TEXT: PER 5-03 
   
   
   
  Fear of the Heart 
  Part Three of the “Nation Mocked” Series 
  A One-Round D&D LIVING GREYHAWK
  ®
  Perrenland Regional Adventure 
  Version 1.0 
  by Andrew Cowan and Patrick Williamson 
  Edited by Bruce Paris and James Dempsey 
  Reviewed by Chris Tulach 
   
   
  A force long thought vanquished has returned.  With a lightning strike into the Heart of Perrenland it has awakened 
  the fears of a canton that remembers all too well.  Amidst the panic and confusion, the call for help rings out.  With 
  everyone else leaving the canton will there be those brave enough to venture in?  It is a requirement that players of this 
  adventure have played the Perrenland regional adventure PER4-07 'A Nation Mocked' before they attempt this 
  adventure. A single round Perrenland scenario for APLs 2-12. 
  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 
  paris@hn.ozemail.com.au; 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 DM (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 character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of 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. 
  Fear of the Heart 
   
  Page 2 
  
   
  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 
  Perrenland. Characters native to Perrenland 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 
  Perrenland has managed, at the eleventh hour, to snatch 
  victory from the jaws of crushing defeat in the Kershane 
  Pass against the forces of the old one.  But word of an 
  ancient enemy’s return has caused panic amongst the 
  populace, erasing morale gained by the victory at the 
  Monastery of St Cuthbert. 
   
  The Witch Queen Iggwilv has swept out of the 
  Mounds of Dawn and quickly taken over portions of 
  Nederboden with an army of undead.  This army then 
  crushed the Cantonal army in the battle for Weisich, 
  using incorporeal cavalry to devastating effect.  From the 
  pitiful ranks of dead Perrender soldiers yet another army 
  has been raised and placed under the command of Brár 
  Ulfrig, a possible candidate for future Boneheart status.  
  A successful campaign in Perrenland would help towards 
  achieving this goal. Brár has been tasked with the 
  destruction of the Canton and to capture the city of 
  Riberlund for nefarious purposes not yet revealed.  The 
  populace of Nederboden is evacuating in droves - fleeing 
  any return to the evils endured in the past.  The flood of 
  refugees into Schwartzenbruin has taxed the city to its 
  limits, and thousands have arrived from the towns and 
  stadts of Central Western Perrenland as it has turned into 
  a battleground – both Hüssen and Rosrijders banding 
  together to escape the horrors in the canton. 
   
  In Riberlund, it is known that the city has been 
  mostly overrun, but that the compound called Fortress 
  Riberlund (within the city) still holds out.  It is only a 
  matter of time, however, before they are overwhelmed.  
  It is up to a small band of proven heroes to get to their 
  aid. 
   
  All of the refugees that are fleeing from Iggwilv's 
  return speak of horrible nightmares that have driven 
  many mad, and of loved ones returning from the grave to 
  haunt them.  The nightmares all show a horrific view of 
  history - the evils unleashed during her invasion in 
  480CY.  Her intent is to sow confusion and panic, ahead 
  of her real invasion.  But she also has a more immediate 
  objective – capturing Hánnè Weisspeer and her child, 
  who is under the protection of Karla Hüssen, Pfalzgraf of 
  the Hüssen Clan and residing at Riberlund at this time.  
  The attempt for Hánnè is important, but it is only one 
  part of the witch’s plan. 
   
  By using the nightmares, Iggwilv hopes to create 
  fear with little effort and cause the farming heart of the 
  country to flee in droves. Most of the populace escaped 
  successfully earlier, when Iggwilv first invaded.  Word 
  spread fast throughout the canton, along with the 
  nightmare’s devastating effects, and most of the rural 
  populace made it out alive. The undead forces are limited 
  in number and concentrated around Riberlund now. 
  Only a few ghost patrols spread out to roam the canton 
  and cause havoc amongst the retreating refugees. The 
  ghosts are in small groups and do little to affect the 
  overall number of refugees (claiming perhaps a few 
  hundred only).  In Riberlund, Brár Ulfrig has spawned an 
  army of vampires from the city’s populace to add to his 
  already significant undead forces within the city. 
   
  Perrenland has one group of allies that may help a 
  canton in trouble – a sect of Ur-Flannae vampires, 
  worshipers of Nerull that are bound by the pact between 
  Fear of the Heart 
   
  Page 3 
  
  Nerull and the Old Kerk.  The enemy of mine enemy is 
  my friend.  The Hand of Nerull has instructed these 
  vampires to help get a small party into Riberlund in 
  secret. 
  Adventure Summary 
  A key element of this adventure is the race to get to 
  Riberlund before Fortress Riberlund falls to the witch’s 
  forces.  DMs are encouraged to keep a fast pace with this 
  adventure, so the players experience this urgency.  Try to 
  avoid slowing things down during play – this includes 
  the combat encounters. 
   
  In Encounter One, the PCs are picked up by a 
  teleporting Den Zauber Guild Wizard from the location 
  of their last adventure.  After a few more teleportation 
  spells, and picking up the rest of the PCs, they teleport to 
  a way house a day’s ride from Schwartzenbruin.  From 
  there they ride to the city, encountering the flood of 
  refugees fleeing the Nederboden canton.  The PCs have a 
  chance gain some information from the crowd of people. 
   
  During Encounter Two the party is led to the Grand 
  Temple of the Old Kerk, and into a special meeting with 
  the Hetshoolmann council, cardinals of the Old Kerk.  
  Madriga is also present, representing the Voormann, as is 
  the 9
  th member of the council – the Hand of Nerull. 
   
  The PCs are told about the plight of Fortress 
  Riberlund, and the perils facing Perrenland in general.  
  They are asked to participate in a dangerous fact finding 
  mission – one that may end up claiming their lives.  They 
  are also told of allies they will meet near the city who can 
  help them get into the city in secret. 
   
  The PCs also receive a blessing from the strangest 
  member of the meeting – the Hand of Nerull.  The 
  blessing will help conceal and protect them (making the 
  PCs appear “undead” to other undead, and protecting 
  them via a Death Ward spell).  The PCs also receive the 
  gift of some magical items from the vaults of the temple 
  to help them in their task. 
   
  In Encounter Three, PCs begin their journey 
  towards the Nederboden canton.  On the second day, 
  they encounter refugees fleeing the canton.  The refugees 
  – 
  mostly 
  women 
  & 
  children, 
  look 
  pale 
  and 
  malnourished, but three of them are, in fact, vampires.  
  They refuse any offers of aid or healing, attempting to 
  avoid any contact with the PCs altogether.  Any attempts 
  at spell casting are met with overwhelming fear.  Should 
  the PCs insist on taking measures (healing them or 
  actually detecting their nature), the vampires will turn 
  gaseous and escape.  This is not a combat encounter – 
  though the PCs may manage to capture or kill one of the 
  vampires anyway.  No experience is awarded for combat 
  in this encounter. 
   
  In Encounter Four, the PCs get to rescue a member 
  of the local Rosrijder Stadt.  After the battle, the rest of 
  the Rosrijder patrol arrive, and invite the PCs back to the 
  safety of their Stadt. Here they can enjoy Rosrijder 
  hospitality, meet some Hüssen refugees, and gain some 
  protection against the dreams. 
   
  Encounter Five has the PCs come across the symbol 
  of Nerull and, soon after, meet one of his agents. The 
  agent shows the PCs a secret way into Riberlund – via the 
  ancient Ur-Flannae tunnels of Jor-Russ (which the 
  current city sits above).  In the tunnels, they pass through 
  the tomb of a ‘sleeping’ Vampire-Lich, who briefly awakes 
  at their presence.  Any PCs attacking him or stealing his 
  treasure are teleported into the city above - triggering an 
  immediate response from Iggwilv’s forces.  PCs that do 
  not start anything are guided through the tomb 
  unimpeded, emerging secretly into the fallen city. 
   
  In Encounter Six, the PCs emerge from the Ur-
  Flannae tunnels, and make their way through the city 
  where they have to avoid patrols, work gangs and 
  demonic scouts to reach one of the bridges spanning the 
  Oostflow River. A Vampire Priest of Iuz and his servants 
  guard the bridge.  PCs will most likely have to defeat this 
  group to cross into the western half of the city, but once 
  they have crossed the bridge they are greeted by friendly 
  forces and led to Fortress Riberlund and the Temple of 
  the Old Kerk (now the command centre for the city’s 
  defence). 
   
  Encounter Seven is an optional encounter – for PCs 
  that do not enter the Ur-Flannae tunnels, or who are 
  teleported into the city by the Vampire-Lich for attacking 
  or stealing.  This encounter may also occur if the PCs are 
  discovered in the eastern part of the city. Thus, PCs 
  entering the city through means other than the Ur-
  Flannae halls trigger an alarm set up by Iggwilv – alerting 
  her to their presence in the city.  The PCs only have a few 
  rounds before they are attacked by the vampire forces of 
  Iggwilv, and have two consecutive combat encounters to 
  deal with.  As a result, they arrive too late to help in the 
  demonic attack on the Temple. After this encounter, skip 
  straight to Conclusion B. 
   
  Once the PCs reach the temple in Encounter Eight, 
  they meet Karla Hüssen, Pfalzgraf of Clan Hüssen.  She 
  remembers any PCs she has encountered before, but 
  quickly gets down to business.  As she tells the PCs of 
  their current situation, demonic forces of Iggwilv intent 
  on capturing Hánnè Weisspeer and her young child 
  attack the temple.  Low APLs fight in defence of the 
  Fear of the Heart 
   
  Page 4 
  
  temple – higher APLs defend Hánnè, her child, and Karla 
  in the main temple hall. 
   
  There are two possible conclusions – depending on 
  if the PCs successfully reach the temple in Riberlund and 
  aid in its defence.  Some PCs are asked to stay on to 
  continue to defend – a lead-in to a Special Interactive 
  called ‘Streets of Ruin’. 
  Preparation for Play 
  The following effects are in place in this regional scenario 
  and for the aspects of it that occur within Perrenland.  
  These effects are divinely inspired by Iuz. 
   
  At some stage the PCs may decide to cast some form 
  of divination magic.  The Nation Mocked series 
  introduced the following effect into Perrenland regional 
  scenarios.  The following divination spells no longer 
  function correctly in a Perrenland regional scenario.  
  They can still be cast but the following effects occur 
  instead. 
   
  Speak with dead: The corpse lets out a deep groan 
  and says the following “your doom is at hand mortal” and 
  then implodes and turns to dust. 
   
  Divination: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes the caster 
  to suffer from a blinding headache and a -4 penalty to 
  wisdom for 3 minutes. 
   
  Sending: Works normally if sent from the sanctified 
  temple of the caster’s god to another temple of the 
  caster’s god.  Otherwise it instead delivers a sound burst 
  spell instead of a message. 
   
  Commune with nature: Works normally if cast from 
  a Grove or similar natural holy place sacred to the PC.  
  Otherwise the PC receives the effects of a doom spell cast 
  at 9
  th level and an overwhelming feeling that the land is 
  being blighted. 
   
  Dream: The PC suffers the effects of Nightmare at 
  their caster level. 
   
  Commune: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes the caster 
  to suffer from a blinding headache and a -4 penalty to 
  wisdom for 3 minutes. 
   
  Scrying and Scrying, greater: The PC’s sensor ends 
  up in an unexpected place, the Scryer’s Hall in Dorakka.  
  Instead of seeing what they thought they would see they 
  instead see the following. 
  Your view is of a large flame lit cavern.  Seated in a 
  semi-circle must be upwards of two-dozen Clerics of 
  Iuz, within the circle sits a further four clerics.  Your 
  sensor is directly above the centre of the four.  They 
  are looking directly at you.  One of them begins 
  casting a spell and you instantly recognise it as a 
  summoning spell.  What do you do? 
  If the PCs fail to dismiss their scrying spell they are 
  subject to the following effect. 
   
  APL 2: Summon monster II (fiendish monstrous 
  spider, medium). 
   
  APL 4: Summon monster IV (Howler). 
   
  APL 6: Summon monster VI (fiendish monstrous 
  spider, huge). 
   
  APL 8: Summon monster VII (fiendish girallon). 
   
  APL 10: Summon monster VIII (vrock) 
   
  APL 12: Summon monster IX (hezrou) 
  The PCs get no XP for this encounter as they could have 
  avoided it.  The Summoned Monster will stay for APL + 2 
  rounds. 
   
  Contact other plane: Works normally within a 
  sanctified temple of the caster’s god.  Otherwise it causes 
  the caster to suffer from a blinding headache and a -4 
  penalty to wisdom for 3 minutes. 
   
  Whispering wind: The spell causes a loud popping 
  sound when it reaches its destination, and the air is filled 
  with quite a horrid stench in a 20ft radius.  Its message is 
  lost. 
  The Eruption Of Mount Hellspaar 
  In PER4-06 The Hollows Unveiled, the dormant volcano 
  Mount Hellspaar erupted.  This has spread volcanic ash 
  high into the air over Perrenland and is currently causing 
  the following effects for Perrenland regional scenarios: 
   
  Hells Gloom: This effect means the daylight hours 
  in Perrenland have been shortened.   
   
  In eastern Perrenland (Traft, Clatspurgen, Kershane, 
  Sepia Uplands and Quagfludt dawn has all but been 
  blocked out, and it is not until 2pm that the sun appears 
  below the cloud of smoke in the east. The sun disappears 
  again at 6pm. 
   
  Over the remainder of Perrenland, the effects are 
  less, and the sun appears at 10am. The sun disappears at 
  6pm. 
   
  Altitudes greater than 6000ft (St Cuthbert’s 
  Monastery, Yatilskaad, Don Craggen Keep, Kloetzenburg 
  and Tielmannschlauss) are above this low laying layer of 
  smoke and ash and are not subject to this effect.  
  Fear of the Heart 
   
  Page 5 
  
   
  During these Gloom hours, creatures that are 
  negatively affected by sunlight can walk openly under 
  the skies without penalty! 
  Identifying the PCs 
  It will be important to know who and what the 
  individual PCs are as this may have bearing on the way 
  sections of this scenario are run by you, in particular NPC 
  reactions to the PCs.  It would be best to identify the 
  following things in any Perrenland regional adventure. 
  • 
  The PCs race and if they belong to any 
  Perrender clans or meta-organisations. 
  • 
  If the PCs have any favours or reputations that 
  may impact upon the play of the scenario. 
  • 
  If any of the PCs have curses or afflictions. 
  • 
  If any of the PCs radiate an evil aura. 
  ANM Sequential Play (How It Will Work) 
  This is the third scenario of the new major Perrenland 
  plot arc.  It is important that all the PCs have played 
  PER4-07 A Nation Mocked, Part 1 before they play this 
  scenario.  Some PCs may also have played the “A Nation 
  Mocked” interactive (Tonder Flosh) held at Spring Revel 
  Down Under 2004.  The results of this event are assumed 
  to be common knowledge, and are included in the 
  Adventure Background of this scenario as a result. It is 
  not compulsory for PCs to have played this event to 
  continue in the plot sequence.   
   
  The other scenarios in the series are PER5-02 Hells 
  Gloom and PER5-04 A Pit Too Far. It is the intention of 
  the designers that PER5-02, PER5-03 and this scenario 
  PER5-04 can be played out of sequence (though it is not 
  preferred), with the only precursor being that PER4-07 
  has been played first. It is hoped this will give some 
  needed flexibility to the playing circumstances of many 
  Perrenland LG players. 
  Introduction 
  The start to this adventure is a little unusual. 
   
  As the players arrive at the table, ask each player to 
  quickly describe a local haunt their individual PC might 
  have frequented (an inn, temple, guild house etc.) in the 
  location of their last adventure, then continue with the 
  bolded text below. 
  You are caught completely by surprise as a middle 
  aged man suddenly appears out of nowhere in front of 
  you (along with some other people you may know.)  
  He dusts himself off, and mumbles something about 
  wrong directions, before his eyes fal  upon you.  After 
  looking you over qui e obv ously, he raises his hands 
  in an exaggerated gesture. 
  l
  t
  i
   
  i
  t
  i
  “So … you are the hero, heh?  Well you are being 
  summoned by mportant people – so you are to 
  accompany me, Zantava, to Schwartzenbruin, no 
  questions asked.  We still have o hers to p ck up, so 
  don’t just stand there, get your things and get back 
  here within the hour.  What…..you’re still here?  Get 
  moving……we don’t have all day you know…. 
   
  Zantava: Wiz 6/ Den Eliten Zauber 7 (Mage of the 
  Arcane Order PrC) – Den Diamond Eliten Zauber. 
   
  Zantava is a hard person, sure in his abilities.  
  He is a no-nonsense, authority figure, used to 
  people following his lead (a strong Dutch accent 
  may be appropriate).  He is, however, neutral 
  good and will tolerate PCs doing some cautious 
  alignment checking. 
   
  DM’s Note: At APLs 2-6 Zantava does not feel there 
  is a need to inform the PCs of why he is picking them up, 
  only telling them that it’s for somebody important – 
  otherwise why would he be sent. 
   
  At APLs 8-12 Zantava will inform the PCs that they 
  have been summoned by the Hetvoorshoolmann of the 
  Old Kerk for reasons of the utmost urgency. Allow a 
  Knowledge (religion) DC 5 to know that the 
  Hetvoorshoolmann is the head (pope-like) figure of the 
  Old Kerk’s Shool.  Allow a Knowledge (religion) DC 10, 
  or Knowledge (royalty and nobility) DC 10 to know that 
  the name of the Hetvoorshoolmann is Renaulf Solcarde, 
  and that he is a Pelorian cleric. 
   
  If the PCs are confused or hesitant, Zantava explains 
  their presence is requested at Schwartzenbruin, and he is 
  here to take them there.  When they return with their 
  travelling gear, he will be teleporting himself, the PC and 
  mount, familiar or animal companion included as well to 
  the other PCs summoned. Once he has gathered 
  everyone, he will teleport them to a way house a day’s 
  ride from Schwartzenbruin.  From there they will have to 
  ride into the city (because the Girdle of Dian is still in the 
  city – critical event from PER3-08 Regicide). 
   
  A Knowledge (Local - Iuz Border States) DC 15 
  identifies the pin worn by the wizard as a Den Zauber pin 
  – DC 20+ notes the high rank (Diamond) and Den Eliten 
  mark. 
   
  The PCs also notice a small draconic head 
  and neck stick out of his crimson robes - his 
  pseudodragon familiar, Vraxill.  Those PCs familiar 
  with pseudodragon know that they only bond with 
  non-evil aligned wizards and sorcerers. 
  Fear of the Heart 
   
  Page 6 
  
   
  Development: Give out Player Handout #1 – 
  “Background On The State of Things So Far” to the first 
  PC – once they have role-played this.  This background 
  includes general knowledge about Iggwilv’s invasion of 
  Nederboden. 
   
  Once the introduction has been role-played for all 
  PCs (adding the part in parenthesis as he gathers more 
  PCs), and they have read the handout, continue with 
  Encounter One. 
   
  Further DM’s Note: If you are pushed for time, this 
  Introduction may be played in front of the whole party 
  who have gathered together for a drink at the Blue 
  Dragon Inn in Greyhawk City. This is an establishment 
  owned by a retired Auszug officer, Gustin Longpike (half-
  Kershane elf). 
  Encounter One 
  It is a gloomy morning as you all ride towards 
  Schwartzenbruin 
  with 
  your 
  new 
  travelling 
  companion.  Zantava, a stern middle aged wizard 
  complete with bushy beard, long crimson robes and a 
  pseudo-dragon called Vraxill has gathered you all 
  together (after numerous teleportation spells) for 
  some sort of ‘secret mission’.  At least that’s what 
  some of you think – he hasn’t exactly volunteered a 
  lot about why he has picked you al  up. 
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  Zantava (see stats in intro) has used the numerous 
  resources of the Den Zauber Guild and his own resources 
  (including a Helm of Teleportation) to locate the PCs and 
  gather them to Schwartzenbruin for a meeting with the 
  Old Kerk. Several auguries cast by the Old Kerk have 
  featured the PCs prominently, and predicted woe 
  without their involvement.  He does not inform the PCs 
  of this though, keeping them in the dark for the moment. 
   Zantava is somewhat of a hard liner, taking no argument 
  from the PCs.  If the PC’s are reluctant to journey with 
  him, he will remind them of their duty to Perrenland.  If 
  they continue to object, he will leave them behind and 
  the adventure is over for those PC’s. 
  The road to Schwartzenbruin, capital city of 
  Perrenland, seems busier than normal – especially as 
  you close to within a few hours from the city.  As you 
  get closer you can see it is more than just the busy 
  season flooding the roads with people.  A mass of 
  people stride through the mud on either side of the 
  road, wearily following each other’s footsteps in a 
  train of people and wagons over a mi e long. 
   
  You pass many dejected Perrenders as you 
  continue to Schwartzenbruin, most of them in faded 
  clan colours.  All of them show the rigors of 
  numerous days of travel without any comforts fleeing 
  the evils of the road beh nd them. 
  As the PCs get closer to Schwartzenbruin there is a 
  significant increase in the traffic on the road – refugees 
  fleeing the Nederboden Canton. 
   
  A Knowledge (Local - Iuz Border States) - DC 5 
  identifies the clan colours of the refugees as mostly 
  Hüssen, with a small amount of Rosrijder refugees mixed 
  amongst them. 
   
  Most of the refugees are on foot, carrying what little 
  they could take with them.  All have a haggard look about 
  them, dejected looks on their faces speaking of the 
  horrors they have endured.  Zantava looks troubled, and 
  takes the time to speak up. 
  “Look at all those displaced people, fleeing their 
  homes.  There are dark days ahead for us all … can’t 
  you feel it in the air?  Smell that?  That’s fear I tell 
  you!  The witch’s return has stirred up the fears of the 
  past – that’s for sure.” 
  Some of the PCs new to Perrenland might ask: “Who’s 
  the witch?” Zantava will simply say that she is the mother 
  of Iuz The Evil – a demi-god who rules a terrible empire 
  east of Perrenland. More will be explained later. 
   
  As the group finally reaches Schwartzenbruin they 
  see the full extent of the apparent evacuation of the 
  Nederboden Canton.  Thousands of people crowd the 
  western gates into the city – a wall of refugees.  The sheer 
  amount of people fleeing the canton to here is staggering, 
  definitely delaying the PCs entry into the city but also 
  providing the opportunity for PCs to find out some 
  information, help serious cases of injury/disease and raise 
  the spirits of the people - if they are notable heroes, high 
  level or hold other positions – Auszug, Shool, Grove or 
  Voice etc. 
   
  Veterans of the Kershane Pass who are wearing this 
  badge receive a +2 bonus to these checks, as do any 
  Hüssen or Rosrijder PCs.  DMs can also give 
  circumstance bonuses for PC actions of compassion, 
  generosity and boosting morale.  Members of other 
  prominent meta-orgs also gain similar bonuses (notably 
  Auszug & Old Kerk members). 
  Gather Information (DC varies): 
  DC 5 – “The witch queen Iggwilv has returned! Do you 
  think I was going to stay behind after she sent those evil 
  dreams?” 
  DC 10 – “I’ll tell ya about the dreams…..scared the hell 
  out of all of us.  It’s hard to sleep when all that butchery is 
  in your mind.  I saw things that would scare a dragon – I 
  almost poked my eyes out to stop those visions.” 
  Fear of the Heart 
   
  Page 7 
  
  DC 12 – “I remember the stories from my great 
  grandfather, even though he wasn’t supposed to speak of 
  those times, when the witch queen last invaded our 
  lands. The dreams are the same as the stories he told – so 
  vivid, so intense and terrible.  The evils of the past are 
  revisited to scare the people of today, to remind us of the 
  folly of opposing her will.” 
   
   
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  DC 14 – “I watched my own mother dwindle before me. 
  The dreams stole her mind, and now she is the child.” 
  DC 18 – “I hear the temples have been sending priests 
  into Nederboden to protect those who stayed behind.  
  They’re all mad staying behind, if you ask me.” 
  DC 20 – “The shadows of Iggwilv’s evil chased us from 
  our lands.  We could not stop to rest, as the screams of 
  those caught drove us ever onward.  I did not see what 
  chased us – I think only the fallen saw our pursuers.” 
  DC 22 – “I saw the creatures.  I saw right through them!” 
  DC 25 – “I don’t think our pursuers were trying to kill 
  us….I think they were just trying to drive us away.  
  There weren’t that many of them chasing us – I think.” 
  DC 30 – “There were others that tried to hide amongst 
  us.  But they were not our kind – some of us saw through 
  their charade.  We cast them out before they could claim 
  our souls!” 
   
  Convention Note: Do not take any longer than 10 
  minutes with this encounter, use it is merely as 
  background to highlight the fear evident in the populace. 
   Perrenland, a nation of armies, is still reeling from 
  several recent events, all confusing and scaring the 
  people. 
  Encounter Two 
  Once the PCs enter the city, they are taken by ferry on 
  the short journey across the bay to the island that is the 
  Old City district of Schwartzenbruin. From Dockgate 
  they head towards the Grand Temple of the Old Kerk.  
  This becomes obvious to PCs who are familiar with 
  Schwartzenbruin after a few minutes, and Zantava 
  confirms it if asked.  After a 20-minute ride through the 
  city, the PCs finally see the magnificent structure: 
  The Grand Temple to the Old Kerk is one of the 
  oldest buildings in the city and definitely one of the 
  most beautiful.  Surrounded by a luscious garden 
  courtyard, the temple is a massive structure of 
  delicate design, comprising of a large central 
  cathedral surrounded by a ring of nine smaller 
  temples. The smaller temples are all joined to the 
  centre cathedral by a series of garden arches and 
  walkways, made up of floral combinations that are 
  breathtaking in colour. 
  The temple represents the relationship between the gods 
  of the Old Kerk and the land itself.  Through the union 
  with the land, the gods can work together for a single 
  goal.  Each of the smaller buildings is the temple of one 
  of the gods of the Old Kerk, the walkways represent the 
  union with the land and the central cathedral is where 
  they all work together for Perrenland. 
  Dismounting, your guide leads you on foot through 
  the courtyard to the main entrance.  A grand stepped 
  walkway leads up to an even more impressive series 
  of stonework terraces, surrounding a pair of large 
  doors engraved with the symbols of the Old Kerk.  As 
  you approach, the doors are opened by two of the 
  templars that guard the temple grounds, revealing a 
  small antechamber and the huge hal  beyond it. 
  Once inside the antechamber, the PCs are led into the 
  main hall, then through several side rooms before 
  descending a staircase leading to the council chambers 
  beneath the temple itself. 
  The staircase ends at a pair of doors, inscribed with 
  the symbols of the gods of the Old Kerk! 
  Zantava stops here, motioning for the PCs to continue in. 
   A Spellcraft check DC 15 notices the powerful wards 
  placed on the doors.  Any active detect magic or similar 
  spells will show strong abjuration and conjuration magic. 
  As you approach, the doors swing open, revealing a 
  dark room with a small light in the centre.  When you 
  all step into the light, the room brightens, revealing a 
  high circular wooden bench and nine blank faces 
  sitting behind them.  You can see another figure 
  standing back behind the bench, her face familiar to 
  some of you.  
  PCs who have played A Nation Mocked Part 1, 
  ‘Tonderflosh’ will recognize their one time commander, 
  Madriga, who is representing the Voormann, Orgus 
  Bildgear, at this meeting. 
   
  There are nine Hetshoolmann (cardinals) in all, each 
  a representative of the gods of the Old Kerk. Each 
  Hetshoolmann is dressed in the vestments of their god, 
  and they each emit a tangible aura reflecting their god’s 
  nature: 
   
  Pelor – radiance, Rao – serenity, Beory – motherly, 
  Allitur – order, Berei – warmth, Mayaheine – protective, 
  Obad-Hai – earthly, Vathris – emotive, Nerull – death, 
  Zodal – mercy. 
   
  Renaulf Solcarde, Hetvoorshoolmann of the Old 
  Kerk (Pelor), stands and addresses the PCs: 
  Fear of the Heart 
   
  Page 8 
  
  “You stand before the council of Hetshoolmann at a 
  time of great need.  You are heroes of our land, and 
  we need your help.” 
   
  “A terrible evil has invaded the heart of 
  Perrenland.  The enemy of old, the Witch Queen, 
  Iggwilv, has returned to our lands!  She has come out 
  of the Mounds of Dawn and has wreaked a path of 
  destruction through Nederboden.  Her armies of 
  undead have overrun the Auszug posi ons in the 
  canton, and she has captured the towns and cities of 
  Wyndplaat, Weisich, Breitdorf and Riberlund with 
  her undead forces!  Worst of all, she has cast a web of 
  evil dreams across the canton, inciting the local’s 
  fears, and causing them to flee the canton itself!  
  These refugees now hide within our walls, spreading 
  their fears and scaring everyone else; as well as taxing 
  the city’s resources to its limits!” 
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  “Apart from stories of horrors from the refugees, 
  we actual y know l ttle about the current situation n 
  Nederboden.  We have pieced together much, but 
  there are too many gaps to see the whole picture.  
  There have been no official reports escaping the evil 
  in the canton, and scouts who have been sent in … 
  have not returned!”
   
  “But we do know that the temple in Riberlund 
  holds out against the evil presence in the city.  We 
  have received a call from our temple there – 
  requesting aid.  But before we can move in force, we 
  need intelligence.  The temple is secure and safe for 
  now, but the evil surrounding it grows.  Our 
  divinations and auguries (gathered under difficult 
  conditions) have told us so.  They have also spoken of 
  heroes who will turn the tide and give us a chance to
  drive back the darkness!” 
  Let the PCs ask what they are needed for (or have to do), 
  before answering: 
  “We need your group to infiltrate the City of 
  Riberlund, contact the temple, and possibly rescue 
  any inhabitants within it.  Their call for help was cut 
  off before it finished, and apart from the auguries we 
  do not know what might befal  them.”
   
  At this point the Hetvoorshoolmann sits down, 
  and another figure stands – it is the Hand of Nerull. 
  “The witch queen has many eyes that spy out her 
  enemies, ooking for life amongst her sea of undead 
  servants.  Only with the touch of the reaper can you 
  move beneath her eyes and reach your goal.  Only 
  with the help of h s allies will you find the way in.  
  Only through your efforts can the darkness be 
  pierced, its veil lifted, so we can see the truth.” 
   
  “You cannot travel by magic, for it will signal 
  your arrival.  You must travel swiftly, yet secretly to 
  hide your presence.  Talk only to those whom you 
  must, and fight only what you must, lest you give 
  yourselves away.  Seek h s sign in the hills near the 
  city and you will find h s servants and the way in.” 
   
  “Now, kneel and you shall receive Nerull’s 
  blessing for a time, and with this blessing may you 
  help a nation in need. 
  If any PC accepts the blessing, continue with the 
  following: 
  The Hand Of Nerull motions with his hands, and you 
  feel a deep chill to your bones, intense feelings of 
  cold and death.  Then the chill passes, and you feel no
  different.” 
  If anyone questions the duration or nature of the 
  blessing, the Hand will explain: 
  “The reaper’s blessing will make you appear undead to
  other undead creatures.  But be wary o  intelligent 
  undead – they may be able to pierce his veil.  The 
  blessing also prov des one-time protection against a 
  negative energy attack. 
  If a PC does not accept the blessing, the Hand sounds 
  disappointed. He will allow the PC to change their mind 
  and take the blessing: 
  “You feel some ill will about the reaper’s blessing.  I 
  assure you there is none, but it is your right to refuse. 
   I only hope your decision does not endanger your 
  companions.” 
  For PCs that already have the blessing of Nerull from 
  ‘The Dance of Nerull’: 
  “You have already shown your true spir t to the 
  reaper, and earn his divine grace.” 
  Regardless, continue with the following. 
  You must make haste now.  This blessing will not last 
  forever – definitely no longer than the mission ahead 
  of you.  Only in death can you truly receive the 
  reaper’s blessing in full. 
  Renaulf Solcarde, the Hetvoorshoolmann stands once 
  more. 
  “We shall not send you into the nest of evil without 
  some help.  Although only Nerull can show you the 
  path, there are other ways we can help.  You shall be 
  equipped from our own stores – you may keep some 
  magical items from the temple vaults that should help 
  you, and you are bound by your choice, once made, to 
  this task we have selected you for.” 
  Fear of the Heart 
   
  Page 9 
  
   
   
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  “Do you take up this burden for your church and 
  country?” 
  If they answer yes, then continue with below. 
  “Then go with the gods’ blessings, and good luck.” 
  The meeting is over, and the light fades, hiding the 
  council once more.  The PCs are shown to an adjoining 
  room where several items are laid out on an altar, 
  attended by a saintly old priest well past his prime. He 
  explains the items’ powers to the PCs in a tone that 
  reminds them of their childhood teachers – foregoing 
  the need for identify spells to be cast by the PCs before 
  using these items.   
  The gifts of the Old kerk are considered treasure – the 
  PC’s can use these items during this adventure, gain gold 
  value for them at the end, as well as access to these items 
  (listed on the AR).  There is only 1 of each item listed on 
  the table.  
    
   
    If the PCs protest their involvement or ask for 
  payment, the Hetvoorshoolmann speaks once more, 
  though he remains in the shadows. 
  “I thought you were true heroes of our land, and 
  above such trivia concerns.  Without your help this 
  mission will fail, and we have no time to recruit 
  others.  I once more ask you to rise above these 
  concerns and accept the gods’ will – it is a part of your 
  destiny.” 
  If any PC chooses not to partake in this mission, then the 
  adventure is over for them. 
  Treasure: 
   
  APL 2 – magic: +1 Alchemical Silver Heavy Mace, 
  Wand of Cure Light Wounds, Pearl of Power Lvl 1, Eyes 
  of the Eagle. 
   
  APL 4 – magic: (APL 2 plus): Pearl of Power Lvl 2, 
  Lesser Metamagic Rod of Extend Spell. 
   
  APL 6 – magic: (APL’s 2 – 4 plus): Pearl of Power Lvl 
  3, Wand of Cure Moderate Wounds. 
   
  APL 8 – magic: (APL’s 2 – 6 plus): Pearl of Power Lvl 
  4, Wand of Cure Moderate Wounds, Figurine of 
  Wondrous Power, bronze griffon. 
   
  APL 10 – magic: (APL’s 2 – 8 plus): Rod of the 
  Python, +1 Holy Longsword. 
   
  APL 12 – magic: (APL’s 2 – 10 plus): Periapt of 
  Wisdom +4, Amulet of Health +4. 
  Once the PCs take their treasure, there is nothing left for 
  the PCs to do but depart.  Madriga follows the PCs out, 
  catching them before they leave the temple. 
  MADRIGA:  “It is good to see you again.  I know we 
  are asking a lot of you, but somebody has to get in 
  there and find out what’s going on.  The council 
  mentioned the attacks on our forces – three positions 
  were overrun in a single night!  There has been no 
  word of what happened to them – except their 
  silence. 
   
  “What we need most is intelligence.  With 
  everyone fleeing the canton there is no one left to tell 
  us what is going on.  The current difficulties with 
  using scrying magic have prevented us from using 
  that option effectively, and I cannot send any relief 
  forces until I know what we face.  Get to the temple 
  in Riberlund – so far, they have held out against her 
  evil!  Help them if you can, but most importantly get 
  back to us with your report.  Then we can look at 
  taking back the city, and the canton with it!” 
   
  “We have organised mounts for your journey – 
  the stable master is readying them for you now.  I 
  know that some of you have your own mounts, but I 
  warn you the journey ahead will be dangerous and 
  you may have to abandon your mounts.  Take the 
  mounts we prov de, and save your own for another 
  day.”  
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  As the PCs exit the temple, a pair of Templars shows 
  them to the stables.  The PCs will find their own mounts 
  and animal companions there, loaded with provisions 
  and/or saddled, ready.  There is also some other light 
  warhorses prepared in the sables - enough for one per PC 
  if needed. 
   
  Encourage the PCs to use the mounts provided – 
  although they don’t know it yet, in Encounter 5 they will 
  have to leave their mounts behind if they accept the help 
  of Nerull’s servant. 
  The Blessing Of Nerull: 
  This blessing gives the PCs a Veil of Undeath lasting for 
  the entire adventure, making them appear as undead to 
  other undead creatures.  This veil is also transferred to 
  any mounts or animal companions as long as they remain 
  within 5 feet of the recipient.  Intelligent undead receive 
  a saving throw to pierce the veil and get a Will save (DC 
  20). The blessing is not subject to spell resistance.  
   
  Aggressive actions will break the veil for any undead 
  witnessing the action, negating this effect for that 
  encounter only.  The first (and only the first) time a PC 
  breaks the terms of the blessing by attacking an undead 
  creature the PC is considered to be invisible (gaining 
  Fear of the Heart 
   
  Page 10 
  
  those benefits to attacks) and the undead are caught flat-
  footed.  This blessing does not prevent any servants of 
  Nerull from seeing the PCs as they normally are 
  (especially the Ur-Flannae vampires in Encounters 3 and 
  5). 
   
  In addition, the recipient also gains a death ward cast 
  at 20
  th level that lasts for the entire adventure or until 
  triggered – then only lasting 20 minutes (as per the 
  normal duration). 
   
  If the PC also has the Favour of Nerull from ‘The 
  Dance of Nerull’, they receive a +1 luck bonus to all 
  attack rolls, saving throws and skill checks for the 
  duration of this adventure. 
  Favour of the Old Kerk (listed on AR): 
  By agreeing to help the Old Kerk in a time of need, you 
  are considered a favoured son / daughter of the church, 
  and can obtain normal spell services for any 4
  th level or 
  lower spell at any temple of the Old Kerk at half cost (not 
  including material components).  Spells cast are subject 
  to the maximum spell levels available at the particular 
  temple in question (depending on town/city size).  In 
  addition any one time in the future you can receive an aid 
  spell cast at 10
  th lvl as a free action.  
  Encounter Three 
  The journey has begun.  On towards Nederboden you 
  ride, passing by the city of Hunddorf late in the 
  afternoon of the first day, before racing across the 
  long rolling p ains that separate the Hills of 
  Riberlund and the Bruin Hills in the early morning 
  gloom. 
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  Mornings have not been quite the same since 
  Mount Hellspaar’s eruption last year – volcanic ash 
  still spews from the mountain, blanketing a sizeable 
  chunk of Perrenland’s east.  As a result, the morning 
  gloom is longer, as the ash in the eastern sky blocks 
  the sun’s light. 
   
  The PCs travel is swift, as the terrain seems to 
  accommodate their need for speed.  During their journey 
  across the plains they continue to pass refugees fleeing 
  Nederboden, but the concentration of them thins out 
  considerably as the PCs get closer to the canton the 
  refugees have left behind. 
  In the morning of their second day of travel they spy 
  a band of refugees accompanying a rickety covered 
  wagon, moving slowly across the plains towards them: 
  In the late morning gloom on your second day of 
  travel, your group spies another group of travel ers on 
  the road ahead.  From a distance you can see a dozen 
  or so figures surrounding a laden wagon drawn by a 
  pair of mules. 
   
  As they get closer, you make out a group of 
  haggard refugees, seemingly fleeing the terrors on 
  the road behind them.  They all appear malnourished 
  and exhausted.  Eight human women of varying ages 
  walk alongside the wagon, leaning on the sides for 
  support, whi st several smal  children clamper over 
  belongings stacked on the wagon.  Eight adolescent 
  boys move about the wagon, armed with a variety of 
  knives and farm tools. 
  A Knowledge (Local - Iuz Border States) DC 5 identifies 
  the group (by their clothing) as Hüssens. 
   
  Assuming the PCs approach them: 
  As they notice your approach they all visibly stiffen 
  and stop on the road about 50 feet from you.  The 
  young boys take up a broken defensive line, fearfully 
  looking at each other … and you.  The women all 
  grab improv sed weapons from amongst the suppl es, 
  and the young children dive under the wagon’s cover. 
   Their eyes show the fear in their hearts, yet they 
  stand ready, watching you intently. 
  One of the women speaks up at this time.  She is afraid 
  for her children and friends (this fear has been reinforced 
  by the vampire’s charms). 
  “Go away! We don’t want trouble!  Just let us go… we 
  have to get away!  They are catching up, the longer we 
  stand here!  Do you want to get us all killed?” 
  Maika, a young Hüssen woman in her mid twenties 
  speaks for the group.  She keeps looking to the road 
  behind them, as if expecting danger to come that way at 
  any time.  She refuses any PC help – they just want to get 
  past them to the safety of Schwartzenbruin.  Any healing 
  or similar help would take too long – the refugees want 
  to get out of here now.  She will answer a few quick 
  questions from the PCs, telling them little of import, and 
  eventually she will try to start the group moving again, 
  before the ‘bad things’ get them. 
   
  This group of refugees is not at all what they seem – 
  in fact, three of them are Ur-Flannae vampires, 
  attempting to infiltrate further into Perrenland.  They 
  have Dominated their living relatives to heighten their 
  feelings about fleeing the lands behind them.  They will 
  attempt to get past the PCs without a fight, using the 
  fears of their relatives to hopefully hurry any encounter 
  with the PCs, or fleeing if they are discovered. The 
  “gloom” hanging over Perrenland is what allows these 
  creatures to roam at will during the day. 
  Fear of the Heart 
   
  Page 11 
  
   
  The Blessing of Nerull does not prevent any servants 
  of Nerull from seeing the PCs as they normally are 
  (especially the Ur-Flannae vampires in Encounters 3 and 
  5). 
   
  PCs who react well to the children get Maika’s 
  attention, piercing through her fears for a moment – 
  breaking the Domination effect.  Maika will look 
  confused and disorientated for a few seconds, before one 
  of the vampires re-establishes the Domination (Sense 
  Motive check Vs. Vampire’s Bluff to detect this). 
  DMs note: 
  Astute PCs (Spot DC 20) notice an unusual tattoo on the 
  inside forearm of some of the refugees. 
   
  PCs who notice this can be shown Player Handout 
  # 4. 
   
  This is a symbol from the Ur-Flan language. PCs who 
  know this language identify it as a word ‘Hüs’ otherwise a 
  Knowledge (History) or Bardic Knowledge check DC 20 
  recognises it as well.  Any PC who makes a Knowledge 
  (History) or Bardic Knowledge check DC 30 can draw 
  the conclusion that the word Hüs is an Ur-Flannae family 
  name and that in Ur-Flan the word ‘Sen’ means servant.  
  Thus combined they form the clan name “Hüssen” or 
  quite literally “Servants of the Hüs.” Clever players may 
  draw this conclusion themselves. Any PC that speaks Ur-
  Flan knows that ‘Sen’ means servant, but only give this 
  information if they ask for it or pass the check above.  
  The PCs may spot this symbol again in the Halls of Jor-
  Russ in Encounter 4. 
   
   
   
  If questioned about the tattoos, they claim to know 
  nothing about it – it is just a birthmark.  In fact the PCs 
  have to point the tattoo out before they acknowledge 
  they have one – almost as surprised as the PCs that they 
  possess it.  This is all they know about the tattoos – 
  further questions about the tattoos receive only blank 
  looks from them.  If the PCs search each refugee for the 
  tattoo (which will trigger the vampire’s flight) they find 
  each refugee sports the tattoo, including the children. 
   
  If the PCs insist on healing or treating them first, or 
  stop the refugees from moving on, Maika gets desperate 
  and pleads with the PCs to let them go.  If they do not 
  immediately let the group go, the vampires turn into 
  gaseous form and escape. This is a pretty hideous 
  moment and will frighten low level PCs in particular! 
   
  If the PCs begin looking over (or searching) the 
  wagon, they notice (Spot or Search DC: 22) that some of 
  the boxes look like coffins.  If confronted the vampires 
  will also flee, thinking their cover is blown. 
   
  Detect evil, detect undead and similar spells or 
  abilities will detect the vampire’s nature (DM’s discretion 
  as to the extent).  They attempt to turn gaseous and flee 
  any confrontation. 
   
  If the vampires are discovered, continue with: 
  With a high pitch scream three of the female refugees 
  rise to their full height, their faces clenched in 
  expressions of deep anger and hatred.  Enlarged 
  canine teeth narrowing to sharp points are visible as 
  the women hiss at you, cursing your discovery of 
  their deception.  But before you act the three women 
  dissolve into a vaporous mist, fleeing down the road 
  behind you at great speed. 
  This encounter is not meant to be a threat to the PCs.  
  These vampires flee at all cost – ignoring any attempts to 
  destroy them. (though the PCs could possibly destroy 
  them – using sun domain ability for example). 
   
  No experience is awarded for combat in this 
  encounter. 
  All APLs 
  Vampires (3); Vampire Ftr5; see Monster Manual page 
  250. 
   
  Development: If the vampires are discovered and 
  flee, read aloud the text below: 
  Maika turns to you, anger clearly showing on her 
  pretty face. 
   
  “Why did you scare them away? They weren’t 
  hurting anyone.  Is that all you adventurer types are – 
  just big bullies?” 
  Turning her back to you, Maika addresses the rest 
  of her family. 
  “C’mon everyone – were leaving.” 
   
  Without waiting for your approval, the family 
  begins to move off, shaking their heads at you as they 
  leave. 
  Capturing A Vampire 
  It is improbable that the PCs capture one or more 
  vampires, but if they do (possible using wall of force and 
  similar spells) then continue with the bolded text below. 
  The captured creature glares at you, them rears back 
  with a blood curdling scream, followed by laugh er 
  aimed directly at its captor (the PC most responsib e). 
  t
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  i
  Raising its hand and po nting at you, the vampire 
  speaks in an unfamiliar dialect, but the tone you 
  understand in any language - pure hatred.  With a 
  clench of its fist and the drawing its hand back in a 
  Fear of the Heart 
   
  Page 12 
  
  curious twist, you feel the blessing of Nerull torn 
  from you.  With a maniacal grin on its face, the 
  vampire is then destroyed, turning to ash as a ray of 
  sunlight pierces through the perpetual cloud of 
  volcanic ash and strikes the creature in the chest. 
  The Vampire is speaking Ur-Flan – “This soul defies you, 
  reaper.  Aid your servant.”  The vampire’s arrogance earns 
  its destruction anyway – it is only a servant after all…. 
  Encounter Four 
  After a brief stop over in the town of Ilgen for the 
  night, your group final y makes it 
  nto the 
  Nederboden canton, entering the hills around 
  Riberlund in the morning.  The small town of Ilgen 
  was all but empty last night, apart from the Auszug 
  encampment – on y those still packing their 
  belongings remained behind, but obv ously not for 
  much longer.  The inn you stayed at was one of the 
  only businesses still active, but even the innkeeper 
  planned to close up and leave on the morrow anyway. 
  l
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  The Hills of Riberlund are a series of low hills on the 
  Feronwold, the Sea of Grass continues right over them 
  unbroken, but some scattered woodlands help break this 
  up a little more than on the true Feronwold.  The Hills of 
  Riberlund divide the Feronwold into the Oostwald and 
  Oberwald Rosrijder territories.  Numerous wide stock 
  and deer tracks cover this land giving numerous trails for 
  the PCs to choose from.  The land here is very fertile, due 
  to the rich mineral deposits found throughout the hills.  
  The back slopes of the hills themselves are well known 
  for high yields for grown fruits and vegetables, and a soil 
  richness that allows for compact fields and more intense 
  cropping strategies.  The area is well known for excellent 
  livestock quality as well, with stock raised in the hills 
  drawing the best prices at most markets. 
   
   As the PCs ride through the day, they will begin to 
  notice the lack of wildlife activity in the area. They also 
  begin to feel the bitter bite of the cold winds whistling 
  through the hills. 
   
  A Knowledge (Nature) check DC 20 will confirm the 
  lack of wildlife activity – the only signs of wildlife are 
  tracks and droppings several days old.  Nature PCs 
  (druids) may be able to use certain spells to talk to plants 
  in the area – these speak of cold, deathly things that are 
  feeding off the very land. 
   
  Only a few hours into the journey the PCs start 
  passing abandoned Stadts, with no sign of anyone on the 
  roads.  A Survival check DC 15 picks up tracks that are 
  four days old.  PCs can check out the buildings if they 
  like (Search DC 15) for the same information as the 
  tracks – all Stadts show signs of being vacated recently 
  and with haste.  Items lay scattered about the farmstead, 
  valuables, keepsakes and tools discarded in the 
  evacuation. 
   
  Perrender stadts are, by their nature, communal and 
  quite defensive, with a low (5ft) stone wall and 
  defendable gate.  They are always built on the highest 
  possible elevation.  They have a central longhouse 
  (Langhuis) that the extended family lives in and this is 
  generally on a slight elevation above the rest of the Stadt. 
   Other Langhuis are added as families grow, but the 
  average Langhuis will house twelve people comfortably 
  with room for guests.  Barns, workshops, stables, etc. are 
  also defendable.  One of the defining points of many 
  stadts is that tunnels accessible via cellars join all the 
  buildings.  All buildings are made of stone with slate 
  roofs.  They have solid doors, storm shutters and arrow 
  slits. 
   
  The general layout of these stadts suggests a 
  defensive nature.  As the PCs check out some of the 
  abandoned stadts, a Knowledge (Local - Iuz Border 
  States) DC 15 reveals that these stadts would not 
  normally be abandoned– suggesting that the residents 
  were attacked by something the stadts could not defend 
  against. 
   
  The PCs find a fourth abandoned stadt late in the 
  afternoon, providing a good place for them to set up 
  camp for the evening.  During the night they experience 
  the evil dreams for the first time.  The ‘Death Ward’ from 
  the Blessing of Nerull is triggered if they fail their saving 
  throw, negating the ability drain but using up the death 
  ward’s protection.  Even ‘awake’ PCs experience the 
  dream – as a vision. 
  Give out PLAYER HANDOUT #2 - 1
  st Dream 
  (midnight, 1
  st day in Nederboden). 
  All PCs must make a Will Save DC 15 or lose 1 point of 
  Wisdom (permanent ability drain) and be considered 
  unrested for the purposes of regaining spells as they are 
  driven to the brink of insanity by the disturbing dreams 
  all night.  In addition, PCs that fail this saving throw that 
  normally prepare spells lose the ability to prepare one 
  spell of each spell level that they can normally cast.  
  Spontaneous casters (sorcerers or bards) loose the ability 
  to use one spell slot of each spell level they can normally 
  cast.  This loss of spell casting includes spells that were 
  already prepared from the previous day.  The DM should 
  roll randomly to choose which spells are lost.  Even a 
  restoration cast immediately will not allow these spells to 
  be regained until after another rest period. 
  Fear of the Heart 
   
  Page 13 
  
   
  A Knowledge (History) check (DC 25) reveals some 
  truths in the dream – these horrors actually happened in 
  Perrenland’s past. 
   
  Following the dream, PCs on watch hear the sounds 
  of sinister creatures moving about through the night, but 
  do not actually ‘see’ any of them.  A chill wind blows 
  throughout the night, and the sounds seem to carry on 
  this breeze. 
  THE NEXT DAY 
  It is late in the afternoon on the fifth day of the PCs 
  journey, still another day from Riberlund, when they first 
  witness the ghost riders of the Feronwold: 
  A sudden wave of cold washes over your group ate n
  the afternoon, accompanied by war cries echoing 
  from the Feronwold plains below you.  From your 
  vantage po n  in the hills you can make out an army 
  of ghostly riders, hundreds strong, sweeping across 
  the grassy plains perhaps a mile from your current 
  location. 
  l
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  This is the PCs first look at a part of the witch queen’s 
  forces.  PCs using a spyglass or using the Eyes of the 
  Eagle can make out faded tabards on the riders – 
  Knowledge (Local - Iuz Border States) DC 10 to recognize 
  the crest of the Rosrijder clan. Otherwise the ghosts are 
  too far away to make out these details. 
  As you watch the army of ghost riders, a pair of riders 
  break off, turning away from the main group and ride 
  in your direction.  It seems they will be upon your 
  posi on within a few minutes. 
  Let the PCs think their cover is blown and allow them to 
  hide or make preparations for combat. 
   
  If all of the PCs accepted the Blessing of Nerull in 
  Encounter One, then continue with the text below: 
  At a blinding speed the two ghost riders race past 
  your 
  posit on, 
  not 
  even 
  notic ng 
  you 
  or 
  acknowledging your presence.  As your eyes fol ow 
  them, the ghost riders disappear over the next hill.  
  You all clearly hear the cries of battle. 
  A Knowledge (Local - Iuz Border States) DC 10 check 
  will allow a PC to recognize the crest on the faded tabards 
  - the Rosrijder clan. 
   
  If the PCs follow the ghost riders, when they reach 
  the next hill they spot the ghosts attacking a solitary 
  figure, standing over the corpse of his fallen mount.  The 
  figure wields a pair of scimitars, showing considerable 
  skill, but the ghosts disappear into the long grasses after 
  their charge, before returning to repeat their attack. 
   
  The favour of Nerull veils the PCs – making them 
  appear undead to the ghosts if they fail a DC 20 Will save, 
  but the solitary figure will be slaughtered if the PCs don’t 
  intervene. 
   
  If the PCs do not intervene they do not meet the 
  Rosrijder rescue party nor do they receive the XP for the 
  encounter. 
   
  If one or more of the PCs did not accept the Blessing 
  of Nerull, then continue with this text instead: 
  At a blinding speed the two ghost riders race past 
  your posi on, before wheel ng about as f suddenly 
  noticing you.  They then lower their lances and 
  charge towards you. 
  APL 2 (EL 4) 
  Mounted Human Ghost War1 (2); hp: 11, 10; see 
  Appendix One. 
  APL 4 (EL 6) 
  Mounted Human Ghost War3 (2); hp: 22, 20; see 
  Appendix One. 
  APL 6 (EL 8) 
  Mounted Human Ghost War5 (2); 5 hp: 33, 31; see 
  Appendix One. 
  APL 8 (EL 10) 
  Mounted Human Ghost War7 (2); hp: 52, 50; see 
  Appendix One. 
  APL 10 (EL 12) 
  Mounted Human Ghost War9 (2); hp: 72, 74; see 
  Appendix One. 
  APL 12 (EL 14) 
  Mounted Human Ghost War11 (2); hp: 89, 87; see 
  Appendix One. 
  If the PCs are attacked instead of the single rider, then 
  the rider appears in the second round of the fight, to help 
  them. 
   
  DMs Note: Once they are hostile to the ghosts, this 
  action cancels out the PCs Veil of Undeath (from Favour 
  of Nerull) for these ghosts only, and the ghosts will then 
  engage the PCs.  The veil from the Blessing of Nerull is 
  still active after this encounter. 
   
  Tactics: These ghosts will open up with their 
  horrific appearance ability in the surprise round, before 
  using lances and their mount related feats to full use – 
  using Ride by Attack and Spirited Charge feats especially. 
   They first rise out of the ground charging, them in the 
  second round they charge again from a height, 
  Fear of the Heart 
   
  Page 14 
  
  disappearing back into the ground.  They repeat this 
  tactic in subsequent rounds during the fight.  Remember, 
  the charge must be in a straight line – this is a three 
  dimensional fight because of this tactic (the mounts can 
  fly as well). 
   
  At low APLs, the ghost’s lances are +1 lances, 
  allowing the ghosts to attack corporeal creatures (PC’s), 
  albeit with a 50% miss chance.  At higher APLs the ghosts’ 
  lances and full plate armor have the ghost touch special 
  ability.  At APL 8 both ghosts have a +1 ghost-touch lance. 
   At APL 10, one ghost has +1 ghost touch Full Plate 
  armor, and at APL 12 both ghosts have +1 ghost touch 
  Full Plate armor. 
   
  The ghost’s mounts do not have the Corrupting 
  Touch ability and therefore cannot attack corporeal 
  creatures – thus there is no adjustment to the overall EL 
  of the encounter. 
   
  During the fight, should the PCs try to negotiate, or 
  try to acknowledge clanship, etc. that ghost is merely lost 
  in old thoughts for a few seconds (effectively dazed for 1 
  round if it’s dramatic – DM discretion) before resuming 
  its attack. 
  Treasure 
  APLs 2 – 6 – no treasure. 
  APL 8 – magic - 2x +1 Ghost Touch Lance (1385gp). 
  APL 10 – magic - 2x +1 Ghost Touch Lance (1385gp), 1x 
  +1 Ghost Touch Full Plate (1471gp) 
  APL 12 – magic - 2x +1 Ghost Touch Lance (1385gp), 2x 
  +1 Ghost Touch Full Plate (2942gp) 
  Once the ghosts are defeated, the figure turns to the PCs 
  to thank them. He says: 
  Thank you for your intervention.  I am Venrikssen, 
  and who may I have the pleasure of addressing? 
  Before the PCs can respond, they encounter a mounted 
  Rosrijder patrol specifically looking for the single rider. 
  As he s about to tel  you his story suddenly out of the 
  sun you hear more then see a group of horsemen 
  riding over the crest of a hill about a hundred yards 
  behind you.  With a whoop they charge down the 
  slope towards you, there horses hooves thundering. 
  i
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  A Spot check DC 25 reveals the riders as living, not 
  ghosts.  Smart PCs will also quickly grasp that ghost 
  horses don’t make any noise when they move.  The spot 
  check can be attempted again once the riders are within 
  50ft at DC 10.  If the PCs allow the group to close, them 
  this will soon become evident to all of them. Venrikssen 
  will remain alert up to the point where the PCs either 
  realise or are going to attack.  He will with a loud hail 
  greet these riders. Should the PCs ready to attack or flee, 
  the riders notice their actions and respond by readying 
  themselves in a similar fashion. 
  Once they are close enough, you see they are not 
  ghosts, but living riders. You see all of them bearing 
  Rosrijder clan colours, and one figure breaks away 
  from the group towards you as the rest stop 30 feet 
  from you. 
   
   “Father!  Thank Keph we caught up with you!  
  When we saw the ghosts split off like that, we were 
  certain we wouldn’t reach you in time to help.  Why 
  did you ride off like that anyway?” 
  “My sons, you were told to return to the stadt, not 
  chase off after me.  Don’t you understand?  I was 
  drawing them away from you and the rest of the 
  group. You do not have weapons that can harm them 
  – only I have the necessary magic to take them on.  
  You are lucky they didn’t turn back on you.  I am 
  lucky that these people (gestures to the PCs) came 
  along or we would not be talking now.”
  Venrikssen turns to the PCs once again: 
  “Again I thank you for your timely intervention.  
  Please allow me to offer you the hospitality of my 
  family. We must move quick y, as it is too dangerous 
  to stay out in the open for long.  We can take you to 
  some others that can shelter and help you, should you 
  wish it so.” 
  As they ride to their stadt, Venrikssen says that the PCs 
  were noticed a few hours ago by their patrols and they 
  had ridden out to lead the PCs back to the safety of their 
  stadt.  Then the ghosts broke off towards the PCs, and 
  Venrikssen rode to help them, while the rest of the patrol 
  were supposed to return to the stadt. 
  AT THE ROSRIJDER STADT 
  Once they arrive at the stadt, the PCs are thanked by 
  wives and children for saving their leader!  The PCs are 
  cared for this night, and are the centre of attention.  
  During this time the PCs meet most of the occupants – a 
  combination of Rosrijder and Hüssen refugees who have 
  banded together to fight off the darkness that has 
  affected their lands.  For most of them this stadt is a 
  temporary home, a refuge against evil.  They are eager for 
  word from outside the canton, and ask questions that 
  mostly involve the future liberation of the canton. 
   
  In the centre of this is a moderate level priestess of 
  the Old Kerk.  When the PCs talk to her, they learn she 
  was posted here recently at the will of the Hetshoolmann 
  Council, and many of her brothers and sisters have been 
  Fear of the Heart 
   
  Page 15 
  
  posted to similar stadts across the canton.  Although the 
  clergy is too few to protect the entire populace of 
  Nederboden at once, they can provide some protection 
  for smaller groups remaining behind to hold out against 
  the evil forces of Iggwilv. 
  Sunanda; Clr7; Priestess of the Old Kerk (Beory). 
   
  Because of the PCs bravery defending the patrol (her 
  flock), Sunanda will hand each PC a scroll of restoration 
  as thanks for their efforts. 
  Treasure 
  All APLs – 6x scroll of restoration (400gp). 
  PCs who do not have members capable of casting these 
  spells can have them cast by Sunanda before they leave 
  after the effects of the next dream. 
   
  During their time at the Stadt the PCs may notice 
  (spot DC 20) a runic tattoo (‘Hüs’ in Ur-Flannae) on the 
  inside forearm of a large amount of the Hüssen refugees 
  (the same as the tattoo found on the Hüssen women and 
  children in Encounter 2) – If questioned about the 
  tattoos, they claim to know nothing about it – it is just a 
  birthmark.  In fact the PCs have to point the tattoo out 
  before they acknowledge they have one – almost as 
  surprised as the PCs that they possess it.  This is all they 
  know about the tattoos – further questions about the 
  tattoos receive only blank looks from them.  Most of the 
  Hüssen refugees keep their arms covered, but deny that 
  they are hiding their tattoo.  The tattoos in this group are 
  all the same – see Player Handout #4.  None of the 
  Rosrijders sport the tattoo however. 
   
  Convention Note: Do not take too long on this 
  section – keep the fast pace of the adventure moving. 
  THAT NIGHT (at the Stadt) 
  An hour before midnight the PCs are woken up along 
  with the entire stadt to attend a gathering in the main 
  hall.  Families huddle together for comfort and warmth 
  as the resident priestess of the Old Kerk begins to place 
  protective wards on the hall (casting Consecrate on the 
  Old Kerk shrine in the hall and inscribing a glyph of 
  warding around the perimeter warding against evil 
  spirits).  At midnight the hall is attacked by the evil 
  dreams, more sinister than the first dream.  The 
  consecrate spell gives all within the hall a +4 sacred 
  bonus to saving throws against the dream’s draining 
  effects. 
  Now give out PLAYER HANDOUT #2 - 2
  nd Dream to 
  the players … 
  All PCs must make a Will Save DC 18 or lose 2 points of 
  Wisdom (permanent ability drain) and be considered 
  unrested for the purposes of regaining spells as they are 
  driven to the brink of insanity by the disturbing dreams 
  all night.  In addition, PCs that fail this saving throw that 
  normally prepare spells lose the ability to prepare one 
  spell of each spell level that they can normally cast.  
  Spontaneous casters (sorcerers or bards) loose the ability 
  to use one spell slot of each spell level they can normally 
  cast.  This loss of spell casting includes spells that were 
  already prepared from the previous day.  The DM should 
  roll randomly to choose which spells are lost.  Even a 
  restoration cast immediately will not allow these spells to 
  be regained until after another rest period. 
   
  The PCs get a second chance to recognise 
  this dream as truth.  A Knowledge History check 
  (DC 25) reveals some truths in the dream – these 
  horrors actually happened in Perrenland’s past. 
  Encounter Five 
  It is early morning into the sixth day of your journey. 
   Through the faded light you glimpse your first view 
  of Riberlund when you are still miles away.  A dark 
  cloud of ash seems to hang above the city, blanketing 
  it in a perpetual state of gloom.  Once pristine, the 
  towers, buildings, and city walls are spotted with ruin, 
  blackened and scorched. Even from this distance you 
  can see evidence of the occupation of the Witch 
  Queens forces.  Large dark shapes fly above the 
  streets, and you can see movement of smaller dark 
  figures around the base of the wall and along those 
  streets you can make out from afar. 
   
  Riberlund is normally a beautiful city, considered one of 
  the best places to endure the winter months, mostly 
  because of the heated water that is supplied to the many 
  bathhouses and manors of the city from the Oostflow 
  River that divides the city.  It is somewhat a mystery as to 
  the means the water is heated, but most of the buildings 
  in Riberlund have taken advantage of this resource. The 
  architecture reflects the upper class lifestyle of the city, 
  and includes balconies with breathtaking views, elaborate 
  gardens and marble terraces and buildings.  A tall stone 
  wall surrounds the city, following the contours of the 
  land around it. 
   
  Now the dark cloud that sits over the city has 
  blackened its beauty – in the short time Iggwilv’s forces 
  has occupied the city they have caused considerable 
  damage to the delicate architecture. 
   
  As the PCs continue to move along the trail, have the 
  PCs make a Spot check DC 20 to notice an ancient burial 
  cairn off to the side of the trail ahead, concealed by heavy 
  brush.  If the PCs miss this check it is of little 
  Fear of the Heart 
   
  Page 16 
  
  consequence, for they encounter a single figure waiting 
  for them just past the cairn anyway. 
  A figure standing openly on the trail ahead catches 
  your attention.  He is unarmed, waiting for you to 
  approach. 
   
  “You are the seekers, I am the guide.  By the 
  reaper I am bound to show you the way.  You must 
  follow me, remain silen  and you will see what no 
  other of your kind has ever seen.” 
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  The figure moves towards a polished rock 
  sticking up out of the ground, much l ke a headstone. 
    Skeletal hands emerge from the ground, grasping his 
  ankles, and then begin to draw him into the ground 
  itself.  In a few seconds your guide disappears from 
  view. 
  If the PCs investigate first they find the outline of an 
  ancient grave – Knowledge History DC 20+ identifies it 
  as from the Ur-Flannae era. 
   
  If the PCs use detection spells or abilities (detect 
  evil, undead, detect thoughts etc.) they may discover that 
  their guide is not human but is in fact a vampire lord.  
  They can also detect the strong necromancy magic and 
  negative energy radiating from the gravesite. 
  Fanastas; Vampire, Wiz13 (CR 15). 
   
  DM’s Note: If the PCs follow their guide, continue 
  with the rest of this encounter.  If they do not and 
  attempt to infiltrate the city themselves, skip the rest of 
  this encounter and continue with Encounter 7 – the 
  optional encounter. 
   
  PC’s with animal companions, or PC’s who wish to 
  take their mounts with them, will need to ‘push the 
  animal’ – a DC 20 Handle Animal check (see skill 
  description – PHB). The animal(s) will be scared as soon 
  as the group approaches the cairn – the DM should hint 
  this before any PC has stepped on the grave.  The 
  negative energy emanating from the gravesite can be felt 
  by all animals, and the skeletal hands scare any animals 
  when they touch them.  Players can use ‘Lets try that 
  again’ reward card to re-roll this check if failed. PC’s that 
  fail this check that do not wish to leave any animals 
  behind that refuse to stand over the grave will have to 
  find another way into Riberlund. 
   
  Once the PCs stand over the grave, read the 
  following: 
  Skeletal hands reach out of the ground and grasp you 
  firmly, beginning to draw you into the very earth.  
  More skeletal hands continue your descent, roughly 
  dragging you further underground.  The cold touch of 
  these hands is almost unbearable, and the earth 
  threatens to suffocate you, but these sensations last 
  only for a few seconds when you are deposited into an 
  unfamiliar underground tunnel. 
  PCs who refused the Blessing Of Nerull in Encounter 
  One find the going very difficult – taking 1d6 damage 
  per APL from the scratching of the skeletal hands, and 
  are left fatigued as well.  
  “You now walk the hal s of Jor–Russ.  You may 
  witness things that are anathema to your kind – stay 
  close to me and you will be under my protection.  
  Stay your weapons, they will avail you little in here.”  
  The PCs now find themselves in the tunnels of Jor-Russ, 
  a series of ancient Ur-Flannae tombs that were a part of 
  the ancient Ur-Flannae city, sunk beneath the earth by 
  Nerull over a thousand years ago.  The city of Riberlund 
  now lies over the top of them – the PCs are led through 
  the tombs beneath Riberlund, eventually coming out into 
  the streets of the modern city. 
   
  The tunnels are a series of ancient stonework dating 
  back to the Ur-Flannae nation in ages past.  A Knowledge 
  (Architecture and Engineering) check or stonecutting 
  ability (DC 20) or Khund PCs can confirm this fact.  
  Intricate designs and symbols are evenly spaced along 
  the tunnel walls – Knowledge (Arcana) DC 15 identifies 
  most of these symbols as fundamental symbols of magic - 
  including the schools of magic, fundamental principles 
  and meta-magic symbols.  Designs from the Necromancy 
  school are the most common.  The other symbols present 
  represent particular Ur-Flannae family bloodlines (this is 
  very obscure – Knowledge (History) or Bardic 
  Knowledge check DC 25 – to know this).  PCs that 
  noticed the tattoos on the Hüssens in Encounters 3 and 4 
  find the symbol replicated on the tunnel walls, mixed in 
  with the other symbols.  
   
  Whilst in Jor-Russ, all spells cast from the 
  Necromancy school are automatically empowered and 
  extended with no adjustment to spell levels (as per the 
  metamagic feats Empower Spell and Extend Spell). 
   
  A Knowledge (Arcana) check DC 25 will discover 
  this information – and some PCs may be able to take 
  advantage of this information (those with necromantic 
  spells known/prepared). 
   
  Continue … 
  Your guide leads you through a series of long winding 
  tunnels for about an hour.  Along your journey, 
  shadowy hands reach out of dark side passages 
  towards you, but recoil back with a gesture from your 
  guide as you move past.  Eventually your guide halts 
  your progress. 
  Fear of the Heart 
   
  Page 17 
  
   
  “I would ask for your discretion through this 
  part.  I would not show you this i  it wasn’t necessary, 
  but we must travel through his tomb to reach our 
  destination.  You will soon know our secret – take 
  that as your victory and do not start anything in this 
  place if you value your lives.” 
  f
  i
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  ,
   
  You take a side tunnel, descending down a small 
  staircase that begins to widen at its base before 
  stopping at a rune covered door.  Your guide speaks a 
  word under his breath and the door opens, reveal ng 
  an elaborate tomb, decorated in rich treasures about 
  the room.  Surrounded by the treasures is a throne of 
  bones covered in cobwebs, with a pale robed skeleton 
  seated upon it.  A rasping vo ce pierces the si ence, 
  hissing in warning (in Ur-Flan).  
  “Who disturbs my rest?  I smell flesh, warmth….. 
  it has awakened me from my slumber.  Is it my time 
  to rise so soon – for you to bring me this feast?”  
  Fanastas’ reply: 
  “Nur-Graf Hüs, it is not yet your time.  You have 
  rested a thousand years and your time is close, but the 
  exact timing is not right yet.  These creatures have 
  the reaper’s blessing, and must pass by you to reach 
  the city above.” 
  If any of the PCs refused the Blessing of Nerull in 
  Encounter 2: 
  “What about this creature?  It does not have the dark 
  one’s blessing.  My hunger is great Fanastas – surely I 
  can have this one?” 
  Fanastas’ reply: 
  “I am sorry Ner-Graf Hüs, but you cannot awake fully
  yet.  Your time will be soon, you must wait till then.” 
  Vampire-Lich Lord: 
  “Ahhh, you disappoint me, but I know his will.  I will 
  return to my rest, and await my time to serve him.” 
   
  With that the voice stops.  Your guide leads you 
  past the throne, depressing a stone on the far wall 
  opening up a secret door.  As you pass through the 
  tomb to another tunnel  you sense Ner-Graf Hüs’s 
  gaze upon you and it is filled with hunger. 
  This is the tomb of the ancient Vampire-Lich Priest Ner-
  Graf Oomkar Hüs.  Oomkar Hüs is the last of the 
  Vampire Lich Lords from the Ur-Flannae epoch and is 
  amongst the first vampires.  He is also the archrival of 
  Iggvuurz, the mother of Iggwilv.  Iggvuurz was second 
  only to Oomkar Hüs in the Ur-Flannae empire of Jor-
  Russ before she turned from Nerull and set up the rival 
  kingdom of Kir-Russ.  He is by direct descent also the 
  forefather of the Hüssen clan as he had many living 
  children before he was rewarded his Vampiric state by 
  Nerull. The descendant of these children became his 
  servants or Hüs-sen, and those that were worthy where in 
  turn made into Vampires by him.  He has been hidden 
  for over thousand years, but with the return of Iggwilv 
  and the invasion of his city Jor-Russ a vampire war is in 
  progress and his guard has been doubled and many of his 
  children have been removed from the city.  He is the 
  most powerful servant of Nerull in the Quaglands with 
  the exception of the Hand of Nerull. 
   
  DM’s Note: As the PCs leave they will notice above 
  the door they are leaving by a large golden motif in Ur-
  Flannae writing.  PCs with both Ur-Flan as a language 
  and who successfully make a Decipher Script DC 20 
  check can be given Player Handout #5.  This Ur-Flannae 
  text is in the temple script of Jor-Russ and is an entirely 
  forgotten script until now.  PCs and DMs can work the 
  script out if they are clever enough, but do this out of 
  game. 
  DM’s Note: 
  Should any PCs attack or attempt to remove any of the 
  treasure in the tomb, the lich will curse all the PCs by 
  removing the Blessing of Nerull and teleporting the PCs 
  from his tomb into the city above.  This immediately 
  triggers an attack from Iggwilv’s forces – continue with 
  optional Encounter 7 instead of continuing below.  
  After only a few more minutes in the tunnel your 
  guide leads you into another tunnel, this one 
  ascending towards the surface.  A short time later this 
  tunnel ends at a solid wall, covered in more runes.  
  Your guide begins to cast a spell and the wall 
  disappears, revealing the streets of Riberlund. 
   
  Once you leave the tunnel, your guide turns and 
  speaks to you. 
   
   “You still have some distance to cover before we 
  reach your temple.  Prepare yourselves and stay on 
  your guard, for you now walk amongst the enemy.  
  Keep yourselves hidden – revealing yourselves will 
  only bring her forces quickly down upon you. Keep 
  to the shadows and you will make it.  I must leave you 
  now – you must make for one of the three bridges, I 
  cannot cross with you.”
   
   
  The PCs are at Location 4 “Targen’s Garten”.  Targen’s 
  Garten was once the location of a homage ground to 
  Nerull.  Devotees would offer themselves to the resident 
  Vampires in turn for favours granted to them.  In fact the 
  word Targen is a perversion of the Ur-Flannae word Tar-
  Gen roughly meaning sacrifice.  Today it is a quite 
  splendid garden for the population to relax in.  The PCs 
  Fear of the Heart 
   
  Page 18 
  
  are at the northern end of the grounds near the side of a 
  large building dedicated to remembering the glorious 
  dead of the city. 
   
  DM’s Note: Encounters 6 and 7 detail encounters 
  within Riberlund.  Refer to DM Map #2 when running 
  these encounters. 
   
  Move to Encounter Six.  
  Encounter Six  
  DM’s Note: The PCs have a variety of options to get to 
  Fortress Riberlund and the temple of the Old Kerk.  
  Flying should be discouraged. Point out that more than a 
  few winged demonic forms fly over head every now and 
  then (Vrock).  PCs who risk it are attacked by a similar 
  demonic routine as in Encounter Eight for their efforts, 
  but can avoid the bridge encounter as a result.  In this 
  case they gain the appropriate XP as if they had fought 
  their way across the bridge for their efforts. 
   
  Each of the three bridges (Locations 5, 7 and 8) can 
  give access to the “Hüsstadt” district of the city and 
  Fortress Riberlund, which is still held against Iggwilv’s 
  forces.  Each bridge can lead to Encounter Six. 
   
  The PCs are moving through the streets of 
  Riberlund, in the western half of the city.  This half of the 
  city is under the control of Iggwilv’s forces – but they are 
  unaware of the PCs presence so far.  One thing the PCs 
  will notice is the heavy clouds blocking the sunlight – 
  almost choking the city. 
  The streets of Riberlund are empty and quiet except 
  for the sounds of your own passage.  You need to find 
  a way through the broad avenues and narrow alleys of 
  the city towards your goal – Fortress Riberlund and 
  the Old Kerk temple in the western part of the city. 
  The PCs should start taking steps to conceal themselves, 
  using various combinations of illusion spells, scouting 
  and other abilities they possess.  This encounter is meant 
  to highlight the need for a “covert approach” – the PCs 
  will have several chances to completely take out a 
  seemingly weaker foe (small groups of undead), but 
  doing this will draw the attention of the Witch Queen 
  and her forces.  As long as they are taking steps to remain 
  undetected, they remain hidden from her forces on their 
  journey.  This doesn’t stop the DM from making them 
  sweat a bit though. 
   
  Below are a few examples of situations that can occur 
  as the PCs travel to the temple.  If time is a factor then 
  just hint at some of these events – to at least highlight the 
  threat intended.  Otherwise role-play one or two of these 
  mini encounters fully and have the PCs come up with 
  ways to get around them. 
  • 
  The PC’s scout spots a patrol of footmen (1 of them a 
  vampire) heading their way.  They can hide in a 
  nearby building, even getting a glimpse of the patrol 
  as they walk past (and possibly their real nature). 
  • 
  The PCs feel a disturbing chill in the wind and hear a 
  nearby scream.  Investigating the scream is a bad 
  idea, as the scream has drawn other attention as well 
  (Iggwilv’s forces – see Encounter 7). 
  • 
  The PCs hear a flapping sound and have only a few 
  seconds (1-2 rounds) to dive for cover as a winged 
  demon flies overhead (a Vrock).  As long as the PCs 
  don’t do something that attracts its attention, the 
  creature passes by, not noticing them at all (its 
  attention is fixed on its destination, not the 
  surroundings).  
  • 
  The PCs have to get past/around a skeleton/zombie 
  work group, clearing rubble blocking a street – 
  controlled by a priest of Iuz.  As long as they are 
  careful they do not attract any attention – the priest 
  is too engrossed in commanding the undead and is 
  not paying attention too much else.  
   
  Should a fight occur before the PCs reach the bridge 
  spanning the Oostflow, then they will end up stirring up 
  the Witch Queen’s forces – go to Encounter 7 instead of 
  continuing below with this encounter.  No experience is 
  awarded for combat in these mini encounters. 
   
  Eventually the PCs should get near to one of the 
  bridges across the Oostflow River, which splits 
  Riberlund in two.  Once they do move to the “Bridge 
  over the Oostflow” section. 
  BRIDGE OVER THE OOSTFLOW 
  From the cover of an alleyway you peer out at the 
  bridge crossing the Oostflow River.  Immediately you 
  notice a small group of figures guarding the near side 
  of the bridge only, behind rudimentary sandbag 
  barricades built up on either side of the bridge’s 
  foothold.  On the far side s another barricade, and 
  men dressed in red and white uniforms seem to be 
  manning it.  Up on the hill overlooking the river on 
  the far side is the impressive edifice of Fortress 
  Riberlund; the proud flags of Perrenland, the Canton 
  of Nederboden and the Hüssen clan fly from the 
  gatehouse.  The area leading up to the bridge is a 
  wide-open street, hurting your chances of getting any 
  closer without detection.  The bridge itself is 10 ft. 
  wide and 55 ft. across, the river flows some 35 ft. 
  below it and is swift and strong.  A squat forty-foot 
  i
  Fear of the Heart 
   
  Page 19 
  
  tower on this side of the river offers good firing 
  posi ons upon anyone attempting to cross the bridge.  
  ti
  DM’s Note: The river requires a Swim check DC 20 per 
  20ft move to cross.  The vampires will not cross the 
  bridge, as they cannot cross over the running water. 
  Auszug and Landwehr units hold the far side of the river, 
  they will shout encouragement to the PCs when they try 
  and cross the bridge. 
   
  The tower is not manned by anything at the 
  moment, but should be used to put the PCs on edge. 
   
  Creatures: 
  APL 2 (EL 3) (+1 for Desecrate effect) 
  Vargouille; hp: 5 see Monster Manual page 254) 
   
  Humans (2), War1; hp: 9, 9 (dominated); see Appendix 
  One. 
  APL 4 (EL 5) (+1 for Desecrate effect) 
  Vampire Spawn; hp: 32; see Monster Manual page 
  253)  
  Humans (4), War1; hp: 9, 9, 7, 7 (dominated); see 
  Appendix One. 
  APL 6 (EL 7) (+1 for Desecrate effect) 
  Vampire, Cleric of Iuz 4; hp: 29; see Appendix One. 
  Vampire Spawn: 32 see monster manual pg 253. 
  APL 8 (EL 10) 
  Vampire, Cleric of Iuz 7; hp: 52; see Appendix One. 
  Vampires (2), Ftr3; hp: 21, 26; see Appendix One. 
  APL 10 (EL 12) 
  Vampire, Cleric of Iuz 9; hp: 78; see Appendix One. 
  Vampires (2), Ftr5; hp: 39, 38; see Appendix One. 
  APL 12 (EL 14) 
  Vampire, Cleric of Iuz 11; hp: 84; see Appendix One. 
  Vampires (2), Ftr7; hp: 61, 64; see Appendix One. 
  DMs Note: The Witch Queen’s evil presence has the 
  effect of a ‘Desecrate Spell’ cast over the entire city.  As a 
  result within the city all undead receive a +1 Profane 
  Bonus to attack and damage rolls, and there is a -3 
  profane penalty to all turn attempts.  Undead also gain +1 
  hp per hit dice. 
   
  This effect has been included in the statistics above 
  and in Appendix 1.  The +1 profane bonus to attack and 
  damage rolls will have to be added by the DM for the 
  vampire spawn at APLs 2 & 4. 
   
  The PCs start this encounter 45 feet from the bridge. 
  Whilst they remain in the alleyway they can gain cover 
  against attacks from the bridge defenders (the defenders 
  also have cover behind their sandbag barriers).  The area 
  in-between is completely open with no cover at all.  As 
  soon as the PCs reveal themselves, roll Will saves for the 
  Blessing of Nerull Veil on each PC. Piercing the veil on at 
  least one PC will give the entire group away. 
   
  Tactics: At lower APLs, the vampire spawn will 
  attempt to dominate one or two of the “fighter- type PCs” 
  (range is only 30ft), while getting the dominated warriors 
  to concentrate their crossbow fire on any magical threats. 
   All use the sandbag bunkers for cover. 
   
  At higher APL’s, the vampire cleric will cast silence 
  on the fighters and move away.  The fighter vampires will 
  target obvious spell casters with their arrows in the first 
  few rounds.  In subsequent rounds the fighters will 
  engage in melee once the PCs have closed in, and the 
  cleric will use a combination of attack spells and mass 
  inflict spells to harm the PCs and heal the vampire 
  fighters and himself. 
   
  It is possible that the players may come up with a 
  diversion or other good idea that can get them past this 
  encounter without combat.  DMs should use discretion, 
  but make it fairly difficult for them to get across the 
  bridge without engaging the vampires.  If they manage to 
  do this successfully, they are awarded full experience for 
  the encounter as if they had defeated them. 
   
  The PCs may check these vampires (or humans at 
  low APLs) for the Ur-Flannae runes (similar to the 
  Hüssens in Encounters 3 & 4) – they do not find any 
  such tattoos on these vampires. 
   
  Treasure: 
  APL 2 – 4 loot – 273gp, coin – 0gp, magic – 2x Potion of 
  Cure Moderate Wounds (50gp) 
  APLs 6–10 – no treasure.  The vampires turn into gaseous 
  form when they reach 0 hp, taking all their belongings 
  with them.  Their coffins are hidden in the city, 
  impossible for the PCs to find at this moment. 
  CROSSING THE BRIDGE 
  Once the PCs have dealt with the vampires, they 
  encounter friendly forces who watched their encounter 
  from the other side of the bridge.  They call out the signal 
  phrase “Tonder” as the PCs begin to cross the bridge – 
  awaiting the answer - “Flosh”.  Most PCs should know 
  this call sign (Intelligence DC 5 to remember if they 
  forget it.)  Once this is confirmed, they come out of their 
  hiding places and greet the PCs, leading them to the 
  temple.  As they move along, more friendly forces come 
  out of hiding, all armed, joining the PCs march to the 
  fortress.  The PCs can count several hundred defenders. 
   
  Continue with Encounter 8. 
  Fear of the Heart 
   
  Page 20 
  
  Encounter Seven (Optional 
  Encounter) 
  This encounter contains a strong battle for the PCs trying 
  to get into the eastern side of city other than by the Ur-
  Flannae tunnels in Encounter Four.  Unless the PCs 
  come up with a particularly clever way to get into the city 
  they are easily noticed.  Invisibility, teleport and similar 
  illusion or transportation spells are irrelevant – the PCs 
  are noticed when they pierce into the city, setting off a 
  beacon/alarm signalling their location as they first enter 
  the city.  Only rings of mind shielding or similar non-
  detection magic can enable the PCs to enter the city 
  without triggering the alarm.  Even the Favour of Nerull 
  will not help them for long, as one of the enemy will 
  eventually pass a saving throw and pierce its veil. 
   
  The PCs who did not enter the tunnels of Jor-Russ 
  do not have much of an option left to them at this point.  
  They can approach the city relatively undetected (if they 
  still have Nerull’s blessing), and climb or fly over the 
  walls.  The main gate entrances to Riberlund are all 
  closed and guarded by unseen forces. 
   
  The eastern half of the city is firmly under the Witch 
  Queen’s control – the western half of the city has so far 
  held out against her forces.  This is mostly due to the 
  Oostflow river – the majority of Iggwilv’s forces are 
  vampires or vampire spawn, and they cannot cross 
  running water (see monster manual entry for further 
  details). 
   
  Iggwilv has designated a significant portion of her 
  forces to close off the western section of the city – all 
  gates and passes into and out of the western half of the 
  city are watched by scouts and patrolled regularly by her 
  non vampire forces.  PCs attempting to access the city 
  through the western section encounter Iggwilv’s forces 
  before they get into the city – fighting them outside the 
  walls of the city, using the same guidelines for this 
  encounter as listed below. 
   
  Once inside the city (either by their own actions or 
  the actions of the Vampire-Lich Lord in Encounter 5) or 
  are near the western wall outside, the PCs have only 
  three rounds before the witch’s forces arrive to deal with 
  them – ten rounds after that a second wave arrives.  If the 
  PCs have not managed to escape the immediate vicinity 
  after another ten rounds, an overwhelming number of 
  vampires arrive, and the PCs are captured and lead away 
  (the consequences of this are detailed on AR and below). 
   
  This section is a tough encounter, especially at low 
  APL’s.  The path set by the Hand of Nerull in Encounter 
  Two has the best chance for the PCs to reach the temple – 
  if they ignore it or betray Nerull’s trust then they deserve 
  to find it tough. 
  Captured by the Witch Queen (Listed on AR): 
  You have been captured by the vampire forces of the 
  Witch Queen.  After several days as a feast for the 
  vampires, you managed to escape into the city, recovering 
  your belongings and eventually reaching friendly forces.  
  But you still remember the gaze of your captors, and the 
  touch of their embrace.  Constitution points permanently 
  drained: (Roll d6)_____ 
  Iggwilv’s Forces 
  The Witch Queens forces holding the city are almost 
  entirely undead, they are commanded by an evil cleric of 
  some note and a villain of Perrenland Brár Ulfrig the 
  controller of Karl Hüssen and candidate for Boneheart of 
  Iuz over the Quaglands. Brár has at his disposal several 
  companies of ghost warriors, along with various types of 
  skeletal, ghoulish and zombie troops created from the 
  defeated Cantonal army of Nederboden last year and 
  placed under his command. Brár now adding to this force 
  by bringing the populace of Riberlund itself into a state 
  of undeath – So far he has overseen the creation of 
  hundreds of vampire spawn and fully-fledged vampires 
  that now serve his will.  As well there are numerous 
  citizens that have been dominated by the vampires.  
  These serve as a ready supply of blood as well as 
  infiltrators, but so far they have not successfully 
  infiltrated the western section of the city as the Old Kerk 
  priests keep magic circles of evil active a majority of the 
  time. 
  1
  st Wave 
  APL 2 (EL 2) 
  Ghoul, (2); hp: 15; see Monster Manual page 253. 
  APL 4 (EL 4) 
  Vampire Spawn (1); hp: 32; see Monster Manual 
  page 253. 
  APL 6 (EL 6) 
  Vampire Spawn (2); hp 33, 31; see Appendix One. 
  APL 8 (EL 8) 
  Vampire; Ftr5; hp: 38; see Appendix One. 
  Vampire; Ftr3; hp: 24; see Appendix One. 
   
  APL 10 (EL 10) 
  Vampire, Ftr7; hp: 62; see Appendix One.  
  Vampire, Ftr5; hp: 38; see Appendix One. 
  Fear of the Heart 
   
  Page 21 
  
  APL 12 (EL 12) 
  Vampire, Ftr9; hp: 78; see Appendix One. 
  Vampire, Ftr7; hp: 62; see Appendix One. 
   
   
  2
  nd Wave 
  APL 2 (EL 5) 
  Vampire; Cleric of Iuz 3; hp: 23; see Appendix One. 
  APL 4 (EL 7) 
  Vampire, Cleric of Iuz 3; hp: 23; see Appendix One. 
  Vampire, Ftr3; hp: 24; see Appendix One. 
   
   
   
   
  APL 6 (EL 9) 
  Vampire, Cleric of Iuz 5; hp: 35; see Appendix One. 
  Vampire, Ftr5; hp: 38; see Appendix One. 
  APL 8 (EL 11) 
  Vampire, Cleric of Iuz 7; hp: 52; see Appendix One. 
  Vampire, Ftr7; hp: 62; see Appendix One. 
  APL 10 (EL 13) 
  Vampire, Cleric of Iuz 9; hp: 76; see Appendix One. 
  Vampire, Ftr9; hp: 78; see Appendix One. 
  APL 12 (EL 15) 
  Vampire, Cleric of Iuz 11; hp: 95; see Appendix One. 
  Vampires (2), Ftr9; hp: 78; see Appendix One. 
   
  Tactics: Both waves will attack immediately, 
  ignoring ranged combat in favour of a more hands on 
  approach.  Once they have engaged the PCs, they will 
  attempt to dominate the fighter types while focusing on 
  taking out any magical threats in subsequent rounds. 
   
  They will not use their slam attack to finish off a PC 
  – they are under orders to capture anyone found in the 
  city for interrogation.  Even the vampire spawn at lower 
  APLs stick to this order.  The vampire cleric of Iuz in the 
  second wave will have a death watch active as he arrives, 
  and will direct non lethal attacks against any PCs on low 
  hit points.  
   
  DM’s Note: The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above and in Appendix 1. 
  Treasure 
  All APLs – no treasure.  The vampires turn into gaseous 
  form when they reach 0 hp, taking all their belongings 
  with them.  Their coffins are hidden in the city, 
  impossible for the PCs to find at this moment. 
   
  Development:  Skip to Conclusion B – the PCs 
  manage to escape their captors and reach the temple 
  eventually, but the demons have already attacked the 
  Temple.  The PCs were too late to help. 
   
  If the PCs manage to get out of the immediate area 
  before the overwhelming force arrives, they still arrive at 
  the temple too late to aid the defence – after spending a 
  restless night in the southern half of the city hiding from 
  the Witch Queen’s forces that are openly looking for 
  them. 
  Encounter Eight 
  Read this after the PCs have crossed the bridge and made 
  contact with friendly forces: 
  You are escorted through the northern streets of 
  Riberlund to the gate of the city fortress.  You are 
  quickly ushered inside, to view a veritable town of 
  tents.  Almost every scrap of space is occupied with 
  citizens and soldiers who have fled here are their 
  final refuge.  You would suspect that many thousands 
  of them are crammed in to the grounds and buildings 
  of the fortress.  Most look tired and hungry, yet 
  determined. 
   
  You are escorted through this crowd into the 
  domed edifice of the Temple of the Old Kerk.  The 
  main temple hall is cluttered with Auszug officers, 
  mountains of paperwork and other military personnel 
  working frantically.  Not very temple like at all.  A 
  group of six stands around a large table covered n 
  maps at the far end of the room, loudly debating a 
  variety of possible strategies and plans.  But the voices 
  suddenly cease, as one of the group finally notices 
  your arriva  and draws the others attention. 
  i
  l
   
   
  “It seems we may finally have the help you are 
  looking for, Commanders ….”   
  With a gesture, a woman at the table indicates 
  towards your group. 
  The surprised military Commanders eye over the PCs, 
  but enough of them recognize any PC 8
  th level and above 
  as a Hero of The Land, and treat them accordingly.  
  Lower level PCs are eyed suspiciously, but Karla cuts off 
  any responses from her group before they happen. 
  Prominent NPCs: 
  Fear of the Heart 
   
  Page 22 
  
  Karla Hüssen; Pfalzgraf of the Hüssen Clan, Human 
  Cleric 13 of Allitur. 
  Ohan Eldebraant; Hintervoormann of Nederboden 
  (Karla’s brother), Human Aristocrat 7. 
  Conrad Hüssen (Karla’s youngest son), Human 
  Paladin 7 of Allitur; 
  Hienrick Van Orson, Human Fighter 9 (Auszug 
  officer) 
  Fustas Rickssen, Human Ranger 7 (Auszug Officer) 
  Brutin Goltzaar, Human Druid 9 (Druid of the Grove) 
  Venlaar, Grey Elf Wizard 8 (Ruby Den Zauber) 
  Any PC who has played PER3-05 Lost Souls will 
  recognize the woman in charge. She is Karla Hüssen, 
  Cleric of Allitur, Rechter of Perrenland and Pfalzgraf of 
  Clan Hüssen.  She greets any PC she has encountered 
  before warmly, commenting on the good timing of their 
  arrival.  A few introductions are made - she especially 
  introduces Conrad Hüssen, her youngest son, who then 
  leaves the table at her gesture.  Karla then moves on to 
  the matters at hand. Read: 
   
   
  l
   
   
  l
   
   
  i
  l
  f
  t
  i
  i
  l
  “We were not sure if any of our messengers had made 
  it out.  Or did the grand temple hear our call?  I 
  suppose it matters little – thank Allitur that you’re 
  here anyway.” 
  “As you probably have seen, the Witch Queen has 
  taken over the city.  Her vile forces hold the eastern 
  half of the city.  She has managed to convert the 
  people to her cause, by turning them into undead 
  servants – vampires – an abominable act, to say the 
  least.  She now has a much larger force than what she 
  started with, and she will be coming for us soon.  We 
  have held out against her so far, and are prepared to 
  fight her al  the way.  But I think I know what she is 
  after, and she will not wait much longer.” 
  At this time another figure enters the hall from a 
  rear entrance, escorted by Conrad.  She is a woman 
  that some of you remember all too well. 
  “The young one is final y asleep, Mother. These 
  events disturb her very much. But sometimes I think 
  she understands … everything. She is in the room 
  behind us. There is no way in or out but through this
  door … which I will personally guard.” 
  Hánnè Weisspeer, human female (prominent in the 
  Voormann’s Daughter series). 
  “This is Hánnè, an unfortunate casualty of events 
  involving my late son and the disappearance of her 
  father - Karen n, the late Voormann.  Iggwilv’s forces 
  continue to try to kidnap Hánnè – there have been 
  several attempts over the past year.  During this time 
  I have kept her under my personal protection, the 
  protection of my fami y and the protection of my 
  office.” 
   
  “Hánnè was hiding out in Wyndplaat when the 
  city there was attacked.  Conrad and a few friends 
  helped her get out of the city, bringing her here to 
  Riberlund.  But for days their steps were dogged by 
  the advances o  Iggwilv’s forces, following them, 
  devastating all in their path. 
   
  It was the day after her arrival here when 
  Riberlund was first attacked.  I have never in my life 
  seen anything like i  – hundreds of ghosts passing 
  through the walls, man festing and killing almost at 
  will.  The people tried to fight back, but there was 
  little that was effective against them.  It was then that 
  the enemy within rose up against us … the very 
  citizens of Riberlund had been turned into vampires 
  by the witch queen.  Many of the city’s leaders fell to 
  their initial raids, and now serve the enemy they once 
  fought against.  The survivors began falling back to 
  the temple here, for the protection of the gods, 
  finding a place where the ghosts and vampires cannot 
  reach.  Not many made it - all of those you see here 
  now only barely escaped the clutches of the enemy.” 
   
  “Since the initial attack, the enemy’s vampire 
  forces have secured the city south of the river, and 
  the ghosts have not been seen within the city walls 
  since the initial attack.  The river has held the 
  vampires back from the northern streets so far, but 
  for how long?  We keep an eye out for sabotage, and 
  are expecting the river to be dammed eventually, 
  herald ng their future attack on our position here.” 
   
  Karla takes a long drink and is about to continue 
  when an ear-splitting screech assaults everyone’s 
  senses, fol owed by an explosion. 
  Most PCs should be familiar with that sound – it is the 
  screech of a Vrock (encountered in A Nation Mocked – 
  ‘Tonder-Flosh’, Part 1 of this series).  The explosion was 
  the Vrock’s Dance of Ruin – which has decimated the 
  defenders outside the temple. 
  Karla quickly turns to everyone in the room. 
   
  “We are under attack by demons!  Defend the 
  Temple! For the Voormann and Perrenland! 
  For APL’s 2-6, read the following: 
  Karla turns to all o  you.  We will need your strength
  to win this day, by Allitur’s will.  Go with the Conrad 
  and the Commanders here – they will know where 
  f
   
   
   
  Fear of the Heart 
   
  Page 23 
  
  best to use you.  We will defend Hánnè here – it is 
  her they have come for.”  As you go to move off 
  Hánnè calls to you all softly:  
   
  As you move to take your posi ons, Hánnè calls 
  to you all softly.  
  ti
   
  “Wait! Too often others have fought for me and I 
  have offered little thanks. Perhaps it is too late to do 
  so now.  Yet, in the name of my daughter I offer you 
  thanks and hope in the future to be able to repay you 
  all.  Go with my blessing!”   
   
  Then Hánnè begins to sing filling the temple 
  with sweet and uplifting song. 
  Hánnè has evoked her Bard Song ability and the PCs all 
  have the effects of the Inspire Courage ability at 9
  th level 
  (i.e. +2 morale bonus to attacks, damage and saves vs fear 
  and charms). 
  For APLs 8-12, read the following: 
  Karla turns to all o  you.  You will be needed here – 
  they are coming for Hánnè and her child … and I get 
  the feeling that they are serious about it this time.  
  Defend her with your lives! I do not know why they 
  want her, but we must stop them!  Conrad, take the 
  Commanders and defend the temple! And may Allitur 
  be with you my son!”  
  f
  ti
   
   
  As you move to take your posi ons, Hánnè calls 
  to you all softly.  
  “Wait! Too often others have fought for me and I 
  have offered little thanks. Perhaps it is too late to do 
  so now.  Yet, in the name of my daughter I offer you 
  thanks and hope in the future to be able to repay you 
  all.  Go with my blessing!”   
   
  Then Hánnè begins to sing filling the temple 
  with sweet and uplifting song. 
  Hánnè has evoked her Bard Song ability and the PCs all 
  have the effects of the Inspire Courage ability at 9
  th level 
  (i.e. +2 morale bonus to attacks, damage and saves vs fear 
  and charms). 
  ALL APLs 
  If necessary (DM discretion) Hánnè will appear and will 
  use her two cure serious wounds (3d8+9) to stabilise 
  downed PCs at considerable risk to herself. Let her draw 
  an attack, and receive a glancing blow if dramatically 
  pertinent. But this is important: give the PCs an 
  Intelligence check DC 10 to notice that the demons are 
  not trying to particularly target Hánnè – just simply get 
  past her to get to the door leading to the chamber where 
  her child is sleeping! The child is sleeping in a secret 
  chamber behind the Shrine Of Beory. PCs will not be 
  able to locate this chamber, and Hánnè won’t reveal its 
  location at any cost – not even to old, trusted adventurers. 
  What Happens If Any PC Mentions The Incident At 
  The Wedding? 
  Early in 2005, there was a wedding interactive in 
  Canberra, where Hanne was polymorphed by a PC into a 
  pig. Hanne’s baby was also present and seen by a number 
  of PCs.  
        If any of the PCs make reference to Hanne and "the 
  pig", or “how she was a pig”, or her "baby", or how 
  “Malagor came to the rescue”, then either Karla or Hanne 
  both laugh and say to the PCs:  
   
  "You real y don't think that we would have gone 
  *ourselves* to that event, do you? In such times of 
  dire strife and trouble, there are many evil forces that 
  would see us dead ... or worse. What you encountered, 
  or heard about, was what happened to our loyal 
  handmaidens – and *her* child in one case. We were 
  able to use h gh level magic to disguise our 
  handmaidens to look exactly like us. It is fortunate 
  that no permanent harm came to them – and doubly 
  fortunate that the incident did not directly happen to 
  either of *us*." 
  l
   
  i
   
  This combat below is broken into two parts – the 
  demon battles above in the temple grounds are for APL’s 
  2-6, and the defence of Hánnè below in the temple is for 
  APL’s 8-12. 
  DEFENCE OF THE TEMPLE ATRIUM 
  APL 2 (EL 4) 
  Dretch, Small Outsider (2); hp: 13; see Monster 
  Manual page 42. 
  APL 4 (EL 6) 
  Babau, Medium Outsider; hp: 66; see Monster Manual 
  page 42. 
  APL 6 (EL 8) 
  Babau, Medium Outsider (2); hp: 66; see Monster 
  Manual page 42. 
  Tactics: The Temple grounds are attacked by a force of 
  demons, including a group of vrocks.  The vrocks begin 
  their assault with the Dance Of Ruin special ability, 
  killing about a quarter of the defender’s, then teleport 
  into the temple – see high APL section.  This occurs 
  before the PCs have arrived at the battle. 
   
  The PCs join the battle on the temple steps – where a 
  number of demons attempt to gain entry to the temple 
  itself.  Conrad tells the PCs to hold the steps, whilst he 
  Fear of the Heart 
   
  Page 24 
  
  and the other Commanders from the meeting charge into 
  the fray, with a cry of: “For Perrenland!” 
   
    The PCs can see some other demons (vrocks) 
  trapped by inward magical circle from evil spells cast by 
  other clerics; but not until after they have already done 
  significant damage to defending forces. 
   
  Treasure: 
  All APLs – no treasure. 
   
  Development: Once the PCs defeat the demon, go 
  to Conclusion A. 
  IN DEFENCE OF HÁNNÈ 
  Once Conrad and the other commanders have left, Karla 
  turns to the PCs, and urges them to ready for battle.  She 
  then moves Hánnè and herself into a protective circle on 
  the floor and calls for the PCs to keep the demons off 
  them.  She then casts magical circle from evil and
  repulsion spells (channelling the spells through a 
  Metamagic Rod of Heighten spell - +3 levels) and the PCs 
  have one round to prepare themselves before the demons 
  attack! 
   
  i
   
  l
   
  The PCs will then see the magical defences cast by 
  Karla flicker under a sudden attack – as demonic 
  creatures appear in the room next to her! 
  APL 8 (EL 10) 
  Vrocks (2), Large Outsiders; hp: 92; see Monster 
  Manual page 48 – these Vrocks are wounded already 
  from attacks by outside forces, and have already used 
  their Stunning Screech and Dance of Ruin abilities, 
  thereby reducing the EL of this encounter by 1. 
  APL 10 (EL 12) 
  Vrock, (3); Large Outsider; hp: 115; see Monster 
  Manual page 48. 
  APL 12 (EL 14) 
  Vrock, (6); Large Outsider; hp: 115; see Monster 
  Manual page 48. 
  Tactics: Normally these demons would suffer penalties 
  for fighting within the temple, but any consecrate and 
  prayer effects are cancelled out by Iggwilv’s presence in 
  the city. 
   
  The temple does prevent the demons from 
  summoning other demons, however – the demons are 
  aware of this restriction and will not try to summon 
  others of their kind. 
   
  When they first arrive, the demon’s spell resistances 
  have failed to ignore the repulsion spell and they have 
  also failed the saving throw against it. (thanks to Karla’s 
  Greater Metamagic Rod of Heighten Spell - + 3 lvls).  In 
  anger & frustration, they turn to the PCs to vent its 
  hatred, attacking them, using their special abilities to full 
  effect. 
   
  Treasure: 
  All APLs – no treasure. 
   
  Development: Once the PCs defeat the demon(s), 
  go to Conclusion A. 
   Conclusion A − Strong 
  Defence 
  Your bravery has helped turn the tide of a battle in a 
  fallen city.  Although the cost was high, with many 
  defenders falling to the demon c attacks, the temple 
  has held out today.  But the city still remains under 
  the control of the Witch Queen’s forces, who grow 
  bolder each day.  Knowing that future attacks are 
  certain, Karla Hüssen has asked some of you to stay, 
  and others to go for help.  It is her hope that help will 
  arrive in time, but many of you know that they may 
  be too late, so some of you choose to stay and help a 
  city in need. 
   
  For those that leave the city to get help, a well-
  planned distraction gives you the chance to leave the 
  city, and on your way to get much needed help for 
  Riberlund. 
  The Battle for Riberlund is underway, and its fate will be 
  decided once and for all in the follow-up Interactive 
  Adventure - “Streets of Ruin.” 
  The End 
  Conclusion B – Too Late To 
  Help 
  You finally make it through the streets of Riberlund, 
  battered and bruised, but alive.  When you reach the 
  Temple of the Old Kerk you see signs of ruin and 
  death all around, and realize you have arrived too late 
  to help.  It seems the temp e has held out this time 
  without your help, but what of the future?  Knowing 
  that future attacks are certain, Karla Hüssen has asked 
  some of you to stay, and others to go for help.  It is 
  her hope that help will arrive in time, but many of 
  you know that they may be too late, so some of you 
  choose to stay and help a city in need. 
  Fear of the Heart 
   
  Page 25 
  
   
  For those that leave the city to get help, a well-
  planned distraction gives you the chance to leave the 
  city, and on your way to get much needed help for 
  Riberlund 
  The Battle for Riberlund is underway, and its fate will be 
  decided once and for all in the follow-up Interactive 
  Adventure - “Streets of Ruin.” 
  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 
  Experience objective: Defeat the Rosrijder Ghosts: 
  APL2 120xp 
  APL4 180xp 
  APL6 240xp 
  APL 8 300xp 
  APL10 360xp 
  APL12 420xp. 
  Encounter Six 
  Experience objective: Defeat the vampires guarding the 
  bridge: 
  APL2 120xp 
  APL4 180xp 
  APL6 240xp 
  APL 8 300xp 
  APL10 360xp 
  APL12 420xp. 
  Encounter Seven 
  Experience objective: Optional encounter with Iggwilv’s 
  forces - awarded instead of encounters 6 and 8. 
  APL2 210xp 
  APL4 330xp 
  APL6 450xp 
  APL 8 570xp 
  APL10 690xp 
  APL12 810xp. 
  Encounter Eight 
  Defeat the demon(s) attacking the temple: 
  APL2 120xp 
  APL4 180xp 
  APL6 240xp 
  APL 8 300xp 
  APL10 360xp 
  APL12 420xp. 
  Story Award 
  Objective(s) met: PCs discovered the vampires hiding 
  amongst the fleeing Hüssen family:    
  All APLs – 30xp. 
  Objective(s) met: PCs successfully avoided unnecessary 
  fights during their trek through the city and made it to 
  the final encounter:   
   
  All APLs – 30xp. 
  Discretionary role-playing award 
  APL2 30 xp 
  APL4 75 xp 
  APL6 120 xp 
  APL8 165 xp 
  APL10 210 xp 
  APL12 255 xp; 
  Total possible experience: 
  APL2 450xp 
  APL4 675xp 
  APL6 900xp 
  APL 8 1125xp 
  APL10 1350xp 
  APL12 1575xp. 
  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 
  Fear of the Heart 
   
  Page 26 
  
  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value) 
   
  Encounter Two: 
  APL 2: L: 0gp; C: 0gp; M: 555gp 
  APL 4: L: 0gp; C: 0gp; M: 1138gp 
  APL 6: L: 0gp; C: 0gp; M: 2263gp 
  APL 8: L: 0gp; C: 0gp; M: 4429gp 
  APL 10: L: 0gp; C: 0gp; M: 7038gp 
  APL 12: L: 0gp; C: 0gp; M: 9704gp 
  Encounter Four: 
  APL 2: L: 0gp; C: 0gp; M: 400gp 
  APL 4: L: 0gp; C: 0gp; M: 400gp 
  APL 6: L: 0gp; C: 0gp; M: 400gp 
  APL 8: L: 0gp; C: 0gp; M: 1785gp 
  APL 10: L: 0gp; C: 0gp; M: 3256gp 
  APL 12: L: 0gp; C: 0gp; M: 4727gp 
  Encounter 6: 
  APL 2: L: 273gp; C: 0gp; M: 50gp 
  APL 4: L: 273gp; C: 0gp; M: 50gp 
  APL 6: L: 0gp; C: 0gp; M: 0gp 
  APL 8: L: 0gp; C: 0gp; M: 0gp 
  APL 10: L: 0gp; C: 0gp; M: 0gp 
  APL 12: L: 0gp; C: 0gp; M: 0gp 
   
  Total Possible Treasure 
  APL 2: L: 273gp; C: 0gp; M: 1005gp - Total: 1278gp 
  APL 4: L: 135gp; C: 0gp; M: 1588gp - Total: 1723gp 
  APL 6: L: 0gp; C: 0gp; M: 3356gp - Total: 2663gp 
  APL 8: L: 0gp; C: 0gp; M: 6214gp - Total: 6214gp 
  APL 10: L: 0gp; C: 0gp; M: 10294gp - Total: 10294gp 
  APL 12: L: 0gp; C: 0gp; M: 14431gp - Total: 14431gp 
  Special 
  Gifts of the Old Kerk: 
   
  APL 2 – magic - +1 Alchemical Silver Heavy Mace 
  (200gp), Wand of Cure Light Wounds (63gp), Pearl of 
  Power Lvl 1 (83gp), Eyes of the Eagle (209gp). 
   
  APL 4 – magic - +1 Alchemical Silver Heavy Mace 
  (200gp), Wand of Cure Light Wounds (63gp), Pearl of 
  Power Lvl 1 (83gp), Pearl of Power Lvl 2 (333gp), Eyes of 
  the Eagle (209gp), Lesser Metamagic Rod of Extend Spell 
  (250gp). 
  Fear of the Heart 
   
  Page 27 
  
   
  APL 6 – magic - +1 Alchemical Silver Heavy Mace 
  (200gp), Wand of Cure Light Wounds (63gp), Pearl of 
  Power Lvl 1 (83gp), Pearl of Power Lvl 2 (333gp), Pearl of 
  Power Lvl 3 (750gp), Eyes of the Eagle (209gp), Lesser 
  Metamagic Rod of Extend Spell (250gp), Wand of Cure 
  Moderate Wounds (375gp). 
   
  APL 8 – magic - +1 Alchemical Silver Heavy Mace 
  (200gp), Wand of Cure Light Wounds (63gp), Pearl of 
  Power Lvl 1 (83gp), Pearl of Power Lvl 2 (333gp), Pearl of 
  Power Lvl 3 (750gp), Pearl of Power Lvl 4 (1333gp), Eyes 
  of the Eagle (209gp), Lesser Metamagic Rod of Extend 
  Spell (250gp), Wand of Cure Moderate Wounds (375gp), 
  Figurine of Wondrous Power, bronze griffon (833gp). 
   
  APL 10 – +1 Alchemical Silver Heavy Mace (200gp), 
  Wand of Cure Light Wounds (63gp), Pearl of Power Lvl 1 
  (83gp), Pearl of Power Lvl 2 (333gp), Pearl of Power Lvl 3 
  (750gp), Pearl of Power Lvl 4 (1333gp), Eyes of the Eagle 
  (209gp), Lesser Metamagic Rod of Extend Spell (250gp), 
  Wand of Cure Moderate Wounds (375gp), Figurine of 
  Wondrous Power, bronze griffon (833gp), Rod of the 
  Python (1083gp), +1 Holy Longsword (1526gp). 
   
  APL 12 – magic - +1 Alchemical Silver Heavy Mace 
  (200gp), Wand of Cure Light Wounds (63gp), Pearl of 
  Power Lvl 1 (83gp), Pearl of Power Lvl 2 (333gp), Pearl of 
  Power Lvl 3 (750gp), Pearl of Power Lvl 4 (1333gp), Eyes 
  of the Eagle (209gp), Lesser Metamagic Rod of Extend 
  Spell (250gp), Wand of Cure Moderate Wounds (375gp), 
  +1 Holy Longsword (1526gp), Figurine of Wondrous 
  Power, bronze griffon (833gp), Periapt of Wisdom +4 
  (1333gp), Rod of the Python (1083gp), Amulet of Health 
  +4 (1333gp). 
  Favour of the Old Kerk (listed on AR): 
  By agreeing to help the Old Kerk in a time of need, you 
  are considered a favoured son / daughter of the church, 
  and can obtain normal spell services for any 4
  th level or 
  lower spell at any temple of the Old Kerk at half cost (not 
  including material components).  Spells cast are subject 
  to the maximum spell levels available at the particular 
  temple in question (depending on town/city size).  In 
  addition any one time in the future you can receive an aid 
  spell cast at 10
  th level as a free action.  
  Captured by the Witch Queen (Listed on AR): 
  Constitution points permanently drained: (Roll d6)__.  
  You have been captured by the vampire forces of the 
  Witch Queen.  After several days as a feast for the enemy, 
  you managed to escape into the city, eventually reaching 
  friendly forces.  But you still remember the gaze of your 
  captors, and the touch of their embrace.  This stat drain 
  can be restored in a later adventure by Restoration or 
  similar spells. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  Scroll of Restoration (Regional, DMG) 
  +1 Alchemical Silver Heavy Mace (Adventure, DMG) 
  Wand of Cure Light Wounds (Adventure, DMG) 
  Pearl of Power Lvl 1 (Adventure, DMG) 
  Eyes of the Eagle (Adventure, DMG) 
  APL 4 (APL 2 plus): 
  Pearl of Power Lvl 2 (Adventure, DMG) 
  Lesser Metamagic Rod of Extend Spell (Adventure, 
  DMG) 
  APL 6 (APL 2&4 plus): 
  Pearl of power Lvl 3 (Adventure, DMG) 
  Wand of Cure Moderate Wounds (Adventure, DMG) 
  APL 8 (APL 2-6 plus): 
  +1 Ghost Touch Lance (Adventure, DMG) 
  Figurine 
  of 
  Wondrous 
  Power, 
  Bronze 
  Griffon 
  (Adventure, DMG) 
  Pearl of power Lvl 4 (Adventure, DMG) 
  APL 10 (APL 2-8 plus): 
  +1 Ghost Touch Full Plate (Adventure, DMG) 
  Rod of the Python (Adventure, DMG) 
  +1 Holy Longsword (Adventure, DMG) 
  APL 12 (APL 2-10 plus): 
  Amulet of Health +4 (Adventure, DMG) 
  Periapt of Wisdom +4 (Adventure, DMG) 
   
   
  Fear of the Heart 
   
  Page 28 
  
  Appendix 1 – Creature Statistics 
  APL 2 
  Encounter 3 
  2 Human (Rosrijder) Ghosts; Warrior 1; CR 2; medium 
  undead (incorporeal); HD 1d12, 11, 10 hp; Init +2; Spd fly 
  30ft.,(fly 60ft. mounted); AC 14 (touch 14, flat-footed 10) 
  (+2 dex, +2 deflection); BA/G +1/+4; Atk +5 melee (lance 
  +1 d8+4 (x2)) or +5 melee (m/wk Longsword, d8+3 (19-20 
  x2)); Full Atk +5 melee (lance +1 d8+4 (x2)) or +5 melee 
  (m/wk Longsword, d8+3 (19-20 x2)); Face/Reach 5 ft. by 
  5 ft./5 ft.; SA Manifestation, Horrific Appearance (DC 
  12); SQ Darkvision 60 ft, incorporeal traits, rejuvenation, 
  +4 turn resistance, undead traits; SR - ; AL LE; SV Fort +3, 
  Ref +3, Will +2; Str 16, Dex 14, Con - , Int 10, Wis 12, Cha 
  15. 
  Skills and Feats: Ride +8, Handle Animal +4, Spot + 3, 
  Listen +3; Mounted Combat, Ride by Attack 
  Equipment: Cloak Resistance +1 (0gp), Lance +1, M/wk 
  Longsword (0gp), Full plate (0gp), Military Saddle (0gp). 
  Manifestation (Su): 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. 
  Horrific Appearance (Su) : Any living creature within 
  60 feet that views a ghost must succeed on a Fortitude 
  Save (DC 10 + ½ creatures HD + Cha bonus) or 
  immediately take 1d4 points of Strength damage, 1d4 
  point 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. 
  At this APL, these ghosts do not have corrupting touch – 
  they use their weapons and suffer a 50% chance to miss 
  corporeal foes themselves. 
  Ghost Mount – Ghost Light Warhorse; CR - ; Large 
  Undead (Incorporeal); HD 3d12, 20, 19 hp; Init - ; Spd fly 
  60 ft; AC 12 (touch 12, flat-footed 10) (+2 Dex); Atk  -  ; 
  Full Atk - ; Face/Reach 10 ft. by 10 ft./5 ft.; SA 
  Manifestation; SQ Darkvision 60 ft, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; SR - ; AL 
  LE; SV Fort +3, Ref +5, Will +1; Str 16, Dex 14, Con - , Int 
  2, Wis 11, Cha 10. 
  Skills and Feats: Spot + 4, Listen +4; Endurance, Run. 
  The ghost’s mounts do not have the corrupting touch 
  ability and therefore cannot attack corporeal creatures – 
  thus there is no adjustment to the overall EL of the 
  encounter. 
  Encounter 6 
  Human (Hüssen); Warrior 1; CR 1/2; medium 
  humanoid; HD 1d8+1, 9 hp; Init +2; Spd 20ft(armoured); 
  AC 17 (touch 12, flat-footed 15) (+5 armor, +2 dex); BA/G 
  +1/+3; Atk +4 melee (m/wk longsword, d8+2 (19-20 x2)) 
  or +3 ranged (composite longbow Str 14, d8+2 (x3)); Full 
  Atk +2 melee (m/wk longsword, d8+2 (19-20 x2)) and +2 
  melee (m/wk shortsword, d6+1 (19-20 x2)) or +3 ranged 
  (composite longbow, d8+2 (x2)); Face/Reach 5 ft. by 5 
  ft./5 ft.; SA - ; SQ - ; SR - ; AL LN (dominated); SV Fort +4, 
  Ref +2, Will -1; Str 14, Dex 15, Con 12, Int 10, Wis 8, Cha 
  10. 
  Skills and Feats: Jump +3, Climb +3; Two Weapon 
  Fighting, Toughness. 
  Equipment: Breastplate, M/wk Longsword, M/wk 
  Shortsword, Composite Longbow Str 14, 40 arrows, 
  Potion of Cure Moderate Wounds. 
  Encounter 7 
  Vampire; Cleric of Iuz 3; CR 5; Medium Undead 
  (Augmented Humanoid); HD 3d12, 20 hp; Init +2; Spd 
  30ft; AC 20 (touch 12, flat-footed 16) (+2 armor, +6 
  natural armor, +2 dex); BA/G +2/+6; Atk +7 melee (slam, 
  d6+5  (x2)) or +7 melee (heavy mace, d8+5 (x2)); Full Atk 
  +7 melee (slam, d6+5 (x2)) or +7 melee (heavy mace, d8+5 
  (x2)); Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood drain, 
  children of the night, dominate, create spawn, energy 
  drain, rebuke undead, spontaneously cast inflict spells; 
  SQ Alternate form, DR 10/silver and magic, fast healing 
  5, gaseous form, cold and electricity resistance 10, spider 
  climb, +4 turn resistance, undead traits, vampire 
  weaknesses; SR - ; AL CE; SV Fort +3, Ref +3, Will +7; Str 
  18, Dex 14, Con - , Int 12, Wis 18, Cha 16. 
  Skills and Feats: Concentration +6 (+10 casting 
  defensively), Knowledge (Religion) +7, Spellcraft +7, 
  Intimidate +5; Combat Casting, Silent Spell. 
  Equipment: Leather Armor, Heavy Mace, Pearl of Power 
  Lvl 1. 
  Spells Prepared:  (4 / 3+1 / 2+1); base DC = 14 + spell 
  level): 0—[Detect Magic, Cure Minor Wounds x3]; 1st—
  [Cause Fear, Deathwatch, Divine Favor, Protection from 
  Good*]; 2nd—[Shatter*, Sound Burst, Silence] 
  *Domain spells. Domains: Chaos (chaos spells at +1 caster 
  level); Evil (evil spells at +1 caster level). 
  Fear of the Heart 
   
  Page 29 
  
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
  Fear of the Heart 
   
  Page 30 
  
  APL 4 
  Encounter 3 
  2 Human (Rosrijder) Ghosts; Warrior 3; CR 4; medium 
  undead (incorporeal); HD 3d12, 22, 20 hp; Init +6; Spd fly 
  30ft.,(fly 60ft. mounted); AC 14 (touch 14, flat-footed 10) 
  (+2 Dex, +2 deflection); BA/G +3/+6; Atk +7 melee (lance 
  +1 d8+4 (x2)) or +5 melee (m/wk longsword, d8+3 (19-20 
  x2)); Full Atk +7 melee (lance +1 d8+4 (x2)) or +5 melee 
  (m/wk longsword, d8+3 (19-20 x2)); Face/Reach 5 ft. by 5 
  ft./5 ft.; SA Manifestation, Horrific Appearance (DC 13), 
  Spirited Charge (x3 damage with a lance on a charge); SQ 
  Darkvision 60 ft, incorporeal traits, rejuvenation, +4 turn 
  resistance, undead traits; SR - ; AL LE; SV Fort +4, Ref +4, 
  Will +3; Str 16, Dex 14, Con - , Int 10, Wis 12, Cha 15. 
  Skills and Feats: Ride +9, Handle Animal +5, Spot + 4, 
  Listen +3; Mounted Combat, Ride by Attack, Improved 
  Initiative. 
  Equipment: Cloak Resistance +1 (0gp), Lance +1, M/wk 
  Longsword (0gp), Full plate (0gp), Military Saddle (0gp). 
  Manifestation (Su): 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. 
  Horrific Appearance (Su) : Any living creature within 
  60 feet that views a ghost must succeed on a Fortitude 
  Save (DC 10 + ½ creatures HD + Cha bonus) or 
  immediately take 1d4 points of Strength damage, 1d4 
  point 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. 
  At this APL, these ghosts do not have corrupting touch – 
  they use their weapons and suffer a 50% chance to miss 
  corporeal foes themselves. 
  Ghost Mount – Ghost Light Warhorse; CR - ; Large 
  undead (incorporeal); HD 3d12, 20, 19 hp; Init - ; Spd fly 
  60 ft; AC 12 (touch 12, flat-footed 10) (+2 Dex); Atk  -  ; 
  Full Atk - ; Face/Reach 10 ft. by 10 ft./5 ft.; SA 
  Manifestation; SQ Darkvision 60 ft, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; SR - ; AL 
  LE; SV Fort +3, Ref +5, Will +1; Str 16, Dex 14, Con - , Int 
  2, Wis 11, Cha 10. 
  Skills and Feats: Spot + 4, Listen +4; Endurance, Run. 
  The ghost’s mounts do not have the corrupting touch 
  ability and therefore cannot attack corporeal creatures – 
  thus there is no adjustment to the overall EL of the 
  encounter. 
   
  Encounter 6 
  Human (Hüssen); Warrior 1; CR 1/2; medium 
  humanoid; HD 1d8+1, 9 hp; Init +2; Spd 20ft(armoured); 
  AC 17 (touch 12, flat-footed 15) (+5 armor, +2 dex); BA/G 
  +1/+3; Atk +4 melee (m/wk longsword, d8+2 (19-20 x2)) 
  or +3 ranged (composite longbow Str 14, d8+2 (x3)); Full 
  Atk +2 melee (m/wk longsword, d8+2 (19-20 x2)) and +2 
  melee (m/wk shortsword, d6+1 (19-20 x2)) or +3 ranged 
  (composite longbow, d8+2 (x2)); Face/Reach 5 ft. by 5 
  ft./5 ft.; SA - ; SQ - ; SR - ; AL LN (dominated); SV Fort +4, 
  Ref +2, Will -1; Str 14, Dex 15, Con 12, Int 10, Wis 8, Cha 
  10. 
  Skills and Feats: Jump +3, Climb +3; Two Weapon 
  Fighting, Toughness. 
  Equipment: Breastplate, M/wk Longsword, M/wk 
  Shortsword, Composite Longbow Str 14, 40 arrows, 
  Potion of Cure Moderate Wounds. 
   
  Encounter 7 
  Vampire; Cleric of Iuz 3; CR 5; Medium Undead 
  (Augmented Humanoid); HD 3d12, 20 hp; Init +2; Spd 
  30ft; AC 20 (touch 12, flat-footed 16) (+2 armor, +6 
  natural armor, +2 dex); BA/G +2/+6; Atk +7 melee (slam, 
  d6+5  (x2)) or +7 melee (heavy mace, d8+5 (x2)); Full Atk 
  +7 melee (slam, d6+5 (x2)) or +7 melee (heavy mace, d8+5 
  (x2)); Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood drain, 
  children of the night, dominate, create spawn, energy 
  drain, rebuke undead, spontaneously cast inflict spells; 
  SQ Alternate form, DR 10/silver and magic, fast healing 
  5, gaseous form, cold and electricity resistance 10, spider 
  climb, +4 turn resistance, undead traits, vampire 
  weaknesses; SR - ; AL CE; SV Fort +3, Ref +3, Will +7; Str 
  18, Dex 14, Con - , Int 12, Wis 18, Cha 16. 
  Skills and Feats: Concentration +6 (+10 casting 
  defensively), Knowledge (Religion) +7, Spellcraft +7, 
  Intimidate +5; Combat Casting, Silent Spell. 
  Equipment: Leather Armor, Heavy Mace, Pearl of Power 
  Lvl 1. 
  Spells Prepared:  (4 / 3+1 / 2+1); base DC = 14 + spell 
  level): 0—[Detect Magic, Cure Minor Wounds x3]; 1st—
  [Cause Fear, Deathwatch, Divine Favor, Protection from 
  Good*]; 2nd—[Shatter*, Sound Burst, Silence] 
  *Domain spells. Domains: Chaos (chaos spells at +1 caster 
  level); Evil (evil spells at +1 caster level). 
  Fear of the Heart 
   
  Page 31 
  
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Vampire; 
  Fighter 
  3; 
  CR 
  5; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 3d12, 24 hp; Init +7; Spd 
  30ft; AC 23 (touch 13, flat-footed 20) (+4 armor, +6 
  natural armor, +3 dex); BA/G +3/+8; Atk +9 melee (slam, 
  d6+5 damage and energy drain (x2)) or +10 melee (+1 
  longsword, d8+7 damage (19-20x2)) or +8 ranged (m/wk 
  composite longbow Str 20, d8+6 damage (x3)); Full Atk 
  +10 melee (+1 Longsword, d8+7 damage (19-20x2)) and +7 
  melee (slam d6+6 damage and energy drain (x2)) or +8 
  ranged (composite longbow Str 20, d8+6 damage (x3)); 
  Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood drain, children of 
  the night, dominate, create spawn, energy drain, rebuke 
  undead, spontaneously cast inflict spells; SQ Alternate 
  form, DR 10/silver and magic, fast healing 5, gaseous 
  form, cold and electricity resistance 10, spider climb, +4 
  turn resistance, undead traits, vampire weaknesses; SR - ; 
  AL CE; SV Fort +3, Ref +4, Will +1; Str 21, Dex 16, Con - , 
  Int 13, Wis 10, Cha 14. 
  Skills and Feats: Climb +8, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen + 4, Spot +4; Alertness, Power 
  Attack, Improved Initiative, Two Weapon Fighting. 
  Equipment: +1 Studded Leather Armor, +1 Longsword, 
  M/wk Composite Longbow Str 20, 40 Arrows, Brooch of 
  Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Fear of the Heart 
   
  Page 32 
  
  APL 6 
  Encounter 3 
  2 Human (Rosrijder) Ghosts; Warrior 5; CR 6; medium 
  undead (incorporeal); HD 5d12, 33, 31 hp; Init +6; Spd fly 
  30ft.,(fly 60ft. mounted); AC 15 (touch 15, flat-footed 10) 
  (+2 Dex, +3 deflection); BA/G +5/+8; Atk +9 melee (+1 
  Lance d8+4 (x2)) or +9 melee (m/wk Longsword d8+3 
  (19-20 x2)); Full Atk +9 melee (+1 Lance d8+4 (x2)) or +9 
  melee (m/wk Longsword d8+3 (19-20 x2)); Face/Reach 5 
  ft. by 5 ft./5 ft.; SA Manifestation, Horrific Appearance 
  (DC 15), Corrupting Gaze (DC 15); SQ Darkvision 60 ft, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; SR - ; AL LE; SV Fort +5, Ref +4, Will +3; 
  Str 16, Dex 14, Con - , Int 10, Wis 12, Cha 16. 
  Skills and Feats: Ride +11, Handle Animal +6, Spot +4, 
  Listen +4; Mounted Combat, Ride by Attack, Improved 
  Initiative. 
  Equipment: Cloak Resistance +1 (0gp), M/wk Lance, 
  M/wk Longsword (0gp), Full plate (0gp), Military Saddle 
  (0gp).  At APL 6, one Rosrijder ghost has a +1 Ghost 
  Touch Lance. 
  Manifestation (Su): 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.  At APL 2, these ghosts 
  do not have corrupting touch – they use their weapons 
  and suffer a 50% chance to miss corporeal foes 
  themselves. 
  Horrific Appearance (Su) : Any living creature within 
  60 feet that views a ghost must succeed on a Fortitude 
  Save (DC 10 + ½ creatures HD + Cha bonus) or 
  immediately take 1d4 points of Strength damage, 1d4 
  point 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. 
  Corrupting Gaze: A Ghost can blast living beings with a 
  glance, at a range of up to 30 feet.  Creatures that meet the 
  ghost’s gaze must succeed on a Fortitude save or take 
  2d10 points of damage and 1d4 points of Charisma 
  damage.  At APL 6, only one of the ghosts has this ability. 
  At this APL, these ghosts do not have corrupting touch – 
  they use their weapons and suffer a 50% chance to miss 
  corporeal foes themselves. 
  Ghost Mount – Ghost Heavy Warhorse; CR - ; Large 
  undead (incorporeal); HD 4d12, 29, 32 hp; Init - ; Spd fly 
  60 ft; AC 12 (touch 12, flat-footed 10) (+2 Dex); Atk  -  ; 
  Full Atk - ; Face/Reach 10 ft. by 10 ft./5 ft.; SA 
  Manifestation; SQ Darkvision 60 ft, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; SR - ; AL 
  LE; SV Fort +6, Ref +5, Will +1; Str 18, Dex 14, Con - , Int 
  2, Wis 11, Cha 10. 
  Skills and Feats: Spot + 4, Listen +5; Endurance, Run. 
  The ghost’s mounts do not have the corrupting touch 
  ability and therefore cannot attack corporeal creatures – 
  thus there is no adjustment to the overall EL of the 
  encounter. 
   
  Encounter 6 
  Vampire; Cleric of Iuz 4; CR 6; medium undead; HD 
  4d12, 25 hp; Init +2; Spd 30ft; AC 22 (touch 12, flat-footed 
  18) (+4 armor, +6 natural armor, +2 dex); BA/G +2/+6; Atk 
  +7 melee (Slam, d6+5 damage (19-20 x2)) or +8 melee (+1 
  heavy mace, d8+5 (x2)); Full Atk +7 melee (Slam, d6+5 
  damage (19-20 x2)) or +8 melee (+1 heavy mace, d8+5 
  (x2)); Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood drain, 
  children of the night, dominate, create spawn, energy 
  drain, rebuke undead, spontaneously cast inflict spells; 
  SQ Alternate form, DR 10/silver and magic, fast healing 
  5, gaseous form, cold and electricity resistance 10, spider 
  climb, +4 turn resistance, undead traits, vampire 
  weaknesses; SR - ; AL CE; SV Fort +3, Ref +3, Will +7; Str 
  18, Dex 14, Con - , Int 12, Wis 19, Cha 16. 
  Skills and Feats: Concentration +8 (+12 casting 
  defensively), Knowledge (Religion) +8, Spellcraft +9, Spot 
  +10, Intimidate +4; Combat Casting, Silent Spell, Divine 
  Might. 
  Equipment: +1 Studded Leather Armor, +1 Heavy Mace, 
  Pearl of Power Lvl 1, Eyes of the Eagle, Wand of Inflict 
  Light Wounds. 
  Spells Prepared:  (5 / 4+1 / 3+1); base DC = 14 + spell 
  level): 0—[Detect Magic, Cure Minor Wounds x3]; 1st—
  [Cause Fear, Deathwatch, Divine Favor, Shield of Faith, 
  Protection from Good*]; 2nd—[Shatter*, Sound Burst, 
  Silence, Darkness] 
  *Domain spells. Domains: Chaos (chaos spells at +1 caster 
  level); Evil (evil spells at +1 caster level). 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  Fear of the Heart 
   
  Page 33 
  
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Encounter 7 
  Vampire; Cleric of Iuz 5; CR 7; medium undead; HD 
  5d12, 30 hp; Init +2; Spd 30ft; AC 22 (touch 12, flat-footed 
  18) (+4 armor, +6 natural armor, +2 dex); BA/G +2/+6; Atk 
  +7 melee (Slam, d6+5 damage (19-20 x2)) or +8 melee (+1 
  heavy mace, d8+5 (x2)); Full Atk +7 melee (Slam, d6+5 
  damage (19-20 x2)) or +8 melee (+1 heavy mace, d8+5 
  (x2)); Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood drain, 
  children of the night, dominate, create spawn, energy 
  drain, rebuke undead, spontaneously cast inflict spells; 
  SQ Alternate form, DR 10/silver and magic, fast healing 
  5, gaseous form, cold and electricity resistance 10, spider 
  climb, +4 turn resistance, undead traits, vampire 
  weaknesses; SR - ; AL CE; SV Fort +3, Ref +3, Will +7; Str 
  18, Dex 14, Con - , Int 12, Wis 19, Cha 16. 
  Skills and Feats: Concentration +8 (+12 casting 
  defensively), Knowledge (Religion) +8, Spellcraft +9, Spot 
  +10, Intimidate +4; Combat Casting, Silent Spell, Divine 
  Might. 
  Equipment: +1 Studded Leather Armor, +1 Heavy Mace, 
  Pearl of Power Lvl 1, Eyes of the Eagle, Wand of Inflict 
  Light Wounds. 
  Spells Prepared:  (5 / 4+1 / 3+1 /2+1); base DC = 14 + spell 
  level): 0—[Detect Magic, Cure Minor Wounds x3]; 1st—
  [Cause Fear, Deathwatch, Divine Favor, Shield of Faith, 
  Protection from Good*]; 2nd—[Shatter*, Sound Burst, 
  Silence, Darkness]: 3
  rd – [Dispel Magic, Protection from 
  Energy, Magic Circle against Good*] 
  *Domain spells. Domains: Chaos (chaos spells at +1 caster 
  level); Evil (evil spells at +1 caster level). 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Vampire; 
  Fighter 
  5; 
  CR 
  7; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 5d12, 38 hp; Init +7; Spd 
  30ft; AC 25 (touch 13, flat-footed 22) (+6 armor, +6 
  natural armor, +3 dex); BA/G +5/+11; Atk +12 melee 
  (slam d6+7 damage and energy drain (x2)) or +14 melee 
  (+2 longsword, d8+9 damage (19-20x2)) or +10 ranged (+1 
  composite longbow Str 20, d8+7 damage (x3)); Full Atk 
  +14 melee (+2 Longsword, d8+9 (19-20x2)) and +10 melee 
  (slam, d6+4 and energy drain (x2)) or +10 ranged (+1 
  composite longbow Str 20, d8+7 (x3)); Face/Reach 5 ft. by 
  5 ft./5 ft.; SA Blood drain, children of the night, 
  dominate, create spawn, energy drain; SQ Alternate form, 
  DR 10/silver and magic, fast healing 5, gaseous form, cold 
  and electricity resistance 10, spider climb, +4 turn 
  resistance, undead traits, vampire weaknesses; SR - ; AL 
  CE; SV Fort +5, Ref +5, Will +2; Str 22, Dex 16, Con - , Int 
  13, Wis 10, Cha 14. 
  Skills and Feats: Climb +8, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen + 6, Spot +6; Alertness, Power 
  Attack, Improved Initiative, Point Blank Shot, Two 
  Weapon Fighting, Combat Expertese. 
  Equipment: +1 Breastplate, +2 Longsword, +1 Composite 
  Longbow Str 20, 40 Arrows, Cloak of Resistance +1, 
  Brooch of Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Fear of the Heart 
   
  Page 34 
  
  APL 8 
  Encounter 3 
  2 Human (Rosrijder) Ghosts; Warrior 7; CR 8; medium 
  undead (incorporeal); HD 7d12, 47, 45 hp; Init +6; Spd fly 
  30ft.,(fly 60ft. mounted); AC 15 (touch 15, flat-footed 10) 
  (+2 Dex, +3 deflection); BA/G +7/+10; Atk +11 melee (+1 
  ghost touch lance d8+4 (x2)) or +11 melee (m/wk 
  Longsword, d8+3 (19-20x2)); Full Atk +11/+6 melee (+1 
  lance d8+4 (x2)) or +11/+6 melee (m/wk Longsword, 
  d8+3 (19-20x2)); Face/Reach 5 ft. by 5 ft./5 ft.; SA 
  Manifestation, Horrific Appearance (DC 16), Corrupting 
  Gaze (DC 16); SQ Darkvision 60 ft, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; SR - ; AL 
  LE; SV Fort +6, Ref +5, Will +4; Str 16, Dex 14, Con - , Int 
  10, Wis 12, Cha 16. 
  Skills and Feats: Ride +14, Handle Animal +6, Spot +4, 
  Listen +4; Mounted Combat, Ride by Attack, Spirited 
  Charge, Improved Initiative. 
  Equipment: Cloak Resistance +1 (0gp), M/wk Lance, 
  M/wk Longsword (0gp), Full plate (0gp), Military Saddle 
  (0gp).  At APL 8, both Rosrijder ghosts have a +1 Ghost 
  Touch Lance. 
  Manifestation (Su): 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. 
  Horrific Appearance (Su) : Any living creature within 
  60 feet that views a ghost must succeed on a Fortitude 
  Save (DC 10 + ½ creatures HD + Cha bonus) or 
  immediately take 1d4 points of Strength damage, 1d4 
  point 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. 
  Corrupting Gaze: A Ghost can blast living beings with a 
  glance, at a range of up to 30 feet.  Creatures that meet the 
  ghost’s gaze must succeed on a Fortitude save or take 
  2d10 points of damage and 1d4 points of Charisma 
  damage.  At APL 8, both of the ghosts have this ability. 
  At this APL, these ghosts do not have corrupting touch – 
  they use their weapons and suffer a 50% chance to miss 
  corporeal foes themselves.  Both of the ghosts have a +1 
  Ghost Touch Lances – ignoring the 50% miss chance on 
  attacks with these weapons. 
  Ghost Mount – Advanced Ghost Heavy Warhorse; CR 
  - ; Large undead (incorporeal); HD 6d12, 41, 40 hp; Init - ; 
  Spd fly 60 ft; AC 12 (touch 12, flat-footed 10) (+2 Dex); 
  Atk  -  ; Full Atk - ; Face/Reach 10 ft. by 10 ft./5 ft.; SA 
  Manifestation; SQ Darkvision 60 ft, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; SR - ; AL 
  LE; SV Fort +6, Ref +5, Will +2; Str 18, Dex 14, Con - , Int 
  2, Wis 11, Cha 10. 
  Skills and Feats: Spot + 4, Listen +5; Endurance, Run. 
  The ghost’s mounts do not have the corrupting touch 
  ability and therefore cannot attack corporeal creatures – 
  thus there is no adjustment to the overall EL of the 
  encounter. 
   
  Encounter 6 
  Vampire; Cleric of Iuz 7; CR 9; medium undead; HD 
  7d12+7, 45 hp; Init +2; Spd 30ft; AC 24 (touch 12, flat-
  footed 22) (+6 armor, +6 natural armor, +2 dex); BA/G 
  +5/+9; Atk +10 melee (Slam, d6+5 damage (19-20 x2)) or 
  +11 melee (+1 heavy mace, d8+6 (x2)); Full Atk +10 melee 
  (Slam, d6+5 damage (19-20 x2)) or +11 melee (+1 heavy 
  mace, d8+6 (x2)); Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood 
  drain, children of the night, dominate, create spawn, 
  energy drain, rebuke undead, spontaneously cast inflict 
  spells; SQ Alternate form, DR 10/silver and magic, fast 
  healing 5, gaseous form, cold and electricity resistance 10, 
  spider climb, +4 turn resistance, undead traits, vampire 
  weaknesses; SR - ; AL CE; SV Fort +5, Ref +4, Will +9; Str 
  18, Dex 14, Con - , Int 12, Wis 19, Cha 16. 
  Skills and Feats: Concentration +10 (+14 casting 
  defensively), Knowledge (Religion) +8, Spellcraft +11, 
  Intimidate +5, Spot + 10; Combat Casting, Silent Spell, 
  Divine Might, Improved Toughness. 
  Equipment: +1 Breastplate, +1 Vicious Heavy Mace, Pearl 
  of Power Lvl 1, Eyes of the Eagle, Wand of Inflict 
  Moderate Wounds. 
  Spells Prepared:  (6 / 5+1 / 4+1 / 3+1 / 2+1); base DC = 14 
  + spell level): 0—[Detect Magic x2, Cure Minor Wounds 
  x3, Resistance]; 1st—[Cause Fear x2, Deathwatch, Divine 
  Favor, Shield of Faith, Protection from Good*]; 2nd—
  [Shatter*, Sound Burst, Silence x2, Darkness]: 3
  rd – 
  [Dispel Magic, Protection from Energy, Magic Circle 
  against Good*]: 4
  th – [Divine Power, Freedom of 
  Movement, Unholy Blight*] 
  *Domain spells. Domains: Chaos (chaos spells at +1 caster 
  level); Evil (evil spells at +1 caster level). 
   
  Vampire; 
  Fighter 
  3; 
  CR 
  5; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 3d12, 24 hp; Init +7; Spd 
  30ft; AC 23 (touch 13, flat-footed 20) (+4 armor, +6 
  Fear of the Heart 
   
  Page 35 
  
  natural armor, +3 dex); BA/G +3/+8; Atk +9 melee (slam, 
  d6+5 damage and energy drain (x2)) or +10 melee (+1 
  longsword, d8+7 damage (19-20x2)) or +8 ranged (m/wk 
  composite longbow Str 20, d8+6 damage (x3)); Full Atk 
  +10 melee (+1 Longsword, d8+7 damage (19-20x2)) and +7 
  melee (slam d6+6 damage and energy drain (x2)) or +8 
  ranged (composite longbow Str 20, d8+6 damage (x3)); 
  Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood drain, children of 
  the night, dominate, create spawn, energy drain, rebuke 
  undead, spontaneously cast inflict spells; SQ Alternate 
  form, DR 10/silver and magic, fast healing 5, gaseous 
  form, cold and electricity resistance 10, spider climb, +4 
  turn resistance, undead traits, vampire weaknesses; SR - ; 
  AL CE; SV Fort +3, Ref +4, Will +1; Str 21, Dex 16, Con - , 
  Int 13, Wis 10, Cha 14. 
  Skills and Feats: Climb +8, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen + 4, Spot +4; Alertness, Power 
  Attack, Improved Initiative, Two Weapon Fighting. 
  Equipment: +1 Studded Leather Armor, +1 Longsword, 
  M/wk Composite Longbow Str 20, 40 Arrows, Brooch of 
  Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Encounter 7 
  Vampire; 
  Fighter 
  3; 
  CR 
  5; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 3d12, 24 hp; Init +7; Spd 
  30ft; AC 23 (touch 13, flat-footed 20) (+4 armor, +6 
  natural armor, +3 dex); BA/G +3/+8; Atk +9 melee (slam, 
  d6+5 damage and energy drain (x2)) or +10 melee (+1 
  longsword, d8+7 damage (19-20x2)) or +8 ranged (m/wk 
  composite longbow Str 20, d8+6 damage (x3)); Full Atk 
  +10 melee (+1 Longsword, d8+7 damage (19-20x2)) and +7 
  melee (slam d6+6 damage and energy drain (x2)) or +8 
  ranged (composite longbow Str 20, d8+6 damage (x3)); 
  Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood drain, children of 
  the night, dominate, create spawn, energy drain, rebuke 
  undead, spontaneously cast inflict spells; SQ Alternate 
  form, DR 10/silver and magic, fast healing 5, gaseous 
  form, cold and electricity resistance 10, spider climb, +4 
  turn resistance, undead traits, vampire weaknesses; SR - ; 
  AL CE; SV Fort +3, Ref +4, Will +1; Str 21, Dex 16, Con - , 
  Int 13, Wis 10, Cha 14. 
  Skills and Feats: Climb +8, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen + 4, Spot +4; Alertness, Power 
  Attack, Improved Initiative, Two Weapon Fighting. 
  Equipment: +1 Studded Leather Armor, +1 Longsword, 
  M/wk Composite Longbow Str 20, 40 Arrows, Brooch of 
  Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
  Vampire; 
  Fighter 
  5; 
  CR 
  7; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 5d12, 38 hp; Init +7; Spd 
  30ft; AC 25 (touch 13, flat-footed 22) (+6 armor, +6 
  natural armor, +3 dex); BA/G +5/+11; Atk +12 melee 
  (slam d6+7 damage and energy drain (x2)) or +14 melee 
  (+2 longsword, d8+9 damage (19-20x2)) or +10 ranged (+1 
  composite longbow Str 20, d8+7 damage (x3)); Full Atk 
  +14 melee (+2 Longsword, d8+9 (19-20x2)) and +10 melee 
  (slam, d6+4 and energy drain (x2)) or +10 ranged (+1 
  composite longbow Str 20, d8+7 (x3)); Face/Reach 5 ft. by 
  5 ft./5 ft.; SA Blood drain, children of the night, 
  dominate, create spawn, energy drain; SQ Alternate form, 
  DR 10/silver and magic, fast healing 5, gaseous form, cold 
  and electricity resistance 10, spider climb, +4 turn 
  resistance, undead traits, vampire weaknesses; SR - ; AL 
  CE; SV Fort +5, Ref +5, Will +2; Str 22, Dex 16, Con - , Int 
  13, Wis 10, Cha 14. 
  Skills and Feats: Climb +8, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen + 6, Spot +6; Alertness, Power 
  Attack, Improved Initiative, Point Blank Shot, Two 
  Weapon Fighting, Combat Expertese. 
  Equipment: +1 Breastplate, +2 Longsword, +1 Composite 
  Longbow Str 20, 40 Arrows, Cloak of Resistance +1, 
  Brooch of Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  Fear of the Heart 
   
  Page 36 
  
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Vampire; Cleric of Iuz 7; CR 9; medium undead; HD 
  7d12+7, 45 hp; Init +2; Spd 30ft; AC 24 (touch 12, flat-
  footed 22) (+6 armor, +6 natural armor, +2 dex); BA/G 
  +5/+9; Atk +10 melee (Slam, d6+5 damage (19-20 x2)) or 
  +11 melee (+1 heavy mace, d8+6 (x2)); Full Atk +10 melee 
  (Slam, d6+5 damage (19-20 x2)) or +11 melee (+1 heavy 
  mace, d8+6 (x2)); Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood 
  drain, children of the night, dominate, create spawn, 
  energy drain, rebuke undead, spontaneously cast inflict 
  spells; SQ Alternate form, DR 10/silver and magic, fast 
  healing 5, gaseous form, cold and electricity resistance 10, 
  spider climb, +4 turn resistance, undead traits, vampire 
  weaknesses; SR - ; AL CE; SV Fort +5, Ref +4, Will +9; Str 
  18, Dex 14, Con - , Int 12, Wis 19, Cha 16. 
  Skills and Feats: Concentration +10 (+14 casting 
  defensively), Knowledge (Religion) +8, Spellcraft +11, 
  Intimidate +5, Spot + 10; Combat Casting, Silent Spell, 
  Divine Might, Improved Toughness. 
  Equipment: +1 Breastplate, +1 Vicious Heavy Mace, Pearl 
  of Power Lvl 1, Eyes of the Eagle, Wand of Inflict 
  Moderate Wounds. 
  Spells Prepared:  (6 / 5+1 / 4+1 / 3+1 / 2+1); base DC = 14 
  + spell level): 0—[Detect Magic x2, Cure Minor Wounds 
  x3, Resistance]; 1st—[Cause Fear x2, Deathwatch, Divine 
  Favor, Shield of Faith, Protection from Good*]; 2nd—
  [Shatter*, Sound Burst, Silence x2, Darkness]: 3
  rd – 
  [Dispel Magic, Protection from Energy, Magic Circle 
  against Good*]: 4
  th – [Divine Power, Freedom of 
  Movement, Unholy Blight*] 
  *Domain spells. Domains: Chaos (chaos spells at +1 caster 
  level); Evil (evil spells at +1 caster level). 
  Vampire; 
  Fighter 
  7; 
  CR 
  9; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 7d12+7, 55 hp; Init +7; Spd 
  30ft; AC 27 (touch 13, flat-footed 24) (+8 armor, +6 
  natural armor, +3 dex); BA/G +7/+13; Atk +14 melee 
  (slam d6+7 damage and energy drain (x2)) or +16 melee 
  (+2 longsword, d8+9 damage (19-20x2)) or +12 ranged (+1 
  composite longbow Str 20, d8+7 damage (x3)); Full Atk 
  +16/+11 melee (+2 Longsword, d8+9 damage (19-20x2)) 
  and +12 melee (slam, d6+7 damage and energy drain (x2)) 
  or +12/+7 ranged (composite longbow Str 20, d8+7 
  damage (x3)); Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood 
  drain, children of the night, dominate, create spawn, 
  energy drain; SQ Alternate form, DR 10/silver and magic, 
  fast healing 5, gaseous form, cold and electricity 
  resistance 10, spider climb, +4 turn resistance, undead 
  traits, vampire weaknesses; SR - ; AL CE; SV Fort +7, Ref 
  +7, Will +4; Str 22, Dex 16, Con - , Int 13, Wis 10, Cha 14. 
  Skills and Feats: Climb +10, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen +6, Spot +6; Alertness, Power 
  Attack, Improved Initiative, Point Blank Shot, Two 
  Weapon Fighting, Combat Expertese, Improved Disarm, 
  Improved Toughness. 
  Equipment: Mithral Full plate, +2 Longsword, +1 
  Composite Longbow Str 20, 40 Arrows, Cloak of 
  Resistance +2, Brooch of Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Fear of the Heart 
   
  Page 37 
  
  APL 10 
  Encounter 3 
  2 Human (Rosrijder) Ghosts; Fighter 9; CR 11; 
  medium undead (incorporeal); HD 9d12+9, 72, 74 hp; 
  Init +6; Spd fly 30ft.,(fly 60ft. mounted); AC 15 (touch 15, 
  flat-footed 10) (+2 Dex, +3 deflection) or AC 23 (touch 14, 
  flat-footed 10) (+9 armor, +1 Dex, +3 deflection); BA/G 
  +9/+12; Atk +13 melee (+1 ghost touch lance d8+5 (x2)) 
  or +13 melee (m/wk Longsword, d8+5 (19-20x2)); Full 
  Atk +13/+8 melee (+1 lance d8+5 (x2)) or +13/+8 melee 
  (m/wk Longsword, d8+5 (19-20x2));  Face/Reach 5 ft. by 
  5 ft./5 ft.; SA Manifestation, Horrific Appearance (DC 
  17), Corrupting Gaze (DC 17); SQ Darkvision 60 ft, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; SR - ; AL LE; SV Fort +6, Ref +5, Will +4; 
  Str 18, Dex 14, Con - , Int 10, Wis 12, Cha 16. 
  Skills and Feats: Ride +16, Handle Animal +8, Spot +4, 
  Listen +4; Mounted Combat, Ride by Attack, Spirited 
  Charge, Improved Initiative, Improved Toughness. 
  Equipment: Cloak Resistance +1 (0gp), M/wk Lance, 
  M/wk Longsword (0gp), Full plate (0gp), Military Saddle 
  (0gp).  At APL 10, both Rosrijder ghosts have a +1 Ghost 
  Touch Lance but only one has +1 Ghost Touch Full Plate 
  Armor. 
  Manifestation (Su): 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. 
  Horrific Appearance (Su) : Any living creature within 
  60 feet that views a ghost must succeed on a Fortitude 
  Save (DC 10 + ½ creatures HD + Cha bonus) or 
  immediately take 1d4 points of Strength damage, 1d4 
  point 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. 
  Corrupting Gaze: A Ghost can blast living beings with a 
  glance, at a range of up to 30 feet.  Creatures that meet the 
  ghost’s gaze must succeed on a Fortitude save or take 
  2d10 points of damage and 1d4 points of Charisma 
  damage.  At APL 8, both of the ghosts have this ability. 
  At this APL, these ghosts do not have corrupting touch – 
  they use their weapons and suffer a 50% chance to miss 
  corporeal foes themselves.  Both of the ghosts have a +1 
  Ghost Touch Lances – ignoring the 50% miss chance on 
  attacks with these weapons. 
  Ghost Mount – Advanced Ghost Heavy Warhorse; CR 
  - ; Large undead (incorporeal); HD 8d12, 55, 53 hp; Init - ; 
  Spd fly 60 ft; AC 12 (touch 12, flat-footed 10) (+2 Dex); 
  Atk  -  ; Full Atk - ; Face/Reach 10 ft. by 10 ft./5 ft.; SA 
  Manifestation; SQ Darkvision 60 ft, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; SR - ; AL 
  LE; SV Fort +7, Ref +6, Will +2; Str 18, Dex 14, Con - , Int 
  2, Wis 11, Cha 10. 
  Skills and Feats: Spot + 4, Listen +5; Endurance, Run. 
  The ghost’s mounts do not have the corrupting touch 
  ability and therefore cannot attack corporeal creatures – 
  thus there is no adjustment to the overall EL of the 
  encounter. 
   
  Encounter 6 
  Vampire; Cleric of Iuz 9; CR 11; medium undead; HD 
  9d12+9, 67 hp; Init +2; Spd 30ft; AC 27 (touch 12, flat-
  footed 25) (+9 armor, +6 natural armor, +2 dex); BA/G 
  +6/+10; Atk +11 melee (slam, d6+5 damage (19-20 x2)) or 
  +13 melee (+2 Vicious heavy mace, d8+7 (x2)); Full Atk 
  +11/+6 melee (Slam, d6+5 damage (19-20 x2)) or +13/+8 
  melee (+2 Vicious heavy mace, d8+7 (x2)); Face/Reach 5 
  ft. by 5 ft./5 ft.; SA Blood drain, children of the night, 
  dominate, create spawn, energy drain, rebuke undead, 
  spontaneously cast inflict spells; SQ Alternate form, DR 
  10/silver and magic, fast healing 5, gaseous form, cold 
  and electricity resistance 10, spider climb, +4 turn 
  resistance, undead traits, vampire weaknesses; SR - ; AL 
  CE; SV Fort +6, Ref +5, Will +11; Str 18, Dex 14, Con - , 
  Int 12, Wis 20, Cha 16. 
  Skills and Feats: Concentration +12 (+16 casting 
  defensively), Knowledge (Religion) +9, Spellcraft +13, 
  Intimidate +5, Spot + 12; Combat Casting, Silent Spell, 
  Divine Might, Improved Toughness, Power Attack. 
  Equipment: +1 Mithral Full plate, +2 Vicious Heavy 
  Mace, Pearl of Power Lvl 1, Eyes of the Eagle, Wand of 
  Inflict Moderate Wounds. 
  Spells Prepared:  (6 / 5+1 / 5+1 / 4+1 / 3+1 / 2+1); base DC 
  = 15 + spell level): 0—[Detect Magic x2, Cure Minor 
  Wounds 
  x3, 
  Resistance]; 
  1st—[Cause 
  Fear 
  x2, 
  Deathwatch, Divine Favor, Shield of Faith, Protection 
  from Good*]; 2nd—[Shatter*, Sound Burst, Silence x2, 
  Darkness, aid]: 3
  rd – [Dispel Magic x2, Protection from 
  Energy, Magic Circle against Good*]; 4
  th – [Divine Power, 
  Freedom of Movement, Spell Immunity, Unholy 
  Blight*]; 5
  th – [Flame Strike, Spell Resistance, Dispel 
  Good*] 
  *Domain spells. Domains: Chaos (chaos spells at +1 caster 
  level); Evil (evil spells at +1 caster level). 
  Fear of the Heart 
   
  Page 38 
  
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Vampire; 
  Fighter 
  5; 
  CR 
  7; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 5d12, 38 hp; Init +7; Spd 
  30ft; AC 25 (touch 13, flat-footed 22) (+6 armor, +6 
  natural armor, +3 dex); BA/G +5/+11; Atk +12 melee 
  (slam d6+7 damage and energy drain (x2)) or +14 melee 
  (+2 longsword, d8+9 damage (19-20x2)) or +10 ranged (+1 
  composite longbow Str 20, d8+7 damage (x3)); Full Atk 
  +14 melee (+2 Longsword, d8+9 (19-20x2)) and +10 melee 
  (slam, d6+4 and energy drain (x2)) or +10 ranged (+1 
  composite longbow Str 20, d8+7 (x3)); Face/Reach 5 ft. by 
  5 ft./5 ft.; SA Blood drain, children of the night, 
  dominate, create spawn, energy drain; SQ Alternate form, 
  DR 10/silver and magic, fast healing 5, gaseous form, cold 
  and electricity resistance 10, spider climb, +4 turn 
  resistance, undead traits, vampire weaknesses; SR - ; AL 
  CE; SV Fort +5, Ref +5, Will +2; Str 22, Dex 16, Con - , Int 
  13, Wis 10, Cha 14. 
  Skills and Feats: Climb +8, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen + 6, Spot +6; Alertness, Power 
  Attack, Improved Initiative, Point Blank Shot, Two 
  Weapon Fighting, Combat Expertese. 
  Equipment: +1 Breastplate, +2 Longsword, +1 Composite 
  Longbow Str 20, 40 Arrows, Cloak of Resistance +1, 
  Brooch of Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Encounter 7 
  Vampire; 
  Fighter 
  5; 
  CR 
  7; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 5d12, 38 hp; Init +7; Spd 
  30ft; AC 25 (touch 13, flat-footed 22) (+6 armor, +6 
  natural armor, +3 dex); BA/G +5/+11; Atk +12 melee 
  (slam d6+7 damage and energy drain (x2)) or +14 melee 
  (+2 longsword, d8+9 damage (19-20x2)) or +10 ranged (+1 
  composite longbow Str 20, d8+7 damage (x3)); Full Atk 
  +14 melee (+2 Longsword, d8+9 (19-20x2)) and +10 melee 
  (slam, d6+4 and energy drain (x2)) or +10 ranged (+1 
  composite longbow Str 20, d8+7 (x3)); Face/Reach 5 ft. by 
  5 ft./5 ft.; SA Blood drain, children of the night, 
  dominate, create spawn, energy drain; SQ Alternate form, 
  DR 10/silver and magic, fast healing 5, gaseous form, cold 
  and electricity resistance 10, spider climb, +4 turn 
  resistance, undead traits, vampire weaknesses; SR - ; AL 
  CE; SV Fort +5, Ref +5, Will +2; Str 22, Dex 16, Con - , Int 
  13, Wis 10, Cha 14. 
  Skills and Feats: Climb +8, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen + 6, Spot +6; Alertness, Power 
  Attack, Improved Initiative, Point Blank Shot, Two 
  Weapon Fighting, Combat Expertese. 
  Equipment: +1 Breastplate, +2 Longsword, +1 Composite 
  Longbow Str 20, 40 Arrows, Cloak of Resistance +1, 
  Brooch of Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Vampire; 
  Fighter 
  7; 
  CR 
  9; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 7d12+7, 55 hp; Init +7; Spd 
  30ft; AC 27 (touch 13, flat-footed 24) (+8 armor, +6 
  natural armor, +3 dex); BA/G +7/+13; Atk +14 melee 
  (slam d6+7 damage and energy drain (x2)) or +16 melee 
  (+2 longsword, d8+9 damage (19-20x2)) or +12 ranged (+1 
  composite longbow Str 20, d8+7 damage (x3)); Full Atk 
  +16/+11 melee (+2 Longsword, d8+9 damage (19-20x2)) 
  and +12 melee (slam, d6+7 damage and energy drain (x2)) 
  or +12/+7 ranged (composite longbow Str 20, d8+7 
  damage (x3)); Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood 
  drain, children of the night, dominate, create spawn, 
  energy drain; SQ Alternate form, DR 10/silver and magic, 
  fast healing 5, gaseous form, cold and electricity 
  Fear of the Heart 
   
  Page 39 
  
  resistance 10, spider climb, +4 turn resistance, undead 
  traits, vampire weaknesses; SR - ; AL CE; SV Fort +7, Ref 
  +7, Will +4; Str 22, Dex 16, Con - , Int 13, Wis 10, Cha 14. 
  Skills and Feats: Climb +10, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen +6, Spot +6; Alertness, Power 
  Attack, Improved Initiative, Point Blank Shot, Two 
  Weapon Fighting, Combat Expertese, Improved Disarm, 
  Improved Toughness. 
  Equipment: Mithral Full plate, +2 Longsword, +1 
  Composite Longbow Str 20, 40 Arrows, Cloak of 
  Resistance +2, Brooch of Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Vampire; Cleric of Iuz 9; CR 11; medium undead; HD 
  9d12+9, 67 hp; Init +2; Spd 30ft; AC 27 (touch 12, flat-
  footed 25) (+9 armor, +6 natural armor, +2 dex); BA/G 
  +6/+10; Atk +11 melee (slam, d6+5 damage (19-20 x2)) or 
  +13 melee (+2 Vicious heavy mace, d8+7 (x2)); Full Atk 
  +11/+6 melee (Slam, d6+5 damage (19-20 x2)) or +13/+8 
  melee (+2 Vicious heavy mace, d8+7 (x2)); Face/Reach 5 
  ft. by 5 ft./5 ft.; SA Blood drain, children of the night, 
  dominate, create spawn, energy drain, rebuke undead, 
  spontaneously cast inflict spells; SQ Alternate form, DR 
  10/silver and magic, fast healing 5, gaseous form, cold 
  and electricity resistance 10, spider climb, +4 turn 
  resistance, undead traits, vampire weaknesses; SR - ; AL 
  CE; SV Fort +6, Ref +5, Will +11; Str 18, Dex 14, Con - , 
  Int 12, Wis 20, Cha 16. 
  Skills and Feats: Concentration +12 (+16 casting 
  defensively), Knowledge (Religion) +9, Spellcraft +13, 
  Intimidate +5, Spot + 12; Combat Casting, Silent Spell, 
  Divine Might, Improved Toughness, Power Attack. 
  Equipment: +1 Mithral Full plate, +2 Vicious Heavy 
  Mace, Pearl of Power Lvl 1, Eyes of the Eagle, Wand of 
  Inflict Moderate Wounds. 
  Spells Prepared:  (6 / 5+1 / 5+1 / 4+1 / 3+1 / 2+1); base DC 
  = 15 + spell level): 0—[Detect Magic x2, Cure Minor 
  Wounds 
  x3, 
  Resistance]; 
  1st—[Cause 
  Fear 
  x2, 
  Deathwatch, Divine Favor, Shield of Faith, Protection 
  from Good*]; 2nd—[Shatter*, Sound Burst, Silence x2, 
  Darkness, aid]: 3
  rd – [Dispel Magic x2, Protection from 
  Energy, Magic Circle against Good*]; 4
  th – [Divine Power, 
  Freedom of Movement, Spell Immunity, Unholy 
  Blight*]; 5
  th – [Flame Strike, Spell Resistance, Dispel 
  Good*] 
  *Domain spells. Domains: Chaos (chaos spells at +1 caster 
  level); Evil (evil spells at +1 caster level). 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Vampire; 
  Fighter 
  9; 
  CR 
  9; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 9d12+9, 69 hp; Init +7; Spd 
  30ft; AC 28 (touch 13, flat-footed 19) (+9 armor, +6 
  natural armor, +3 dex); BA/G +9/+15; Atk +16 melee 
  (slam d6+7 damage and energy drain (19-20x2)) or +18 
  melee (+2 longsword of shock, d8+9 damage +1d6 
  electricity damage (17-20x2)) or +14 ranged (+2 
  composite longbow Str 20 of frost, d8+7 damage +1d6 
  cold damage (x3)); Full Atk +18/+13 melee (+2 longsword 
  of shock, d8+9 damage +1d6 electricity damage (17-20x2)) 
  and +14 melee (slam, d6+4 damage and energy drain (19-
  20x2)) or +13/+8 ranged (+2 composite longbow Str 20 of 
  frost, d8+7 damage +1d6 cold damage (x3)); Face/Reach 5 
  ft. by 5 ft./5 ft.; SA Blood drain, children of the night, 
  dominate, create spawn, energy drain; SQ Alternate form, 
  DR 10/silver and magic, fast healing 5, gaseous form, cold 
  and electricity resistance 10, spider climb, +4 turn 
  resistance, undead traits, vampire weaknesses; SR - ; AL 
  CE; SV Fort +4, Ref +4, Will +1; Str 22, Dex 16, Con - , Int 
  14, Wis 10, Cha 14. 
  Skills and Feats: Climb +10, Jump +10, Spellcraft +1, 
  Intimidate +4, Listen +7, Spot +7; Alertness, Power 
  Attack, Improved Initiative, Point Blank Shot, Two 
  Weapon Fighting, Combat Expertese, Improved Disarm, 
  Improved Toughness, Improved Critical Longsword, 
  Improved Critical Slam. 
  Equipment: +1 Mithral Full plate, +2 Longsword of 
  shock, +2 Composite Longbow of Frost Str 20, 40 Arrows, 
  Cloak resistance +2, Brooch of Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Fear of the Heart 
   
  Page 40 
  
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses 
   
  Fear of the Heart 
   
  Page 41 
  
  APL 12 
  Encounter 3 
  2 Human (Rosrijder) Ghosts; Fighter 11; CR 13; 
  medium undead (incorporeal); HD 11d12+11, 87, 89 hp; 
  Init +6; Spd fly 30ft.,(fly 60ft. mounted); AC 23 (touch 14, 
  flat-footed 10) (+9 armor, +1 Dex, +3 deflection); BA/G 
  +11/+13; Atk +15 melee (+1 ghost touch lance d8+5 (x2)) 
  or +15 melee (m/wk Longsword, d8+4 (19-20 x2)); Full 
  Atk +15/+10/+5 melee (+1 lance d8+5 (x2)) or +15/+10/+5 
  melee (m/wk Longsword, d8+4 (19-20x2)); Face/Reach 5 
  ft. by 5 ft./5 ft.; SA Manifestation, Horrific Appearance 
  (DC 18), Corrupting Gaze (DC 18); SQ Darkvision 60 ft, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; SR - ; AL LE; SV Fort +7, Ref +5, Will +6; 
  Str 18, Dex 14, Con - , Int 10, Wis 12, Cha 16. 
  Skills and Feats: Ride +18, Handle Animal +10, Spot +4, 
  Listen +4; Mounted Combat, Ride by Attack, Spirited 
  Charge, Improved Initiative, Improved Toughness. 
  Equipment: Cloak Resistance +1 (0gp), M/wk Lance, 
  M/wk Longsword (0gp), Full plate (0gp), Military Saddle 
  (0gp).  At APL 10, both Rosrijder ghosts have a +1 Ghost 
  Touch Lance and +1 Ghost Touch Full Plate Armor. 
  Manifestation (Su): 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. 
  Horrific Appearance (Su) : Any living creature within 
  60 feet that views a ghost must succeed on a Fortitude 
  Save (DC 10 + ½ creatures HD + Cha bonus) or 
  immediately take 1d4 points of Strength damage, 1d4 
  point 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. 
  Corrupting Gaze: A Ghost can blast living beings with a 
  glance, at a range of up to 30 feet.  Creatures that meet the 
  ghost’s gaze must succeed on a Fortitude save or take 
  2d10 points of damage and 1d4 points of Charisma 
  damage.  At APL 8, both of the ghosts have this ability. 
  At this APL, these ghosts do not have corrupting touch – 
  they use their weapons and suffer a 50% chance to miss 
  corporeal foes themselves.  Both of the ghosts have a +1 
  Ghost Touch Lances – ignoring the 50% miss chance on 
  attacks with these weapons. 
  Ghost Mount – Advanced Ghost Heavy Warhorse; CR 
  - ; Large undead (incorporeal); HD 10d12, 71, 69 hp; Init - 
  ; Spd fly 60 ft; AC 12 (touch 12, flat-footed 10) (+2 Dex); 
  Atk  -  ; Full Atk - ; Face/Reach 10 ft. by 10 ft./5 ft.; SA 
  Manifestation; SQ Darkvision 60 ft, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; SR - ; AL 
  LE; SV Fort +7, Ref +6, Will +3; Str 18, Dex 14, Con - , Int 
  2, Wis 11, Cha 10. 
  Skills and Feats: Spot + 4, Listen +5; Endurance, Run. 
  The ghost’s mounts do not have the corrupting touch 
  ability and therefore cannot attack corporeal creatures – 
  thus there is no adjustment to the overall EL of the 
  encounter. 
   
  Encounter 6 
  Vampire; Cleric of Iuz 11; CR 13; medium undead; HD 
  11d12+11, 84 hp; Init +2; Spd 30ft; AC 28 (touch 12, flat-
  footed 26) (+10 armor, +6 natural armor, +2 dex); BA/G 
  +8/+12; Atk +13 melee (Slam, d6+5 damage (19-20 x2)) or 
  +15 melee (+2 Vicious heavy mace, d8+7 (x2)); Full Atk 
  +13/+8 melee (Slam, d6+5 damage (19-20 x2)) or +15/+10 
  melee (+2 Vicious heavy mace, d8+7 (x2)); Face/Reach 5 
  ft. by 5 ft./5 ft.; SA Blood drain, children of the night, 
  dominate, create spawn, energy drain, rebuke undead, 
  spontaneously cast inflict spells; SQ Alternate form, DR 
  10/silver and magic, fast healing 5, gaseous form, cold 
  and electricity resistance 10, spider climb, +4 turn 
  resistance, undead traits, vampire weaknesses; SR - ; AL 
  CE; SV Fort +5, Ref +4, Will +9; Str 18, Dex 14, Con - , Int 
  12, Wis 19, Cha 16. 
  Skills and Feats: Concentration +14 (+18 casting 
  defensively), Knowledge (Religion) +9, Spellcraft +13, 
  Intimidate +5, Spot + 12; Combat Casting, Silent Spell, 
  Divine Might, Improved Toughness, Power Attack. 
  Equipment: +2 Mithral Full plate, +2 Vicious Heavy 
  Mace, Pearl of Power Lvl 1, Eyes of the Eagle, Wand of 
  Inflict Serious Wounds. 
  Spells Prepared:  (6 / 6+1 / 5+1 / 5+1 / 3+1 / 2+1 / 1+1); 
  base DC = 15 + spell level): 0—[Detect Magic x2, Cure 
  Minor Wounds x3, Resistance]; 1st—[Cause Fear x2, 
  Deathwatch, Divine Favor x2, Shield of Faith, Protection 
  from Good*]; 2nd—[Shatter*, Sound Burst, Silence x2, 
  Darkness, aid]: 3
  rd – [Dispel Magic x2, Protection from 
  Energy, Prayer, Magic Circle against Good*]; 4
  th – [Divine 
  Power, Freedom of Movement, Spell Immunity, Unholy 
  Blight*]; 5
  th – [Flame Strike, Spell Resistance, True 
  Seeing, Dispel Good*]; 6
  th – [Blade Barrier, Animate 
  Objects*] 
  *Domain spells. Domains: Chaos (chaos spells at +1 caster 
  level); Evil (evil spells at +1 caster level). 
  Fear of the Heart 
   
  Page 42 
  
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Vampire; 
  Fighter 
  7; 
  CR 
  9; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 7d12+7, 55 hp; Init +7; Spd 
  30ft; AC 27 (touch 13, flat-footed 24) (+8 armor, +6 
  natural armor, +3 dex); BA/G +7/+13; Atk +14 melee 
  (slam d6+7 damage and energy drain (x2)) or +16 melee 
  (+2 longsword, d8+9 damage (19-20x2)) or +12 ranged (+1 
  composite longbow Str 20, d8+7 damage (x3)); Full Atk 
  +16/+11 melee (+2 Longsword, d8+9 damage (19-20x2)) 
  and +12 melee (slam, d6+7 damage and energy drain (x2)) 
  or +12/+7 ranged (composite longbow Str 20, d8+7 
  damage (x3)); Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood 
  drain, children of the night, dominate, create spawn, 
  energy drain; SQ Alternate form, DR 10/silver and magic, 
  fast healing 5, gaseous form, cold and electricity 
  resistance 10, spider climb, +4 turn resistance, undead 
  traits, vampire weaknesses; SR - ; AL CE; SV Fort +7, Ref 
  +7, Will +4; Str 22, Dex 16, Con - , Int 13, Wis 10, Cha 14. 
  Skills and Feats: Climb +10, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen +6, Spot +6; Alertness, Power 
  Attack, Improved Initiative, Point Blank Shot, Two 
  Weapon Fighting, Combat Expertese, Improved Disarm, 
  Improved Toughness. 
  Equipment: Mithral Full plate, +2 Longsword, +1 
  Composite Longbow Str 20, 40 Arrows, Cloak of 
  Resistance +2, Brooch of Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
   
  Encounter 7 
  Vampire; 
  Fighter 
  7; 
  CR 
  9; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 7d12+7, 55 hp; Init +7; Spd 
  30ft; AC 27 (touch 13, flat-footed 24) (+8 armor, +6 
  natural armor, +3 dex); BA/G +7/+13; Atk +14 melee 
  (slam d6+7 damage and energy drain (x2)) or +16 melee 
  (+2 longsword, d8+9 damage (19-20x2)) or +12 ranged (+1 
  composite longbow Str 20, d8+7 damage (x3)); Full Atk 
  +16/+11 melee (+2 Longsword, d8+9 damage (19-20x2)) 
  and +12 melee (slam, d6+7 damage and energy drain (x2)) 
  or +12/+7 ranged (composite longbow Str 20, d8+7 
  damage (x3)); Face/Reach 5 ft. by 5 ft./5 ft.; SA Blood 
  drain, children of the night, dominate, create spawn, 
  energy drain; SQ Alternate form, DR 10/silver and magic, 
  fast healing 5, gaseous form, cold and electricity 
  resistance 10, spider climb, +4 turn resistance, undead 
  traits, vampire weaknesses; SR - ; AL CE; SV Fort +7, Ref 
  +7, Will +4; Str 22, Dex 16, Con - , Int 13, Wis 10, Cha 14. 
  Skills and Feats: Climb +10, Jump +8, Spellcraft +1, 
  Intimidate +4, Listen +6, Spot +6; Alertness, Power 
  Attack, Improved Initiative, Point Blank Shot, Two 
  Weapon Fighting, Combat Expertese, Improved Disarm, 
  Improved Toughness. 
  Equipment: Mithral Full plate, +2 Longsword, +1 
  Composite Longbow Str 20, 40 Arrows, Cloak of 
  Resistance +2, Brooch of Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
  Vampire; 
  Fighter 
  9; 
  CR 
  9; 
  Medium 
  Undead 
  (Augmented Humanoid); HD 9d12+9, 69 hp; Init +7; Spd 
  30ft; AC 28 (touch 13, flat-footed 19) (+9 armor, +6 
  natural armor, +3 dex); BA/G +9/+15; Atk +16 melee 
  (slam d6+7 damage and energy drain (19-20x2)) or +18 
  melee (+2 longsword of shock, d8+9 damage +1d6 
  electricity damage (17-20x2)) or +14 ranged (+2 
  composite longbow Str 20 of frost, d8+7 damage +1d6 
  cold damage (x3)); Full Atk +18/+13 melee (+2 longsword 
  of shock, d8+9 damage +1d6 electricity damage (17-20x2)) 
  and +14 melee (slam, d6+4 damage and energy drain (19-
  20x2)) or +13/+8 ranged (+2 composite longbow Str 20 of 
  frost, d8+7 damage +1d6 cold damage (x3)); Face/Reach 5 
  ft. by 5 ft./5 ft.; SA Blood drain, children of the night, 
  Fear of the Heart 
   
  Page 43 
  
  dominate, create spawn, energy drain; SQ Alternate form, 
  DR 10/silver and magic, fast healing 5, gaseous form, cold 
  and electricity resistance 10, spider climb, +4 turn 
  resistance, undead traits, vampire weaknesses; SR - ; AL 
  CE; SV Fort +4, Ref +4, Will +1; Str 22, Dex 16, Con - , Int 
  14, Wis 10, Cha 14. 
  Skills and Feats: Climb +10, Jump +10, Spellcraft +1, 
  Intimidate +4, Listen +7, Spot +7; Alertness, Power 
  Attack, Improved Initiative, Point Blank Shot, Two 
  Weapon Fighting, Combat Expertese, Improved Disarm, 
  Improved Toughness, Improved Critical Longsword, 
  Improved Critical Slam. 
  Equipment: +1 Mithral Full plate, +2 Longsword of 
  shock, +2 Composite Longbow of Frost Str 20, 40 Arrows, 
  Cloak resistance +2, Brooch of Shielding. 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses 
   
  Vampire; Cleric of Iuz 11; CR 13; medium undead; HD 
  11d12+11, 84 hp; Init +2; Spd 30ft; AC 28 (touch 12, flat-
  footed 26) (+10 armor, +6 natural armor, +2 dex); BA/G 
  +8/+12; Atk +13 melee (Slam, d6+5 damage (19-20 x2)) or 
  +15 melee (+2 Vicious heavy mace, d8+7 (x2)); Full Atk 
  +13/+8 melee (Slam, d6+5 damage (19-20 x2)) or +15/+10 
  melee (+2 Vicious heavy mace, d8+7 (x2)); Face/Reach 5 
  ft. by 5 ft./5 ft.; SA Blood drain, children of the night, 
  dominate, create spawn, energy drain, rebuke undead, 
  spontaneously cast inflict spells; SQ Alternate form, DR 
  10/silver and magic, fast healing 5, gaseous form, cold 
  and electricity resistance 10, spider climb, +4 turn 
  resistance, undead traits, vampire weaknesses; SR - ; AL 
  CE; SV Fort +5, Ref +4, Will +9; Str 18, Dex 14, Con - , Int 
  12, Wis 19, Cha 16. 
  Skills and Feats: Concentration +14 (+18 casting 
  defensively), Knowledge (Religion) +9, Spellcraft +13, 
  Intimidate +5, Spot + 12; Combat Casting, Silent Spell, 
  Divine Might, Improved Toughness, Power Attack. 
  Equipment: +2 Mithral Full plate, +2 Vicious Heavy 
  Mace, Pearl of Power Lvl 1, Eyes of the Eagle, Wand of 
  Inflict Serious Wounds. 
  Spells Prepared:  (6 / 6+1 / 5+1 / 5+1 / 3+1 / 2+1 / 1+1); 
  base DC = 15 + spell level): 0—[Detect Magic x2, Cure 
  Minor Wounds x3, Resistance]; 1st—[Cause Fear x2, 
  Deathwatch, Divine Favor x2, Shield of Faith, Protection 
  from Good*]; 2nd—[Shatter*, Sound Burst, Silence x2, 
  Darkness, aid]: 3
  rd – [Dispel Magic x2, Protection from 
  Energy, Prayer, Magic Circle against Good*]; 4
  th – [Divine 
  Power, Freedom of Movement, Spell Immunity, Unholy 
  Blight*]; 5
  th – [Flame Strike, Spell Resistance, True 
  Seeing, Dispel Good*]; 6
  th – [Blade Barrier, Animate 
  Objects*] 
  *Domain spells. Domains: Chaos (chaos spells at +1 caster 
  level); Evil (evil spells at +1 caster level). 
  DMs Note: 
  The effect of a desecrate spell has been 
  cast over the entire city.  As a result within all areas the 
  city but Fortress Riberlund all undead receive a +1 
  Profane Bonus to attack and damage rolls, and there is a -
  3 profane penalty to all turn attempts.  Undead also gain 
  +1 hp per hit dice – this has been included in the 
  statistics above in Appendix 1. 
  See the Monster Manual pg 252 for a detailed description 
  of a vampire’s special abilities, special qualities and their 
  weaknesses. 
  Fear of the Heart 
   
  Page 44 
  
  APPENDIX 2 – The Canton of Nederboden 
  Overview: 
  Geography and demographics 
  Nederboden Canton is situated in the south-western section of the Perrenland region and is bordered along its eastern 
  and western sides by the Oostflow and Vestflow rivers.  It is the heart of the nation of Perrenland. The land trapped 
  between these two tributaries is by virtue of the spring floods and alluvial deposits some of the most fertile soil in all of 
  Perrenland, it is this distinction that has Perrenders refer to the canton as the “Kornkammer of Perrenland” (Granary). 
  The rivers themselves serve also to act as a highway for a plethora of barges and trading craft that travel from the border 
  of Yatil mountains to the shores of Lake Quag and beyond. Spread almost evenly along their banks can be found a 
  number of fortified communities from as small as a village to the size of a small city, which Nederboden has three of.  
  The three cities of Nederboden are Haigh, Riberlund and Nederquag, each has a population averaging around 4,000 to 
  5,000 people during any one time.   
   
  The towns and cities along the Oostflow are more prosperous and populated than those along the Vestflow’s 
  course.  This is because the Vestflow travels along the edges of the Mounds of Dawn and the western bank where it does 
  so is well known as a place of haunted ruins, the legacy of the Ur-Flannae empire that once thrived there.  Thus most 
  traders are content to use the Oostflow to get their goods to Nederquag. Though there are hardy traders willing to risk 
  the dangers, the communities along the banks of the Vestflow have never really prospered due to the difficulty of 
  getting their produce to market. The rolling plain between the rivers is a sea of at times shoulder length grass, called the 
  Central Feronwold.  By tact agreement this belongs to the Rosrijder clan who graze their herds of horses and “steward” 
  the entire area protecting the large herds of migratory deer from over-hunting.  The farmers of Nederboden content 
  with their fertile river lands do not encroach into this area.  Some farmers have actually begun to breed the migratory 
  deer, ensuring that venison is available all year round without having to hunt for it.  Travellers upon the Feronwold 
  often marvel at being able to journey amidst herds of horses and deer, watched over by small groups of the nomadic 
  Rosrijders.  Nederboden is rightly said to be the most scenic Canton of Perrenland. 
  Folk 
  The inhabitants of Nederboden, mostly Hüssens mixed with Vuurzwards, are bound to their lands and look to the 
  members of the Grove to guide them in using it correctly and preventing land degradation.  These folk are for the most 
  part a peace loving people, whose hard work and husbandry of the land make Nederboden seldom go without a 
  bountiful harvest. The farming communities of Nederboden are not by nature suspicious of strangers and few turn away 
  a traveller, caught upon the road by the fall of night, a warm meal and a bed. 
   
  The folk of Nederboden are less inclined to accept long-terms of military service than many Perrenders.  Most do 
  their duty within the Landwehr when they come of age, but prefer to return to their farms and seldom enlist for more 
  permanent duties within the Auszug.  As a result it is common knowledge that Nederboden has the largest pool of 
  reserves available to the nation in time of need.  The folk of Nederboden are dutiful to this role and have ensured that 
  all their settlements are well fortified and maintained.  This may be a legacy of the ruin that the legions of Iggwilv 
  visited upon this folk in the past, when lowland Nederboden was reduced to a burned out ruin and the nation starved 
  for two years.  Nederboden was the hardest hit Canton of Perrenland in these times, and some say the fighting spirit of 
  its folk was more sorely bled than any other.  The folk of Nederboden have not forgotten these days.  It was perhaps 
  these memories that made peace with Iuz, although abhorrent to a good folk, attractive to the Voormann Franz Hüssen, 
  who was an easygoing peace loving man by all accounts. 
  Governance 
  Pfalzgraf Karla Hüssen leads the forty odd thousand members of the Canton’s Hüssen clan. Karla Hüssen (nee 
  Eldebraandt) is a third cousin to her demented husband Franz Hüssen (Voormann of Perrenland from 576-584).  
  Annalists of the Hüssen sagas have often alluded that this was an arranged marriage and that Karla was showing an 
  attachment to Hasten Weisspeer, a fellow priest of Allitur and brother of the famous Karenin Weisspeer.  Regardless of 
  any affection that may have been developing between Karla and Hasten, however, Karla and Franz were married by 
  Fear of the Heart 
   
  Page 45 
  
  arrangement and the affair was forgotten.  The first child of Karla and Franz was in infamous fallen paladin of Allitur, 
  Karl Hüssen.  From an early age Karl was groomed to lead the next generation of Nederlanders and be the Hüssen 
  Pfalzgraf.  By tradition the Pfalzgraf of the Hüssens appoints the Hintervoormann of the Canton of Nederboden.  Upon 
  the death of her first child, Karla Hüssen (formerly the Hintervoormann of the Canton) took over the running of the 
  clan from her husband Franz who abdicated refusing to return to the position of Pfalzgraf after being unanimously 
  ousted as Voormann.   Franz has gradually lost his mind during the last few years and is now little more than an old 
  demented man.  Karla Hüssen, a strong woman, somehow juggles the day to day running of the clan and many say the 
  canton with her position on the highest bench of Rechters in Perrenland, being a Priestess of Allitur, wife to an ailing 
  man and mother to an infamous and hopefully dead son.  She is ably assisted by her brother Ohan Eldebraandt the 
  current Hintervoormann of the Canton and her youngest son Conrad Hüssen who looks to be the leader his brother 
  failed to be. It is important to note that in all of Nederboden’s history there has never been a Hintervoormann 
  appointed who was not from the Hüssen clan nobility and the Hintervoormann acts more akin to a steward for the 
  Pfalzgraf of the Hüssen clan than in independent statesman. 
  History 
  Nederboden sits upon the ruins of an older civilization of the Ur-Flannae City-States of Jor-Russ.  This empire of rival 
  necromancer witch kings and queens dominated most of the Quaglands until it was torn down by bloody internecine 
  war.  Many of the current settlements have foundations that date back to this civilization, and it is rightly said that the 
  descendants of the ancient kingdom are folk of the Quaglands today.  The folk of Nederboden have therefore to all 
  intents and purposes always been there and have suffered and seen-off all interlopers so far.  The forces of Iggwilv 
  during her occupation largely ruined the Canton and most of the settlements with the exception of Haigh and 
  Riberlund were looted and sacked.  During these dark days the folk of Nederboden resisted as best they could and many 
  of them perished in the war.  A great number of the lowland folk during this time escaped into the Feronwold where 
  the fierce Rosrijder nomads protected, fed and ultimately rearmed them.  It was a combined Rosrijder, Hüssen and 
  Vuurzward army, mounted on the famous Rosrijder horses that drove the legions of Iggwilv across the Feronwold for 
  four days into the waiting formations of the Vossers, Weisspeers and Morganrood pikemen in the battle of 
  DerLangerrunn in 491.  Thus freeing Perrenland from the tyranny of Iggwilv and her Lieutenants.  Since those dark 
  days the folk of Nederboden have maintained a close, if banterish, friendship with the Rosrijders of the Feronwold, 
  even adopting and breeding their own bloodlines of the Rosrijder horses. 
   
  Today the Canton is in the grips of another crisis.  The signing the non-aggression pact in 582 by the Voormann 
  Franz Hüssen with Iuz (the son of Iggwilv) nearly tore the Canton (let alone the nation) apart, so much so that Franz 
  did not resume his position as Pfalzgraf when Karenin ousted him from power.  Only the wise election of his wife Karla, 
  formerly the Hintervoormann of the Canton, prevented the various Hüssen factions from drawing blood.  Franz now a 
  mentally shattered and old man well before his time can be found rambling to himself about what may have been and 
  the demons that torment him. His legacy to the Hüssen clan and the Canton in general saw the Hüssens treated with 
  derision by the other clans, and this led to the beginnings of an economic recession.  Things seemed to be turning 
  around when the son of Franz and Karla, Karl Hüssen (the groomed apple of his mother eye) gained widespread 
  popularity by destroying the bandits that were plaguing the Krestingtrek in 591.  When this turned out to be a fraud 
  and as the crimes of Karl were revealed things went from bad to worse.  His corruption and descent into evil is a 
  betrayal that, coupled with the treaty Franz had signed with Iuz, has tarnished the Hüssen clan and the Canton 
  irreparably.  Other clans and cantons have distanced themselves from the stigma of evil that now pervades the canton 
  and its people.  Moreover Karl’s kidnapping and abuse of Hánnè Weisspeer, the daughter of the Voormann, has seen 
  the Weisspeer clan sharpen it spears and the Morganroods reconsider their friendship.  The Hüssens and folk of the 
  Canton, condemned as a whole by the actions of two men, have seen little choice other than to shake the dust of their 
  battle axes and make ready for hostility and in 594 the Hüssen clan and canton was largely mobilised for hostility. 
  Recent Developments 
  It is now viewed with some irony that Nederboden had its troops ready for war against fellow Perrenders in late 594. 
  With the bulk of the Canton’s cavalry and infantry formations massed upon the borders of Krestible, away from hearth 
  and home, they where caught in the rear as a second undead army of Iggwilv swept out of Kir Russ.  Reports from the 
  battle for Weisich indicate that the Cantonal army of Nederboden was largely destroyed.  It is now well known that the 
  Fear of the Heart 
   
  Page 46 
  
  fallen from this tragedy have risen from the dead to swell the ranks of Iggwilv’s undead horde.  In the cruellest of jokes, 
  Iggwilv has given them to one of her inhuman Lieutenants and he has unleashed them upon the folk they where sworn 
  to protect. They have brought widespread destruction and undeath to the central portions of Nederboden. 
  Locations of Note 
  Nederquag:  This small city (pop 4500+) could be called the “Torweg of Nederboden” (Gateway) at least for those 
  coming by boat from the myriad of other ports along the shores of Lake Quag, and it is the cantons major port on Lake 
  Quag.  The Vestmeer clan dominates Nederquag, constituting nearly 60% of the cities population.  The Hüssens and 
  Vuurzwards making up the rest.  Nederquag is a very commercial port and the number of ship in and out on any given 
  week during the warmer months makes it a lively place with a plethora of taverns and cheap places to eat. 
  Haigh: This fortress city (pop 5000+) is said to date back to the Ur-Flan and certainly aspects of its architecture suggest 
  monolithic foundations.  It has the honour of being the principle seat of power for the Hüssen clan.  It is also a thriving 
  mining and manufacturing community extracting and smelting mainly copper and iron but other metals as well to a 
  lesser degree from the surrounding Yatils.  A large (1000+) and thriving community of the Dwarven Khund tribe has a 
  quarter of their own in this city, and they are the principle element in the manufacturing industry of good Khund steel 
  and copper blanks.  These blanks find their way to most of the rest of Perrenland’s blacksmiths, initially on the backs of 
  sturdy mules and then on barges to Nederquag and beyond.  A smaller quantity makes it way overland to Krestible and 
  then to Molvar in Ket via the Krestingtrek.  For summer months of the year the Pfalzgraf can be found here, and the 
  larger portion of the Pfalzgraf’s Grafgardt is maintained here year-round to protect the Canton’s vulnerable southern 
  flank. 
  Riberlund: The city of Riberlund (5000+) is the seat of the Hintervoormann and the winter residence of the Pfalzgraf. 
  Nestled almost lovingly within a small range of hills and along the banks of the Oostflow, the hills acting as a barrier 
  against the biting winter winds and storms make Riberlund the perfect winter retreat.  The Oostflow River divides 
  Riberlund into two portions and three ornate bridges cross the river to join them.  The western portion of the city is 
  largely known as “Hüsstadt” and is dominated by the Fortress of Riberlund.  Fortress Riberlund, situated upon a hill, 
  overlooks the city and is the location of the temple of the Old Kerk, the Winter Palace of the Hüssen Pfalzgrafs, Castle 
  Hüssen and the Obsidian Ziggurat.  It is said that the walls and foundation of this complex date back to the times when 
  the city was called Jor-Russ and was the capital of the Ur-Flannae empire that dominated the Quaglands.  The eastern 
  portion is home to the bulk of the folk of Riberlund and is well know for its artisans and hospitality. 
   
  The architecture of this attractive city is mostly of white granite, the exception being the black granite of its ancient 
  fortifications (now the lower sections of the cities walls and some building) and the Obsidian Ziggurat – the home of 
  the Den Zauber Guild in Nederboden.  Riberlund is unnaturally warmed by a small set of volcanic fissures to the east of 
  the city.  The Ur-Flan in ancient times constructed a marvellous set of pools and aqueducts that funnel warm water year 
  round to the principle buildings of the city.  Communal bathing is the norm in this city, and it is the home of the sauna 
  and massage in Perrenland.  Riberlund has a well-deserved reputation as one of the best places to spend winter in 
  Perrenland if you have a few gold to spare.  Riberlund is famous for the fine sand that it dredges from the bottom of the 
  river.  Families of skilled artisans using secret techniques produce the glass that adorns many of the finer buildings in 
  Perrenland.  In fact the glassmakers guild is the strongest trades guild in the city and the richest. 
  Willenheim: A fishing town (3200) at the mouth of the Vestflow River, this thriving community also acts as the trading 
  centre for all the river traffic coming downriver from Hohle. Being virtually the halfway point between Hugelrote and 
  Nederquag gives it the added bonus of being a way station for caravans and ships travelling along the coast to each of 
  these destinations. Currently there is a level of rivalry between the Vestmeer trading cartel in Nederquag and the 
  fledgling Vuurzward trade guild in Willenheim. The Vestmeer traders deny any such thing especially with an 
  insignificant guild especially a Vuurzward one. In truth however Karla has allowed the new company to export canton 
  goods as a counter to the Vestmeer tariff charges only time will tell how this gambit will go. 
  Eidelburg: Unhappily along the edges of the Mounds of Dawn, Eidelburg (1900) has been in decline over the last ten 
  years. Luckily on the opposite side of the river to the mounds, the town has had one disaster follow another. Originally 
  a step off point for mining expeditions into the Mounds of Dawn, the main resource for the town has been farming and 
  ranching. In a bid to return the town to its former glory, a group of ranchers have, in co-operation with Adler further up 
  the river, begun to domesticate and breed deer. Though this project is only 4 years old it is already starting to show signs 
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  of success and there has been an apparent halt to citizens leaving. Only time will tell if it shall remain so and how 
  successful the venture will be, a main problem however is still the nearness of the Mounds of Dawn and the hazards 
  they bring to river traffic. As a counter to this the locals have begun to drive their herd to Etzel were the river traffic is 
  less dangerous. It has recently been called “Tollelan” or  “the great drive” and herds from Adler join those from 
  Eidelburg for the journey. It should be pointed out however that the largest resource the town provides is still its crops 
  and it is primarily a farming community, as are all the towns along the river hinterlands. 
  Adler: This town (2100) is in the same predicament as Eidelburg, though further from the mountains Adler was also in 
  decline until recently. Joining with Eidelburg’s insane scheme to domesticate the migratory deer, Adler now is also 
  beginning to show signs of economic stabilisation. Only time will tell if their attempts will be successful. Luckily 
  though the western side of the river has a large peat bog which has added a resource otherwise wasted. The peat is 
  traded with the rural clans as a cheap but long lasting fuel. Each year the clans on the western side of the Vestflow ship 
  their herds from Weisich to here where they join the towns herds for the drive first to Eidelburg and then across to 
  Etzel. Luckily the town is also primarily a farming community which has helped keep the town alive. 
  Weisich: This town (2900) is a bustling trade centre, most of which comes from the clans living on the western side of 
  the Vestflow River. The clans in that pocket of land prefer to go to Weisich as opposed to Adler due to Adler’s nearness 
  to the Mounds of Dawn. Weisich then is where they come to send their produce up and down river. Also a farming 
  community, Weisich has the added advantage that if river travel becomes too dangerous caravans can and have gone 
  across the Feronwold to Riberlund to join the river there. 
  Fuberg: Nestled at the edge of the Yatils and built on the banks of the Vestflow, Fuberg (2700) is a town that is better 
  known for its orchards and herbs. Apples from Fuberg are rumoured to be the juiciest and it is known around the 
  region for providing fifteen percent of Perrenland’s herbal needs. Added to this the town’s copper and iron mining, has 
  Fuberg’s population on the rise. 
  Hohle: The last town along the river network of the Vestflow River, Hohle (2700) is named after the dwarven hold that 
  the town has grown from. Originally an iron mine the town has since also stumbled across large deposits of copper, 
  silver and gems. Rather than ship the ore outright, the local smiths’ guild have constructed a smelter and the ore is first 
  smelted or made into items prior to shipping. As a secondary resource and left over from the ancient dwarven residence, 
  Fuberg also grows a rare mushroom, which has become a delicacy in the towns and cities of Perrenland. These 
  mushrooms are grown underground in special chambers under the care of dwarven farmers guided by a dwarven Druid 
  of such age she is rumoured to be the earth mother’s daughter. 
  Felsspalte: Nestled in the mountains half way between Hohle and Haigh, is Felsspalte (2900). Though it mines copper, 
  silver and tin of reasonable loads, it has also become famous for its woodworking. The mountains around the mines are 
  covered in trees and they have been farmed over the decades to help create a thriving industry in timber and timber 
  products. Though the ingots from the mining operations are taken to Haigh under heavy military escort, the timber 
  goods for some reason have always gone to Hohle. It is believed that this is due to the fact that a good quarter of the 
  goods are bought by the locals thus reducing the town’s costs to get them to market. A small percentage has recently 
  begun to be shipped to Haigh also as pressure was bought to bear for timber goods as well. 
  Alpenrose: Alpenrose (2100) has the honour of being the most isolated community in all of Nederboden. Alpenrose has 
  rich mines of copper, gold and iron. They have also taken mithril and adamantine from the earth in small quantities, as 
  well as some gems. The town’s isolation is of such concern that the Landwehr stationed here is one of the largest 
  contingents in the canton. Every six months the stockpiled inventory is escorted under heavy guard consisting of over 
  three hundred troops, one hundred of which are seasoned dwarvish warriors, to the cantonal capital Haigh. The town 
  itself was named after a plant that was discovered to grow only in one isolated area of the mountains. The plant has long 
  since been destroyed and no one has ever found another like it. 
  Kurort: Nestled at the edge of the Yatils and built on the banks of the Oostflow, Kurort (1900) is a town that is better 
  known for its orchards and herbs. Cherries from Kurort are rumoured to be the most succulent and it is known around 
  the region for providing five percent of Perrenland’s herbal needs. Added to this the town’s silver and copper mining, 
  has Kurort’s population on the rise. Due to the similarity the town has with Fuberg, the two have been referred to as 
  sister towns. 
  Stammburg: A reasonably sized (2300) town that is predominantly a farming community growing maize, wheat and 
  barley. There is also a sizeable herd of horses and cattle with a few ranchers running sheep. Since the general tendency 
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  of the other clans to distance themselves from Nederboden, trade has begun to fall from outside the canton. Crop wise 
  this has no serious ramifications as the canton provides over fifty percent of Perrenland’s produce. Built along the banks 
  of the Oostflow River, Stammburg is a way station for the river traffic that navigates the river almost all year round. 
  Hofstadt: Nestled in a small mountain chain along the banks of the Oostflow River, Hofstadt (3300) is on the point of 
  three cantons. Trading between Nederboden, Krestible and Schwartzenbruin this growing town not only has a 
  reasonable farming community including a large number of pig farms, but also a number of small mines dealing with 
  iron, copper and low value semi-precious gems. The point of interest here are the locks that have been built to allow 
  river traffic to travel from the Quag side of the mountains to the Yatil side. This is due to the drop in elevation along the 
  river itself as it nears the middle of the mountains and the site of Hofstadt. The locks are over three hundred years old 
  and their dwarven made mechanisms still operate as easily as when they were first commissioned. There is only one 
  other location that a lock is required and that is Riberlund where the river drops elevation once again.  The locks are 
  designed to allow a craft to raise and lower to match the new river level but there is also a side flow built that allows the 
  river to run freely over the falls that the locks are built around. The locks at Hofstadt raise and lower vessel by 50 feet, a 
  procedure that on raising takes 30 minutes to complete though lowering of a vessel takes only fifteen minutes. 
  Breitdorf: Breitdorf (2100) is a town famous for its ale, mead and recently for its white wines. Originally a farming 
  community the town discovered that its hills and soil made perfect conditions for growing of alcoholic beverages. In 
  the last hundred years, Breitdorf has developed an unsurpassed ale that has grown in popularity, in fact “Breitweisser” 
  seems to be the only product not affected by the current attitude the rest of the region has towards the canton. Other 
  resources here include sheep and goats with a small number of pig farms. There is also a single tin mine that operated 
  but its output is not even sufficient for the town itself and is a family run affair only. 
  Sintflut: Another wine town, Sintflut (2800) is the primary wine producer for the canton. Predominantly reds and 
  white wines are grown but recently a new wine has been added and indications are that this wine will rival Breitdorf for 
  popularity. As it is, the demand for the wine far exceeds the town’s ability to produce it, causing the value of the wine to 
  almost double. There are currently only three Elven families producing the wine and two are currently enlarging the 
  facilities to meet demands. Called “Edhelfaer” in elvish, Perrenders however refer to this nectar as “Feensaufen” (faerie 
  booze) and it is a must have for those of importance or even considering climbing the society ladder in any city, as it has 
  become the drink of nobles. 
  Anschlub: This is a picturesque community (2300) on the banks of the slow flowing Oostflow River.  With the 
  Feronwold stretching out as far as the horizon in all directions it’s a town amidst a sea of green with a thin blue line 
  down one side and a cluster of hills to the south. Though primarily a farming community growing corn, wheat, barely 
  and potatoes, the town also has a number of cattle and horse ranches mainly run by Rosrijder clans. In the last twenty 
  years Anschlub has also made a name for itself as a town for the family wishing to have a rest. As such, despite its size, 
  Anschlub has specialised inns and taverns that rival any cities in number. In fact the “Konigtum Heimkehr” is more a 
  mansion and caters for the very rich or very powerful. The inn has recently taken the Heimkehr as a means to drop the 
  common man’s term for an inn and make it obvious that this is no inn. They took up Heimkehr, which means, “home 
  coming”, the intent to let customers know that when you stay at the Konigtum you are coming home and all your needs 
  will be taken care of. 
  Etzel: Etzel (3400) has a proud namesake and an even prouder tradition. The town prides itself on the quality and 
  bravery of its warriors. Etzel was Perren’s champion and his fame in battle is legendary. No one really knows what his 
  origins were but the location of the town is where he fought his mightiest battle but though victorious it cost his life. 
  The town has erected a monument to both Perren and Etzel, though Etzel takes pride of place in the centre of the 
  Marketplatz Perren is revered also. It is believed that praying to Etzel’s statue will banish fear and bring courage to even 
  the most craven coward. This may not generally be true but there is evidence that warriors from Etzel have by far the 
  largest number of berserkers than any other community in Perrenland. Warriors of all types can be found praying here, 
  there is even an order of Etzel made up mainly of barbarians that pride themselves in battle rage and do so regularly in 
  his name. A number of war clerics can be seen here at times, some think to pray while others believe they are here to 
  disprove the myth.  What is of more concern however is that in the last few years a number of unarmed tiger nomads 
  have arrived allegedly on a pilgrimage to an honoured ancestor and have been known to abase themselves quietly at the 
  foot of the statue for days at a time. Then in the dawn are gone, leaving only a necklace made up of various creature 
  fangs around the statues neck as evidence of their presence. 
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  For the most part however, Etzel is the last lay over for the river traffic returning to Nederquag and is truly a town 
  amidst a sea of green. Farms here have been sized to one hundred acres, some even larger. Mainly sunflowers, wheat, 
  corn and a myriad of vegetables are grown with Rosrijder clans ranching horses, cattle and Angora goats.  The large 
  number of goatherds makes Etzel a producer of Angora wool, famous for its softness. Tailors in Etzel have made a name 
  for themselves in producing Angora products as warm as wool but almost as soft as silk. The quality of garments is very 
  high indeed, the Hetmann having released a proclamation forbidding the sale of any inferior or low quality goods. 
   
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  DM Map #1 – Nederboden, Riberlund & Surrounding Areas 
   
  1 sq = 3.5miles 
   
   
   
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  DM MAP #2 – City of Riberlund 
   
  KEY: 1 Oost Gate, 2 Keinhoost Market, 3 Middle Bridge Tower, 4 Targen’s Garten, 5 Grafs Bridge, 6 Oostflow River 
  (flows northwards), 7 Nord Bridge, 8 Sud Bridge, 9 Graf’s Gates, 10 Vest Gate, 11 Castle Hüssen, 12 Temple of the Old 
  Kerk, 13 Winter Palace, 14 Der Obsidian Ziggurat, 15  Der Paleen Ziggurat, 16 Nor Gate, 17 Fortress Riberlund. 
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  Player Handout #1 – The Story So Far 
  DM’s Note: This can be presented as a player handout or summarised depending on your preference (and whether or 
  not your players were a part of the Spring Revel 2004 Special Interactive). 
   
  Iuz has mocked the nation of Perrenland a second time.  Now his mother the Witch Queen Iggwilv has returned 
  with an army of undead to plague Perrenland once more.  Yet the first attack of Iuz and Iggwilv, an attack designed to 
  link their forces, was foiled.  In the Kershane Pass the remnants of the 1
  st Armie and a rag tag collection of some of 
  Perrenland’s finest heroes, (who just happened to be at the right place at the wrong time according to the pitiful excuses 
  being screams by Iuz’s disgraced general), made an unexpected stand.  These heroes combined their skills and efforts to 
  foil the plot to capture the vital strategic fortress of St Cuthbert from the inside by the betrayer Gutherie Roodberg. 
   
  As it turned out Gutherie was not really Gutherie any more but a soul corrupted minion of Iuz or the Witch Queen 
  who had helped betray 1
  st Armie and caused their defeat at the bridge of Nestor.  Gutherie’s betrayal was discovered at 
  the eleventh hour by one of his own Grafs who rallied loyal Roodbergs and attacked Gutherie and his underlings in an 
  attempt to stop his horrid plot, thus drawing the hero’s into the fray.  The hero’s through trials and tribulation on the 
  elemental plains managed to reach Gutherie before he could complete a foul ritual.  It is well know that his head has 
  been presented by the grateful Roodberg Grafs to the one who struck the blow that killed Gutherie – Matherion. 
   
  Just as these heroes were taking care of Iuz another group had to face a surprise attack by an undead swarm 
  belonging to Iggwilv; which was easily melted into a pitiful nothingness by the combined strength of the group’s 
  magical arm.  With the combined arrival of the Guurhok hobgoblin army now allied to Perrenland) and the 2
  nd Armie 
  led by Madriga, the army of Iuz with its elite “White Eye” Bugbear brigade was routed and driven back out of the 
  Kershane valley.  Later that day Prince Naughrim Genhene and the army of Kershane also showed up and lent 
  commendable aid in the pursuit of the remaining enemy. 
   
  The following is a brief summary of the critical events and their outcomes as a result of the heroes’ actions at the 
  battle of St Cuthbert’s Monastery. 
  • 
  The defeat of 1
  st Armie was not as great as was originally feared.  As the many groups with the assistance of 
  woodland scouts from the 8
  th Kershane Auszug managed to reach the shelter of the mountain forests of the Lower 
  Clatspurs. 
  • 
  Madriga the Voormann’s Aide de Camp has survived and, furthermore, managed to bring the 2
  nd Armie to the siege 
  of St Cuthbert’s in time to route the army of Iuz.  As a reward the Voormann has appointed her to the head of 2
  nd 
  Armie. 
  • 
  A significant portion of the Roodberg clan is disgraced, their affiliation of the church of Hextor having been 
  revealed.  Tamarind Roodberg, the wife of the dead Roodberg Pfalzgraf Gutherie Roodberg, has called for the Old 
  Kerk to investigate how deep the evil goes.  She has assumed the duties of the Pfalzgraf as is her right, but many of 
  the Roodberg Grafs are unhappy with this turn of events. 
  • 
  VanOostl has been ordered by the Voormann to consolidate the military position in the Kershane Pass and is 
  regrouping the 1
  st Armie.  Moreover he now finds himself the nominal replacement as the Great Father of the 
  Guurhok hobgoblin nation.  The Great Chief of the Guurhok has assigned Kayjak and a Brigade of Guurhok 
  regulars to VanOostl as protection.  It is said VanOostl is demanding that the Voormann honours the treaty that 
  brought about the timely intervention of the Guurhok at the siege.  This treaty gives the Guurhok formally 
  recognised status as a Canton of Perrenland beholden to the Great Father.  The Great Chief is demanding that 
  VanOostl be placed into the House of Grafs as the Guurhok Pfalzgraf.  It appears that the Great Chief is a 
  consummate politician. 
  • 
  Prince Naughrim Genhene of Kershane is tight lipped over the arrival of the Guurhok hobgoblins, Kershane’s 
  traditional enemy, as joint allies on the field of battle.  The Kershani and Guurhok troops have been stationed well 
  apart by their commanders. 
  • 
  The towns of Illanoff, Sedhane and Shinglers Dell are said to have survived the sacking of the Kershane Valley by 
  the army of Iuz.  Illanoff and Sedhane in particular have apparently activated ancient and magical fey guardians: 
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  “better than any fortifications” according to reports.  It is rumoured that the valley is coming alive with magic from 
  its past now that the Kershani are walking the valleys once more… 
  So for now the situation in the East of Perrenland is under control.  Yet the Vesve remains dark, infested with the 
  enemy and unliberated. 
   
  While events unfolded in the East, Iggwilv launched a successful attack into the Canton of Nederboden from her 
  fortress of Kir Russ, using another undead army.  Now there is talk that Iuz’s campaign in the Kershane pass may have 
  been nothing more than an elaborate distraction; but this is defeatist talk, and the Voormann has ordered its 
  prohibition. 
   
  So as the mauled 1
  st Armie of Perrenland licks its wounds and regroups the 2
  nd Armie (flushed with victory) is being 
  redeployed in launch a counter-offensive in the West.  The Voormann has called for all Perrenders to defend their 
  nation. Young and old, the folk of Perrenland are preparing for a long and desperate campaign. 
   
  Yet with resistance to Iggwilv apparently waning in Nederboden the roads out of that canton have become swollen 
  with refugees.  Their story is horrible – ghost armies that no wall or weapon can turn away.  The 2
  nd Armie under 
  Madriga has been ordered to contain the situation.  Madriga has called for the Old Kerk to provide the means of doing 
  this, and has refused to do anything other than cordon off Nederboden until this can be guaranteed. 
   
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  Player Handouts 2 & 3 −The Dreams of Past Evils 
   
  Handout #2 - 1
  st Dream 
  The fields burn as the sky weeps fire.  Death is all around, blanketing all vision in a darkened haze.  The bodies of the 
  fallen are piled up before the oncoming flames.  Those few still alive are dragged away from their stadts by the walking 
  dead.  The flames consume all that is left behind, and the undead feast on the burning flesh that remains. 
   
  A scream draws the creatures’ attention – they descend on the sound like a pack of rabid animals.  The scream 
  continues through their ghastly feast, finally broken off with a gurgling sound.  Those still alive cringe in fear, awaiting 
  a similar fate.  There are those that try to hide, but they are found quickly.  There is no refuge in the shadows, when its 
  touch is certain death.  Only a few escape in time, faster legs outrunning their slower neighbours - that are caught by the 
  chasing pack. 
   
  Your heart pumps loudly as you seek to escape your chasers, but already you can feel their fetid breath on your 
  neck.  With panic rising you stumble – there is a blinding pain that is followed by the crack of bones – your own.  Your 
  last moments are spent in agony as the walking dead fight over your flesh. 
   
  With a terrible scream that comes from deep within your soul, you awaken from this nightmare. 
   
   
  ____________________________________________________________ 
   
  Handout #3 - 2
  nd Dream 
  Shackled and drawn out, the survivors are paraded through the fallen streets, to an unknown destination. Undead 
  creatures mock your passing, choosing those amongst you that take their fancy.  Many are dragged away from the main 
  group, and the sounds of their fate rings true in the air around you.  Only those already dead are exempted this 
  gruesome march – men, women and children are all forced through the maddening throng of undead.  Flesh is ripped 
  from your bones as you move, as the undead creatures sample the flesh of dozens of your compatriots. 
   
  It is not until you reach your destination that you envy those who have already fallen.  Awaiting you at the top of a 
  rise is a collection of fiends that cackle and smack their mouths in anticipation of your arrival.  One by one they take a 
  single prisoner, wielding the chains that bind them as a makeshift leash.  With dark gestures, small portals are opened 
  out of nothing by the creatures, revealing a landscape of fire beyond.  As you are dragged into the opening, you realize 
  with certain dread that the torment planned for you and the others is eternal… 
   
  With a terrible scream that comes from deep within your soul, you awaken from this nightmare. 
   
   
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  Player Handout #4 The Tattoo (HUS) 
   
   
  Player Handout #5 The Temple Script of Jor-Russ 
   
   
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  DMs Aid #1: Battle Map of Encounter Eight 
   
   
  STANDARD OLD KERK TEMPLE (UPPER FLOOR ONLY) 
  KEY 1: ANTRIUM (STAIRS UP 10FT DOUBLE BRASS DOORS), 2: CENTRAL TEMPLE, 3: SHRINE OF BEORY, 4: 
  SHRINES OF PELOR AND MAYAHEINE, 5: SHRINES OF OBAD HAI AND VATHRIS, 6: SHRINE OF RAO, 7: 
  SHRINE OF ALLITUR AND KEPH, 8: SHRINE OF BEREI, 9: SHRINE OF ZODAL. 
  The standard Temple of the Old Kerk is a domed building with a broad covered (sometimes-pillared) veranda.  Broad 
  brass double doors lead into the open spaces of the interior and represent the only true doors of the temple.  Extensive 
  living and learning facilities are often located below the temple accessed by hidden stairways.  Each shrine sports a 
  single tall stain-glassed window and the statues of the god(s) or servant powers represented in the shrine. 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER5-03 - Fear of the Heart.pdf