through;” the mace 
  is not ghost touch at those APLs]
   
  If the encounter description calls for a corporeal 
  undead, one of the bodies (preferably Biddles’) rises to 
  engage (or, in the case that the PCs have mutilated all the 
  bodies, a new creature simply enters the room). 
  APL 2 (EL 4) 
  Ghost of Fieremus: hp 19; see Appendix. 
  APL 4 (EL 6) 
  Ghost of Fieremus:  hp 26; see Appendix. 
  Ghast: hp 29; see Monster Manual page 119. 
  APL 6 (EL 8) 
  Ghost of Fieremus: hp 33; see Appendix. 
  Plague Blight:  hp 45; see Appendix. 
  APL 8 (EL 10) 
  Ghost of Fieremus: hp 54; see Appendix. 
  Plague Blight, Advanced: hp 77; see Appendix 
  APL 10 (EL 12) 
  Ghost of Fieremus:  hp 68; see Appendix. 
  Plague Blight, Advanced:  141; see Appendix 
  Tactics: Roll a d4 at the start of combat to determine how 
  many rounds until Fieremus can use his Telekinesis 
  special attack again. His Horrific Appearance special 
  ability is currently active, so make sure to have all of the 
  PCs save against it. In the first round, he attacks the 
  nearest cleric or other divine caster using his incorporeal 
  touch to deliver wisdom drain. He focuses on clerics and 
  paladins before other characters, focusing on reducing 
  their wisdom to the point where they can’t use spells. 
  When available, he uses his Telekinesis ability to disarm 
  divine casters of their holy symbols, then fighter types of 
  any ghost touch weapons, etc. If necessary, he casts inflict 
  wounds spells on himself to recover hit points. When all 
  the undead have been destroyed, proceed to encounter 
  5c. 
  Encounter 5c:  Save Them! 
  There are essentially two ways that this stage of the 
  encounter can play out.  If Fieremus lives, he can provide 
  the PCs with a great deal of information, and some 
  magical assistance that can aid them in their coming 
  confrontation with Geneve. If he has died, then the PCs 
  have to muddle through and search the chapel for the 
  items of interest. Search checks are provided throughout 
  the encounter to allow for this. 
   
  If Fieremus lives, read the following: 
   
  Fieremus looks at you with a renewed light of 
  sanity donning n his eyes.  “I thank you for your aid 
  and wisdom, adventurers. Were it not for you, I’d 
  have joined the ranks of these fell creatures. But I 
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  fear I must ask you to perform another favor for me: 
  please, save my love, Geneve. 
   
  “Geneve and I became lovers not long after she 
  arrived here in Grafton. I found her enchanting from 
  the first moment I gazed upon her, and was thrilled 
  when I discovered that she returned my feelings. 
  However, due to the prejudices of my fellow 
  townsfolk, we felt i  best to keep our trysts a secret, 
  until they could be made to accept her as part of the 
  community. In spite of its secretive nature, however, 
  our ove was pure, and good, and brought this old 
  man happiness he thought he would never have. 
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  “However, a few weeks ago, Geneve . . . changed. 
  She took a sudden interest in my research, which she 
  had previously been leery of, and became angry when 
  I refused to grant her access to my records. She also 
  began to ask for more frequent trysts, even to the 
  point of causing some interruption to my other duties 
  in the town. I should have known that something was 
  wrong, but my love for her blinded me to the change. 
    
  “Th s change in her is unnatural. Please, save her 
  from whatever has caused it!” 
   
  If asked about his specialty, Fieremus confesses that 
  he studies the undead and evil outsiders to determine the 
  best ways in which they can be combated. If asked to be 
  shown his research, he leads the PCs to the cellar of the 
  chapel and through the secret door that leads into the 
  library. If Fieremus is not present, PCs searching the 
  cellar can find the door with a Search check (DC 25). To 
  his surprise, the library has been ransacked. He hadn’t 
  had time to work on anything for the last few days, and 
  thus did not discover Malys’ break-in until just now.   
   
  Searching this room, it is easy to find (DC 10 due to 
  Fieremus’ organizational scheme) that a number of books 
  on the undead and Furyondy history seem to be missing. 
  If Fieremus is present, he can further refine the list of 
  missing books to specifically books on plague-bearing 
  undead and the Razing Line created by the legions of Iuz 
  during his invasion.  A slightly higher result on the 
  Search check (DC 15) allows PCs to notice that one book 
  in particular has been disturbed but not taken (allow a 
  Spot check (DC 15) before the PCs leave to notice the 
  same thing if they don’t find it while searching). The 
  book is a list of demons, their “accomplishments,” and, 
  most importantly, their True Names. A quick flip 
  through the book reveals that a number of the pages have 
  been torn out. If Fieremus is present, he is able to inform 
  the PCs that the particular demon discussed on those 
  pages is Malystandrinyx, a succubus summoned onto the 
  material plane by Iuz during the invasion. She was well 
  known for being a dark alchemist, and particularly 
  capable of controlling and manipulating mortals through 
  possession. At this point, it should be relatively clear to 
  the PCs more or less what is going on. Fieremus takes the 
  PCs back to his personal office, where he’ll reveal the 
  symbol of banishment (which can be found with a Search 
  check (DC 30) in his office), and explain its use to the 
  PCs. PCs may determine the information below on their 
  own, if Fieremus is dead, with a successful Knowledge – 
  arcana (DC 35), Knowledge – religion (DC 25) or bardic 
  knowledge (DC 25).  
  “With this symbol, even those without the power 
  to expel demons can perform a ritual capable of 
  banishing them back to their home planes. However, 
  to perform the ritual, you must first subdue the vessel 
  of possession. If you kill Geneve, not only will you 
  have murdered an innocent woman, and my love, you 
  will also free the demon to escape banishment. By 
  subduing her, you prevent the demon from escaping, 
  and can perform the ritual to banish her for a century. 
   Please, I beg you again, save her!” 
   
  Fieremus provides the PCs with a written version of 
  the ritual and the symbol itself. He also recovers a wand 
  of cure light wounds that he’ll use to repair any damage 
  they may have suffered so far (finding the wand is a 
  Search check (DC 15)). Once the PCs have had a chance 
  to search around and decide to head over to the church of 
  Trithereon, move on to Encounter 6. 
  Treasure: APL 2: Loot – 0 gp, Coin – 0 gp, Magic -- +1 
  alchemical silver heavy mace (200 gp each), wand of cure 
  light wounds (62.5 gp each). 
  APL 4: Loot – 0 gp, Coin – 0 gp, Magic –-- +1 alchemical 
  silver heavy mace (200 gp each), wand of cure light 
  wounds (62.5 gp each). 
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic –-- +1 alchemical 
  silver ghost touch heavy mace (670 gp each), wand of 
  cure light wounds (62.5 gp each). 
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic –-- +1 alchemical 
  silver ghost touch heavy mace (670 gp each), wand of 
  cure light wounds (62.5 gp each). 
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic –-- +1 alchemical 
  silver ghost strike heavy mace (1530 gp each), wand of 
  cure light wounds (62.5 gp each). 
  Encounter 6:  Angel in the 
  Dark 
  The trip to the shrine to Trithereon is short and 
  uneventful. Upon arrival, the PCs find the doors swung 
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  open: Malys’ invitation to the finale of her plot. If the PCs 
  attempt to come to the shrine to Trithereon before 
  resolving Encounter 5, they find the heavy oak doors 
  barred from the inside, and the shrine deserted should 
  they break in. 
   
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  Geneve’s shrine to Trithereon is a modest affair: a 
  small building that still bears the sings o  having been
  a peasant hut in a previous existence. The front doors 
  bear the same rune as Geneve’s robes, but, as you 
  approach, you can see that the rune has been altered 
  by lines painted in a sticky crimson fluid whose true 
  nature is sickeningly apparent. The soft l ght of a 
  candle gleams from within invitingly; clearly your 
  presence is expected. 
   
  Once the PCs enter, continue: 
   
  The inside of the shrine is as modest as its 
  dressing. A few short, wooden benches flank a central
  isle, leading up to a simple wooden table covered by a 
  cloth with the same defiled symbol as the doors 
  which serves as the altar, upon which sits the single 
  candle that is the room’s illumination. In fron o the 
  altar is a wooden chair upon which sits an armored 
  figure, clearly deceased. With some surprise, you 
  realize that it is Geldrin. 
  “Welcome, honored guests!” says a voice from the 
  darkness.  Into the light steps a figure you can 
  scarcely recognize as the same cleric you met earlier 
  in the evening. Where once her red hair hung wi d y, 
  now every curl has been meticulously placed to frame 
  her pale face.  Where once she wore blue robes 
  emblazoned with a rune, now she wears crimson ones 
  bearing a grinn ng skull, and the telltale clink of 
  armor can be heard as she moves. While all blemishes 
  have been removed from her face to grant her an 
  angelic beauty, what is most startlingly differen  is 
  the cruel smile on her face as she regards you. “I hope 
  the greeting committee did not trouble you too 
  greatly.” 
   
  A Knowledge – religion check (DC 10) reveals that 
  the grinning skull is the holy symbol of Iuz. While Malys 
  is not actually a servant of Iuz, nor is she acting at his 
  behest, the two have a past relationship from his 
  summoning of her during the invasion, and he has been 
  granting her spells while she uses Geneve’s body. 
   
  Geldrin’s body is present because, after getting the 
  rest of the townsfolk out the gates, he came back for 
  revenge on Geneve. Malys revealed herself to him, but he 
  attacked anyway and was slain although not before 
  forcing her to use some of Geneve’s spells. Attacking 
  with intent to kill even though he knew she was under 
  demonic influence was an evil act, which intrigued 
  Malys, and so she has prepared him to rise.  However, his 
  reanimation is triggered by her entry into combat, and so 
  he cannot be turned until the combat has begun. 
   
  Malys is perfectly content to stand back for the 
  moment and speak to the PCs. She doesn’t engage or 
  order Geldrin to engage until the PCs take offensive 
  action or move to engage her. While she does have some 
  spells cast in preparation for a fight, they all have fairly 
  long durations. In addition, while she hasn’t had time to 
  unhallow the Tritherionite shrine, it has been sufficiently 
  defiled to grant her spells a fell persistence. She takes this 
  opportunity to gloat over the success of the new plague 
  she created. She also extols her ability to manipulate the 
  love-blinded Fieremus into neglecting his duties 
  purifying the water long enough to expose the entire 
  town to it. She’s quite happy with the success of this 
  project, and is more than happy to share that fact. 
   
  If the PCs indicate that they are aware of Malys’ 
  manipulations, her smile slips to a snarl. She remains 
  confident in her own ability to escape, and to have 
  Geneve die here for her crimes. If questioned why she 
  did this, she responds that, quite simply, Fieremus and 
  Geneve’s love offended her as a demon. She wanted to see 
  it brought not only to ruin, but remembered as the cause 
  of nothing but suffering. 
   
  If at any time the PCs move in to engage her, or take 
  any other hostile actions (spellcasting, etc), Geneve grabs 
  her shield and douses the candle (unless the PCs have 
  their own light sources, in which cases she won’t bother), 
  and Geldrin rises to engage. If the candle is doused, any 
  character without darkvision or low light vision treats all 
  other targets as having partial concealment (20% miss 
  chance). Note that both Geneve and Geldrin have 
  Darkvision (he because he’s undead, she because she’s 
  being possessed by a succubus). 
  APL 2 (EL 5) 
  Geneve: Female human Clr3; hp 24; see Appendix. 
  Ghast: hp 29; see Monster Manual page 119. 
  APL 4 (EL 7) 
  Geneve: Female human Clr6; hp 42; see Appendix. 
  Ghast, Advanced: hp 57; see Appendix. 
  APL 6 (EL 9) 
  Geneve: Female human Clr8; hp 51; see Appendix. 
  Plague Blight:  hp 45; see Appendix. 
  APL 8 (EL 11) 
  Geneve: Female human Clr9; hp 57; see Appendix. 
  Be Still My Beating Heart 
   
  Page 18 
  
  Geldrin: Male Death Knight Ftr6; hp 36; see Appendix 
  APL 10 (EL 13) 
  Geneve: Female human Clr11; hp 69; see Appendix. 
  Geldrin:  Male Death Knight Ftr7/Blk1; hp 54; see 
  Appendix 
  Tactics: Geldrin does his best to prevent fighter types 
  from getting to Geneve, by either tying them up in melee 
  or by clogging up movement lines.  Malys tries to keep 
  him “alive” if possible by spontaneously casting Inflict 
  spells on him to heal him. Otherwise, she tries to use her 
  de-buffs and offensive spells on fighter types. She does 
  NOT use her succubus abilities, as she’s keeping those in 
  reserve as a surprise in case PCs are able to fight her 
  ethereal form after killing Geneve. However, she keeps at 
  least one of her best inflict spells in reserve. If things 
  look bad, and it seems the PCs are trying to subdue her 
  rather than kill her, she uses the inflict spell on herself, 
  then invokes a constitution drop on Geneve, in an 
  attempt to kill her and escape before the PCs can banish 
  her. Note that, should the PCs be able to banish Malys 
  with magic while Geneve is still alive, Geneve simply 
  collapses, taking her out of the fight. 
   
  If the PCs manage to subdue Geneve without killing 
  her, and have the ritual, symbol, and true name from 
  Fieremus, they can then perform the ritual with any of 
  the following (to recall the information): a Knowledge: 
  Religion check (DC 12), a Spellcraft check (DC 15), or a 
  Knowledge: Arcana check (DC 20). Each attempt takes 
  six minutes. A PC may take 10 or 20, but remember that 
  taking 20 allows Geneve a chance to recover nonlethal 
  damage of double her Hit Dice, which might be enough 
  to allow her to wake up. If she wakes up, Malys 
  immediately gets free, abandoning the body. 
   
  If Malys is successfully banished, read the following: 
   
  As you complete the ritual, all is quiet for a 
  moment. Then, Geneve’s body shudders, her back 
  arching as if in pain. From her form emerges the 
  ghostly figure of a beautiful woman, with dark, bat-
  like wings, her mouth open in a si ent scream of 
  agony. As you watch, red, ghostly chains emerge from 
  the grounds, wrapping themselves around her and 
  pulling her into the earth. Her hand claws futilely at 
  the air until van shing into the ground. Geneve’s 
  body relaxes, and then all is still. 
  l
  i
  i
  Development: At this point, you should proceed to the 
  Conclusion. If, however, Malys escapes, either because 
  Geneve dies or the PCs subdue her but allow her to 
  awaken without performing the banishment, have all of 
  the PCs make a Will save (DC 24). Malys first goes for 
  any PCs whose actions were less than noble over the 
  course of the module, then those who are not divine spell 
  casters, then clerics, and finally paladins (omit any 
  characters under the effect of a protection from evil 
  spell). Put the PCs in a corresponding order, and then 
  note the first one in the order who failed the save. This 
  PC gets the Curse of Iniquity. She can only make one 
  attempt per round, and so if she is banished or PCs put up 
  defenses before she has the opportunity to go for them, 
  they may be spared the curse. Remember that although 
  PCs are always aware they have had to make a saving 
  throw, in this case they are not aware of the source (but 
  may have suspicions). Once this has been determined, go 
  to the Conclusion. 
  Treasure: APL 2: Loot – 177 gp, Coin – 0 gp, Magic – 0 gp 
  APL 4: Loot – 177 gp, Coin – 150 gp, Magic -- 0 gp. 
  APL 6: Loot – 177 gp, Coin – 0 gp, Magic -- 0 gp. 
  APL 8: Loot – 192 gp, Coin – 0 gp, Magic -- +1 full plate 
  (221 gp each), +1 bastard sword (195 gp each). 
  APL 10: Loot – 40 gp, Coin – 0 gp, Magic -- +1 full plate 
  (221 gp each) x2, +1 bastard sword (195 gp each), +1 tower 
  shield 98 gp each). 
  Conclusion 
  Remember to complete the Critical Event Summary at 
  the premiere and return to HQ. Also, note that even if 
  this is not the premiere, please notify the Triad of any PC 
  who receives the Curse of Iniquity. 
   
  The party has little difficulty escaping the town, 
  even if they have an unconscious Geneve to deal with. If 
  Fieremus lives, he is waiting just outside of town where 
  he meets the PCs. 
   
  You crest the hill just outside of town, confident 
  that the undead, who seem content to remain within, 
  will no longer follow.  Looking back, you see the 
  town of Grafton, outl ned in the rising sun. What was 
  once a sleepy town, recovering from the scars of war 
  is now a charnel house, ruled over by the undead.  
  The town itself has become a tomb . . . not a ghost 
  town, but a Graveton. 
   
  There are three possibilities at this point:  either both 
  lovers are dead, one is, or they both live. 
  If both of the lovers are dead: 
   
  You can’t help but think back to your actions, 
  wondering whether what you did was truly just. If 
  nothing else, you’ve fai ed in your mission. It is 
  unlikely that the Church of Heironeous will be 
  l
  Be Still My Beating Heart 
   
  Page 19 
  
  pleased. Perhaps you’ve been pawns in someone else’s 
  game . . . 
   
  If Fieremus is dead, but Geneve lives:
   
  The unconscious cleric stirs, pulling free o  the 
  one carrying her and standing under her own power. 
  Looking down at the strange robes in horror, she 
  removes them disgustedly, tossing them aside to 
  stand before you n her armor. She looks confused 
  and surprised, and the guilt in her eyes reveals that 
  she remembers all that she has done.  She shakes her 
  head as though to clear a bad dream, and asks 
  desperately, “Where is Fieremus?  Is he safe?”  As she 
  looks 
  at 
  you, 
  al  
  hope 
  dies 
  in 
  her 
  eyes.  
  “No…Trithereon, no!  I...You!  This is your fault!  You 
  took him from me!” She dissolves into tears, 
  col apsing to the ground. It seems that, this day, you 
  have been a pawn to something dark and terrible in 
  failing this woman and participating in her lover’s 
  death... 
  f
  i
  l
  l
  If Geneve is dead, but Fieremus lives:
   
  Waiting for you on the hill is Fieremus, his face 
  wrinkled with worry. “Where is Geneve?  Did you 
  save her? Is she wel ?  Looking at your expressions, 
  all hope in his eyes dies.  “You . . . you killed her?!  But 
  you knew!  She was good! Pure! You couldn’t…Why, 
  Heironeous, why!?” He collapses to the ground, 
  crying inconsolable tears of sorrow.  Though you have
  succeeded in the mission for which you were hired, 
  you have failed in something far, far greater… 
  l ”
   
   
   
  The church of Heironeous is additionally willing to 
  provide healing of any drain or damage that occurred 
  during the module at no charge. 
  If both lovers live:
   
  Waiting for you on the hill is F eremus, h s face 
  wrinkled with worry. When he sees that you bear the 
  unconscious form of his lover, he visibly relaxes, his 
  mouth turning up in a smile and tears of joy forming 
  in his eyes. He rushes forward, taking her from the 
  one carrying her and wrapping her in his arms. As 
  though responding to his touch, her eyes flutter 
  open. Seeing her lover, they widen, and she returns 
  his embrace, sobbing whispered apologies. After they 
  have been there for a time, they stand and turn to 
  you. Fieremus smi es, “Thank you my friends, for 
  saving my love. I will do anything I can in return. 
  You have given me back my life.” 
  i
  i
  l
  The church of Heironeous is additionally willing to 
  provide healing of any drain or damage that occurred 
  during the module at no charge. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Four 
  Defeating the undead: 
   
  APL2 90 xp 
   
  APL4 150 xp 
   
  APL6  210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
  Encounter Five 
  Defeating the undead: 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
  Encounter Six 
  Defeating Geneve and Geldrin: 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  Story Award 
  Discovering Malys’ presence: 
   
  APL2 45 xp 
   
  APL4  70xp 
   
  APL6 90 xp 
   
  APL8 115 xp 
   
  APL10 135 xp 
  Be Still My Beating Heart 
   
  Page 20 
  
  Discretionary roleplaying award 
   
  APL2 45 xp 
   
  APL4  65 xp 
   
  APL6 90 xp 
   
  APL8 120 xp 
   
  APL10 135 xp 
   
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  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. 
  Encounter 5:  Pray! 
   
  APL 2: L: 0 gp; C: 0 gp; M: 262 gp – +1 alchemical 
  silver heavy mace (200 gp each), wand of cure light 
  wounds (62 gp each). 
   
  APL 4: L: 0 gp; C: 0 gp; M: 262 gp – +1 alchemical 
  silver heavy mace (200 gp each), wand of cure light 
  wounds (62 gp each). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 732 gp – +1 alchemical 
  silver ghost touch heavy mace (670 gp each), wand of 
  cure light wounds (62 gp each). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 732 gp – +1 alchemical 
  silver ghost touch heavy mace (670 gp each), wand of 
  cure light wounds (62 gp each). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 1592 gp – +1 alchemical 
  silver ghost strike heavy mace (1530 gp each), wand of 
  cure light wounds (62 gp each). 
  Encounter 6:  Angel in the Dark 
   
  APL 2: L: 177 gp, C:  0 gp, M:  0 gp 
   
  APL 4: L: 177 gp, C:  0 gp, M: 0 gp. 
   
  APL 6: L: 177 gp, C:  0 gp, M:  0 gp. 
   
  APL 8: L: 192 gp, C;  0 gp, M: 461 gp -- +1 full plate 
  (221 gp each), +1 bastard sword (195 gp each). 
   
  APL 10: L:  40 gp, C: 0 gp, M: 559 -- +1 full plate (221 
  gp each) x2, +1 bastard sword (195 gp each), +1 tower 
  shield 98 gp each). 
  Encounter 6:  Angel in the Dark 
   
  APL 2:  L:  0 gp, C: 100 gp, M:  42 gp – elixir of truth. 
  (coin is given only if Fieremus is returned safely to 
  Chendl; elixir is given only if Geneve survives). 
  Be Still My Beating Heart 
   
  Page 21 
  
   
  APL 4:  L:  0 gp, C: 100 gp, M:  334 gp – brooch of 
  shielding, elixir of truth, Heward’s handy haversack. 
  (coin and brooch are given only if Fieremus is returned 
  safely to Chendl; elixir and haversack are given only if 
  Geneve survives). 
   
  APL 6:  L:  0 gp, C: 100 gp, M:  334 gp – brooch of 
  shielding, elixir of truth, Heward’s handy haversack. 
  (coin and brooch are given only if Fieremus is returned 
  safely to Chendl; elixir and haversack are given only if 
  Geneve survives). 
   
  APL 8:  L:  0 gp, C: 0 gp, M:  834 gp – brooch of 
  shielding, elixir of truth, Heward’s handy haversack, 
  horseshoes of a zephyr. (brooch and horseshoes are given 
  only if Fieremus is returned safely to Chendl; elixir and 
  haversack are given only if Geneve survives) 
   
  APL 10:  L:  0 gp, C: 0 gp, M:  834 gp – brooch of 
  shielding, elixir of truth, Heward’s handy haversack, 
  horseshoes of a zephyr. (brooch and horseshoes are given 
  only if Fieremus is returned safely to Chendl; elixir and 
  haversack are given only if Geneve survives) 
  Total Possible Treasure 
  APL 2: L: 177 gp; C: 100 gp; M: 304 gp  - Total: 581 
  (maximum 450 gp).  
  APL 4: L: 177 gp; C: 100 gp; M: 596 gp  - Total: 873 
  (maximum 675 gp).  
  APL 6: L: 177 gp; C: 100 gp; M: 1034 gp  - Total: 1311 
  (maximum 900 gp).  
  APL 8: L: 192 gp; C: 0 gp; M: 2025 gp  - Total: 2217 
  (maximum 1300 gp).  
  APL 10: L: 40 gp; C: 0 gp; M:  2985 gp  - Total: 3025 
  (maximum 2300 gp).  
  Special 
  Gratitude of the Lovers:  For saving Geneve’s life, 
  Fieremus is willing to put you in contact with a cleric 
  capable of upgrading any one magical weapon with the 
  Ghost Strike ability (Libris Mortis, p 77). You must pay 
  the price difference for the upgrade normally. Cross off 
  this favor when used.  
  Curse of Iniquity:  You have been inflicted with a 
  terrible curse: once per module, at the DM’s discretion, 
  he may impose a –4 profane penalty on any of your 
  attributes when performing a good act, or a +4 profane 
  bonus when performing a morally ambiguous one.  The 
  bonus/penalty lasts for the remainder of the current 
  encounter. This curse cannot be removed by a remove 
  curse spell; contact the Furyondy Triad. 
  Ire of the Church of Heironeous:  For failing in your 
  mission to recover Fieremus, you have incurred the ire of 
  the Furyondy Church of Heironeous.  Firstly, you suffer 
  a –4 circumstance penalty to charisma-based checks 
  when dealing with members of the church. Secondly, all 
  spellcasting by members of the church is increased by 
  10%.  Finally, you cannot join any of the Church of 
  Heironeous meta-organizations, and lose access to the 
  benefits of any Church of Heironeous organizations to 
  which you currently belong. You may get rid of the ire of 
  the church by expending three influence points with the 
  church, or permanently using a permanent influence 
  point with the church. Cross off all influence points used 
  and the ire itself when this is accomplished. 
  Favor of the Church of Heironeous:  For returning 
  Fieremus as promised, you have gained the church’s 
  favor. This favor can be used as an influence point with 
  the church.  A member of the Church of Heironeous 
  meta-org can instead use this favor to add the axiomatic 
  ability to a weapon, at normal cost.  A member of the 
  Silver Blades of Heironeous meta-org may make this 
  upgrade at 75% of normal cost. 
  Favor of the Church of Trithereon:  For saving the life 
  of its cleric Geneve, you have gained the favor of the 
  church of Trithereon.  This favor can be used as an 
  influence point with the church.  A member of the 
  Church of Tritheron meta-org can instead use this favor 
  to add the anarchic ability to a weapon, at normal cost.  A 
  member of the Templars of Trithereon meta-org may 
  make this upgrade at 75% of normal cost. 
   
  Items for the Adventure 
  Record 
  All special items above should be included on the AR. 
  Item Access 
  APL 2: 
  • 
  Wand of Cure Light Wounds (Adventure; DMG; 750 
  gp) 
  • 
  Elixir of Truth (Regional; DMG; 500 gp) 
  APL 4: 
  • 
  Brooch of Shielding (Regional; DMG; 1500 gp) 
  • 
  Heward’s Handy Haversack (Regional; DMG; 2000 
  gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  Be Still My Beating Heart 
   
  Page 22 
  
  • 
  +1 alchemical silver ghost touch heavy mace 
  (Adventure; DMG; 8402 gp) 
  APL 8: 
  • 
  Horseshoes of a Zephyr (Regional; DMG; 6000 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  +1 alchemical silver ghost strike heavy mace 
  (Adventure; Libris Mortis; 18402 gp) 
  Church of Heironeous or Church of Trithereon members 
  who receive Gratitude of the Lovers also gain access 
  to: 
  • 
  Silversheen (regional, DMG, 250 gp). 
  • 
  Vestments of Divinity (adventure, DMG2, 
  30000 gp)  
  • 
  Lesser Metamagic rod silent (adventure, DMG, 
  3000 gp) 
  Be Still My Beating Heart 
   
  Page 23 
  
  Appendix One – New Rules Items
  New Monsters: 
  Quell: CR 3; Medium Undead (Incorporeal); HD 5d12; 
  hp 32 Init +7; Spd fly 60 ft. (good); AC 15, touch 15, 
  flat-footed 12; Base Atk/Grp: +2/-; Atk Incorporeal 
  touch +5 melee (1d4); Full Atk Incorporeal Touch +5 
  melee (1d4); SA: Coupled Intercession, intercession SQ 
  Darkvision 60 ft; daylight powerlessness; undead traits; 
  +4 turn resistance; AL LE; SV Fort +1, Ref +4, Will +6; 
  Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Diplomacy +6, Hide +11, 
  Intimidate +10, Listen +12, Search +10, Sense Motive 
  +8, Spot +12, Survival +2 (+4 following tracks); 
  Alertness, Combat Reflexes, Improved Initiative, 
  Weapon Finesse. 
   
  Coupled Intercession (Su): Whenever a quell 
  takes a standard action to aid another quell in an 
  intercession attempt, the effective cleric level of the 
  quell increases by 1.  Several quells could all take a 
  standard action to aid a single quell’s intercession 
  attempt, each increasing the effective cleric level of the 
  intercession attempt. 
   
  Daylight Powerlessness (Ex): Quells are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. 
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power.  To do so, 
  the quell makes a turning check as if it were a cleric of 
  a level equal to the quell’s Hit Dice (5
  th level).  The 
  result indicates the highest-level divine spellcasters the 
  quell can cut off from their deity.  The turning damage 
  result indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect.  The 
  quell’s 
  intercession 
  affects 
  the 
  closest 
  divine 
  spellcasters it can affect first.  Normally, affected divine 
  spellcasters cannot turn undead or cast divine spells for 
  1minute; however, if the quell however, if the quell has 
  twice as many HD as the spellcaster has divine levels, 
  the divine spellcaster loses the ability to cast divine 
  spells for 24 hours.  If the quell attacks an affected 
  divine spellcaster in any way, or the affected spellcaster 
  receives an atonement spell, the intercession ends.  
  The quell’s allies and other creatures can attack the 
  divine spellcaster without breaking the intercession.  A 
  quell can use this ability a number of times per day 
  equal to 3 + its Charisma modifier (five times for a 
  typical creature) 
  Reference:  Libris Mortis, pg 116-117 
   
  Plague Blight: CR 6; Medium Undead (Evil); HD 
  6d12+6; hp 45 Init +5; Spd 30 ft; AC 23, touch 15, flat-
  footed 18; Base Atk/Grp: +3/+7; Atk Slam +7 melee 
  (1d6+6 [+2 against good-aligned foes] and gangrenous 
  touch); Full Atk Slam +7 melee (1d6+6 [+2 against 
  good-aligned foes] and gangrenous touch); SA: 
  Gangrenous Touch SQ Damage reduction 5/slashing, 
  darkvision 60 ft, gangrenous stench, resistant to blows, 
  undead traits, +2 turn resistance; AL CE; SV Fort +2, 
  Ref +7, Will +7; Str 19, Dex 21, Con -, Int 14, Wis 14, 
  Cha 15. 
   
  Skills and Feats: Balance +7, Escape Artist +12, 
  Hide +14, Jump +6, Listen +13, Move Silently +14, Spot 
  +13, Tumble +14; Alertness, Cleave, Improved 
  Toughness, Power Attack. 
   
  Gangrenous Stench (Ex): Whenever a plague 
  blight desires, it causes a horrible odor of rot to 
  emanate from the folds of its wrappings.  All living 
  creatures within 10 feet of the plague blight must make 
  a DC 15 Fortitude save or take 1d6 points of Strength 
  damage and become nauseated.  The save DC is 
  Charisma-based 
   
  Gangrenous Touch (Su): Supernatural disease 
  (accelerated)—slam, Fortitude DC 15, incubation 
  period instant; damage 1d4 Con.  Unlike normal 
  diseases (see Disease, page 292 of the Dungeon 
  Master’s Guide), gangrenous touch requires a saving 
  throw every round.  It visibly progresses over a period 
  of seconds, turning the afflicted area putrescent and 
  gangrenous.  The rot continues until the victim makes 
  two successful saving throws in a row, the victim 
  reaches Constitution 0 (and dies), or the victim 
  receives a remove disease spell or similar treatment.  
  Once it is infected or it successfully saves, a creature 
  can’t be infected by gangrenous touch again for 24 
  hours.  The body of a victim claimed by gangrenous 
  touch sloughs into a brittle, stinking mass of 
  putrescent ruin that molders to nothing over the 
  course of 24 hours, unless remove disease is cast on the 
  remains within that time. 
  Reference: Libris Mortis, pg. 115-116 
  Be Still My Beating Heart 
   
  Page 24 
  
  New Feats
  Improved Toughness 
  You are significantly tougher than normal. 
  Prerequisite:  Base Fortitude Save bonus +2 
  Benefit:  You gain a number of hit points equal to your 
  current Hit Dice.  Each time you gain a Hit Die (such 
  as by gaining a level), you gain 1 additional hit point.  If 
  you loose a Hit Die (such as by losing a level), you lose 
  1 hit point permenantly. 
  Reference:  Libris Mortis, pg. 27 
  Profane Boost [Divine] 
  You can channel negative energy to increase the power 
  of inflict wounds spells cast near you. 
  Prerequisite:  Ability to rebuke undead. 
  Benefit:  You can spend a rebuke attempt as a standard 
  action to place an aura of negative energy upon each 
  creature within a 60-ft. burst.  Any Inflict spell cast on 
  one of these creatures before the end of your next turn 
  is automatically maximized, with no adjustment to the 
  spell’s level or casting time. 
  Reference:  Complete Divine, pg. 84 
  Reach Spell [Metamagic] 
  You can cast touch spells without touching the spell 
  recipient. 
  Benefit:  You may cast a spell that normally has a range 
  of touch at any distance up to 30 ft.  The spell 
  effectively becomes a ray, so you must succeed on a 
  ranged touch attack to bestow the spell upon the 
  recipient.  A reach spell uses up a spell slot two levels 
  higher than the spell’s actual level. 
  New Weapon Special Abilities 
  Ghost Strike 
  A ghost strike weapon deals damage normally against 
  incorporeal creatures, regardless of its bonus, just as if 
  it were a ghost touch weapon.  In addition, a ghost 
  strike weapon can deliver sneak attacks or critical hits 
  to an incorporeal undead creature as if the creature 
  were not undead.  Only melee weapons can have the 
  ghost strike ability. 
  Moderate conjuration; CL 11
  th; Craft Magic Arms and 
  Armor, ghost touch weapon, undeath to death; Price +2 
  bonus.  
  Be Still My Beating Heart 
   
  Page 25 
  
  Appendix Two – APL 2
  Encounter Five B 
   
   
   
   
  Ghost of Fieremus: male ghost Clr2 (formerly 
  Heironeous); CR 4; Medium undead (augmented 
  human) (incorporeal); HD 2d12;  hp 19; Init +1; Spd 
  Fly 30 ft. (Perfect); AC 15, touch 15, flat-footed 14; 
  BAB/Grp: +1/-;  Atk: +2 melee (1d4 ability damage, 
  incorporeal touch); Full Atk: +2 melee (1d4 ability 
  damage, incorporeal touch); SA Spells, draining touch, 
  horrific appearance, manifestation, telekineseis; SQ 
  Darkvision 60 ft, incorporeal traits, rejuvenation, +4 
  turn resistance, undead traits; AL LE; SV Fort +3, Ref 
  +1, Will +6; Str 8, Dex 12, Con -, Int 14, Wis 17, Cha 18.  
  Skills and Feats: Concentration +5, Hide +8, 
  Knowledge - Religion +10, Knowledge - the Planes +10, 
  Listen +11, Search +10, Spot +11, Spellcraft +7. Skill 
  Focus: Knowledge - Religion, Skill Focus: Knowledge - 
  The Planes. 
  Draining Touch (Su): When Fieremus hits a living 
  target with his incorporeal touch attack, he drains 1d4 
  points from any one ability score he selects.  On each 
  successful attack, he heals 5 points of damage to 
  himself.  Against ethereal opponents, he adds his 
  Strength modifier to attack rolls only.  Against 
  nonethereal opponents, he adds his Dexterity modifier 
  to attack rolls only. 
  Horrific Appearance (Su): Any living creature within 
  60 ft that views the ghost must succeed on a Fortitude 
  Save (DC 15) 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: A ghost dwells on the Ethereal Plane 
  and, as an ethereal creature, it cannot effect or be 
  affected by anything on the material plane.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
   A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
   A manifested ghost always moves silently.  A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane.  When a spellcasting ghost is not 
  manifested and is on the Ethereal Plane, its spells 
  cannot affect targets on the Material Plane, but they 
  work normally against ethereal targets.  When a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch.  A manifested ghost’s touch spells don’t work on 
  nonethereal targets.  A ghost has two home planes, the 
  Material Plane and the Ethereal Plane.  It is not 
  considered extraplanar when on either of these planes. 
  Telekinesis: Fieremus can use telekinesis as a standard 
  action (caster level 12
  th).  When he uses this power, he 
  must wait 1d4 rounds before using it again. 
  Rejuvenation: If Fieremus is “destroyed,” he returns to 
  his old haunts within 2d4 days. 
  Channel Negative Energy: In his ghostly state, 
  Fieremus now channels negative energy, meaning that 
  he rebukes undead, and can spontaneously cast Inflict 
  spells.  He has 7 turning attempts per day. 
   
  Possessions: none 
  Spells Prepared (4/3+1; base DC = 13 + spell level): 0—, 
  detect magic, guidance, light, resistance; 1st—bane, 
  cause fear, entropic shield, protection from chaos*. 
  *Domain spell. Domains: Destruction (Smite (+4 
  attack, +2 damage) 1/day); Law (+1 caster level on law 
  spells) 
  Encounter Six 
   
   
   
   
  Geneve: female human Clr3 (Iuz): CR 3; Medium 
  humanoid (human); HD 3d8+6; hp 24; Init +5; Spd 20 
  ft.; AC 21, touch 11, flat-footed 20; BAB/Grp: +2/+2; 
  Atk: +2 melee (1d8, heavy mace); Full Atk: +2 (1d8, 
  heavy mace); SA Spells, Channel Negative Energy; SQ - 
  ; AL CE; SV Fort +4, Ref +2, Will +6; Str 10, Dex 12, 
  Con 12, Int 18, Wis 16, Cha 26.  
  Skills and Feats: Concentration +7, Knowledge - 
  Religion +6, Combat Casting, Improved Initiative, 
  Toughness. 
  Channel Negative Energy: While possessed and 
  controlled by Malys, Geneve channels negative energy, 
  meaning that she rebukes undead and spontaneously 
  casts Inflict spells.  She has 5 turning attempts per day. 
  Be Still My Beating Heart 
   
  Page 26 
  
   
  Possessions: 
  Masterwork 
  Heavy 
  Mace, 
  Masterwork Full Plate, Heavy Steel Shield 
  Spells Prepared (4/4+1/2+1; base DC = 13 + spell level): 
  0—detect magic, guidance, light, resistance; 1st—bane,
  cure light wounds, divine favor, protection from good*, 
  shield 
  of 
  faith; 
  2nd—cure 
  moderate 
  wounds, 
   
  desecrate*, spiritual weapon. 
  *Domain spell. Domains: Chaos (+1 caster level on 
  Chaos spells); Evil (+1 caster level on evil spells) 
  Be Still My Beating Heart 
   
  Page 27 
  
  Appendix Three: APL 4
  Encounter Five B 
  Ghost of Fieremus: Male ghost Clr3 (formerly 
  Heironeous); CR 5; Medium undead (augmented 
  human) (incorporeal); HD 3d12; hp 26; Init +1; Spd Fly 
  30 ft. (Perfect); AC 15, touch 15, flat-footed 14; 
  BAB/Grp: +2/-; Atk: +3 (1d4 ability damage, 
  incorporeal touch); Full Atk: +3 melee (1d4 ability 
  damage, incorporeal touch); SA Spells, draining touch, 
  horrific appearance, manifestation, telekinesis; SQ 
  Darkvision 60 ft, incorporeal traits, rejuvenation, +4 
  turn resistance, undead traits; AL LE; SV Fort +3, Ref 
  +2, Will +6; Str 8, Dex 12, Con -, Int 14, Wis 17, Cha 18.  
  Skills and Feats: Concentration +10, Hide +8, 
  Knowledge - Religion +11, Knowledge - the Planes +11, 
  Listen +11, Search +10, Spot +11, Spellcraft +8. Skill 
  Focus: Knowledge - Religion, Skill Focus: Knowledge - 
  The Planes, Combat Casting. 
  Draining Touch (Su): When Fieremus hits a living 
  target with his incorporeal touch attack, he drains 1d4 
  points from any one ability score he selects.  On each 
  successful attack, he heals 5 points of damage to 
  himself.  Against ethereal opponents, he adds his 
  Strength modifier to attack rolls only.  Against 
  nonethereal opponents, he adds his Dexterity modifier 
  to attack rolls only. 
  Horrific Appearance (Su): Any living creature within 
  60 ft that views the ghost must succeed on a Fortitude 
  Save (DC 15) 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: A ghost dwells on the Ethereal Plane 
  and, as an ethereal creature, it cannot effect or be 
  effected by anything on the material plane.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
   A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
   A manifested ghost always moves silently.  A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane.  When a spellcasting ghost is not 
  manifested and is on the Ethereal Plane, its spells 
  cannot affect targets on the Material Plane, but they 
  work normally against ethereal targets.  When a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch.  A manifested ghost’s touch spells don’t work on 
  nonethereal targets.  A ghost has two home planes, the 
  Material Plane and the Ethereal Plane.  It is not 
  considered extraplanar when on either of these planes. 
  Telekinesis: Fieremus can use telekinesis as a standard 
  action (caster level 12
  th).  When he uses this power, he 
  must wait 1d4 rounds before using it again. 
  Rejuvenation: If Fieremus is “destroyed,” he returns to 
  his old haunts within 2d4 days. 
  Channel Negative Energy: In his ghostly state, 
  Fieremus now channels negative energy, meaning that 
  he rebukes undead, and can spontaneously cast Inflict 
  spells.  He has 7 turning attempts per day. 
   
  Possessions: none 
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell level): 
  0—detect magic, guidance, light, resistance; 1st—bane, 
  cause fear, entropic shield, protection from chaos*; 
  2nd—desecrate, owl’s wisdom, shatter*. 
  *Domain spell. Domains: Destruction (Smite (+4 
  attack, +3 damage) 1/day); Law (+1 caster level on law 
  spells). 
  Encounter Six 
  Geneve: Female human Clr6 (Iuz); CR 6; Medium 
  humanoid (human); HD 6d8+9; hp 42; Init +5; Spd 20 
  ft.; AC 23, touch 11, flat-footed 22; BAB/Grp: +4/+4; 
  Atk: +5 melee (1d8, mw heavy mace); Full Atk: +5 
  melee (1d8, mw heavy mace); SA Spells, Channel 
  negative energy; AL CE; SV Fort +6, Ref +3, Will +8; Str 
  10, Dex 12, Con 12, Int 18, Wis 16, Cha 26.  
  Skills and Feats: Concentration +10, Knowledge – 
  Religion +9, Combat Casting, Improved Initiative, 
  Toughness, Profane Boost (CD). 
  Channel Negative Energy: While possessed and 
  controlled by Malys, Geneve channels negative energy, 
  Be Still My Beating Heart 
   
  Page 28 
  
  meaning that she rebukes undead and spontaneously 
  casts Inflict spells.  She has 5 turning attempts per day. 
   
  Possessions: masterwork heavy mace, masterwork 
  full plate (+2 magic vestment), heavy steel shield 
  Spells Prepared (4/4+1/4+1/3+1; base DC = 13 + spell 
  level): 0—detect magic, guidance, light, resistance; 
  1st—bane, cure light wounds, divine favor, protection 
  from law*, shield of faith; 2nd—desecrate*, hold 
  person, owl’s wisdom, silence, spiritual weapon; 3rd—
  dispel magic, magic circle against good*, magic 
  vestment. 
  *Domain spell. Domains: Chaos (+1 caster level on 
  Chaos spells); Evil (+1 caster level on evil spells) 
  Ghast, Advanced: CR 4; Medium undead; HD 8d12+3; 
  hp 57; Init +3; Spd 30 ft.; AC 17, touch 12, flat-footed 
  14; BAB/Grp: +4/+8; Atk Bite +8 melee (1d8+4 plus 
  Paralysis plus disease); Full Atk Bite +8 melee (1d8+4 
  plus paralysis plus disease) and 2 claws +6 melee (1d4+2 
  plus paralysis); SA: Ghoul fever, paralysis, stench SQ 
  Darkvision 60 ft; undead traits; +2 turn resistance; AL 
  CE; SV Fort +2, Ref +5, Will +8; Str 18, Dex 17, Con -, 
  Int 13, Wis 14, Cha 16. 
   
  Skills and Feats: Balance +10, Climb +13, Hide 
  +12, Jump +13, Move Silently +12, Spot +11; 
  Multiattack, Toughness, Ability Focus: Paralysis. 
   
  Ghoul Fever (Su): Disease—Bite, Fortitude DC 
  15, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex.  The save DC is Charisma based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attacks must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis.  The save DC is charisma based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a Fortitude 
  save (DC 15) or be sickened for 1d6+4 minutes. A 
  creature that saves successfully cannot be affected 
  again by the same ghast’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature.  Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. The 
  DC 
  is 
  charisma 
  based.
  Be Still My Beating Heart 
   
  Page 29 
  
  Appendix Four:  APL 6
  Encounter Five A 
  Quell, 
  Advanced: 
  CR 
  4; 
  Medium 
  undead 
  (incorporeal); HD 9d12; hp 68; Init +7; Spd fly 60 ft. 
  (good); AC 16, touch 16, flat-footed 13; BAB/Grp: +4/-; 
  Atk: incorporeal touch +8 melee (1d4); Full Atk: 
  incorporeal touch +8 melee (1d4); SA: Coupled 
  intercession, intercession SQ Darkvision 60 ft; daylight 
  powerlessness; undead traits; +4 turn resistance; AL LE; 
  SV Fort +3, Ref +6, Will +8; Str -, Dex 16, Con -, Int 14, 
  Wis 14, Cha 16. 
   
  Skills and Feats: Diplomacy +11, Hide +15, 
  Intimidate +15, Listen +16, Search +10, Sense Motive 
  +12, Spot +16, Survival +2 (+4 following tracks); 
  Alertness, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Weapon 
  Finesse, 
  Weapon 
  Focus: 
  Incorporeal Touch, 
   
  Coupled Intercession (Su): Whenever a quell 
  takes a standard action to aid another quell in an 
  intercession attempt, the effective cleric level of the 
  quell increases by 1.  Several quells could all take a 
  standard action to aid a single quell’s intercession 
  attempt, each increasing the effective cleric level of the 
  intercession attempt. 
   
  Daylight Powerlessness (Ex): Quells are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. 
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power.  To do so, 
  the quell makes a turning check as if it were a cleric of 
  a level equal to the quell’s Hit Dice (9
  th level).  The 
  result indicates the highest-level divine spellcasters the 
  quell can cut off from their deity.  The turning damage 
  result indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect. The 
  quell’s 
  intercession 
  affects 
  the 
  closest 
  divine 
  spellcasters it can affect first.  Normally, affected divine 
  spellcasters cannot turn undead or cast divine spells for 
  1minute; however, if the quell however, if the quell has 
  twice as many HD as the spellcaster has divine levels, 
  the divine spellcaster loses the ability to cast divine 
  spells for 24 hours.  If the quell attacks an affected 
  divine spellcaster in any way, or the affected spellcaster 
  receives an atonement spell, the intercession ends.  
  The quell’s allies and other creatures can attack the 
  divine spellcaster without breaking the intercession.  A 
  quell can use this ability a number of times per day 
  equal to 3 + its Charisma modifier (six times) 
  Encounter Five B 
  Ghost of Fieremus: Male ghost Clr4 (formerly 
  Heironeous); CR 6; Medium undead (augmented 
  human) (incorporeal); HD 4d12;  hp 33; Init +1; Spd 
  Fly 30 ft. (Perfect); AC 17, touch 17, flat-footed 16; 
  BAB/Grp: +3/-;  Atk: +4 melee (1d4 ability damage, 
  incorporeal touch) or +2 melee (1d8-1, +1 alchemical 
  silver Ghost Touch heavy mace); Full Atk: +4 melee 
  (1d4 ability damage, incorporeal touch) or +2 melee 
  (1d8-1, +1 alchemical silver ghost touch heavy mace); 
  SA Spells, draining touch, horrific appearance, 
  manifestation, telekinesis; SQ Darkvision 60 ft, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; AL LE; SV Fort +4, Ref +2, Will +8; Str 8, 
  Dex 12, Con -, Int 14, Wis 19, Cha 22.  
  Skills and Feats: Concentration +11, Hide +8, 
  Knowledge - Religion +12, Knowledge - the Planes +11, 
  Listen +11, Search +10, Spot +12, Spellcraft +9. Combat 
  Casting, Skill Focus: Knowledge - Religion, Skill Focus: 
  Knowledge - The Planes. 
  Draining Touch (Su): When Fieremus hits a living 
  target with his incorporeal touch attack, he drains 1d4 
  points from any one ability score he selects.  On each 
  successful attack, he heals 5 points of damage to 
  himself.  Against ethereal opponents, he adds his 
  Strength modifier to attack rolls only.  Against 
  nonethereal opponents, he adds his Dexterity modifier 
  to attack rolls only. 
  Horrific Appearance (Su): Any living creature within 
  60 ft that views the ghost must succeed on a Fortitude 
  Save (DC 18) 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: A ghost dwells on the Ethereal Plane 
  and, as an ethereal creature, it cannot effect or be 
  effected by anything on the material plane.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
   A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
   A manifested ghost always moves silently.  A 
  manifested ghost can strike with its touch attack or 
  Be Still My Beating Heart 
   
  Page 30 
  
  with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane.  When a spellcasting ghost is not 
  manifested and is on the Ethereal Plane, its spells 
  cannot affect targets on the Material Plane, but they 
  work normally against ethereal targets.  When a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch.  A manifested ghost’s touch spells don’t work on 
  nonethereal targets.  A ghost has two home planes, the 
  Material Plane and the Ethereal Plane.  It is not 
  considered extraplanar when on either of these planes. 
  Telekinesis: Fieremus can use telekinesis as a standard 
  action (caster level 12
  th).  When he uses this power, he 
  must wait 1d4 rounds before using it again. 
  Rejuvenation: If Fieremus is “destroyed,” he returns to 
  his old haunts within 2d4 days. 
  Channel Negative Energy: In his ghostly state, 
  Fieremus now channels negative energy, meaning that 
  he rebukes undead, and can spontaneously cast Inflict 
  spells.  He has 7 turning attempts per day. 
   
  Possessions: +1 alchemical silver ghost touch 
  heavy mace. 
  Spells Prepared (5/4+1/3+1; base DC = 14 + spell level): 
  0—detect magic, guidance, light, resistance (2); 1st—
  bane, cause fear (2), entropic shield, protection from 
  chaos*; 
  2nd—desecrate, 
  eagle’s 
  splendor, 
  owl’s 
  wisdom, shatter*. 
  *Domain spell. Domains: Destruction (Smite (+4 
  attack, +4 damage) 1/day); Law (+1 caster level on law 
  spells). 
  Encounter Six 
  Geneve: Female human Clr8 (Iuz); CR 8; Medium 
  humanoid (human); HD 8d8+11; hp 51; Init +5; Spd 20 
  ft.; AC 24, touch 11, flat-footed 23; BAB/Grp: +6/+6; 
  Atk: +7 melee (1d8, masterwork heavy mace) Full Atk: 
  +7/+2 melee (1d8, masterwork heavy mace); SA Spells, 
  channel negative energy; SQ Spell Immunity 
  (dismissal, holy smite); AL CE; SV Fort +7, Ref +3, Will 
  +10; Str 10, Dex 12, Con 12, Int 18, Wis 16, Cha 26.  
  Skills and Feats: Concentration +13, Knowledge – 
  Religion +12, Combat Casting, Improved Initiative, 
  Profane Boost (CD), Toughness. 
  Channel Negative Energy: While possessed and 
  controlled by Malys, Geneve channels negative energy, 
  meaning that she rebukes undead and spontaneously 
  casts Inflict spells.  She has 5 turning attempts per day. 
   
  Possessions: Masterwork heavy mace, masterwork 
  full plate, heavy steel shield 
  Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 13 + 
  spell level): 0— detect magic, guidance (2), light, 
  resistance (2); 1st—bane, cure light wounds (2), divine 
  favor, protection from law*, shield of faith; 2nd—
  desecrate*, hold person, owl’s wisdom, spiritual 
  weapon, silence; 3rd—bestow curse, dispel magic (2), 
  magic circle against good*, magic vestment; 4th—
  poison, spell immunity, unholy blight*.  
  *Domain spell. Domains: Chaos (+1 caster level on 
  Chaos spells); Evil (+1 caster level on evil spells) 
   
  Be Still My Beating Heart 
   
  Page 31 
  
  Appendix Five:  APL 8
  Encounter Four (A and B) 
  Ghast, Advanced: CR 4; Medium undead; HD 8d12+3; 
  hp 57; Init +3; Spd 30 ft.; AC 17, touch 12, flat-footed 
  14; BAB/Grp: +4/+8; Atk Bite +8 melee (1d8+4 plus 
  Paralysis plus disease); Full Atk Bite +8 melee (1d8+4 
  plus paralysis plus disease) and 2 claws +6 melee (1d4+2 
  plus paralysis); SA: Ghoul fever, paralysis, stench SQ 
  Darkvision 60 ft; undead traits; +2 turn resistance; AL 
  CE; SV Fort +2, Ref +5, Will +8; Str 18, Dex 17, Con -, 
  Int 13, Wis 14, Cha 16. 
   
  Skills and Feats: Balance +10, Climb +13, Hide 
  +12, Jump +13, Move Silently +12, Spot +11; 
  Multiattack, Toughness, Ability Focus: Paralysis. 
   
  Ghoul Fever (Su): Disease—Bite, Fortitude DC 
  15, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex.  The save DC is Charisma based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attacks must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds.  Even elves can be affected 
  by this paralysis.  The save DC is charisma based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming.  Living 
  creatures within 10 feet must succeed on a DC 15 
  Fortitude Save or be sickened for 1d6+4 minutes.  A 
  creature that saves successfully cannot be affected 
  again by the same ghast’s stench for 24 hours.  A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature.  Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws.  
  The DC is charisma based. 
  Encounter Five A 
  Quell, 
  Advanced: 
  CR 
  6; 
  Medium 
  undead 
  (incorporeal); HD 17d12; hp 124; Init +7; Spd fly 60 ft. 
  (good); AC 17, touch 17, flat-footed 14; BAB/Grp: +8/-; 
  Atk Incorporeal touch +12 melee (1d4); Full Atk 
  Incorporeal Touch +12/+7 melee (1d4); SA: Coupled 
  intercession, intercession SQ Darkvision 60 ft; daylight 
  powerlessness; undead traits; +4 turn resistance; AL LE; 
  SV Fort +5, Ref +8, Will +12; Str -, Dex 16, Con -, Int 14, 
  Wis 14, Cha 18. 
   
  Skills and Feats: Diplomacy +19, Hide +23, 
  Intimidate +15, Listen +24, Search +18, Sense Motive 
  +20, Spot +24, Survival +2 (+4 following tracks); 
  Alertness, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, Mobility, Spring Attack, Weapon Finesse, 
  Weapon Focus: Incorporeal Touch. 
   
  Coupled Intercession (Su): Whenever a quell 
  takes a standard action to aid another quell in an 
  intercession attempt, the effective cleric level of the 
  quell increases by 1.  Several quells could all take a 
  standard action to aid a single quell’s intercession 
  attempt, each increasing the effective cleric level of the 
  intercession attempt. 
   
  Daylight Powerlessness (Ex): Quells are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. 
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power.  To do so, 
  the quell makes a turning check as if it were a cleric of 
  a level equal to the quell’s Hit Dice (17
  th level).  The 
  result indicates the highest-level divine spellcasters the 
  quell can cut off from their deity.  The turning damage 
  result indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect.  The 
  quell’s 
  intercession 
  affects 
  the 
  closest 
  divine 
  spellcasters it can affect first.  Normally, affected divine 
  spellcasters cannot turn undead or cast divine spells for 
  1minute; however, if the quell however, if the quell has 
  twice as many HD as the spellcaster has divine levels, 
  the divine spellcaster loses the ability to cast divine 
  spells for 24 hours.  If the quell attacks an affected 
  divine spellcaster in any way, or the affected spellcaster 
  receives an atonement spell, the intercession ends.  
  The quell’s allies and other creatures can attack the 
  divine spellcaster without breaking the intercession.  A 
  quell can use this ability a number of times per day 
  equal to 3 + its Charisma modifier (seven times) 
  Plague Blight, Advanced: CR 8; Large undead (evil); 
  HD 14d12+14; hp 109; Init +5; Spd 30 ft; AC 23, touch 
  13, flat-footed 18; BAB/Grp: +7/+20; Atk +16 [+18 vs 
  good] melee (1d8+9 and gangrenous touch, slam); Full 
  Atk +16/+11 [+18/+13 vs good] melee (1d8+9 and 
  gangrenous touch, slam); Space/Reach: 10ft./10ft.; SA: 
  Gangrenous touch; SQ DR 5/slashing, darkvision 60 ft, 
  gangrenous stench, resistant to blows, undead traits, +2 
  turn resistance; AL CE; SV Fort +4, Ref +9, Will +11; Str 
  28, Dex 19, Con -, Int 14, Wis 14, Cha 16. 
   
  Skills and Feats: Balance +6, Escape Artist +20, 
  Hide +21, Jump +10, Listen +21, Move Silently +22, 
  Spot +21, Tumble +22; Ability Focus (gangrenous 
  touch), Alertness, Cleave, Great Cleave, Improved 
  Toughness, Power Attack. 
  Be Still My Beating Heart 
   
  Page 32 
  
   
  Gangrenous Stench (Ex): Whenever a plague 
  blight desires, it causes a horrible odor of rot to 
  emanate from the folds of its wrappings.  All living 
  creatures within 10 feet of the plague blight must make 
  a DC 16 Fortitude save or take 1d6 points of Strength 
  damage and become nauseated.  The save DC is 
  Charisma-based 
   
  Gangrenous Touch (Su): Supernatural disease 
  (accelerated)—slam, Fortitude DC 18, incubation 
  period instant; damage 1d4 Con.  Unlike normal 
  diseases (see Disease, page 292 of the Dungeon 
  Master’s Guide), gangrenous touch requires a saving 
  throw every round.  It visibly progresses over a period 
  of seconds, turning the afflicted area putrescent and 
  gangrenous.  The rot continues until the victim makes 
  two successful saving throws in a row, the victim 
  reaches Constitution 0 (and dies), or the victim 
  receives a remove disease spell or similar treatment.  
  Once it is infected or it successfully saves, a creature 
  can’t be infected by gangrenous touch again for 24 
  hours.  The body of a victim claimed by gangrenous 
  touch sloughs into a brittle, stinking mass of 
  putrescent ruin that molders to nothing over the 
  course of 24 hours, unless remove disease is cast on the 
  remains within that time. 
  Encounter Five B 
  Ghost of Fieremus: Male ghost Clr7 (formerly 
  Heironeous); CR 9; Medium undead (augmented 
  human) (incorporeal); HD 7d12; hp 54; Init +1; Spd Fly 
  30 ft. (Perfect); AC 17, touch 17, flat-footed 16; 
  BAB/Grp: +5/-; Atk: +6 melee (1d4 ability damage, 
  incorporeal touch) or +5 melee (1d8-1, +1 alchemical 
  silver ghost touch heavy mace); Full Atk: +6 melee (1d4 
  ability damage, incorporeal touch) or +5 melee (1d8-1, 
  +1 alchemical silver ghost touch heavy mace); SA 
  Spells, 
  draining 
  touch, 
  horrific 
  appearance, 
  manifestation, telekinesis; SQ Darkvision 60 ft, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; AL LE; SV Fort +5, Ref +3, Will +10; Str 
  8, Dex 12, Con -, Int 14, Wis 20, Cha 22.  
  Skills and Feats: Concentration +14, Hide +8, 
  Knowledge - Religion +16, Knowledge - the Planes +16, 
  Listen +12, Search +10, Spot +13, Spellcraft +12. 
  Combat Casting, Skill Focus: Knowledge - Religion, 
  Skill Focus: Knowledge - The Planes, Weapon Focus: 
  Heavy Mace. 
  Draining Touch (Su): When Fieremus hits a living 
  target with his incorporeal touch attack, he drains 1d4 
  points from any one ability score he selects. On each 
  successful attack, he heals 5 points of damage to 
  himself. Against ethereal opponents, he adds his 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, he adds his Dexterity modifier 
  to attack rolls only. 
  Horrific Appearance (Su): Any living creature within 
  60 ft that views the ghost must succeed on a Fortitude 
  Save (DC 18) 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: A ghost dwells on the Ethereal Plane 
  and, as an ethereal creature, it cannot effect or be 
  effected by anything on the material plane.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
   A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
   A manifested ghost always moves silently.  A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane.  When a spellcasting ghost is not 
  manifested and is on the Ethereal Plane, its spells 
  cannot affect targets on the Material Plane, but they 
  work normally against ethereal targets.  When a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch.  A manifested ghost’s touch spells don’t work on 
  nonethereal targets.  A ghost has two home planes, the 
  Material Plane and the Ethereal Plane.  It is not 
  considered extraplanar when on either of these planes. 
  Telekinesis: Fieremus can use telekinesis as a standard 
  action (caster level 12
  th).  When he uses this power, he 
  must wait 1d4 rounds before using it again. 
  Rejuvenation: If Fieremus is “destroyed,” he returns to 
  his old haunts within 2d4 days. 
  Channel Negative Energy: In his ghostly state, 
  Fieremus now channels negative energy, meaning that 
  he rebukes undead, and can spontaneously cast Inflict 
  spells.  He has 7 turning attempts per day. 
   
  Possessions: +1 alchemical silver ghost touch 
  heavy mace 
  Be Still My Beating Heart 
   
  Page 33 
  
  Spells Prepared (6/6+1/4+1/3+1/2+1; base DC = 15 + 
  spell level): 0—light, detect magic, guidance (2), 
  resistance (2); 1st—bane, cause fear (2), command, 
  deathwatch, entropic shield, inflict light wounds*; 
  2nd—desecrate, eagle’s splendor, owl’s wisdom, 
  shatter*, silence; 3rd—dispel magic, magic circle 
  against chaos*, searing light (2); 4th—unholy blight* 
  (2), divine power.   
  *Domain spell. Domains: Destruction (Smite (+4 
  attack, +7 damage) 1/day); Law (+1 caster level on law 
  spells) 
  Plague Blight, Advanced: CR 7; Medium undead 
  (evil); HD 10d12+10; hp 77; Init +5; Spd 30 ft; AC 23, 
  touch 15, flat-footed 18; BAB/Grp: +5/+9; Atk +9 [+11 
  vs. good] melee (1d6+6 and gangrenous touch, slam); 
  Full Atk +9 [+11 vs good] melee (1d6+6 and 
  gangrenous touch, slam); SA: Gangrenous touch; SQ 
  DR 5/slashing, darkvision 60 ft, gangrenous stench, 
  resistant to blows, undead traits, +2 turn resistance; AL 
  CE; SV Fort +3, Ref +8, Will +9; Str 19, Dex 21, Con -, 
  Int 14, Wis 14, Cha 16. 
   
  Skills and Feats: Balance +11, Escape Artist +12, 
  Hide +18, Jump +6, Listen +17, Move Silently +18, Spot 
  +17, Tumble +18; Ability Focus (Gangrenous Touch), 
  Alertness, Cleave, Improved Toughness, Power Attack. 
   
  Gangrenous Stench (Ex): Whenever a plague 
  blight desires, it causes a horrible odor of rot to 
  emanate from the folds of its wrappings.  All living 
  creatures within 10 feet of the plague blight must make 
  a DC 16 Fortitude save or take 1d6 points of Strength 
  damage and become nauseated.  The save DC is 
  Charisma-based 
   
  Gangrenous Touch (Su): Supernatural disease 
  (accelerated)—slam, Fortitude DC 18, incubation 
  period instant; damage 1d4 Con.  Unlike normal 
  diseases (see Disease, page 292 of the Dungeon 
  Master’s Guide), gangrenous touch requires a saving 
  throw every round.  It visibly progresses over a period 
  of seconds, turning the afflicted area putrescent and 
  gangrenous.  The rot continues until the victim makes 
  two successful saving throws in a row, the victim 
  reaches Constitution 0 (and dies), or the victim 
  receives a remove disease spell or similar treatment.  
  Once it is infected or it successfully saves, a creature 
  can’t be infected by gangrenous touch again for 24 
  hours.  The body of a victim claimed by gangrenous 
  touch sloughs into a brittle, stinking mass of 
  putrescent ruin that molders to nothing over the 
  course of 24 hours, unless remove disease is cast on the 
  remains within that time. 
  Encounter Six 
  Geneve: Female human Clr9 (Iuz); CR 9; Medium 
  humanoid (human); HD 9d8+12; hp 57; Init +5; Spd 20 
  ft.; AC 25, touch 11, flat-footed 24; BAB/Grp: +6/+6; 
  Atk: +6 melee (1d8, mw heavy mace); Full Atk: +6/+1 
  melee (1d8, mw heavy mace); SA Spells, channel 
  negative energy; SQ spell immunity (dismissal, holy 
  smite); AL CE; SV Fort +7, Ref +4, Will +9; Str 10, Dex 
  12, Con 12, Int 18, Wis 16, Cha 26.  
  Skills and Feats: Concentration +14, Knowledge - 
  Religion +13, Blind Fight, Combat Casting, Improved 
  Initiative, Profane Boost (CD), Toughness. 
  Channel Negative Energy: While possessed and 
  controlled by Malys, Geneve channels negative energy, 
  meaning that she rebukes undead and spontaneously 
  casts Inflict spells.  She has 5 turning attempts per day. 
   
  Possessions: masterwork heavy mace, +1 full plate, 
  heavy steel shield 
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 
  + spell level): 0—detect magic, guidance (2), light, 
  mending, resistance; 1st—bane, cure light wounds, 
  divine favor, doom, protection from law*, shield of 
  faith; 2nd—cure moderate wounds, desecrate*, hold 
  person, owl’s wisdom, spiritual weapon, silence; 3rd—
  bestow curse, dispel magic, magic circle against good*, 
  magic vestment; 4th—poison, spell immunity, unholy 
  blight*; 5th—dispel good*, slay living. 
  *Domain spell. Domains: Chaos (+1 caster level on 
  Chaos spells); Evil (+1 caster level on evil spells) 
  Geldrin: Male death knight Ftr6; CR 9; Medium 
  undead (augmented human); HD 6d12; hp 47; Init +1; 
  Spd 20 ft.; AC 28, touch 11, flat-footed 27; BAB/Grp: 
  +6/+13; Atk: +14 melee (1d10+9, +1 bastard sword) or 
  +13 melee touch (1d8+plus 1 constitution (DC 14 Will 
  for half & no Con)); Full Atk: +14/+9 melee (1d10+9, +1 
  bastard sword); SA Abyssal Blast, Fear Aura; SQ DR 
  10/magic, 
  Immunities, 
  Summon 
  Mount, 
  Turn 
  Immunity, Undead Traits; SR 20; AL LE; SV Fort +5, 
  Ref +3, Will +5; Str 23, Dex 12, Con -, Int 10, Wis 12, 
  Cha 12.  
  Skills and Feats: Hide -3, Intimidate +10, Knowledge - 
  Religion +4; Exotic Weapon Proficiency: Bastard 
  Sword, Weapon Focus: Bastard Sword, Power Attack, 
  Cleave, Iron Will, Weapon Specialization: Bastard 
  Sword, Tower Shield Proficiency, Improved Sunder. 
   
  Abyssal Blast (Su): Once per day, Geldrin can 
  unleash a blast of eldritch fire.  The blast fills a 20-ft-
  radius spread anywhere within a range of 640 ft of him. 
   The blast deals 6d6 points of damage; half of the 
  Be Still My Beating Heart 
   
  Page 34 
  
  damage is fire, but the rest results directly from divine 
  power and is therefore not subject to being reduced by 
  resistance or immunity to fire.  A Reflex save DC 14 
  reduces the damage by half. 
   
  Fear Aura: Death knights are shrouded in a 
  dreadful aura of death and evil.  Creatures of less than 5 
  HD within 15 ft of the death knight must succeed at a 
  Will save (DC 14) or be affected as though by a Fear 
  spell cast by a 6
  th level Sorcerer. 
   
  Immunities (Ex): Death knights are immune to 
  cold, electricity, and polymorph in addition to the 
  immunities possessed by all undead. 
   
  Summon Mount (Su): Geldrin has the ability to 
  summon a Light Warhorse, which serves as his mount. 
   If the mount is lost or killed, he must wait a year and a 
  day to summon a new one. 
   
  Turn Immunity (Ex):  A death knight cannot be 
  turned.  It can be banished with Holy Word, however, 
  just as if it were an evil outsider (The banished death 
  knight returns to the plane of the evil god it serves, in 
  this case Iuz). 
   
  Possessions: +1 bastard sword, masterwork full 
  plate, masterwork tower shield 
  Be Still My Beating Heart 
   
  Page 35 
  
  Appendix Six:  APL 10
  Encounter Four (A and B) 
  Ghast, Advanced: Ftr 2: CR 6; Medium undead; HD 
  8d12+2d12+3; hp 67; Init +3; Spd 30 ft.; AC 17, touch 
  12, flat-footed 14; BAB/Grp: +6/+10; Atk +11 melee 
  (1d8+4 plus Paralysis plus disease, bite); Full Atk +11 
  melee (1d8+4 plus paralysis plus disease, bite) and 
  +6/+6 melee (1d4+2 plus paralysis, claws); SA: Ghoul 
  fever, paralysis, stench SQ Darkvision 60 ft; undead 
  traits; +2 turn resistance; AL CE; SV Fort +5, Ref +5, 
  Will +8; Str 18, Dex 17, Con -, Int 13, Wis 14, Cha 16. 
   
  Skills and Feats: Balance +7, Climb +9, Hide +8, 
  Intimidate +9, Jump +9, Move Silently +8, Spot +8; 
  Ability Focus: Disease, Ability Focus: Paralysis, 
  Multiattack, Power Attack, Toughness, Weapon Focus: 
  Bite 
   
  Ghoul Fever (Su): Disease—Bite, Fortitude DC 
  17, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex.  The save DC is Charisma based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attacks must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds.  Even elves can be affected 
  by this paralysis.  The save DC is charisma based. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming.  Living 
  creatures within 10 feet must succeed on a DC 15 
  Fortitude Save or be sickened for 1d6+4 minutes.  A 
  creature that saves successfully cannot be affected 
  again by the same ghast’s stench for 24 hours.  A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature.  Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws.  
  The DC is charisma based. 
  Encounter Five A 
  Quell, 
  Advanced: 
  CR 
  6; 
  Medium 
  undead 
  (incorporeal); HD 17d12; hp 124; Init +7; Spd fly 60 ft. 
  (good); AC 17, touch 17, flat-footed 14; BAB/Grp: +8/-; 
  Atk Incorporeal touch +12 melee (1d4); Full Atk 
  Incorporeal Touch +12/+7 melee (1d4); SA: Coupled 
  intercession, intercession SQ Darkvision 60 ft; daylight 
  powerlessness; undead traits; +4 turn resistance; AL LE; 
  SV Fort +5, Ref +8, Will +12; Str -, Dex 16, Con -, Int 14, 
  Wis 14, Cha 18. 
   
  Skills and Feats: Diplomacy +19, Hide +23, 
  Intimidate +15, Listen +24, Search +18, Sense Motive 
  +20, Spot +24, Survival +2 (+4 following tracks); 
  Alertness, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, Mobility, Spring Attack, Weapon Finesse, 
  Weapon Focus: Incorporeal Touch. 
   
  Coupled Intercession (Su): Whenever a quell 
  takes a standard action to aid another quell in an 
  intercession attempt, the effective cleric level of the 
  quell increases by 1.  Several quells could all take a 
  standard action to aid a single quell’s intercession 
  attempt, each increasing the effective cleric level of the 
  intercession attempt. 
   
  Daylight Powerlessness (Ex): Quells are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. 
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power.  To do so, 
  the quell makes a turning check as if it were a cleric of 
  a level equal to the quell’s Hit Dice (17
  th level).  The 
  result indicates the highest-level divine spellcasters the 
  quell can cut off from their deity.  The turning damage 
  result indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect.  The 
  quell’s 
  intercession 
  affects 
  the 
  closest 
  divine 
  spellcasters it can affect first.  Normally, affected divine 
  spellcasters cannot turn undead or cast divine spells for 
  1minute; however, if the quell however, if the quell has 
  twice as many HD as the spellcaster has divine levels, 
  the divine spellcaster loses the ability to cast divine 
  spells for 24 hours.  If the quell attacks an affected 
  divine spellcaster in any way, or the affected spellcaster 
  receives an atonement spell, the intercession ends.  
  The quell’s allies and other creatures can attack the 
  divine spellcaster without breaking the intercession.  A 
  quell can use this ability a number of times per day 
  equal to 3 + its Charisma modifier (seven times) 
  Plague Blight, Advanced: CR 10; Large undead (evil); 
  HD 22d12+22; hp 173; Init +5; Spd 30 ft; AC 23, touch 
  13, flat-footed 18; BAB/Grp: +11/+24; Atk +21 [+23 vs 
  good] melee (2d6+7 and gangrenous touch, slam); Full 
  Atk +21/+16/+11 [+23/+18/+13 vs good] melee (2d6+7 
  and gangrenous touch, slam); Space/Reach: 10ft./10ft.; 
  SA: Gangrenous touch; SQ DR 5/slashing, darkvision 
  60 ft, gangrenous stench, resistant to blows, undead 
  traits, +2 turn resistance; AL CE; SV Fort +6, Ref +10, 
  Will +14; Str 28, Dex 19, Con -, Int 14, Wis 14, Cha 18. 
   
  Skills and Feats: Balance +7, Escape Artist +28, 
  Hide +26, Jump +6, Listen +29, Move Silently +30, Spot 
  +29, Tumble +30; Ability Focus (Gangrenous Stench), 
  Be Still My Beating Heart 
   
  Page 36 
  
  Ability Focus (Gangrenous Touch), Alertness, Cleave, 
  Improved Natural Attack (Slam), Improved Toughness, 
  Power Attack, Weapon Focus: Slam.  
   
  Gangrenous Stench (Ex): Whenever a plague 
  blight desires, it causes a horrible odor of rot to 
  emanate from the folds of its wrappings.  All living 
  creatures within 10 feet of the plague blight must make 
  a DC 19 Fortitude save or take 1d6 points of Strength 
  damage and become nauseated.  The save DC is 
  Charisma-based 
   
  Gangrenous Touch (Su): Supernatural disease 
  (accelerated)—slam, Fortitude DC 19, incubation 
  period instant; damage 1d4 Con.  Unlike normal 
  diseases (see Disease, page 292 of the Dungeon 
  Master’s Guide), gangrenous touch requires a saving 
  throw every round.  It visibly progresses over a period 
  of seconds, turning the afflicted area putrescent and 
  gangrenous.  The rot continues until the victim makes 
  two successful saving throws in a row, the victim 
  reaches Constitution 0 (and dies), or the victim 
  receives a remove disease spell or similar treatment.  
  Once it is infected or it successfully saves, a creature 
  can’t be infected by gangrenous touch again for 24 
  hours.  The body of a victim claimed by gangrenous 
  touch sloughs into a brittle, stinking mass of 
  putrescent ruin that molders to nothing over the 
  course of 24 hours, unless remove disease is cast on the 
  remains within that time. 
  Encounter Five B 
  Ghost of Fieremus: Male ghost Clr9 (formerly 
  Heironeous); CR 11; Medium undead (augmented 
  human) (incorporeal); HD 9d12; hp 68; Init +1; Spd Fly 
  30 ft. (Perfect); AC 17, touch 17, flat-footed 16; 
  BAB/Grp: +6/-;  Atk: +9 melee (1d4 ability damage, 
  incorporeal touch) or +6 melee (1d8-1 +1 alchemical 
  silver ghost strike heavy mace); Full Atk: +9/+4 melee 
  (1d4 ability damage, incorporeal touch) or +6/+1 melee 
  (1d8-1 +1 alchemical silver ghost strike heavy mace); 
  SA Spells, draining touch, horrific appearance, 
  manifestation, telekinesis; SQ Darkvision 60 ft, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; SR 21; AL LE; SV Fort +6, Ref +4, Will 
  +11; Str 8, Dex 12, Con -, Int 14, Wis 21, Cha 22.  
  Skills and Feats: Concentration +16, Hide +8, 
  Knowledge - Religion +18, Knowledge - the Planes +18, 
  Listen +12, Search +10, Spot +12, Spellcraft +14. 
  Combat Casting, Reach Spell (CD), Skill Focus: 
  Knowledge - Religion, Skill Focus: Knowledge - The 
  Planes, Weapon Focus: heavy mace. 
  Draining Touch (Su): When Fieremus hits a living 
  target with his incorporeal touch attack, he drains 1d4 
  points from any one ability score he selects.  On each 
  successful attack, he heals 5 points of damage to 
  himself.  Against ethereal opponents, he adds his 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, he adds his Dexterity modifier 
  to attack rolls only. 
  Horrific Appearance (Su): Any living creature within 
  60 ft that views the ghost must succeed on a Fortitude 
  Save (DC 19) 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: A ghost dwells on the Ethereal Plane 
  and, as an ethereal creature, it cannot effect or be 
  effected by anything on the material plane.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
   A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
   A manifested ghost always moves silently.  A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane.  When a spellcasting ghost is not 
  manifested and is on the Ethereal Plane, its spells 
  cannot affect targets on the Material Plane, but they 
  work normally against ethereal targets.  When a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch.  A manifested ghost’s touch spells don’t work on 
  nonethereal targets.  A ghost has two home planes, the 
  Material Plane and the Ethereal Plane.  It is not 
  considered extraplanar when on either of these planes. 
  Telekinesis: Fieremus can use telekinesis as a standard 
  action (caster level 12
  th).  When he uses this power, he 
  must wait 1d4 rounds before using it again. 
  Rejuvenation: If Fieremus is “destroyed,” he returns to 
  his old haunts within 2d4 days. 
  Channel Negative Energy: In his ghostly state, 
  Fieremus now channels negative energy, meaning that 
  Be Still My Beating Heart 
   
  Page 37 
  
  he rebukes undead, and can spontaneously cast Inflict 
  spells.  He has 7 turning attempts per day. 
   
  Possessions: +1 alchemical silver ghost strike 
  heavy mace. 
  Spells Prepared (6/6+1/5+1/4+1/3+1/2+1; base DC = 15 
  + spell level): 0—detect magic, guidance (2), light, 
  resistance (2); 1st—bane, cause fear (2), command, 
  deathwatch, entropic shield, inflict light wounds*; 
  2nd—desecrate, eagle’s splendor, hold person, owl’s 
  wisdom, silence, shatter*; 3rd—dispel magic (2), magic 
  circle against chaos*, searing light (2); 4th—divine 
  power, greater magic weapon (cast on his hands), 
  inflict moderate wounds (reach), unholy blight*; 5th—
  flamestrike, 
  mass 
  inflict 
  light 
  wounds*, 
  spell 
  resistance. 
  *Domain spell. Domains: Destruction (Smite (+4 
  attack, +3 damage) 1/day); Law (+1 caster level on law 
  spells) 
  Plague Blight, Advanced: CR 9; Large undead (evil); 
  HD 18d12+18; hp 141; Init +5; Spd 30 ft; AC 23, touch 
  13, flat-footed 18; BAB/Grp: +9/+22; Atk +18 [+20 
  good] melee (2d6+6 and gangrenous touch, slam); Full 
  Atk +18/+11 [+20/+13 vs good] melee (2d6+6 and 
  gangrenous touch, slam); Space/Reach: 10ft./10ft.; SA: 
  Gangrenous touch SQ DR 5/slashing, darkvision 60 ft, 
  gangrenous stench, resistant to blows, undead traits, +2 
  turn resistance; AL CE; SV Fort +6, Ref +11, Will +13; 
  Str 28, Dex 19, Con -, Int 14, Wis 14, Cha 18. 
   
  Skills and Feats: Balance +11, Escape Artist +20, 
  Hide +22, Jump +6, Listen +25, Move Silently +26, Spot 
  +25, Tumble +26; Ability Focus (Gangrenous Stench), 
  Ability Focus (Gangrenous Touch), Alertness, Cleave, 
  Improved Natural Attack: Slam, Improved Toughness, 
  Power Attack, Weapon Focus: Slam. 
   
  Gangrenous Stench (Ex): Whenever a plague 
  blight desires, it causes a horrible odor of rot to 
  emanate from the folds of its wrappings.  All living 
  creatures within 10 feet of the plague blight must make 
  a DC 19 Fortitude save or take 1d6 points of Strength 
  damage and become nauseated.  The save DC is 
  Charisma-based 
   
  Gangrenous Touch (Su): Supernatural disease 
  (accelerated)—slam, Fortitude DC 19, incubation 
  period instant; damage 1d4 Con.  Unlike normal 
  diseases (see Disease, page 292 of the Dungeon 
  Master’s Guide), gangrenous touch requires a saving 
  throw every round.  It visibly progresses over a period 
  of seconds, turning the afflicted area putrescent and 
  gangrenous.  The rot continues until the victim makes 
  two successful saving throws in a row, the victim 
  reaches Constitution 0 (and dies), or the victim 
  receives a remove disease spell or similar treatment.  
  Once it is infected or it successfully saves, a creature 
  can’t be infected by gangrenous touch again for 24 
  hours.  The body of a victim claimed by gangrenous 
  touch sloughs into a brittle, stinking mass of 
  putrescent ruin that molders to nothing over the 
  course of 24 hours, unless remove disease is cast on the 
  remains within that time. 
  Encounter Six 
  Geneve: Female human Clr11 (Iuz); CR 11; Medium 
  humanoid (human); HD 11d8+14; hp 69; Init +5; Spd 
  20 ft.; AC 25, touch 11, flat-footed 24; BAB/Grp: +8/+8; 
  Atk: +8 melee (1d8, mw heavy mace); Full Atk: +8/+3 
  melee (1d8, mw heavy mace); SA Spells, channel 
  negative energy; SQ spell immunity (dismissal, holy 
  smite); AL CE; SV Fort +8, Ref +4, Will +10; Str 10, Dex 
  12, Con 12, Int 18, Wis 16, Cha 26.  
  Skills and Feats: Concentration +14, Knowledge: 
  Religion +13, Blind Fight, Combat Casting, Improved 
  Initiative, Profane Boost (CD), Toughness. 
   
  Channel Negative Energy: While possessed and 
  controlled by Malys, Geneve channels negative energy, 
  meaning that she rebukes undead and spontaneously 
  casts Inflict spells.  She has 5 turning attempts per day. 
   
  Possessions: masterwork heavy mace, +2 full plate 
  (from magic vestment), heavy steel shield. 
  Spells Prepared (6/6+1/5+1/5+1/3+1/2+1/1+1; base DC 
  = 13 + spell level): 0—detect magic, detect poison, 
  guidance (2), light, resistance; 1st—bane, cure light 
  wounds (2), divine favor, doom, protection from law*, 
  shield 
  of 
  faith; 
  2nd—cure 
  moderate 
  wounds, 
  desecrate*, hold person, owl’s wisdom, silence, spiritual 
  weapon; 3rd—bestow curse, dispel magic (2), magic 
  circle against good*, magic vestment, searing light; 
  4th—cure critical wounds, poison, spell immunity, 
  unholy blight*; 5th—dispel good*, slay living (2); 
  6th—animate objects*, harm. 
  *Domain spell. Domains: Chaos (+1 caster level on 
  Chaos spells); Evil (+1 caster level on evil spells) 
  Geldrin: Male death knight (human) Ftr7/Blk2; CR 9; 
  Medium undead; HD 7d12+2d12; hp 68; Init +1; Spd 
  20 ft.; AC 30, touch 11, flat-footed 29; BAB/Grp: 
  +9/+17; Atk: +18 melee (1d10+10, +1 bastard sword) or 
  +16 melee touch (1d8+7 plus 1 constitution (DC 14 
  Will for half & no Con); Full Atk: +18/+13 melee 
  (1d10+10, +1 bastard sword); SA Abyssal blast, fear aura; 
  SQ DR 10/magic, immunities, summon mount, turn 
  immunity, undead traits; SR 20; AL LE; SV Fort +9, Ref 
  Be Still My Beating Heart 
   
  Page 38 
  
  +4, Will +6; Str 24, Dex 12, Con -, Int 10, Wis 12, Cha 
  12.  
  Skills and Feats: Hide -1, Intimidate +13, Knowledge - 
  Religion +7; Cleave, Exotic Weapon Proficiency: 
  Bastard Sword, Improved Sunder, Power Attack, Tower 
  Shield Proficiency, Weapon Focus: Bastard Sword, 
  Iron Will, Weapon Specialization: Bastard Sword. 
   
  Abyssal Blast (Su): Once per day, Geldrin can 
  unleash a blast of eldritch fire.  The blast fills a 20-ft-
  radius spread anywhere within a range of 760 ft of him. 
   The blast deals 9d6 points of damage; half of the 
  damage is fire, but the rest results directly from divine 
  power and is therefore not subject to being reduced by 
  resistance or immunity to fire.  A Reflex save DC 15 
  reduces the damage by half. 
   
  Fear Aura: Death knights are shrouded in a 
  dreadful aura of death and evil.  Creatures of less than 5 
  HD within 15 ft of the death knight must succeed at a 
  Will save (DC 15) or be affected as though by a Fear 
  spell cast by a 9
  th level Sorcerer. 
   
  Immunities (Ex): Death knights are immune to 
  cold, electricity, and polymorph in addition to the 
  immunities possessed by all undead. 
   
  Summon Mount (Su): Geldrin has the ability to 
  summon a Light Warhorse, which serves as his mount. 
   If the mount is lost or killed, he must wait a year and a 
  day to summon a new one. 
   
  Turn Immunity (Ex):  A death knight cannot be 
  turned.  It can be banished with Holy Word, however, 
  just as if it were an evil outsider (The banished death 
  knight returns to the plane of the evil god it serves, in 
  this case Iuz). 
   
  Detect Good (Sp):  Geldrin can use Detect Good 
  as a spell like ability at will. 
   
  Dark Blessing (Su):  Geldrin adds his charisma 
  modifier as a bonus to all saving throws. 
   
  Smite good (Su):  Once per day, Geldrin may 
  attempt to smite good with one normal melee attack, 
  gaining his Charisma modifier as a bonus to the attack 
  and his Blackguard class level to damage if used against 
  a good-aligned creature. 
   
  Possessions: +1 bastard sword, +1 full plate, +1 
  tower shield. 
  Spells Prepared (2; base DC = 11 + spell level): 1st—
  inflict light wounds (2), 
  Be Still My Beating Heart 
   
  Page 39 
  
  Appendix Seven: All APLs
  Malystandrinyx: 
  Advanced 
  succubus 
  Fiend 
  of 
  Possession 6; CR 16; Medium outsider (chaotic, 
  extraplanar, evil, tanar’ri); HD 12d8+24 plus 6d6+12; hp 
  123; Init +5; Spd 30 ft fly 50 ft (average); AC 20, touch 
  11, flat-footed 19; Base Atk/Grp: +15/+16; Atk Claw +16 
  melee (1d6+1); Full Atk 2 claws +16 melee (1d6+1); 
  Space/Reach: 5ft./5ft.; SA: Energy drain, spell-like 
  abilities, summon tanar’ri, possession SQ damage 
  reduction 10/cold iron or good, darkvision 60 ft, 
  immunity to electricity and poison, resistance to acid 
  10, cold 10, and fire 10, spell resistance 18, telepathy 
  100 ft, tongues, ethereal form; AL CE; SV Fort +14, Ref 
  +14, Will +18; Str 13, Dex 13, Con 14, Int 18, Wis 16, 
  Cha 26. 
   
  Skills and Feats: Bluff +31, Concentration +17, 
  Diplomacy +18, Disguise +29 (+25 acting), Escape 
  Artist +16, Hide +22, Intimidate +25, Knowledge - 
  Arcana +18, Knowledge - Religion +13 Listen +26, 
  Move Silently +16, Search +18, Spot +26, Survival +2 
  (+4 following tracks), Use Rope +1 (+3 with bindings); 
  Ability Focus (Suggestion), Dodge, Hover, Improved 
  Initiative, Iron Will, Mobility, Persuasive. 
   
  Energy Drain (Su): A succubus drains energy 
  from a mortal it lures into some act of passion, or by 
  simply planting a kiss on the victim.  If the target is not 
  willing to be kissed, the succubus must start a grapple, 
  which provokes an attack of opportunity. The 
  succubus’s kiss or embrace bestows one negative level. 
  The kiss also has the effect of a suggestion spell, asking 
  the victim to accept another kiss from the succubus.  
  The victim must succeed on a DC 21 Will save to 
  negate the effect of the suggestion.  The DC is 21 for 
  the Fortitude save to remove a negative level. These 
  save DCs are Charisma-based. 
   
  Spell-Like 
  Abilities 
  (Sp): 
  At 
  will—charm 
  monster (DC 20), detect good, detect thoughts (DC 20), 
  ethereal jaunt (self plus 50 pounds of objects only), 
  polymorph (humanoid form only, no limit on 
  duration), suggestion (DC 23), greater teleport (self 
  plus 50 pounds of objects only).  Caster level 12
  th.  The 
  save DCs are Charisma-based. 
   
  Summon Tanar’ri (Sp): Once per day a succubus 
  can attempt to summon 1 vrock with a 30% chance of 
  success.  This ability is the equivalent of a 3
  rd-level spell. 
   
   
   
  Tongues (Su): A succubus has permanent tongues 
  ability (as the spell, caster level 12
  th).  Succubi usually 
  use verbal communication with mortals. 
   
  Skills: Succubi have a +8 racial bonus on Spot and 
  Listen checks. 
   
  Fiend of Possession Abilities (Varies): Malys 
  gains the following abilities from her fiend of 
  possession levels (Unless otherwise noted, the DCs for 
  any saving throws are 24). 
   
  Ethereal Form (Su): At will, a fiend of possession 
  can become ethereal, as though using etherealness as 
  cast by a sorcerer of the fiend’s total Hit Dice or its 
  sorcerer caster level (when using its spell-like abilities) 
  plus its fiend of possession level, whichever is higher 
  (18
  th for Malys).  Possessing an object or creature 
  effectively ends a use of this ability, so time spent in 
  another body or object does not count against the 
  duration of this ability. 
   
  Hide Presence (Ex): A fiend in possession of an 
  object or creature can attempt to hide its presence by 
  making a special Hide check.  This “mental” Hide 
  check uses the fiend’s Intelligence modifier instead of 
  her Dexterity modifier.  A successful check allows the 
  fiend of possession to avoid virtually anything that 
  would betray its presence in the possessed creature or 
  object:  it can pass through a magic circle against evil, 
  enter a temple warded by forbiddance, or escape 
  detection by detect evil.  The DC for this Hide check is 
  the same as the saving throw DC for the spell the fiend 
  is trying to avoid would be.  The fiend gains a +4 
  circumstance bonus on this check if it is not 
  controlling the possessed creature or object at the time 
  of the check.   
  When possessing a creature, a fiend of possession can 
  make this Hide check to protect the possessed creature 
  from the full effects of alignment-based spells such as 
  holy smite.  If the fiend makes a successful Hide check 
  against the save DC of the spell, the possessed creature 
  takes damage appropriate to its actual alignment, but if 
  the fiend fails the Hide check, the possessed creature is 
  affected as if it were the fiend.   
  Making this check is not an action; the fiend can do it 
  in response to another creature’s action (such as casting 
  detect evil). 
   
  Possess Object (Su): A fiend of possession in 
  ethereal form can possess an object on the Material 
  Plane.  The object must be at least Tiny and no larger 
  than Colossal.  Magic items and attended objects 
  receive Will saving throws.  Unattended nonmagical 
  items are automatically possessed.   
  Be Still My Beating Heart 
   
  Page 40 
  
  A fiend of possession becomes part of the object it 
  possesses, so it is no longer ethereal.  The fiend is aware 
  of what is going on around the object:  It can see and 
  hear up to 60 feet away as if using its normal senses (it 
  does not gain blindsight).  In any round in which it 
  takes no other action (such as using a spell-like ability), 
  it extends its senses to twice its normal range (120 ft). 
  The fiend is vulnerable to spells that specifically affect 
  outsiders or creatures of the fiend’s alignment (such as 
  holy word and holy smite, as well as chaos hammer or 
  order’s wrath) and mind affecting spells and effects, 
  but is unaffected by physical attacks or standard 
  magical effects (such as fireball).  Harming the object 
  does not harm the fiend, although if the object is 
  destroyed, the fiend is forced back into its ethereal 
  form. 
  While possessing an object, a fiend of possession can 
  use any ability it has that requires no physical action, 
  such as using a spell-like ability or telepathy.  It cannot 
  cast spells (since it can neither speak nor move), attack 
  physically, or perform any other physical action, until 
  it reaches a high enough level to make the possessed 
  object perform these tasks for it. 
   
  Curse (Su): A fiend of possession has the ability to 
  make a possessed item radiate a corrupt and befouling 
  nature.  Anyone touching the object must make a Will 
  save or fall under the effect of a bestow curse spell.  The 
  affected creature does not know that the curse came 
  from the item, and in fact might not know right away 
  that he or she is affected by the curse.  Nothing about 
  the object’s appearance suggests that it is possessed.  
  The curse lasts until it is removed, even if the fiend 
  vacates the object it possessed. 
   
  Magic Item (Su): A fiend of possession has the 
  ability to make a possessed weapon or armor function 
  as a magic item.  The fiend can bestow powers on the 
  item with value of up to its class level, so Malys can 
  bestow abilities and bonuses of total power up to +6.  
  When a fiend uses this power on a non-magical item, 
  the possessed item does not actually become magical. 
  Detect Magic does not reveal an aura on the item, 
  though detect evil does. 
  If a fiend possessing an item attempts to possess a 
  creature that uses the item or keeps it on its person, the 
  target’s save DC increases by 1 for each day the 
  possessed item has been on its person or in its use, to a 
  maximum of +10.  A character that makes a Search 
  check (DC 25) while examining the possessed item can 
  tell that there is “something strange” about it. 
   
  Control Object (Su): When possessing an object 
  with some inherent mobility, a fiend of possession of at 
  least 3
  rd level can control the object’s movement.  The 
  fiend can cause a vehicle or similar object to move at a 
  speed of up to the fiend’s own land speed in corporeal 
  form.  Other moving parts—such as a clock’s hands or 
  a crossbow’s firing mechanism—are under the fiend’s 
  control.  Thus, a fiend could make a wagon steer 
  towards a pedestrian, or roll out of a stable without a 
  horse to pull it.  It could make a crossbow cock and fire 
  (but not aim or load itself).  Exerting control is itself a 
  free action, though actually moving an object requires 
  a move action. 
   
  Animate Object (Su): A fiend of possession has 
  the ability to force an object with no inherent moving 
  parts to animate, effectively animating it as with the 
  animate objects spell.  See the description of animated 
  objects in the Monster Manual. 
   
  Possess Creature (Su):  A fiend of possession has 
  the ability to possess creatures as well as objects.  The 
  fiend must be in ethereal form and adjacent to its 
  target, and must use a standard action to attempt 
  possession.  A protection from evil spell or similar 
  magic wards a creature against being possessed in this 
  manner.  An unprotected target must make a Will 
  saving throw.  Evil creatures take a –2 penalty on this 
  saving throw, as do creatures that are engaged in an 
  evil act at the time the possession attempt occurs (at 
  the DM’s discretion).  If the saving throw is successful, 
  that creature is immune to that fiend’s possession 
  attempts for one day.  If the saving throw is failed, the 
  creature is possessed, though it is not necessarily aware 
  of this fact. 
  A fiend possessing a creature becomes part of the 
  victim, so it is no longer ethereal.  It cannot be targeted 
  by spells or effects separately from the victim, 
  including attacks from ethereal creatures.  Damage 
  taken by the possessed creature has no affect on the 
  fiend.  If the victim dies, the fiend is forced back into 
  its ethereal form. 
  The fiend can sense anything the victim can, even 
  including the benefits of blindsight or other 
  exceptional senses the victim may have.  At any time, 
  the fiend of possession can communicate with the 
  victim telepathically, projecting words in any language 
  the victim understands directly into the victim’s 
  current thoughts.  It can also choose to probe the 
  victim’s memories, but the victim is allowed a Will 
  save.  If this saving throw is successful, the fiend 
  cannot probe that creature’s thoughts for one day. 
   
  Ally or Enemy (Su): A fiend of possession can 
  reward or punish a creature it is possessing.  If the 
  possessed creature is aware of the fiend’s presence and 
  Be Still My Beating Heart 
   
  Page 41 
  
  willing to host the fiend, the fiend can bestow a +4 
  profane bonus on any of the creature’s ability scores.  
  This bonus lasts as long as the fiend wants it to:  The 
  fiend can retract it as a free action at any time, 
  particularly if the possessed creature starts acting 
  contrary to the fiend’s wishes. 
  Similarly, a fiend of possession can bestow a –4 profane 
  penalty on any of the possessed creature’s ability 
  scores, usually when attempts to control the creature 
  have failed or the creature contradicts the fiend’s 
  wishes. As with the bonus, the fiend can remove the 
  penalty at any time as a free action. 
  Bestowing either a bonus or a penalty is a free action 
  fro the possessing fiend. 
   
  Possess Noncontinuous Object (Su): A fiend of 
  possession can use her possess object ability to take 
  control of an “object” more loosely defined:  a pool of 
  water, a cloud of dust, or a section of wall or floor. 
   
  Control Creature (Su): A fiend of possession can 
  exert direct control over a creature it is possessing.  
  Attempting to establish control is a standard action for 
  the fiend.  The victim must make a Will saving throw 
  each round until the fiend abandons the attempt, or 
  the victim fails a saving throw and the fiend gains 
  control, or the victim makes three consecutive 
  successful saves, indicating that the fiend cannot 
  control the victim that day (though it remains in 
  possession of the victim).  Each round of the struggle, 
  the victim can take only a single move or attack action. 
   Once the fiend gains control, it automatically 
  maintains control for a number of rounds equal to its 
  class level + its Charisma modifier +1 for each previous 
  occasion in which it has controlled this host (for 
  Malys, this is 14 + the number or times, which is 
  several dozen for Geneve; essentially she is able to 
  maintain control of Geneve indefinitely).  When this 
  time expires, the fiend can attempt to reassert control 
  or not, as it chooses. 
  While in control of a victim, the fiend of possession 
  has access to all the creature’s abilities, skills, feats, and 
  spell knowledge.  The fiend now acts as though it is the 
  creature in all respects, until it loses or relinquishes 
  control.  The fiend uses its own Intelligence, Wisdom, 
  and Charisma scores, but adopts all of the possessed 
  creatures physical ability scores.  It can make use of its 
  own spell-like abilities as well.  The fiend retains the 
  creature’s type, and is affected by spells as if it were the 
  possessed creature except in regard to its alignment.  
  For instance, a cornugon possessing a wolf is 
  vulnerable to spells that affect animals, even though it 
  is far more intelligent than a normal wolf.  A balor 
  possessing the body of a paladin is not subject to 
  unholy blight, however, but is fully affected by holy 
  smite. 
  The fiend can choose whether the possessed creature 
  retains awareness of the body’s senses and actions, in 
  which case it can mentally communicate with the 
  fiend, or simply blacks out for the duration of the 
  control. 
   
  Ending Possession: Spells such as dismissal and 
  banishment are among the only effects that can target a 
  fiend of possession separately from the object or 
  creature it inhabits.  When these spells are directed 
  against a fiend of possession, the spell effect is resolved 
  as if the fiend were in its normal, corporeal form, using 
  its own Hit Dice, saving throws, ability scores, and so 
  on.  If successful, these spells drive the fiend out of the 
  victim and back to its home plane.  Holy word and 
  similar spells can also drive out a possessing fiend and 
  send it back to its home plane, but a fiend can hide its 
  presence to escape the effects of such spells.  Certain 
  special abilities (such as the granted power of the 
  exorcism domain) can force a fiend out of a victim and 
  back into its ethereal form. 
   
   
   
  Be Still My Beating Heart 
   
  Page 42 
  
  Judge Aid 1:  Effects in the City of Chendl 
   
  1. 
  There is an area of magical darkness around the city proper.  Essentially, there are clouds over the city at all 
  times and it appears twilight even during mid-day.  At night, no stars can be seen.    
  2. 
  The city is considered “desecrated” in terms of the effects on undead, with the exception of previously 
  consecrated holy ground (specifically church grounds).  Previously consecrated holy grounds are “cancelled 
  out” by this effect (e.g. they are considered neither consecrated nor desecrated). 
  3. 
  The shield interferes with divinatory effects.  There is a 75% chance any divinatory spell will be ineffective.  
  Effective divination spells cause additional strain on the caster, requiring a Concentration check (DC 20+spell 
  level) or the caster falls unconscious.   
  4. 
  The shield spell itself is evil (strength is strong; caster level 20).   
  5. 
  The shield results in an effective Dimensional Anchor spell on the city proper.   
   
  In response to the shield, the following announcement was originally released by Karzalin of the Council of Four (prior 
  to his disappearance) but the special restrictions have also been reinforced by Captain Rellin of the Kingsmen (this 
  should be read to players before beginning the module to make certain they are familiar with the special laws in effect at 
  this time): 
  You are all aware by now of the strange happenings in the city of Chendl.  However, rest assured that the 
  Council of Four are working closely with the Churches of Chendl to affect a full recovery. In the meantime, we 
  ask your assistance in this time of tria . Businesses are asked to cooperate by prov d ng l ghting outside their 
  shops until we resolve the darkness situation.  No divinatory activities should be attempted in the city proper 
  without being under the observation of a designated temple. A curfew of n ne bells is in effect until further 
  notice.  Please be cooperative; these precautions are for your protection.  
  l
  i i
  i
    
  i
   
  Be Still My Beating Heart 
   
  Page 43 
  
  Judge Aid 2:  Dramatis Personae 
   
  Fieremus:  A cleric (level based on APL) of 
  Heironeous 
  and 
  expert 
  in 
  Necromancy 
  and 
  Demonology, Fieremus took up residence in the town 
  of Grafton after the events of The Best Laid Plans.  
  Fieremus is responsible for both the spiritual needs of 
  the town’s inhabitants and for ensuring that the tainted 
  water from the central well is purified for public 
  consumption.  He is also engaged in a tacit affair with 
  Geneve, which he has kept secret due to the tense 
  relationship between the two churches. 
  Geneve:  A kind-hearted cleric (level based on APL) of 
  Trithereon, Geneve is Fieremus’ secret lover.  She has 
  also been possessed by the Succubus Malystandrinyx, 
  who is using her as a vessel to enact her scheme to 
  destroy the two lovers and the town of Grafton.  
  Throughout most of the module, Geneve is a horrified 
  onlooker, trapped within her own body. 
  Malystandrinyx:  Malys is a Succubus who was 
  summoned onto the Prime Material by Iuz during the 
  wars.  She has since been released to her own devices, 
  and has been wandering Oerth, working to tip the 
  metaphysical balance of the world towards evil.  A 
  master of possession, Malys took an interest in the two 
  lovers, viewing their relationship as a prime 
  opportunity for an act of perfect evil.  It is through her 
  machinations that all of the events of this module 
  occur, and the PCs are perfect unexpected pawns for 
  her schemes.  For most of the module, she inhabits 
  Geneve’s body, but she does occasionally range about 
  and enter the bodies of others. 
  Geldrin, Ftr6, LN (Fort +7, Ref +3, Will +3):  The 
  Sergeant at Arms for Grafton, Geldrin is a “townsfolky” 
  worshipper of Heironeous, who was one of the people 
  who helped to convince Fieremus to remain after the 
  events of The Best Laid Plans, in which he first 
  appeared.  A strong opponent of Geneve’s presence in 
  the city, he was manipulated by Malys into observing 
  one of her trysts with his respected Fieremus, which 
  has driven him to drink, and left him confused and 
  bitter. 
  Biddle, Ari5, LG (Fort -3, Ref -2, Will +5):  Mayor of 
  Grafton, Biddle tries very hard to remain jovial in the 
  face of the suffering his town has faced over the last 
  few years.  While he is easily flustered, and his 
  concerns for the city can be easily read upon his face, 
  he’s a generally jovial fellow, who works hard to keep 
  up a strong front for the sake of his people. Currently, 
  Biddle has been afflicted with the illness running 
  throughout town. 
  Pavel:  A merchant native to Grafton, Pavel is very 
  knowledgeable about the town’s goings on.  Pavel is a 
  friendly sort; perhaps bits too much so, as he gets off 
  on tangents easily and loves to hear himself talk. 
  Be Still My Beating Heart 
   
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  Judge Aid 3:  Map of the Inn 
   
   
  Be Still My Beating Heart 
   
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  Judge Aid 4:  Map of Fieremus’ Temple 
   
  Be Still My Beating Heart 
   
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  Judge Aid 5:  Map of Geneve’s Shrine 
   
  Be Still My Beating Heart 
   
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  Critical Events Summary: Return to HQ at the Premiere 
   
  1. 
  Did Fieremus survive?   
   
   
   
   
  Yes 
   
  No 
   
  2. 
  Did Geneve survive? 
   
   
   
   
  Yes 
   
  No 
   
  3. 
  Was Malys’ plan revealed? 
    
   
   
  Yes 
   
  No 
   
  4. 
  Was Malys banished? 
   
   
   
   
  Yes 
   
  No 
   
  5. 
  Did any PC receive the Curse of Iniquity? 
   
   
  Yes 
   
  No 
   
  If so, who? (name, race, class) 
   
   
  Include any other relevant information below:  
  Be Still My Beating Heart 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/595/Normal Scenarios/FUR5-08 - Be Still My Beating Heart (APL 2-10)/FUR5-08 - Be Still My Beating Heart.pdf