TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  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 beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO4-07 
   
   
   
   
   
  The Heart of Betrayal 
   
  A Two-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 2.0 
   
  by James W. Hazel and Jason Mayberry 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
   
   
   
  Sometimes the wind from one door closing opens another. Even from afar, those with ears to hear and eyes to see can 
  sense the change. Yet vision and hearing can only go so far. The Watchers of the Stone need someone to serve as their 
  “eyes”. Do you dare to be a light in the darkness or will you be swallowed up by the shadows?  A two-round Yeomanry 
  regional adventure for PCs of APLs 6-12. 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  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 the Appendices.  
  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.  
  
  YEO4-07 The Heart of Betrayal 
   
  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 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard two-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry 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 adventure. 
   
  A character who 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 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.  The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority, 
  who has carried the spear for the nation, either now or in 
  the past, is eligible to elect a spokesman on his behalf 
  from his community who serves in the Council of 
  Common Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers. 
  KELZAD (POP. 950) 
   
  Meaning “Stone” in the original Suel dialect, Kelzad 
  is a very old settlement in the far northwest. Lore claims 
  that Kelzad was one of the first settlements founded by 
  the Suel when they came through the mountains from 
  the west. Reclusive and isolationist to the extreme, the 
  citizens of Kelzad to not welcome outsiders, and the town 
  as such is very different from anything else in the 
  Yeomanry. The town is home to only a few large, 
  extended families, ruled by the Watchers of the Stone—a 
  group of blind albinos who are rarely seen. The people of 
  Kelzad speak a long-forgotten Suel dialect and dress 
  eerily alike in flowing black-and-blue robes. They rarely 
  participate in Yeoman politics and do not have a 
  Grosspokesman, although the town’s size would warrant 
  one. 
   
  Despite its eccentricity, Kelzad is a wealthy town, 
  thanks to the gems, silver, and platinum that is mined in 
  the nearby hills and mountains. In fact, their mines 
  produce such pure strains of ore that outsiders have 
  claimed that witchcraft and sorcery must be at work. 
  Despite the town’s isolationism, its citizens do realize that 
  their wealth can garner them some influence. As such, a 
  considerable percentage of the coinage minted in the 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 3 
  Yeomanry originates in Kelzad, and the city as such is 
  well defended from raiders. The Yeoman government 
  recognizes the tremendous resource that Kelzad is, and 
  tries its best to capitulate to the town in order to access its 
  wealth. 
   
  Interestingly, the people of Kelzad financially 
  support the Dustdigger College in Loftwick in its effort 
  to rediscover Suel artifacts, and the Watchers of the 
  Stone openly support this. In fact, one of the more 
  renowned Dustdiggers, Olan Demeter hails from Kelzad 
  and has the Watchers’ blessing to adventure. He resides 
  in Newick currently, however. 
  GRYPHON’S REACH 
   
  Gryphon’s Reach controlled the Western pass in the 
  Crystalmists during the years before the Twin Cataclysm, 
  guarding the Suel presence in the Sheldomar Valley. For 
  several hundred years afterward it was an important 
  bulwark against the predations of the creatures in the Sea 
  of Dust. 
   
  In the years before the rise of Asberdies, the Keep 
  was a source of opposition to his attempts to consolidate 
  his rule. Sadly, the fall of Gryphon’s Reach signaled the 
  beginning of Asberdies’ reign of terror. 
   
  For years the Keep has remained hidden under the 
  blanket of a powerful version of the time stop spell 
  invoked by Asberdies. Within the spell, all time ceased 
  for 
  many 
  centuries. 
  Recently 
  several 
  unknown 
  phenomena have wreaked havoc with the spell. Portions 
  of the spell have accelerated, while the spell has collapsed 
  in some areas of the Keep. 
  BACKGROUND 
   
  Just before the Twin Cataclysms, the Gryphon’s 
  Reach was a lonely bastion in the Crystalmists. Prior to 
  the Invoked Devastation it was tasked with the defense 
  of the Suel Imperium from unknown enemies from the 
  east. After the Suel migrations, it was given over to a 
  minor house of the Suel, House Tardanth, to defend the 
  beleaguered Suel refugees from possible incursions from 
  the shattered remains of the Empire to the west. 
  Fortunately, nothing remained to assault the keep but 
  hot, dust-laden winds. 
   
  The last lord of the Gryphon’s Reach, Lazriel, was a 
  noble of House Tardanth, an accomplished wizard, and a 
  contemporary of the wizard Asberdies. When Asberdies 
  began his ascension to power, Lazriel refused to swear 
  fealty, opposed him politically, if not overtly, and tried to 
  maintain his trust to guard the passes and protect the 
  shattered Suel of the Sheldomar. Unfortunately for him, 
  Asberdies was not one to suffer even covert opposition. 
  Asberdies was able to eventually corrupt the mind and 
  soul of Lazriel’s apprentice and long-time protégé, 
  Kherroth. 
   
  One fateful night Kherroth and Asberdies struck, 
  poisoning most of the keep and cruelly murdering 
  Lazriel’s family.  Lazriel engaged in a tremendous spell 
  battle with the two evil spellcasters and managed to slay 
  his betrayer. He was unable to defeat Asberdies, however. 
  Before they died, Lazriel and his wife called upon a 
  powerful admixture of divine and arcane power to seal 
  away their charge, the Gryphon’s Aerie, from Asberdies. 
  Frustrated, the evil wizard used foul and powerful magic 
  drawing on dark pacts and profane power to raise both 
  Kherroth and Lazriel as liches, finding cruel amusement 
  in extending their enmity for eternity. Both are confined 
  to the relative area of the keep due to the spell’s effects, 
  but the power of the ancient magic is fading.  
  ADVENTURE SUMMARY 
  This adventure is similar to a standard dungeon crawl. 
  Characters encounter numerous undead in the keep and 
  must clear it of evil, enemy forces. The PCs will 
  eventually be faced with the difficult ethical situation of 
  aiding a lich to avenge his death and help him find his 
  final peace — or attempt to destroy him along with the 
  other undead denizens. The entire keep is subject to an 
  unhallow effect centered on the desecrated Chapel of 
  Allitur, which bolsters the undead and makes divine 
  casting problematic. PCs may encounter Lazriel’s wife 
  and children who are disembodied ghosts of a 
  mischievous bent. 
  PREPARATION FOR PLAY 
  Throughout the adventure, PCs will encounter the dead 
  and undead. Although undead typically have no treasure, 
  in each room of the Keep, a Search check (DC 10 + APL) 
  will find various (random) coinage scattered across the 
  floors. 
   
  The majority of these coins are copper, with some 
  silver and the occasional gold piece. All of these coins 
  have dropped from the purses of the dead and undead 
  after their death or transformation. These coins are worth 
  more than their face value, as they are extremely rare 
  coins; if the PCs Appraise (DC 18 + APL) the coins, they 
  will realize that the coins are worth up to 100 times the 
  face value. Once the players understand that coins are 
  lying scattered about the Keep it is likely they will search 
  for and find the majority of the coins; note whether or 
  not the PCs discovered (paid attention to) the coins on 
  the floor (Old Coins reward on the AR). It is important 
  to note whether or not the PCs find the coins, and 
  whether or not they keep or sell the coins (they cannot 
  keep some and sell others). 
   
  Mixed among these collector’s coins are other, 
  different coins, although equally valuable. While almost 
  as old, these coins are in far better condition, with the 
  finely etched figure of a wizard on the obverse and a tall 
  tower with four bastions engraved on the reverse. Each of 
  these coins is made of a strange green-tinged gold. 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 4 
   
  PCs that gain the Old Coins reward and choose to 
  sell the coins automatically gain maximum gp for this 
  adventure. 
  Is This a Military Adventure? 
   
  Yes. PCs in the militia or army are considered 
  activated for this adventure. The initial request for 
  adventurers from the Watchers of the Stone may have 
  been made through official military channels and the PCs 
  may be considered tasked to the Watchers. 
  Is This a Church Adventure?  
   
  No.  No direct church involvement from the major 
  faiths of the Yeomanry is indicated in this adventure. 
  There may be an opportunity to score points with the 
  Church of Allitur in the adventure, however. 
  Is This a Dustdigger Adventure? 
   
  Yes. PCs belonging to the Academy of Lore are 
  considered activated for this adventure. The exploration 
  of ancient sites and acquisition of historical information 
  are central to the mission of the Academy of Lore. 
  INTRODUCTION 
  The PCs have been contacted by their military superiors, 
  officials of the Academy of Lore, or some other 
  government official and asked to go to the town of 
  Kelzad and speak with the Watchers of the Stone. Feel 
  free to roleplay this encounter, but the actual method of 
  introduction is not essential to the story. In any case, 
  economically savvy characters will not be able to 
  negotiate a fee higher than standard mercenary wage 
  (approximately 10 gp x APL). Play begins before the 
  Watchers in Kelzad. 
   
  Perhaps you should have been surprised by the 
  summons of the enigmatic Watchers of the Stone. 
  Certainly, your friends looked at you with some 
  trepidation when you mentioned it before heading 
  out. It is rare for these strange and powerful 
  individuals to contact the outside world, much less 
  send a summons through official channels for you, 
  specifically. 
   
  The larger purpose remains unclear, as is how 
  you came to their notice. Nevertheless, here you 
  stand before the circle of blind albinos. They begin 
  to speak, and as if they share one mind, when one 
  leaves off another takes up the conversation in 
  midstream. 
   
  “You are known to us. We have watched your 
  exploits. We have need of your skills. You will assist 
  us.” 
   
  “There are forces— forces working which you 
  will not understand. Understanding is not for you— 
  only doing. The wind from one door closing—” 
   
  “—opens another. A door has opened. The 
  shifting earth destroyed a nesting on the River 
  Hard—” 
   
  “—and closed the Deliverer’s Rest. And it 
  opened the path to Soul’s Despair.” 
   
  “Gryphon’s Reach. Bastion of the West. Forge of 
  Souls. Heart of Betrayal— a promise forgotten.” 
   
  “The way is open, but we cannot see. There is 
  only—” 
   
  “—pain. Only despair. Heart’s betrayal. Beyond 
  the pain is—” 
   
  “—unknown. We cannot see beyond the pain. 
  You will go. You will be our— eyes.” 
   
  “You will see without pain. Little lights into the 
  darkness can avoid the hungry shadows, where 
  larger lights would be swallowed up. Follow the 
  waters into the Dark of Dark— three days hence at 
  the first light. Now is the time. Now is the only time. 
  You are dismissed.” 
   
  With that, your audience with the eerie 
  Watchers is concluded. No one else in Kelzad knows 
  what was discussed in your audience, nor do they 
  care to listen. You are given provisions and sent 
  solemnly on your way. 
   
  The PCs may choose to reject the mission of the 
  Watchers due to the way in which it was presented. The 
  Watchers are strange, imperious, and a little spooky. If 
  they choose to do so, the adventure is essentially over for 
  them. No gold or experience is earned from an 
  uneventful trip to Kelzad.  Otherwise, proceed to 
  Encounter 1. 
  ENCOUNTER 1: THE LONG 
  AND WINDING ROAD 
  You are sent to follow a path along the Wick River as 
  it tumbles out of the mountains. The way is easy at 
  first, but as the path cuts into the mountains, the 
  way becomes rockier and more treacherous. After a 
  day or so of travel, you finally find the place where 
  the Wick gushes forth from its underground source. 
  It appears that the Dustdiggers will need to update 
  their records about the river’s source. Where they 
  had indicated before that the river gushed from a 
  small cleft in the rock, it now appears that massive 
  stones have fallen, opening a cave that contains not 
  only the rushing river, but just enough room for you 
  to skirt along the edge and enter the cave itself. 
   
  A Balance check (DC 10) is needed to avoid falling in 
  the river on this narrow (3 ft. wide) walkway. If a PC falls 
  in the water, they must succeed at a Swim check (DC 15) 
  or be pushed 10 ft. downriver every round. Without cold 
  weather gear, a PC in the river takes 1d6 nonlethal 
  damage from cold each round he remains in the water. 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 5 
  Upon exiting the water, PCs may heal from the chill 
  using vigorous exercise, gaining their Con modifier back 
  (in hp, heals the nonlethal damage only) for every hour 
  spent out of the water. Note that creatures which are 
  Large or larger cannot fit into the cave. 
   
  Further into the cave, the rough, rocky cave 
  floor changes, and you begin to see evidence of 
  worked stone. As the river rises, stairs replace the 
  path alongside it, cut from the stone itself. 
   
  The steps are narrow and slippery. Eventually, 
  the way branches off with one tunnel containing the 
  river and another to the right. The tunnel to the 
  right has some indication of being man-made. There 
  are some stone pillars and a rusted iron ring and 
  stone bollard that might have been used long ago to 
  tie a boat. The tunnel has chiseled supports and 
  rusted sconces for torches and extends beyond the 
  range of your vision. 
   
  You follow the tunnel for what seems miles and 
  for several days, trudging ever upward. The rushing 
  of the river is deafening at first, and seems to echo 
  through the tunnel. Eventually, however, it fades 
  away until all you can hear is your own footsteps 
  and the sound of your own voices. When it seems 
  like the tunnel will take you forever, or at least into 
  the Sea of Dust, something catches your eye. The 
  keenest-eyed among you see it first: a small light 
  ahead. Eventually, all can see and you have no need 
  for additional lighting. Sunlight streams through an 
  opening in the cave and you emerge into the light of 
  day. It is evident that you must be in the very heart 
  of the mountains. The air is chill and sharp and 
  thinner, making you draw deeper breaths. 
  ENCOUNTER 2: GRYPHON’S 
  REACH 
  Before you is a cobbled roadway, cut into the living 
  heart of the mountain. It extends onward and 
  upward for a significant distance before it bends 
  behind a smaller peak and is lost from sight. You 
  follow the road upward and around that bend for 
  about half a mile. Nestled among the smaller peaks 
  and crevices lies a stony, walled keep with corner 
  towers half a mile further onward. The road leads up 
  to the keep and also seems to continue past it, 
  descending out of view. 
   
  Note: It is possible that some erstwhile PC thinks 
  himself the equal of, or even superior to the powerful 
  Watchers of the Stone and tries to use divination magic 
  on the keep or its environs. They’ve gotten fair warning 
  from the Watchers. A PC attempting to use any 
  divination spell is instantly wracked with blinding pain 
  and debilitating despair for 1d4+1 rounds. Due to the 
  nature of the unhallow and the amount of undead in the 
  keep itself, any use of detect undead or detect evil within the 
  walls of the keep functions as if the user had detected an 
  Overwhelming aura (as per the spell description) and 
  stuns for 1d4+1 rounds. Due to the Overwhelming aura, 
  it will be impossible to concentrate to determine 
  numbers, strength and locations of individual auras, etc. 
  While a powerful spell covers the keep, its effects are 
  more muted and as long as spellcasters using detect magic 
  devote one additional round to their concentration, the 
  overall magic aura of the keep will fade to a dull, 
  background aura. 
   
  As you approach the keep, you are stopped by an 
  invisible barrier. It defies your attempts to pass 
  through. Closely peering beyond the barrier, you 
  notice unsettling sights. A bird is frozen in flight, a 
  kind of bird you have never seen before, and perhaps 
  no one has seen for hundreds of years. A leaf is 
  suspended under a tree, inches from the ground. A 
  mountain goat on one of the peaks near the keep has 
  been standing with its head raised without moving 
  since you have first noticed it. 
   
  But as the light of the new day encroaches — 
  what must be the third day of your travels — the 
  world seems to subtly shift. The bird reanimates and 
  flies away. The leaf makes its slow fall to the stony 
  ground. And the goat shakes itself and slowly —
  almost too slowly — bounds off into the rocks. 
   
  The keep and surrounding environs has been subject 
  to a very powerful and complex time stop spell. PCs 
  casting detect magic will get the sense of lingering but 
  almost 
  overpowering 
  Transmutation 
  magic 
  of 
  a 
  complexity they’ve never seen before. The Transmutation 
  aura lingers in the background, and the power of the aura 
  is muted but does not fade. Rather it fluctuates slightly. 
   
  A DC 35 Knowledge (arcana) check indicates that 
  this is a very powerful and complex version of a time stop 
  spell; probably an ancient magic from before the Invoked 
  Devastation that has been otherwise lost. 
   
  The road that continues past the keep leads to 
  Encounter 6. 
  ENCOUNTER 3: EXPLORING 
  THE KEEP – LEVEL ONE 
  Refer to DM Aid:  Map of Level One during this encounter. 
  AREAS G1 – G4: GUARD TOWERS 
   
  Of these towers, once solidly built of heavy, 
  hewn stone at the far corners of the keep, and at 
  least 3 stories, only the farthest now stand, with 
  crenellations shining in the morning. The bottom 
  floors have no windows or arrow slits, and wooden 
  doors partially hang from their hinges. 
   
  Of the closer guard towers, one has completely 
  collapsed, crashing partly into the courtyard, while 
  
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  the other is in the process of collapsing, seeming to 
  hang in the air, gouts of dust and debris casting a 
  pallor across the Keep. 
   
  The southwestern guard tower (Area G1) is in the 
  process of collapsing on itself. 
   
  The guard tower which has completely collapsed is 
  the one labeled Area G2. It has destroyed parts of the 
  Steward’s office (Area 24) and one of the storage rooms 
  (Area 9), and completely destroyed the eastern barracks 
  (Area 14) and the eastern armory (Area 7), as well as the 
  eastern half of the barbican.  
  AREA 1: THE SHATTERED BARBICAN 
   
  The barbican of the keep is ruined, from time 
  and some type of explosive magic. The heavy, iron 
  gates are blasted and lying some 20 feet from the 
  barbican, itself. The portcullis is likewise thrown far 
  from the barbican and twisted from some great heat. 
  The barbican itself is a blackened ruin of crumbled 
  stone and uncertain stability. The gateway arch 
  appears intact, and two persons could pass abreast 
  underneath it, though there is no telling how long it 
  will hold. 
   
  The right half of the barbican seems to have 
  collapsed in on top of itself, although strangely, you 
  can see portions of the barbican’s upper floor that 
  have yet to complete their collapse. In fact, looking 
  closer, you can see debris and rubble in the act of 
  falling! 
   
  Looking beyond the half-blasted gatehouse, you 
  can see into the courtyard beyond. Great portions of 
  the keep itself remain half-destroyed. 
   
  A DC 20 Knowledge (architecture & engineering) 
  check or DC 15 Stonecunning check, will tell the PC that 
  most of the damage is to the gates, themselves, and the 
  second story. The gateway arch is firm and relatively 
  stable. 
  AREA 2: THE COURTYARD 
   
  The courtyard is open ground containing an 
  ornate, stone fountain. The fountain is dry and 
  contains no water and seems to have been non-
  functional for quite some time. Scattered about the 
  courtyard are skeletal remains of humanoids with 
  the last remains of rusted equipment and tattered 
  clothing. One of the skeletons is lying so that its 
  arm is draped over the lip of the fountain with its 
  hand where the water would be. 
   
  There is nothing of note in the courtyard. 
   
  Around the perimeter of the courtyard stand the 
  main buildings of the Keep. The interior buildings 
  are also constructed of solid stone, and remain in 
  good repair, although the front doors gape wide 
  open. The slate rooves of the buildings are 
  contrasted by the deep green of tarnished copper 
  flashing. 
   
  Once the PCs have entered any of the buildings read 
  the following paragraph. The mist is an effect of the 
  unhallow placed on the keep (see Area 15), but the mist 
  itself has no game effect other than to confuse or 
  intimidate the PCs. 
   
  A low, cool, thin mist hugs the floor and strange 
  shapes can occasionally be seen in it. The mist swirls 
  in and out of focus, creating strange and tormented 
  shapes. You can feel the mist trying to claw its way 
  up your legs, but a quick wave of your hand 
  disperses the mist. 
   
  Occasionally, misty figures or apparitions can be 
  seen moving through the mists, both away from and 
  toward the PCs. Unless an area explicitly mentions 
  otherwise, the figures always pass through a wall or other 
  surface, or rush to the PCs and pass harmlessly through 
  them, disappearing as if inside the PCs body. Again there 
  is no game effect, only atmosphere. 
  AREA 3: STABLES 
   
  The stables are completely empty. Even the hay 
  has turned to dust. There is the skeleton of one dead 
  horse, but nothing else. Really. If there were other 
  horses, they must have fled to become eaten or 
  evolve into hardy mountain ponies. 
   
  Nothing to see here; nothing to loot. 
  AREA 4: THE SMITHY 
   
  The 
  smithy 
  is 
  solidly 
  built 
  of 
  stone. 
  Surprisingly, occasional wisps of smoke still rise 
  from the chimney. The stones of the outer walls and 
  the heavy iron door are warm to the touch. In fact, 
  the door is uncomfortably hot. 
   
  The inside is also uncomfortably warm. 
  Hanging on the walls are various finely crafted tools 
  and weapons. Everything is covered with a fine layer 
  of soot that you kick up into a cough-inducing cloud 
  as you enter. Close to the forge there is a gleaming 
  anvil etched with dwarven runes. It is clean of dust 
  or soot and in pristine condition. From the forge 
  itself, burning eyes look out at you and follow your 
  movements. 
   
  Within the forge is a bound fire elemental (see 
  Monster Manual, page 99). The elemental (two elementals 
  at APL 12) is bound to the immediate vicinity of the forge 
  (really, the anvil) and cannot go beyond 10 ft from it. The 
  elemental will not attack unless attacked. If the PCs do 
  not attack it, the elemental will ask in Ignan that they 
  free him. He only knows that the anvil is somehow 
  linked to his imprisonment. 
   
  The anvil is made of mithral and has a binding effect 
  that holds the elemental. It is hardness 10 and 200 hp 
  
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  worth of damage is enough to break the magical effect 
  and free the elemental. If they succeed, the elemental 
  thanks them, promises to repay them someday in the 
  future, and disappears in a blinding flash; the PCs receive 
  the Favor of the Elemental reward on the AR. The 
  smithy becomes noticeably cooler after its departure. 
   
  PCs may decide to release the elemental by attacking 
  him directly instead of the anvil (or may simply decide to 
  slay the elemental without regard to its wishes). If they 
  do indeed defeat the elemental, a PC who has land of his 
  own can place the anvil on their demesne, if it has been 
  improved with a smithy; the PCs receive the Mithral 
  Anvil reward on the AR. 
  APL 6 (EL 7) 
  � Fire Elemental, Huge (1): hp 144; see Monster 
  Manual, page 99. 
  APL 8 (EL 9) 
  � Fire Elemental, Greater (1): hp 189; see Monster 
  Manual, page 99. 
  APL 10 (EL 11) 
  � Fire Elemental, Elder (1): hp 216; see Monster 
  Manual, page 99. 
  APL 12 (EL 13) 
  � Fire Elementals, Elder (2): hp 216 each; see 
  Monster Manual, page 99. 
  AREA 5: THE COMMON ROOM - SOUTH 
   
  This room looks to have been once richly 
  apportioned. Some faded tapestries still cling 
  tenaciously to the walls, while others have given up 
  the fight and fallen into heaps. Low stone benches 
  line the walls. Directly across from the entrance is a 
  pair of etched, thick oak doors. 
   
  If the PCs venture beyond the doors read the 
  following: 
   
  Beyond the doors lies an impressive vista. A 
  rock wall rises before you, stretching as far as you 
  can see to the left and right. A sturdy drawbridge 
  rests across a deep chasm, perhaps 30 or forty feet 
  across. At the far end, a dark archway beckons you 
  forward. 
   
  The mist hangs low to the floor throughout the 
  interior of the keep. Although it has no game effect, you 
  may suggest to the players that PCs have a cold shiver 
  and feel something watching them, especially whenever 
  they enter a new room. 
   
  Passing through the archway will bring the PCs 
  down to the Underground (Encounter 5). 
  AREA 6: WESTERN ARMORY 
   
  Broken and otherwise useless or ruined 
  weapons litter this room. They look as if they have 
  been torn from their racks and thrown about the 
  room in anger. There are distinct divots and chips in 
  the walls where metal weapons have struck them. 
   
  Two chests, one in each corner of the room sit 
  with sturdy locks. Nestled in the floor mist, a 
  skeletal body lies with one hand on a wooden bench 
  and one hand on the lowest portion of one of the 
  weapons racks; as if reaching for a weapon before he 
  succumbed to his awful fate. 
   
  The ever-pervading mist seems a little chillier 
  here, and the mist seems to form itself into faces 
  that sternly watch the PCs and glare soundlessly. 
   
  If the PCs choose to attack the misty faces, let them 
  do so. It is only mist. After a few rounds or so of swinging 
  at the mist and shadows, let them have the real danger: 
  the spectres. 
   
  The chests are empty and the locks unlocked. 
   
  Note: The EL of this combat has been raised by 1 
  due to the unhallow effect throughout the keep (see Area 
  15). 
  APL 6 (EL 9) 
  � Evolved Spectre (1): hp 63; see Appendix 1. 
  APL 8 (EL 11) 
  � Evolved Spectres (2): hp 63 each; see Appendix 1. 
  APL 10 (EL 13) 
  � Evolved Spectres (4): hp 63 each; see Appendix 1. 
  APL 12 (EL 15) 
  � Triply Evolved Spectres (4): hp 63 each; see 
  Appendix 1. 
  AREA 7: EASTERN ARMORY 
   
  This area has been completely destroyed by the 
  collapse of the southeastern guard tower (Area G2). 
  AREA 9: STORAGE ROOM 
   
  Empty, except for various foodstuffs.  Just your basic 
  fare — tomatoes, onions, displacer beast meat, etc. 
   
  The storage room near Area G2 has been partially 
  destroyed by the collapse of the southeastern guard 
  tower. 
  AREA 10: GUEST ROOM 
   
  This appears to be a typical guest room— or at 
  least it was. Now it is a junk heap. The bedding has 
  been slashed and scattered. Chairs have been 
  
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  broken, as has the mirror on the scratched and 
  dented dresser. The wall hangings have been slashed 
  to pieces and the closet door torn off its hinges. 
  AREA 11: DINING HALL 
   
  This massive hall contains a large oak table at 
  which are seated or slumped at least 20 corpses. 
  Goblets are spilled out onto the table and dishes 
  upended. Some of the bodies are calmly seated; 
  others slumped over the table, while others are on 
  the floor as if they were struck down fleeing from 
  their meal. The corpses in this room are not skeletal, 
  but still rather fleshy. Whatever magic has held this 
  castle out of time is inconsistent, it seems. 
   
  There is a massive fireplace directly across the 
  room, around which rises an arched stairway on 
  either side that leads up to a second-floor balcony. 
  Colored light filters in from stained glass windows 
  in the dome above the room and the decorations are 
  very well crafted and ornate. 
   
  If any PCs examine the bodies, a DC 15 Heal check 
  reveals them to be poisoned: dilated pupils, swollen and 
  blackened tongue, etc. Of course, this is just before the 
  corpse seems to turn and look at the PC. 
   
  You watch in horror as ghostly apparitions rise 
  from the scattered corpses. Perhaps you really 
  imagined that slurping-sucking noise. Slowly the 
  translucent figures stand, resplendent in the finery 
  of their day. The spirits begin to walk beyond the 
  table, couples joining hands, obviously gathering to 
  dance. 
   
  As more apparitions begin to filter into the 
  room and the dance proceeds, something strange 
  happens. A child’s ball comes bouncing down the 
  stairs from the second floor. If it were possible for 
  the undead to know fear, you would swear that the 
  spirits are afraid of it—or what it represents. They 
  begin to shy away from the stairs and from wherever 
  the ball comes to rest, moving as fast as their 
  floating step will carry them. Soon, the room is 
  empty; only you and the ball remain. 
   
  If the PCs ignore the ball and make their way to the 
  staircase, the moment they set foot upon the first step, 
  the ball comes bouncing back down the steps again. If 
  the PCs leave the room entirely, it will come bouncing 
  their way from the next staircase they encounter. In fact, 
  it will stalk them, appearing in the spookiest fashion 
  until one of them picks it up. Once a PC touches the ball, 
  he is subject to phantom Devlin’s malevolence. The 
  character must succeed at a Will save (DC 23) or be 
  possessed by Devlin (Lazriel’s son). Devlin is not evil, but 
  he is mischievous. He will try to keep his presence a 
  secret as long as possible. But he is, after all, just a little 
  boy and sometimes he might slip up. If another character 
  is possessed by Devlin’s sister, Rianna, then they will 
  quietly bicker and play pranks on one another through 
  their hosts. 
   
  Any PC that makes the Will Save suffers no effects 
  and has no knowledge of what has occurred, but will 
  have an uncontrollable urge to pass the ball to another PC 
  (like the game “hot potato”). The PC will do everything in 
  his power to keep the effects secret, even going so far as 
  to use Sleight of Hand to place the ball upon an 
  unsuspecting PC. This will continue until one PC fails 
  the Will Save. 
   
  Give the PC possessed by Devlin Player Handout #1. 
  AREA 12: KITCHEN 
   
  This appears to be a well-used kitchen. As you 
  enter, you see a skeleton in a chef’s hat waving a 
  spoon at you. His jaw moves soundlessly, but you get 
  the distinct impression that he is not happy with 
  your intrusion. 
   
  The undead spirit of the cook is tied so firmly to his 
  beloved kitchen that he is more difficult to turn. He 
  cannot be destroyed by turn attempts, and even if cowed 
  he will not leave the kitchen. He does not attack the PCs, 
  even if attacked, just looks sternly at them and waves his 
  spoon—at least as stern as a skeleton in an apron and a 
  chef’s hat can be. If reduced to 0 hp, he reforms in 1d6+1 
  rounds. If the PCs linger and do nothing, he points to a 
  pot on the stove with a spoon in it. If the PCs go over to it 
  and stir the pot for a few minutes, he nods and ignores 
  them from that point on. They get to keep the spoon. 
  AREA 13: STORAGE ROOM 
   
  Empty, except for various foodstuffs.  Just your basic 
  fare — tomatoes, onions, displacer beast meat, etc. 
  AREA 15: THE CHAPEL 
   
  Shafts of sunlight pierce the gloom through 
  holes in the stained glass, but do nothing to dispel 
  the shadows. The mist is thicker here, and a little 
  spongy. The faces in the mist seem to snarl at you 
  and scream without sound. The shadows are longer, 
  the darkness deeper and the chill stronger. A tingle 
  races up your spine and the air feels, well, wrong. 
  Everything is definitely uneasy here. The pews are 
  empty, but the shadows seem to move and slide 
  among them of their own accord. The altar has been 
  drenched with dried blood and above it is a defaced 
  symbol of Allitur. Some of the moving shadows are 
  definitely now more solid. 
   
  The PCs are attacked by the occupants of the chapel. 
   
  Note: The EL of this combat has been raised by 1 
  due to the unhallow effect throughout the keep (see 
  below). 
  
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  APL 6 (EL 9) 
  � Slaughter Wight (1): hp 176; see Appendix 1. 
  APL 8 (EL 11) 
  � Slaughter Wights (2): hp 176 each; see Appendix 
  1. 
  APL 10 (EL 13) 
  � Slaughter Wights (2): hp 176 each; see Appendix 
  1. 
  � Devourer (1): hp 108; see Monster Manual, page 
  58. 
  APL 12 (EL 15) 
  � Slaughter Wights (3): hp 176 each; see Appendix 
  1. 
  � Devourers (2): hp 108 each; see Monster Manual, 
  page 58. 
   
  Development: The desecrated chapel is the source 
  of the unhallow effect (18th level caster) throughout the 
  keep. If any PC thinks to do so, they may reconsecrate 
  the chapel by defeating its undead occupants and then by 
  expending 2 of their daily turn attempts (minimum 8th 
  level cleric for this to be effective, auto success).  
  Reconsecrating the chapel disperses the mist and 
  destroys the unhallow effect throughout the keep.  The 
  spell tied to the unhallow effect is invisibility purge, and 
  only undead gain the benefit of this invisibility purge. 
  AREAS 17, 18, 20: SERVANTS’ QUARTERS 
   
  These rooms are mundane and functional bedrooms 
  with bunk beds and simple closets. They probably 
  functioned as the servant’s quarters. There are occasional 
  corpses in various states of decay, but they are otherwise 
  unremarkable and empty. 
  AREA 21: PUBLIC BATH 
   
  This room is tiled and warmer than other rooms 
  in the keep. Several large pools of cold or steaming 
  water are set into the floor. The room is nice, but not 
  ornate and there are finely crafted wooden benches 
  along the walls. Shelves hold clean linen towels that 
  are strangely preserved from the age and decay that 
  has affected other parts of the keep. 
   
  The pools in the Public Bath are everful basins (see 
  Stronghold Builder’s Guidebook), but cannot be removed 
  without destroying them. 
   
  � Everful Basin: This enchanted basin always has six 
  gallons of water in it, no matter how many times it might 
  be dipped into. However, if the everful basin is ever 
  emptied completely, such as by tipping it over, it ceases 
  to work forever, the magic spilling away with the last of 
  the water. 
  AREAS 28-29: SIMPLE GUEST ROOMS 
   
  Simple guestrooms with one bed, nightstand and 
  chest. Each has bodies in various places in various states 
  of decay. Those rooms in the western portion of the keep 
  are decayed down to bones. Those in the eastern side are 
  essentially preserved from the point of death. This is an 
  effect of the inconsistent time stop effect that fluctuates 
  throughout the keep. 
  AREA 32: LAZRIEL’S STUDY 
   
  The key to the door from the staircase to this room is 
  in the Master Bath (Area 35). 
   
  This is a small, but luxurious office intended for 
  the business of the keep and occasional arcane 
  study. The room is dominated by the massive 
  silveroak desk, upon which rest numerous papers, 
  half-finished spells, and charts of other Planes. 
  There is a painting on the wall behind the desk of a 
  handsome family; a blond boy with a mischievous 
  grin, a pretty girl with a pout, a strong-featured, red-
  haired woman in cleric’s vestments, and a dark-
  haired, middle-aged man with piercing eyes. The 
  painting is uncannily lifelike and the eyes of each 
  person of the painting seem to follow you wherever 
  you go in the room. On the west side of the room is a 
  small but sturdy metal door with a lock. 
   
  There is not much of value in this room. A Search 
  check (DC 16 + APL) among the papers on the desk turns 
  up Player Handout #4. 
   
  The metal door opens to what appears to be a stone 
  wall. The wall is actually a portal that teleports anyone 
  stepping through it to the Laboratory (Area 41). The door 
  and lock are mithral. 
  � Mithral Door: 6 in. thick; hardness 15; hp 180; 
  Break DC 40; arcane lock (CL 17th); mithral lock 
  (Open Lock DC 40, hardness 15, hp 30). 
  AREA 36: PRIVY 
   
  This tiny room contains nothing but a stone 
  seat with a hole in the center and a shelf with clean, 
  but coarse linen towels. It is otherwise empty. The 
  hole is dark and no light source reveals any depth or 
  dimension. 
   
  The hole under the privy seat is a bag of devouring 
  (Dungeon Master’s Guide, page 274). Any PC stupid enough 
  to stick anything of animal or vegetable nature down it 
  suffers the consequences.  The bag cannot be recovered; 
  attempts to remove it will destroy it instead. 
  AREA 37: DRY STORAGE & WINE CELLAR 
   
  Half of this cavernous room is taken up by large 
  crates, wooden boxes of various sizes, and barrels. 
  There are utilitarian shelves that hold more boxes 
  
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  and crates. At the other end of the room are various 
  shelves holding dusty bottles with illegible paper 
  labels that have been obscured by time. A simple 
  wooden door sits in the center of the western wall. 
   
  The bins, crates, boxes and barrels all contain 
  foodstuffs. None are edible and all are either dust or 
  rotten. The wine is so old that it has turned to vinegar 
  and is likewise unpalatable. 
  ENCOUNTER 4: EXPLORING 
  THE KEEP – LEVEL TWO 
  Refer to DM Aid:  Map of Level Two during this encounter. 
  AREA 8: WESTERN BARRACKS 
   
  This room contains a number of wooden bunk 
  beds, a couple of tables and numerous wooden 
  chests. A couple of skeletal bodies are slumped onto 
  one of the tables. Small scraps of paper that appear 
  to be playing cards are beneath them. One is 
  clutching a pewter mug, tarnished slightly. The beds 
  hold a few more skeletal remains with even more 
  scattered about the floor in the mist. As you enter 
  the room, their heads turn in your direction and 
  their bony jaws move soundlessly as they pull 
  themselves upright. 
   
  The skeletal soldiers shuffle into ranks on 
  either side of the room and pull themselves to a stiff 
  attention. Their attention focuses upon you, but 
  they do not move from their military stance. They 
  appear as many soldiers do—waiting to be 
  commanded. 
   
  The skeletons will not attack the party no matter 
  what transpires. They also cannot be commanded, as no 
  one in the party is their original lord or commander. If 
  attacked, they will remain at attention and not defend 
  themselves. If rebuked or turned, they will crumble to 
  dust. If a Neutral cleric with the ability to command 
  undead attempts to command them, they will shake their 
  heads in disgust and crumble to dust. 
  AREA 14: EASTERN BARRACKS 
   
  This area has been completely destroyed by the 
  collapse of the southeastern guard tower (Area G2). 
  AREA 16: VESTRY 
   
  This room seems to have functioned as the 
  vestry and office of the chapel’s cleric. On the wall is 
  a slightly faded picture of a middle-aged Suel man, a 
  plain auburn-haired woman in cleric’s vestments 
  decorated with the holy symbol of Allitur, and two 
  blond children, a boy and a girl. Crisp cleric’s robes 
  hang in a mahogany wardrobe, and a fine, mahogany 
  desk sits in front of the eastern window. Various 
  papers are scattered from the desk and onto the 
  floor. There is a basin filled with water in the 
  northwest corner of the room. 
   
  The painting is of Lazriel’s family. His wife, Relinda, 
  is the cleric of Allitur in the painting. The water in the 
  basin was originally holy water, but due to the corruption 
  of the chapel has been slowly converted to unholy water. 
  If the PCs enter this room after reconsecrating the 
  chapel, inform them that the water in the basin appears 
  to be slightly steaming, although it is cool to the touch. 
  The desk is locked (Open Lock DC 15+ APL). 
   
  Treasure: In a drawer of the desk is a silver holy 
  symbol to Allitur and a lesser strand of prayer beads (at APL 
  8 and above only). The papers are in Ancient Suel and are 
  mundane accounting documents and clerical reports. 
  AREA 22: CAPTAIN’S OFFICE 
   
  This medium-sized room is simple, almost 
  Spartan in its accoutrements. Shields of unknown 
  and possibly ancient heraldry rest on the walls, as 
  well as some well-preserved weapons. At a simple, 
  pine desk sits a grayish, bald figure looking through 
  some papers. When you enter, it turns its white, 
  empty eyes upon you. 
   
  The PCs are attacked immediately. 
   
  Note: The EL of this combat has been raised by 1 
  due to the unhallow effect throughout the keep (see Area 
  15). 
  APL 6 (EL 7) 
  � Shadows (3): hp 27 each; see Monster Manual, 
  page 221. 
  APL 8 (EL 9) 
  � Bodak (1): hp 81; see Monster Manual, page 28. 
  APL 10 (EL 11) 
  � Bodaks (2): hp 81 each; see Monster Manual, page 
  28. 
  APL 12 (EL 13) 
  � Bodaks (3): hp 81 each; see Monster Manual, page 
  28. 
  � Wraiths (4): hp 45 each; see Monster Manual, page 
  258. 
  AREA 23: WAR ROOM 
   
  Entering this room, you immediately notice 
  that the doorway is bracketed by statues holding 
  pole arms that cross above the lintel. The walls are 
  covered by tapestries that are carefully woven maps. 
  Unfortunately, they are maps of kingdoms and 
  empires that are no more than memories, or at best, 
  historical curiosities. A shelf-rack along the 
  
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  northern wall holds many scrolls and scroll cases. 
  Probably filled with, you guessed it, maps. The room 
  is dominated by a large round table upon which a 
  map of a structure has been etched into the wood 
  and painted. A small red dot the size of a thumb 
  pulses at a location on the table. 
   
  The table is a greater map of tactics (see Stronghold 
  Builder’s Guidebook). The map shows the basic room 
  structure of the four levels of the keep (you can share the 
  maps of the keep with the PCs) but no details of the 
  underground or the western guard tower. The pulsing 
  point is the activation icon (it will disappear if anyone 
  touches the table and gets an icon representing them 
  upon the table – see below). Again, this table is set in 
  place, and cannot be moved without destroying the 
  magic item. 
   
  � Greater Map of Tactics: This table features a 
  topographic map of the stronghold and the outlying area 
  to a distance of one mile.  When a person touches the 
  map, a glowing icon representing her appears at the 
  appropriate location on the map (Will save DC 16 
  negates).  The person can then leave the room and 
  wander as she likes.  As long as she stays within the 
  region represented by the map, the map shows where she 
  is.  If she leaves the area and then returns, the map 
  immediately picks up her presence again. 
   
  The map can track up to six subjects at a time for up 
  to 18 hours each.  The icon gives more than just location 
  data on tracked subjects; it also renders their status 
  (unharmed, wounded, dying, disabled, unconscious, 
  stunned, dead, and so on).  Anyone within 5 feet of the 
  map instantly understands how to read these icons 
  properly. 
   
  If the maximum number of people is already being 
  tracked, no additional people can be tracked until the 
  time limit of one or more expires or unless one of the 
  current subjects returns to the map and touches it again. 
  AREA 24: STEWARD’S OFFICE 
   
  This medium-sized room is more ornate than 
  other offices you have seen. Colorful tapestries, 
  untouched by age and time adorn the walls. There 
  are well-made bookcases and cabinets, filled with 
  ledger books and scrolls that line the walls. The desk 
  and the cabinets and shelves seem to be made of a 
  dark, shiny wood. Two everburning torches burn 
  heatlessly in sconces on either side of the door. In 
  the farthest corner, a figure skulks, half in shadow. 
  The figure is holding a ledger in which it makes a 
  quick notation before placing the book back upon 
  the shelf. The shadowy figure then sits at the desk, 
  and begins to make notations in various ghostly 
  ledgers. 
   
  Treasure: At APLs 8 and above, staunch PCs can 
  locate a chime of interruption under the desk (Search check 
  DC 16 + APL). 
  AREA 25: CAPTAIN’S QUARTERS 
   
  This room was obviously a bedroom. Faded wall 
  hangings depicting martial scenes attempt to lend 
  color to this utilitarian scene. Dust covers 
  everything. There is one bookshelf along the east 
  wall with bound books that are brittle and yellowed. 
  There is an open chest filled with brittle maps at the 
  foot of the bed. A small nightstand has collapsed 
  into a fragmented heap next to the bed.  
   
  A Search check (DC 16 + APL) will uncover a note 
  among the remains of the nightstand (Player Handout #3). 
   
  The books are in Ancient Suel and are military 
  histories and treatises. Unfortunately, due to their 
  advanced age and horrible condition, they are not really 
  salvageable. The room is otherwise empty of anything of 
  value.  Any attempt to save a map or book will fail, 
  leaving the PC with a pile of dust. 
  AREAS 26-27: SIMPLE GUEST ROOMS 
   
  Simple guestrooms with one bed, nightstand and 
  chest. Each has bodies in various places in various states 
  of decay. Those rooms in the western portion of the keep 
  are decayed down to bones. Those in the eastern side are 
  essentially preserved from the point of death. This is an 
  effect of the inconsistent time stop effect that fluctuates 
  throughout the keep. 
  AREA 30: SPLENDID GUEST ROOM 
   
  This room is more elaborate than others and 
  was probably set for visiting guests of important 
  stature. The furnishings are more lavish and the 
  wall hangings more intricate and colorful. It is 
  otherwise empty of anything of note. 
  AREA 31: LIBRARY 
   
  This large room is filled with rows upon rows of 
  bookshelves lined with books and scrolls. The books 
  themselves are remarkably well preserved. Ornate 
  sconces hold everburning torches that emit a warm 
  golden light that covers most of the room. At the 
  end of the room is a simple, but elegant wooden 
  door. 
   
  Treasure: The books are in 6 lots. The lots are as 
  follows: 
  1. 
  Knowledge (arcana) 
  2. 
  Knowledge (religion) 
  3. 
  Knowledge (history) 
  4. 
  Knowledge (history) 
  5. 
  Knowledge (mixed) 
  6. 
  Knowledge (architecture & engineering) 
   
  All books are, of course, in Ancient Suel. The 
  historical books only cover periods up to the point where 
  the keep was sacked, but detail events concerning the 
  
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  Suel Imperium before the Rain of Colorless Fire. As such, 
  they would be extremely valuable to any serious scholar 
  of history and worth double their face value. Any PCs 
  that specifically state that they will turn the books over to 
  the Academy of Lore (Dustdiggers) or University of 
  Loftwick receive the Influence with the Dustdigger 
  College reward on the AR. 
   
  Most of the scrolls are mundane scribblings or in 
  bad condition, but a Search check (DC 16 + APL) will 
  find the following scrolls among the shelves: 
  APL 6: divine scroll of summon monster V (CL 9th). 
  APL 8: divine scroll of summon monster V (CL 9th), 
  arcane scroll of nightmare (CL 9th). 
  APL 10: divine scroll of summon monster V (CL 9th), 
  arcane scroll of nightmare (CL 9th), arcane scroll of mass 
  bear’s endurance (CL 11th). 
  APL 12: divine scroll of summon monster V (CL 9th), 
  arcane scroll of nightmare (CL 9th), arcane scroll of mass 
  bear’s endurance (CL 11th), divine scroll of fire storm (CL 
  15th). 
  AREA 33: MASTER BEDROOM 
   
  When you step into this room, you see a lavishly 
  appointed master bedroom. The tapestries are 
  colorful and silk and the wood in the chest of 
  drawers and bed and vanity are all made of 
  expensive silveroak wood. Your appraisal of the 
  room is cut short by the appearance of various 
  figures: five, black-clad figures and a red-haired 
  woman in cleric’s robes. 
   
  The scene about to play out is a residual psychic 
  effect of the battle between the assassins and Relinda, the 
  first lady of the keep. PCs may try to interact with the 
  figures, but they will soon discover that nothing they do 
  has any effect on the participants and they ignore the PCs 
  completely. The scene functions as a permanent 
  programmed illusion in all respects, except that it only runs 
  once for all participants and cannot be dispelled. If a PC 
  leaves the room and returns, the scene will not replay. 
  Once it has been witnessed, it will not play again. 
  However, it may run at different times for PCs viewing it 
  at different times (i.e. out of the room when the first 
  group views). 
   
  Three of the assassins move to the attack as the 
  woman begins soundlessly intoning a spell. She 
  evades most of their strikes except one dagger slash 
  that splashes blood on the wall behind her and 
  staggers her. She mouths a word, and one of the 
  assassins is blasted with divine power and crumbles 
  in a smoking heap. Two others clutch their ears and 
  begin fumbling about. Noticeably weaker, she 
  stumbles and begins mouthing another spell. An 
  assassin stabs with a short sword in his right hand, 
  but it is turned by an invisible barrier. His left hand 
  buries a dagger to the hilt in her shoulder, however. 
   
  She pales, visibly, but continues the spell. The 
  last assassin fires an all-black arrow into her hip just 
  as her spell ends and the entire room is consumed 
  in billowing flames. The scene fades to reveal the 
  room in its present state. Nothing remains but fire-
  blackened walls, grey ashes, and blasted skeletal 
  remains of the combatants. 
   
  Since this is a residual psychic effect of a moment of 
  great anguish, PCs with high intelligence are particularly 
  affected by the venue. Any PC with an Int 16 or higher 
  must make an immediate Will Save (DC 15 + APL) or go 
  unconscious when the illusionary fire storm goes off. 
  Those who fail will be unconscious for 1d4+1 minutes 
  and will have a tremendous headache thereafter. Those 
  who make the save suffer only the headache, which is not 
  debilitating. Other PCs are unaffected. 
   
  There is nothing of value in this room.  In fact, there 
  is really nothing in this room.  It’s nothing but ash and 
  blasted corpses. 
  AREA 34: CHILDREN’S ROOM 
   
  This room contains two small, single beds. One 
  has the word “Devlin” carved in the footboard; the 
  other has the word “Rianna” similarly carved. The 
  walls are painted with clouds and shining castles 
  and flying griffins. There is a full-length mirror in 
  carved oak resting near the toy box. A large, colorful 
  box near the window holds wooden and stuffed toys. 
  Illusions of the sun and the moon creep along the 
  walls and ceiling and seem to correspond to the 
  exact time of day. 
   
  The happy and colorful scene is marred by the two 
  young bodies resting peacefully in their beds. They are 
  the corpses of a young, blond boy and an auburn-haired 
  girl clutching a teddy bear. Both are well preserved and 
  appear to have been about the same age. 
   
  A Heal check (DC 15), reveals both to have suffered 
  dagger-sized stab wounds to the neck. A Heal check (DC 
  20) reveals that the stab wounds probably killed them, 
  but there is a slight discoloration around the wounds 
  consistent with poison. 
   
  The mirror is the focus of interest for this room. The 
  first female PC that looks in the mirror will see an image 
  of the little girl standing behind her. If there is no female 
  present in the party, the order of preference will be a Suel 
  PC, the PC with the highest CHA, a human, and then an 
  elf. If none of those are present, Rianna will show herself 
  to the first person to look in the mirror. 
   
  Once a suitable PC looks in the mirror, he is subject 
  to phantom Rianna’s malevolence. The character must 
  succeed at a Will save (DC 23) or be possessed by Rianna 
  (Lazriel’s daughter). Rianna is not evil, but she is vain. 
  She will try to keep her presence a secret as long as 
  possible, but will encourage a PC to primp and improve 
  their appearance and elicit compliments from other PCs. 
  
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  If another character is possessed by Rianna’s brother, 
  Devlin, they will quietly bicker and play pranks on one 
  another through their hosts. 
   
  Any PC that makes the Will Save suffers no effects 
  and has no knowledge of what has occurred, but will 
  have an uncontrollable urge to get others to look in the 
  mirror and see if they can see the girl. This will continue 
  until one PC fails the Will Save. 
   
  Give the PC possessed by Rianna Player Handout #2. 
  AREA 35: MASTER BATH 
   
  This is a large pristine bathing chamber with 
  two large pools, one of which has steam rising from 
  the water. The walls and floor are entirely covered 
  with shellacked white marble, with ornate columns, 
  lintels and molding. Each column has flying 
  gryphons in bas-relief. Marble stone benches line 
  the walls around the pools and crisp linen towels 
  rest under the benches. In the eastern corner of the 
  room is a small gilded door and porcelain basins 
  rest upon a stone shelf on the eastern wall. 
   
  This room has nothing of value. A Spot check (DC 
  12 + APL) will reveal a griffin-etched gold key lying at the 
  bottom of the steaming pool. This key opens the door 
  from the private stairs to Lazriel’s Study (area 32). 
   
  Both pools are everful basins (see Stronghold Builder’s 
  Guidebook) and will have exactly the same amount of 
  water in them at all times unless completely drained.  The 
  steaming pool also has a gate (of miniscule size) to the 
  Elemental Plane of Fire that keeps the pool heated 
  continuously.  These items cannot be removed without 
  destroying them. 
   
  � Everful Basin: This enchanted basin always has six 
  gallons of water in it, no matter how many times it might 
  be dipped into. However, if the everful basin is ever 
  emptied completely, such as by tipping it over, it ceases 
  to work forever, the magic spilling away with the last of 
  the water. 
  ENCOUNTER 5: EXPLORING 
  THE KEEP – THE 
  UNDERGROUND 
  Refer to DM Aid:  Map of Underground & Western Tower 
  during this encounter. 
  AREA 38: GARDENER’S OFFICE & 
  QUARTERS 
   
  You enter this room to see a small desk with 
  simple chairs and shelves lining the room. On the 
  shelves appear to be wooden bins and jars with 
  labels affixed of various names: “Rosemary,” 
  “Dryad’s Tears,” “Maguey,” to name a few. 
   
  A skeletal figure in a heavy leather apron and 
  gloves stands at one of the shelves. It holds a sprig of 
  some dried plant in one hand and gardening shears 
  in the other. 
   
  The skeleton is the former gardener of the keep. He 
  will not attack the party unless the PCs begin rummaging 
  through the shelves, and he can easily be destroyed. 
   
  Note: The EL of this combat has been raised by 1 
  due to the unhallow effect throughout the keep (see Area 
  15). 
  All APLs (EL 1) 
  � Human Warrior Skeleton (1): hp 9; see Monster 
  Manual, page 226. 
  AREA 39: COMMON AREA – NORTH 
   
  This is an unremarkable thoroughfare used as a 
  common point between the bridge and the rooms in 
  this area. It is only notable for the small statues of 
  gnomes in foppish hats that flank the archway to 
  the bridge. Two small doors rest on the left and right 
  sides of the room. 
   
  One of the gnome statues opens the secret door (DC 
  30 Search check) to the Laboratory (Area 41). When the 
  westernmost gnome’s head is twisted to the right, it 
  opens the door. 
  AREA 40: THE GARDEN 
   
  As you pass along a lengthy underground 
  tunnel, you begin to see sunlight ahead. You emerge 
  from the dark and into what appears to be a 
  depressed cleft in the rock of the mountains that 
  holds the dry and dead remains of a garden. Similar 
  gnome statuary flank the opening. Wandering 
  among the lifeless and wilted plants is a frightening 
  figure. He wears faded and tattered robes of a 
  bygone era, and his skin is dry and stretched tightly 
  over the bones of his face. His mouth is pulled back 
  in a rictus, showing his aged and yellow teeth, but 
  his eyes glow with a red and baleful light. He stops 
  his wandering, raises a thin and bony finger and 
  points at you. He says something in an obviously 
  ancient language. 
   
  If none of the characters speaks Ancient Suel, read 
  the following. 
   
  He begins to cast a spell slowly, and then in 
  Common says, “Who are you? Why have you 
  disturbed my solace?” 
   
  PCs may identify the tongues spell with a successful 
  Spellcraft check (DC 18). 
   
  The lich is Lazriel, the lord of this keep. If PCs think 
  to ask about him or his circumstance, refer to the 
  background information at the beginning of this 
  adventure. If the characters are not overly hostile, Lazriel 
  
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  attempts to elicit their aid in attaining his final rest. He 
  will ask that they kill his former apprentice, Kherroth, 
  though clearing the keep of evil influence and driving 
  Kherroth out will ultimately do. 
   
  Lazriel never leaves the garden, which was his wife’s 
  favorite place, so he does not know where Kherroth is 
  hiding or the state of the rest of the keep. He is imperious 
  and annoyingly arrogant, but also sorrowful and 
  overcome with grief at the death of his family. He feels 
  that his covert opposition to Asberdies ultimately led to 
  the destruction of all he holds dear and blames himself 
  for everything that occurred. He does not know who has 
  his phylactery (he’s a wizard; he knows how liches are 
  made, though he did not make himself into a lich), but 
  suspects that either Kherroth or Asberdies has it. 
   
  If the PCs choose not to aid him, he wishes them out 
  of the garden to the gates of the keep (Will save DC 28 to 
  resist).  Lazriel will not speak with them again, and the 
  curse and time stop effect will not be broken.  If the wish 
  is successful, mystic force of an unknown type will bar 
  the PCs from entering the keep again. The adventure is 
  ended. Go to the Conclusion, Lazriel is Not Freed section. 
   
  If the PCs agree to help him, they may find Kherroth 
  at the Western Tower (Encounter 7). Lazriel’s memory is 
  faulty due to his unwilling undead state and the 
  traumatic events that led to it. He knows that he sent 
  Kherroth somewhere else, but does not remember 
  exactly where. The note in his study (Area 32) will 
  provide the necessary clue. 
   
  Note: If the PCs attack Lazriel, he will use 
  everything at his disposal to defend himself. They will 
  gain no favors associated with Lazriel or his family. While 
  the Watchers of the Stone are grateful for the 
  information obtained, they will not be favorably disposed 
  to those who had a chance to end the curse on this noble 
  Suel and did not.  Any item in Lazriel’s possession 
  disintegrates with his death.  The EL of this encounter 
  has been raised by 1 due to the unhallow effect 
  throughout the keep (see Area 15). 
  All APLs (EL 20) 
  � Lazriel, Lich Wiz17: hp 153; see Appendix 1. 
  AREA 41: LABORATORY 
   
  This large room has large tables covered with 
  glass tubes, beakers and bottles, as well as illegible 
  scraps of paper and various dry and dusty 
  substances. The shelves are lined with books, 
  bottles, and/or ceramic pots. Everything is covered 
  in a fine dust. There is a desk and a podium near the 
  north wall, as well as a dark stone fireplace. 
   
  This is an alchemical and magical laboratory. The 
  various bottles and apparatuses are aged and unusable, 
  and otherwise no better than what could be purchased in 
  the present day. All potions have gone bad due to age; 
  they are now poisonous. Any PC drinking one of the 
  liquid potions may suffer the effects (poison: Adlevine 
  extract; Ingested (Fort DC 14 resists); initial damage: 1d4 
  Wis damage and +2 Con bonus (bonus lasts 1d10 
  minutes); secondary damage: 2d6 Wis damage). 
   
  Treasure: A Search check (DC 16 + APL) will 
  uncover the following scrolls, dusts, and glues in the 
  laboratory: 
  APL 6: divine scroll of tongues (CL 7th), arcane scroll of 
  remove curse (CL 7th), arcane scroll of Bigby’s interposing 
  hand (CL 9th), dust of dryness, dust of tracelessness, 
  sovereign glue. 
  APL 8 and above: divine scroll of tongues (CL 7th), arcane 
  scroll of remove curse (CL 7th), arcane scroll of Bigby’s 
  interposing hand (CL 9th), dust of dryness, dust of 
  tracelessness, sovereign glue, divine scroll of baleful 
  polymorph (CL 9th). 
  AREA 42: PRIVATE STUDY 
   
  This luxurious study seems to have fallen into 
  disuse. The walls are covered with glittering arcane 
  symbols and a complex pentagram is etched into the 
  stone of the floor. A massive darkwood desk, also 
  covered with arcane symbols rests near the back 
  wall. Charts of complex, protective circles and of 
  extra-dimensional locales cover the desk. There is an 
  iron safe to the left of a well-worn and faded sofa 
  and a small statue of a dog sits to the right of the 
  sofa, between it and the desk. 
  � Iron Safe: 2 in. thick; hardness 10; hp 60; Break 
  DC 28; lock (Open Lock DC 20, hardness 15, hp 30). 
   
  Treasure: Within the safe are various scouting 
  reports and letters.  It also contains a Boccob’s blessed book 
  and the key to the locked secret door to the Vault. 
   
  Note: A DC 30 Knowledge (arcana) check reveals 
  that the symbols on the walls and furniture make this 
  room a secure chamber (see Stronghold Builder’s Guidebook) 
  and proof against divinations. 
   
  � Secure Chamber: This entire chamber is affected by 
  a mind blank spell.  No one in the chamber can be affected 
  by spells or effects that detect, influence, or read 
  emotions and thoughts, up to and including miracle or 
  wish.  Even a scrying that scans an area does not work. 
   
  Developments: There is a locked secret door that 
  leads to the vault (the key is in the safe). It can be found 
  by patting the head of the stone dog twice or with a 
  Search check (DC 25).  It can be opened with the key or 
  with an Open Lock check (DC 20 + APL). 
  AREA 43: VAULT 
   
  This reinforced room is sturdily built from 
  hewn stone. Stone shelves hold a collection of 
  staves, wands and other magical and mundane 
  creations of value. 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 15 
   
  Note: A DC 30 Knowledge (arcana) check reveals 
  that the symbols on the walls and furniture make this 
  room a secure chamber (see Stronghold Builder’s Guidebook) 
  and proof against divinations. 
   
  � Secure Chamber: This entire chamber is affected by 
  a mind blank spell.  No one in the chamber can be affected 
  by spells or effects that detect, influence, or read 
  emotions and thoughts, up to and including miracle or 
  wish.  Even a scrying that scans an area does not work. 
   
  Treasure:  Many of the items here have deteriorated 
  to a useless state as a result of the wild time stop effect on 
  the keep.  The following, still functioning items and 
  valuables can be found in the Vault: 
  APL 6: metamagic rod (extend, lesser), metamagic rod 
  (enlarge, lesser), wind fan, 3,600 gp (in various coins 
  and gems). 
  APL 8: metamagic rod (extend, lesser), metamagic rod 
  (enlarge, lesser), wind fan, figurines of wondrous power 
  (serpentine owl), ring of force shield, robe of useful items, 
  5,200 gp (in various coins and gems). 
  APL 10: metamagic rod (extend, lesser), metamagic rod 
  (enlarge, lesser), wind fan, figurines of wondrous power 
  (serpentine owl), ring of force shield, robe of useful items, 
  metamagic rod (extend), metamagic rod (enlarge), belt of 
  giant strength +4, shifter’s sorrow, 9,200 gp (in various 
  coins and gems). 
  APL 12: metamagic rod (extend, lesser), metamagic rod 
  (enlarge, lesser), wind fan, figurines of wondrous power 
  (serpentine owl), ring of force shield, robe of useful items, 
  metamagic rod (extend), metamagic rod (enlarge), belt of 
  giant strength +4, shifter’s sorrow, robe of stars, rope of 
  entanglement, staff of fire, 13,200 gp (in various coins 
  and gems). 
  ENCOUNTER 6: THE PATH 
  LESS TAKEN 
  The stony path winds down from the keep to the 
  west. At certain points, it appears that a way has 
  been cut from the stone of the mountain. Scrub 
  brush and vines dot the slopes, and at times you 
  think you see the towers of another fortification 
  lower in the distance before bends in the path take 
  it out of your view. A brisk wind from the west 
  occasionally kicks up the dust of the path, the grit 
  stinging your eyes and drying your throats. The 
  sudden clatter of armor and distinctive ring of 
  drawn swords stops you cold. 
   
  The swordwraiths are all that remain of Asberdies’ 
  once powerful personal guard here. They were sworn to 
  Kherroth’s personal service as Asberdies’ loyal servant 
  and heir apparent. When Kherroth was trapped within 
  the Keep, the men of his guard detail were trapped 
  alongside him in this terrible form. 
   
  Note: The EL of this combat has been raised by 1 
  due to an unhallow effect (18th level caster, automatically 
  dispelled when Kherroth flees in Encounter 7) along this 
  path and throughout the western tower.  The spell tied to 
  the unhallow effect is invisibility purge, and only undead 
  gain the benefit of this invisibility purge. 
  APL 6 (EL 8) 
  � Swordwraith, Human Ftr5 (1): hp 45; see 
  Appendix 1. 
  APL 8 (EL 10) 
  � Swordwraiths, Human Ftr5 (2): hp 45 each; see 
  Appendix 1. 
  APL 10 (EL 12) 
  � Swordwraiths, Human Ftr6/Blackguard1 (2): 
  hp 63 each; see Appendix 1. 
  APL 12 (EL 14) 
  � Swordwraiths, Human Ftr6/Blackguard3 (2): 
  hp 81 each; see Appendix 1. 
   
  Treasure: The equipment of the swordwraiths is the 
  only treasure here. 
  ENCOUNTER 7: THE 
  WESTERN TOWER 
  Refer to DM Aid:  Map of Underground & Western Tower 
  during this encounter. 
   
  The path eventually takes you to a squat, three-
  story tower probably meant to guard the western 
  approach through the pass. A signal flag of faded red 
  and gold flutters in the breeze. The tower is sturdy 
  and constructed of dark granite. Stables stand on 
  the eastern side of the tower. 
   
  Further down the path, humanoid bodies lay 
  unmoving in contorted positions. You feel a chill, 
  even beyond the cold wind that whips among the 
  mountain peaks. The tower, itself, has an air of 
  menace despite its small size. Though there is no 
  one in sight, you have the feeling of being watched. 
   
  The bodies are hobgoblins in battered old armor, 
  carrying worn and pitted weapons. A Heal check (DC 15) 
  shows them to be recently dead — probably within a day. 
  A Heal check (DC 25) reveals death by negative energy 
  drain. 
   
  Treasure: At APL 8 and above, one of the 
  hobgoblins is wearing a cloak of the bat. 
  FIRST FLOOR (GROUND) 
   
  Passing through the strong, ironbound wooden 
  door, you come into a dark stone room with simple 
  furnishings. There is a weapons rack near the back 
  
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  and a rugged table and chairs. A stone stair in the 
  back of the room leads up into further darkness. The 
  room appears empty. 
   
  PCs can make a Spot check (DC 20) to see the 
  wraiths coming out of the floor (and thus avoid surprise). 
   
  Note: The EL of this combat has been raised by 1 
  due to an unhallow effect (18th level caster, automatically 
  dispelled when Kherroth flees in Encounter 7) along the 
  path and throughout this tower.  The spell tied to the 
  unhallow effect is invisibility purge, and only undead gain 
  the benefit of this invisibility purge. 
  APL 6 (EL 8) 
  � Wraiths (2): hp 45 each; see Monster Manual, page 
  258. 
  APL 8 (EL 10) 
  � Wraiths (4): hp 45 each; see Monster Manual, page 
  258. 
  APL 10 (EL 12) 
  � Wraiths (8): hp 45 each; see Monster Manual, page 
  258. 
  APL 12 (EL 14) 
  � Wraiths (2): hp 45 each; see Monster Manual, page 
  258. 
  � Dreadwraith (1): hp 144; see Monster Manual, 
  page 258. 
  SECOND FLOOR 
   
  This room must have been the barracks or living 
  quarters for the tower’s garrison. There are four sets 
  of robust bunk beds, wooden chests, and two large 
  wooden cabinets in the room. Empty iron brackets 
  for torches dot the walls. 
   
  The room is empty, as are the chests and cabinets. 
  THIRD FLOOR 
   
  Wan light pierces the gloom from arrow slits 
  and a dry and husky voice mocks you from the 
  darkness.  
   
  “I always knew this day would come. Some fools 
  would one day manage to pierce the barrier. It is 
  unfortunate for you that you are the ones to have 
  done so. I have no further use for you, so enjoy your 
  last moments in the knowledge that you have 
  furthered my master’s goals.” 
   
  A skeletal creature wearing rotting robes with 
  faded arcane symbols steps into the light. His 
  mummified skin stretches back into a leering smile 
  but his eyes glow with malevolent intent. 
   
  Note: The EL of this encounter has been raised by 1 
  due to an unhallow effect (18th level caster, automatically 
  dispelled when Kherroth flees – see below) along the 
  path and throughout this tower.  The spell tied to the 
  unhallow effect is invisibility purge, and only undead gain 
  the benefit of this invisibility purge. 
  All APLs (EL 18) 
  � Kherroth, Lich Wiz15: hp 135; see Appendix 1. 
   
  Note: Kherroth will only fight for one round before 
  he teleports away. The only way to stop this is with a spell 
  that blocks dimensional movement, such as dimensional 
  anchor (although Kherroth’s ring of counterspells currently 
  contains that spell). Note that Kherroth has cast stoneskin 
  and protection from arrows before the PCs arrive, having 
  detected their approach. He will leave behind Lazriel’s 
  phylactery. The phylactery is a black gem veined in red. It 
  is easily found since, besides the lich, it is the only thing 
  in the room.  Use Kherroth to scare, but not slay, the PCs 
  in his one round of combat.  Any item in Kherroth’s 
  possession disintegrates with his death (but try to avoid 
  allowing the PCs to slay him before he escapes). 
   
  There is a trap door and ladder that leads to the roof 
  of the tower. 
  FOURTH FLOOR (ROOF) 
   
  There is nothing here but empty wind and the signal 
  flag.  The birds won’t even come near this place. 
  CONCLUSION 
  If the PCs return the phylactery to Lazriel, proceed to the 
  Lazriel is Freed section below.  If the PCs refused to help 
  him, he teleported them out of the keep, proceed to the 
  Lazriel is Not Freed section below.  Also proceed to the 
  Lazriel is Not Freed section below if the PCs depart the 
  Keep without helping Lazriel. 
  LAZRIEL IS FREED 
   
  Returning again into the bowels of the keep, 
  you find Lazriel still despondently pacing his wife’s 
  garden. As you hand the black gem over to him, he 
  looks at it a moment solemnly.  
   
  “Now I can be free,” he says, “But first, 
  everything must be brought forth.” He waves his 
  hands in complex gestures and begins speaking 
  words of power beyond your comprehension. You 
  feel a jolt and your heart races for a moment. Far 
  behind you, you hear the grinding of a great metal 
  door opening. 
   
  At this point, something interesting happens. The 
  ghost of Relinda seems to superimpose itself on a PC. Not 
  exactly like a full possession, it moves as if a transparent 
  mask of her features were placed upon the PC’s face. Her 
  
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  preference of PC is in this order: female, Suel, divine 
  caster, random character. 
   
  “It is time, husband,” she says. A single tear 
  drops from her eye. It slides down her cheek and 
  falls to the ground. When it strikes the earth, a 
  ripple of life spreads, revitalizing and reinvigorating 
  the dry and dead plants of the garden. Soon you are 
  surrounded by lush and healthy greenery. 
   
  Lazriel smiles and crushes the gem to powder 
  that is blown away by the wind. Relinda’s spectral 
  form steps away from you and reaches out to her 
  husband. As he takes her hand, he crumbles to dust 
  and Relinda fades away. After a moment, you walk 
  away and you hear children’s laughter that also fades 
  away in the wind. 
   
  The cries of newly freed griffins follows you 
  back to the Watchers of the Stone. 
   
  Whichever PC hosted Relinda for this final farewell 
  gains the Mark of Relinda reward on the AR.  All of the 
  PCs receive the Laztriel’s Bequest reward on the AR. 
   
  PCs who provide information on the Keep to the 
  Watchers receive the Favor of the Watchers of the 
  Stone reward on the AR. 
  LAZRIEL IS NOT FREED 
   
  This is a familiar scene. In fact, it appears that 
  you are once again standing before the broken gates 
  of the keep. This time, however, everything is 
  different. There is an invisible barrier that blocks all 
  your attempts to reenter. Small animals are once 
  again frozen in place beyond the barrier, for how 
  long this time, no one knows. 
   
  With the loot you have accumulated and the 
  experience you have gained, you begin the weary 
  trek back to Kelzad with that most precious of 
  commodities — information. Perhaps time and 
  circumstance will give you another opportunity to 
  advance the cause of freedom in this lonely and 
  windswept place. For now, however, duty draws you 
  onward back to the place you call home. 
   
  PCs who provide information on the Keep to the 
  Watchers receive the Favor of the Watchers of the 
  Stone reward on the AR. 
   
   
  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 3 – Area 4 
  Slay or free the fire elemental 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 3 – Area 6 
  Defeat the undead 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Encounter 3 – Area 15 
  Defeat the undead 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Encounter 4 – Area 22 
  Defeat the undead 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 6 
  Defeat the undead 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 7 – First Floor 
  Defeat the undead 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Story Awards 
  Reconsecrate the Chapel (Area 15) 
   
  APL 6: 80 xp. 
   
  APL 8: 95 xp. 
   
  APL 10: 110 xp. 
   
  APL 12: 125 xp. 
  Return the phylactery to Lazriel 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 18 
   
  APL 6: 100 xp. 
   
  APL 8: 130 xp. 
   
  APL 10: 160 xp. 
   
  APL 12: 190 xp. 
  Discretionary roleplaying award 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Total possible experience 
   
  APL 6: 1,800 xp. 
   
  APL 8: 2,250 xp. 
   
  APL 10: 2,700 xp. 
   
  APL 12: 3,150 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, 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. 
  Introduction: 
  APL 6: L: 0 gp, C: 60 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 80 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 100 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 120 gp, M: 0 gp. 
  Encounter 4 – Area 16: 
  APL 6: L: 2 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 2 gp, C: 0 gp, M: lesser strand of prayer beads 
  (800 gp). 
  APL 10: L: 2 gp, C: 0 gp, M: lesser strand of prayer beads 
  (800 gp). 
  APL 12: L: 2 gp, C: 0 gp, M: lesser strand of prayer beads 
  (800 gp). 
  Encounter 4 – Area 24: 
  APL 6: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 0 gp, M: chime of interruption (1,400 
  gp). 
  APL 10: L: 0 gp, C: 0 gp, M: chime of interruption (1,400 
  gp). 
  APL 12: L: 0 gp, C: 0 gp, M: chime of interruption (1,400 
  gp). 
  Encounter 4 – Area 31: 
  APL 6: L: 1,333 gp (books), C: 0 gp, M: divine scroll of 
  summon monster V (CL 9th) (94 gp). 
  APL 8: L: 1,333 gp (books), C: 0 gp, M: divine scroll of 
  summon monster V (CL 9th) (94 gp), arcane scroll of 
  nightmare (CL 9th) (94 gp). 
  APL 10: L: 1,333 gp (books), C: 0 gp, M: divine scroll of 
  summon monster V (CL 9th) (94 gp), arcane scroll of 
  nightmare (CL 9th) (94 gp), arcane scroll of mass bear’s 
  endurance (CL 11th) (138 gp). 
  APL 12: L: 1,333 gp (books), C: 0 gp, M: divine scroll of 
  summon monster V (CL 9th) (94 gp), arcane scroll of 
  nightmare (CL 9th) (94 gp), arcane scroll of mass bear’s 
  endurance (CL 11th) (138 gp), divine scroll of fire storm 
  (CL 15th) (250 gp). 
  Encounter 5 – Area 41: 
  APL 6: L: 0 gp, C: 0 gp, M: divine scroll of tongues (CL 
  7th) (58 gp), arcane scroll of remove curse (CL 7th) (58 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 19 
  gp), arcane scroll of Bigby’s interposing hand (CL 9th) (94 
  gp), dust of dryness (71 gp), dust of tracelessness (21 gp), 
  sovereign glue (200 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: divine scroll of tongues (CL 
  7th) (58 gp), arcane scroll of remove curse (CL 7th) (58 
  gp), arcane scroll of Bigby’s interposing hand (CL 9th) (94 
  gp), dust of dryness (71 gp), dust of tracelessness (21 gp), 
  sovereign glue (200 gp), divine scroll of baleful polymorph 
  (CL 9th) (94 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: divine scroll of tongues (CL 
  7th) (58 gp), arcane scroll of remove curse (CL 7th) (58 
  gp), arcane scroll of Bigby’s interposing hand (CL 9th) (94 
  gp), dust of dryness (71 gp), dust of tracelessness (21 gp), 
  sovereign glue (200 gp), divine scroll of baleful polymorph 
  (CL 9th) (94 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: divine scroll of tongues (CL 
  7th) (58 gp), arcane scroll of remove curse (CL 7th) (58 
  gp), arcane scroll of Bigby’s interposing hand (CL 9th) (94 
  gp), dust of dryness (71 gp), dust of tracelessness (21 gp), 
  sovereign glue (200 gp), divine scroll of baleful polymorph 
  (CL 9th) (94 gp). 
  Encounter 5 – Area 42: 
  APL 6: L: 0 gp, C: 0 gp, M: Boccob’s blessed book (1,042 
  gp). 
  APL 8: L: 0 gp, C: 0 gp, M: Boccob’s blessed book (1,042 
  gp). 
  APL 10: L: 0 gp, C: 0 gp, M: Boccob’s blessed book (1,042 
  gp). 
  APL 12: L: 0 gp, C: 0 gp, M: Boccob’s blessed book (1,042 
  gp). 
  Encounter 5 – Area 43: 
  APL 6: L: 0 gp, C: 600 gp, M: metamagic rod (extend, 
  lesser) (250 gp), metamagic rod (enlarge, lesser) (250 gp), 
  wind fan (458 gp). 
  APL 8: L: 0 gp, C: 867 gp, M: metamagic rod (extend, 
  lesser) (250 gp), metamagic rod (enlarge, lesser) (250 gp), 
  wind fan (458 gp), figurines of wondrous power 
  (serpentine owl) (758 gp), ring of force shield (708 gp), 
  robe of useful items (583 gp). 
  APL 10: L: 0 gp, C: 1,533 gp, M: metamagic rod (extend, 
  lesser) (250 gp), metamagic rod (enlarge, lesser) (250 gp), 
  wind fan (458 gp), figurines of wondrous power 
  (serpentine owl) (758 gp), ring of force shield (708 gp), 
  robe of useful items (583 gp), metamagic rod (extend) (917 
  gp), metamagic rod (enlarge) (917 gp), belt of giant 
  strength +4 (1,333 gp), shifter’s sorrow (1,065 gp). 
  APL 12: L: 0 gp, C: 2,200 gp, M: metamagic rod (extend, 
  lesser) (250 gp), metamagic rod (enlarge, lesser) (250 gp), 
  wind fan (458 gp), figurines of wondrous power 
  (serpentine owl) (758 gp), ring of force shield (708 gp), 
  robe of useful items (583 gp), metamagic rod (extend) (917 
  gp), metamagic rod (enlarge) (917 gp), belt of giant 
  strength +4 (1,333 gp), shifter’s sorrow (1,065 gp), robe of 
  stars (4,833 gp), rope of entanglement (1,750 gp), staff of 
  fire (1,479 gp). 
  Encounter 6: 
  APL 6: L: 0 gp, C: 0 gp, M: +1 breastplate (113 gp), +1 
  heavy steel shield (98 gp), +1 longsword (193 gp), +1 
  heavy crossbow (196 gp), cloak of resistance +1 (83 gp), 
  potion of gaseous form (63 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: 2 +1 breastplates (113 gp 
  each), 2 +1 heavy steel shields (98 gp each), 2 +1 
  longswords (193 gp each), 2 +1 heavy crossbows (196 gp 
  each), 2 cloaks of resistance +1 (83 gp each), 2 potions of 
  gaseous form (63 gp each). 
  APL 10: L: 0 gp, C: 0 gp, M: 2 +1 breastplates (113 gp 
  each), 2 +1 heavy steel shields (98 gp each), 2 +1 
  longswords (193 gp each), 2 +1 heavy crossbows (196 gp 
  each), 2 cloaks of resistance +1 (83 gp each), 2 potions of 
  gaseous form (63 gp each), 2 gauntlets of ogre power (333 
  gp each). 
  APL 12: L: 0 gp, C: 0 gp, M: 2 +1 breastplates (113 gp 
  each), 2 +1 heavy steel shields (98 gp each), 2 +1 
  longswords (193 gp each), 2 +1 heavy crossbows (196 gp 
  each), 2 cloaks of resistance +1 (83 gp each), 2 potions of 
  gaseous form (63 gp each), 2 belts of giant strength +4 
  (1,333 gp each). 
  Encounter 7: 
  APL 6: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 0 gp, M: cloak of the bat (2,167 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: cloak of the bat (2,167 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: cloak of the bat (2,167 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 1,335 gp, C: 660 gp, M: 3,342 gp – Total: 
  5,337 gp (1,800 gp). 
  APL 8: L: 1,335 gp, C: 947 gp, M: 10,692 gp – Total: 
  12,974 gp (2,600 gp). 
  APL 10: L: 1,335 gp, C: 1,633 gp, M: 15,728 gp – Total: 
  18,696 gp (4,600 gp). 
  APL 12: L: 1,335 gp, C: 2,320 gp, M: 26,040 gp – Total: 
  29,695 gp (6,600 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Mark of Relinda: As a favor for hosting the Ghost of 
  Relinda for her final farewell, Relinda has gifted the PC 
  who hosted her with her mark.  This mark expresses 
  itself as a white streak from the right eye to the middle of 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 20 
  the cheek, following the track of her final tear.  This mark 
  conveys to the recipient a +1 resistance bonus to all saves 
  against the attacks, spells, and abilities of incorporeal 
  undead. 
  � Influence with the Dustdigger College: For 
  turning in a find of historical significance to the 
  Academy of Lore, this PC receives an Influence Point 
  with the Dustdiggers. 
  � Old Coins: While wandering throughout the 
  Gryphon’s Reach, you have found various old coins.  
  Many of the coins have turned out to be valuable due to 
  their age.  Mixed among the old coins are several finely 
  made coins, minted from a green-tinged gold, with the 
  figure of a wizard on the obverse and a four-spired tower 
  on the reverse.  Circle one of the following: 
  • 
  In a fit of avarice, you have decided to SELL 
  these old coins. 
  • 
  Curious, you have decided to KEEP the coins 
  for further study. 
  � Favor of the Elemental: For freeing the fire 
  elemental from the prison of the Mithral Anvil, you have 
  received his favor.  You have kept a shard of the Anvil, 
  which transformed from mithral to a brittle iron after it 
  was broken.  You may, at any time, crush the shard in 
  your hand (standard action) to summon a huge fire 
  elemental to assist you with some task.  If asked to fight 
  for you, it will do so, but it will depart when it has less 
  than ¼ of its hps remaining. 
  � Mithral Anvil: Instead of freeing the fire elemental, 
  you instead slew it and kept the Anvil for your own use.  
  If you own land that has been improved with a smithy, 
  you may place the Anvil there.  Any smith using the 
  Anvil gains a +5 insight bonus to Craft checks when 
  using it.  The Anvil may not be taken on adventures. 
  � Lazriel’s Bequest: Lazriel’s parting gift was the 
  ending of the time stop spell on the area.  As such, the 
  Griffin Eyrie, from whence the keep takes its name, has 
  also been freed.  In days of old, Griffin Riders patrolled 
  the mountains and kept the western verge safe from 
  harm.  This grants this PC one of the following benefits 
  (circle the one selected below). Riding a griffin requires 
  an exotic saddle (as per PH) made for that purpose. 
  • 
  An 8th level (or higher) paladin PC may take a 
  griffin as their special mount (as per the unusual 
  mount rules in the DMG, pages 204-205).  
  Acquiring this griffin costs 1 additional TU. 
  • 
  This PC may join the newly reformed Order of 
  the Gryphon’s Reach.  This costs 12 TUs of time 
  living and training with the Gryphons.  It also 
  costs 8,500 gp for supplies and the services of a 
  trainer.  When the PC has paid the full amount 
  of money and time, she receives a griffin (as per 
  the MM, page 140) for use as a mount (and it 
  counts as war-trained for the purpose of 
  determining APL).   
  • 
  This PC may join the newly reformed Order as 
  above.  But, if they are 12th level (or higher) and 
  possess the Leadership feat and a Leadership 
  Score of 14 or greater, they may take the griffin 
  as a cohort instead.  The griffin cohort is created 
  using the rules in the LGCS and the stat block 
  in the MM.  It advances by HD as per the MM, 
  and it may enter play already advanced, as long 
  as its Cohort Level/ECL (total HD + 3) is within 
  the limits in the DMG (page 106). 
  � Favor of the Watchers of the Stone: For efforts on 
  their behalf, this PC has earned the favor of the Watchers 
  of the Stone.  This PC gains access (Frequency: Any) to 
  purchase one, and only one, item from the following list, 
  at a 10% discount to price (circle the item selected): robe of 
  blending, robe of scintillating colors, cloak of the manta ray, 
  cloak of the bat, ring of wizardry I, ring of wizardry II, decanter 
  of endless water, staff of evocation.  Once this item is 
  purchased, the favor is consumed; mark it as USED.  If 
  the recipient of this favor is not a resident of the 
  Yeomanry, the use of this favor cost an additional 1 TU. 
  Item Access 
  APL 6: 
  • 
  Arcane Scroll of Bigby’s Interposing Hand (9th level 
  caster, Adventure, DMG) 
  • 
  Boccob’s Blessed Book (Adventure, DMG) 
  • 
  Divine Scroll of Summon Monster V (9th level caster, 
  Adventure, DMG) 
  • 
  Dust of Dryness (Adventure, DMG) 
  • 
  Dust of Tracelessness (Adventure, DMG) 
  • 
  Metamagic Rod, Enlarge, Lesser (Adventure, DMG) 
  • 
  Metamagic Rod, Extend, Lesser (Adventure, DMG) 
  • 
  Sovereign Glue (Adventure, DMG) 
  • 
  Wind Fan (Adventure, DMG) 
   
  APL 8 (APL 6 Items plus): 
  • 
  Arcane Scroll of Nightmare (9th level caster, 
  Adventure, DMG) 
  • 
  Chime of Interruption (Adventure, DMG) 
  • 
  Cloak of the Bat (Adventure, DMG) 
  • 
  Divine Scroll of Baleful Polymorph (9th level caster, 
  Adventure, DMG) 
  • 
  Figurine of Wondrous Power, Serpentine Owl  
  (Adventure, DMG) 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 21 
  • 
  Lesser Strand of Prayer Beads (Adventure, DMG) 
  • 
  Ring of Force Shield (Adventure, DMG) 
  • 
  Robe of Useful Items (Adventure, DMG) 
   
  APL 10 (APL 6, 8 Items plus): 
  • 
  Arcane Scroll of Mass Bear’s Endurance (11th level 
  caster, Adventure, DMG) 
  • 
  Belt of Giant Strength +4 (Adventure, DMG) 
  • 
  Metamagic Rod, Enlarge (Adventure, DMG) 
  • 
  Metamagic Rod, Extend (Adventure, DMG) 
  • 
  Shifter’s Sorrow (Adventure, DMG) 
   
  APL 12 (APL 6, 8, 10 Items plus): 
  • 
  Divine Scroll of Fire Storm (15th level caster, 
  Adventure, DMG) 
  • 
  Robe of Stars (Adventure, DMG) 
  • 
  Rope of Entanglement (Adventure, DMG) 
  • 
  Staff of Fire (Adventure, DMG) 
   
   
  
  YEO4-07 The Heart of Betrayal 
   
  Page 22 
  APPENDIX 1 – NPCS 
   
  ENCOUNTER 3 – AREA 6 
   
   
   
  Evolved Spectre: CR 8; Medium Undead (Incorporeal); 
  HD 7d12; hp 63; Init +7; Spd 40 ft., fly 80 ft. (perfect); AC 
  17, touch 17, flat-footed 14 (+3 Dex, +4 deflection); 
  BA/Grp +3/–;  Atk/Full Atk +6 melee (1d8 plus energy 
  drain, incorporeal touch);  SA energy drain (Fort DC 16), 
  create spawn, spell-like ability; SQ darkvision 60 ft., 
  incorporeal traits, undead traits, +2 turn resistance, 
  sunlight powerlessness, unnatural aura, fast healing 3 
  (Ex, so long as it has at least 1 hp); AL LE; SV Fort +2, Ref 
  +5, Will +7; Str –, Dex 16, Con –, Int 14, Wis 14, Cha 17.  
  Libris Mortis, page 99. 
   
  Skills and Feats: Hide +13, Intimidate +13, Knowledge 
  (religion) +12, Listen +14, Search +12, Spot +14, Survival 
  +2 
  (+4 
  following 
  tracks); 
  Alertness, 
  Blind-Fight, 
  Improved Initiative. 
   
  Languages: Ancient Suel. 
   
  Spell-like Ability: 1/day – confusion (DC 17).  Caster 
  level 7th.  Save DC is Cha-based. 
  Triply Evolved Spectre: CR 8; Medium Undead 
  (Incorporeal); HD 7d12; hp 63; Init +7; Spd 40 ft., fly 80 
  ft. (perfect); AC 21, touch 21, flat-footed 18 (+3 Dex, +8 
  deflection); BA/Grp +3/–;  Atk/Full Atk +6 melee (1d8 
  plus energy drain, incorporeal touch);  SA energy drain 
  (Fort DC 18), create spawn, spell-like ability; SQ 
  darkvision 60 ft., incorporeal traits, undead traits, +2 turn 
  resistance, sunlight powerlessness, unnatural aura, fast 
  healing 3 (Ex, so long as it has at least 1 hp); AL LE; SV 
  Fort +2, Ref +5, Will +7; Str –, Dex 16, Con –, Int 14, Wis 
  14, Cha 21.  Libris Mortis, page 99. 
   
  Skills and Feats: Hide +13, Intimidate +15, Knowledge 
  (religion) +12, Listen +14, Search +12, Spot +14, Survival 
  +2 
  (+4 
  following 
  tracks); 
  Alertness, 
  Blind-Fight, 
  Improved Initiative. 
   
  Languages: Ancient Suel. 
   
  Spell-like Ability: 1/day – confusion (DC 19), haste, 
  unholy blight (DC 19).  Caster level 7th.  Save DC is Cha-
  based. 
  ENCOUNTER 3 – AREA 15  
   
   
  Slaughter Wight: CR 8; Medium Undead; HD 
  18d12+18; hp 176; Init +9; Spd 30 ft.; AC 19, touch 15, 
  flat-footed 14 (+5 Dex, +4 natural); BA/Grp +9/+16;  
  Atk/Full Atk +11 melee (1d8+15/17-20 plus energy drain, 
  slam – adjusted for Power Attack of 5);  SA energy drain, 
  create spawn; SQ darkvision 60 ft., undead traits, 
  augmented critical, inescapable craving; AL CE; SV Fort 
  +6, Ref +11, Will +11; Str 24, Dex 21, Con –, Int 11, Wis 
  10, Cha 16.  Libris Mortis, page 121. 
   
  Skills and Feats: Climb +17, Hide +22, Listen +15, 
  Move Silently +22, Spot +19, Swim +13; Daunting 
  Presence, Death Master, Eviscerator, Improved Critical, 
  Improved Initiative, Improved Toughness, Power Attack. 
   
  Languages: Ancient Suel. 
   
  Description: A slender, wiry corpse moves towards 
  you, supernatural agility obvious in its motions.  Its 
  leathery, desiccated flesh ripples across its body, tolerant 
  of the creature’s quick movements despite being lifeless 
  parchment. 
   
  Daunting Presence (General Feat): You may take a 
  standard action to awe an opponent.  The opponent must 
  be within 30 feet, have line of sight to you, and have an 
  Int score.  If the opponent fails a Will save (DC 10 + ½ 
  your HD + Cha modifier = DC 22), it is shaken for 10 
  minutes.  This feat has no effect on a creature that is 
  already shaken.  Libris Mortis, page 25. 
   
  Death Master (Monstrous Feat): Whenever you 
  score a critical hit with a melee attack against a living foe, 
  the foe is also shaken for 1 minute.  This is a mind-
  affecting, fear effect.  Libris Mortis, page 26. 
   
  Eviscerator (Monstrous Feat): Whenever you 
  score a critical hit with a melee attack against a living foe, 
  creatures within 30 feet that are allied to that foe are 
  shaken for 1 minute.  This is a mind-affecting, fear effect. 
   Libris Mortis, page 26. 
   
  Improved Toughness (General Feat): You gain a 
  number of hit points equal to your current HD.  Each 
  time you gain a HD, you gain 1 additional hit point.  Each 
  time you lose a HD, you lose 1 hit point permanently.  
  Libris Mortis, page 27. 
   
  Augmented Critical (Ex): A slaughter wight is so 
  practiced at dealing death that it has learned the trick of 
  better aiming its blows to deal maximum damage.  
  Coupled with its Improved Critical feat, a slaughter 
  wight’s threat range for its slam attack is 17-20. 
   
  Energy Drain (Su): A living creature struck hit by a 
  slaughter wight’s slam attack gains one negative level.  
  Removing the negative level requires a DC 21 Fortitude 
  save.  The save DC is Cha-based.  When a slaughter wight 
  bestows a negative level on a victim, it gains 5 temporary 
  hit points (10 on a critical hit).  These temporary hit 
  points last for up to 1 hour. 
   
  Create Spawn (Su): A humanoid slain by a 
  slaughter wight becomes a normal wight in 1d4 rounds.  
  Spawn created by a slaughter wight are under its 
  command and remain enslaved until their master’s 
  destruction. 
   
  Inescapable Craving: A slaughter wight has an 
  inescapable craving for life force, which it satisfies by 
  using its energy drain attack. 
  ENCOUNTER 5 – AREA 40  
   
   
  Lazriel: Lich Wiz17; CR 19; Medium Undead 
  (Augmented Humanoid (Human)); HD 17d12; hp 153; 
  Init +3; Spd 30 ft.; AC 30, touch 17, flat-footed 27 (+3 Dex, 
  
  YEO4-07 The Heart of Betrayal 
   
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  +5 natural, +8 armor, +4 deflection); BA/Grp +8/+8;  
  Atk/Full Atk +8 melee (1d8+5 negative energy plus 
  paralysis, touch);  SA damaging touch (Will save DC 20 
  halves damage), fear aura (DC 20), paralyzing touch (DC 
  20), spells; SQ summon familiar, darkvision 60 ft., undead 
  traits, +4 turn resistance, DR 15/bludgeoning and magic, 
  immunities (cold, electricity, polymorph, mind-affecting 
  attacks); AL LN; SV Fort +8, Ref +11, Will +16; Str 10, Dex 
  16, Con –, Int 20 (26), Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +22, Decipher Script 
  +28, Hide +11, Knowledge (arcana) +28, Knowledge 
  (architecture 
  and 
  engineering) 
  +18, 
  Knowledge 
  (geography) +18, Knowledge (history) +18, Knowledge 
  (local – Sheldomar Valley Metaregion) +18, Knowledge 
  (nature) +18, Knowledge (nobility and royalty) +18, 
  Knowledge (religion) +18, Knowledge (the Planes) +18, 
  Listen +11, Move Silently +11, Search +16, Sense Motive 
  +11, Spellcraft +30, Spot +11; Augment Summoning, 
  Combat Casting, Craft Rod, Craft Wondrous Item, 
  Maximize Spell, Quicken SpellB, Scribe ScrollB, Silent 
  SpellB, Spell Focus (Conjuration, Evocation), Spell 
  Penetration, Still SpellB. 
   
  Languages: Ancient Suel. 
   
  Contingency: Lazriel is under the effect of a 
  contingency spell that when he is attacked will trigger a 
  stoneskin spell. 
   
  Wizard Spells Prepared (4/6/6/6/6/5/5/4/3/1; save DC 
  = 18 + spell level, 19 + spell level for conjuration and 
  evocation spells): 0 – detect magic, mage hand, 
  prestidigitation, touch of fatigue; 1st – expeditious retreat, grease, 
  magic missile x2, ray of enfeeblement, shield; 2nd – cat’s grace, 
  false life, glitterdust, scorching ray, summon monster II, web; 3rd 
  – fireball, haste, lighting bolt, slow, stinking cloud, suggestion; 
  4th – dimensional anchor, Evard’s black tentacles, ice storm, 
  Otiluke’s resilient sphere, polymorph, summon monster IV; 5th 
  – cloudkill, cone of cold, feeblemind, mind fog, wall of force; 6th – 
  chain lightning, eyebite, flesh to stone, greater dispel magic, 
  undeath to death; 7th – Bigby’s grasping hand, greater teleport, 
  mass hold person, prismatic spray; 8th – Otiluke’s telekinetic 
  sphere, summon monster VIII, sunburst; 9th – wish. 
   
  Possessions: headband of intellect +6, staff of fire, bracers of 
  armor +8, ring of protection +4, cloak of resistance +3, 
  metamagic rod (maximize), rod of absorption, ring of 
  counterspells (dimensional anchor), pearl of power (4th level 
  spell), spellbook, spell components. 
  ENCOUNTER 6 
   
   
   
   
  Swordwraith, Human Ftr5: CR 7; Medium Undead 
  (Augmented Humanoid (Human)); HD 5d12; hp 45; Init 
  +5; Spd 20 ft.; AC 20, touch 11, flat-footed 19 (+1 Dex, +6 
  armor, +3 shield); BA/Grp +5/+8;  Atk +10 melee (1d8+6 
  and Str damage, +1 longsword) or +7 ranged (1d10+1, +1 
  heavy crossbow); Full Atk +10 melee (1d8+6 and Str 
  damage, +1 longsword) or +7 ranged (1d10+1, +1 heavy 
  crossbow);  SA Str damage (creature struck by melee 
  weapon takes 1 pt of Str damage); SQ darkvision 60 ft., 
  undead traits, DR 10/magic and slashing, +2 turn 
  resistance; AL LE; SV Fort +5, Ref +3, Will +5; Str 17, Dex 
  13, Con –, Int 11, Wis 13, Cha 8. 
   
  Skills and Feats: Climb +3, Hide +5, Jump +3, 
  Knowledge (religion) +1, Listen +6, Move Silently +1, 
  Ride +5, Spot +6; AlertnessB, Cleave, Improved Initiative, 
  Iron WillB, Power Attack, Quick Draw, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Languages: Ancient Suel. 
   
  Description: A warrior in battered armor whose flesh 
  seems insubstantial and eyes glow dimly. 
   
  Possessions: +1 breastplate, +1 heavy steel shield, +1 heavy 
  crossbow, +1 longsword, cloak of resistance +1, potion of gaseous 
  form. 
  Swordwraith, Human Ftr6/Blackguard1: CR 9; 
  Medium Undead (Augmented Humanoid (Human)); HD 
  7d12; hp 63; Init +5; Spd 20 ft.; AC 20, touch 11, flat-
  footed 19 (+1 Dex, +6 armor, +3 shield); BA/Grp +7/+11;  
  Atk +13 melee (1d8+7 and Str damage, +1 longsword) or +9 
  ranged (1d10+1, +1 heavy crossbow); Full Atk +13/+8 melee 
  (1d8+7 and Str damage, +1 longsword) or +9 ranged 
  (1d10+1, +1 heavy crossbow);  SA Str damage (creature 
  struck by melee weapon takes 1 pt of Str damage); SQ 
  darkvision 60 ft., undead traits, DR 10/magic and 
  slashing, +2 turn resistance, aura of evil, detect good, poison 
  use; AL LE; SV Fort +8, Ref +4, Will +6; Str 17 (19), Dex 
  13, Con –, Int 11, Wis 13, Cha 8. 
   
  Skills and Feats: Climb +4, Hide +6, Jump +4, 
  Knowledge (religion) +2, Listen +6, Move Silently +1, 
  Ride +5, Spot +6; AlertnessB, Cleave, Great Cleave, 
  Improved Initiative, Improved Sunder, Iron WillB, Power 
  Attack, Quick Draw, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Languages: Ancient Suel. 
   
  Description: A warrior in battered armor whose flesh 
  seems insubstantial and eyes glow dimly. 
   
  Blackguard Spells Prepared (1; save DC = 11 + spell 
  level): 1st – corrupt weapon. 
   
  Possessions: +1 breastplate, +1 heavy steel shield, +1 heavy 
  crossbow, +1 longsword, cloak of resistance +1, potion of gaseous 
  form, gauntlets of ogre power. 
  Swordwraith, Human Ftr6/Blackguard3: CR 11; 
  Medium Undead (Augmented Humanoid (Human)); HD 
  9d12; hp 81; Init +5; Spd 20 ft.; AC 20, touch 11, flat-
  footed 19 (+1 Dex, +6 armor, +3 shield); BA/Grp +9/+15;  
  Atk +17 melee (1d8+9 and Str damage, +1 longsword) or 
  +11 ranged (1d10+1, +1 heavy crossbow); Full Atk +17/+12 
  melee (1d8+9 and Str damage, +1 longsword) or +11 ranged 
  (1d10+1, +1 heavy crossbow);  SA Str damage (creature 
  struck by melee weapon takes 1 pt of Str damage), smite 
  good 1/day (+3 damage), aura of despair, command 
  undead; SQ darkvision 60 ft., undead traits, DR 10/magic 
  and slashing, +2 turn resistance, aura of evil, detect good, 
  poison use, dark blessing; AL LE; SV Fort +9, Ref +7, Will 
  +7; Str 18 (22), Dex 13, Con –, Int 11, Wis 13, Cha 8. 
   
  Skills and Feats: Climb +6, Hide +6, Intimidate +2, 
  Jump +6, Knowledge (religion) +2, Listen +6, Move 
  Silently +1, Ride +5, Spot +6; AlertnessB, Cleave, Great 
  Cleave, Improved Initiative, Improved Sunder, Iron 
  WillB, Lightning Reflexes, Power Attack, Quick Draw, 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 24 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword). 
   
  Languages: Ancient Suel. 
   
  Description: A warrior in battered armor whose flesh 
  seems insubstantial and eyes glow dimly. 
   
  Blackguard Spells Prepared (2; save DC = 11 + spell 
  level): 1st – corrupt weapon, inflict light wounds. 
   
  Possessions: +1 breastplate, +1 heavy steel shield, +1 heavy 
  crossbow, +1 longsword, cloak of resistance +1, potion of gaseous 
  form, belt of giant strength +4. 
  ENCOUNTER 7 – THIRD FLOOR  
   
  Kherroth: Lich Wiz15; CR 17; Medium Undead 
  (Augmented Humanoid (Human)); HD 15d12; hp 135; 
  Init +2; Spd 30 ft.; AC 25, touch 14, flat-footed 23 (+2 Dex, 
  +5 natural, +6 armor, +2 deflection); BA/Grp +7/+7;  
  Atk/Full Atk +7 melee (1d8+5 negative energy plus 
  paralysis, touch);  SA damaging touch (Will save DC 19 
  halves damage), fear aura (DC 19), paralyzing touch (DC 
  19), spells; SQ summon familiar, darkvision 60 ft., undead 
  traits, +4 turn resistance, DR 15/bludgeoning and magic, 
  immunities (cold, electricity, polymorph, mind-affecting 
  attacks); AL NE; SV Fort +9, Ref +11, Will +16; Str 10, 
  Dex 15, Con –, Int 20 (26), Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +20, Decipher Script 
  +26, Hide +10, Knowledge (arcana) +26, Knowledge 
  (architecture 
  and 
  engineering) 
  +17, 
  Knowledge 
  (geography) +17, Knowledge (history) +17, Knowledge 
  (local – Sheldomar Valley Metaregion) +17, Knowledge 
  (nature) +17, Knowledge (nobility and royalty) +17, 
  Knowledge (religion) +17, Knowledge (the Planes) +17, 
  Listen +11, Move Silently +10, Search +16, Sense Motive 
  +11, Spellcraft +28, Spot +11; Combat Casting, Craft 
  Wand, Craft Wondrous Item, Greater Spell Focus 
  (Necromancy), Improved Counterspell, Maximize SpellB, 
  Quicken SpellB, Scribe ScrollB, Silent SpellB, Spell Focus 
  (Evocation, Necromancy). 
   
  Languages: Ancient Suel. 
   
  Contingency: Kherroth is under the effect of a 
  contingency spell that when he is attacked will trigger a fly 
  spell. 
   
  Wizard Spells Prepared (4/6/6/6/6/5/4/3/2; save DC = 
  18 + spell level, 19 + spell level for evocation spells, 20 + 
  spell level for necromancy spells): 0 –  acid splash, detect 
  magic x2, prestidigitation, touch of fatigue; 1st – expeditious 
  retreat, grease, magic missile x2, ray of enfeeblement, shield; 2nd 
  – blindness/deafness, command undead, false life, mirror image, 
  protection from arrows, scorching ray; 3rd – fireball, haste, 
  lighting bolt, slow, vampiric touch x2; 4th – bestow curse, 
  dimensional anchor, enervation, ice storm, Otiluke’s resilient 
  sphere, stoneskin; 5th – Bigby’s interposing hand, cloudkill, 
  magic jar, wall of force, waves of fatigue; 6th – circle of death, 
  create undead, eyebite, greater dispel magic; 7th – control 
  undead, finger of death, waves of exhaustion; 8th – horrid 
  wilting, prismatic wall. 
   
  Possessions: headband of intellect +6, bracers of armor +6, 
  ring of protection +2, cloak of resistance +4, metamagic rod 
  (maximize, lesser), ring of counterspells (dimensional anchor), 
  wand of animate dead (CL 7th, 10 charges), wand of dimension 
  door (CL 7th, 10 charges), wand of enervation (CL 7th, 10 
  charges), wand of fireball (CL 10th, 10 charges), 4 arcane scrolls 
  of teleport (CL 9th), arcane scroll of disintegrate (CL 11th), arcane 
  scroll of greater teleport (CL 13th), arcane scroll of finger of death 
  (CL 13th), arcane scroll of create greater undead (CL 15th), 4 
  potions of inflict serious wounds, potion of blur, spellbook, 
  spell components. 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 25 
  DM AID – MAP OF LEVEL ONE 
   
   
   
  37. 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 26 
  DM AID – MAP OF LEVEL TWO 
   
   
   
  
  YEO4-07 The Heart of Betrayal 
   
  Page 27 
  DM AID – MAPS OF LEVELS THREE AND FOUR 
  Level Three 
   
   
  Level Four 
   
   
  
  YEO4-07 The Heart of Betrayal 
   
  Page 28 
  DM AID – MAPS OF UNDERGROUND & WESTERN TOWER 
  The Underground 
   
   
  The Western Tower 
   
   
  S
  
  YEO4-07 The Heart of Betrayal 
   
  Page 29 
  PLAYER HANDOUT #1 
   
  The ghost of Lazriel’s son, Devlin, has possessed you. Devlin is 
  not evil, but is mischievous. He will try to keep his presence a 
  secret as long as possible. But he is, after all, just a little boy and 
  sometimes he might slip up. If Devlin’s sister possesses another 
  character, Rianna, then they will quietly bicker and play pranks 
  on one another through you, their hosts. You will not give up or 
  release Devlin’s ball for any reason, resorting to violence or 
  fleeing if you must. 
   
  You may use any abilities, feats, etc. that you would have access 
  to normally. Devlin’s presence prevents you from being 
  possessed by another entity. This effect is similar to protection 
  from evil, although you do not gain the AC bonus or the 
  protection from summoned creatures. 
   
  Devlin’s presence will also afford the PC some understanding of 
  what has taken place. In broad terms, Devlin’s ghost can point 
  out “bad places.” Devlin has a basic understanding of what 
  happened, “bad people came and hurt us,” but can’t go into 
  specifics. Although Devlin speaks Ancient Suel, and the PC 
  understands him, he cannot speak or read it himself. 
   
  This is in essence a roleplaying opportunity. Feel free to ham it 
  up. 
  
  YEO4-07 The Heart of Betrayal 
   
  Page 30 
  PLAYER HANDOUT #2 
   
  The ghost of Lazriel’s daughter, Rianna, has possessed you. 
  Rianna is not evil, but is vain. She will try to keep her presence a 
  secret as long as possible, but will encourage a PC to primp and 
  improve their appearance and elicit compliments from other 
  PCs. If Rianna’s brother possesses another character, Devlin, 
  they will quietly bicker and play pranks on one another through 
  you, their hosts.  
   
  You may use any abilities, feats, etc. that you would have access 
  to normally. Rianna’s presence prevents you from being 
  possessed by another entity. This effect is similar to protection 
  from evil, although you do not gain the AC bonus or the 
  protection from summoned creatures. 
   
  Rianna’s presence will also afford the PC some understanding of 
  what has taken place. In broad terms, Rianna’s ghost can point 
  out “bad places.” Rianna has a basic understanding of what 
  happened, “bad people came and hurt us,” but can’t go into 
  specifics. Although Rianna speaks Ancient Suel, and the PC 
  understands her, he cannot speak or read it himself. 
   
  This is in essence a roleplaying opportunity. Feel free to ham it 
  up. 
   
  
  YEO4-07 The Heart of Betrayal 
   
  Page 31 
  PLAYER HANDOUT #3 
   
  Corporal Lassiter, 
   
  The lord’s apprentice, Kherroth, has been acting strangely of late. He has been 
  traveling away for much of the time, and I suspect it has been to speak with that 
  megalomaniac, Asberdies. I have spoken to the lord about it, but he dismissed my 
  fears. Nevertheless, make sure that you double the tower guards and place a few 
  men that we can trust in the compliment garrisoning the western guardhouse. 
   
  Captain Marbury  
   
  
  YEO4-07 The Heart of Betrayal 
   
  Page 32 
  PLAYER HANDOUT #4 
   
  Journal Entry dated Relithar, 4906 SD: 
   
  I grow increasingly concerned about the ethics of Kherroth. We 
  have been friends for many years, but more and more he has 
  been espousing views that echo that blowhard, Asberdies. The 
  Malhel has a dark charisma about him, and it is not beyond 
  possibility that he has fallen under the Malhel’s sway. I won’t 
  risk our friendship over “maybes” and “might-have-beens”, but 
  neither will I take chances with my family and sacred duty. 
  For the meantime, I will ask him to look after the garrison at 
  the western watchtower. That should keep him occupied until 
  this whole Asberdies thing blows over. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/594/Normal Scenarios/YEO4-07 - The Heart of Betrayal (APL 6-12)/YEO4-07 - The Heart of Betrayal.pdf