TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and MM are 
  trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 
  2007 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR7-12 
   
   
   
   
   
   
   
   
  Heart’s Desire 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
  by Eric Menge 
  Circle Reviewer: Creighton Broadhurst  
  Art: Darcy Melton 
  Reviewer: Sam Weiss 
  Playtesters: Leslie Erwin, Rick Erwin, Jason I. Gonding, Lutz Hofmann, Paul James, Maya Deva Kniese, Paul Milligan, 
  Theresa Myrdon, David O'Connor, Ryan Richardson, Byron Roberts, Oren Satov, Michelle Schad, Bas Vermeulen, 
  Crystal Wygal, and Scott Wygal 
   
  The thief showed his heart's desire to his wife. The stolen pendant promised a new life for them if only they could get 
  far enough from Greyhawk and the criminals for whom he worked. Running would make many enemies, but he knew 
  of a small village near the Gnarley Forest where he could lay low until the heat passed. "I'll send for you in a month," he 
  told her. "It will all work out. Don't you worry about a thing." A one-round Core adventure set in the Domain of 
  Greyhawk for characters level 1-11 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include City of Greyhawk [Mike Breault], Complete Arcane 
  [Richard Baker], COR2-10 Forgotten Echoes [Jason Bulmahn and Chris Tulach], COR5-05 A Marked Man [Matthew 
  Maddy}, COR7-04 Freak of Nature [Eric Menge], Expedition to the Demonweb Pits [Wolfgang Baur and Gwendolyn F.M. 
  Kestrel], Fiendish Codex I: Hordes of the Abyss [Ed Stark, James Jacobs, Erik Mona], Living Greyhawk Gazetteer [Gary Holian, 
  Eric Mona, Sean K. Reynolds, Federick Weining], Libris Mortis [Libris Mortis], Magic Item Compendium [Andy Collins, 
  Mike Mearls, and Stephen Schubert], and Player's Guide to Greyhawk [Anne Brown]. 
  
  COR7-12 Heart’s Desire 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the MM.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  COR7-12 Heart’s Desire 
   
  Page 2 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in 
  Domain of Greyhawk. Most characters pay 2 time units 
  per round but characters with the Domain of Greyhawk 
  as their home region only pay 1 time unit per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  Reth Hakerb worked for the Thieves’ Guild of Greyhawk 
  as hired muscle. He was involved in their extortion 
  schemes, where he provided any needed violence, and in 
  many other operations as a thug and a killer. 
   
  Years passed, and Reth fell in love with a woman 
  named Lisera. Lisera was a pleasant, sweet-natured 
  woman who tamed Reth’s violent tendencies. Her 
  influence had such an effect that the constant death 
  began to wear on him and he wanted out of his role with 
  the Guild. Unfortunately, he had no money and he knew 
  too much, so the Thieves’ Guild was not about to let him 
  walk away.  
   
  About two months ago, on one operation, Reth 
  found himself in possession of “Heart’s Desire,” a 
  beautiful pendant stolen from Count Merleche’s 
  townhouse in Greyhawk. He took the opportunity 
  presented and claimed the jewelry for himself. Knowing 
  that the Guild would be after him, he told Lisera they 
  needed to flee the city. He would head west to a ruined 
  tower near Mardin’s Field, a small village on the edge of 
  the Gnarley. He would send word for her to meet him 
  when things cooled down. 
   
  Reth headed west to Mardin’s Field, cutting cross-
  country. His efforts to avoid the Thieves’ Guild proved 
  futile as they caught him at the ruined tower, where they 
  killed him but were unable to find Heart’s Desire. They 
  are still scouting the area, looking for it. 
   
  The ruined tower is the home of a rather unusual 
  dryad: Mistletoe. She took a liking to Heart’s Desire and 
  stole it from Reth while he slept. She kept the pendant 
  with her in the tree, while the thieves tortured and then 
  killed Reth. She played with the jewelry for a time, 
  enjoying the sparkle and that someone would kill for it, 
  but eventually she bored of it. She traded it to the Aspect 
  of Graz’zt imprisoned in the dungeons beneath the tower. 
   
   Meanwhile, Reth’s spirit did not rest easy. Whether 
  it was his unfinished quest, his anger at the loss of Heart’s 
  Desire, his torture and death, or the evil legacy of that 
  ruined tower, his spirit rose. It had one thought on its 
  mind: to get word to Lisera of what happened. This spirit 
  treads back toward Greyhawk before vanishing with the 
  dawn, only to start again at the tower at the next sunset. 
   
  Back in Greyhawk, Lisera has grown worried about 
  Reth. The Thieves’ Guild have been by and asked her 
  hard questions. They searched her place but left her 
  unharmed. Two months have passed and he has sent no 
  word. She is desperate to find out what has happened, so 
  she goes looking for adventurers to help her. 
   
  ADVENTURE SUMMARY 
  The PCs begin the adventure by being asked to guard a 
  soup kitchen by the clerics of St. Cuthbert in the City of 
  Greyhawk. While there, they are approached by Lisera, 
  who asks the PCs to help find her husband. He stole a 
  valuable piece of jewelry during a Thieves’ Guild 
  operation and left town to escape the Guild’s wrath. He 
  went to a ruined tower near Mardin’s Field and was 
  supposed to send her word when things cooled. She 
  hasn’t heard from him in two months. 
   
  On the way out of town, the PCs are stopped by a 
  Greyhawk Watch officer. He tells the PCs that Lisera’s 
  “beau” is a thug and a killer and wanted for numerous 
  crimes in Greyhawk – not the least of which would be 
  the theft of a valuable pendant called Heart’s Desire from 
  Count Merleche. He encourages the PCs to tell him what 
  they’re up to and to report back to him if they learn 
  anything. He mentions there is a reward for information 
  or the return of the pendant. 
   
  Encounter 1: PCs meet Aimely Derrit and Skaelin 
  of the Thieves’ Guild. Skaelin encourages the PCs to sell 
  him Heart’s Desire. After he leaves, Aimely mentions that 
  she saw a ghost in the area, which she can identify as 
  Reth. She takes them to where she saw him. 
   
  Encounter 2: The PCs meet the ghost of Reth at 
  Aimely’s old campsite. The ghost tells them his story if 
  they promise to take word back to Lisera. He says that a 
  couple of thieves caught up with him. They demanded 
  Heart’s Desire back. He was ready to give it, but he lost it 
  somewhere. They tortured and killed him. If they agree 
  to sell the pendant and split the proceeds with Lisera, he 
  tells them that he last had the pendant at the Tumbled 
  Tower. 
   
  Encounter 3: The PCs head to the Tumbled Tower, 
  where they meet Mistletoe, who is playing a game of 
  chess with Reth’s skeletal remains. Mistletoe tells them 
  
  COR7-12 Heart’s Desire 
   
  Page 3 
  that she stole Heart’s Desire from Reth, but found it too 
  glittery and it gave her a headache. She traded it to a 
  creature that lives beneath the Tumbled Tower. She is 
  willing to take them below. Unlike other dryads, 
  Mistletoe has the ability to transport via plants 1/day. She 
  takes the PCs down through the taproot of her tree into 
  the dungeons below the ruined tower. 
   
  Encounter 4: This encounter gives an overview of 
  the dungeons beneath the Tumbled Tower. 
   
  Encounter 5: PCs go below the tower, where they 
  discover that it was an ancient Maure stronghold to 
  imprison an Aspect of Graz’zt. The Aspect of Graz’zt is 
  still here and in his prison, but his continual presence 
  over the centuries has poisoned the local area, including 
  Mistletoe. 
   
  The Aspect has Heart’s Desire. He is willing to give 
  the PCs Heart’s Desire, if they set him free to return to 
  the Abyss. To free the Aspect of Graz’zt, the PCs must 
  collect four “keys”. They must be used simultaneously on 
  the statues that surround his prison to interrupt the 
  magic that binds him. He can then return to the Abyss. 
  The PCs can explore the dungeons to find the four keys. 
   
  Encounter 6: If the PCs use the four keys to free 
  Graz’zt, they disable his prison. However, this activates 
  the remaining two statues that defend the prison and 
  attempt to slay the PCs. If the PCs free Graz’zt, he is 
  amused by them and offers his Pleasure as a reward. He 
  then plane shifts back to the Abyss. 
   
  Alternatively, if the PCs refuse to disable his prison, 
  Graz’zt summons Mistletoe to destroy the PCs. If the PCs 
  are not careful, they could kill her and will have to find 
  an alternative way out of the dungeon. 
   
  Conclusion: The conclusion depends upon the PCs’ 
  actions. If the PCs choose to free the Aspect of Graz’zt, 
  the removal of the demon lifts a terrible evil from the 
  countryside. The evil aura that surrounds the Tumbled 
  Tower diminishes. Mistletoe starts losing her taint. 
  However, the PCs have empowered a demon lord. 
   
  If the PCs refuse to free the Aspect of Graz’zt, his 
  taint remains there but they have kept an ancient evil 
  locked away. 
   
  If the PCs take word back to Lisera of Reth’s death, 
  she is heartbroken, but Reth’s spirit is at rest.  
   
  If the PCs give Heart’s Desire to the Thieves Guild, 
  they make a powerful friend but earn a poor reputation 
  with the City Watch. If the PCs give the pendant to the 
  Copper, they get a good reputation with the City Watch 
  but make an enemy of the Thieves. Either way, they get a 
  small reward for returning the pendant. 
   
  If the PCs keep the pendant for themselves, they 
  make two enemies. When they try to sell the Heart’s 
  Desire, they find that it is too hot to sell in Greyhawk and 
  have to sell it for a greatly reduced price.  
   
  PREPARATION FOR PLAY 
  Favor/Disfavor of the City Watch: During the 
  adventure, PCs will speak with a constable of the 
  Greyhawk City Watch. There are numerous favors or 
  rewards that could influence his reaction with the PCs. 
   
  Favor/Disfavor of the Thieves’ Guild: During the 
  adventure, PCs will interact with an agent of the Thieves’ 
  Guild of Greyhawk. There are numerous favors or 
  rewards that could influence his reaction with the PCs, in 
  particular the Disfavor of Skaelin from COR5-05 A Marked 
  Man. 
   
  Weapons Policy: The City of Greyhawk has the 
  following weapons policy: armor and daggers, darts, 
  slings, staves, clubs, and knives are permitted freely. PCs 
  may only carry a weapon not on the above list with a 
  license from the city (5 gp for one-handed, 20 gp for two-
  handed, non-reach weapons). Licenses are not granted for 
  reach or ranged weapons. Licenses are valid for one week. 
  If the PCs enter the city, refer to the Greyhawk Ruins 
  Sourcebook for more information on the Domain’s laws.  
   
  Note that the PCs do not need to enter Greyhawk 
  City and thus need not buy a license unless they wish to 
  enter. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or MM). The full write-up of any 
  featured feats, spells, or equipment appears in Appendix 
  2. Information on featured classes, prestige classes, and 
  races appears in the relevant creature’s stat block. All 
  information required to run these characters is presented 
  in this adventure. The DM should double-check that he 
  fully understands any new rule items presented in this 
  adventure before play begins. 
   
  INTRODUCTION 
  The adventure begins on a hot, sunny High Summer day 
  in the middle of Goodmonth in CY 597 near the City of 
  Greyhawk. The potential for war with the Orcish Empire 
  of the Pomarj continues to threaten the Free City, and 
  much of Greyhawk’s resources are deployed in the south 
  to guard against the orcs. Even though Turrosh Mak has 
  recently demanded peace with Greyhawk, the Directing 
  Oligarchy is taking no chances and continues to strongly 
  garrison its southern border. Refugees are fleeing north 
  from the Wild Coast and settling outside the city in 
  camps. 
   
  A hot summer sun shines down on canvas tents that 
  stretch in chaotic disarray to the south and east of 
  the City of Greyhawk. Hundreds of refugees have 
  fled the Wild Coast and the brutal orc armies with 
  little more than the clothes on their back. 
   
  The poor and wanting are seen to by the Church 
  of St. Cuthbert, which has organized clothing drives 
  and soup and bread lines. Their massive charity 
  
  COR7-12 Heart’s Desire 
   
  Page 4 
  efforts stretch the church’s resources but are all that 
  stand between the refugees and starvation. 
   
  The efforts of St. Cuthbert are led by Father 
  Nicholi Nortoi, who has just asked if you will assist 
  his efforts. With so many refugees, keeping order at 
  the charity distribution is difficult. Thieves filch 
  food and clothing while tempers flare often in the 
  High Summer heat.  
   
  The refugees are dependent upon charity to survive, and 
  the Oligarchs of Greyhawk’s Ruling Council are not 
  known for their generosity. They provided tents and a 
  field to the south of town for the refugees, but little else. 
  Into this vacuum has stepped the Church of Saint 
  Cuthbert. Father Nicholi Nortoi heads their efforts. He 
  makes do as best he can but supplements his presence 
  with volunteers. 
   
  Father Nicholi needs help in three different areas: 
  preparing the food, serving the food, and maintaining 
  order. If the PCs accept, they spend several hours helping 
  the poor. In return, they get the Favor of Nicholi Nortoi. 
   
  If the PCs have absolutely no interest in helping feed 
  starving people, then Father Nicholi offers to pay them – 
  1 gp each. He’s helping the poor and he’s not a rich man. 
  PCs who are paid do not get Father’s favor. 
   
  �Nicholi Nortoi: male human cleric 5 (Diplomacy 
  +13, Sense Motive +10). 
   
  Father Nicholi is a rail-thin older priest who has 
  lived in Shack Town for his entire ministry, tending to 
  the needs and souls of the poor and oppressed in 
  Greyhawk. Age hasn’t slowed this completely bald priest 
  down, and he is busier than ever. He distributes an 
  astonishing amount of food and clothing to those in need 
  along with the wisdom and common sense of Saint 
  Cuthbert. He is much respected within the church and 
  among the lower classes. Even the rich donate to his 
  charities because of his reputation and force of 
  personality. PCs succeeding on a DC 15 Knowledge (local 
  [Core]) check have heard of him. 
   
   
  The refugees stand in long lines, awaiting the half-a-
  loaf of bread, bowl of soup, and piece of cheese 
  which is likely to be their only meal today. Hunger 
  and heat make the crowd unruly, but other than a 
  few fist-fights things run smoothly. 
   
  After you spend many hours serving food and 
  keeping the peace, the line runs out. As the crowd 
  melts away, you notice a woman standing nearby 
  looking anxious. From her dress and demeanor, she 
  appears to be a commoner from the town and not a 
  refugee. 
   
  She finally works up enough courage to 
  approach Father Nicholi. They discuss matters for a 
  few moments before he leads her over to you. “This 
  is Lisera Hakerb,” he says. “She’s got a problem and 
  you may be able to help.” 
   
  Lisera Hakerb is a laundress from the Thieves’ Quarter in 
  Greyhawk. She has asked Father Nicholi to help find her 
  husband Reth Hakerb. She is a lay follower of the Cudgel 
  and admires Father Nicholi. If the PCs are helping him, 
  then that makes them good people in Lisera’s eyes. 
   
  The woman is almost shaking she is so nervous. 
  “Father Nicholi trusts you so I guess you’re upright. 
  It’s about my husband Reth. He’s been gone for two 
  months. I should have heard from him by now. 
  Please help me. I don’t know what to do. He could 
  have fallen in a hole. Or the Guild got him. Or, or, 
  or... eaten by a bear!” She gasps and her eyes widen at 
  the thought of bears. “I need to know if he’s alive. 
  Something awful has happened; I just know it!” 
   
  If the PCs agree to help her, Lisera tells them everything 
  she knows. She starts in the middle and rambles from 
  there. She throws facts in as she thinks of them. She’s 
  very nervous and concern for Reth is eating at her.  
  • 
  Who is your husband? “Reth Hakerb. He was a 
  basher for the Greyhawk Thieves’ Guild but got 
  tired of the killing and violence. He would have 
  left but the Guild doesn’t let you walk away like 
  that and we hadn’t any coin anyway.” 
  • 
  Who is the Guild? She looks at you incredulously. 
  “The Thieves’ Guild of Greyhawk.” 
  • 
  Why is the Guild after him? “During a heist of 
  some country noble’s house here in town, Reth 
  ended up with a pendant with this big gem that 
  was worth a lotta clink. He scragged the 
  pendant for himself and slipped away from 
  th’others. He came by, showed me the pendant, 
  and said he needed to skip town for a while.” 
  • 
  He stole from the Thieves’ Guild? He’s not very 
  bright, is he? “No, he’s not. But I love him. We 
  were so desperate to start a new life. It’s what we 
  wanted more than anything else.” 
  • 
  Where did he go? “Reth knew a place. It’s a 
  ruined tower out by Mardin’s Field – some two-
  horse village on the edge of the Gnarley. He was 
  supposed to send word for me to meet him 
  when things cooled down.” 
  • 
  What can you tell us about this tower? “It’s about a 
  dozen miles southeast of Mardin’s Field. It fell 
  over in a big storm, so the villagers call it the 
  Tumbled Tower. Reth said I couldn’t miss it. It’s 
  supposed to be haunted, but he said that’s all 
  superstition.” 
  • 
  Have you heard from him? “No, I haven’t, and it’s 
  been two months! I’m worried sick.” 
  • 
  Why don’t you go looking for him? “The Guild 
  would notice if I left town, and the Watch is 
  sniffing around.” 
  • 
  Did the Guild come looking for him? “The Guild 
  has been by several times. I gave them a line that 
  he fled town without talking to me. They 
  searched my kip from top to bottom but they 
  didn’t find anything.” 
  
  COR7-12 Heart’s Desire 
   
  Page 5 
  • 
  Who came from the Guild? “A guy named Skaelin 
  did most of the talking.” 
  • 
  Anyone else? “The Watch came by too. They 
  asked a lot of questions and then searched my 
  kip. Then they took me in and asked more 
  questions. I kept my lips buttoned and didn’t 
  tell them nothing.” 
  • 
  Which constable was in charge? “Constable 
  Ranek.” 
  • 
  How will we recognize Reth? “I have this locket. 
  There’s a painting of him on the inside. Give it 
  to Reth so that he knows I sent you.” Lisera gives 
  the PCs a copper locket. Inside is a very poorly done 
  painting of a broad-chested human man in his late 
  20s with a weak moustache, a closely trimmed beard, 
  and a nose that has been broken and healed poorly. 
  He’s wearing a vest that shows off his physique. 
   
  Lisera wants the PCs to find out what happened to Reth. 
  She needs to know if he’s alive or dead. If he’s dead, she 
  wants to know what became of him? She offers her life 
  savings – 3 gold orbs, 18 silver nobles, and 7 copper 
  commons. 
   
   
  �Lisera Hakerb: female human commoner 2 (AL 
  N; Profession [Laundress] +7). 
   
  Lisera is a laundress in the City of Greyhawk. She is 
  only in her mid-twenties, but they haven’t been easy 
  years. She would be pretty if her teeth weren’t so big and 
  her ears didn’t stick out so much. She is a pleasant, sweet-
  natured woman who is very devoted to Reth. She is not 
  very bright or original, letting her husband do most of 
  the decision-making for both of them. 
   
  WORD ABOUT TOWN 
  The PCs may want to do some investigating before 
  leaving Greyhawk for the Tumbled Tower. Knowledge 
  checks and gather information checks are addressed 
  below. 
   
  Knowledge Checks 
   
  DC 10 Knowledge (geography): Mardin’s Field is 
  in the Domain of Greyhawk near the eastern edge of the 
  Gnarley Forest. It is a temperate land that sees plenty of 
  rainfall. 
   
  DC 15 Knowledge (history): The old ruined tower 
  to the southeast of Mardin’s Field predates the 
  establishment of the Domain of Greyhawk. It is believed 
  to have been built by the ancient Ur-Flan. 
   
  DC 20 Knowledge (history): Mardin’s Field was 
  founded 60 years ago by Hugh Mardin, a wealthy and 
  prosperous farmer. 
   
  DC 15 Knowledge (local [Core]): About 10 years 
  ago, Count Merleche was named lord of Mardin’s Field 
  by bribing the Directing Oligarchy of Greyhawk.  
   
  DC 20 Knowledge (local [Core]): The real power in 
  Mardin’s Field is Henric Mardin, the grandson of the 
  founder. Mardin’s popular support and friendship with 
  the local druid has stayed Merleche’s heavy hand for 
  now. 
   
  DC 15 Knowledge (nobility): Count Merleche is a 
  cruel and evil warrior who treats his subjects at his other 
  estates little better than slaves. His largest holding (and 
  source of his title) is the village of Phlandish.  
   
  DC 15 Knowledge (religion): Mardin’s Field is 
  very close to the Harrowstone, a stone sacred to the Old 
  Faith. It is tended by druids who see to the stone and two 
  magical trees that grow there. 
   
  Rumors 
   
  DC 10 Gather Information: Count Merleche is a 
  cruel and tyrannical lord who bribed the oligarchs to be 
  made lord of Mardin’s Field and Phlandish. He’s done 
  nothing but raise taxes and make demands on the 
  villagers.  
   
  DC 12 Gather Information: Yellow sails have been 
  seen on the Woolly Bay which can only mean that the 
  Slavers are active again. Are they working with Turrosh 
  Mak and the orcs of the Pomarj? 
   
  DC 14 Gather Information: Count Merleche has 
  recently misplaced a beautiful gold pendant set with a 
  jacinth called Heart’s Desire. He has offered a reward for 
  its return. 
   
  DC 16 Gather Information: The ruin to the 
  southeast of Mardin’s Field is called the Tumbled Tower. 
  It is a wicked place and draws evil things to it. No one in 
  their right mind goes there willingly. 
   
  DC 18 Gather Information: The war with the 
  Pomarj is proving costly. Some of the Oligarchs want to 
  make peace with the orcs. 
   
  DC 20 Gather Information: Count Merleche’s 
  townhouse was robbed a couple of months ago. It was a 
  Guild operation and should have gone like silk, but the 
  count had bought some trained mastiffs from a dog-
  trainer in Mardin’s Field. The dogs tore the thieves up 
  and chased them off, but not before the crooks made off 
  with some jewelry. 
   
  DC 22 Gather Information: A number of powerful 
  artifacts have been found in the Bright Sands. Rary and 
  Tenser are fighting over possession of them using 
  adventurers. 
   
  DC 24 Gather Information: One of the Thieves’ 
  Guild thugs stole a valuable piece of jewelry and went 
  rogue. The Guild is livid and is offering a huge reward for 
  the head of Reth Hakerb and another one for the 
  pendant. 
   
  OFFICIAL OBSERVERS 
  The PCs may suspect Lisera is under observance. They are 
  right. One of the constables of the Greyhawk City Watch 
  is keeping tabs on Lisera. Being a bunch of chauvinists, 
  the Thieves’ Guild did believe Lisera’s story that she knew 
  nothing. Instead, they sent Skaelin after Reth who 
  eventually caught him. 
   
  Deputy Constable Hans Ranek has many contacts 
  throughout the City of Greyhawk. Because the PCs met 
  with Lisera in a public place, Ranek hears of the meeting 
  
  COR7-12 Heart’s Desire 
   
  Page 6 
  several hours after it occurs. He doesn’t know what was 
  said, which is something that he means to remedy. 
   
  Before the PCs leave the city or while they are 
  gathering information, the PCs are stopped by Ranek. 
  (Being a resourceful fellow with a lot of connections, 
  Ranek is able to find the PCs quite easily). 
   
  You are approached by a burly man with a thick 
  mustache. He is dressed in a non-descript leather 
  coat and dark plaid pants instead of a uniform but 
  he pulls out an insignia of the Greyhawk City 
  Watch. “Deputy Constable Ranek,” he says. “I need to 
  speak to you for a moment.” 
   
  Ranek allows the PCs to examine his insignia. The PCs 
  can make an opposed Forgery check to tell that it’s is 
  official. If the PCs follow up with other sources in the 
  city (such as going to the local watch station), they can 
  confirm that Ranek is a deputy constable. PCs have heard 
  of him with a DC 20 Knowledge (local [Core]) check. 
   
  If the PCs are reluctant to talk to him, Ranek 
  suggests that they can have this conversation with them 
  in custody. He does not arrest them at this time, but he 
  suggests that he may. Assuming the PCs agree to talk 
  with him, he says: 
   
  “I’m aware that you have met with Lisera Hakerb. 
  She is under investigation as an accomplice in a 
  burglary case. What did she talk to you about?” 
   
  Ranek interrogates the PCs as to what was said in their 
  conversation with Lisera. He attempts to find out as 
  much as he can from the PCs. If the PCs seem more 
  mercenary than concerned with justice, he mentions that 
  Count Merleche has offered a reward (50 gp x APL) for 
  information leading to the return of the jewelry.  
   
  If the PCs ask about what Ranek knows, he says: 
   
  “I figured she gave you some sob story, but you 
  should know a few things about her and her ‘beau.’ 
  He’s a thug and a killer and wanted for numerous 
  crimes in Greyhawk. Extortion, assault, and robbery 
  – not the least of which would be the theft from 
  Count Merleche of a valuable pendant called Heart’s 
  Desire. So, what did Lisera want to talk to you about? 
   
  If asked, Ranek can describe Heart’s Desire. Read, 
   
  “The Heart's Desire is a white gold pendant that 
  features a heart-shaped jacinth, two inches in 
  length, deep red in color, and surrounded by eight 
  round diamonds in a prong setting.” 
   
  Lisera and Reth never paid for an official marriage 
  license, so as far as Ranek’s concerned they weren’t 
  married.  
   
  Before he goes, Ranek asks the party to let him know 
  if they learn anything about Reth Hakerb and Heart’s 
  Desire. The PCs may suggest that they could follow up on 
  Reth and bring him back to face justice. Ranek accepts 
  their suggestion if the PCs seem good and honorable. 
   
  �Deputy Constable Hans Ranek: male human 
  warrior 2/expert 5 (LN; Forgery +10, Gather Information 
  +8, Intimidate +8, Knowledge (local: core) +10, Listen +9, 
  Sense Motive +9, Spot +9). 
   
  Ranek first appeared as a Sergeant of the Watch in 
  COR2-10 Forgotten Echoes. He has since been promoted. 
  He is a tough, no-nonsense officer of the law, and unlike 
  many watchmen he’s not overly corrupt.  
   
  If the PCs cooperate, Ranek is friendly and 
  informative. If the PCs are secretive, he is more 
  inquisitorial. Ranek wants Reth to be brought to justice 
  and this case closed. He’s not overly interested in the 
  pendant but wouldn’t mind splitting the reward with the 
  PCs. 
   
  1: WHAT AIMELY SAW 
  The Tumbled Tower is 12 miles southeast of Mardin’s 
  Field. Its location is marked on the Greyhawk 
  Countryside in DM's Maps. How long it takes the PCs to 
  arrive and what time of day it is depends on how and 
  when they traveled. If the PCs are mounted, they arrive 
  at the tower after one-and-a-half-days. If the PCs walk, the 
  journey takes them two-and-a-half-days. 
   
  No matter which way the PCs go, they encounter 
  Aimely and Skaelin. If the PCs are flying or using wind 
  walk, they see the confrontation between farmer and 
  thief below them. If the PCs ignore the encounter or are 
  somehow able to bypass it without noticing it, they arrive 
  at the Tumbled Tower (Encounter Two). 
   
  Aimely Derrit is a villager from Mardin’s Field. She 
  was out hunting rabbits before the hay mowing starts in a 
  few weeks, accompanied by two hunting dogs – Rags and 
  Sport. She first appeared in COR7-04 A Freak of Nature. 
   
  Last night, she encountered Reth’s ghost as it made 
  its way toward Greyhawk. The sight unnerved her and 
  she began making her way back to Mardin’s Field. 
  Shortly before the PCs arrive on the scene, she ran across 
  Skaelin and his companions. They are interrogating her 
  to see if she knows anything about the lost Heart’s 
  Desire. 
   
  The weather is hot but pleasant as you travel west 
  through the Domain of Greyhawk. Clouds drift on 
  the summer breeze while dragonflies buzz lazily in 
  your wake. 
   
  A few hours journey from the Tumbled Tower, 
  you come across a group of people beneath a large 
  maple tree. A young country woman with a couple 
  dogs at her heels is talking to a group of city folk. 
  Their hard cold edge looks distinctly out-of-place in 
  this rural setting. While no blades are drawn, you 
  get the definite impression that the conversation is 
  not congenial. 
   
  If the PCs attack the thieves, they use smoke sticks to 
  create concealment and then hide. They then attempt to 
  
  COR7-12 Heart’s Desire 
   
  Page 7 
  sneak away through the tall grass. Skaelin uses his cape of 
  the mountebank to dimension door as far away from the PCs 
  as possible and behind cover; he then hides and sneaks 
  away. They only fight if cornered. 
   
  If the PCs approach openly, read: 
   
  The gathering notices you as you draw closer. The 
  country woman looks relieved, while the city folk 
  adjust so that they can see both you and the woman. 
  The fourth – a portly man who was doing most of 
  the talking with the woman – gives you a broad 
  smile. His voice is deep and raspy. “Greetings, 
  strangers. What brings you to these parts?” 
   
  The woman is Aimely. The portly man is Skaelin, who 
  first appeared in COR5-05 A Marked Man and he’s just as 
  cruel and greedy as he was then. He has since officially 
  joined the Greyhawk Thieves’ Guild and made a name for 
  himself as competent and persistent. If any of the PCs 
  have the Disfavor of Skaelin from that adventure, he 
  immediately recognizes that person. He’d love nothing 
  more than to stick a knife into the PC, but he’s got a job 
  to do. 
   
  Skaelin has been ordered by the guild to reclaim 
  Heart’s Desire and make an example of Reth. He 
  managed to track Reth down, but he couldn’t get a 
  straight answer as to what happened to the pendant. He 
  ended up killing Reth in the interrogation. A thorough 
  man who does not want to admit failure to his superiors 
  in the guild, Skaelin has been alternately using a wand of 
  locate object in likely places and watching Mardin’s Field 
  for news that someone has found the pendant.  
   
  Skaelin presumes that an adventuring party 
  appearing where a very valuable piece of jewelry was lost 
  is no coincidence and is already thinking of how he can 
  use the PCs to his advantage. He immediately turns on 
  the charm to try to weasel as much information out of the 
  PCs as possible. During the conversation, Skaelin 
  strongly hints about his membership in the Thieves 
  Guild as most people are terrified of the gang and he likes 
  using this to his advantage.  
   
  If the PCs ask what he and Aimely have been 
  discussing, he replies that they’re just having a nice chat 
  about the sights of the area. Aimely reluctantly agrees, 
  obviously terrified of the man. 
   
  If the PCs ask what he is doing out here in the 
  countryside, he says that he likes traveling off the beaten 
  path as that is where you find all sorts of treasure. He asks 
  the PCs to tell him if they find any treasures. He would 
  gladly buy it from them. He offers 50 gp per APL. 
   
  If the subject comes up directly, Skaelin makes it 
  clear that Reth is a low-life scumbag who stole from a 
  certain unnamed organization from Greyhawk. He 
  suggests that the PCs could make some very good friends 
  in Greyhawk, if they have information about Reth and 
  Heart’s Desire. 
   
   If the PCs reveal that they are working for Lisera, he 
  is surprised that she was able to keep her involvement 
  secret from the guild. She will face repercussions when 
  he gets back to the city and will be found face first in the 
  Selintan River a few days later. 
   
   Skaelin has no desire to fight the PCs at this time. 
  His job is to find that jewelry, not get into fights with 
  heavily-armed adventurers. If it appears that combat is 
  imminent, Skaelin backs off. If combat does start, he and 
  his minions flee as detailed above. 
   
   
  All APLs (EL 11) 
   
  �Skaelin: male human rogue 10; hp 62; Bluff +20, 
  Diplomacy +21. 
   
  �Sneak: male human rogue 5; hp 25. 
   
  �Thug: male human fighter 5; hp 38. 
   
  �Tracker: female human ranger 3; hp 25. 
   
  If the PCs fight these individuals, use the statistics from 
  chapter 4 of the DMG to run this fight. 
   
  When Skaelin has gotten all the information he 
  thinks he can get out of the PCs, he urges them to let him 
  know if they find anything of value in these parts. He 
  and his thugs then leave.  
   
  With a smile and a nod, the men from Greyhawk 
  head off toward the south. Once they are a good 
  distance away, the country woman breathes a sign of 
  relief. “Thank the Makers you showed up. I thought 
  he was gonna cut me up or somethin’. Them 
  thugs’ve been hangin’ around Mardin’s Field for the 
  past month and into everyone’s business. Between 
  them and the ghost, it’s been an eventful summer.” 
   
  If the PCs have not met Aimely before, continue: 
   
  “Oh, I’m being rude. I’m Aimely Derrit.” She’s a 
  young woman in her late teens, dressed in worn and 
  comfortable hunting clothes. She is more cute than 
  beautiful with a good number of freckles across her 
  upper cheeks and nose. 
   
  Aimely is the eldest daughter of a widow in Mardin’s 
  Field. Her twin brother, Tobe, was mustered into the 
  Greyhawk army, leaving her to see after the farm. She has 
  a mischievous spirit, but is a capable and resourceful 18-
  year-old. She is looking for a good husband and to start 
  her own family. If there are any eligible young human 
  men in the party, she flirts with them. 
   
  �Aimely Deritt: female human commoner 2. 
   
  If the PCs ask what Skaelin wanted to know, she says 
  that he was asking if she had seen some other stranger 
  from Greyhawk, who might be using the name Reth. She 
  told him that she hadn’t seen any strangers and didn’t 
  know anyone by that name. 
   
  If the PCs ask about the ghost, read: 
   
  “There’s been a ghost hauntin’ these lands. I’ve done 
  seen him. I was just a touch east of the Tumbled 
  Tower last night and had set up camp. Somewhere in 
  the dead of night, I woke up, feelin’ mighty cold. I 
  huddled deeper in my blanket and that’s when I saw 
  
  COR7-12 Heart’s Desire 
   
  Page 8 
  the ghost. He was walking – or gliding I suppose – 
  due east. He was no more’n twenty feet away. Never 
  looked over at me, just slid right on by.” 
   
  After the ghost passed Aimely stayed very still for some 
  time to make sure it was gone. She then gathered up her 
  belongings and high-tailed it out of there. If the PCs 
  show her the locket (or give an accurate description of 
  Reth), Aimely recognizes him as the ghost. With the PCs 
  as company, Aimely is willing to go back to where she 
  saw the ghost. 
   
  Aimely also mentions recent events in Mardin’s 
  Field if the PCs talk to her at length 
  • 
  Count Merleche’s raised taxes again over the 
  summer to pay for the war. The villagers are hoping 
  for a good harvest, otherwise they won’t be able to 
  pay. 
  • 
  Count Merleche has hired Voss Arnor, a sellsword 
  leader with a brutal reputation, to back up his 
  steward in town. Can we expect another round of 
  taxes soon? 
  • 
  The woodcutters say that a number of orcs have been 
  traveling through the forest. They are likely scouts 
  for Turrosh Mak. Are the orcs trying to cut the 
  Western Road between Greyhawk and Dyvers? 
   
  DEVELOPMENT 
  If the PCs decide to investigate Aimely’s campsite, 
  proceed to Encounter 2. 
   
  If the PCs go to the Tumbled Tower, proceed to 
  Encounter 3. 
   
  2: THE GHOST OF RETH 
  Aimely guides the PCs to her campsite where she saw the 
  ghost of Reth. The location is marked on the Greyhawk 
  Countryside in DM's Maps. 
   
  Aimely’s camp is near a small copse of trees not far 
  from a small creek. A ring of small stones marks 
  where she made the fire. 
   
  Once the PCs arrive at her campsite, they must wait until 
  night for the ghost to appear. Reth arrives at the camp 
  two hours after dusk. 
   
  The PCs can search the area for clues. If they do so, 
  with a DC 10 Survival (Track) check they can find a trail 
  of wilted grass that runs absolutely east and west. PCs can 
  make a DC 10 Knowledge (geography) check to know 
  that it is heading straight for the City of Greyhawk. If the 
  PCs follow the trail east, it disappears after 18 miles. If 
  the PCs follow the trail west, it leads to the Tumbled 
  Tower. 
   
  If the PCs wait for night and Reth, read: 
   
  The twin moons shine down on the open fields and 
  rolling hills. A warm summer breeze blows the tall 
  grass so that it looks like waves in the silver 
  moonlight. Across the sea of grass, you see a glowing 
  human figure. It is walking purposefully through 
  the grass, heading east. His path leaves a trail of 
  wilted vegetation. 
   
   
  The ghost of Reth Haukerb yearns to tell Lisera what has 
  befallen him and it is this desperate desire that has caused 
  his spirit to manifest as a ghost. Reth always rises at the 
  Tumbled Tower as soon at the sun slips completely below 
  the horizon. He then begins walking east toward 
  Greyhawk 
  at 
  a 
  standard 
  human 
  walking 
  pace. 
  Unfortunately, he can only manifest at night and fades 
  back to the ethereal at sunrise. At sunset, he reforms at 
  the Tumbled Tower. Since it would take him days to 
  reach Greyhawk at his pace, he will never reach the Free 
  City and Lisera. 
   
  All APLs (EL 7) 
   
  �Reth Haukerb: male human ghost fighter 5; hp 
  38; MM 116. 
   
  If the PCs approach Reth, read: 
   
   
  When you get closer, you can tell that it is the figure 
  of a man. His eye sockets and gaping mouth are full 
  of darkness and an aura of despair surrounds him. 
  His appearance is roughly that of the crude portrait 
  in the locket. 
   
  Reth is consumed with his desire to talk to Lisera and 
  does not notice the PCs until they attract his attention. 
  When they do so, Reth stops and looks at them. He does 
  not attack the PCs unless he is attacked first. He makes 
  no response until they mention Lisera’s name or show 
  him the locket. He then says in a feathery whisper:  
    
  “Slain...slain by the Guild...left for dead. Tell her not 
  to wait...Promise me that you will tell her what has 
  become of me.” 
   
  Reth is desperate to tell his tale to Lisera so he begs, 
  threatens, and pleads with the PCs as needed until they 
  agree to take news of his end back to her. Assuming that 
  he can get the PCs to listen, he tells them his story.  
   
  He was heading west to Mardin’s Field to lay low for 
  a few weeks. Unfortunately, Skaelin caught up with him. 
  He doesn’t know how they tracked him down as he had 
  been covering his tracks. 
   
  Skaelin demanded Heart’s Desire back. Reth was 
  ready to give it, but when he went to find it in his packs, 
  it was gone. Skaelin would not believe that Reth had lost 
  it and began torture to force him to tell where he had 
  hidden it. Reth could not answer as he did not know, and 
  Skaelin ended up killing him. 
   
  After telling his story, Reth offers to tell the PCs 
  where he last had Heart’s Desire if they promise to sell 
  the bauble and split the proceeds with Lisera. If they 
  agree, Reth tells them that he last had the pendant at the 
  
  COR7-12 Heart’s Desire 
   
  Page 9 
  Tumbled Tower. They can find the tower if they walk due 
  west from this point. 
   
  Aimely does not accompany the PCs to the Tumbled 
  Tower. 
   
  DEVELOPMENT 
  If the PCs try to fight or destroy Reth he avoids battle as 
  much as he can; the fight only distracts him from getting 
  to Greyhawk City. If they destroy him, he may reform in 
  2d4 days.  
   
   
  3: MISTLETOE CROPS UP 
  AGAIN 
  The Tumbled Tower is 12 miles southeast of Mardin’s 
  Field. Its location is marked on the Greyhawk 
  Countryside in DM's Maps.  
   
  EXPLORING THE RUINS 
  When the PCs approach the tower for the first time, read: 
   
  The ruined tower fell on its side probably a century 
  ago. It shattered, and rubble is scattered in a line 
  down the side of the hill on which it once stood. The 
  land around the tower has an evil look to it. The 
  trees are desiccated and twisted into grotesque 
  shapes. A lone fir tree manages to grow upright, but 
  thick and sharp needles grow from its dark 
  branches. The wind whistles through the broken 
  masonry, making an unnerving whispering sound. 
   
  A map of the above-ground ruins of the Tumbled Tower 
  can be found in the Tumbled Tower Map in DM’s Maps.  
   
  If the PCs search the site, they can find the 
  following: 
  • 
  With a DC 15 Knowledge (history) or a DC 10 
  Knowledge (architecture and engineering) check, 
  the PCs can tell that the tower has many elements of 
  architecture indicative of the Suel Imperium. 
  • 
  With a DC 10 Search check, the PCs find a mass 
  grave that was dug nearly a year ago in a field near 
  the tower. The villagers from Mardin’s Field buried 
  the remains of some brigands here in COR7-04 A 
  Freak of Nature. 
  • 
  With a DC 20 Search check, the PCs find the 
  foundation stone of the tower, obscured behind 
  thick weeds. It has the word "Maure" on it and “S.D. 
  5172" both in Ancient Suloise. With a DC 10 
  Knowledge (history) check, PCs know that S.D. 
  stands for Suloise Dominion which counts the years 
  from legendary founding of the Suel Imperium. It 
  corresponds to CY -344. With a DC 20 Knowledge 
  (history) check, the PCs know that House Maure 
  was a noble Suel house composed of depraved 
  wizards who commonly consorted with demons. The 
  Maure eventually founded a castle in the Duchy of 
  Urnst that is in ruins. 
   
  MEETING THE DARK DRYAD 
  In addition to the information given above, as the PCs 
  explore the ruins of the tower, they run across Mistletoe. 
   
  You hear a woman’s sultry voice say, “No, no, no. 
  That’s a rook. Only bishops move on the diagonal. 
  Where’s your head? It’s just not in the game.”  
   
  The source of the voice is the dryad, Mistletoe. While she 
  is fey, Mistletoe is slowly being corrupted by the evil that 
  lurks under the Tumbled Tower. She enjoys the barren, 
  haunted look of the ruins, finds pain enjoyable, and is 
  attracted to ugliness. For Mistletoe’s stats, see Appendix 
  1. 
   
  If the PCs approach Mistletoe (marked M on the 
  map), they see the following. 
   
  A decidedly female creature with a wild look about 
  her lies indolently next to a chess board. She wears a 
  pale green velvet veil, dotted with gems, over the left 
  side of her face. Her dress covers her left side of her 
  body from head to toe, but leaves the right side 
  scandalously exposed. 
   
  Across from her is a human skeleton, propped 
  up with sticks so that it looks like it is sitting and 
  contemplating the board. It is dressed in a leather 
  vest, but most of the flesh has been consumed. Only 
  a bit of hair remains along with a few ribbons of 
  skin here and there. 
   
  Mistletoe is currently playing a game of chess with Reth’s 
  skeletal remains. She's annoyed because his moves are so 
  predictable. She has no concept that Reth is dead. 
   
  If the PCs approach, she greets them cautiously. She 
  is also a little bit annoyed that she allowed the PCs to 
  sneak up on her. Strangers make her nervous – especially 
  well-armed, dangerous strangers, doubly so if they carry 
  cold iron weapons. 
   
  Mistletoe asks why the PCs are here because not 
  many people visit the tower. The last ones to visit were 
  her skeletal opponent and his friends. She’ll make small 
  talk as long as the PCs do not threaten her. If they do, she 
  flees to her tree, where she hides, as discussed below. 
   
  If the PCs ask her about her opponent, she says she 
  calls him Tatters and he has never protested. 
   
  “Oh, Tatters stayed overnight here awhile ago. Then 
  some friends of his showed up. They talked for a 
  while then roughhoused. His new friends played 
  ‘Can you get out of this?’ with him. Tatters wasn’t a 
  very good player since he couldn’t. The others 
  started evoking penalties – fingers and thumbs to 
  start. Tatters was yelling and screaming something 
  awful – what a poor sport! Eventually they got tired 
  of the game and all went to sleep. The other mortals 
  went off, but Tatters stayed here.” 
   
  
  COR7-12 Heart’s Desire 
   
  Page 10 
  Mistletoe watched as Skaelin tortured and eventually 
  killed Reth, which she presumed was all a game. If the 
  PCs point out that Tatters is dead and that the other 
  mortals killed him, she does not understand what they 
  mean. Death is not something that fey (even corrupted 
  and deranged fey) comprehend all that well. 
   
  The PCs may wish to take Reth’s body with them 
  back to Lisera. Mistletoe is willing to let them take the 
  skeletal remains if they offer her a gift. She would like 
  another playmate for her chess game. Any corpse will do. 
  However, Mistletoe’s desires may change based upon the 
  PCs actions below the Tumbled Tower. See the 
  conclusion for more information. 
   
  If the PCs think to examine the chess set, a DC 15 
  Knowledge (architecture and engineering) or Knowledge 
  (history) check reveals that the chess set is in the artistic 
  style popular in the Suel Imperium. 
   
  As the PCs talk to Mistletoe, those succeeding on a 
  DC 15 Spot check, notice that the entire left side of her 
  body is rotting and crumbling. Her left eye is nothing but 
  a hollow pit. Mistletoe does not like having this pointed 
  out and chastises the PCs for being rude, if they do. 
   
  If the PCs ask about Heart’s Desire (even vaguely), 
  Mistletoe gets a knowing look and hints that she might 
  know something about it. She offers to help them… 
   
  MISTLETOE’S GAME 
   
  …if they can help Tatters in the chess game they are 
  playing. The game is chess with only a few pieces 
  remaining. Because Mistletoe is bored with the game and 
  wants it to end, the PCs must checkmate her in two 
  moves. 
   
  For an arrangement of the board, see Player Handout 
  1. Mistletoe plays the blue pieces (far side of the chess 
  board in the hand out), while Tatters is the red (near 
  side). A simplified version of the board and a brief 
  summary of the pertinent rules of chess are included in 
  the handout. 
   
  Mistletoe permits the PCs to reset the board to its 
  original configuration as given in player handouts as 
  many times as they want. Mistletoe refuses to move the 
  PCs’ pieces, as it would be against the rules. Mistletoe will 
  not restart the game from the beginning, insisting on 
  finishing this game. Mistletoe does not purposefully 
  throw the game as that is against the spirit of the game. 
   
  Each time a humanoid moves a piece, it activates the 
  trap. Mistletoe is fey, so she does not trigger the trap and 
  does not know it exists. If the PCs use proxies to move 
  the pieces (animal companions, familiars, unseen servant, 
  or even a stick), they can avoid setting off the trap. The 
  spell effect must be disabled on each piece individually.  
   
  APL 2 (EL 1) 
   
  �Inflict Minor Wounds Trap: CR 1; magic 
  device; touch trigger; automatic reset; spell effect (inflict 
  minor wounds, 1st-level cleric, 1 point of damage, DC 10 
  Will save negates); Search DC 25; Disable Device DC 25. 
   
  APL 4 (EL 2) 
   
  �Inflict Light Wounds Trap: CR 2; magic device; 
  touch trigger; automatic reset; spell effect (inflict light 
  wounds, 1st-level cleric, 1d8+1, DC 11 Will save half 
  damage); Search DC 26; Disable Device DC 26. 
   
  APL 6 (EL 4) 
   
  �Inflict Serious Wounds Trap: CR 4; magic 
  device; touch trigger; automatic reset; spell effect (inflict 
  serious wounds, 5th-level cleric, 3d8+5, DC 14 Will save 
  half damage); Search DC 29; Disable Device DC 29. 
   
  APL 8 (EL 6) 
   
  �Mass Inflict Light Wounds Trap: CR 6; magic 
  device; touch trigger; automatic reset; spell effect (mass 
  inflict light wounds, 9th-level cleric, 1d8+9 to 9 individuals 
  with 30 ft. of the chess board, DC 17 Will save half 
  damage); Search DC 30; Disable Device DC 30. 
   
  The mass inflict light wounds affects everyone within 30 ft. 
  of the trap, including Mistletoe. Mistletoe coos in delight 
  when the trap is set off. If she actually gets close to dying, 
  she moves away when the PCs touch a piece. 
   
   
  Solution: With the way the pieces are arranged, it is 
  impossible to win in two moves. Let the PCs stew about it 
  for a while and set the trap off a few times. When they 
  begin to get frustrated, have them make a DC 10 
  Intelligence check. Tell the PC with the highest check 
  that they do think it is impossible to win in two moves. 
   
  To beat Mistletoe, the PCs must alter the game board 
  or the rules. They can use Bluff, Sleight of Hand, or other 
  tricks to move a piece or to replace one piece with 
  another. The PCs could convince Mistletoe of a rule 
  change as she does not have the best understanding of 
  how to play chess. A successful Bluff check opposed by 
  Mistletoe’s Sense Motive check convinces her of any 
  alternative rules the PCs dream up. The PCs could also 
  destroy the gameboard. If they can convince Mistletoe 
  that this is a valid move (with a Bluff check), she accepts 
  it. 
   
  If the PCs refuse to play the game, she refuses to 
  help them. If the PCs threaten Mistletoe, she flees to her 
  tree as addressed below. 
   
  WINNING THE GAME 
  If the PCs win the chess game, Mistletoe keeps her side 
  of the bargain. 
   
  Mistletoe leans in and whispers, “Before Tatter’s 
  friends showed up, I snuck down to where he was 
  sleeping and looked through his stuff. I found this 
  pendant and wanted to see how it looked on me so I 
  took it back to my tree where I have a mirror. While 
  I was inside, Tatters’ friends came. I hid and 
  watched. 
   
  “Eventually the others left but Tatters stayed 
  behind. I asked him if he minded if I kept the 
  pendant. He didn’t say no so I did.” 
  
  COR7-12 Heart’s Desire 
   
  Page 11 
   
  “I spent several days – or was it weeks? Time is 
  tricky – admiring the pendant before I got tired of it. 
  The pendant was too glittery, and it gave me a 
  headache. So I traded it to the Dark Man who lives 
  beneath the tower. He gave me this chess set for it.” 
   
  Mistletoe knows that there are extensive dungeons below 
  the Tumbled Tower. She knows of the Dark Man who 
  lives at the center of it. She has never been beyond the 
  room where the Dark Man stays and can only give 
  information up to that point. 
   
  Mistletoe is infatuated with the Dark Man and 
  praises him extensively on his wit, looks, knowledge, and 
  personality. She does not know that he is a demon or 
  recognize the name Graz’zt. 
   
  If the PCs ask how she gets below the dungeon, she 
  mentions that she goes through her tree. The tap root of 
  the fir extends down into the chambers below. She 
  mentions that she could take them if they want. 
   
  HEADING BELOW 
  When the PCs win the game, Mistletoe takes the PCs 
  below the ruins of the Tumbled Tower. Unlike other 
  dryads, Mistletoe has the ability to transport via plants, (CL 
  equal to her racial hit dice) as the spell, once a day 
  because of her close proximity to all the magic in this 
  area. Mistletoe insists on taking them right away, but is 
  willing to wait a few minutes for the PCs to cast spells or 
  make other short-term preparations. 
   
  When the PCs are ready to travel, read: 
   
  Mistletoe takes you by the hand. Her skin is 
  surprisingly bark-like and your hand immediately 
  begins to itch. “I like it when they squirm,” she says 
  with a wicked grin and steps into her tree.  
   
  You find yourself on a staircase made of living 
  wood that spirals around an open shaft. Although it 
  is larger than the size of the tree would make 
  possible, the space is dark and dreary. The dryad 
  leads down, deeper into the darkness. “Wanna hear a 
  story,” she asks. “I made it up myself.” 
   
  If the PCs say yes, she tells them the following tale. 
   
  “A Fairy Tale” by Mistletoe.  
   
  Once upon a time there was a good little dryad.  
   
  She made me look bad, so I offed her. 
   
  The End.” 
   
  Whether or not the PCs hear the story, they reach the 
  bottom of the stairs. 
   
  Eventually the stairs end at a trapdoor. Mistletoe 
  undoes a latch and lifts up the door. Through the 
  opening, you can see a worked stone floor lit by 
  flickering flames. “Just follow the stairs down,” the 
  dryad says. “They’ll take you to the Dark Man.” 
   
  The PCs can hop down to the room below. It is only a 5 ft. 
  jump and the PCs take no damage. This places them in 
  the Atrium, Room 1 in Encounter 5. Mistletoe holds the 
  door open until all the PCs are through. 
   
  MISTLETOE HIDES 
  If the PCs drive Mistletoe off, she bolts for her tree and 
  hides there. At this point, she is unfriendly to the PCs 
  and they must improve her reaction to friendly through a 
  DC 25 Diplomacy check to convince her to come out. 
  Once she is out, the PCs can talk to her as detailed above. 
   
  The PCs could force her out of the tree by causing 
  harm to the fir. Either setting it on fire or starting to chop 
  it down causes her to emerge and surrender. She tells 
  them everything and takes them into the dungeon as 
  described above.  
   
  DEVELOPMENT 
  Once the PCs convince Mistletoe to take them to the 
  dungeons below the tower, proceed to Encounter 4. If 
  the PCs do not convince Mistletoe to take them to the 
  dungeon, the adventure is likely over for them. If they 
  have learned of the dungeon beneath the tower, they 
  could begin to randomly try to dig down to it. After three 
  days of such effort, they get lucky and discover the stairs 
  in Area 1, Encounter 5. 
   
  4: BENEATH THE TUMBLED 
  TOWER 
  When the PCs venture beneath the Tumbled Tower, they 
  discover an ancient Maure stronghold that imprisons an 
  Aspect of Graz’zt.  
   
  HISTORY OF THE MAURE HALLS 
  The builders of the tower belonged to House Maure – 
  wicked Suloise wizards who settled in the Flanaess after 
  the fall of the Suel Imperium. The Maure were drawn 
  together by their shared ambition, pride, greed, and 
  disdain for any limitations on their lust for power. 
  Several generations of Maure lived in the tower before it 
  fell into ruin. In the depths, they sought to preserve the 
  legacy of magic from the Suel Imperium while pushing 
  the boundaries of power. 
   
  The last two Maure wizards to dwell beneath the 
  Tumbled Tower were Lorveck, a conjurer who was skilled 
  in making constructs, and Esmanti, an enchanter. 
  Together, the two summoned an Aspect of Graz’zt and 
  bargained with it for power. To hold the Aspect, Lorveck 
  created a special prison that combined anti-magic fields, 
  walls of force, and guardian monsters. The wards could 
  only be breached if four keys were simultaneously used. 
   
  While they did gain much knowledge from the 
  fragment of the demonlord, its corruption infected the 
  halls and the Dark Prince seduced Esmanti, getting her 
  with child. Meanwhile, the head of House Maure – 
  known to the wizards imply as “Uncle” – founded Castle 
  
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  Maure in what would become the Duchy of Urnst. Uncle 
  had gained the patronage of a demonlord only known as 
  “Y.” Y was jealous of the attention paid by Lorveck and 
  Esmanti to the Aspect and Uncle demanded that the two 
  end their relationship with it. 
   
  Completely enthralled by the Aspect of Graz’zt, 
  Esmanti refused the command and turned on Lorveck 
  and House Maure. She unleashed the summoned and 
  captured monsters, destroyed vast parts of the complex, 
  and stole much of the magic and wealth kept beneath the 
  tower. Lorveck was kissed by a vargouille then trapped 
  below ground where he transformed into a vargouille. 
  Because four people were needed to breech the wards on 
  the prison, Esmanti had to flee the halls without 
  releasing the Aspect. She intended to come back to free 
  the demon, but neither Esmanti, nor the unborn child 
  she carried, returned to the halls. What became of them 
  is another story. 
   
  Tainted with evil from the corrupt magic of the 
  Maure and continual dealings with fiends, the abandoned 
  tower became a haven for monsters. About 300 years ago, 
  the tower collapsed during a violent storm, giving it its 
  current name, but the lingering evil of Graz’zt continued 
  to draw wicked things to it. Shortly thereafter, Mistletoe 
  took root in the ruins of the tower. Her tree grew large 
  and tall and eventually her tap root pieced the ceiling of 
  the halls beneath the Tumbled Tower. For the first time 
  in centuries, a new being walked the Maure halls and 
  spoke to the Aspect of Graz’zt.  
   
  The Aspect knew that he needed four creatures to 
  breech the wards so he encouraged Mistletoe her to bring 
  others down into the Halls to speak with him. The Dark 
  Prince is very persuasive and the dryad was already in his 
  thrall. 
   
  KEYS TO THE PRISON 
  A large part of the exploration of the Maure Halls 
  involves locating and retrieving the four keys needed to 
  breech the wards around Graz’zt’s prison.  The keys can 
  be found in on a shelf in Room 8, in Xaric’s hand in 
  Room 9, on the statue in Room 14, and in the chest in 
  Room 18. See Map of the Maure Halls in DM Maps. 
   
  DUNGEON FEATURES 
  The dungeon beneath the Tumbled Tower has several 
  features that remain similar throughout unless noted 
  otherwise.  
   
  Illumination: The Maure illuminated the chambers 
  with continual flame spells. Even after they succumbed to 
  the teachings of Graz’zt, they preferred to emphasize the 
  disparity of light and darkness. However, the presence of 
  the Aspect has darkened the halls, reducing the radius of 
  all light sources by half. Assume that all corners – and the 
  squares adjacent to them - of the Maure Halls are hidden 
  in shadow. 
   
  Ceilings: The halls use barrel vaults, so the ceilings 
  are 15 ft. high in the center and arch down to 10 feet high 
  against the walls. The chamber ceilings are flat and 15 ft. 
  high. 
    
  Walls: The walls are finished masonry but in most 
  places beyond the masonry is solid dirt or rock. They are 
  commonly painted with frescos or tempera. 
   
  Masonry Walls: 1 ft. thick; hardness 8; hp 90; AC 5; 
  Break DC 35; Climb DC 20.  
   
  Doors: Internal doors are all good wooden doors. 
  They are locked or unlocked as noted.  
   
  Good Wooden Doors: 1-1/2 in. thick; AC 3; 
  hardness 5; hp 15; Break DC 18 (if locked); Open Lock 
  DC 20. 
   
  Lingering Magic: The continued presence of the 
  Aspect of Graz’zt has tainted the halls with evil. Like the 
  tower above, the entire dungeon radiates ambient magic 
  (DC 23 Spellcraft check identifies Faint abjuration, 
  conjuration, necromancy, and evil). Due to this lingering 
  evil, the entire tower and the halls below are under the 
  perpetual effect of a desecrate spell (CL 18). Furthermore, a 
  character must succeed on a DC 18 caster level check to 
  cast consecrate, hallow, magic circle against evil, or protection 
  from evil here.  
   
  Detect Magic Results: Ambient magic on the halls 
  (Faint abjuration, conjuration, necromancy, and evil). 
   
  Listening: The sound of faint whispering extends 
  throughout the dungeon. If the PCs stop and listen 
  carefully, they can almost make words out, which seem to 
  be uttering terrible secrets of eldritch power, but nothing 
  definite can be made out. The effect causes a -2 
  circumstance penalty to all Listen checks. 
   
  Resting: Unless of evil alignment, anyone sleeping 
  here has terrible nightmares, involving torture, fiends, 
  and sadistic magical experiments. These nightmares are 
  so unsettling, a PC must make a DC (15+APL) Will save 
  to get the rest needed to regain hit points or rememorize 
  spells. 
   
  5: THE MAURE HALLS 
  The following locations are marked on the map of the 
  Maure Halls in DM’s Maps. 
   
  1.  ATRIUM 
  The PCs begin in this room after jumping down from 
  Mistletoe’s tree. 
   
  The thick tap root from Mistletoe’s fir tree extends 
  several feet from the ceiling of this chamber. A lamp 
  glowing with magical flames hangs from the ceiling. 
  The walls are painted with vibrant frescos depicting 
  abstract vegetation. One wall is pierced with two 
  sets of stairs that lead up and down. The opposite 
  wall has a basin in which a lion’s head spout is 
  pouring clear water. 
   
  Mistletoe leans out of her root – the trap door is 
  gone. “When you’re ready to come back out, just 
  stand beneath my root and blow me a kiss. I can’t 
  take you through till tomorrow though, so don’t 
  hurry.” Mistletoe then vanishes back into her tree, 
  leaving you in the halls beneath the Tumbled Tower. 
   
  
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  Page 13 
  This chamber was used by the Maure to wash themselves 
  when returning to the dungeons beneath the tower. The 
  water in the basin is magically conjured, clean, and 
  refreshing. 
   
  A DC 20 Spot check reveals that the shadows are 
  deeper in the corners than they should be. When the PCs 
  shine a light in the corners, the shadows reluctantly melt 
  away. This trait occurs throughout the dungeon and is 
  described in Encounter 4 under illumination. 
   
  The stair leading up once provided access to the 
  cellar of the Tumbled Tower. The stairway collapsed 
  when the tower fell over. Now tons of rubble completely 
  block the stairway. The PCs could dig their way out with 
  sufficient magic, manpower, and time. Depending upon 
  the APL, centipedes or carrion crawlers slumber, buried 
  deep in the rubble. The PCs can only find them through 
  extensive digging. The vermin do not attack the PCs at 
  this time. 
   
  The stair down ends at the Star Doors. 
   
  2. THE STAR DOORS 
  The stairwell ends in double bronze doors, which 
  are still brightly polished. They are engraved with a 
  large and ornate eight-pointed star and a circle of 
  text surrounding it. The joining of the doors splits 
  the star in half with an enormous handle in the 
  center of each half. Ornate ‘M’s are carved in the 
  four corners. 
   
  PCs succeeding on a DC 15 Listen checks hear faint cello 
  music through the door. The doors are not locked and are 
  perfectly balanced so that they swing open effortlessly.  
   
  If the PCs can read  Ancient Suloise, the words read  
   
  “Only those who desire power are fit to wield it.”  
   
  Players may recognize this as a corruption of a quotation 
  of Plato: “Only he who does not desire power is fit to 
  wield it." 
   
  3. CAGE OF THE DARK PRINCE 
  When the PCs pass through the Star Doors, they enter 
  the great chamber that has been converted into a prison 
  for an Aspect of Graz’zt. 
   
  The doors engraved with the eight-pointed star open 
  onto a balcony that overlooks a massive domed 
  chamber. The floor is tiled marble that forms an 
  intricate mosaic. Pilasters along the wall support 
  ribbed vaulting shaped like bundles of serpents. The 
  vaulting soars far overhead to meet together in a 
  boss carved with an elaborate letter ‘M’.  
   
  Directly under that boss is an enormous six-
  sided cage sheathed in shimmering green energy. 
  Inside the cage is a man-like creature that is playing 
  a cello. A haunting yet beautiful melody fills the air. 
   
  Stairs from the balcony curve down along the north side 
  of the circular hall to the floor below. The chamber is an 
  architectural wonder, but the most interesting feature is 
  the prison of the Aspect of Graz’zt. The PCs must 
  approach to see more. 
   
  As you approach the cage, you notice that it seems to 
  be made out of cold iron and fashioned into chaotic 
  patterns. Statues of monsters stand at each corner 
  with either hands raised in warning or snarling like 
  dogs to scare intruders off. There is a notch in the 
  chest of each statue about where the heart would be. 
   
  The cage is luxuriously decorated and furnished 
  in a style that passed out of fashion centuries ago. 
  The bed is little more than a couch and the tables 
  low.  
   
  The sole resident of the cage is a tall man with 
  obsidian skin. His eyes glow a fell green and six 
  short horns push through his thick and tousled 
  dark locks of hair. The creature is watching you 
  intently as you approach, but he does not stop 
  playing. His six-fingered hands sensuously coax 
  music from the instrument. 
   
  The cage consists of three layers. The core is the physical 
  cage made of cold iron. The exterior of the cage is 
  sheathed with a wall of force. If that wall of force is 
  dispelled, another wall is formed immediately in its place. 
  The wall replaces twice before it stays down. The interior 
  of the cage is filled with an anti-magic field. There is a 
  small drawer that the Maure used to slide food and other 
  small items through to Graz’zt. This is how Mistletoe 
  gave him Heart’s Desire and how he returned the chess 
  set. 
   
  Around the cage are six statues (marked 1 through 6 
  on the map) that act as anchors for the wall of force. Each 
  statue is actually a guardian monster, bound by Lorveck 
  and turned to stone. The monsters vary by APL. A list of 
  the monsters and their position around the cage is 
  presented in DM Aid 1. 
   
  The cage is specifically designed to hold its occupant 
  – an Aspect of Graz’zt. 
   
  Creature: Graz’zt is a powerful demon lord who rules 
  multiple planes of the Abyss. As the Prince of Darkness, 
  he fosters tyrants and promises magical secrets to those 
  who serve him. Graz'zt's greatest weapons, however, are 
  his mastery of seduction and guile. He prides himself on 
  being the most cunning and intelligent creature in the 
  Abyss; considering the competition, he is probably 
  correct. The demonlord is quite willing to enter into 
  pacts with mortals exchanging fiendish knowledge for 
  service or favors. The PCs know the following with a 
  Knowledge (the planes) check (with a successful result 
  revealing all information gained with a lesser check): 
  • 
  DC 20: Graz’zt, the Dark Prince, is the patron of 
  corrupt rulers and decadence. Sorcerers and wizards 
  often revere him as well, for he is said to be the 
  keeper of innumerable secrets. 
  • 
  DC 25: Graz’zt fights with an acid-dripping bastard 
  sword that he wields with great and deadly skill. 
  
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  Page 14 
  • 
  DC 30: Graz’zt’s sneer and voice can inspire fear in 
  even the bravest soldier. 
  • 
  DC 35: Graz’zt is at war with Demogorgon and 
  Orcus, and he has been known to grant audiences 
  with those who can provide him with aid and 
  intelligence concerning this war. 
  Fortunately, for the PCs, the creature inside the cage is an 
  Aspect of Graz’zt and only has a fraction of the power of 
  the true demon Prince of Darkness. He was summoned 
  and trapped here by the Maure wizards who bartered for 
  power with Graz’zt.  
   
  The Aspect taught them much and even sired a child 
  with one of his summoners. However, the Maure 
  abandoned these halls centuries ago, leaving the demon 
  aspect trapped in his cage. His continued presence for 
  centuries has corrupted these halls and tainted them with 
  evil. While the Aspect of Graz’zt does not need to eat or 
  drink to survive, he is bored out of his mind and 
  desperately wants to return to the Abyss to rejoin with 
  the true Graz’zt.  
   
  The Aspect is the Dark Man to whom Mistletoe 
  referred. He traded a chess set to the twisted dryad in 
  exchange for the Heart’s Desire because it has a passing 
  resemblance to the fabled Jacinth of Inestimable Beauty. He 
  has since discerned that it is not that marvelous item and 
  is annoyed that he gave away his chess set. 
   
  For the Aspect of Graz’zt’s stats, see Encounter 6. 
   
  When the PCs first arrive, the Aspect of Graz’zt 
  finishes his piece before talking to the PCs. This gives 
  him a chance to study them and size up how to best 
  exploit them. When he has looked them over thoroughly, 
  read: 
   
  The 
  six-fingered 
  dark 
  man 
  concludes 
  his 
  composition and sets down the bow. “I was not 
  expecting guests today and my hospitality is not 
  what it should be. You must understand that I 
  cannot see to your needs personally. What brings 
  you to these abandoned halls of a fallen house?” 
   
  The Aspect of Graz’zt talks with all of his legendary 
  charm. He is a clever and educated conversationalist. He 
  does not hide who he is, if the PCs ask. Indeed, he hints 
  that he could make similar offers to the PCs in exchange 
  for favors at a later date. 
  • 
  So who are you? “I am the Prince of Darkness. I 
  am known by many names, but the ones who 
  summoned me called me Graz’zt.” 
  • 
  Who summoned you here? “Scions of an  Ancient 
  Suloise house. They sought to bargain for 
  secrets and power.” 
  • 
  What sort of secrets did they want? “If you wish to 
  make your own bargain, I would happily tell 
  you.” 
  • 
  What happened to them? “They feuded and turned 
  on one another. I was powerless to stop it as I 
  am bound to this cage against my will.” 
  • 
  Do you have a pendant called Heart’s Desire? “I do. 
  It was given to me by the dryad who is slowly 
  becoming more my servant with each passing 
  year.” 
  • 
  Give us the pendant. “I will give you your Heart’s 
  Desire, if you give me mine. Free me from this 
  prison.” 
  Some PCs may be hesitant to set a demon aspect free. The 
  Aspect uses the following arguments to convince the PCs 
  to let him go. 
  • 
  He is trapped here against his will by evil wizards. 
  Freeing wrongly imprisoned creatures is a noble 
  thing to do. 
  • 
  They will be rewarded for their actions. He will see 
  to it that a great reward is given to them.  
  • 
  His presence here is corrupting the land around the 
  tower. As long as he is here, the tower will continue 
  to draw evil things from far and wide. 
  • 
  He promises to leave Oerth immediately. Those who 
  bound him have long since died so he has no need 
  for vengeance. He only desires to go home. 
  • 
  The cage can’t possibly last forever. Eventually, he 
  will escape and return to the Abyss. Why not profit 
  by it? 
  • 
  There is a mortal settlement nearby. The longer he is 
  on this plane, the greater his influence stretches. 
  Soon he will be able to reach this idyllic village. If 
  the PCs free him, the village will be spared. 
  Ultimately, the PCs have the choice of setting the Aspect 
  of Graz’zt free or leaving him there. He refuses to give 
  them Heart’s Desire until they release him. The PCs can 
  still explore beneath the Tumbled Tower if they refuse to 
  free him. 
   
  If the PCs agree to free him, the Aspect of Graz’zt 
  tells them how to do so. The PCs must collect four “keys” 
  which look like batons made of silver. The batons can be 
  twisted and pulled apart to reveal the bit of the key. The 
  four keys must be inserted simultaneously into the 
  keyholes in four of the six statues – which four is up to 
  the PCs. The Aspect does not know where the keys are 
  located other than they are in the dungeon. 
   
  There are four archways at the cardinal points from 
  this room. The northward arch opens onto the balcony 
  and not at room level. Over this arch is carved the word 
  “Ruthlessness” in  Ancient Suloise. 
   
  The eastward arch leads to a collapsed tunnel. The 
  PCs can see the heaped stone. Over this arch is carved the 
  word “Pride” in  Ancient Suloise. 
   
  The southward arch leads to the Shrine of Suel Gods. 
  PCs can see the flickering light and part of two of the 
  shrines. They are too far away to get any details. Over this 
  arch is carved the word “Vehemence” in  Ancient Suloise. 
   
  The westward arch leads to the Hall of the Forum. 
  The PCs can see flickering lights along the hall and see 
  that the wall is painted, but no further details. Over this 
  arch is carved the word “Ambition” in  Ancient Suloise. 
   
  
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  Page 15 
  4. HALL OF THE FORUM 
  The walls of this long hallway are painted with a 
  scene from a busy marketplace in an ancient city. 
  Hundreds of fair-skinned, fair-haired men and 
  women engage in commerce, ranging from rich 
  cloth to spices. Splendid towers rise up in the 
  distance. 
   
  The marketplace fresco is a glorification of the prosperity 
  of the fallen Suel Imperium. It too has been corrupted by 
  the evil of Graz’zt’s presence. If the PCs take a close look 
  at the fresco (DC 10 Spot check), they notice small 
  disturbing details. Each round they study the fresco, 
  more of it is revealed to the PCs. 
   
  On the first round, in addition to other goods, the 
  merchants are selling slaves, instruments of torture, and 
  opiates.  
   
  On the second round, they notice that massive 
  serpents are hidden in the branches of the trees that 
  surround the forum.  
   
  On the third round, they notice demons with 
  predatory grins and eager claws hiding in the shadows of 
  buildings and under carts.  
   
  On the fourth round, they notice that one of the 
  towers is actually made of silver. Though they can’t see 
  anything there is a disconcerting feeling of being 
  watched. 
   
  When the PCs stop studying the fresco, they must 
  make a DC 11 Will Save or suffer the effect of a doom 
  spell for the next hour as a creeping dread fills them. For 
  each round studying the fresco, the PCs get a cumulative 
  -2 circumstance penalty to the save. 
   
  5−8. LORVECK’S SANCTUM 
  One of the four keys can be found in the sanctum of 
  Lorveck. He lived and conducted his experiments in this 
  series of chambers. The rooms are wrought with danger, 
  not the least of which is Lorveck, who has transformed 
  into a vargouille. 
   
  Each of the rooms is described separately below, but 
  the combat occurs across all three rooms and is discussed 
  here. 
   
  Lorveck was one of the two principle Maure mages 
  living in these halls. He specialized in transmutation 
  magic and the creation of constructs. His experiments 
  were horrific and inevitably ended in the death of those 
  he mutilated and deformed.  
   
  He was taken by surprise when Esmanti turned on 
  the Maure and began her assault. She destroyed his 
  guardians and unleashed the vargouilles on him that 
  were held captive in the Menagerie. Lorveck managed to 
  slay them, but fell victim to their foul kiss. Trapped 
  belowground without a way to remove the curse, he 
  slowly transformed into a vargouille that is still here 
  today. At APLs 6-8, Lorveck’s manservant also was kissed 
  and became a vargouille. 
   
  When the PCs first enter Lorveck’s Sanctum, the 
  vargouille(s) (V1 and V2 on the map) is/are resting atop 
  one of the book shelves in Room 7. Allow the vargouilles 
  a Listen check opposed by the PCs’ Move Silently check. 
  If they hear the PCs exploring the antechamber they hide 
  atop the bookshelves, waiting patiently for two or more 
  PCs to come into view. When this happens, the 
  vargouille(s) spring(s) forth and shriek(s). 
   
  A hideous distorted human head suspended from 
  leathery wings flaps through the air toward you. Its 
  hair is writhing tendrils and its eyes burn with a 
  menacing green flame. It opens its mouth 
  unnaturally wide to scream. 
   
  The rat swarm(s) lairs (R1, R2, and R3 on the map) in the 
  wall. The shriek stirs up the rat swarms which emerge 
  from the walls on their next initiative. When the rat 
  swarm(s) emerges, read: 
   
  A squirming, squeaking horde of feral rats surges 
  out of a myriad of rat holes. Their teeth glisten and 
  their eyes hunger. 
   
  The phase spider does not begin on the map as it is 
  ethereal. It arrives at the start of round 2 of combat. 
  When it appears, place it in a place where it can attack a 
  PC immediately. When the phase spider materializes, 
  read: 
   
  Seemingly out of nowhere, a giant wolf spider 
  appears. Its body has prominent white, gray, and 
  blue markings and its eyes glow silver-white. 
   
  APL 2 (EL 2) 
   
  �Vargouille: hp 5; MM 254. 
   
  APL 4 (EL 4) 
   
  �Vargouille: hp 5; MM 254. 
   
  �Rat Swarm: hp 18; MM 239. 
   
  APL 6 (EL 6) 
   
  �Vargouille (2): hp 5 each; MM 254. 
   
  �Rat Swarm (2): hp 18 each; MM 239. 
   
  APL 8 (EL 8) 
   
  �Greater Vargouille (2): hp 16 each; Appendix 1. 
   
  �Rat Swarm (3): hp 18 each; MM 239. 
   
  �Phase Spider: hp 42; MM 207. 
   
  Tactics: The vargouille(s) begin(s) combat with its shriek 
  attack, hoping to paralyze many of the PCs. Assuming 
  that one of the PCs fails the save, the vargouille lands and 
  attempts to kiss that PC. If no PCs are paralyzed, the 
  vargouille(s) bites and attempts to poison them. 
   
  The rat swarms are mindless and start attacking 
  anything on the ground, including the phase spider. 
   
  The phase spider is hungry and the rats attracted its 
  attention, but PCs are bigger and juicier so it attacks them 
  instead. The spider shifts in, bites its victim, and retreats 
  to the Ethereal. Shifting out is a move action and can be 
  done if it is distracted by the rats. 
  
  COR7-12 Heart’s Desire 
   
  Page 16 
   
  5. LORVECK’S OUTER CHAMBER 
  Lorveck received visitors in this room.  
   
  The door to this chamber is standing open. Beyond 
  is a sizeable antechamber. Several padded benches 
  have been knocked over. A small fountain bubbles 
  merrily at the center of the room, heedless of the 
  variety of stains that mar the beauty of the tiled 
  floor. Chunks of marble form two piles in the room. 
   
  A great deal of the battle between Lorveck and Esmanti 
  and the vargouilles took place in this chamber. Esmanti 
  used charmed monsters from the menagerie to destroy 
  Lorveck’s construct guardians while the vargouilles 
  attacked him directly.  
   
  The fountain holds no secrets but its subject matter 
  is a bit macabre. If the PCs take a closer look at the 
  fountain, read: 
   
  The fountain is fashioned out of bronze which has 
  turned green with verdigris and depicts a heap of 
  writhing human bodies begging for mercy. The 
  water spouts from gaping wounds and flows down 
  into a basin. 
   
  The piles of marble are the remains of the constructs. If 
  the PCs pick through them, they can determine that the 
  pieces were once part of two statues. A successful DC 24 
  Knowledge (arcana) check reveals them as pieces of a 
  stone golem. 
   
  The stains are either dried bloodstains or ichor 
  stains. They are too old to be identified further. 
   
  6. LORVECK’S LABORATORY 
  Lorveck conducted his gristly experiments in this room. 
  He was in this room experimenting when Esmanti 
  attacked. 
   
  This chamber is a ghastly laboratory. Two large 
  tables dominate the center of the room. On one of 
  the tables is a corpse with runes traced on its half of 
  its skin. It would appear that the process is 
  unfinished as large portions of gray dead skin have 
  not been inscribed. 
   
  Notes and reference books are spread out on the 
  other table beside vile-looking instruments, quills, 
  and inks. The shelves of this room hold beakers and 
  jars filled with eldritch ingredients 
   
  In each corner is a magical circle. Three of them 
  still pulse with mystic energy, but the last is dark. 
   
  The four magical circles are magical circles of protection 
  from good, evil, law, and chaos (Each is marked on the 
  map.). The taint of the dungeon prevents the protection 
  from evil spell working, but the other three function just 
  fine. If combat spills into this room, the vargouilles make 
  use of the circles. 
   
  The first lab table has a spellstitched zombie on it. 
  Lorveck just began it so it still requires all the time and 
  money to make, but necromantic magic lingers on the 
  corpse, keeping it reasonably fresh. 
   
  The second lab table holds a number of knives and 
  tools that Lorveck uses in his experiments. The books are 
  on the anatomy of humans and various monsters. They 
  are graphic and disturbing to look at, but have decayed 
  with time and are valueless. The papers on the second 
  table are Lorveck’s laboratory notes. They are undated but 
  details what he was working on. If the PCs can read 
  Ancient Suloise, they can peruse the journal and glean 
  important information (Player Handout 2).  
   
  The ingredients on the shelves have decomposed 
  with time and are valueless. Feel free to make up 
  disturbing ingredients that were once here. 
   
  7. LORVECK’S INNER CHAMBER 
  Lorveck used this room as his personal chamber. 
   
  This chamber is a combination of bedroom and 
  study but is in a serious state of disarray. One of the 
  two tall books shelves has been toppled; the bedding 
  from the four poster bed has been ripped apart; and 
  a headless human skeleton lies beside a beautifully 
  carved wooden desk. 
   
  Lorvack spent his last hours of life in this room as he 
  transformed into a vargouille. As the hours passed, he 
  became increasingly agitated until he tore the room apart 
  in frustration. 
   
  The bookcases once held a number of ancient books, 
  but both books and case have decayed with time and are 
  valueless. 
   
  The desk is also rotting away, and most of Lorveck’s 
  personal notes have disintegrated with time. If the PCs 
  search the desk, they find a small silver coffer with a DC 
  12 Search check. The coffer radiates moderate 
  conjuration magic (DC 19 Spellcraft check). 
   
  Lorveck used a small magical coffer to communicate 
  with the rest of House Maure. If a piece of paper is placed 
  inside the box and a command word is spoken, the paper 
  is transported to a similar box that was kept by Uncle. 
  The box still functions, but the command word died with 
  Lorveck. The PCs can use magic to determine the 
  command word. If they do so, they can send notes 
  through the box. 
   
  When Lorveck realized that he had been kissed by 
  the vargouille, he immediately sent notes to the head of 
  House Maure – a man he referred to as Uncle. The box 
  currently has a number of slips of parchment in it. They 
  are still intact because of its magic. If the PCs can read  
  Ancient Suloise, they can read (Player Handout 3). 
   
  The skeleton next to the desk is Lorveck and is 
  headless. If the PCs search him they find the key to 
  Room 8 with a DC 10 Search check. 
   
  
  COR7-12 Heart’s Desire 
   
  Page 17 
  8. LORVECK’S SECRET VAULT 
  Lorveck kept the door locked and warded with an alarm 
  spell. The alarm spell silently warned him if the door was 
  opened. Since he’s dead, the trap has no discernable 
  effect.  
   
  �Lorveck’s Secret Vault: 4 in. thick; AC 3; 
  hardness 8; hp 60; Break DC 28 (locked); Open Lock DC 
  28. 
    
  Inside the PCs find Lorveck’s treasure neatly stacked 
  on the shelves in this room. They also find one of the key 
  rods for Graz’zt’s prison. 
   
  Treasure: The PCs find a number of items here 
  depending upon the APL. APL 2 and higher – potion of 
  spider climbing, potion of cure light wounds, pearl of power (0 
  level); APL 4 and higher –wand of false life (10 charges); 
  APL 6 and higher – 2 potions of lesser restoration, artificer’s 
  monocle; APL 8 and higher – spined shield. See Treasure 
  Summary. 
   
  Development: The PCs can find the written last 
  thoughts of the Lorveck as well as one of the keys to open 
  Graz’zt’s prison. 
   
  9. DORMITORY 
  One of the four keys is held in the dormitory of the 
  Maure dungeons. This set of rooms was the living 
  quarters for the Maure and their servants. The servants 
  degenerated into wights and still lurk here. A cloaker, 
  who was kept for experiments by the Maure, escaped 
  from the menagerie and lairs here as well. 
   
  This large hall has suffered more than the rest of the 
  dungeon. The tables have been smashed, and debris 
  scattered throughout the room. A cloak hangs from 
  the one of the large iron chandeliers. Numerous 
  doorways lead to smaller living chambers.  
   
  One table across the far end of the room is still 
  intact. On the other side, an emaciated corpse sits 
  primly on a throne made of haphazardly piled 
  debris.  
   
  Creatures: Xaric, one of the apprentices who served the 
  corrupt Suel house, was slain by the wights but arose as a 
  deathlock instead of a wight because of his magical 
  power. He has since gone completely insane and treats 
  the wights as his personal servants. He carries the key as a 
  symbol of authority. 
   
  Xaric (X on the map) sits silent and still at a table in 
  the darkened hall until the PCs enter the chamber. At 
  which point he takes action, read: 
   
  The skeletal figure on the throne turns its head to 
  face you. “"I am Xaric, lord of these Maure Halls! I 
  hold the Rod of Rulership and the Pearl of Speech!" 
  As he hisses the words, he holds up his hands. In 
  one he holds a silver beautiful pearl with golden 
  veins. "You have come to pay homage?" 
   
  No matter what the PCs say, Xaric replies: 
   
  "Insolence! You think I cannot see the treason in 
  your hearts? Servants, dispatch them!" 
   
  Xaric and the creatures in the room attack the PCs. At 
  APL 2, Xaric has no servants but has not realized that yet. 
   
  The wights (W1 etc. on the map) lurk in the 
  dormitory chambers off to either side. When the wights 
  emerge, read: 
   
  Gibbering creatures burst out of the dormitory 
  rooms. Their long blond locks are greasy strains and 
  their clothing is rotted tatters. Any delicate Suel 
  features have been consumed by undeath. 
   
  If present, the wraith (Wr on the map) lurks in the walls 
  and only emerges upon Xaric’s command. Read: 
   
  A sinister, spectral figure robed in darkness drifts 
  through the wall and into the room. It is shapeless 
  malice with glowing red pinpoints for eyes. 
   
  If present, the cloaker (C on map) is draped over one of 
  the chandeliers 10 ft. off the ground. When it takes flight, 
  read: 
   
  The garment that was hanging over the chandelier 
  stirs and takes flight. Glowing red eyes open on the 
  inside of the cloak, along with a gaping maw. 
   
  APL 2 (EL 3) 
   
  �Xaric the Deathlock: hp 19; Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Wight: hp 26; MM 255. 
   
  �Xaric the Deathlock: hp 28; Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Wight (3): hp 26, 26, 26; MM 255. 
   
  �Xaric the Deathlock: hp 19; Appendix 1. 
   
  APL 8 (EL 9) 
   
  �Cloaker: hp 45; MM 36. 
   
  �Wight (4): hp 26, 26, 26, 26; MM 255. 
   
  �Wraith (1): hp 32; MM 257. 
   
  �Xaric the Deathlock: hp 19; Appendix 1. 
   
  Tactics: The undead are all under the unhallow effect of 
  the dungeon. This spell grants them a +1 profane bonus 
  on attack rolls, damage rolls, and saving throws. The hit 
  point totals above and Xaric’s stats and the hit points for 
  the other undead include the profane bonus. Be sure to 
  include it for the attacks and damage of the wights and 
  the wraith. Each Charisma check made to turn undead in 
  this dungeon takes a –3 profane penalty. 
  
  COR7-12 Heart’s Desire 
   
  Page 18 
   
  Xaric attempts to keep the table between himself 
  and the PCs so that he can use his spell-like abilities 
  without being engaged in melee. The table also gives him 
  cover (+4 to AC, +2 on Reflex saves). The deathlock has 
  created two invisible ghoul glyphs on either side of him (G 
  on the map). He uses cause fear at lower APLs, and then 
  switches to magic missile. At higher APLs, he tries to 
  summon monsters to flank with the undead. If the PCs 
  seem capable of hurting him quickly, he switches to 
  magic missile. 
   
  The wights and wraith fight in pairs if they can and 
  attempt to flank the PCs. Being servants of the Maure, 
  they understand the danger of spellcasters and know that 
  their energy drain consumes spells. They also know that 
  arcane spellcasters have trouble resisting their energy 
  drain ability and attack them first. 
   
  The cloaker keeps to the air and to the shadowy areas 
  against the walls. The ceiling is 15 ft. high, so it is 
  reachable by anyone attacking from the ground. It uses 
  its dancing images ability on the first round. It then cycles 
  through its moans on its next actions, using a different 
  moan each round. It starts with nausea, then fear, then 
  stupor, and finally unnerve. The undead are immune to 
  these mind-affecting abilities. Once it has used all its 
  moans, it attempts to engulf a PC. 
   
  Treasure: Xaric is holding a pearl of speech ( Ancient 
  Suloise). See Treasure Summary. 
   
  Development: The PCs find one of the four keys they 
  need on Xaric.  
   
  10. KITCHEN 
  This room was a kitchen. It collapsed when the tower fell 
  a few hundred years ago. 
   
  11. SHRINE TO SUEL GODS 
  This room is a shrine to honor several of the important 
  Suel Deities. The Maure never willingly passed a chance 
  to appease greater powers and receive their favor. They 
  diligently maintained these shrines and would worship 
  as needed to gain the gods’ blessings. 
   
  Four halls meet in this octagonal room. The floor is 
  a star-patterned mosaic. On each of the four 
  diagonal walls is a shrine to a different deity.  
   
  If the PCs inspect the shrines, read: 
   
  In one shrine, a bowl of flames sits before a tempera 
  portrait of a beautiful woman. As you watch, she 
  slowly moves, tilting her head slightly or brushing 
  one of her long red curls. 
   
  The 
  next 
  shrine 
  has 
  a 
  crescent 
  moon 
  superimposed on full moon. Fourteen stars 
  surround the moon. They twinkle with cold clinical 
  light. A bowl of pristine water sits before the shrine. 
  Its surface is undisturbed. 
   
  The third shrine is obscured by mists that rise 
  from a shallow bowl placed before it. Through the 
  mists you can barely make out a pair of women’s 
  lips. They are moving slightly, as if whispering. 
  Occasionally, you see the flicker of a forked tongue. 
   
  The fourth shrine appears to be nothing more 
  than a tempera painting of a door. It is cracked open, 
  allowing you to see hints of movement beyond. An 
  ornate key hangs from a peg on the wall beside the 
  painting of the door. 
   
  The shrines are to Wee Jas, Lendor, Syrul, and Dalt. PCs 
  can identify Wee Jas and Lendor with a DC 10 
  Knowledge (Religion) check. PCs can identify the other 
  two with a DC 15 Knowledge (religion) check. Suel PCs 
  gain a +2 circumstance bonus to this check. 
   
  The magical effect on each of the shrines is a 
  permanent image. 
   
  Treasure: The key can be removed from the shrine of 
  Dalt. It is a lesser key of Dalt and acts as a chime of opening. 
  See Treasure Summary. 
   
  12. MENAGERIE 
  This room was a menagerie where the Maure kept their 
  prisoners and captive animals in cells. It collapsed when 
  the tower fell a few hundred years ago. 
   
  13. HALL OF ANCESTORS 
  On the walls of this room are deathmasks of great 
  members of House Maure.  
   
  The walls of this chamber are adorned with a score 
  of wax masks. Flickering flames behind the masks 
  cause them to glow eerily. The masks are slightly 
  different as if each formed to fit a different face. 
  Brass name plates are affixed to the wall beneath 
  each mask. In the center of the room is an unlit 
  brazier with a small amount of oil in the bottom. 
   
  Although members of the house are related by ambition 
  and power rather than by blood, the Maure revered their 
  predecessors in a way that is similar to ancestor worship. 
  There are 24 masks on the wall. Each of the masks is 
  identified by a name in Ancient Suloise. Most of the 
  names have been scratched out but a few are still 
  readable, such as Barzohis, Kalktian, Tinaloi, Olpham, 
  Ulbrath, Eglaint, and Hevied.  
   
  If the PCs light the oil in the brazier, read the 
  following: 
   
  You light the brazier and the oil burns a vivid green. 
  The air in the room seems to waiver and darkens, as 
  the masks start to wail and whisper. Dozens of 
  voices speak at once, trampling each other, but you 
  can make out fragments. “I want power to crush my 
  foes…” “I will have eternal life…” “I demand her 
  love…” “Give me wealth beyond imagining…” The 
  
  COR7-12 Heart’s Desire 
   
  Page 19 
  chattering dies away into all the voices gibbering “I 
  want. I desire. I want. I desire.” 
   
  The fire in the brazier burns out and the air 
  clears. The masks are motionless faces on the wall. 
   
  The vision of the gibbering masks is a side effect of the 
  evil that permeates this place. Refilling the brazier with 
  oil and lighting it again has no effect. The masks are 
  nonmagical. 
   
  14. GARDENS 
  One of the four keys can be found in the gardens. This 
  large cavern was used to grow food for the Maure. 
  Graz’zt’s evil has caused the growth of a nasty plant called 
  razorvine (Expedition to the Demonweb Pits, page 107) 
  which has choked out all other vegetation. The key is in 
  the hands of a statue standing in the middle of a pool at 
  the center of the cavern.  
   
  Past the door, the hallway ends in an enormous 
  cavern. You are standing on a narrow ledge, 
  overlooking the bottom of the cavern. A curving 
  ramp spirals around the irregularly shaped walls. 
   
  Magical sunlight shines from a disk set into the 
  ceiling high above, illuminating this vast place. The 
  cavern is overrun with a twining climber with lush, 
  glossy-black leaves. The air is thick with humidity 
  and the smell of vegetation. To your right a waterfall 
  tumbles down the wall to a small pool in which 
  stands a white marble statue of a man. 
   
  The disk overhead is actually a magical item – the 
  Rainbow Tambourine. The Maure were never overly 
  impressed with Lydia, thinking that she was too timid, 
  but they were more than willing to use a magic item 
  enchanted by her followers. It provides the magical light 
  to grow the garden, and Lorveck used it to bind the 
  Aspect of Graz’zt. 
   
  The tambourine is set into the ceiling directly over 
  the statue in the pool. The PCs must either climb up to it, 
  use magic, or other abilities. The walls of the cavern 
  count as very rough natural rock surfaces (DC 15 Climb 
  check). The ceiling is 20 feet above the ledge where the 
  PCs enter and is likewise very rough and provides 
  handholds but no footholds (DC 25 Climb check).  
   
  The tambourine is secured to the ceiling by two 
  metal bars. It is simple enough to slide the tambourine 
  out. 
   
  The bottom of the cavern is filled with razorvine, 
  which is described below. If the PCs overcome the 
  hazard, they can approach the statue: 
   
  The marble statue is of a tall, handsome man, 
  slender and youthful-looking. Around his feet is the 
  carved representation of a garden. In one hand he 
  holds a scimitar. In the other, he holds a silver 
  baton.  
   
  PCs can identify the statue as that of Phyton with a DC 15 
  Knowledge (religion) check. (Suel PCs receive a +2 
  circumstance bonus to this check). The silver baton is 
  one of the four keys the PCs need. It is tightly wedged in 
  his grip and does not come out easily; it takes a DC 15 
  Strength check to remove. Application of a grease spell 
  reduces the DC by 5, while oil or other mundane 
  lubricant reduces the DC by 2. The PCs could also break 
  the statue (hardness 8; hp 90; AC 5) to get at it. 
   
  Hazard: The Aspect of Graz’zt’s presence has poisoned 
  the native plant life of the garden and caused razorvine to 
  grow here instead. This nasty but unintelligent plant has 
  covered the bottom of the cavern and has climbed 
  halfway up the wall. While it does not attack or move, its 
  leaves conceal blade-sharp stems that slash unprotected 
  flesh. 
   
  Just reaching in with an unprotected hand causes 
  1d6 points of slashing damage. Entering a square covered 
  in razorvine can inflict up to 3d6 points of damage. 
  Armor and a thick hide help reduce the damage; subtract 
  the PCs natural armor bonus plus half the PCs’ armor 
  bonus from damage caused by razorvine. 
   
  Squares covered with razorvine are marked by a dot 
  on the map. Each square of the vine can be destroyed 
  with 10 points of slashing damage or 5 points of fire 
  damage. Since the plant doesn’t respond to the PCs 
  hacking or burning it, allow any reasonable effort by the 
  PCs to get through the razorvine to succeed. 
   
  Treasure: The rainbow tambourine lights this room. See 
  Treasure summary. 
   
  Development: The PCs find one of the four keys they 
  need in the hands of the statue of Phyton. 
   
  15. BUILDER’S ROOM 
  The main passageway to this chamber has collapsed. The 
  PCs can access it through the secret door in Esmanti’s 
  Sanctum. 
   
  This small chamber is undecorated. Several metal 
  statues stand in ordered rows. They are bipedal with 
  hammers and chisels where arms should be.  
   
  The Maure stored the constructs they used to make the 
  dungeons in this place. There are four automaton 
  constructs here, but only one of them is operational. The 
  command word to activate it is “staccato” which Lorveck 
  mentions in his notes to Uncle. If the command word is 
  spoken while touching the single active automaton, the 
  construct activates. The PCs can use it to tunnel through 
  solid rock. 
   
  16. ESMANTI’S OUTER CHAMBER 
  Esmanti received visitors in this chamber. The door is 
  closed and locked. 
   
  
  COR7-12 Heart’s Desire 
   
  Page 20 
  The chamber is pleasantly decorated in a feminine 
  style. A number of couches are arranged in a 
  grouping. The floor is a tiled mosaic and the walls 
  are painted in elaborate floral patterns. The room 
  has a sparse feel to it, as if many items have been 
  removed. 
   
  When Esmanti fled the halls beneath the tumbled tower, 
  she took most of her possessions with her. She left 
  nothing of value or interest in this chamber. 
   
  17. ESMANTI’S LABORATORY 
  Normally Esmanti would research magic in this room, 
  but she has turned it into a trap for Lorveck. It functions 
  just as well for the PCs. 
   
  In the center of this long room is a small table. On 
  the table is a small brass-bound wooden chest. A 
  throne is set against the far wall and statues of 
  snakes curl up the corners of the far side of the 
  room.  
   
  The material of the snake statues varies with the APL. It 
  is wood at APLs 2 and 4, and stone at APL 6 and 8. The 
  wood and stone are weaker than normal at APLs 2 and 6. 
   
  The chest is firmly bolted to the table and is locked. 
   
  �Small Wooden Chest: 1/2 in. thick; AC 4; 
  hardness 5; hp 5; Break DC 17 (locked); Open Lock DC 
  20. 
   
  Every time the chest is open (or once it is destroyed 
  or damaged), a programmed image that Esmanti left years 
  ago activates. The image speaks in Ancient Suloise. 
   
  As soon as the key is moved, a woman appears 
  sitting on the throne. She is slender and fair 
  skinned. Her golden blonde hair is a cascade of 
  ringlets, and she is garbed in a silk robe of ancient 
  fashion. All the wealth and splendor cannot hide the 
  coldness in her face and the cruel look in her eyes. 
   
  “Lorveck, I see you finally became desperate 
  enough to free Graz’zt’s Aspect. Normally, I would 
  be all in favor of liberating the father of my child.” 
  She stops for a moment and grins wickedly. “I 
  suppose that is a bit of a surprise for you. Sorry you 
  had to find out this way, but you just don’t 
  compare.” 
   
  “Perhaps now you understand why I disobeyed 
  Uncle? A mother’s duty is clear and the child must 
  come first. It’s my first and only desire – even if that 
  means betraying my house.” 
   
  “As I was saying, while I want to see him free, I 
  need to be the one who does it. He needs to be 
  beholden to me as demons don’t make the most 
  devoted of fathers. I intend to bind him to me 
  forever, and I can’t let you get in the way.” 
   
  With a tumultuous clang, a portcullis drop to 
  block the exits and the eyes of the serpent statues 
  glow green. 
   
  If PCs make a DC 15 Spot check, they notice that she is 
  just beginning to show the early stages of pregnancy. The 
  illusion vanishes when the trap activates. 
   
  Trap: The alarm spell is triggered as soon as the chest 
  is opened or moved. Esmanti timed the trap to activate 
  after her gloating illusion finished speaking. 
   
  The statues are traps and not animated objects. Each 
  statue can be disarmed in a 1-round action, per 
  Dungeonscape 121 (see Appendix 2). 
   
  Development: The PCs can find one of the keys to open 
  Graz’zt’s prison. 
   
  18. ESMANTI’S INNER CHAMBER 
  This room was Esmanti’s Personal Chamber. 
   
  The chamber was a bedroom at one time but has 
  obviously been vacated. While the furniture is well-
  made and beautiful, the wardrobe is open and 
  empty, and the dresser is bare of any indication that 
  someone lives here. 
   
  As with Room 16, when Esmanti fled the halls, she took 
  most of her possessions with her. There is nothing of 
  interest here. 
   
  19. ESMANTI’S SECRET VAULT 
  Esmanti once kept her valuables here. The secret door is 
  hidden behind the throne in Room 17. It is neither 
  locked nor trapped. 
   
  In the small chamber behind the throne you are met 
  with empty shelves and a bare table. The room is 
  devoid of anything of value. A small passageway 
  leads off from the corner of the room. 
   
  Esmanti took her treasury with her, when she fled. The 
  only thing of interest is the side passage that leads down 
  to Room 15. The secret door to Room 15 is very easy from 
  this side, requiring a DC 12 Search check. It is not locked 
  or trapped. 
   
  6: DEALING WITH THE DARK 
  PRINCE 
  Once the PCs have the four keys, they are faced with a 
  choice. They can disable the wards on Graz’zt prison and 
  free the demon or they can leave him there. 
   
  If the PCs return to the room where Graz’zt’s prison, 
  read: 
   
  The Aspect of Graz’zt has set his cello aside and is 
  lounging on the throne-like chair. His green eyes are 
  narrowed in thought as you enter the domed 
  chamber. His eyes widen as he turns his attention to 
  you. “You have found the keys?” he asks. 
   
  
  COR7-12 Heart’s Desire 
   
  Page 21 
  Graz’zt does his best to convince the PCs to free him. He 
  uses all the arguments that are given in Encounter 5, 
  Room 3 and any others that you can think of that could 
  be persuasive to the PCs. Graz’zt desperately wants to be 
  free. 
   
  If the PCs decide to set the Aspect of Graz’zt free, 
  continue below. If the PCs leave him in his cage, go to 
  Encounter 7. 
   
  PRISON BREAK 
  There are six statues which vary by APL. They appear 
  very lifelike and are the product of a flesh to stone spell. 
  The statues of the large creatures at APL 8 are only 
  medium sized, but they return to full size when the wards 
  are broken. 
    
  The PCs must choose which statues they are going to 
  pierce through the chest with the keys. Which statues 
  the PCs choose determines the guardians. The Aspect of 
  Graz’zt recognizes what each statue is and can provide the 
  name and one bit of information (as if he made a 
  knowledge check) to the PCs of their choosing. For a list 
  of which statues are at which position, see DM Aid 1. 
   
  Destruction of any of the six statues before the keys 
  is inserted results in the wards being permanently 
  jammed. The keys no longer work. The Aspect of Graz’zt 
  knows this but does not mention it unless in dire need as 
  he is afraid the PCs might be tempted to trap him. If the 
  PCs seem intent on destroying a statue anyway, the 
  demon warns them against it. He fabricates a lie, telling 
  them that the destruction of a statue triggers a contingency 
  that disintegrates everyone in the room. He adds on 
  additional warnings as needed to dissuade them. 
   
  If the PCs do destroy a statue, Graz’zt is furious and 
  summons Mistletoe to punish them. Go to Mistletoe 
  remains caged below. 
   
  The keys must all be inserted at the same time or 
  nothing happens. When they unlock the statues, read: 
   
  You simultaneously insert keys into four of the six 
  statues that surround the Aspect’s prison. The keys 
  slide right into the chest of the statues. If they were 
  real, you would have driven the dagger-like key 
  through their hearts. A deep rattling sound echoes 
  from inside the chest and cracks lace through the 
  marble. The key falls to the ground as the statue 
  crumbles to pieces. 
   
  The magic that sheaths the cage flickers, falters, 
  and then fails altogether. The magical energy snaps 
  apart, forming two large balls of eldritch energy 
  about two of the statues that were slain. 
   
  The two statues that were not unlocked 
  suddenly become flesh once again. The creatures 
  look around to soak in the scene immediately notice 
  you and move to attack! 
   
  If the PCs use the four keys to free Graz’zt, they disable 
  his prison. However, this activates the remaining two 
  statues that defend the prison and attempt to slay the 
  PCs. 
   
  Graz’zt takes no actions during the fight as he is 
  enjoying the entertainment. 
   
  Note: The EL has been adjusted down by one as the PCs 
  can initiate the encounter when they please. The drifting 
  balls of energy hazard described below counter this EL 
  reduction. 
   
  Creatures: Which guardians remain depends upon 
  which statues were not “slain” by the key. 
   
   
  APL 2 (EL 4) 
   
  �Bugbear (0 or 1): hp 16; MM 29. 
   
  �Choker (0 or 1): hp 16; MM 34. 
   
  �Dretch (0 or 1): hp 14; MM 29. 
   
  �Kuo-toa (0 or 1): hp 11; MM 163. 
   
  �Thoqqua (0 or 1): hp 16; MM 242.  
   
  �Worg (0 or 1): hp 30; MM 256. 
   
  APL 4 (EL 6) 
   
  �Aranea (0 or 1): hp 22; MM 15. 
   
  �Barghest (0 or 1): hp 33; MM 22. 
   
  �Gargoyle (0 or 1): hp 37; MM 113. 
   
  �Harpy (0 or 1): hp 31; MM 150. 
   
  �Sea Hag (0 or 1): hp 19; MM 144. 
   
  �Wereboar, Hybrid Form (0 or 1): hp 34; MM 
  172. 
   
  APL 6 (EL 8) 
   
  �Average Xorn (0 or 1): hp 48; MM 261. 
   
  �Babau (0 or 1): hp 66; MM 40. 
   
  �Digester (0 or 1): hp 68; MM 59. 
   
  �Gauth (0 or 1): hp 45; MM 26. 
   
  �Kyton (0 or 1): hp 52; MM 53. 
   
  �Xill (0 or 1): hp 32; MM 259. 
   
   
  APL 8 (EL 10) 
   
  �Destrachan (0 or 1): hp 60; MM 49. 
   
  �Erinyes (0 or 1): hp 85; MM 54. 
   
  �Gray Render (0 or 1): hp 125; MM 138. 
   
  �Dark Naga (0 or 1): hp 58; MM 191. 
   
  �Blue Slaad (0 or 1): hp 68; MM 229. 
   
  �Elder Xorn (0 or 1): hp 130; MM 261. 
   
  Tactics: The freed guardians use their abilities to their 
  utmost to kill the PCs. They do not work in concert with 
  each other. 
   
  The choker spreads its attacks out.  
   
  The kuo-toa’s shield comes with the adhesive.  
   
  The aranea remains in spider-humanoid hybrid 
  form.  
   
  The wereboar remains in hybrid form.  
   
  The harpy sings regardless.  
   
  The destrachan does not use its sonic attack to 
  destroy objects. 
   
   
  
  COR7-12 Heart’s Desire 
   
  Page 22 
  Hazard: In addition to the summoned guardians, the 
  wards that protect the cage do not dissipate cleanly. 
  Instead, they form two 5 ft.-radius balls of energy that 
  bounce about the chamber. They begin at two of the 
  statues that did not become guardians. Randomly 
  determine which ones but make them opposite to each 
  other if you can. 
   
  The balls of energy move in a straight line at 30 ft. 
  per round. Use the grenade rules in the Player’s 
  Handbook to determine which direction they take. 
  When the energy strikes a wall, it bounces at a 90 degree 
  angle (or as close to it as possible). 
   
  Any creature that begins its turn inside the ball of 
  ward energy must make a DC 12+APL Will save or be 
  paralyzed for that round as if affected by a hold person. 
  Hold person does not affect outsiders, so the summoned 
  creatures are unaffected. 
   
  The balls of energy shrink to one 5-ft. square after 3 
  rounds. They disappear entirely 3 rounds after that. 
   
  Development: Once the PCs have defeated the 
  guardians, they can release Graz’zt from his prison. The 
  cage is still locked with an arcane lock.  
   
  Cold Iron Cage: 1 in. thick; AC 3; hardness 10; hp 
  30; Break DC 35 (arcane lock). 
   
  If the PCs open the lock or destroy the cage and 
  intend to let Graz’zt return to the Abyss, read: 
   
  The aspect of the Prince of Darkness steps out of the 
  cage that has held him for centuries. He stretches 
  and breathes deep of the freedom. A smile spreads 
  across his face, only slightly marred by his fangs. 
  “You have done well. Your reward will match your 
  service. I will see to it personally.”  
   
  The PCs all receive the Pleasure of Graz’zt. If he has not 
  done so yet, the Aspect gives the PCs Heart’s Desire. 
   
  The Aspect flicks his wrist and a massive flamberge 
  appears in his hand. He draws a circle in the stone 
  around him then disappears in a flash of green 
  flame. 
   
  If the PCs attack Graz’zt, he attempts to escape back to 
  the Abyss as quickly as possible. It takes one round for 
  him to summon his flamberge and a second to use his 
  meet thy maker power. The PCs do not get the Pleasure of 
  Graz’zt AR item in this situation. 
   
  GRAZ’ZT REMAINS CAGED 
  If the PCs make clear to the Aspect of Graz’zt their 
  intention to leave him in the cage, he calls upon his final 
  gambit to make the PCs help him. 
    
  Blinding rage consumes the Aspect, as his face 
  twists in hate. “Mistletoe!” Graz'zt screams in his 
  cage.  
   
  Almost immediately, the dryad walks through 
  the open star doors. “Yes…?” 
   
  “Kill them,” the demon orders, pointing at you. 
   
  “But they’re so much more fun than my other 
  playmates,” she protests. 
   
  “Do as I command!” Graz’zt snaps. 
   
  “But, I don’t want…” 
   
  Graz’zt roars in anger. “Your wants are 
  irrelevant. If you love me, kill them. NOW!” 
   
  Mistletoe quails before Graz’zt’s fury. She tilts 
  her head back and makes a high-pitched trilling 
  sound, as if calling something. 
   
  Creatures: Mistletoe begins at the top of the stair. Her 
  trill calls out the centipedes or carrion crawlers that lurk 
  on the stair behind her. They move into the chamber on 
  their turn. When they do so, read: 
   
  Vermin erupt through the door behind her, 
  skittering down the stairs and the walls on 
  hundreds of legs. Their feet skittle on the stone as 
  they rush toward you. 
   
  APL 2 (EL 4) 
   
  �Mistletoe: female dryad, AL CN, hp 14; MM 90. 
   
  �Small Monstrous Centipedes (4): hp 2 each; 
  MM 286. 
   
  APL 4 (EL 6) 
   
  �Mistletoe: female dryad, AL CN, hp 14; MM 90. 
   
  �Large Monstrous Centipedes (4): hp 13 each; 
  MM 286. 
   
  APL 6 (EL 8) 
   
  �Mistletoe: female dryad warlock 3; hp 35; 
  Appendix 1. 
   
  �Carrion Crawlers (2): hp 19 each; MM 30. 
   
  APL 8 (EL 10) 
   
  �Mistletoe: female dryad warlock 5; hp 45; 
  Appendix 1. 
   
  �Bloated Carrion Crawlers (2): hp 59 each; 
  Appendix 1. 
   
  Tactics: Mistletoe stays on the balcony as long as 
  possible, to limit the number of PCs that can attack her at 
  once. She first attempts to use her suggestion on the 
  heaviest armored PC: "I suggest you urge your fellows to 
  victory by singing and drumming on the Dark Man’s 
  cage, which will annoy him to no end!” The worse the PC 
  plays, the more it annoys the Aspect of Graz’zt. 
   
  At APLs 2 and 4, she then uses deep slumber on PCs 
  who are likely to have poor Will saves before using her 
  bow. At APL 6 and 8, Mistletoe has warlock levels and 
  uses eldritch blast to damage and sicken the PCs. Being a 
  disturbed fey, she sighs in pleasure when a PC misses a 
  save. She gasps in delight when she is injured. 
   
  When she uses her eldritch blast, Mistletoe lifts her 
  veil to reveal her left eye. Her eldritch blasts originate from 
  the hollow pit that was her left eye. 
  
  COR7-12 Heart’s Desire 
   
  Page 23 
   
  The centipedes and carrion crawlers are not 
  intelligent but have some sort of connection with 
  Mistletoe. They seek to protect her by staying between 
  the PCs and the dryad and attacking those that threaten 
  her. 
   
  If Mistletoe drops to 25% of her hit points, she 
  surrenders. 
   
  The dryad falls to her knees and puts her hands up. 
  “Enough, enough,” she begs. “I give up. I want to 
  live.” 
   
  The PCs can deal with her as they choose. Mistletoe 
  desires to survive most of all. She will do anything to 
  make sure that happens, including giving the PCs her 
  treasure and agreeing to take them out of the dungeon 
  through her tree. If a day has not passed, since the PCs 
  entered the dungeon, they must wait until sunrise for her 
  power to renew. The Aspect of Graz’zt is not pleased with 
  this outcome, but there is nothing he can do about it. 
   
  If the PCs kill Mistletoe, they killed their means for 
  exiting the dungeon. The Aspect of Graz’zt knows this 
  and was counting on it. If this happens, read: 
   
  The demonic aspect chuckles. “Excellent. Now you 
  are trapped in these halls. Masterfully done. I have a 
  slightly different offer for you. Release me from this 
  cage, and I will take you anywhere you wish to go.” 
   
  If the PCs let Graz’zt out, they must face the guardians 
  described above. When he is freed, Graz’zt returns to the 
  Abyss as quickly as possible. 
   
  All APLs (EL 13) 
   
  �Aspect of Graz’zt: male outsider; hp 168; See 
  Appendix 1.  
   
  It is much more likely that the PCs will want to find 
  another way out of the dungeon rather than releasing the 
  Aspect. The PCs have many other options. They can dig 
  their way out of the stairs if they have adamantine, magic, 
  or a great deal of time. They can turn gaseous and seep 
  through the rubble and escape that way. They can teleport 
  or dimension door to the surface. 
   
  If the PCs don’t have their own means to escape, 
  they can also use the automaton in Room 15. Lorveck 
  gave the command word to activate it in his laboratory 
  notes. The PCs can use the construct to either dig out the 
  stairs or dig their own tunnel out. The construct is 
  enchanted to cease functioning if it leaves the Maure 
  Halls. So after it completes digging a tunnel for the PCs, 
  the automaton shuts down. 
   
  Treasure: The PCs can gain Mistletoe’s equipment if 
  they kill her or if she surrenders. See Treasure Summary. 
   
  CONCLUSION 
  The PCs can either free Graz’zt or leave him bound. They 
  must also determine what to do about Lisera and Reth, 
  and what to do with Heart’s Desire. 
   
  GRAZ’ZT LEAVES OERTH 
  The PCs have either allowed Graz’zt to return to the 
  Abyss or have destroyed him. The whispering and 
  dampened illuminations cease immediately. Depending 
  upon how long the PCs were beneath the Tumbled 
  Tower, they may have to wait for Mistletoe’s power to 
  refresh with the dawn. 
   
  When the PCs blow a kiss at the dryad’s tap root, 
  read: 
   
  Mistletoe drops out of her root and lands lightly on 
  her feet. “Something’s different,” she observes and 
  looks a bit confused. “Did you get your sparkly?” 
   
  She talks to the PCs about their exploits before 
  mentioning that Tatter’s friends are back. Skaelin arrived 
  shortly after the PCs did and has been sitting around in 
  the shadows doing nothing and being very boring. She 
  asks if the PCs still want to go out here or if they would 
  like to leave by another tree? She can send them out 
  using any fir tree in Oerth. She even knows one near the 
  City of Greyhawk.  
   
  If the PCs decide to go out of Mistletoe’s tree at the 
  Tumbled Tower, they are confronted by Skaelin who 
  offers to buy the pendant from them. If the PCs refuse, 
  Skaelin attacks if you have time to play it out and the PCs 
  seem weak. Otherwise, Skaelin lets them pass but 
  promises retaliation at a later date. 
   
  If the PCs choose to use Mistletoe’s tree to avoid 
  Skaelin and return to Greyhawk, read: 
   
  Mistletoe takes you by the hand and pulls you up 
  into her tree. Again, you find yourself on that 
  spiraling 
  staircase, 
  but 
  the 
  dreariness 
  has 
  diminished and there is the scent of fresh pine. 
   
  The dryad leads you up the stairs to a different 
  door. She opens it onto a hillside overlooking the 
  City of Greyhawk in the distance. 
   
  Mistletoe lifts her veil to touch the left side of 
  her face. Skin that was once rotting is now smooth 
  and whole. “My eye,” she says in soft wonderment. “I 
  can see.” 
    
  GRAZ’ZT REMAINS BOUND 
  The PCs have left Graz’zt bound in his cage. If they have 
  spared Mistletoe, she leads them out through her tree as 
  soon as her power refreshes as detailed above. She also 
  mentions that Tatter’s friends are waiting and offers to 
  take them to another tree, including the one near 
  Greyhawk. If the PCs agree, read the descriptive text 
  above, but drop the paragraph about Mistletoe being 
  healed. 
  
  COR7-12 Heart’s Desire 
   
  Page 24 
   
  The PCs may wish to tell someone of the danger 
  posed by Graz’zt. They are directed to the Church of St. 
  Cuthbert. 
   
  At the Sacred Temple of St. Cuthbert you are met by 
  Eritai Kaan-Ipzirel, the matriarch of the temple. The 
  short, stocky, but extremely formidable high priest 
  puts her hands on her hips. “Yes, children. What is 
  it? Hmm?” 
   
  If the PCs tell her about Graz’zt, she listens carefully. 
  When they are done, she says: 
   
  “It was good thinking to keep that monster trussed 
  up. Who knows what mischief he would get up to if 
  he got loose? You’ve done a service for the Cudgel. 
   
  “Unfortunately, the Church – and the city too 
  for that matter – Is a bit strapped for manpower 
  what with the war with Pomarj. I’ll send an 
  inquisitor there to pound this square peg into a 
  round hole as soon as possible. Or maybe you could 
  take care of it in due time? Hmmm?” 
   
  Eritai can do nothing about Graz’zt at the moment. She 
  has the temple make note of its presence and intends to 
  do something about him eventually. The PCs receive the 
  Favor of Eritai Kaan-Ipzirel. 
   
  RETH AND LISERA 
  The PCs can take word back to Lisera of Reth’s death. She 
  is heartbroken but in relieved to know what happened to 
  him. She thanks the PCs profusely for finding him for 
  her. This act puts Reth’s spirit to rest. 
   
  If the PCs split the money from Heart’s Desire with 
  Lisera, she is very grateful and thanks them profusely. 
  Unfortunately, she has little to offer them in gratitude. 
  The PCs will have to take comfort that a good deed is its 
  own reward. 
   
  If the PCs tell Deputy Constable Ranek about Reth’s 
  fate, they get a good reputation with the City Watch. The 
  PCs receive the Watch Mate AR item. 
   
  WHAT BECOMES OF HEART’S DESIRE 
  If the PCs have obtained Heart’s Desire, they have several 
  options on what to do with it. 
   
  The PCs can give Heart’s Desire to the Thieves’ 
  Guild. If they do so they make a powerful friend. The 
  thieves pay the PCs 50 gp per APL and the PCs receive 
  the Friend of Ours AR item. 
   
  If the PCs return the pendant to Count Merleche, he 
  pays the reward of 50 gp per APL. 
   
  If the PCs keep the pendant for themselves and sell 
  it, they find that it is difficult to sell in Greyhawk and 
  they don’t get nearly as much for it as they hoped. They 
  receive the It’s All Mine! AR item. 
   
  CAMPAIGN CONSEQUENCES 
  The PCs have either identified a terrible threat to the 
  peace of the Dominion of Greyhawk or have sent the 
  Aspect of Graz’zt back to the Abyss.  
   
  If the Aspect has left Oerth, the evil aura that 
  surrounds the Tumbled Tower diminishes and it is no 
  longer a haven of evil. Mistletoe heals and becomes more 
  nurturing and less sadistic. However with the power he 
  invested in his Aspect restored, Graz’zt gains an 
  advantage in his war against Orcus and Demogorgon. 
  This allows the Prince of Darkness to turn his attention 
  to Oerth in the future. 
   
  If the PCs left the Aspect bound, then Graz’zt is 
  slightly 
  diminished 
  in 
  power. 
  This 
  weakening 
  undermines his war efforts against Orcus and 
  Demogorgon, keeping his attention away from Oerth. 
  However, the corruption of the Aspect continues to 
  spread, twisting Mistletoe and threatening the village of 
  Mardin’s Field. 
   
  
  COR7-12 Heart’s Desire 
   
  Page 25 
  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. 
   
  3: Mistletoe Crops Up Again 
  Solving the chess puzzle 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  120 XP 
  APL 8  
  180 XP 
   
  5: The Maure Halls 
  Defeating the undead in the dormitories 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  5: The Maure Halls 
  Defeating the creatures in Lorveck’s Sanctum 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  5: The Maure Halls 
  Defeating the encounter trap in Esmanti’s sanctum 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  6: Dealing with the Dark Prince 
  Defeating the guardians of the prison 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8 
  300 XP 
   
  or 
  Defeating Mistletoe and her vermin 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8 
  300 XP 
   
  Story Award 
  Returning the Heart’s Desire 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  Making a decision about Graz’zt 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  Discretionary roleplaying award 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,175 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.  
  
  COR7-12 Heart’s Desire 
   
  Page 26 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  5: The Maure Halls: Room 8 
   
  APL 2: Magic 70 gp; potion of spider climbing (25 gp), 
  potion of cure light wounds (4 gp), pearl of power (0 level) 
  (41 gp); Total 70 gp. 
   
  APL 4: Magic 145 gp; potion of spider climbing (25 
  gp), potion of cure light wounds (4 gp), pearl of power (0 
  level) (41 gp), wand of false life (10 charges),; Total 145 gp. 
   
  APL 6: Magic 320 gp; potion of spider climbing (25 
  gp), potion of cure light wounds (4 gp), 2 potions of lesser 
  restoration (25 gp each), pearl of power (0 level) (41 gp), 
  wand of false life (10 charges), artificer’s monocle (125 gp); 
  Total 320 gp. 
   
  APL 8: Magic 818 gp; potion of spider climbing (25 
  gp), potion of cure light wounds (4 gp), 2 potions of lesser 
  restoration (25 gp each), pearl of power (0 level) (41 gp), 
  wand of false life (10 charges), artificer’s monocle (125 gp), 
  spined shield (465 gp); Total 818 gp. 
   
  5: The Maure Halls: Room 9 
   
  APL 2: Magic 50 gp; pearl of speech (Ancient Suloise) 
  (50 gp); Total 50 gp. 
   
  APL 4: Magic 50 gp; pearl of speech (Ancient Suloise) (50 
  gp); Total 50 gp. 
   
  APL 6: Magic 50 gp; pearl of speech (Ancient Suloise) (50 
  gp); Total 50 gp. 
   
  APL 8: Magic 50 gp; pearl of speech (Ancient Suloise) (50 
  gp); Total 50 gp. 
   
  5: The Maure Halls: Room 11 
   
  APL 2: Magic 250 gp; lesser key of Dalt (250 gp); Total 
  250 gp. 
   
  APL 4: Magic 250 gp; lesser key of Dalt (250 gp); Total 
  250 gp. 
   
  APL 6: Magic 250 gp; lesser key of Dalt (250 gp); Total 
  250 gp. 
   
  APL 8: Magic 250 gp; lesser key of Dalt (250 gp); Total 
  250 gp. 
   
  5: The Maure Halls: Room 14 
   
  APL 2: Magic 291 gp; rainbow tambourine (291 gp); 
  Total 291 gp. 
   
  APL 4: Magic 291 gp; rainbow tambourine (291 gp); 
  Total 291 gp. 
   
  APL 6: Magic 291 gp; rainbow tambourine (291 gp); 
  Total 291 gp. 
   
  APL 8: Magic 291 gp; rainbow tambourine (291 gp); 
  Total 291 gp. 
   
  6: Dealing with the Dark Prince 
   
  APL 2: Loot – 41 gp; Magic 33 gp – Quaal’s feather 
  token tree (33 gp); Total 74 gp. 
   
  APL 4: Loot – 41 gp; Magic 33 gp – Quaal’s feather 
  token tree (33 gp); Total 74 gp. 
   
  APL 6: Loot – 41 gp; Magic 431 gp – Quaal’s feather 
  token tree (33 gp each), +2 studded leather (348 gp each), 
  potion of cure moderate wounds (25 gp each), potion of resist 
  energy (fire) (25 gp each), shadow nodule (83 gp each); Total 
  472 gp. 
   
  APL 8: Loot – 41 gp; Magic 764 gp – Quaal’s feather 
  token tree (33 gp each), +2 studded leather (348 gp each), 
  potion of cure moderate wounds (25 gp each), potion of resist 
  energy (fire) (25 gp each), shadow nodule (83 gp each); Total 
  805 gp. 
   
  Conclusion 
   
  APL 2: Loot 100 gp; Total 100 gp. 
   
  APL 4: Loot 200 gp; Total 200 gp. 
   
  APL 6: Loot 300 gp; Total 300 gp. 
   
  APL 8: Loot 400 gp; Total 400 gp. 
   
  Treasure Cap 
  APL 2: 450 gp. 
   
   
  APL 4: 650 gp. 
   
   
  APL 6: 900 gp. 
   
  APL 8: 1,300 gp. 
   
   
  Total Possible Treasure 
   
  APL 2: 835 gp. 
   
  APL 4: 1,010 gp. 
   
  APL 6: 1,683 gp. 
   
  APL 8: 2,614 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Watch Mate/Friend of Ours: You have proven 
  yourself a friend of the Greyhawk City Watch/ Thieves’ 
  Guild of Greyhawk. Until the favor is used, gain a +2 
  circumstance bonus on all Gather Information checks in 
  the City of Greyhawk. You may spend this favor to 
  improve any interaction with a member of the City 
  Watch/Thieves’ Guild to friendly for one encounter or to 
  negate one disfavor with the City Watch/Thieves’ Guild. 
   
  �Favor of Eritai Kaan-Ipzirel: You have contained a 
  great evil and brought it to the attention of St. Cuthbert’s 
  faithful in Greyhawk. You may spend this favor for 
  adventure access to one of the following: close wounds 
  (Spell Compendium), axiomatic upgrade to one weapon, or 
  the feat Divine Justice (Fiendish Codex II). 
   
  �Favor of Nicholi Nartoli: You have assisted Father 
  Nicholi of the Church of St. Cuthbert in his charity 
  work. In recognition of your service, he will cast up to 
  three levels of spells at no charge. These spells must be 
  from the PH, have no XP cost, and no material 
  components. 
   
  �Lesser Key of Dalt: This ornate brass key functions as 
  a chime of opening (including using charges), which is 
  activated by touching the key to any lock. Along the 
  shank are inscribed the words “Behind every door is 
  adventure.” 
   
  
  COR7-12 Heart’s Desire 
   
  Page 27 
  �It’s All Mine! You fenced Heart’s Desire and kept the 
  proceeds. The buyer you found can only pay you in 
  installments. You receive free rich lifestyle for the next 
  20 adventures set in the Domain of Greyhawk. 
   
  �Pearl of Power (0-level): This tiny pearl functions as a 
  pearl of power, allowing the caster of a prepared spell to 
  recall a 0-level spell as a standard action.  
   
  Cost: 500 gp; Strong Transmutation; CL 4th, Craft 
  Wondrous Items, caster must be able to cast spells of the 
  spell level recalled. 
   
  �Pleasure of Graz’zt: You have done a favor for the 
  demon lord Graz’zt, and it pleases him to reward you. You 
  may exchange his favor for adventure access to any one 
  item you had access to on a previous AR. Possession or 
  use of this favor may have further implications in the 
  future. 
   
  �Rainbow 
  Tambourine: 
  This 
  brightly 
  glowing 
  tambourine is made of finely polished oak and studded 
  with precious gems. Gold jingles are set into the circular 
  frame, and the drumhead is soft doeskin, painted with a 
  rainbow erupting from an open hand. 
   
  The item functions as the Shard of the Sun, Magic Item 
  Compendium 185 except that using the Relic power 
  requires the user to be a worshiper of Lydia. 
   
  ITEM ACCESS 
  APL 2 and 4: 
  • 
  Lesser key of Dalt (Adventure; 3,000 gp; see above) 
  • 
  Pearl of speech (Ancient Suloise) (Adventure; 600 gp; 
  Magic Item Compendium) 
  • 
  Pearl of power (0-level) (Any; 500 gp; see above) 
  • 
  Rainbow tambourine (Adventure; 3,500 gp; see above) 
   
  APL 4 (all of APLs 2-4 plus the following): 
  • 
  Wand of false life (10 charges) (Core; CL 3rd; DMG; 
  900 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Artificer’s monocle (Adventure; 1,500 gp; Magic Item 
  Compendium) 
   
  APL 8 (all of APLs 2-4 plus the following): 
  • 
  Spined shield (Adventure; DMG) 
  
  COR7-12 Heart’s Desire 
   
  Page 28 
   
   
  APPENDIX 1: ASPECT OF GRAZ’ZT
  ASPECT OF GRAZ’ZT* 
  CR 11 
  *Expedition to the Demonweb Pits 184 
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +9; Senses darkvision 60 ft., see invisibility, Listen 
  +20, Spot +10 
  Aura sanctuary (DC 27) 
  Languages Abyssal, Common, permanent tongues 
  AC 25, touch 14, flat-footed 20 
  hp 168 (16 HD); DR 10/good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10 
  Fort +16, Ref +15, Will +11 
  Speed 40 ft. (8 squares) 
  Melee +2 greatsword +21/+16/+11/+6 (3d6+8/19-20)  
  Ranged eldritch blast +20 touch (6d6; 1d20+18 to 
  overcome SR) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +26 
  Atk Options Cleave, Combat Reflexes, Great Cleave, 
  Power Attack; aligned strike (chaotic, evil) 
  Special Actions size alteration, swift seduction 
  Abilities Str 19, Dex 20, Con 22, Int 21, Wis 12, Cha 27  
  Feats Cleave, Combat Reflexes, Great Cleave, 
  Improved Initiative, Power Attack, Spell Penetration 
  Skills Balance +7, Bluff +27, Concentration +25, 
  Diplomacy +31, Disguise +27 [+29 acting], Escape 
  Artist +24, Gather Information +27, Hide +1, 
  Intimidate +6, Jump +10, Knowledge (history) 
  +24,Knowledge (religion) +24, Knowledge (planes) 
  +24, Listen +20, Sense Motive +20, Spot +20, 
  Survival +1 (+3 on other planes), Tumble +24, Use 
  Rope +5, 
  Possessions +2 greatsword 
  Sanctuary Aura (Sp) This aspect of Graz’zt is protected 
  at all times by a sanctuary effect (Will DC 27 
  negates). Unlike the spell, however, this effect is a 
  mind-affecting enchantment. A creature that makes 
  its saving throw cannot be affected again by the same 
  aspect of Graz’zt’s aura for 24 hours. 
  Eldritch Blast (Sp) This aspect of Graz’zt can use an 
  eldritch blast like that of a warlock (Complete Arcane 
  5) at will. The ray springs from its fingertips and 
  streaks toward a single target. If the aspect makes a 
  successful range touch attack, the eldritch blast deals 
  6d6 points of damage (no saving throw). The ray has 
  a range of 60 feet and is subject to spell resistance. 
  Aligned Strike An aspect of Graz’zt’s natural weapons, 
  as well as any weapons it wields, are treated as 
  chaotic-aligned and evil-aligned for the purpose of 
  overcoming damage reduction. 
  Size Alteration (Su) As a standard action, this aspect of 
  Graz’zt can shrink to Medium size or grow back to its 
  normal size. It uses this ability in conjunction with its 
  Disguise skill to seduce mortal females of various 
  humanoid races. 
  Swift Seduction (Sp) As a swift action, this aspect of 
  Graz’zt can try to make an ally of any creature within 
  120 feet. The target must make a DC 26 Will save 
  or immediately make a single melee or ranged 
  attack against one of its allies. Taking this action 
  doesn’t affect the subject’s normal place in initiative 
  order. Swift seduction is a mind-affecting 
  compulsion effect equivalent to a 3rd-level spell, 
  and it is usable at will. A creature that saves cannot 
  be affected by the same aspect’s swift seduction 
  ability for 24 hours. 
  Meet Thy Maker (Sp) As a standard action, this 
  aspect of Graz’zt can return to the Abyss, 
  appearing in Graz’zt’s Argent Palace in the city of 
  Zelatar on the plane of Azzagrat. 
  
  COR7-12 Heart’s Desire 
   
  Page 29 
  APPENDIX 1: APL 2 
  5: THE MAURE HALLS 
  XARIC THE DEATHLOCK* 
  CR 3 
  *Libris Mortis 94 
  NE Medium Undead 
  Init +6; Senses darkvision 60 ft., Listen +9, Spot +9 
  Languages Common, Abyssal, Infernal 
  AC 13, touch 12, flat-footed 11 
   (+2 Dex, +1 natural) 
  hp 19 (3 HD) 
  Fort +2, Ref +43, Will +5 
  Immune mind-affecting effects, poison, sleep effects, 
  paralysis, stunning, disease, death effects, critical 
  hits, nonlethal damage, ability drain or damage, 
  effects requiring a Fortitude save (unless nonlethal 
  or affects objects) 
  Resist +2 turn resistance 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d4+1) 
  Base Atk +1; Grp +1 
  Spell-Like Abilities (CL 3rd): 
   At Will—detect magic, inflict minor wounds (DC 
  13), read magic 
   3/day—cause fear (DC 13), magic missile, 
  summon monster I 
   2/day—death knell (DC 14), ghoul glyph (DC 14) 
  �Already cast ghoul glyph (2) 
  Abilities Str 11, Dex 15, Con –, Int 14, Wis 13, Cha 
  14 
  SQ undead traits 
  Feats Alertness, Improved Initiative 
  Skills Concentration +6, Hide +8, Knowledge 
  (arcane) +8, Listen +9, Spellcraft +8, Spot +9 
   
  5: THE MAURE HALLS 
  ADDER’S BREATH TRAP 
   CR 2 
  Description When the trap is activated, a portcullis 
  slams down over the exit. It can be lifted with a 
  successful DC 22 Strength check. The two stone 
  snakes, each 10 ft. tall, stand in the corners of the 
  room, facing each other. Once the trap is activated, 
  the statues begin to spit venom at random targets 
  in the room. The trap shuts down if all snakes or 
  the portcullis is destroyed. The trap does not reset. 
  Search DC 17; Type Magical 
  Trigger Touch (alarm on baton and statue); Init +1 
  Effect Lesser acid orb (Atk +2 ranged touch, 1d6 acid 
  damage, no saving throw, CL 1st); two random 
  targets per round. 
  Duration 5 rounds 
  Destruction AC 12; hp 5, hardness 2 (each spitting 
  statue) 
  Destruction AC 12; hp 60, hardness 10 (portcullis); 
  Bend Bars DC 22 
  Disarm Disable Device 26 (each spiting statue) 
  Dispel DC 12 (each spitting statue); if successful, that 
  statue shuts down for 1d4 rounds 
  
  COR7-12 Heart’s Desire 
   
  Page 30 
   
   
  APL 4 
  5: THE MAURE HALLS 
  XARIC THE DEATHLOCK* 
  CR 3 
  *Libris Mortis 94 
  NE Medium Undead 
  Init +6; Senses darkvision 60 ft., Listen +9, Spot +9 
  Languages Common, Abyssal, Infernal 
  AC 13, touch 12, flat-footed 11 
   (+2 Dex, +1 natural) 
  hp 19 (3 HD) 
  Fort +2, Ref +43, Will +5 
  Immune mind-affecting effects, poison, sleep effects, 
  paralysis, stunning, disease, death effects, critical 
  hits, nonlethal damage, ability drain or damage, 
  effects requiring a Fortitude save (unless nonlethal 
  or affects objects) 
  Resist +2 turn resistance 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d4+1) 
  Base Atk +1; Grp +1 
  Spell-Like Abilities (CL 3rd): 
   At Will—detect magic, inflict minor wounds (DC 
  13), read magic 
   3/day—cause fear (DC 13), magic missile, 
  summon monster I 
   2/day—death knell (DC 14), ghoul glyph (DC 14) 
  �Already cast ghoul glyph (2) 
  Abilities Str 11, Dex 15, Con –, Int 14, Wis 13, Cha 
  14 
  SQ undead traits 
  Feats Alertness, Improved Initiative 
  Skills Concentration +6, Hide +8, Knowledge 
  (arcane) +8, Listen +9, Spellcraft +8, Spot +9 
   
   
    
  5: THE MAURE HALLS 
  ADDER’S BREATH TRAP 
   CR 4 
  Description When the trap is activated, a portcullis 
  slams down over the exit. It can be lifted with a 
  successful DC 24 Strength check. The two stone 
  snakes, each 10 ft. tall, stand in the corners of the 
  room, facing each other. Once the trap is activated, 
  the statues begin to spit venom at random targets 
  in the room. The trap shuts down if all snakes or 
  the portcullis is destroyed. The trap does not reset. 
  Search DC 19; Type Magical 
  Trigger Touch (alarm on baton and statue); Init +2 
  Effect Melf’s acid arrow (Atk +4 ranged touch, 2d4 
  acid damage/round for 2 rounds, no save, CL 5th); 
  two random targets per round. 
  Duration 7 rounds 
  Destruction AC 14; hp 10, hardness 4 (each spitting 
  statue) 
  Destruction AC 14; hp 60, hardness 10 (portcullis); 
  Bend Bars DC 24 
  Disarm Disable Device 27 (each spiting statue) 
  Dispel DC 14 (each spitting statue); if successful, that 
  statue shuts down for 1d4 rounds 
   
   
  
  COR7-12 Heart’s Desire 
   
  Page 31 
   
   
  APL 6
  5: THE MAURE HALLS 
  XARIC THE DEATHLOCK* 
  CR 3 
  *Libris Mortis 94 
  NE Medium Undead 
  Init +6; Senses darkvision 60 ft., Listen +9, Spot +9 
  Languages Common, Abyssal, Infernal 
  AC 13, touch 12, flat-footed 11 
   (+2 Dex, +1 natural) 
  hp 19 (3 HD) 
  Fort +2, Ref +43, Will +5 
  Immune mind-affecting effects, poison, sleep effects, 
  paralysis, stunning, disease, death effects, critical 
  hits, nonlethal damage, ability drain or damage, 
  effects requiring a Fortitude save (unless nonlethal 
  or affects objects) 
  Resist +2 turn resistance 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d4+1) 
  Base Atk +1; Grp +1 
  Spell-Like Abilities (CL 3rd): 
   At Will—detect magic, inflict minor wounds (DC 
  13), read magic 
   3/day—cause fear (DC 13), magic missile, 
  summon monster I 
   2/day—death knell (DC 14), ghoul glyph (DC 14) 
  �Already cast ghoul glyph (2) 
  Abilities Str 11, Dex 15, Con –, Int 14, Wis 13, Cha 
  14 
  SQ undead traits 
  Feats Alertness, Improved Initiative 
  Skills Concentration +6, Hide +8, Knowledge 
  (arcane) +8, Listen +9, Spellcraft +8, Spot +9 
   
  5: THE MAURE HALLS 
  ADDER’S BREATH TRAP 
   CR 6 
  Description When the trap is activated, a portcullis 
  slams down over the exit. It can be lifted with a 
  successful DC 26 Strength check. The two stone 
  snakes, each 10 ft. tall, stand in the corners of the 
  room, facing each other. Once the trap is activated, 
  the statues begin to spit venom at random targets 
  in the room. The trap shuts down if all snakes or 
  the portcullis is destroyed. The trap does not reset. 
  Search DC 21; Type Magical 
  Trigger Touch (alarm on baton and statue); Init +3 
  Effect Extended Melf’s acid arrow (Atk +6 ranged 
  touch, 2d4 acid damage/round for 4 rounds, no 
  save, CL 5th); two random targets per round. 
  Duration 9 rounds 
  Destruction AC 16; hp 15, hardness 6 (each spitting 
  statue) 
  Destruction AC 16; hp 60, hardness 10 (portcullis); 
  Bend Bars DC 26 
  Disarm Disable Device 27 (each spiting statue) 
  Dispel DC 16 (each spitting statue); if successful, that 
  statue shuts down for 1d4 rounds 
   
  6: DEALING WITH THE DARK PRINCE 
  MISTLETOE 
  CR 6 
  Female dryad warlock* 3 
  *Complete Arcane 5 
  CN Medium fey 
  Init +6; Senses see in darkness and magical 
  darkness, low-light vision, Listen +10, Spot +10 
  Languages Common, Sylvan 
  AC 24, touch 16, flat-footed 18 
   (+6 Dex, +5 armor, +3 natural) 
  hp 41 (7 HD); DR 6/cold iron 
  Fort +6, Ref +11, Will +10 
  Speed 30 ft. (6 squares) 
  Melee dagger +10 (1d4-1/19-20)  
  Ranged mwk longbow +11 (1d8-1/x3) 
  Base Atk +4; Grp +3 
  Special Actions eldritch blast (2d6) 
  Combat Gear potion of cure moderate wounds, 
  potion of resist energy (fire), Quaal's feather token 
  (tree) 
  Warlock Invocations (CL 3rd): 
   At will—sickening blast (DC 19), dark one's own 
  luck, devil's sight 
  Spell-Like Abilities (CL 6th): 
   At will—detect magic (CL 3), entangle (DC 14), 
  speak with plants, tree shape 
   3/day—charm person (DC 14), deep slumber (DC 
  16), tree stride 
   1/day—suggestion (DC 16) 
  Abilities Str 8, Dex 23, Con 14, Int 14, Wis 16, Cha 
  21  
  SQ tree dependent, wild empathy +8 (+4 magical 
  beasts) 
  Feats Ability Focus (eldritch blast), Great Fortitude, 
  Weapon Finesse 
  Skills Concentration +12, Escape Artist +13, Handle 
  Animal +12, Hide +13, Knowledge (nature) +11, 
  Knowledge (the planes) +4, Listen +10, Move 
  Silently +13, Ride +8, Spot +9, Survival +10 (+12 in 
  aboveground natural environments), Use Rope +6 
  (+8 with bindings), 
  Possessions combat gear plus masterwork longbow 
  and +2 studded leather 
  Detect Magic (Sp) As the detect magic spell; at will; 
  caster level 3rd. 
  Eldritch Blast (Sp) An eldritch blast is a ray with a 
  range of 60 feet. It is a ranged touch attack that 
  affects a single target, allowing no saving throw. An 
  eldritch blast deals 1d6 points of damage at 1st 
  level and increases in power as the warlock rises in 
  level. An eldritch blast is the equivalent of a spell 
  whose level is equal to one-half the warlock's class 
  level (round down), with minimum spell level of 1st 
  and a maximum of 9th when a warlock reaches 
  18th level or higher. 
   
  An eldritch blast is subject to spell resistance, 
  although the Spell Penetration feat and other 
  effects that improve caster level checks to 
  
  COR7-12 Heart’s Desire 
   
  Page 32 
  overcome spell resistance also apply to eldritch 
  blast. An eldritch blast deals half damage to 
  objects. Metamagic feats cannot improve a 
  warlock's eldritch blast (because it is a spell-like 
  ability, not a spell). However, the feat Ability Focus 
  (eldritch blast) increases the DC for all saving 
  throws (if any) associated with a warlock's eldritch 
  blast. 
  Tree Dependent (Su) Each dryad is mystically bound 
  to a single, enormous fir tree and must never stray 
  more than 300 yards from it. Any who do become ill 
  and die within 4d6 hours. A dryad’s oak does not 
  radiate magic. 
  Wild Empathy (Ex) This power works like the druid’s 
  wild empathy class feature, except that the dryad 
  has a +6 racial bonus on the check. 
  
  COR7-12 Heart’s Desire 
   
  Page 33 
  APL 8 
  5: THE MAURE HALLS 
  XARIC THE DEATHLOCK* 
  CR 3 
  *Libris Mortis 94 
  NE Medium Undead 
  Init +6; Senses darkvision 60 ft., Listen +9, Spot +9 
  Languages Common, Abyssal, Infernal 
  AC 13, touch 12, flat-footed 11 
   (+2 Dex, +1 natural) 
  hp 19 (3 HD) 
  Fort +2, Ref +43, Will +5 
  Immune mind-affecting effects, poison, sleep effects, 
  paralysis, stunning, disease, death effects, critical 
  hits, nonlethal damage, ability drain or damage, 
  effects requiring a Fortitude save (unless nonlethal 
  or affects objects) 
  Resist +2 turn resistance 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d4+1) 
  Base Atk +1; Grp +1 
  Spell-Like Abilities (CL 3rd): 
   At Will—detect magic, inflict minor wounds (DC 
  13), read magic 
   3/day—cause fear (DC 13), magic missile, 
  summon monster I 
   2/day—death knell (DC 14), ghoul glyph (DC 14) 
  �Already cast ghoul glyph (2) 
  Abilities Str 11, Dex 15, Con –, Int 14, Wis 13, Cha 
  14 
  SQ undead traits 
  Feats Alertness, Improved Initiative 
  Skills Concentration +6, Hide +8, Knowledge 
  (arcane) +8, Listen +9, Spellcraft +8, Spot +9 
   
  VARGOUILLIE 
  CR 3 
  NE Small outsider 
  Init +1; Senses darkvision 60 ft.; Listen +5, Spot +5 
  Languages Infernal  
  AC 12, touch 11, flat-footed 11 
   (+1 size, +1 Dex) 
  hp 16 (3 HD) 
  Fort +4, Ref +4, Will +4 
  Speed fly 30 ft. (good) 
  Melee bite +3 (1d4 plus poison) 
  Base Atk +3; Grp -1  
  Atk Options kiss, poison 
  Special Actions shriek 
  Abilities Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8 
  SQ outsider traits 
  Feats Ability Focus (shriek), Weapon Finesse 
  Skills Hide +11, Intimidate +5, Listen +7, Move 
  Silently +7, Spot +7 
  Kiss (Su) A vargouille can kiss a paralyzed target with 
  a successful melee touch attack. An affected 
  opponent must succeed on a DC 15 Fortitude save 
  or begin a terrible transformation that turns the 
  creature into a vargouille within 24 hours. First over 
  a period of 1d6 hours, all the victim’s hair falls out. 
  Within another 1d6 hours thereafter, the ears grow 
  into leathery wings, tentacles spouts on the chin 
  and scalp, and the teeth become long, pointed 
  fangs. During the next 1d6 hours, the victim takes 
  Intelligence drain and Charisma drain equal to 1 
  point per hour (to a minimum of 3). The 
  transformation is complete 1d6 hours later, when 
  the head breaks free of the body (which promptly 
  dies) and becomes a vargouille. 
   
  The transformation is interrupted by sunlight and 
  even a daylight spell can delay death, but to 
  reverse the transformation requires removes 
  disease.  
  Poison (Ex) Injury, Fortitude DC 12 or be unable to 
  heal the vargouille’s bite damage naturally or 
  magically. A neutralize poison or heal spell 
  removes the effect, while delay poison allows 
  magical healing.  
  Shriek (Su) Instead of biting, a vargouille can open its 
  distended mouth and let out a terrible shriek. 
  Those within 60 feet (except other vargouilles) who 
  hear the shriek and can clearly see the creature 
  must succeed on a DC 14 Fortitude save or be 
  paralyzed with fear for 2d4 rounds or until the 
  monster attacks them, goes out of range, or leaves 
  their sight. A paralyzed creature is susceptible to 
  the vargouille’s kiss. A creature that successfully 
  saves cannot be affected again by the same 
  vargouille’s shriek for 24 hours. The shriek is a 
  mind-affecting fear effect. The save DC is 
  Constitution-based and includes a +1 racial bonus.  
   
  5: THE MAURE HALLS 
  ADDER’S BREATH TRAP 
   CR 8 
  Description When the trap is activated, a portcullis 
  slams down over the exit. It can be lifted with a 
  successful DC 28 Strength check. The two stone 
  snakes, each 10 ft. tall, stand in the corners of the 
  room, facing each other. Once the trap is activated, 
  the statues begin to spit venom at random targets 
  in the room. The trap shuts down if all snakes or 
  the portcullis is destroyed. The trap does not reset. 
  Search DC 23; Type Magical 
  Trigger Touch (alarm on baton and statue); Init +4 
  Effect Poison (Atk +8 ranged touch, 1d10 points of 
  Con damage, DC 16 Fortitude negates, save again 
  after 1 minute, CL 7th); two random targets per 
  round. 
  Duration 11 rounds 
  Destruction AC 18; hp 20, hardness 8 (each spitting 
  statue) 
  Destruction AC 3; hp 60, hardness 10 (portcullis); 
  Bend Bars DC 28 
  Disarm Disable Device 29 (each spiting statue) 
  Dispel DC 18 (each spitting statue); if successful, that 
  statue shuts down for 1d4 rounds 
  
  COR7-12 Heart’s Desire 
   
  Page 34 
  6: DEALING WITH THE DARK PRINCE 
  MISTLETOE 
  CR 8 
  Female dryad warlock* 5 
  *Complete Arcane 5 
  CN Medium fey 
  Init +6; Senses see in darkness and magical 
  darkness, low-light vision, Listen +10, Spot +10 
  Languages Common, Sylvan 
  AC 24, touch 16, flat-footed 18 
   (+6 Dex, +5 armor, +3 natural) 
  hp 52 (9 HD); DR 6/cold iron 
  Fort +6, Ref +11, Will +11 
  Speed 30 ft. (6 squares) 
  Melee dagger +11 (1d4-1/19-20)  
  Ranged mwk longbow +12 (1d8-1/x3) 
  Base Atk +5; Grp +4 
  Special Actions deceive item, eldritch blast (3d6) 
  Combat Gear gloves of missile snaring, potion of 
  cure moderate wounds, potion of resist energy 
  (fire), Quaal's feather token (tree) 
  Warlock Invocations (CL 5rd): 
   At will—sickening blast (DC 20), dark one's own 
  luck, devil's sight 
  Spell-Like Abilities (CL 6th): 
   At will— detect magic (CL 5), entangle (DC 14), 
  speak with plants, tree shape 
   3/day—charm person (DC 14), deep slumber (DC 
  18), tree stride 
   1/day—suggestion (DC 16) 
  Abilities Str 8, Dex 23, Con 14, Int 14, Wis 16, Cha 
  22  
  SQ tree dependent, wild empathy +8 (+4 magical 
  beasts) 
  Feats Ability Focus (eldritch blast), Ability Focus 
  (deep slumber), Great Fortitude, Weapon Finesse,  
  Skills Bluff +9, Concentration +14, Escape Artist +13, 
  Handle Animal +12, Hide +13, Knowledge (nature) 
  +11, Knowledge (the planes) +4, Listen +10, Move 
  Silently +13, Ride +8, Sense Motive +6, Spot +9, 
  Survival +10 (+12 in aboveground natural 
  environments), Use Rope +6 (+8 with bindings), 
  Possessions combat gear plus masterwork longbow 
  and +2 studded leather  
  Deceive Item (Ex) When making a Use Magic Device 
  check, a warlock can take 10 even if distracted or 
  threatened. 
  Detect Magic (Sp) As the detect magic spell; at will; 
  caster level 3rd. 
  Eldritch Blast (Sp) An eldritch blast is a ray with a 
  range of 60 feet. It is a ranged touch attack that 
  affects a single target, allowing no saving throw. An 
  eldritch blast deals 1d6 points of damage at 1st 
  level and increases in power as the warlock rises in 
  level. An eldritch blast is the equivalent of a spell 
  whose level is equal to one-half the warlock's class 
  level (round down), with minimum spell level of 1st 
  and a maximum of 9th when a warlock reaches 
  18th level or higher. 
   
  An eldritch blast is subject to spell resistance, 
  although the Spell Penetration feat and other 
  effects that improve caster level checks to 
  overcome spell resistance also apply to eldritch 
  blast. An eldritch blast deals half damage to 
  objects. Metamagic feats cannot improve a 
  warlock's eldritch blast (because it is a spell-like 
  ability, not a spell). However, the feat Ability Focus 
  (eldritch blast) increases the DC for all saving 
  throws (if any) associated with a warlock's eldritch 
  blast. 
  Tree Dependent (Su) Each dryad is mystically bound 
  to a single, enormous fir tree and must never stray 
  more than 300 yards from it. Any who do become ill 
  and die within 4d6 hours. A dryad’s oak does not 
  radiate magic. 
  Wild Empathy (Ex) This power works like the druid’s 
  wild empathy class feature, except that the dryad 
  has a +6 racial bonus on the check. 
   
   
   
  BLOATED CARRION CRAWLERS   CR 6 
  N Huge aberration 
  Init +2; Senses Listen +7, Spot +7 
  Languages None  
  AC 19, touch 10, flat-footed 17 
   (-2 size, +2 Dex, +9 natural) 
  hp 59 (7 HD) 
  Fort +9, Ref +4, Will +7 
  Speed 30 ft., climb 15 ft. 
  Melee 8 tentacles +109 (paralysis) and  
   
  bite +4 (1d6+3) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +5; Grp +15 
  Atk Options Combat Reflexes, paralysis 
  Abilities Str 22, Dex 14, Con 18, Int 1, Wis 15, Cha 6  
  Feats Alertness, Combat Reflexes, Track, Weapon 
  Focus (tentacle) 
  Skills Climb +14, Listen +7Spot +7  
  Paralysis (Ex) Those hit by a carrion crawler’s 
  tentacle attack must succeed on a DC 17 Fortitude 
  save or be paralyzed for 2d4 rounds.  
  Skills Carrion crawlers can always choose to take 10 
  on Climb checks, even if rushed or threatened. 
  
  COR7-12 Heart’s Desire 
   
  Page 35 
  APPENDIX 2: NEW RULES ITEMS 
  MAGIC ITEMS 
  Pearl of Power  
   Price (Item Level): 500 gp (3rd)  
   Body Slot: -  
   Caster Level: 17th  
   Aura: Strong; (DC 23) divination  
   Activation: Standard (command)  
   Weigh: – 
    
  This tiny pearl functions as a pearl of power, allowing the 
  caster of a prepared spell to recall a 0-level spell as a 
  standard action.  
   
  Prerequisites: Craft Wondrous Item, caster must be 
  able to cast spells of the spell level recalled. 
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
   
  Pearl of Speech 
  Price (Item Level): 600 gp (3rd) 
  Body Slot: Face 
  Caster Level: 7th 
  Aura: Moderate; (DC 18 divination) 
  Activation: – and standard (command) 
  Weight: – 
    
  This large blue pearl is shot through with crisscrossing brown, 
  green, and gold veins. 
    
  These items were originally created by drow and used 
  to command their slaves without stooping to learn 
  their foul languages. The secret of creating pearls of 
  speech long ago became known to bards and others 
  who rely on languages. When you place a pearl of 
  speech upon your tongue (a standard action), it is 
  absorbed into your mouth until you speak the proper 
  command word to release it. While absorbed, the pearl 
  grants you the ability to speak and understand a 
  specific language, such as Dwarven or Draconic. Each 
  pearl is created for a specific language, and you can 
  have only one pearl of speech active at a time. 
   
  In addition, while the pearl is active, it can be 
  activated to produce a command effect once per day 
  (Will DC 11 negates). 
   
  Prerequisites: Craft Wondrous Item, command, 
  tongues. 
   
  Cost to Create: 300 gp, 24 XP, 1 day. 
   
  Source: Magic Item Compendium 118 
   
  Rainbow Tambourine 
  Price (Item Level): 250 gp (4th) 
  Body Slot: Held 
  Caster Level: 20th 
  Aura: Strong Transmutation  
  Activation: Standard (command) 
  Weight: – 
   
  This brightly glowing tambourine is made of finely polished 
  oak and studded with precious gems. Gold jingles are set into 
  the circular frame, and the drumhead is soft doeskin, painted 
  with a rainbow erupting from an open hand. 
   
   
  The item functions as the Shard of the Sun, Magic 
  Item Compendium 185 except that using the Relic 
  power requires the user to be a worshiper of Lydia. 
   
  Shard of the Sun [Relic] 
  Price (Item Level): 3,500 gp (8th) 
  Body Slot: - (held) 
  Caster Level: 20th 
  Aura: Strong; (DC 25) evocation 
  Activation: - and standard (command) 
  Weight: 1 lb. 
    
  This brightly glowing holy symbol of Pelor is made of 
  hammered gold and set with diamonds. 
    
  A shard of the sun is mentioned in several religious texts 
  as “Pelor’s gift, which I carry into darkness – a sun that 
  never sets.” When you hold this item, it continuously 
  emits a warm light equivalent to a daylight spell 
  heightened to 5th level, provided that you are neutral 
  good, lawful good, chaotic good, or neutral. The symbol 
  must be covered completely to douse its light. 
   
  Relic Power: If you have established the proper 
  divine connection, you can command a shard of the 
  sun to fire two simultaneous searing light spells, though 
  each must be aimed at a different target. Each beam 
  deals 10d6 points of damage to undead, 5d6 points to 
  constructs and objects, and 5d8 points of damage to 
  other creatures. Creatures particularly vulnerable to 
  bright light, such as vampires, take 10d8 points of 
  damage from these beams. This ability functions three 
  times per day. 
   
  To use the relic power, you must worship Pelor 
  and either sacrifice a 6th-level divine spell slot or have 
  the True Believer feat and at least 11 HD. If you 
  sacrifice an 8th-level spell slot or have the True 
  Believer feat and at least 15 HD, you can fire four 
  searing light beams with each activation (no two at the 
  same target). 
   
  Lore: The first shards of the sun were hewn by 
  Pelor himself from the orb of the sun and molded into 
  the shape of his symbol. Over the centuries, he gifted 
  them to his most favored high priests, and most of 
  them remain in the hands of his clergy today 
  (Knowledge [religion] DC 20). 
   
  Prerequisites: Craft Wondrous Item, Sanctify Relic, 
  daylight, searing light. 
   
  Cost to Create: 1,750 gp, 140 XP, 4 days. 
   
  Source: Magic Item Compendium 185. 
   
  
  COR7-12 Heart’s Desire 
   
  Page 36 
  SPELLS 
  Ghoul Glyph 
  Necromancy 
  Level: Hunger 2, sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Effect: One ghoul glyph that must fit within a 1-ft. 
  square. 
  Duration: Permanent until discharged 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes  
   
  You inscribe a glyph that paralyzes any living creature 
  of Large or smaller size that enters, passes, or opens the 
  warded area. You can scribe the glyph to be visible as 
  faintly glowing lines, or invisible. You can inscribe a 
  ghoul glyph on a portable object, but if the object is 
  moved more than 5 feet, the glyph fades. 
   
  Conditions for triggering a ghoul glyph are 
  stringent. It takes effect on any creature except 
  yourself that moves to or within 2 feet of it. It affects 
  invisible creatures normally but is not triggered by 
  those that travel past it ethereally. Only a single ghoul 
  glyph can be inscribed in a 5-foot square. 
   
  Ghoul glyphs cannot be affected or bypassed by 
  such means as physical or magical probing, though 
  they can be dispelled. Mislead and nondetection can fool 
  a ghoul glyph.  
   
  Read magic allows identification of a ghoul glyph 
  with a successful DC 13 Spellcraft check, if the glyph is 
  noticed before it is activated. A rogue (only) can use 
  the Search skill to find a ghoul glyph and Disable Device 
  to thwart it. The DC in each case is 27. 
   
  When a glyph is activated, the subject is paralyzed 
  for 1d6+2 rounds. Additionally, if the subject fails his 
  Fortitude save, the paralyzed subject exudes a carrion 
  stench that causes retching and nausea in a 10-foot 
  radius. Those in the radius must make a Fortitude save 
  or take a -2 penalty to all attack rolls, weapon damage 
  rolls, saving throws, skill checks, and ability checks 
  until the spell ends. 
   
  Material Component: You trace the glyph with earth 
  from a ghoul’s lair. 
   
  Source: Libris Mortis 66 
   
  INVOCATIONS 
  Dark One’s Own Luck 
  Least: 2nd 
   
  You are favored by the dark powers if you have 
  this invocation. You gain a luck bonus equal to your 
  Charisma bonus (if any) on Fortitude saves, Reflex 
  saves, or Will saves (your choice each time you use this 
  ability) for a period of 24 hours. You can't apply this 
  ability to two different save types at the same time. 
  This bonus can never exceed your class level. 
   
  Source: Complete Arcane 133 
   
  Devil’s Sight 
  Least: 2nd 
   
  You gain the visual acuity of a devil for 24 hours. 
  You can see normally in darkness and magical darkness 
  out to 30 feet. 
   
  Source: Complete Arcane 133 
   
  Sickening Blast 
  Least: 2nd; Eldritch Essence 
  This eldritch essence invocation allows you to change 
  your eldritch blast into a sickening blast. Any living 
  creature struck by a sickening blast must make a 
  Fortitude save or become sickened for 1 minute. A 
  sickened creature struck by a second sickening blast is 
  not effected by the sickening aspect of the blast but 
  still takes damage normally. 
   
  Source: Complete Arcane 135 
   
  ENCOUNTER TRAPS 
  This adventure features several encounter traps 
  (Dungeonscape 120). The notes below provide a brief 
  overview of encounter traps.  
   
  Initiative: Use the trap’s initiative modifier to 
  determine its place in the initiative order. 
   
   
  Duration: This section details how long a trap 
  functions before it must be triggered again.  
   
  Destruction: This section of the encounter trap 
  stat block gives the trap’s physical statistics. An attack 
  source can be attacked from any square in the area it 
  affects or from a square adjacent to that area. 
   
  Disarm: Each successful Disable Device check 
  disables one attack source. Unlike standard Disable 
  Device checks, trying to disarm a single attack source 
  takes one round. Trying to disable a central disarm 
  location takes 1d4 rounds. Characters injured while 
  making a Disarm Device check must make a DC 10 + 
  damage dealt Concentration check or their action fails. 
   
  Dispel: Magic encounter traps can be dispelled 
  through the use of dispel magic of similar effects. 
  Usually one casting of dispel magic shuts down a 
  single attack source, but some traps have a central 
  dispel location that, if dispelled, shuts down the entire 
  trap. An area dispel magic affects only one attack 
  source, but the spell can be tested against each source 
  until it succeeds. 
   
  Source: Dungeonscape 121. 
  
  COR7-12 Heart’s Desire 
   
  Page 37 
  DM MAPS 
  GREYHAWK REGIONAL MAP 
   
   
  
  COR7-12 Heart’s Desire 
   
  Page 38 
  DM MAPS 
  MAP OF THE TUMBLED TOWER. 
   
   
   
   
  
  COR7-12 Heart’s Desire 
   
  Page 39 
  DM MAPS 
  MAP OF THE MAURE HALLS 
   
   
  
  COR7-12 Heart’s Desire 
   
  Page 40 
  DM AID 1 
  GUARDIANS OF THE DARK PRINCE’S PRISON 
  Statues stand at the six points of the cage that binds the Aspect of Graz’zt. Below are lists of what each statue is at the 
  various APLs. Large-sized creatures at APL 8 only have Medium-sized statues. The numbers correspond to the position 
  of the statues marked on Room 3 on the Maure Halls in DM Maps. 
   
  APL 2 
   
  1 – Dretch 
   
  2 – Choker 
   
  3 – Thoqqua 
   
  4 – Kuo-toa  
   
  5 – Bugbear 
   
  6 – Worg 
   
  APL 4 
   
  1 – Barghest 
   
  2 – Sea Hag  
   
  3 – Aranea 
   
  4 – Gargoyle 
   
  5 – Harpy 
   
  6 – Wereboar, Hybrid Form 
   
  APL 6 
   
  1 – Xill 
   
   
  2 – Digester 
   
  3 – Babau 
   
  4 – Average Xorn 
   
  5 – Gauth 
   
  6 – Kyton 
   
   
  APL 8 
   
  1 – Gray Render  
   
  2 – Erinyes 
   
  3 – Dark Naga 
   
  4 – Blue Slaad 
   
  5 – Destrachan 
   
  6 – Elder Xorn 
   
   
  
  COR7-12 Heart’s Desire 
   
  Page 41 
   PLAYER HANDOUT 1 
   
  Art by Darcy Melton 
   
  Players alternate taking turns. Each may move one piece per turn. Red moves first. 
   
  King (the big piece) – moves one space in any direction. 
   
  Rook (the tower piece) – moves as many spaces as desired vertically or horizontally 
   
  Knight (the horse piece) – moves in an “L” of one space either horizontally or vertically then two in a perpendicular 
  direction; or two spaces in horizontally or vertically then one space in a perpendicular direction. 
   
  Pawn (the little piece) – moves one space toward opposing side. May move two spaces on its first move. Can only 
  capture a piece diagonally forward. 
   
  You capture pieces by moving onto their square on the board. This removes the piece from the game. If the king can be 
  captured, he is “checked”. The king must move out of check, and the king cannot move into check. If the king cannot 
  move out of check, then it is a check-mate and the game is over. 
  
  COR7-12 Heart’s Desire 
   
  Page 42 
  PLAYER HANDOUT 2 
  SELECTED EXCERPTS FROM THE LABORATORY JOURNAL PART 1 
   
   
  
  COR7-12 Heart’s Desire 
   
  Page 43 
  PLAYER HANDOUT 2 
  SELECTED EXCERPTS FROM THE LABORATORY JOURNAL PART 2 
   
  
  COR7-12 Heart’s Desire 
   
  Page 44 
  PLAYER HANDOUT 3 
  NOTES IN THE COFFER PART 1 
   
   
  
  COR7-12 Heart’s Desire 
   
  Page 45 
  PLAYER HANDOUT 3 
  NOTES IN THE COFFER PART 2 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/597/COR7-12 Heart's Desire (2-8)/COR7-12 Heart's Desire.pdf