TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  VEL4-05 
   
   
   
   
   
  Heart of Darkness 
   
  A one Round D&D LIVING GREYHAWK
  ®  
  Veluna Regional Adventure 
  by Christopher M. Johnson 
  Triad Edit:  Jeff Richards 
  Circle Edit:  Dave Christ 
   
  The advance of the forces of evil has been halted.  It is time to start planning counter offensives against their 
  strongholds in Whitehale and Sepher.  Are you up to sneaking past legions of orcs, undead, or worse to discover what 
  darkness lies in a man’s heart?  An adventure for APLs 6-12. 
   
  
  VEL3-05 Heart of Darkness 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out a reporting form.  After the 
  form is filled out it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  
  VEL3-05 Heart of Darkness 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or sometimes even five 1
  st-
  level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help 
  even the score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  6. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Archclericy of Veluna.  Characters native to Veluna 
  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. 
   
  Adventure Background 
  The advance of Herion’s forces has been stopped at 
  Mitrik.  The cloud that seems to center on Herion has 
  pulled back to the north.  It is time to start gathering 
  information and planning for a counter attack. 
  The Defenders of Veluna have been doing just that. 
  They have a group of operatives up north based in the 
  Forest of Whispers.  They have determined that 
  Herion is in Castle Sepher, since the center of the 
  cloud is there, but they do not know who is in charge 
  of Whitehale.   
  The group has reported a number of caravans coming 
  from Castle Sepher with numerous goods and weapons 
  on them.  They have unable as of yet to determine 
  where the weapons are coming from, but they know it 
  isn’t Castle Sepher itself.  Castle Sepher does not have 
  the facilities to produce that many weapons, so they 
  have to be imported. 
  The Defenders have decided to try to determine the 
  current status of Whitehale.  They would like to know 
  who is in charge and get a closer look at those 
  shipments. 
  
  VEL3-05 Heart of Darkness 
   
  Page 4 
  Adventure Summary  
  It is the main objective of the PCs is to discover that 
  Rinen Fallswop is in charge of Whitehale, with a 
  secondary objective of discovering the weapons 
  coming from Dyvers. 
  The introduction brings the PCs to Veluna City where 
  they will notice the current state of affairs at the city.  
  The Mitrik Temple Guard are overworked trying to 
  protect the city while also handle their own duties.  It 
  is here they will meet Jolene, a Defender of Veluna and 
  she will invite them to a meeting later. 
  Encounter one is the meeting with Jolene.  She asks 
  the PCs to go to Whitehale and discover who is in 
  charge of the city. 
  Encounter two is traveling to the city, depending on 
  how the PCs decide to travel there will determine the 
  nature of the encounter. 
  Encounter three is with the resistance movement up 
  north.  They are led by a Defender named 
  Lastavenham, he will guide the PCs into the city if they 
  don’t have their own method of getting in. 
  Encounter four can be skipped if the PCs don’t use 
  Lastavenham’s suggestion and go their own way.  If 
  they use the carts to enter the city they will have 
  accomplished part of their mission and gotten into the 
  city. 
  Encounter 
  five 
  involves 
  possible 
  avenues 
  of 
  investigation in Whitehale.  The investigation should 
  point to the Whitehale Cathedral of Rao. 
  Encounter Six is the Cathedral itself; the PCs can get 
  an additional piece of information if they investigate 
  the cathedral.  It is here they meet the leader of 
  Whitehale, Rinen Fallswop. 
  Encounter seven is the escape from Whitehale.  The 
  PCs will receive some help from Lastavenham and his 
  crew. 
  Then the conclusion will bring the PCs back to Veluna 
  City and Jolene, where they pass on their information. 
  VELUNA NOTE TO DMs: Any PC or NPC that 
  attempts to cast scry, divination, commune, contact 
  other plane, or greater scrying in this module will find 
  their attempt blocked.  They will feel great pressure on 
  their minds and take 2d6 non-lethal damage.   
   
  Introduction 
  Ask the PCs if they have played VEL2-06 Under a 
  Blood Red Sky or the Battle of Valkurl Interactive at 
  MVC; if they have they will recognize Jolene as she 
  approaches them.  Jolene will do this many times 
  today, so if the group does not know each other feel 
  free to run this individually for each PC.  Otherwise, 
  she will pick them out as a group. 
  If any of the PCs are members of the Defenders of 
  Veluna, they will be with Jolene and helping in the 
  recruitment.  Tell the PC what is happening and have 
  them meet up with the rest of the party when they 
  meet with Jolene in encounter 1. 
  Arriving in Veluna city is a relief after the hard 
  travel across the country.  You arrive through 
  numerous refugee camps set up outside the wooden 
  walls of the city.  You wait in line at the gate while a 
  human male with the tabard of the Mitrik Temple 
  Guard checks out people entering the city.  You 
  overhear a man complaining, “Since Greyington 
  has pulled their troops out there is never enough 
  people to man the gates and these lines are getting 
  longer and longer.” 
  As you get closer to the gate, you notice a young 
  woman standing next to the guardsman.  She is 
  wearing leather armor and has a long sword tied to 
  her waist.  She seems to be sizing those entering 
  the city.  She catches your eye and starts to 
  approach you in line. 
  If the PC has played VEL2-06 Under a Blood Red Sky 
  or the Battle of Valkurl interactive at MVC they will 
  recognize her.  If not, the PC may make a Knowledge 
  (Local – VTF metaregion) DC20, Knowledge (Nobility 
  and Royalty) DC15, or Bardic Knowledge DC20, they 
  also recognize Mistress Jolene, a noblewoman of 
  Veluna known to also be a skilled ranger.  If they 
  recognize her read the following. 
  You will recognize the woman approaching you as 
  Jolene, a ranger and noble woman who has the ear 
  of many important people around Veluna.  She was 
  once betrothed to Prince Thrommel of Furyondy, 
  prior to his disappearance at the Battle of Emridy 
  Meadows.   There are even rumors that she is a 
  member of the fabled Defenders of Veluna. 
  Weather or not the PCs recognize Jolene continue 
  reading. 
  The woman/Jolene approaches you and whispers in 
  your ear, “Meet me at Tannenbaum’s Chalice 
  tonight at 6 bells, my organization has a favor to 
  
  VEL3-05 Heart of Darkness 
   
  Page 5 
  request of you. Come with me now, I’ll take care of 
  this little line delay for you.” 
  If the PCs try to question Jolene here she will inform 
  them that there are possible enemy agents here and 
  she will not discuss anything, including her name, 
  until they meet at the Tannenbaum’s Chalice. If they 
  continue to press her she will produce the paperwork 
  that shows she is a captain in the Mitrik Temple Guard, 
  which should satisfy most PCs.  It is real so any forgery 
  check will show her papers as such. 
  Assuming the PCs eventually follow her. 
  The woman/Jolene walks up to the guard at the 
  gate and says, “This is the group/person I have been 
  waiting for they are approved to enter the city.” 
  She then hands you a note and says, “Give this to 
  the bartender at Tannenbaum’s Chalice and he will 
  direct you to the proper place.” 
  The guard responds, “Yes maam.”  He then looks at 
  you and says, “You are free to enter the city.”   
   
  Encounter One: Tannenbaum’s 
  Chalice 
  The PCs will get through the gate at around noon so 
  they have 6 hours to do things as they see fit.  This will 
  permit 1 possibly more gather information check each 
  takes 1d4+1 hours.  Give the player the information at 
  the listed DC and all the lower DC’s. 
  Gather Information: 
  DC 5: Tannenbaum’s Chalice is having a special on fish 
  tonight.  It seems a large load got stuck here and the 
  merchants had to sell it cheap. 
  DC 10: The Plar Reddin Sarneth has pulled all his 
  troops out of Veluna City and has redeployed them on 
  his northern border to defend Greyington from the 
  attackers up north.  This has left the Mitrik Temple 
  Guard to defend the city and keep the peace. 
  DC 15: The attacks around Mitrik seemed to have 
  lightened, while the city is still under siege the enemy 
  does not seem as determined to take the city as it was 
  before. 
  DC 20: Plar Reddin Sarnath thinks he should be 
  selected as the next Canon.  He claims to have been 
  chosen by Rao himself.  He is pushing the College of 
  Bishops to choose a new Canon soon. 
  DC 25: The center of the cloud has moved away from 
  Mitrik and back north. 
  DC 30: The woman who talked to you is Jolene a 
  member of the Defenders of Veluna. 
  When the PCs do decide to head for the Tannenbaum’s 
  Chalice read the following.  Note the PCs do not have 
  to be together as of yet, if they are change the text 
  accordingly. 
  You enter into the jovial atmosphere of the 
  Tannenbaum’s Chalice.  There are numerous people 
  enjoying drinks and discussing the past day.  
  There will be no sign of Jolene.  Assuming the 
  characters eventually approach the bartender with the 
  note given to them: 
  “The professor has arranged a private room for you 
  in the back.”  The bartender points out a door in the 
  back of the room. 
  The PCs at this point will probably want to ask the 
  waitress or the bartender about the professor, if they do 
  read or paraphrase the following. 
  The professor is Professor Jolene of the College of 
  the Divine.  She in the past has traveled here from 
  the college to do some research in the Veluna City 
  archives.  She told me that since the siege of Mitrik 
  started she has not been able to return to Mitrik.  
  She has been a good patron when in town and we 
  have seen more of her recently. 
  The PCs will now possibly have seen two aspects of 
  Jolene.  Jolene is a Defender of Veluna and has the 
  right to take both the captain of the Mitrik Temple 
  Guard and the professor of the College of Divine title 
  as needed.  This may make the PCs suspicious.  If they 
  ask the bartender or the waitress about this they will 
  respond. 
  Well, a person could be both a captain of the Mitrik 
  Temple Guard and a professor of the College of 
  Divine.  She may have retired from the guard and is 
  just helping out while she is stuck here.  You’ll have 
  to ask her though. 
  They do not know any more about Jolene, or why she 
  asked to meet the PCs here. 
  When the PCs decide to enter the room read or 
  paraphrase the following.  This is where the party 
  meets if they are not already together. 
  You enter into the back room of the Tannenbaum’s 
  Chalice.  It is much quieter back here and 
  refreshments have already been set out for you.  
  The woman asked you to meet her here is not yet 
  present. 
  
  VEL3-05 Heart of Darkness 
   
  Page 6 
  If the PCs do not know each other this would be a 
  good time for them to introduce themselves. 
  The woman who met you outside the city gates 
  enters the room.  Her look is softer now having 
  given up the leather armor for a dress and she does 
  not appear to be armed. 
  If any Defenders of Veluna PC’s are with here, have 
  them describe themselves now. 
  She looks around the room and notes the people 
  present.  She then begins, “I am sorry for all the 
  mystery getting you here.  The enemy has agents 
  everywhere and I wanted to make sure you weren’t 
  followed and I wasn’t recognized.  These security 
  precautions are to try to protect you for what I am 
  about to ask you to do.  But first, let me introduce 
  myself I am Jolene, official of the Church of Rao 
  assigned to special missions.  I am here to ask you 
  to do a favor for the Church and Veluna herself.” 
  She looks around the room and continues, “Now I 
  wouldn’t expect you to accept without knowing the 
  details.  We have been tracking the movements of 
  the enemy forces in the Whitehale Diocese.  We 
  have determined that they have three major staging 
  areas.  They have a camp near what used to be Swan 
  Hill, Whitehale City, and Castle Sepher.  We have 
  determined that Herion has moved away from 
  Mitrik and is now at Castle Sepher, unless he has 
  someone else who can power that cloud generator 
  he has.  Swan Hill is from what we can gather just a 
  meeting area for the troops coming down out of the 
  Yatil Mountains.  The mystery to us is Whitehale 
  City, we have spotted shipments coming into it 
  from castle Sepher.  We are very interested in two 
  things: one, what those shipments are and two, who 
  is running the show in Whitehale.” 
  She pauses for a moment and then continues, “This 
  is where you come in, I want you to get into 
  Whitehale and determine what the contents of the 
  crates are, and where they are coming from.  
  Second I want you to discover who is in charge of 
  Whitehale.  Once you have this information please 
  report this back to me here.  We do have some 
  assets in place to help you enter the city but after 
  that you are on your own.  So, are you interested?” 
  Until they agree she will not give any further details. 
  If the PCs ask about payment she will respond.   
  Jolene says, “I can provide horses and travel rations, 
  you do have a long distance to travel.” 
  If the continue to ask about money read the following. 
  “The church remembers those who help them out, 
  but if money is all that motivates you,” she pauses 
  looking almost disappointed, “I can offer 100 gp 
  each to those who wish it.  Each who wishes 
  payment let me know on the way out and I’ll make 
  sure it is ready when you return.” 
  Make note who wants and accepts payment from 
  Jolene, they DO NOT get the favor of the Defenders of 
  Veluna at the end of the module. 
  After the PCs accept the mission she will continue 
  with more details. 
  “Ok with that settled lets get down to the details,” 
  Jolene begins again.  “It is your choice on how you 
  travel to Whitehale.  Once there you will need to 
  enter the city.  If you have a method to do so, feel 
  free to use it.  We also have some agents operating 
  out of the Forest of Whispers who can help you get 
  into the city.  If you wish to meet with out agents 
  let me know so I can send a message to them to 
  expect your arrival.” 
  “We know little about what is going on inside 
  Whitehale,” she continues.  “We do know that they 
  have unintelligent undead guarding the walls.  
  They also have an orc camp north of the city, their 
  war chief’s name is Garrong.  There are also 
  mercenaries within the town so as long as you do 
  not show any obviously outward signs you follow a 
  good deity you should be fine.” 
  Jolene pauses for a second then continues, “This is 
  not an assassination mission.  You do not need to 
  kill the leader of Whitehale, just find out who it is 
  and get out.  The leader himself may be more than 
  you can handle alone so don’t try unless you think 
  you are up to it.” 
  Jolene stops then asks, “That is all I can think of 
  right now any questions?” 
  She then pauses and waits for questions.  Here are 
  some answers to typical questions. 
  Who is our contact in the Forest of Whispers? 
  His name is Lastavenham Windfeather he is a half-elf 
  ranger that is quite familiar with the area.  He will have 
  a pendent that looks like this.  She shows you a 
  pendant with a howling wolf engraved on it. 
  How do we meet Lastavenham? 
  If you wish to meet him just let me know before you 
  leave and then just enter the Forest of Whispers and 
  setup camp at the southern edge.  He will be told to 
  expect your arrival and will find you. 
  
  VEL3-05 Heart of Darkness 
   
  Page 7 
  How do we know you actually work for the church 
  and are not sending us into a trap? 
  You are free to check my credentials, I believe 
  Archbishop Truft is in town and will be more than 
  happy to confirm who I say I am.  I do suggest you stay 
  quiet about this meeting though, for your protection, 
  we assume there are enemy agents in town and 
  possibly even within the church itself. 
  GM Note:  Archbishop Truft is in town and will be 
  slightly annoyed with the intrusion.  He will confirm 
  Jolene is who she says she is and that she is doing 
  church business. 
  How do you suggest we get there? 
  You know your own capabilities best.  I can only 
  suggest you make yourself as small a target as possible.  
  Also I would stay well clear of Mitrik.  While the siege 
  there has lightened over the past couple of months 
  there is still a sizeable enemy presence there. 
  Anything else you can tell us? 
  I am sure there is and right now I can not think of it.  
  Lastavenham will have more information about the 
  current situation in Whitehale than I do.  So feel free 
  to ask him any questions you see fit. 
   
  Encounter Two: Go North 
  This encounter depends on how the PCs decide to 
  travel to Whitehale.  Total distance is about 100 miles, 
  about half through enemy territory.  Encounter 2A is if 
  they decide to travel by ground, encounter 2B by air, 
  encounter 2C if they teleport into Whitehale proper.  
  If the PCs decide to go to the Forest of Whispers 
  directly by teleport they will miss this encounter 
  unless they decide to teleport directly into the city 
  after meeting with Lastavenham. 
  Please be sure to have the PC’s roll any error chances 
  on their teleports and adjudicate accordingly.  If they 
  try to teleport to the Forest of Whispers directly, the 
  best they could get would be “seen once” and only that 
  if their character background gives them some reason 
  to have been there before.  If they arrive off target and 
  proceed on foot, you can use encounter 2A, just adjust 
  the boxed text for time traveled. 
  GMs Note: The black cloud is 500 ft off the ground.  
  There are no weather effects below the cloud, other 
  than precipitation possibly coming through the cloud.  
  The edge of the cloud starts about 30 miles from their 
  destination.  The edge is sharp and definitely not 
  natural.  The cloud has the following effects. 
  1. 
  Anyone flying through the cloud that is not 
  evil needs to make a DC 20 fortitude save 
  every round they are in the cloud or gain a 
  negative level.  There is another DC 20 
  fortitude save 24 hours later to shake off the 
  effects. 
  2. 
  The cloud creates a desecrate effect for all 
  undead under it.  All undead under the cloud 
  stats have already been altered to reflect this. 
  3. 
  The cloud blocks the sunlight so any undead 
  or other creatures that are sensitive to 
  daylight are unaffected under the cloud. 
  4. 
  This cloud is magical in nature and 
  completely unaffected by a magical weather 
  control.  It also can not be dispelled because 
  the source of the magic is many miles away. 
   
  Encounter Two A: 
  One if by Land 
  GMs Note: The black cloud has certain properties.  See 
  the GMs section at the beginning of this encounter. 
  You have started the long journey north into the 
  Diocese of Whitehale.  As you head north over the 
  next couple of days the sky turns from a rather 
  pleasant Velunan summer day with clear skies 
  above head to a much angrier looking weather, 
  much cooler and definitely much less pleasant.  
  The days have turned into twilight and the nights 
  are pitch black.  Numerous times you will see birds 
  of prey out hunting, the cloud cover making it 
  difficult even during the day to find food, some of 
  them flying so low as to almost hit you.  In the 
  middle of the third day an eagle flies right in the 
  middle of your group before it realizes where it is, 
  it squawks and flies away as quickly as possible. 
  This hawk is the orc druid so if the PCs decide to attack 
  it use the appropriate stats.   
  As the third day continues you are climbing up a 
  hill when a group of orcs appear on the top looking 
  down on you. 
  Also let the PCs make a listen check vs. the druid’s 
  move silently check.  As the druid lands behind them 
  and changes form. 
  
  VEL3-05 Heart of Darkness 
   
  Page 8 
  APL 6 (EL 8) 
  �Orc Barbarians(2): Male Humanoid (Orc) Barbarian 
  2; HP: 24; see appendix 1. 
  �Light Warhorse(2): Large Animal; HP 25 each; see 
  Monster Manual. 
  �Orc Druid: Male Humanoid (Orc) Druid 8; HP: 66; 
  see appendix 1. 
  �Eagle: Small Animal Companion; HP: 37; see 
  appendix 1. 
  APL 8 (EL 10) 
  �Orc Barbarians(3): Male Humanoid (Orc) Barbarian 
  3; HP: 34; see appendix 1. 
  �Light Warhorse(3): Large Animal; HP 25 each; see 
  Monster Manual. 
  �Orc Druid: Male Humanoid (Orc) Druid 10; HP: 82; 
  see appendix 1. 
  �Eagle: Small Animal Companion; HP: 51; see 
  appendix 1. 
  APL 10 (EL 13) 
  �Orc Barbarians(4): Male Humanoid (Orc) Barbarian 
  4; HP: 48; see appendix 1. 
  �Heavy Warhorse(4): Large Animal; HP 33 each; see 
  Monster Manual. 
  �Vampire Orc Druid: Male Undead (Vampire) Druid 
  11; HP: 99; see appendix 1. 
  �Eagle: Small Animal Companion; HP: 51; see 
  appendix 1. 
  APL 12 (EL 15) 
  �Vampire 
  Orc 
  Barbarians(4): 
  Male 
  Undead 
  (Vampire) Barbarian 5; HP: 45; see appendix 1. 
  �Nightmares(4): Large Animal; HP 53 each; see 
  Monster Manual. 
  �Vampire Orc Druid: Male Undead (Vampire) Druid 
  13; HP: 117; see appendix 1. 
  �Eagle: Small Animal Companion; HP: 65; see 
  appendix 1. 
  Tactics:  Set the orcs up at the top of the hill 50ft away 
  from 
  the 
  heroes. 
   
  Also 
  behind 
  the 
  heroes 
  approximately another 50ft away is the orc druid.  The 
  druid will land and change forms back to his orcish 
  form and begin casting spells.  Allow the PCs to make a 
  listen check against the druids move silently check to 
  notice him back there.  Remember the listen check is –
  5 (-1 for every 10 ft).  The orcish barbarians will charge 
  the heroes and the druid will cast support and delaying 
  spells.  If things look bad the druid will wild shape and 
  try to escape, to get reinforcements. 
  After the fight the rest of the PCs journey is 
  uneventful. 
   
  Encounter Two B: 
  Two if by Air 
  GMs Note: The black cloud has certain properties.  See 
  the GMs section at the beginning of this encounter. 
  Make sure you note how far off the ground the PCs are 
  flying.  The devils will burst through the clouds at an 
  altitude of approximately 500 ft.  Note:  If the PC’s are 
  wind walking, the devils are patrolling and are well 
  aware of the capabilities of this spell.  They will be 
  checking out all clouds or vapors of the appropriate 
  size for possible wind walkers.  If the PC’s are all in 
  white to take advantage of the 80% chance to be 
  mistaken for clouds, they may be able to get the drop 
  on the devils.  Note that they would have to be moving 
  at the base speed of the wind because any cloud 
  moving 60 mph (a lot faster than other clouds) would 
  be obviously a wind walker. 
  You have started the long journey north into the 
  Diocese of Whitehale.  As you head north over the 
  next couple of days the sky turns from a rather 
  pleasant Velunan summer day with clear skies 
  above head to a much angrier looking weather, 
  much cooler and definitely much less pleasant.  
  The days have turned into twilight and the nights 
  are pitch black.  You continue flying north when 
  suddenly from out of the clouds comes unnatural 
  creatures headed strait for you. 
  APL 6 (EL 8) 
  �Erinyes: Female Outsider (Devil); HP: 90; See 
  Monster Manual. 
  APL 8 (EL 10) 
  �Erinyes(2): Female Outsider (Devil); HP: 90 each; 
  see Monster Manual. 
  APL 10 (EL 13) 
  �Ice Devil: Male Outsider (Devil); HP: 154; see 
  Monster Manual. 
  APL 12 (EL 15) 
  �Ice Devil (2): Male Outsider (Devil); HP: 154 each; 
  see Monster Manual. 
  Tactics:  The erinyes and ice devils are going to fly to 
  get within range and then standoff with the PCs using 
  their range weapons.  They are starting 500ft up 
  directly above the PCs. 
  
  VEL3-05 Heart of Darkness 
   
  Page 9 
  Encounter Two C: 
  Three if by Wizardy 
  GMs Note: The black cloud has certain properties.  See 
  the GMs section at the beginning of this encounter. 
  This encounter only happens if the PCs teleport 
  directly into the Whitehale.  They have setup a number 
  of the tokens of teleport detection (see appendix 3 new 
  rules) to detect people using their own tricks.  If the 
  PCs teleport directly to the camp to meet Lastavenham 
  they miss this encounter and will lose experience.  The 
  PCs can not teleport into the Church of Rao in 
  Whitehale.  It is currently under a forbiddance spell, 
  which prevents such activity.  If they try they will 
  appear outside the front door. 
  You have appeared in Whitehale city just as 
  expected, the cloud is overhead.  Suddenly devils 
  appear near you and say, “Welcome intruders.” 
  APL 6 (EL 8) 
  �Erinyes: Female Outsider (Devil); HP: 90; See 
  Monster Manual. 
  APL 8 (EL 10) 
  �Erinyes(2): Female Outsider (Devil); HP: 90 each; 
  see Monster Manual. 
  APL 10 (EL 13) 
  �Ice Devil: Male Outsider (Devil); HP: 154; see 
  Monster Manual. 
  APL 12 (EL 15) 
  �Ice Devil (2): Male Outsider (Devil); HP: 154 each; 
  see Monster Manual. 
  Tactics:  The devils will appear where the nearest 
  teleport detection token is 1d6x10 feet away.  Use your 
  imagination to set the scene here.  The PCs could be 
  teleporting to any number of places so make up a map 
  as you see fit.  The devils can fly so obstacles do not 
  bother them; on the other hand this is essentially a 
  surprise attack by the PCs so the terrain should not be 
  set up as amazingly defensible for the devils.  The 
  devils are going to tend to stay away from the PCs and 
  use their range abilities.  If this fight takes more than 
  10 rounds start throwing in extra encounters from 
  encounter 7, a new one every 5 rounds or so until the 
  PCs are dead, retreat, or somehow leave quickly where 
  they can not be tracked.  If they retreat here or if any of 
  the devils survive, the city will go on full alert and the 
  mission will become essentially impossible for the PCs, 
  proceed to encounter 7a. 
  Once the combat is complete and if the city is not in 
  full alert proceed to encounter 5. 
  Encounter Three: 
  Lastavenham’s Crew 
  Assuming the PCs do as instructed and set up camp in 
  the southern portion of the Forest of Whispers.  He is 
  in tune with the nature and animals here and is made 
  aware when anyone enters the forest.  So you may have 
  to paraphrase a bit if the PCs are doing something else. 
  A couple of hours after you have made camp the 
  world around you has turned from the dull twilight 
  to the pitch black.  You hear a voice call out of the 
  trees nearby, “Ho there good travelers may I 
  approach 
  your 
  camp? 
  I 
  am 
  Lastavenham 
  Windfeather and I was told to expect your coming.” 
  Allow the PCs to be as paranoid as they like here.  He 
  will answer their questions honestly.  His animal 
  companion (a wolf) was patrolling the southern part of 
  the forest when he picked up a new scent.  It as 
  ordered went to get Lastavenham and he came here to 
  meet the PCs.  He has the pendent that the PCs 
  request, he will not throw it to them but he will step 
  into the edge of the light to show them.  Once the PCs 
  are convinced of his identity continue. 
  A half-elf enters your camp wearing leather armor 
  and a bow slung over his back.  “As I mentioned 
  before,” the half-elf says, “I am Lastavenham 
  Windfeather, Jolene sent me a message to expect 
  your arrival.  We should move, it is not safe here. 
  I’ll take you back to one of our camps where you 
  can rest in relative safety, and there I will answer 
  any questions you may have.  If we use minimal 
  light we should be relatively safe from snooping 
  eyes above.  Please pack up we need to move as 
  soon as possible.” 
  Assuming the PCs follow Lastavenham continue. 
  The trip through the forest in the pitch black is 
  confusing to say the least.  Only the best trackers 
  could have found their way through this forest with 
  this amount of light and this many trees.  The noise 
  of your armor seems to make a racket that would 
  wake the dead in this forest.  It is not helped by the 
  silent and effortless way Lastavenham moves 
  through these woods.  After a couple hours of 
  endless traipsing between trees you arrive at the 
  mouth of a small cave.  Lastavenham makes a bird 
  call and it is answered relatively quickly from 
  somewhere in the darkness.  He then motions for 
  you to enter the cave.  About 20 feet into the cave is 
  a tight curve and a heavy cloth hung over it, the 
  hint of light around the edges.  As you pass the 
  
  VEL3-05 Heart of Darkness 
   
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  cloth you emerge into the light and some hastily 
  prepared beds. 
  Lastavenham steps in behind you and says, “Feel 
  free to partake in the comforts we have provided 
  here.  I am sorry we couldn’t do better.  This is not 
  our main camp, but it is under the protection of our 
  guards outside, so you do not need to worry about 
  posting a watch.  Rest here tonight and I’ll return 
  tomorrow morning to discuss what is yet to come.” 
  With that Lastavenham turns and proceeds to leave. 
  If any of the PCs try to follow him have them make a 
  move silently check against Lastavenham’s listen check 
  +14.  If he doesn’t hear them, they can watch him 
  disappear into the night.  If they follow them into the 
  woods, they will eventually be spotted by some of the 
  guards in the woods and a whistle will warn him, at 
  which point he will find them.  If the PC’s somehow 
  manage to scout around without being spotted, they 
  will simply find him patrolling and several other 
  rangers guarding the area.  If he hears them he will 
  stop and walk directly back to the PC and say. 
  “I understand you may not trust me, but we both 
  have a mission to do here.  Yours would be better 
  served if you return to the cave and get a good 
  nights rest.  Tomorrow morning we will discuss 
  how to proceed.” 
  Feel free to keep the PCs paranoia up by making rolls.  
  Ask what their listen check modifier is.  Make more 
  rolls.  The goal here is to keep them on the edge.  Ask 
  them to make rolls.   Make water dripping noises.  
  Make a rat scurry across one of the PCs hand, waking 
  them up. Once you have had enough fun tormenting 
  the PCs read the following. 
  The morning is not much different than the 
  evening before.  It is still dark and you are not sure 
  what time it is.  The only real signal of morning is 
  that Lastavenham has returned to wake you up. 
  He begins, “Well now that it is morning shall we 
  discuss how to get you into Whitehale?” 
  He will wait for an affirmative from the PCs. 
  “Let me first discuss the current status of Whitehale 
  as we know it.  There is an orc camp north of the 
  city; we have determined that their war chief is 
  Garrong.  He is a mean looking orc, but as far as we 
  can tell he is otherwise ordinary.  There are a 
  number of humanoid mercenaries in and around 
  the city.  So if we can get you past the walls you 
  shouldn’t have problems moving about freely as 
  long as you don’t draw attention to yourself.  The 
  walls are manned by mainly mindless dead.  They 
  are under the command of clerics and intelligent 
  dead.  I think they are just there to invoke fear 
  more than protect the city.  We have no idea who is 
  actually in charge in Whitehale, but someone is, 
  the guards and the gates are much more orderly 
  than what orcs would do.  Also the war chief is 
  staying with his troops outside the city not in it.  
  There is about a weekly caravan headed into the 
  city from Castle Sepher.  We have been able to 
  confirm the center of the cloud is at the Castle, so 
  we are assuming Herion is at Sepher and not in the 
  City.  The Pit Fiend General of the enemy forces 
  has also been spotted flying above Sepher, we do 
  not believe you will have to worry about him in the 
  City either.  So you have any plans on how you are 
  going to enter the city?” 
  Lastavenham will listen and point out flaws in any plan 
  the PCs have.  The walls are possible, they have had a 
  cleric once in a while sneak up and destroy a bunch of 
  skeletons manning the walls so the guards finding a 
  bunch of destroyed skeletons would not be that 
  unusual.  If they ask him for his input he will give his 
  idea. 
  “Well, another caravan is due today, you could 
  ambush it and use it to enter the city by hiding in 
  the wagons and disguising yourselves as the 
  drivers.  We have not done this yet, so their 
  security has been relatively lax recently.  These 
  caravans are run by humanoids and not dead.” 
  Let the PCs discuss other options and decide what to 
  do.  If they choose to use Lastavenham’s plan he will 
  tell them to hurry, they have about a three-hour 
  journey to where the ambush site is.  If the caravan is 
  too late they will be suspicious.  Read or paraphrase the 
  following: 
  The journey through the woods isn’t much 
  different in the day as it was the previous night.  
  The cover is blocking what little light there is out 
  in the open.  The forest has little more noise during 
  the day than the previous night.  The air hangs still 
  and there is no breeze to speak of to rustle the 
  leaves.  At about two and a half hours into the 
  journey the ominous trees seem to break up and the 
  twilight of day is visible above.  Up ahead you see a 
  caravan trundling down the middle of what must 
  be the road between Castle Sepher and Whitehale.  
  There are three wagons each driven by a single 
  human driver, with another human armed with a 
  crossbow riding beside the driver. 
  
  VEL3-05 Heart of Darkness 
   
  Page 11 
  Lastavenham will cover the PCs rear, he will not 
  participate in capturing the caravan.  This should be a 
  relatively simple encounter for the PCs, don’t drag it 
  out.  Stress that they probably want to avoid damaging 
  the clothing of the guards too much if they want to be 
  able to disguise themselves! 
  ALL APLs 
  �Mercs (6): Male Humanoid (Human) Warrior 1; HP: 
  9 each; See Appendix 1. 
  Development:  After capturing the caravan, the PCs 
  can inspect the crates.  They contain an assortment of 
  weapons.  It looks like the crates used to have an 
  emblem on the side, but they have been burned off.  
  One of the drivers has a simple map of Whitehale City 
  with one part labeled as an armory, apparently the 
  destination of the shipment.  They also have a pass 
  written on a sheet of rolled parchment, marked with 
  the interlocking ring symbol of the Cult of The One. 
  Lastavenham looks concerned and speaks, “Well we 
  now know the contents of the caravans.  What 
  troubles me is where they are getting these from.  
  Castle Sepher does not have a large enough forge to 
  produce these many weapons every week.  We need 
  to discover who is supplying these weapons to 
  Herion.” 
  Lastavenham then takes the time to inspect the 
  caravan, then returns to you.  He says, “Ok here is 
  what I have come up with, we stow you all in a 
  couple of the larger crates and one of my boys take 
  you in.  These people were not wearing armor, so if 
  you’d like to ride along topside I would suggest you 
  did the same.  You may want to check out that 
  armory on the map and try to discover where these 
  weapons are coming from.” 
  Lastavenham is willing to give them one man to drive 
  each wagon, if the PCs don’t think they can handle it 
  themselves.  He will listen to any suggestions the PCs 
  make and pretty much let the PCs decide how to 
  approach the gate, as long at it gives his men a 
  reasonable chance to get out.  Once the PCs agree on 
  what to do proceed to encounter 4.   
   
  Encounter Four: Trojan Caravan 
  This is just supposed to be a tense encounter.  As long 
  as the PCs pretty much keep their mouth shut they 
  will get in.  Reward PCs who attack the gate guards 
  with monsters from the encounter 3 part C.  They will 
  try to delay the PCs long enough for the people in the 
  gatehouse to shut the gate.  At this point since they are 
  on the northern edge of the city you are welcome to 
  reward them with as many orcs directly from the 
  monster manual as you see fit.  If they enter the city 
  after alerting the gate guards the city will be on alert 
  and proceed to encounter 7a. 
  One of Lastavenham’s men Jaken will do the talking 
  unless one of the PCs wants to do it.  Read the 
  following for all PCs who are NOT packed in crates. 
  It takes approximately two-hours to get to 
  Whitehale from the ambush site.  Amazingly you 
  didn’t see any patrols during this time.  If this had 
  been under control of the Church there would have 
  been at least one, but it is not.  You see the smoke 
  from what must be the orc encampment before you 
  see Whitehale itself.  As the gates of the city come 
  into view you also can see the encampment.  It is 
  large enough to hold approximately 1000 orcs.  
  Your approach to the gate is going to take you right 
  next to the orc camp. 
  Pause here and allow the PCs to decide if they want to 
  continue or turn away.  If they approach from any 
  different angle they will arise suspicion and require a 
  DC 20 diplomacy check to convince the guards to let 
  them in without a full inspection.  If they continue on 
  continue reading. 
  As you pass the orc encampment many of the orcs 
  begin to hoot and holler.  Some start to throw dirt, 
  stones, and anything else they can get their hands 
  on at the caravan.  This continues until a large orc 
  yells something in orcish (unprintable line of curse 
  words if anyone speaks orcish) at them and the orcs 
  quiet down.  As you approach the gates, two orc 
  guards wearing scalemail armor wave down the 
  caravan and approach on either side of the first cart. 
  At this point Jaken will talk unless a PC wants to take 
  the helm. 
  The orc on the left says in a growling common, 
  “Wadda we got ‘ere?” 
  Jaken will reply, “Another shipment of arms from 
  Castle Sepher.” 
  The other orc starts walking down the side of the 
  caravan, checking it out. 
  The orc looks up at Jaken and says, “Good, da boss 
  says more of me boyz be ‘ere any day.  Wait, what 
  ‘appen to da usual hummin driv’n this cart.” 
  Jaken says, “He ran into an unfortunate accident 
  and I took over.” 
  
  VEL3-05 Heart of Darkness 
   
  Page 12 
  The orc grins and replies, “Ya gotta look out fo 
  them accidents they’ll gets ya e’ry time.” 
  The other orc returns and says, “Grazzel ‘top yer 
  gabb’n and let ‘em in.”   
  The orc on the left will send a signal to the gateman 
  and open the gate to let the carts in. 
  Now for the PCs who are riding in the crates of if the 
  PCs choose to just ride in the boxes read or paraphrase 
  the following.  You may need to change the text a little 
  depending on what the PCs do on the outside. 
  The trip to Whitehale is an uncomfortable one.  
  The road is bouncy and there is no cushioning for 
  you to sit on.  After approximately two hours the 
  cart that you are riding in comes to a halt.  You can 
  hear muffled voices outside.  You hear the tell tale 
  sound of an armored boot striking the ground come 
  toward your cart. 
  At this point make the PCs make a will save to not 
  make any noise.  The DC doesn’t matter, it is just to 
  keep them tense.  If one gets a particularly low save 
  have the armored man stop, possibly even knock on 
  the crate they are in.  Use sound effects, knock on the 
  table, do whatever it takes to make the players worry.  
  Draw this out a few seconds, to keep this situation 
  tense. 
  After a short time you hear the boots walk away 
  from the cart.  Then more muffled voices and the 
  sound of what must be the city gate opening.  
  Finally, the carts continue on into the city. 
  If Lastavenham’s men are not with the PCs, ask them 
  where they want to go.  At some point, make sure they 
  pass Mogg’s Mead and see the tavern lights on inside. 
  Otherwise, 
  Jaken 
  will 
  head 
  directly 
  for 
  the 
  warehouse/armory, then stop in a deserted street. 
    Ten minutes later the carts come to a stop and you 
  are let out.  You have made it to Whitehale.  Jaken 
  says, “I am not sure what you want to do now, but I 
  saw an inn back a couple of blocks that had its 
  lights on and seemed to have living clients.” 
   
  Encounter Five: Whitehale in 
  Darkness 
  This assumes the PCs came in on the carts and did not 
  just teleport in.  The rest of the city is pretty empty 
  except for the undead guards.  The only place of 
  activity in the city is the church quarter.  To lead the 
  PCs there some possibilities are to have a cleric leave 
  wall duty and return to their lodging in the church 
  quarter. 
  The everlasting twilight that is caused by the black 
  cloud overhead makes it difficult to tell the time.  
  Your best guess puts it mid to late afternoon.  Those 
  of you who have been here before notice there is 
  quite a bit more dirt on the streets and the whole 
  city has the smell of sewage and death.  Here in the 
  church district there seems to be a little activity.  
  Every so often you see someone scurry down an 
  alley. 
  It is now up to the PCs what they want to do.  When 
  the PCs go to the church proceed to encounter 6.  The 
  following are some options the PCs might use to 
  discover where the leadership is.  If they do something 
  else you deem reasonable feel free to give them the 
  information that the leadership in Whitehale is 
  currently in the church. 
  Also make sure the PCs are uncomfortable when they 
  are outside in Whitehale.  Make them make spot 
  checks and tell the highest one they thought they saw 
  something out of the corner of their eye.  Since the 
  streets are empty let the PCs know that every sound 
  they make seems to echo off the walls.  Have the sound 
  of boots running off down an alley.  Feel free to back 
  off if the group starts to get frustrated. 
  Places to go in Whitehale: 
  The following are some of the places of interest in 
  Whitehale. 
  Moggs Mead 
  This is the inn that Jaken saw on the way in.  Moggs 
  Mead use to be the Peace of Rao Inn but the name has 
  changed since Mogg appropriated it. Mogg is an ogre 
  and has some goblins doing the serving duty.  Mogg is 
  just looting other inns in town to provide mead for his 
  patrons.  He is slowly getting the still back online after 
  he cleaned out all that human “water” that was in there. 
  Mogg keeps the place in somewhat of an order.  He 
  will throw out anyone who starts a fight inside his 
  establishment.  As long as the PCs do not start 
  anything no one else in the bar will be interested in a 
  fight. 
  Moggs Mead is a rowdy place, but thankfully most 
  of the patronage is humanoid.  The bartender is a 
  large ogre who scowls as you enter.  The patronage 
  consists of 10 loud and boisterous orcs, who seem 
  to ignore your entrance.  There are three humans 
  over in a corner wearing clerical vestments leaning 
  
  VEL3-05 Heart of Darkness 
   
  Page 13 
  back enjoying a drink.  There also seem to be other 
  mercenary types hanging around at different tables. 
   Mogg has a bunch of goblins scurrying around 
  serving the patrons. 
  People of interest in Moggs Mead: 
  Mogg: Mogg is just an ogre with some special skills.  
  He will talk to PCs interested in talking to him.  
  Remember he is an ogre so a refined conversation is 
  not possible.  Mogg does have a basic understanding of 
  business so he won’t go out of his way to be rude to the 
  PCs.  Mogg is notably friendlier to any half-orc PC than 
  any other race.  Mogg knows that the bigwigs hang out 
  in the Church of Rao although he will only refer to it 
  as the church.  Mogg does not know who the bigwigs 
  are and will tell the PCs he never met them. 
  The three clerics in the corner: They are Yarrl, Laryd, 
  and Dlary.  The three of them are clerics of Nerull 
  relaxing just off wall duty.  They also know that Herion 
  sent his favored servant to manage operations in the 
  city.  They do not know who it is, but they do know he 
  set up his headquarters at the church of Rao.  They also 
  have the password to get past the forbiddance spell 
  (“Serenity Forsaken”).  There are a number of ways this 
  information can be gotten, it is not part of their surface 
  thoughts unless intentionally brought there by a 
  proper question.  Their initial attitude towards the PCs 
  is “unfriendly” (see Diplomacy in skills section of 
  PHB).  If their attitude can be changed to “helpful” 
  (DC40), they will give the password.  If their attitude 
  can be changed to “friendly” (DC25) AND they are 
  given a convincing lie (bluff vs. their sense motive) as 
  to why they should share the password, they will 
  possibly give it (only a good idea for a bluff will work 
  here, don’t allow just a die roll, the PC must come up 
  with a story that the DM thinks would convince the 
  priests to risk their safety).  Intimidate is also a 
  possibility, use the standard PHB rules for intimidation 
  adjusting attitude and use the guidelines given for 
  diplomacy above.  However, Mogg won’t take too 
  kindly to anybody intimidating priests of Nerull in his 
  bar.  It can also be beaten out of them, if the PCs do it 
  in the bar Mogg will try to kick them out and probably 
  fail.  People will then try to escape, if one does go to 
  encounter 7a. 
  The 10 orcs: They are not very interested in talking to 
  any PCs.  They will willingly talk to any half-orc PC 
  that buys them a round of drinks and drinks with 
  them.  The orcs know very little except their war 
  chief’s name is Garrong, they can give a little 
  information on him.  They were part of the honor 
  guard to escort him to the church to a meeting. 
  The other mercenaries: They are just hired hands of 
  one sort or another.  They were sent here to await 
  assignment.  (In reality they are planning to turn these 
  mercs into vampires.) 
  If the PCs initiate a fight here are the people in the bar: 
  ALL APLs 
  �Mogg: Male Giant (Ogre) Ftr3; HP: 60; See 
  Appendix 1. 
  �Orcs (10): Male Humanoid (Orc); HP: 7 each; See 
  Monster Manual. 
  �Goblins (4): Male Small Humanoid (Goblin); HP: 4 
  each; See Monster Manual. 
  �Clerics (3): Male Humanoid (Human) Cleric 3; HP: 
  21 each; See Appendix 1. 
  �Mercs (6): Male Humanoid (Human) Warrior 1; HP: 
  9 each; See Appendix 1. 
  The Armory 
  If the PCs enter in some other way than the caravan, 
  they may be interested in finding out what the 
  shipments are.  Even if they did come in on the caravan 
  they may want to find out more. 
  The warehouse is just outside the church quarter.  It is 
  the only one still in use.  The other warehouses in the 
  city are open and quite obviously looted.  There is 
  activity of carts being unloaded at this one.  Either 
  from the caravan the PCs came in on or another that 
  just arrived. 
  This warehouse has a number of carts sitting in 
  front of the doors.  They are being unloaded by a 
  bunch of orcs.  They are being supervised by a 
  mean looking ogre. 
  The ogre is Maggle, he and the orcs were sent to 
  unload the cart.  Only Maggle speaks bad common.  
  Maggle knows that humans are running this 
  warehouse, so he won’t care if any of the PCs are bold 
  enough to walk by him.  Maggle and his gang unload 
  the cargo about once a week.  The contents are almost 
  always arms, but in some cases it is also food, he likes 
  those shipments.  As long as the PCs remain confident 
  when talking to Maggle and come up with a somewhat 
  plausible story (DC 20 diplomacy check if not) Maggle 
  will let them in to the warehouse. 
  Once in the warehouse they will find arms and armor 
  (all mundane).  A search check DC10 finds some crates 
  that have not adequately had the emblem on the side 
  burned off.  A Knowledge (Local VTF) check at the DC 
  indicated before the slash (“/”) gives the following 
  information.  Alternatively, a Knowledge (Nobility and 
  
  VEL3-05 Heart of Darkness 
   
  Page 14 
  Royalty) check at the DC indicated after the slash (“/”) 
  gives the same information (remember, a DC10 check : 
  15/10:  The crest is a lordship of the Free Land of 
  Dyvers. 
  20/15:  The crest is that of Lord Derreg Pengallen. 
  30/25:  He's reputed to have ties to a number of illegal 
  organizations, such as slavers and smugglers operating 
  in the Nyr Dyv. 
  If the PCs decide to fight Maggle and his crew here are 
  the stats: 
  ALL APLs 
  �Maggle: Male Giant (Ogre); HP: 32; See Monster 
  Manual. 
  �Orcs (6): Male Humanoid (Orc); HP: 7 each; See 
  Monster Manual. 
  If they fail to hide the bodies proceed to encounter 7a 
  after a few minutes.  The bodies have been found and 
  the city is in alert. 
  The Walls 
  Watching the walls for a few minutes gains you 
  quite a bit of information.  The walls are manned by 
  skeletons and zombies.  Every few minutes a cleric 
  walks by to check on the troops. 
  It should be rather obvious that it would be easy to 
  jump the walls and run from any point.  The clerics are 
  rather spaced out and standard skeletons and zombies 
  should not stop an APL 6+ party for very long.  Use 
  however many skeletons or zombies you think are 
  appropriate, but never more than 6 zombies or 9 
  skeletons in any one encounter.  In any given round of 
  combat there is a 10% chance for a cleric to respond to a 
  disturbance on the walls. 
  ALL APLs 
  �Human Warrior Skeleton: Medium Undead; HP: 
  10 each; See Monster Manual. 
  �Human Commoner Zombie: Medium Undead; 
  HP: 21 each; See Monster Manual. 
  �Cleric: Male Humanoid (Human) Cleric 3; HP: 21 
  each; See Appendix l. 
  Other Places 
  The rest of the city is pretty much deserted.  They are 
  using the homes and inns in the church quarter for 
  housing for the human and some undead residence of 
  the town.  Feel free to make the rest of the town as 
  spooky as you like, it is pretty much deserted.  Reward 
  any well conserved plan to discover who the leader is 
  with the location of the church.  
  Once the PCs decide to go to the church proceed to 
  encounter 6.  
   
   
   
   
  Encounter Six: Church of Ra… 
  Nerull 
  The church is mapped in appendix 2 maps 1 and 2.  
  Behind the church are the church's cemetery where 
  the bishop’s tomb is located and the basement entrance 
  to the church.  It is fully enclosed (including the 
  grounds around the church) in a forbiddance spell LE 
  cast at 16
  th level (Fallswop himself).  Forbiddance 
  prevents teleportation into it and no summoning can 
  be done inside the range of effect of the spell, i.e. the 
  church itself.  It will also do 6d6 damage to LG or LN 
  PC’s, 12d6 damage to all others, will DC23 half damage, 
  to any PC to approach the church.  This damage will be 
  taken when they approach within 50 feet of the church 
  itself.  Spaced around the church are warning signs to 
  keep the unwelcome from blundering into the 
  forbiddance.  No matter where the PC’s come from, 
  make sure they see the warning signs!   
  The tall pillars and the large circular dome of the 
  Whitehale Cathedral of Rao would normally be a 
  comforting site.  In this light the cathedral looks 
  more angry and sinister.  It just does not look like 
  the place of peace, reason, and serenity it used to 
  be. Nearby your current position you spy a crude 
  sign on a wooden post.  It says in common and orc 
  “Password Restricted” and below is a crude picture 
  of an orc being blown to bits by magical power.  
  You spy several of these signs spaced around the 
  approaches to the church. 
  The password is “Serenity Forsaken”.  This password 
  can be learned by hiding somewhere and listening for 
  a passing priest to mutter the words.  They don’t say it 
  very loud, so the listen check starts at DC5 with the 
  usual +1 for every 10 feet of distance.  If a priest spots 
  someone spying on him, he will flee to raise the alarm. 
   If this happens, send a team from encounter 7 at the 
  party every 10 rounds until they flee the city.  The 
  clerics in Moggs Mead also know the password. 
  The following is a description of each area in the 
  church.  Fallswop and gang are in area 11 discussing 
  different tactics at the altar.  The front door is the only 
  obvious way in and out.  There is also a basement 
  
  VEL3-05 Heart of Darkness 
   
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  entrance to the church that has a trapdoor to behind 
  the altar.  The entrance to the basement is in the 
  Bishops tomb in the cemetery behind the church. 
  Areas in the church: 
  1. 
  Entryway: This is the main entrance to the 
  cathedral to Rao.  There are a number of 
  plants around all wilting and dead from not 
  having being taken care of.  In one corner a 
  knowledge religion DC 20 check will show 
  some joker did a modified animate dead spell 
  on one of the plants.  The only real effect is 
  the plant detects as evil and undead. 
  2. 
  Library: This place has been generally 
  destroyed.  The books have been torn up and 
  destroyed.  There are pages and partial books 
  lying around the floor. 
  3. 
  Reading Rooms: These once were reading 
  rooms for the library, a place where a visiting 
  scholar could study the books from the 
  library. 
  4. 
  Storage: This is the church’s main storage 
  room, there is some destroyed artwork in 
  here and more destroyed books.  There are 
  several barrels that once must have contained 
  holy water. 
  5. 
  Meditation Rooms: These are rooms that were 
  designed for visiting priests and laypeople to 
  meditate and discover the peace and serenity 
  of Rao. 
  6. 
  Visitors Quarters: These are the rooms that 
  were designated for visiting priests.  Each 
  contains a chest, bed and chair.  There is 
  nothing of value. 
  7. 
  Clergy Quarters: These were the quarters for 
  the local priests.  These quarters look as if 
  they have been recently used. 
  8. 
  Kitchen: This is the kitchen, there is fresh 
  food and water here.  It looks as if a meal has 
  been prepared here recently. 
  9. 
  Dining Room: This is the dining room, it still 
  has the dirty dishes of a recent meal. 
  10. Bishops Quarters: This is where the local 
  bishop used to live.  It looks like another 
  person has moved in.  There are some books 
  on the shelf, including The Way of The One 
  (Player Handout #2).  The bookmark in this 
  book is the smiling face of a silver holy 
  symbol of Rao. 
  11. Sanctuary: This is the main sanctuary for the 
  cathedral.  Fallswop, Garrong, and Valik are 
  here.  When the PCs enter here proceed to 
  the box text below.  There is a trapdoor to area 
  12 on map 2 below. 
  12. Basement: This is the basement to the 
  cathedral.  There are some crates down here.  
  It was used to resupply the priests when they 
  gave out something at a ritual. 
  13. Basement Exit: This is an exit into the 
  bishop's tomb behind the cathedral.  The 
  tomb door is locked DC25 open locks. 
  In the bishop’s quarters are two interesting things; first 
  is a book entitled The Way of The One.  The second is 
  Fallswop’s holy symbol.   
  In the sanctuary, Fallswop discusses administrative 
  details of supporting the defense of the city with Valik 
  the Pale Master and Garrong the Warchief of the orcs.  
  An unhallow spell is in effect in the main sanctuary.  
  Tied to the spell is an invisibility purge.  Anybody 
  invisible will become visible immediately upon 
  entering.  The PCs must enter the sanctuary to get a 
  good enough look at Fallswop to recognize him.  When 
  the PCs enter the sanctuary read the box text. 
  You enter the main sanctuary for the church.  
  There is an oeridian man wearing a black hooded 
  robe, a flan man wearing armor crafted from human 
  bones, and a hulking heavily armed orc here.  Two 
  large zombies stand to one side, near the bone 
  armored man.  The black robed mad behind the 
  alter looks up and lowers his hood, with a glimmer 
  of recognition he smiles coldly, you recognize none 
  other than Rinen Fallswop.  
   “Ahh,” Rinen says, “You have come my friends, to 
  put Veluna back on the righteous path?  From the 
  looks of some of you I see you haven’t given up the 
  old ways completely.  It’s ok though, it took me a 
  little while to see the path.  I am sure the Canon 
  will accept you into his service, in his infinite 
  wisdom he has decreed a future for this god 
  forsaken land.  A future that will bring all the great 
  thinkers and reasoners back from the depths of 
  time to bring a new golden age of Veluna.  So will 
  you join us?” 
  At this point the PCs will probably want to roll 
  initiative but it is a perfect opportunity to ask Rinen 
  Fallswop some questions.  Here are answers to some 
  questions (the PCs do not need this information they 
  have accomplished their mission). 
  
  VEL3-05 Heart of Darkness 
   
  Page 16 
  No! 
  “So be it!” Fallswop says, “Valik, Garrong take care 
  of these intruders.” 
  With that Fallswop ducks behind the altar. 
  OK! 
  Ask the player of this PC if he truly wishes to make his 
  character an evil NPC.  When he says, no not really, 
  have him make a Bluff check vs. Fallswop’s Sense 
  Motive check (+24).  When Fallswop detects the lie: 
  “I sense that you words are false!” Fallswop says, 
  “Valik, Garrong take care of these intruders.” 
  With that Fallswop ducks behind the altar. 
   
  Who is this Canon you are talking about? 
  You must know that Canon Herion has returned 
  after 400 years to bring Veluna to a new golden age. 
   
  Why did Herion put you in charge here? 
  Herion said that I reminded him of his younger 
  years and that my path mirrored his own. 
   
  We have this (Rinen Fallswop’s holy symbol to 
  Rao)? 
  That is a useless trinket, Rao has left the Vale of 
  Luna, and his followers will soon follow.  That is 
  only good enough to be a bookmark. 
   
  Why did you keep it if it is a useless trinket? 
  It was to remind me of my short sightedness and 
  my mistaken faith in a god who has long left this 
  land. 
   
  Return with us! 
  Why should I?  Rao has forsaken this land and 
  those who idolized him. His followers will soon be 
  gone, there is no hope of salvation. You still have 
  the opportunity to join me and be a part of the 
  future.  Only the cool embrace of the Reaper awaits 
  those who do not. 
   
  Rao still looks over this land don’t you remember 
  (some event from the past for example the beam of 
  light that took Canon Hazen’s body). 
  Those were tricks from other gods trying to belay 
  the one true path. 
   
  What would Basier Rinken think now? 
  Fallswop’s eyes show the hint of a tear.  He says, 
  “Basier was an unfortunate victim of inevitability.  
  Basier is proof that Rao has abandoned his flock, he 
  wouldn’t even step in to save his most loyal servant. 
  For that evil Rao will never be forgiven.” 
   
  We will stand and prevail against you and Herion. 
  Fallswop says, “Ahh, the foolishness of youth.  I 
  once believed as you do, ignorant of the truth.  
  Valik! Garrong!” 
  He then ducks behind the altar as Valik and 
  Garrong advance. 
   
  ALL APLs  
  �Rinen Fallswop: Male Humanoid (Human) Cleric 
  10/ Contemplative 6; HP: 134; See appendix 1. 
  APL 6 (EL 9) 
  �Valik: Male Humanoid (Human) Wiz 5/Pale Master 
  3; HP: 47; See Appendix 1. 
  �Garrong: Male Humanoid (Orc) Barbarian 6; HP: 76; 
  See Appendix 1. 
  �Ogre Zombie(2): Large Undead; HP: 63 each; See 
  Monster Manual. 
  APL 8 (EL 11) 
  �Valik: Male Humanoid (Human) Wiz 5/Pale Master 
  5; HP: 62; See Appendix 1. 
  �Garrong: Male Humanoid (Orc) Barbarian 8; HP: 
  107; See Appendix 1. 
  �Ogre Zombie(2): Large Undead; HP: 63 each; See 
  Monster Manual. 
  APL 10 (EL 13) 
  �Valik: Male Humanoid (Human) Wiz 5/Pale Master 
  7; HP: 74; See Appendix 1. 
  �Garrong: Male Humanoid (Orc) Barbarian 10; HP: 
  133; See Appendix 1. 
  �Minotaur Zombie(2): Large Undead; HP: 93 each; 
  See Monster Manual. 
  APL 12 (EL 15) 
  �Valik: Male Humanoid (Human) Wiz 5/Pale Master 
  9; HP: 86; See Appendix 1. 
  �Garrong: Male Humanoid (Orc) Barbarian 12; HP: 
  159; See Appendix 1. 
  �Minotaur Zombie(2): Large Undead; HP: 93 each; 
  See Monster Manual. 
  
  VEL3-05 Heart of Darkness 
   
  Page 17 
  Tactics: The zombies will be under the effect of the 
  desecrate (+1 attack/damage/saves), the bonus hit 
  points are already figured in to the stats above.  The 
  zombies will only attack if ordered by Valik (a free 
  action on his turn as long as he can speak to order 
  them).  Fallswop will bolster the undead then try to 
  leave through the trapdoor in the floor and out the 
  back.  He will not fight unless cornered, if the PCs 
  attack him he will cast scourge on them and then try to 
  leave.  He fully expects the other two to take care of the 
  PCs.  Fallswop will proceed out the back entrance 
  through the tomb and then out of the forbiddance.  He 
  will then cast word of recall to return to Castle Sepher. 
   Garrong will rage and charge and Valik will support 
  with spells.  A favorite combo of Valik’s is waves of 
  fatigue followed by ray of exhaustion on the toughest 
  looking fighter.  He will cast this combo if the 
  opportunity presents itself. 
  Proceed to encounter 7 when they leave the church. 
   
  Encounter Seven: Escape 
  This encounter handles how the PCs exit the city. 
  As you exit the church you see the familiar face of 
  Jaken.  He will hurry up and say, “The city is in full 
  alert, head to the western wall and jump the wall.  
  Our people will help you back into the forest from 
  the wall.  Go now, I am going to stay here and do 
  some more scouting.” 
  Assuming the PCs use this method to exit proceed to 
  the boxed text.  If they use another method that is 
  plausible allow them to do so.  Feel free to send as 
  many of this encounter as needed to get them to exit 
  the city. 
  To the north you hear the roar of the orcs as 
  someone must be riling them up.    
  As you are headed towards the western wall a group 
  of undead appears out of an alley and attacks. 
  APL 6 (EL 7) 
  �Ghast (4): Medium Undead; HP: 33 each; See 
  Monster Manual. 
  APL 8 (EL 9) 
  �Spectre (2): Medium Undead; HP: 52 each; See 
  Monster Manual. 
  APL 10 (EL 10) 
  �Mohrg (2): Medium Undead; HP: 105 each; See 
  Monster Manual. 
  APL 12 (EL 12) 
  �Mohrg (4): Medium Undead; HP: 105 each; See 
  Monster Manual. 
  Tactics: Remember all the undead are under the cloud 
  that grants a desecrate effect, so they get +1 to their 
  attack, damage, and saves.  Their +1 hit point per hit die 
  is already figured in.  This encounter should not be 
  very difficult for the party, if they are dallying around 
  feel free to send it again. 
  After combat and they continue to the western wall 
  read the following. 
  The roar of the orcs gets louder, looking over your 
  shoulder you see hundreds of orcs pouring out in 
  the streets behind you.  As you arrive at the wall 
  you notice all the undead have been destroyed.  A 
  single man stands on the wall, its Lastavenham.  He 
  yells, “Hurry!  The orcs are coming around the walls 
  too!” 
  At this point the PCs can scramble over the walls and 
  escape into the Forest of Whispers.  If they decide to 
  stay and fight, you have 1000 Monster Manual orcs use 
  them.  
   
  Encounter Seven A: 
  When the Bell Tolls 
  Bells begin ringing through the city.  The dead 
  begin to move.  To the north you hear the cries of 
  the orcs as they prepare for battle. 
  The PCs should only arrive at this encounter if they set 
  off the alarm.  This is a very free form encounter, start 
  with the dead in encounter seven, sending a new wave 
  every 10 rounds.  If the PCs start to retreat have them 
  give chase, but as long as the PCs continue to retreat 
  out of the city let them go.  There is no longer a safe 
  spot in Whitehale for them. 
  If after 3 waves of undead the PCs do not retreat, send 
  in the orcs, mercenaries and skeletons/zombies driven 
  by 3
  rd level clerics of Nerull (use stats from encounter 
  5).  You can send in as many enemies as you want, 
  though there should never be more than 1 or 2 clerics.  
  Even APL 12 parties will have difficulty with 1000s of 
  mad orcs.  Again if the PCs decide to retreat out of the 
  city, let them go.  If they decide to return later you can 
  start over again. 
  If the PCs take to the air and are giving the orcs trouble 
  or showing no sign of retreating send in the devils 
  from encounter 3c. 
  
  VEL3-05 Heart of Darkness 
   
  Page 18 
  Use all of the above tactics to have the PCs retreat.  
  Also remember Whitehale has the teleport detectors, 
  so if the PCs teleport the devils will appear on top of 
  them (1d6X10 feet away). 
  Once the PCs leave Whitehale the method of guarding 
  will change.  There will be orcs guarding the walls and 
  also patrolling the streets.  The devils will be visible 
  patrolling the skies.  Whitehale will be a very 
  dangerous place to be for the PCs and they should be 
  attacked immediately if they try to enter again. 
  Conclusion 
  After a narrow escape into the Forest of Whispers, 
  you are relieved to discover the orcs are not 
  interested in following the rangers in.  You are able 
  to rest and recuperate from your journey in to 
  Whitehale. 
  The next morning you start your journey back to 
  Veluna City.  The trip is uneventful and you 
  emerge from under the oppressive cloud to a 
  beautiful summer afternoon. 
  When you arrive at the gates of Veluna city you are 
  escorted in by the Mitrik Temple Guard.  You are 
  brought to the Tannenbaum’s Chalice and the same 
  room as before, except this time Jolene is waiting 
  for your arrival.  She says,”Well, what did you 
  discover?” 
  She will listen to the PCs story. 
  If they discovered Fallswop was running Whitehale 
  read the following text.  If the PCs killed Fallswop use 
  the past tense. 
  Jolene frowns, “It troubles me that Fallswop has 
  given himself so completely to Herion.  He knows 
  too much about our forces and defenses.  That 
  information in Herion’s hands is going to be 
  difficult to overcome. 
  If they have they give her The Way of The One:. 
  Jolene will flip through the book, “We have been 
  hunting for information on Canon Herion, it seems 
  that all records have been destroyed from that time 
  period.  This will help a lot.” 
  If they give her the information on the Dyvers link to 
  the weapons shipments read the following. 
  Jolene looks it over and says, “I never thought 
  Dyvers would have had anything to do with 
  Herion. But I guess where there is money to be 
  made there is someone who is willing to do it.  We 
  will have to look into this further and soon.” 
  If they succeeded in discovering Fallswop and getting 
  the Dyvers link read the following. 
  Jolene smiles and says, “You have done Veluna a 
  great service here and she thanks you, and so do I.  
  For those of you who requested payment your 
  money are waiting outside.  For the rest of you, you 
  have my gratitude, if you return to Veluna city and 
  need my services I can make myself available.  
  Thanks again.”    
  Official critical events results:  Any player interested 
  in downloading an official summary of events of this 
  mod that reflects the critical events of the first run of 
  this event should be given the following password.  
  The DM should give this password to the players at the 
  conclusion of play.  They can then download the 
  critical summary and use the password to open the file: 
  Password:  forsaken 
   
  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 Two 
  Defeat the patrol. 
  APL 6  
   
  240 xp 
  APL 8  
   
  300 xp 
  APL 10   
  390 xp 
  APL 12   
  450 xp 
   
  Encounter Six 
  Defeat Valik and Garrong. 
  APL 6  
   
  270 xp  
  APL 8  
   
  330 xp 
  APL 10   
  390 xp 
  APL 12   
  450 xp 
   
  Encounter Seven 
  Defeat or drive off the undead. 
  APL 6  
   
  210 xp 
  APL 8  
   
  270 xp 
  APL 10   
  300 xp 
  APL 12   
  360 xp 
   
  Story Award 
  Getting the Dyvers information 
  
  VEL3-05 Heart of Darkness 
   
  Page 19 
  All APLs  
  25 xp 
  Getting Fallswop’s holy symbol and the book The Way 
  of The One 
  All APLs  
  75 xp 
   
  Discovering Fallswop. 
  APL 6  
   
  80 xp 
  APL 8  
   
  125 xp 
  APL 10   
  170 xp 
  APL 12   
  215 xp 
   
  Total possible experience:  
   
  APL 6   
  900 xp 
  APL 8   
  1,125 xp 
  APL 10   
  1,350 xp 
  APL 12   
  1,575 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take 
  the time to loot the bodies, they do not gain this gold.  If 
  you feel it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Two A:   
   
  APL 6: L: 36 gp; C: 0 gp; M: +2 Periapt of Wisdom 
  (333 gp each); 
   
  APL 8: L: 127 gp; C: 0 gp; M: +4 Periapt of Wisdom 
  (1333 gp each); 
   
  APL 10: L: 168 gp; C: 0 gp; M: +4 Periapt of 
  Wisdom (1333 gp each); 
   
   
  APL 12: L: 168 gp; C: 0 gp; M: +4 Periapt of 
  Wisdom (1333 gp each); 
   
  Encounter Two B:   
   
  APL 6: L: 0 gp; C: 0 gp; M: +1 flaming composite 
  longbow +5 (740 gp each); 
   
  APL 8: L: 0 gp; C: 0 gp; M: 2 +1 flaming composite 
  longbow +5 (1480 gp each); 
   
  APL 10: L: 0 gp; C: 0 gp; M: 0; 
   
   
  APL 12: L: 0 gp; C: 0 gp; M: 0; 
   
  
  VEL3-05 Heart of Darkness 
   
  Page 20 
  Encounter Six:   
   
  APL 6: L: 3 gp; C: 0 gp; M: Spellbook I (258 gp 
  each), Wand of Magic Missile (9
  th) 5 charges (56 gp 
  each), 3 potions of cure light wounds (38 gp each), +1 
  Greataxe (193 gp each), Composite Longbow +5 (48 gp 
  each), +1 breastplate (104 gp each); 
   
  APL 8: L: 3 gp; C: 0 gp; M: Spellbook I (258 gp 
  each), Boots of Springing and Striding (458 gp each), 
  Cloak of Resistance +1 (83 gp each), Wand of Magic 
  Missile (9
  th) 5 charges (56 gp each), 3 potions of cure 
  light wounds (38 gp each), +1 Greataxe (193 gp each), 
  Composite Longbow +6 (56 gp each), +2 breastplate 
  (354 gp each); 
   
  APL 10: L: 3 gp; C: 0 gp; M: Spellbook II (392 gp 
  each), Boots of Springing and Striding (458 gp each), 
  Cloak of Resistance +1 (83 gp each), Wand of Magic 
  Missile (9
  th) 5 charges (56 gp each), Pearl of Power 2
  nd 
  Level (750 gp each), 3 potions of cure light wounds (38 
  gp each), +1 Flaming Greataxe (693 gp each), 
  Composite Longbow +6 (56 gp each), +3 breastplate 
  (771 gp each); 
   
  APL 12: L: 3 gp; C: 0 gp; M: Spellbook II (392 gp 
  each), Boots of Springing and Striding (458 gp each), 
  Cloak of Resistance +1 (83 gp each), Wand of Magic 
  Missile (9
  th) 5 charges (56 gp each), Pearl of power 3
  rd 
  level (1333 gp each), 3 potions of cure light wounds (38 
  gp each), +1 Flaming Thundering Greataxe (1526 gp 
  each), Composite Longbow +6 (56 gp each), +3 
  breastplate (770 gp each); 
  Conclusion:   
   
  APL 6: L: 0 gp; C: 100 gp; M: 0gp; 
   
  APL 8: L: 0 gp; C: 100 gp; M: 0 gp; 
   
  APL 10: L: 0 gp; C: 100 gp; M: 0;  
   
  APL 12: L: 0 gp; C: 100 gp; M: 0;  
  Total Possible Treasure 
  APL 6: L: 39 gp; C: 100 gp; M: 1030 gp - Total: 1169 
  gp (cap:  800 gp) 
  APL 8: L: 39 gp; C: 100 gp; M: 2829 gp - Total: 2968 
  gp (cap: 1,250 gp) 
  APL 10: L: 39 gp; C: 100 gp; M: 4630 gp - Total: 
  4769 gp (cap:  2,100 gp) 
  APL 12: L: 39 gp; C: 100 gp; M: 6045 gp - Total: 
  6184 gp (cap: 3,000 gp) 
   
  Special: 
  GMs Note: The PCs who requested to be paid by 
  Jolene do not get the following favor. 
  �Favor of Jolene:  For service to the defender Jolene 
  she grants you her favor.  This favor has 2 parts. 
  1. 
  Whenever you are in Veluna City gain an 
  additional +2 circumstance bonus to Gather 
  Information and Knowledge (Tuf/Fals/Velv) 
  if you spend an additional 5 hours to contact 
  Jolene.  In Veluna City you can make the 
  knowledge (Tuf/Fals/Velv) by contacting 
  Jolene even if you don’t have the skill. 
  2. 
  Jolene can provide a contact for to purchase 
  one of the following items: Amulet of Health 
  +4, Amulet of Natural Armor +3, Axiomatic 
  Weapon 
  Enhancement, 
  Holy 
  Weapon 
  Enhancement, 
  Metamagic 
  Rod, 
  Lesser 
  Maximize, Ring of Minor Energy Resistance, 
  any Adamantine Weapon (mundane or +1), or 
  Scabbard of Keen Edges.  Cross off part 2 of 
  this favor once used. 
  �Rinen Fallswop’s Holy Symbol of Rao:  You have 
  claimed the fallen Archbishop Fallswop’s holy symbol 
  to Rao.  This is a standard silver holy symbol to Rao, 
  but it may be useful in the future. 
  �Scourge: You have been infected with a disease 
  caused by a spell Rinen Fallswop cast.  Your body is 
  covered with blackened boils, magenta blotches, 
  violent lesions, seeping abscesses, and malignant cysts. 
   After every module mark in the play notes section 
  your Strength and Dexterity to be carried over to the 
  next session.  Before every module roll a fortitude save 
  DC 24 or lose an additional 1d3 Strength and 1d3 
  Dexterity.  This disease can only be cured by a magical 
  means (such as remove disease, heal, or restoration).  
  Spell Books: 
  �Spellbook I: 1
  st – cause fear, change self, mage 
  armor, shield; 2
  nd – resist elements, scare, web; 3
  rd – 
  dispel magic, fireball, haste; 4
  th – ice storm, minor globe 
  of invulnerability, phantasmal killer. 
  �Spellbook II: everything in Spellbook I plus: 2
  nd – 
  touch of idiocy; 4
  th – shout; 5
  th – cone of cold, 
  feeblemind. 
  
  VEL3-05 Heart of Darkness 
   
  Page 21 
  Appendix 1: NPCs 
  Encounter Two 
  APL 6 
  �Orc Barbarian: Bar 2; CR 2; Medium humanoid 
  (orc); HD 2d12 + 4; hp 24; Init +2; Spd 40 ft; AC 16 
  (Touch AC 12, Flat Footed AC 16); Bab/Grap +2/+7; 
  Atk +8 melee (1d12 + 7, great axe, x3) or  +4 ranged 
  (1d8, longbow, x3); Full Atk +8 melee (1d12 + 7, great 
  axe, x3) or  +4 ranged (1d8, longbow, x3); SQ dark 
  vision 60ft, Rage 1/day, Uncanny Dodge; AL CE; SV 
  Fort +5, Ref  +2, Will -1; Str 20, Dex 14, Con 14, Int 7, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +3, Ride +7, Weapon 
  Focus (Great Axe). 
   
  Possessions: Great axe, longbow, quiver 20 arrows, 
  chain shirt. 
  �Orc Druid: Drd 8; CR 8; Medium humanoid (orc); 
  HD 8d8 + 16; hp 66; Init +2; Spd 30 ft; AC 17 (Touch 
  AC 12, Flat Footed AC 15); Bab/Grap +6/+9; Atk +9 
  melee (1d6 + 3, scimitar, 18-20/x2); Full Atk +9/+4 
  melee (1d6 + 3, scimitar, 18-20/x2); SQ dark vision 60ft, 
  animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure, 
  wilds shape 3/day, wild shape large; AL NE; SV Fort +8, 
  Ref  +4, Will +10; Str 17, Dex 14, Con 14, Int 6, Wis 19, 
  Cha 6. 
   
  Skills and Feats: Handle Animal +9, Move Silently 
  +7, Dodge, Multiattack, Natural Spell. 
   
  Possessions: Scimitar, Hide Armor, Large Wooden 
  Shield, +2 Periapt of Wisdom. 
   
  Spells: (6/5/4/4/3; DC 14 + Spell Level):0- create 
  water, cure minor wounds, detect magic, guidance, 
  mending, read magic; 1
  st – cure light wounds, entangle, 
  magic fang, obscuring mist, shillelagh; 2
  nd – barkskin, 
  bear’s endurance, bulls strength, owl’s wisdom; 3
  rd – 
  cure moderate wounds, magic fang, greater, poison, 
  spike growth; 4
  th – cure serious wounds, flame strike, 
  ice storm. 
  �Eagle: Animal Companion; CR 2; Small animal 
  (eagle); HD 5d8 + 5; hp 37; Init +3; Spd 10 ft, fly 80 ft 
  (average); AC 19 (Touch AC 14, Flat Footed AC 16); 
  Bab/Grap +4/+1; Atk +7 melee (1d4 + 1, talon, x2); Full 
  Atk 2 x +7 melee (1d4 +1, talon, x2) and  +2 melee (1d4 
  + 1, bite, x2); SQ link, share spells, evasion, devotion; 
  AL CE; SV Fort +7, Ref  +8, Will +3; Str 12, Dex 17, Con 
  12, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Spot +10, Weapon Finesse. 
  APL 8 
  �Orc Barbarian: Bar 3; CR 3; Medium humanoid 
  (orc); HD 3d12 + 6; hp 34; Init +2; Spd 40 ft; AC 16 
  (Touch AC 12, Flat Footed AC 16); Bab/Grap +3/+8; 
  Atk +10 melee (1d12 + 7, great axe, x3) or  +5 ranged 
  (1d8, longbow, x3); Full Atk +10 melee (1d12 + 7, great 
  axe, x3) or  +5 ranged (1d8, longbow, x3); SQ dark 
  vision 60ft, Rage 1/day, Uncanny Dodge, Trap Sense 
  +1; AL CE; SV Fort +5, Ref  +3, Will +0; Str 20, Dex 14, 
  Con 14, Int 7, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +4, Ride +8, Power 
  Attack, Weapon Focus (Great Axe). 
   
  Possessions: Masterwork Great axe, longbow, 
  quiver 20 arrows, chain shirt. 
  �Orc Druid: Drd 10; CR 10; Medium humanoid (orc); 
  HD 10d8 + 20; hp 82; Init +2; Spd 30 ft; AC 17 (Touch 
  AC 12, Flat Footed AC 15); Bab/Grap +7/+10; Atk +10 
  melee (1d6 + 3, scimitar, 18-20/x2); Full Atk +10/+5 
  melee (1d6 + 3, scimitar, 18-20/x2); SQ dark vision 60ft, 
  animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure, 
  wilds shape 4/day, wild shape large, venom immunity; 
  AL NE; SV Fort +9, Ref  +5, Will +12; Str 17, Dex 14, 
  Con 14, Int 6, Wis 21, Cha 6. 
   
  Skills and Feats: Handle Animal +11, Move 
  Silently +8, Dodge, Multiattack, Natural Spell, Silent 
  Spell. 
   
  Possessions: Scimitar, Hide Armor, Large Wooden 
  Shield +4 Periapt of Wisdom. 
   
  Spells: (6/5/5/4/4/3; DC 15 + Spell Level):0- create 
  water, cure minor wounds, detect magic, guidance, 
  mending, read magic; 1
  st – cure light wounds, entangle, 
  magic fang, obscuring mist, shillelagh; 2
  nd – barkskin, 
  bear’s endurance, bulls strength, heat metal, owl’s 
  wisdom; 3
  rd – cure moderate wounds, magic fang, 
  greater, poison, spike growth; 4
  th – cure serious 
  wounds, flame strike, freedom of movement, ice storm; 
  5
  th – cure critical wounds, stoneskin, wall of fire. 
  �Eagle: Animal Companion; CR 3; Small animal 
  (eagle); HD 7d8 + 7; hp 51; Init +4; Spd 10 ft, fly 80 ft 
  (average); AC 22 (Touch AC 15, Flat Footed AC 18); 
  Bab/Grap +6/+3; Atk +10 melee (1d4 + 1, talon, x2); 
  Full Atk 2 x +10 melee (1d4 +1, talon, x2) and  +8 melee 
  (1d4 + 1, bite, x2); SQ link, share spells, evasion, 
  devotion; AL CE; SV Fort +7, Ref  +8, Will +3; Str 13, 
  Dex 18, Con 12, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Spot +10, Multiattack, Weapon 
  Finesse. 
  APL 10 
  �Orc Barbarian: Bar 4; CR 4; Medium humanoid 
  (orc); HD 4d12 + 12; hp 48; Init +2; Spd 40 ft; AC 16 
  (Touch AC 12, Flat Footed AC 16); Bab/Grap +4/+9; 
  Atk +11 melee (1d12 + 7, great axe, x3) or  +6 ranged 
  
  VEL3-05 Heart of Darkness 
   
  Page 22 
  (1d8, longbow, x3); Full Atk +11 melee (1d12 + 7, great 
  axe, x3) or  +6 ranged (1d8, longbow, x3); SQ dark 
  vision 60ft, Rage 2/day, Uncanny Dodge, Trap Sense 
  +1; AL CE; SV Fort +7, Ref  +3, Will +0; Str 20, Dex 14, 
  Con 16, Int 7, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +5, Ride +9, Power 
  Attack, Weapon Focus (Great Axe). 
   
  Possessions: Masterwork Great axe, longbow, 
  quiver 20 arrows, chain shirt. 
  �Vampire Orc Druid: Drd 11; CR 13; Medium 
  undead (vampire); HD 11d12; hp 99; Init +8; Spd 30 ft; 
  AC 25 (Touch AC 14, Flat Footed AC 21); Bab/Grap 
  +8/+14; Atk +14 melee (1d6 + 6, scimitar, 18-20/x2) or 
  +14 melee (1d6 + 6 + energy drain, slam, x2); Full Atk 
  +14/+9 melee (1d6 + 6, scimitar, 18-20/x2) or +14/+9 
  melee (1d6 + 6 + energy drain, slam, x2); SQ dark vision 
  60ft, animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure, 
  wilds shape 4/day, wild shape large and tiny, venom 
  immunity, DR 10/Magic and Silver, Fast Healing 5, 
  Gaseous Form, Resistant Cold 10 and Energy 10, 
  Spider Climb, Turn Resistance +4; AL NE; SV Fort +7, 
  Ref  +9, Will +13; Str 23, Dex 18, Con -, Int 8, Wis 23, 
  Cha 8. 
   
  Skills and Feats: Bluff +7, Handle Animal +13, 
  Hide + 12, Listen +16, Move Silently +17, Search +7, 
  Sense Motive +14, Spot +16, Survival +22, Aleartness, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Lightning Reflexes, Multiattack, Natural Spell, Silent 
  Spell . 
   
  Possessions: Scimitar, Hide Armor, Large Wooden 
  Shield, +4 Periapt of Wisdom. 
   
  Spells: (6/6/5/5/4/3/2; DC 16 + Spell Level):0- 
  create water, cure minor wounds, detect magic, 
  guidance, mending, read magic; 1
  st – cure light wounds, 
  entangle, faerie fire, magic fang, obscuring mist, 
  shillelagh; 2
  nd – barkskin, bear’s endurance, bulls 
  strength, heat metal, owl’s wisdom; 3
  rd – cure moderate 
  wounds, magic fang, greater, poison, spike growth, 
  wind wall; 4
  th – cure serious wounds, flame strike, 
  freedom of movement, ice storm; 5
  th – cure critical 
  wounds, stoneskin, wall of fire; 6
  th- antilife shell, dispel 
  magic, greater. 
  �Eagle: Animal Companion; CR 3; Small animal 
  (eagle); HD 7d8 + 7; hp 51; Init +4; Spd 10 ft, fly 80 ft 
  (average); AC 22 (Touch AC 15, Flat Footed AC 18); 
  Bab/Grap +6/+3; Atk +10 melee (1d4 + 1, talon, x2); 
  Full Atk 2 x +10 melee (1d4 +1, talon, x2) and  +8 melee 
  (1d4 + 1, bite, x2); SQ link, share spells, evasion, 
  devotion; AL CE; SV Fort +7, Ref  +8, Will +3; Str 13, 
  Dex 18, Con 12, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Spot +10, Multiattack, Weapon 
  Finesse. 
  APL 12 
  �Vampire Orc Barbarian: Bar 5; CR 7; Medium 
  undead (orc); HD 5d12; hp 45; Init +8; Spd 40 ft; AC 24 
  (Touch AC 14, Flat Footed AC 24); Bab/Grap +5/+14; 
  Atk +16 melee (1d12 + 12, great axe, x3) , +14 melee 
  (1d6 + 8 + energy drain, slam, x2) or  +10 ranged (1d8, 
  longbow, x3); Full Atk +16 melee (1d12 + 12, great axe, 
  x3), +14 melee (1d6 + 8 + energy drain, slam, x2) or  +10 
  ranged (1d8, longbow, x3); SQ dark vision 60ft, Rage 
  2/day, Uncanny Dodge, Trap Sense +1, Improved 
  Uncanny Dodge, DR 10/Magic and Silver, Fast 
  Healing 5, Gaseous Form, Resistant Cold 10 and 
  Energy 10, Spider Climb, Turn Resistance +4; AL CE; 
  SV Fort +4, Ref  +7, Will +1; Str 26, Dex 18, Con -, Int 9, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +8, Hide + 12, Intimidate +8, 
  Listen +10, Move Silently +10 Ride +12, Search +7, 
  Sense Motive +8, Spot +10, Survival +8, Aleartness, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (Great Axe). 
   
  Possessions: Masterwork Great axe, longbow, 
  quiver 20 arrows, chain shirt. 
  �Vampire Orc Druid: Drd 13; CR 15; Medium 
  undead (vampire); HD 13d12; hp 117; Init +8; Spd 30 ft; 
  AC 26 (Touch AC 14, Flat Footed AC 21); Bab/Grap 
  +9/+15; Atk +15 melee (1d6 + 6, scimitar, 18-20/x2) or 
  +15 melee (1d6 + 6 + energy drain, slam, x2); Full Atk 
  +15/+10 melee (1d6 + 6, scimitar, 18-20/x2) or +15/+10 
  melee (1d6 + 6 + energy drain, slam, x2); SQ dark vision 
  60ft, animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure, 
  wilds shape 4/day, wild shape large and tiny, venom 
  immunity, a thousand faces, DR 10/Magic and Silver, 
  Fast Healing 5, Gaseous Form, Resistant Cold 10 and 
  Energy 10, Spider Climb, Turn Resistance +4; AL NE; 
  SV Fort +10, Ref  +10, Will +15; Str 23, Dex 18, Con 14, 
  Int 8, Wis 24, Cha 8. 
   
  Skills and Feats: Bluff +7, Handle Animal +15, 
  Hide + 12, Listen +17, Move Silently +18, Search +7, 
  Sense Motive +15, Spot +17, Survival +22, Aleartness, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Lightning Reflexes, Multiattack, Natural Spell, Silent 
  Spell . 
   
  Possessions: Scimitar, Hide Armor, Large Wooden 
  Shield, +4 Periapt of Wisdom. 
   
  Spells: (6/6/6/5/5/4/3/2; DC 17 + Spell Level):0- 
  create water, cure minor wounds, detect magic, 
  guidance, mending, read magic; 1
  st – cure light wounds, 
  entangle, faerie fire, magic fang, obscuring mist, 
  shillelagh; 2
  nd – barkskin, bear’s endurance, bulls 
  strength, flame blade, heat metal, owl’s wisdom; 3
  rd – 
  cure moderate wounds, magic fang, greater, poison, 
  
  VEL3-05 Heart of Darkness 
   
  Page 23 
  spike growth, wind wall; 4
  th – cure serious wounds, 
  flame strike, freedom of movement, ice storm, spike 
  stones; 5
  th – call lightning storm, cure critical wounds, 
  stoneskin, wall of fire; 6
  th- antilife shell, dispel magic, 
  greater, liveoak; 7
  th- creeping doom, fire storm. 
  �Eagle: Animal Companion; CR 4; Small animal 
  (eagle); HD 9d8 + 9; hp 65; Init +4; Spd 10 ft, fly 80 ft 
  (average); AC 24 (Touch AC 15, Flat Footed AC 20); 
  Bab/Grap +8/+4; Atk +12 melee (1d4 + 2, talon, x2); 
  Full Atk 2 x +12 melee (1d4 +2, talon, x2) and  +10 
  melee (1d4 + 2, bite, x2); SQ link, share spells, evasion, 
  devotion; AL CE; SV Fort +7, Ref  +8, Will +3; Str 14, 
  Dex 19, Con 12, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Spot +10, Multiattack, Weapon 
  Finesse. 
  Encounter Three 
  All APLs 
  Mercs (6): Male Human War1; CR 1/2; Medium 
  Humanoid (Human); HD 1d8+4; hp 9; Init +1; Spd 20 
  ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, 
  +4 scale mail]; Base Atk +1; Grp +2; Atk +2 melee 
  (1d8+1, longsword, 19-20x2) or +3 ranged (1d10, heavy 
  crossbow, 19-20x2); Full Atk +2 melee (1d8+1, 
  longsword, 19-20x2) or +3 ranged (1d10, heavy 
  crossbow, 19-20x2); AL LE; SV Fort +3, Ref +1, Will +0; 
  Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats: Intimidate +4, Handle Animal +4; 
  Toughness, Weapon Focus (crossbow). 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  Encounter Five 
  All APLs 
  �Mogg:  Male Ogre Ftr3; CR 6; Large Giant (ogre); 
  HD 4d8+3d10+17; hp 60; Init 0; Spd 40 ft; AC 19 
  (Touch 9, flat-footed 18); Base Attack/Grapple: +6/+15; 
  Atk +12 melee (2d8+8 large greatclub); SQ Darkvision 
  60’, Low light vision; AL CE; SV Fort +9, Ref +1, Will 
  +5; Str 21, Dex 10, Con 14, Int 10, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +5, Jump +7, Listen +4, 
  Spot +4; Improved Overrun, Power Attack, Iron Will, 
  Toughness, Weapon Focus (greatclub). 
   
  Equipment:  +1 Greatclub, +1 Chain Shirt,, Potion 
  of Cure Moderate Wounds. 
  �Cleric (variable number):  Male Human Clr3; CR3; 
   Medium-Size Humanoid (Human); HD 3d8+3; hp 21; 
  Init +0; Spd 20 ft; AC 19 (touch 10, flat-footed 19); Atk 
  +3 melee (1d6, Masterwork Sickle); SA Rebuke 
  Undead 5/day; AL CE; SV Fort +4, Ref +1, Will +6; Str 
  10, Dex 10, Con 12, Int 12, Wis 16, Cha 14. 
   
  Skills and Feats:  Bluff +4, Concentration +7, 
  Diplomacy +5, Disguise +4, Knowledge (Arcana) +3, 
  Knowledge (Religion) +7, Sense Motive +7, Spellcraft 
  +3; Extra Turning, Improved Turning, Spell Focus 
  (Enchantment). 
   
  Possessions:  Half Plate, Large Steel Shield, 
  Masterwork Sickle, Holy Symbol, 10gp. 
   
  Spells Prepared:  (4/4/3:  Base DC = 13 + spell 
  level; 15 + spell level for enchantment spells); 
  Domains:  Evil, Trickery; 0-Detect Magic, Cure Minor 
  Wounds, Guidance, Resistance; 1
  st- Bless, Command, 
  Doom, Protection From Good; 2
  nd- Hold Person, 
  Invisibility, Silence;  
  �Mercs (variable number): Male Human War1; CR 
  1/2; Medium Humanoid (Human); HD 1d8+4; hp 9; 
  Init +1; Spd 20 ft; AC 17 (touch 11, flat-footed 16) [+1 
  Dex, +2 shield, +4 scale mail]; Base Atk +1; Grp +2; Atk 
  +3 melee (1d8+1, longsword, 19-20x2) or +2 ranged 
  (1d4+1, Dagger, 19-20x2); Full Atk +3 melee (1d8+1, 
  longsword, 19-20x2) or +2 ranged (1d4+1, Dagger, 19-
  20x2); AL LE; SV Fort +3, Ref +1, Will +0; Str 12, Dex 
  12, Con 12, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats: Intimidate +4, Ride +5; 
  Toughness, Weapon Focus (longsword). 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  Encounter Six 
  All APLs 
  �Rinen 
  Fallswop: 
  Male 
  Human 
  Clr10/Contemplative6 (Nerull); CR 16; Medium 
  humanoid (human); HD 10d8+6d6+48; hp 125; Init +4; 
  Spd 20 ft; AC 31 (Touch AC 13, Flat Footed AC 31); 
  Bab/Grap +10/+12; Atk +16 melee (1d6 + 5, light mace, 
  x2); Full Atk +16/+11 melee (1d6 + 5, light mace, x2); 
  SA spells, turn  undead; SQ divine health, slippery 
  mind, divine wholeness, divine body; AL LE; SV Fort 
  +12, Ref  +5, Will +19; Str 14, Dex 10, Con 16, Int 15, 
  Wis 24, Cha 18. 
   
  Skills and Feats: Concentration +18, Diplomacy 
  +17, Heal +10, Knowledge (arcane) +8, Knowledge 
  (history) 
  +9, 
  Knowledge 
  (Tuf/Fals/Velv) 
  +7, 
  Knowledge (religion) +20, Sense Motive +24, Spellcraft 
  +15; Combat Casting, Empower Spell, Improved 
  Initiative, Leadership, Lightning Reflexes, Reach Spell, 
  Weapon Focus (light mace). 
   
  Possessions: +3 full plate armor of spell resistance 
  15, +3 large shield of fire resistance, ring of protection 
  +4, dusty rose colored ioun stone, +3 light mace of spell 
  storing, amulet of health +6,cloak of charisma +4, 
  periapt of wisdom +6, staff of healing, winged boots. 
   
  Spells: (6/6+1/6+1/6+1/5+1/5+1/4+1/4+1/2+1; DC 
  17 + Spell Level): 0 – detect magic, detect poison, light, 
  
  VEL3-05 Heart of Darkness 
   
  Page 24 
  purify food and drink, read magic; 1
  st – bane, cure light 
  wounds, doom*, entropic shield, obscuring mist, 
  sanctuary, shield of faith; 2
  nd – aid, cure moderate 
  wounds, desecrate, hold person, invisibility*, shatter, 
  sound burst; 3
  rd – animate dead*, bestow curse, cure 
  serious wounds,  dispel magic, prayer, searing light, 
  windwall; 4
  th – cure critical wounds, death ward, 
  freedom of movement, poison, spell immunity, unholy 
  blight*; 5
  th – slay living* ,flame strike, righteous might, 
  true seeing, unhallow, wall of stone;  6
  th – blade barrier, 
  dispel magic, greater, harm, mislead, word of recall; 7
  th 
  – blasphemy, repulsion, scourge*, symbol of weakness; 
  8
  th – antimagic field, fire storm, unholy aura*. 
   
  *Domain Spell. Domains: Death (You gain death 
  touch once per day. You must succeed in a touch 
  attack. When you touch roll 1d6 per cleric level if that 
  is at least the creatures hitpoints, it dies (no save)); Evil 
  (You cast evil spells at +1 caster level); Pestilence 
  (Immunity to all diseases); Trickery (add bluff, 
  disguise, and hide to your list of cleric class skills). 
  APL 6 
  �Valik: Male Human Wiz5/Pale Master3; CR 8; 
  Medium humanoid (human); HD 5d4+3d6+19; hp 47; 
  Init +6; Spd 30 ft; AC 14 (Touch AC 12, Flat Footed AC 
  12); Bab/Grap +3/+3; Atk +3 melee (1d6, quarter staff, 
  x2) or +5 ranged (1d8, light crossbow, 19-20/x2); Full 
  Atk +3 melee (1d6, quarterstaff, x2) or +5 ranged (1d8, 
  light crossbow, 19-20/x2); SA spells; SQ Bonemail +2, 
  animate dead, darkvision 60ft; AL NE; SV Fort +6, Ref  
  +6, Will +8; Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 
  10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (arcane) +10, Knowledge (history) +9, Knowledge (the 
  plains) +10, Knowledge (religion) +16, Knowledge 
  (undead) +13, Spellcraft +15, Tumble +7; Brew Potion, 
  Improved Initiative, Lightning Reflexes, Skill Focus 
  (Knowledge – religion), Spell Focus (Evocation). 
   
  Possessions: Wand of magic missle (9
  th) 5 charges, 
  3 potions of cure light wounds, quarterstaff, light 
  crossbow, 10 bolts, 2 flasks of oil. 
   
  Spells: (4/5/4/3/2; DC 14 + Spell Level; 15 + Spell 
  Level for Evocation): 0 – daze, detect magic, ray of 
  frost, read magic; 1
  st – cause fear(2), change self, mage 
  armor, shield; 2
  nd – resist elements (2), scare, web; 3
  rd – 
  dispel magic, fireball, haste; 4
  th – ice storm, phantasmal 
  killer. 
   
  Familiar(toad):tiny magical beast; HD 6d8; hp 16; 
  Init +1; Spd 5 ft.; AC 18 (touch 15, flatfooted 17); Atk 
  +1 melee (touch); SQ Alertness, improved evasion, 
  share spells, empathic link, touch, speak with master; 
  AL N; SV Fort +3, Ref +3, Will +8; Str 1, Dex 12, Con 
  11, Int 8, Wis 14, Cha 4. 
   
  Skills: Hide +21, Listen +5, Spot +5. 
  �Garrong: Bar 6; CR 6; Medium humanoid (orc); HD 
  6d12 + 18; hp 76; Init +2; Spd 30 ft; AC 18 (Touch AC 
  12, Flat Footed AC 18); Bab/Grap +6/+11; Atk +12 
  melee (1d12 + 8, great axe +1, x3) or  +9 ranged (1d8 + 5, 
  masterwork composite longbow [Str +5], x3); Full Atk 
  +12/+7 melee (1d12 + 8, great axe +1, x3) or  +8/+3 
  ranged (1d8 + 5, masterwork composite longbow [Str 
  +5], x3); SQ dark vision 60ft, Rage 2/day, Uncanny 
  Dodge, Trap Sense +2, Improved Uncanny Dodge; AL 
  CE; SV Fort +8, Ref  +4, Will +3; Str 21 Dex 14, Con 18, 
  Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Listen +8, Intimidate +9, Ride 
  +11, Spot +8, Survival +8, Cleave, Power Attack, Iron 
  Will. 
   
  Possessions: Great axe +1, masterwork composite 
  longbow [Str +5], quiver 20 arrows, breastplate +1. 
  APL 8 
  �Valik: Male Human Wiz5/Pale Master5; CR 10; 
  Medium humanoid (human); HD 5d4+5d6+26; hp 62; 
  Init +6; Spd 30 ft; AC 16 (Touch AC 12, Flat Footed AC 
  14); Bab/Grap +4/+4; Atk +4 melee (1d6, quarter staff, 
  x2) or +6 ranged (1d8, light crossbow, 19-20/x2); Full 
  Atk +4 melee (1d6, quarterstaff, x2) or +6 ranged (1d8, 
  light crossbow, 19-20/x2); SA spells; SQ Bonemail +4, 
  animate dead, darkvision 60ft, summon undead, 
  deathless vigor; AL NE; SV Fort +8, Ref  +7, Will +12; 
  Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (arcane) +12, Knowledge (history) +11, Knowledge (the 
  plains) +12, Knowledge (religion) +18, Knowledge 
  (undead) +15, Spellcraft +17, Tumble +7; Brew Potion, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Skill Focus (Knowledge – religion), Spell Focus 
  (Evocation). 
   
  Possessions: Boots of striding and springing, cloak 
  of resistance +1, wand of magic missle (9
  th) 5 charges, 3 
  potions of cure light wounds, quarterstaff, light 
  crossbow, 10 bolts, 2 flasks of oil. 
   
  Spells: (4/5/4/4/3; DC 14 + Spell Level; 15 + Spell 
  Level for Evocation): 0 – daze, detect magic, ray of 
  frost, read magic; 1
  st – cause fear(2), change self, mage 
  armor, shield; 2
  nd – resist elements (2), scare, web; 3
  rd – 
  dispel magic, fireball (2), haste; 4
  th – ice storm, minor 
  globe of invulnerability, phantasmal killer. 
   
  Familiar(toad):tiny magical beast; HD 8d8; hp 29; 
  Init +1; Spd 5 ft.; AC 19 (touch 15, flatfooted 18); Atk 
  +1 melee (touch); SQ Alertness, improved evasion, 
  share spells, empathic link, touch, speak with master, 
  speak with animals of its type; AL N; SV Fort +5, Ref 
  +3, Will +10; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4. 
   
  Skills: Hide +21, Listen +5, Spot +5. 
  
  VEL3-05 Heart of Darkness 
   
  Page 25 
  Garrong: Bar 8; CR 8; Medium humanoid (orc); HD 
  8d12 + 32; hp 107; Init +2; Spd 30 ft; AC 19 (Touch AC 
  12, Flat Footed AC 19); Bab/Grap +8/+14; Atk +15 
  melee (1d12 + 10, great axe +1, x3) or  +11 ranged (1d8 
  + 6, masterwork composite longbow [Str +6], x3); Full 
  Atk +15/+10 melee (1d12 + 10, great axe +1, x3) or  
  +11/+6 ranged (1d8 + 6, masterwork composite 
  longbow [Str +6], x3);SD damage reduction 1/-; SQ 
  dark vision 60ft, Rage 3/day, Uncanny Dodge, Trap 
  Sense +2, Improved Uncanny Dodge; AL CE; SV Fort 
  +9, Ref  +4, Will +3; Str 22, Dex 14, Con 18, Int 12, Wis 
  8, Cha 10. 
   
  Skills and Feats: Listen +10, Intimidate +11, Ride 
  +13, Spot +10, Survival +10, Cleave, Power Attack, Iron 
  Will. 
   
  Possessions: Great axe +1, masterwork composite 
  longbow [Str +6], quiver 20 arrows, breastplate +2. 
  APL 10 
  �Valik: Male Human Wiz5/Pale Master7; CR 12; 
  Medium humanoid (human); HD 5d4+7d6+30; hp 74; 
  Init +6; Spd 30 ft; AC 16 (Touch AC 12, Flat Footed AC 
  14); Bab/Grap +5/+5; Atk +7 melee (1d6, quarter staff, 
  x2) or +7 ranged (1d8, light crossbow, 19-20/x2); Full 
  Atk +7 melee (1d6, quarterstaff, x2) or +7 ranged (1d8, 
  light crossbow, 19-20/x2); SA spells; SQ Bonemail +4, 
  animate dead, darkvision 60ft, summon undead, 
  deathless vigor, undead graft, tough as a bone; AL NE; 
  SV Fort +8, Ref  +7, Will +12; Str 14, Dex 14, Con 14, 
  Int 20, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (arcane) +14, Knowledge (history) +13, Knowledge (the 
  plains) +14, Knowledge (religion) +20, Knowledge 
  (undead) +17, Spellcraft +19, Tumble +7; Brew Potion, 
  Dodge, Improved Initiative, Iron Will, Lightning 
  Reflexes, Skill Focus (Knowledge – religion), Spell 
  Focus (Evocation). 
   
  Possessions: Boots of striding and springing, cloak 
  of resistance +1, wand of magic missle (9
  th) 5 charges, 3 
  potions of cure light wounds, perl of power 2
  nd level, 
  quarterstaff, light crossbow, 10 bolts, 2 flasks of oil. 
   
  Spells: (4/6/5/4/3/2; DC 15 + Spell Level; 16 + 
  Spell Level for Evocation): 0 – daze, detect magic, ray of 
  frost, read magic; 1
  st – cause fear(2), change self, mage 
  armor, magic missile, shield; 2
  nd – resist elements (2), 
  scare, touch of idiocy, web; 3
  rd – dispel magic, fireball, 
  haste, ray of exhaustion; 4
  th – ice storm, minor globe of 
  invulnerability, phantasmal killer; 5
  th – feeblemind, 
  waves of fatigue. 
   
  Familiar(toad):tiny magical beast; HD 9d8; hp 36; 
  Init +1; Spd 5 ft.; AC 19 (touch 15, flatfooted 18); Atk 
  +1 melee (touch); SQ Alertness, improved evasion, 
  share spells, empathic link, touch, speak with master, 
  speak with animals of its type; AL N; SV Fort +5, Ref 
  +3, Will +10; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4. 
   
  Skills: Hide +21, Listen +5, Spot +5. 
  �Garrong: Bar 10; CR 10; Medium humanoid (orc); 
  HD 10d12 + 40; hp 133; Init +2; Spd 30 ft; AC 20 
  (Touch AC 12, Flat Footed AC 20); Bab/Grap +10/+16; 
  Atk +17 melee (1d12 + 10 + 1d6 fire, flaming great axe 
  +1, 19-20/x3) or  +13 ranged (1d8 + 6, masterwork 
  composite longbow [Str +6], x3); Full Atk +17/+12 
  melee (1d12 + 10 +1d6 fire, flaming great axe +1, 19-
  20/x3) or  +13/+8 ranged (1d8 + 6, composite longbow 
  [Str +6], x3);SD damage reduction 2/-; SQ dark vision 
  60ft, Rage 3/day, Uncanny Dodge, Trap Sense +3, 
  Improved Uncanny Dodge; AL CE; SV Fort +10, Ref  
  +5, Will +2; Str 22, Dex 14, Con 18, Int 12, Wis 8, Cha 
  10. 
   
  Skills and Feats: Intimidate +13, Listen +12, Ride 
  +15, Spot +12, Survival +12, Cleave, Improved Critical 
  (Great Axe), Power Attack, Iron Will. 
   
  Possessions: Flaming great axe +1, masterwork 
  composite longbow +6, quiver 20 arrows, breastplate 
  +3. 
  APL 12 
  �Valik: Male Human Wiz5/Pale Master9; CR 14; 
  Medium humanoid (human); HD 5d4+9d6+34; hp 86; 
  Init +6; Spd 30 ft; AC 18 (Touch AC 12, Flat Footed AC 
  16); Bab/Grap +6/+6; Atk +8 melee (1d6, quarter staff, 
  x2) or +9 ranged (1d8, light crossbow, 19-20/x2); Full 
  Atk +8/+3 melee (1d6, quarterstaff, x2) or +8 ranged 
  (1d8, light crossbow, 19-20/x2); SA spells; SQ Bonemail 
  +6, animate dead, darkvision 60ft, summon undead, 
  deathless vigor, undead graft, tough as a bone, graft 
  upgrade, summon greater undead; AL NE; SV Fort +9, 
  Ref  +8, Will +13; Str 14, Dex 14, Con 14, Int 20, Wis 
  12, Cha 10. 
   
  Skills and Feats: Concentration +19, Knowledge 
  (arcane) +16, Knowledge (history) +15, Knowledge (the 
  plains) +16, Knowledge (religion) +22, Knowledge 
  (undead) +19, Spellcraft +21, Tumble +7; Brew Potion, 
  Dodge, Improved Initiative, Iron Will, Lightning 
  Reflexes, Skill Focus (Knowledge – religion), Spell 
  Focus (Evocation). 
   
  Possessions: Boots of striding and springing, cloak 
  of resistance +1, wand of magic missle (9
  th) 5 charges, 3 
  potions of cure light wounds, perl of power 3
  rd level, 
  quarterstaff, light crossbow, 10 bolts, 2 flasks of oil. 
   
  Spells: (4/6/5/4/4/3; DC 15 + Spell Level; 16 + 
  Spell Level for Evocation): 0 – daze, detect magic, ray of 
  frost, read magic; 1
  st – cause fear(2), change self, mage 
  armor, magic missile, shield; 2
  nd – resist elements (2), 
  scare, touch of idiocy, web; 3
  rd – dispel magic, fireball, 
  haste, ray of exhaustion; 4
  th – ice storm, minor globe of 
  
  VEL3-05 Heart of Darkness 
   
  Page 26 
  invulnerability, phantasmal killer, shout; 5
  th – cone of 
  cold, feeblemind, waves of fatigue. 
   
  Familiar(toad):tiny magical beast; HD 10d8; hp 43; 
  Init +1; Spd 5 ft.; AC 19 (touch 15, flatfooted 18); Atk 
  +1 melee (touch); SQ Alertness, improved evasion, 
  share spells, empathic link, touch, speak with master, 
  speak with animals of its type; AL N; SV Fort +5, Ref 
  +3, Will +10; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4. 
   
  Skills: Hide +21, Listen +5, Spot +5. 
  �Garrong: Bar 12; CR 12; Medium humanoid (orc); 
  HD 12d12 + 48; hp 159; Init +2; Spd 30 ft; AC 20 
  (Touch AC 12, Flat Footed AC 20); Bab/Grap +12/+18; 
  Atk +19 melee (1d12 + 11 + 1d6 fire, flaming great axe 
  +1, 19-20/x3) or  +15 ranged (1d8 + 6, masterwork 
  composite longbow [Str +6], x3); Full Atk +19/+14/+9 
  melee (1d12 + 11 +1d6 fire, flaming great axe +1, 19-
  20/x3) or  +15/+10/+5 ranged (1d8 + 6, masterwork 
  composite longbow [Str +6], x3);SD damage reduction 
  2/-; SQ dark vision 60ft, Rage 4/day, Uncanny Dodge, 
  Trap Sense +4, Improved Uncanny Dodge, Greater 
  Rage; AL CE; SV Fort +11, Ref  +6, Will +5; Str 22, Dex 
  14, Con 18, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Intimidate +15, Listen +14, Ride 
  +16, Spot +14, Survival +14, Cleave, Improved Critical 
  (Great Axe), Improved Sunder, Power Attack, Iron 
  Will. 
   
  Possessions: Flaming Thundering great axe +1, 
  masterwork composite longbow [Str +6], quiver 20 
  arrows, breastplate +3. 
  
  VEL3-05 Heart of Darkness 
   
  Page 27 
  Appendix 2: Maps 
  Map #1 Whitehale Cathedral 
   
  
  VEL3-05 Heart of Darkness 
   
  Page 28 
  Map #2 Whitehale Cathedral Basement 
   
  
  VEL3-05 Heart of Darkness 
   
  Page 29 
  Appendix 3: New Rules
  Reach Spell [Metamagic] as presented in the 
  Complete Divine 
  You can cast touch spells without touching the spell 
  recipient. 
  Benefit: You may cast a spell that normally has a range 
  of touch at any distance up to 30 ft.  The spell 
  effectively becomes a ray, so you must succeed on a 
  ranged touch attack to bestow the spell upon the 
  recipient.  A reach spell uses up a spell slot two levels 
  higher than the spell’s actual level. 
   
  Plague of Rats as presented in the Complete 
  Divine 
  Conjuration (Summoning) 
  Level: Pestilence 5 
  Components: V, S, DF 
  Casting Time: 1 full round 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Swarm of dire rats in a 20-ft. spread. 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes; see text 
  A swarm of dire rats viciously attacks all other 
  creatures within a 20-foot spread, inflicting damage 
  and spreading filth fever (see page 292 of the Dungeon 
  Master’s Guide).  A creature in the swarm that takes no 
  action other than fighting off the rats takes 1d4 points 
  of damage on its turn and makes a Fortitude saving 
  throw against DC 15 + your intelligence bonus to avoid 
  contracting filth fever.  A creature in the swarm who 
  takes any other action, including leaving the swarm, 
  takes 1d4 points of damage per caster level, and must 
  save at -4 penalty to avoid contracting the disease.  
  Spellcasting or concentrating on spells within the 
  swarm is impossible. 
  The rats’ attacks are nonmagical, so being incorporeal, 
  damage reduction, and other defenses can protect a 
  creature from damage.  The disease effect is magical 
  and spreads by touch.  Any corporeal creature in the 
  swarm that is subject to disease may contract it. 
  The swarm cannot be fought effectively with weapons, 
  but fire and damaging area effects can force it to 
  disperse.  The swarm disperses when it has taken a total 
  of 8 points of damage per caster level from these 
  attacks.  A stinking cloud spell and similar area spells 
  disperse a swarm immediately. 
  As a move-equivalent action, you can direct the swarm 
  to move up to 40 feet per round. 
   
  Scourge as presented in the Complete Divine 
  Necromancy 
  Level: Pestilence 7 
  Components: V, S, F, DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Target: One living creature/level, no two of which can 
  be more than 50 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude Negates 
  Spell Resistance: Yes 
  This nasty spell causes a major disease and weakness in 
  those who fail their saving throughs Afflicted creatures 
  are immediately stricken with a sickening scourge that 
  quickly spreads to cover their entire bodies.  The 
  subject suffers excruciatingly painful and highly 
  debilitating blackened boils, magenta blotches, violet 
  lesions, seeping abscesses, and malignant cysts. 
  The disease deals 1d3 points of temporary Strength and 
  Dexterity damage per day, unless the creature can 
  make a successful Fortitude save on a particular day.  
  As with mummy rot, successful saves do not allow the 
  creature to recover.  The symptoms persist until the 
  creature finds some magical means to cure the disease 
  (such as remove disease, heal, or restoration). 
  Focus: A black whip or riding crop, which is cracked in 
  the direction of the intended victims during the 
  casting of the spell. 
   
  Pestilence Domain as presented in the 
  Complete Divine 
  Granted Power: Immunity to the effects of all 
  diseases, though clerics with this power can still carry 
  infectious diseases. 
  Pestilence Domain Spells 
  1. 
  Doom: One subject suffers -2 on attacks, damage, 
  saves, and checks. 
  2. 
  Summon Swarm: Summons swarm of bats, rats, 
  or spiders. 
  3. 
  Contagion: Infects subject with chosen disease. 
  4. 
  Poison: Touch deals 1d10 Con damage, repeats in 
  1 min. 
  5. 
  Plague of Rats: Summons horde of diseased rats 
  
  VEL3-05 Heart of Darkness 
   
  Page 30 
  6. 
  Curse 
  of 
  Lycanthropy: 
  Causes 
  temporary 
  lycanthropy in subject. 
  7. 
  Scourge: Inflicts a disease that must be magically 
  cured, one subject/level. 
  8. 
  Create Greater Undead*: Creates shadows, 
  wraiths, specters, or devourers. 
  9. 
  Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 
  huge otyughs. 
  • 
  May only be used to create mummies. 
   
  Contemplative as presented in Complete 
  Divine 
  For any servant of a deity, no joy is greater than at 
  those rare moments when the presence of her patron 
  deity is a real tangible force, sending shivers of power 
  through her body and sending her soul soaring.  For 
  some, the taste of this experience is such a powerful 
  attraction that they begin devoting their lives to 
  cultivating it, hoping to attain greater closeness to their 
  deity through a life of contemplation.  Spending hours 
  in prayer and meditation, these devoted followers 
  purify their souls, making them worthy of closer 
  contact with the divine.  While some contemplatives 
  withdraw from the world into private retreats, others 
  remain active, even adventuring, finding that true 
  nearness to their deity comes from living out the 
  deity’s will in the world.  In return they find their 
  minds, bodies, and souls purified, perfected, and finally 
  brought close to union with their deity. 
  Rather than devoting their lives to a deity, some 
  contemplatives strive to conform themselves to some 
  other abstract principle, such as alignment.  Their 
  mission is no less divine than that of contemplatives 
  devoted to a deity, and their methods substantially the 
  same.  Many such contemplatives live as itinerant 
  philosophers, teaching their doctrines in schools or in 
  the marketplace as they travel from city to city, hoping 
  to enlighten the masses. 
  Most contemplatives are clerics, though paladins are 
  also often drawn to the mystic’s journey.  Members of  
  other classes rarely have sufficient devotion to a deity 
  or philosophy to choose this course. 
  An NPC contemplative might be a recluse hermit, a 
  church leader, or a passionate champion of her deity.  
  Such a character might have something a group of 
  player characters needs – a holy relic, a bit of sacred 
  lore, or simply a higher-level spell than the clerics in 
  town can cast. 
  Adaptation: Central to this prestige class is the notion 
  of gaining power through meditation and prayer.  
  Perhaps only certain deities reward their followers in 
  this specific way, or maybe only clerics who don’t 
  worship a deity are eligible to become contemplatives 
  because they aren’t tied to specific tenets of faith.  
  Finally, the flavor of this prestige class and the 
  flexibility of the bonus domain class feature make it a 
  good choice if you want a prestige class to represent a 
  change in worship from one deity to another. 
  Hit Die: d6. 
  Requirements 
  To qualify to become a contemplative, a character must 
  fulfill all the following criteria. 
  Skill: Knowledge (religion) 13 ranks. 
  Spells: Able to cast 1
  st-level divine spells. 
  Special: Must have had direct contact with ones patron 
  deity or a direct servant of that deity, or with an 
  enlightened being embodying the highest principles of 
  an alignment ( a solar, for example). 
  Class Skills 
  The contemplative class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (religion) (Int), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int).  See chapter 4 of the 
  Player’s Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
   
   
   
   
   
   
   
  
  VEL3-05 Heart of Darkness 
   
  Page 31 
  Class 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +0 
  +0 
  +2 
  Bonus domain, divine health 
  +1 level of existing divine spellcasting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Slippery mind 
  +1 level of existing divine spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Divine wholeness 
  +1 level of existing divine spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
    
  +1 level of existing divine spellcasting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Divine body 
  +1 level of existing divine spellcasting class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Bonus domain 
  +1 level of existing divine spellcasting class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Divine soul 
  +1 level of existing divine spellcasting class 
  8th 
  +4 
  +2 
  +2 
  +6 
    
  +1 level of existing divine spellcasting class 
  9th 
  +4 
  +3 
  +3 
  +6 
  Eternal body 
  +1 level of existing divine spellcasting class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Mystic union 
  +1 level of existing divine spellcasting class 
   
  Class Features 
  All of the following are class features of the 
  contemplative prestige class. 
  Weapon and Armor Proficiency: Contemplatives 
  gain no weapon or armor proficiencies. 
  Spells per Day/Spells Known: A contemplative who 
  was previously a spellcaster continues to gain access to 
  more powerful divine magic while following the 
  contemplative path.  Thus, when a new contemplative 
  level is gained, the character gains new spells per day 
  (and spells known, if applicable) as if she had gained a 
  level in the spellcasting class she belonged to before 
  she added the prestige class.  She does not, however, 
  gain any other benefit of a character of that class would 
  have gained (improved chance of controlling or 
  rebuking undead, more frequent remove disease, and 
  so on).  This essentially means she adds the level of 
  contemplative to the level of whatever other 
  spellcasting class the character has, then determines 
  the spells per day accordingly.  For example, if Theresa, 
  an 11
  th-level cleric, gains a level as a contemplative, she 
  gains new spells as if she had risen to 12
  th-level as a 
  cleric, but uses the other contemplative aspects of level 
  progression such as base attack bonus and save bonus.  
  If she next gains a level as a cleric, making her a 12
  th-
  level cleric/1
  st-level contemplative, she gains spells as if 
  she had just risen to 13
  th level as a cleric. 
  If a character has more than one divine spellcasting 
  class before she becomes a contemplative, the player 
  must decide which class to assign each level of 
  contemplative for the purposes of determining divine 
  spells per day and spells known. 
  If the contemplative did not previously belong to a 
  divine spellcasting class, she gains the ability to cast 
  divine spells exactly as a cleric of her patron deity.  Her 
  spell progression is the same as that of a cleric. 
   
  Bonus Domain: Upon adopting the contemplative 
  class, and again at 6
  th level, a character gains access to a 
  bonus domain of her choice.  The character can choose 
  any domain made available by her deity or alignment.  
  The character gains the granted power associated with 
  the domain she chooses, and can select the spells in 
  that domain as her daily domain spells. 
  Divine Health (Ex): A contemplative has immunity to 
  all diseases, including magical diseases such as mummy 
  rot and lycanthropy. 
  Slippery Mind (Ex): At 2
  nd level, a contemplative gains 
  the ability to shrug off magical effects that would 
  otherwise control or compel her.  If a contemplative 
  with resistant mind is affected by an enchantment and 
  fails her saving throw, one round later she can attempt 
  her saving throw again.  She only gets this one extra 
  chance to succeed on her saving throw. 
  Divine Wholeness (Su): At 3
  rd level and higher, a 
  contemplative can heal her own wounds, in addition to 
  any other healing ability she may have.  She can heal 
  up to four times her contemplative level in hit points 
  each day, and she can spread this healing among 
  several uses. 
  Divine Body (Su): At 5
  th level, a contemplative 
  becomes immune to poisons of all kinds. 
  Divine Soul (Su): At 7
  th level, a contemplative gains 
  spell resistance.  Her spell resistance equals her class 
  level + 15.  In order to affect the contemplative with a 
  spell, a spellcaster must roll the contemplative’s spell 
  resistance or higher on 1d20 + the spellcaster’s level. 
  Eternal Body (Ex): After achieving 9
  th level, a 
  contemplative no longer suffers ability penalties for 
  aging and cannot be magically aged.  (Penalties already 
  suffered remain in place.)  Bonuses still accrue, and the 
  contemplative still dies of old age when her time is up. 
  
  VEL3-05 Heart of Darkness 
   
  Page 32 
  Mystic Union (Su): At 10
  th level, a contemplative 
  becomes a magical creature.  She is forevermore treated 
  as an outsider (native) rather than a humanoid for the 
  purposes of spells and magical effects.  Additionally, 
  the contemplative gains damage resistance 10/magic. 
   
   Pale Master (TOME AND BLOOD) 
   “The dead aren’t so bad once you get to know them.” 
  Necromancy is usually a poor choice for arcane 
  spellcasters—those who really want to master the 
  deathless arts almost always pursue divine means. 
  However, an alternative exists for those who desire 
  power over undead but refuse to give up their craft 
  completely. Enter the pale master, who draws on a font 
  of special lore that provides a macabre power all its 
  own. 
  Many pale masters still end up supplementing their 
  arcane power with levels of divine magic. The mixture 
  of “pale lore” and clerical abilities to sway, create, 
  command, and destroy undead can be a potent one. 
  NPC pale masters head special strike groups 
  compromising lesser undead, supplemented as needed 
  with more powerful, summoned undead. Sometimes 
  they serve or act in collusion with powerful evil 
  characters, such as true necromancers or divine 
  spellcasters with Death as one of their domains. 
  Wherever pale masters go, undead follow. Often it is 
  difficult to tell a pale master from the undead that he 
  surrounds himself with. 
  Hit Die: d6. 
  Requirements 
  To qualify to become a pale master, a character must 
  fulfill all the following criteria. 
   
  Alignment: Any nongood. 
   
  Knowledge (Religion): 8 ranks. 
   
  Feat: Skill Focus (Knowledge [religion]). 
   
  Spells: Ability to cast arcane spells of 3rd level or 
  higher. 
   
  Special: The candidate must have spent three or 
  more days locked in a tomb with animate undead. This 
  contact may be peaceful or violent. A character who is 
  slain by the undead and later raised still meets the 
  requirement, although the resulting level loss may 
  delay compliance with other prerequisites. 
   
  Class Skills: The pale master’s class skills (and the 
  key ability for each skill) are Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge 
  (Int), Listen (Wis), Move Silently (Dex), Profession 
  (Wis), and Spellcraft (Int). See Chapter 4: Skills in the 
  Player’s Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the pale master 
  prestige class 
  Class Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1 
  +0 
  +2 
  +0 
  +2 
  Bonemail +2 
  +1 level of existing class 
  2 
  +1 
  +3 
  +0 
  +3 
  Animate dead 
   
  3 
  +1 
  +3 
  +1 
  +3 
  Darkvision 
  +1 level of existing class 
  4 
  +2 
  +4 
  +1 
  +4 
  Summon undead, bonemail +4 
   
  5 
  +2 
  +4 
  +1 
  +4 
  Deathless vigor 
  +1 level of existing class 
  6 
  +3 
  +5 
  +2 
  +5 
  Undead graft 
   
  7 
  +3 
  +5 
  +2 
  +5 
  Tough as bone 
  +1 level of existing class 
  8 
  +4 
  +6 
  +2 
  +6 
  Graft upgrade, bonemail +6 
   
  9 
  +4 
  +6 
  +3 
  +6 
  Summon greater undead 
  +1 level of existing class 
  10 
  +5 
  +7 
  +3 
  +7 
  Deathless mastery 
   
  
  VEL3-05 Heart of Darkness 
   
  Page 33 
  Weapon and Armor Proficiency: Pale masters gain 
  no additional proficiency in any weapon or armor. 
  Spells per Day: At every second level gained in the 
  pale master class, the character gains new spells per day 
  as if he had also gained a level in a spellcasting class he 
  belonged to before adding the prestige class. He does 
  not, however, gain any other benefit a character of that 
  class would have gained (improved chance of 
  controlling or rebuking undead, metamagic or item 
  creation feats, hit points beyond those he receives from 
  the prestige class, and so on), except for an increased 
  effective level of spellcasting. If a character has more 
  than one spellcasting class before becoming a pale 
  master, he must decide to which class he adds the new 
  level for purposes of determining spells per day. 
  Bonemail: The pale master has an instinctive feel for 
  bone and can craft necromantic armor composed of 
  interlocking bones. His appreciation for all things dead 
  allow him to wear the Bonemail like a second skin—
  that is, natural armor, which does not interfere with 
  arcane spellcasting. Only pale masters gain any benefit 
  to Armor Class from wearing bonemail. 
  At 1st level, the bonemail grants a +2 natural armor 
  bonus to its wearer. At 4th level, the pale master’s 
  mastery over this unusual medium allows him to move 
  more naturally within the armor, granting him a +4 
  natural armor bonus. Finally, at 8th level, the pale 
  master becomes a true bone artisan, receiving a +6 
  natural armor bonus from his bonemail. These 
  increased bonuses are the result of greater expertise in 
  wearing the armor, so bonemail created by a higher-
  level pale master confers only the natural armor bonus 
  appropriate to the wearer’s level. 
  Animate Dead (Sp): At 2nd level, the pale master 
  begins to exercise control over the undead. Once per 
  day as a spell-like ability, he can use animate dead 
  without need of a material component. Levels of this 
  prestige class count as caster levels for this purpose. All 
  other level restrictions of animate dead still apply. For 
  example, a 6th-level sorcerer/2nd-level pale master can 
  only animate up to 8 HD of undead with a single use of 
  this ability. Likewise, he can only control up to 16 HD 
  of undead created using this ability at one time. 
  Darkvision (Ex): At 3rd level, the dark begins to lose 
  its mysteries to the pale master, who gains darkvision 
  with a 60-foot range. This is an extraordinary ability. If 
  he already has darkvision, its range increases by 60 feet. 
  Summon Undead (Su): On reaching 4th level, the 
  pale master can summon two undead creatures twice 
  per day as a supernatural ability. This is a standard 
  action that does not provoke an attack of opportunity. 
  The undead appear at the beginning of the pale 
  master’s next action, at a point he designates (and can 
  see) within 60 feet, and act immediately. The pale 
  master may verbally direct the undead to attack, not 
  attack, attack particular enemies, or perform other 
  actions. Summoned undead remain for 1 round per 
  caster level, after which time they disappear (sooner if 
  destroyed in combat). Summoned undead do not count 
  against the pale master’s HD total for controlling 
  undead with his animate dead ability (see above). 
  The pale master’s caster level determines the type of 
  undead he can summon, as noted below. Levels of this 
  prestige class count as caster levels for this purpose. If 
  desired, he can summon three less powerful undead in 
  place of the highest-level undead available (for 
  example, instead of two wights, he could summon 
  three ghouls, shadows or ghasts). All summoned 
  undead have +4 turn resistance, in addition to any turn 
  resistance they already possess, for the duration of 
  their stay. 
  Caster Level 
  Undead Summoned 
  5th 
  Ghoul 
  6th 
  Shadow 
  7th 
  Ghast 
  8th 
  Wight 
  9th 
  Wraith 
   
  Deathless Vigor: At 5th level, the pale master’s body 
  becomes more akin to the undying flesh of those 
  creatures he associates with. The character gains +3 hit 
  points as though from the Toughness feat. 
  Undead Graft: At 6th level, the pale master gives in to 
  necromantic urges too terrible to verbalize. He cuts off 
  his arm and replaces it entirely with an undead 
  prosthetic, which may be completely skeletal or 
  preserved flesh stitched in place like that of a flesh 
  golem. Regardless of its composition, the limb grants a 
  +4 inherent modifier to the character’s Strength. 
  Additionally, the undead graft allows him to use up to 
  two of the following touch attacks per day. These are 
  supernatural abilities, and he can use the same one 
  twice in one day. A touch attack that misses does not 
  count against the daily limit. 
   
  Paralyzing Touch (Su): A living foe hit by the 
  pale master’s touch attack must succeed at a DC 14 
  Fortitude save or be paralyzed for 1d6+2 minutes (elves 
  are immune). 
  
  VEL3-05 Heart of Darkness 
   
  Page 34 
   
  Weakening Touch (Su): A living foe hit by the 
  pale master’s touch attack takes 1d6 points of 
  temporary Strength damage. A creature reduced to 0 
  Strength dies. 
   
  Degenerative Touch (Su): A living foe hit by the 
  pale master’s touch attack receives one negative level. 
  The Fortitude save to remove the negative level has a 
  DC of 14. 
   
  Destructive Touch (Su): A living foe hit by the 
  pale master’s touch attack must succeed at a DC 14 
  Fortitude save or take 1d6 points of permanent 
  Constitution drain. 
   
  Commanding Touch (Su): If the pale master 
  makes a successful touch attack against an undead foe 
  with HD equal to or less than his caster level, it comes 
  under his command for a number of rounds equal to 
  his caster level. When the duration expires, the undead 
  creature returns to its former allegiance, if any. The 
  newly controlled undead can still be turned. 
  Tough as Bone (Ex): On reaching 7th level, the pale 
  master takes on yet more qualities of an undead being. 
  He gains immunity to stunning and is unaffected by 
  nonlethal damage. 
  Graft Upgrade: At 8th level, the pale master becomes 
  skilled in the use of his undead graft (see above). All 
  touch attacks using the graft receive a +2 competence 
  modifier on the attack roll. Additionally, the pale 
  master can use its supernatural abilities three times per 
  day. 
  Summon Greater Undead (Su): At 9th level, the pale 
  master may summon one powerful undead once per 
  day as a supernatural ability. The pale master’s caster 
  level determines the type of creatures that he can 
  summon, as noted below. If desired, he can summon 
  two less powerful undead in the place of the highest-
  level undead available (for example, instead of one 
  vampire, he could summon tow mummies or spectres). 
  All summoned undead have +4 turn resistance, in 
  addition to any turn resistance they already possess, for 
  the duration of their stay. This ability is otherwise 
  identical to the summon undead ability (see above). 
  Caster Level 
  Undead Summoned 
  9th 
  Mummy 
  10th 
  Spectre 
  11th 
  Vampire* 
  12th 
  Ghost** 
  * Summoned vampires have a CR equal to 1 less than 
  the pale master’s effective caster level. 
  ** Summoned ghosts have the following ghostly 
  abilities in addition to manifestation: malevolence, 
  horrific appearance, and corrupting gaze. 
  Deathless Mastery: On reaching 10th level, the pale 
  master is now a scion of the deathless arts. His body 
  becomes partly mummified, and he is no longer 
  subject to critical hits. Moreover, he gains access to the 
  pale master touch using his undead graft (see below) 
  and can call on the powers granted by his prosthetic 
  four times per day. 
  The pale master is now served constantly by an undead 
  with total HD no greater than his caster level 
  (including levels of this prestige class). He chooses an 
  undead type from those he can personally animate or 
  summon, and it obeys his every command. The vassal 
  gains +4 turn resistance (which stacks with any turn 
  resistance it already possesses but not with the +4 turn 
  resistance of summoned undead). The vassal’s HD do 
  not count against the pale master’s HD total for 
  controlling undead (see above). 
  Deathless Master Touch (Su): A living foe of size 
  Large or smaller hit by the pale master’s touch attack 
  must succeed at a DC 17 Fortitude save or die. A slain 
  creature automatically animates 1 round later as 
  though with the pale master’s animate dead ability (see 
  below) and is under his control. Undead created using 
  this power do not count against the pale master’s HD 
  total for controlling undead. 
  
  VEL3-05 Heart of Darkness 
   
  Page 35 
  Appendix 4: Player Handouts 
  Player Handout #1 
  The Way of The One 
   
  This large tome is approximately 10 inches wide, 12 inches tall, and 3 inches deep.  It weighs about 5 pounds and has a 
  dark brown cover of some sort of thick leather.  It is trimmed in brass, including a brass clasp.  The book is written in an 
  old dialect of common, and appears to be somewhat old. 
  The book details the cult of The One and their beliefs and practices.  It details how “The One” is Canon Herion, wrongly 
  deposed from his position of authority in Veluna by rebellious factions in the church.  It explains how Canon Herion 
  attempted sweeping reform in the church, but was opposed by elements afraid of losing their personal power. 
  The book goes on to explain how Canon Herion discovered that the Vale of Luna was originally held by devotees of 
  Nerull who were forced from their lands at sword point by the Raons.  Canon Herion claims that Rao does not care for 
  his followers on Oerth and that Rao provides no dominion after death, only oblivion.  Nerull on the other hand, gives 
  his followers mastery over death, and the promise of eternal life.  The book makes a convincing argument why the Vale 
  of Luna belongs to Nerull and why Nerull’s promise of mastery over death is a guarantee for eternity. 
  The book details Canon Herion’s position as a chosen champion of Nerull.  It explains how Herion came to see through 
  the lies of Rao and discovered the truth of Nerull.  It details how Canon Herion forsook Rao, breaking his holy symbol 
  in a ritual designed to fully accept mastery over death in the embrace of Nerull.  In exchange, Nerull gave Herion 
  everlasting life and great power to expand Nerull’s dominion on Oerth.  However, forces in Veluna rebelled against 
  Herion’s lawful edicts, making themselves criminals and attempted to overthrow the rightful government. 
  The book also details Herion’s downfall by the criminal rebels and how his phylactery was split into three rings and 
  hidden so that Herion could not return.  However, Herion was not destroyed, simply prevented from taking form in 
  this world until the three rings could be rejoined.  It is proof of the lies and deceptions of the rebels that they destroyed 
  all record of the rightful ruler (Herion) so that he could never rightfully reclaim his usurped title.  It is the goal of the 
  cult of The One to recover these rings, return Herion to his rightful place as ruler of Veluna, and create a new order 
  mastered over by Nerull through his chosen one. 
  The Cult of The One must operate in secret, for the forces of the usurpers would surely destroy them if discovered.  For 
  that reason, Canon Herion must be described only as “The One” until such time as his return to the world can be 
  completed and he can be restored to his rightful position as the one true canon of Veluna. 
  
  VEL3-05 Heart of Darkness 
   
  Page 36 
  Critical Events Summary VEL4-05 
   
  Thank you for taking the time to fill out this VERY important form so that the players in fact do affect the region on 
  how well they do during the adventure.  Please be sure to turn this into the lead judge at WKRP when you are finished 
  judging the module.  Once again thank you for judging!! 
   
  Did the PCs contact Lastavenham in the Forest of Whispers? 
   
   
  Y 
   
  N 
   
  Did the PCs capture the weapons caravan on the road?  
   
   
  Y 
   
  N 
   
  Did the PCs kill Valik the Pale Master? 
   
   
   
   
  Y 
   
  N 
  If so, describe what they did with the body (if anything): 
   
   
  Did the PCs kill Garrong the Orc Warchief?  
   
   
   
  Y 
   
  N 
  If so, describe what they did with the body (if anything): 
   
   
  Did the PCs kill Fallswop?  
   
   
   
   
   
  Y 
   
  N 
  If so, describe what they did with the body (if anything): 
   
   
  Did the PC’s report to Jolene that Fallswop was in charge in Whitehale?  
  Y 
   
  N 
   
  Did the PCs give Jolene the book The Way of The One?  
   
   
  Y 
   
  N 
   
  Did the PCs tell Jolene about the Dyvers connection to the weapons? 
   
  Y 
   
  N 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/594/Normal Scenarios/VEL4-05 - Heart of Darkness (APL 6-12)/VEL4-05 - Heart of Darkness.pdf