You are on page 1of 16

571156

571156

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the
Heart of Evil

1980956 571156

By K. Axel Carlsson

1980956
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980956
571157
571157

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the
Heart of Evil
Credits
AUTHOR
K. Axel Carlsson
C OVER ARTIST
Felipe Gaona
LAYOUT
1980957

K. Axel Carlsson 571157

INTERIOR ARTISTS
Gary Dupuis and Marc Rødskov
C ARTOGRAPHY
Butch Curry

A very special thanks to Morten and some of the guys from


ØLSTYKKE ROLLESPILS KLUB!

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark
of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are
trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See
http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

OPEN C ONTENT: All magic items in this product are considered OPEN GAME CONTENT.
PRODUCT IDENTITY: All other material - proper names, settings, characters, story hooks and author's notes - are considered
PRODUCT IDENTITY.

At the Heart of Evil (c) 2011 HEADLESS HYDRA GAMES, All Rights Reserved.

1980957
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980957
571158
571158

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

Introduction minions banished.


It was a joyous time for the free people, and when the
For years, the Order of the Sanguine Star ruled Kelennor, body of the dead baron was retrieved from the keep, a
until one day, the paladins stopped patrolling the borders. tomb was erected in the nearby town of Kelen, to remind
It was whispered that a great evil had entered the old them of what a great man the baron had been before
keep, and when Sir Gareth Strongfist, a blackguard, madness took him.
entered the town of Kelen, he was accompanied by With no heir to the barony, the keep was given into the
skeleton warriors. A new era was upon the people of care of the Order of the Sanguine Star, thereby starting a
Kelennor, and this time their saviors had vanished new and prosperous age for Kelennor. The paladins
completely. would rule for five long years, guarding the borders, until
This Pathfinder Roleplaying Game adventure is a new threat arose, this time from within…
designed to challenge four 6th to 8th level characters. It
takes place in the barony of Kelennor, and especially in THE NEW THREAT
the old keep outside Kelen, the barony’s largest town. Before the necromancer died, he was able to plant a
single seed of evil in the weakest of the paladins, a man
named Sir Gareth Strongfist. Every night, the paladin had
Adventure Background terrible nightmares, but instead of telling his brothers of
these, he kept them to himself. They festered like a bad
Ten years ago, the baron of Kelennor succumbed to wound, until one day he left the keep. The paladin had
madness following the death of his wife and child. They seen a place in the northern mountains; a ruined tower,
had been attacked in the northern borderlands while and knew that it was there that he would find the reason
traveling to Terevar, and only a single soldier returned to for his nightmares.
Sir Gareth Strongfist found more than he had
tell the tale. He spoke of dark fiends attacking them in the
1980958 571158

woods, but that did not ease the baron’s mind. He sent bargained for, and when he left the ruined tower of
away all his friends and soldiers, and for years, lived Azaelorr Karn, he was a changed man with a new cause.
alone at the keep. He understood that all these years he had been following
Then one day, a cloaked stranger arrived at his door. It the wrong path and now was the time to rectify his old
was a young mage, who claimed that he could bring back mistakes.
the baron’s family, if only the baron would help him in With the aid of a dark scroll found among the ruins,
return. How could the baron not believe in the mage’s the fallen paladin was able to capture the spirits of his
lies, and short after the barony entered the darkest year in brothers and trap them in the tomb below the keep.
its history. Some people fled to the surrounding lands, but Those who came to the keep did not leave, and soon the
most people did not have the means to leave their homes borders started to weaken, allowing bandits and terrible
and were forced to stay and serve the necromancer. His creatures to enter.
Darkness was once again upon Kelennor…
name was Azaelorr Karn and it was soon whispered that
demons danced at his table every night.
The keep became a place to fear.
Finally, one day a group of paladins arrived at the Adventure Synopsis
border. They had heard the fell stories and wanted only to
free the dark barony from its terrible curse. The paladins The first part of this adventure takes place at the old keep
carried a mighty banner displaying the Sanguine Star, of Kelennor. The PCs explore the keep, finding several
which was also the name of their order. A battle was threats inside. One of the wraiths is located in the
fought at the keep, and in the end, the paladins proved watchtower, another in the library. The remaining two are
victorious. The necromancer was slain and his dark found downstairs, at the heart of the dark keep. Each

2
1980958
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980958
571159
571159

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

THE OLD KEEP


1980959

time one of these wraiths is killed, they drop a black him. 571159

onyx, which must later be used to free the spirits of the If the PCs need another reason to enter the dark
paladins. When freed the paladins are grateful, but there barony, seeking out the blackguard at the old keep, use
is little time to share stories. one of the following hooks;
In the second part of this adventure, the blackguard,
Sir Gareth Strongfist, return to the keep followed by an THE RELATIVE: The news of Kelennor’s new ruler has
army of undead. He is disappointed to find that his reached the neighboring duchy and the nobleman,
brothers have been released from their prison, but really Tristram Aedaril is looking for someone to enter Kelen
doesn’t care. This time, he will just destroy anyone who and bring back his sister who lives there. He will gladly
stands in his way. pay the PCs a large sum of money, if only they bring her
back alive. When they reach Kelen, they learn that she
went to the keep, begging for the lord’s mercy.
Adventure Hooks
THE ORDER OF THE SANGUINE STAR: When the six
While traveling the road, the PCs encounter a ragged paladins left their order in the nearby duchy, the order
group of fugitives, who tell them of the state of Kelennor. dwindled in power. With the rumors of their lost
The town of Kelen is no longer a safe place, and the brothers, they are looking for someone to enter the old
undead skeletons of Sir Gareth Strongfist patrol the keep in Kelennor and retrieve the magical banner of their
outskirts, controlling who exits and enters. It was only by order.
chance that this group escaped in time, and now there is
no going back. He has proclaimed himself the ruler of the A BARD’S TALE: While staying at a wayside inn, the PCs
barony and demand that the people serve him, and only hear a bard tell a tale of a barony called Kelennor. There

3
1980959
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980959
571160
571160

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

is sadness in his voice and from his song; it seems that he meal consisting of a dead human they attacked on the
knows something more than just rumors. The bard was a trail. They dragged him back, leaving an obvious trail
friend of the paladins, but was forced to leave Kelennor outside the keep. There is a chance that they will notice
when Sir Gareth proclaimed his brethren dead. He went any intruders on a Perception check DC 15, in which
to the keep one last time, where he saw dark creatures case they will drop their meal and attack. These ghastly
move across the courtyard. The creatures were wraiths, creatures wear ragged clothing, and smell of rot and
and when he saw them, the bard knew that his friends death. Sir Gareth summoned them from another scroll
were lost forever. found in the ruined tower. He allows the ghasts to roam
the countryside around the keep, where they attack
unwary travelers and fugitives.
The Old Keep
GHASTS (2): 24 hp each (advanced ghouls)
The keep is located half a day’s travel outside Kelen, on a See the Pathfinder roleplaying Game Bestiary
small hillside. It is surrounded by light forest, but from
the watchtower, the nearby town is easily visible, B. WATCHTOWER (EL 6)
especially on a clear day. The keep was built to withstand The old watchtower rise high above the courtyard, its
outside attacks, and bears the scars of many battles, but it stone as gray and worn as those of the main keep. A
has not yet fallen. banner may have once crested the top, but now only a
An old trail leads from Kelen to the front entrance in single lonely pole thrusts towards the blue sky.
the southern part of the keep, where the courtyard can be
accessed through a gate in the wall. The watchtower is a strong building with only a few
arrow slits along the outer wall. It reaches 10 ft. higher
1980960

A. C OURTYARD (EL 3) 571160

The years have been unkind to this keep, allowing old


vines and roots to slowly break down the walls of the
buildings. But those are not the first things you notice,
when approaching the gate; a couple of ghastly undead
are feasting on a dead body near the well, and in fact,
you hear them long before ever seeing them.

A couple of stairs are located to the left and right of the


gate, leading to the battlements. However, more
importantly, the body the two ghasts are feasting on looks
like one of the local villagers. He is missing most of the
lower body and legs. While the ghasts are enjoying their
meal, they sometimes push each other out of the way,
wanting the meal for themselves, but are obviously more
intent on eating than fighting.
A stairwell leads up to the watchtower, and the
entrance to the keep itself is located straight ahead at the
top of a set of stairs, with a balcony above. From the
courtyard, the stables and old guard barracks are easily
accessible.
C REATURES: The two ghasts are currently eating a

4
1980960
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980960
571161
571161

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

1980961 571161

than the main keep building and is only accessed from a armor and wields a greatsword, this does not seem to
small door in the courtyard. The strong wooden door is affect the way it fights.
locked with an average lock (DC 25) and has a break DC When the wraith is killed, something odd happens.
of 23. The spectral body dissipates slowly, and when the last of
The inside of the watchtower is sparsely furnished with the spirit leaves this world, a black onyx (125gp) drops
a few swords and bows hanging on the wall, and a single to the floor, unharmed. This gemstone actually contains
shield lying on the floor. Two old torches grace the wall, the soul of the paladin and when inserted into the right
but are not currently lit. A stairwell leads upstairs, but body (see area 19), will release it from its prison,
when the PCs enter this room, a wraith can be seen destroying the wraith forever.
coming down from above. It seems to be wearing heavy If the onyx is not used within an hour, the wraith will
armor underneath ragged clothing that float in the air, once again take shape, and attack the PCs.
even though there is no wind inside the tower. The wraith
is even wielding a greatsword, which seem as spectral as ADVANCED WRAITH
the wraith itself. (KELDARON GREATSHIELD): 57 hp
C REATURES: When the blackguard trapped the four See the Pathfinder Roleplaying Game Bestiary
paladins in the chamber beneath the keep, he cursed their
spirits to a life as wraiths. This is one of them, a human TREASURE: The shield lying on the floor is in fact a
named Keldaron Greatshield. The wraith will not magical +1 light steel shield, which was wielded by Sir
hesitate, but attacks the characters as they enter the tower. Keldaron when he lived. It even bears the mark of the
It fights fiercely and with a passion, but while it wears Sanguine Star, painted on the front. A Perception check

5
1980961
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980961
571162
571162

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

DC 20 also reveals a small cache hidden behind one of


the swords, containing two small potions of cure light
wounds.

C. STABLES (EL 7)
You hear something coming from the stables, a guttural
throaty sound, and when you open the gate, a strange
plant creature reach out in your direction. Its tendrils
are thorny and highly deadly, but there is more to this
creature, shadows lurk everywhere and open wounds
can be seen on its body.

Strange sounds come from the stables, but not the sound
of horses and other domestic animals. When the wooden
gate is opened, it reveals pure carnage. The bones of
several horses are littered across the floor, and in the
middle of it all sits a strange plant dripping slime on the
floor. This is a fiendish shambling mound that will attack
anything or anyone who comes near its lair.
Several items hang on the wall, among them a glowing
saddle on the wall behind the fiendish creature.
C REATURE: This beast was also summoned by the
1980962

blackguard, but Sir Gareth has not been able to control it 571162

and is happy that it keeps to the stables. To satisfy its D. OLD GUARD BARRACKS (EL 4)
hunger, he has given it several villagers and horses, The walls of this building are thick, but even though;
whose bones can also be found on the floor. The beast you can hear faint sounds of rattling bones and armor
will attack anyone that comes near it, especially any from within. When the door is opened, you see the
good-aligned creatures. white bones of the enemies that await you, and then
their cold iron blades.
FIENDISH SHAMBLING MOUND: 67 hp
See the Pathfinder Roleplaying Game Bestiary There is not much in this building except the skeletons
that Gareth Strongfist summoned to fight for him. He
TREASURE: If the PCs search the stables, they will find took most of the skeletons with him when he left, but left
several items on the floor. A Perception check DC 15 these for later use.
reveals 25gp, 16sp and a holy symbol. A Perception C REATURES: There are ten skeletons trapped here
check DC 20 reveals all of the above, plus a +1 behind a strong wooden door. It is locked with a good
longsword and a masterwork glaive. The magical saddle lock (DC 30) and has a break of DC 23.
is a saddle of good hope, which was once used by the They wear chain shirts (AC 17) and wield cold iron
paladins when they patrolled the borderlands. longswords (1d8+1/19-20), adding a bit to the challenge.
DEVELOPMENT: If the characters managed to sneak
past the ghasts to the stables, they are discovered as the HUMAN WARRIOR SKELETONS (10): 8 hp each
gate is opened. The ghasts will attack together with the See the Pathfinder Roleplaying Game Bestiary
fiendish shambling mound, adding vastly to the challenge
(EL 8).

6
1980962
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980962
571163
571163

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

E. MAIN KEEP E3. ABANDONED OFFICE


This large building seems barren, showing only a few You see a few silhouettes in the darkness beyond the
windows on the 1st floor. It was built for defense, but door, of a large office table and a few empty shelves.
now, as you approach the front entrance, you find the This place seems as abandoned as the old parlour you
door slightly ajar as if someone passed through it just passed through.
recently. Old vines hang from the balcony above, but do
not hinder your entrance into the old keep. Needing only one real office, the paladins chose the one
upstairs. This meant abandoning this one, and a heavy
The balcony is located 10 ft. above the main entrance, search will end up nothing, except perhaps a few old
and while the vines is actually a fiendish assassin vine coppers (1d6+3) on the floor. There is a few old
(see area 8) it will only attack anyone who enters the paintings hanging on the walls, and a Knowledge (local)
balcony. No sounds seem to come from this building and check DC 15 informs the PCs that the middle-aged man
it gives the PCs an eerie feeling. depicted on both paintings are indeed the old baron of
Kelennor.
E1. E NTRANCE HALL
Entering the keep leaves you with an eerie feeling. E4. LONGTABLE HALL
Something dark lurks here, but you cannot see it. The A great hearth and Longtable dominates this hall,
only things in the old hallway are a round carpet which must have been used as a dining hall until
bearing the mark of the Sanguine Star and a huge recently. Broken clayware litter the floor, together with
chandelier above. a few tankards and broken flasks. A trail of blood leads
toward a small door in the back, which is halfway open.
There are four possible exits from the hallway. The The blood has not yet had the chance to dry.
1980963

double doors to the right leads to the Longtable Hall in 571163

area 4, and the small door ahead leads the PCs to the The baron used this hall to dine in and so did the
kitchen in area 5. The strong wooden door to the left will paladins. It is a magnificent hall, with tall ceilings and
take the PCs into the old parlour in area 2, while the lots of open space. There are eight chairs around the
stairwell opposite the entrance takes the PCs into the 1st table, some of which has been broken not long ago, but
floor. nothing of value can be found here.
E2. PARLOUR E5. KITCHEN (EL 2)
This was once a parlour in the days when the baron Before you open the door, you realize that some
lived here, but has clearly not been used in a while. creature is lurking on the other side. Ghastly noises are
Dust and dirt cloud the floor and old furniture, while coming from the kitchen, as if someone or something is
old cobwebs decorate the broken chandelier hanging eating heavily. When the door opens fully, you spot
from the ceiling. another ghast in the middle of the room, eating a leg
from some poor human.
The paladins of the Sanguine Star had no use for the
parlour, except to store old and useless furniture. Chairs, The kitchen is just that. It has a stove, earthenware and a
tables and old chests are located along the walls, leaving long and useful table with hundreds of scars. The ghast
just enough space for someone to reach the door in the dominates the room, but will turn towards the PCs as
back. This is a strong wooden door, but is not locked or soon as they open the door fully.
stuck. C REATURES: The ghast here is just another one of
A heavy search of this room will not end up anything, Gareth’s creatures, summoned to protect the keep. It will
except signs of a few rats and hundreds of spiders. attack anyone on sight; bend on destroying and eating

7
1980963
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980963
571164
571164

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

1980964 571164

8
1980964
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980964
571165
571165

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

them. assassin vine. It will attack when someone come within


reach, trying to grab hold of them.
GHAST: 24 hp (advanced ghoul) C REATURE: The fiendish assassin vine was summoned
See the Pathfinder Roleplaying Game Bestiary by Sir Gareth to guard the entrance to the keep, but while
the blackguard is away, the vine seem to move about at
TREASURE: The victim of this ghast was an unlucky its own will, breaking and destroying the walls, doors
cleric wearing a ring of protection +1, which the PCs can and windows.
easily retrieve when they have killed the ghast.
FIENDISH ASSASSIN VINE: 30 hp
E6. STORAGE See the Pathfinder Roleplaying Game Bestiary
Several shelves, crates, sacks and barrels line these
walls, easily identifying it as nothing more than a E9. OLD LIBRARY (EL 5 AND 1)
simple storage room. There are obviously a few things Old books fill the shelves of this library, only broken by
to eat here, but not enough for a feast. There is a small the occasional item. The dust is thick, and you feel it as
hatch in the floor in the back of the room, probably if you are the only one who has entered this library for
leading to a cellar below the keep. the last five years, which is probably true. Then a
spectral shadow form ahead of you, seemingly wearing
This room is mostly empty. If searched properly (DC 18), armor and wielding a greatsword. The strange thing is,
it reveals enough food to satisfy the hunger of five people the wraith does not seem hostile.
in three days. The hatch is easily opened, revealing the
cellar below. A ladder takes the PCs down into the The wraith was once a paladin named Eldrek Karishan, a
darkness. member of the Sanguine Star. In many ways he was more
1980965

DEVELOPMENT: This food might be a crucial point later a scholar than a paladin and loved to spend time in the 571165

on in the adventure, as the forces of Sir Gareth Strongfist library, reading every book available. He is not hostile to
lay siege to the keep. That is, if the PCs bar the gate. begin with, though he will attack the PCs eventually, but
instead float around the room, whispering. He wants to
E7. HALLWAY know what the PCs are doing here and will ask them
The stairwell ends in a broad hallway, branching off to outright. When he is satisfied that they will tell him no
several doors. There is not much here, except the door more, he attacks.
to the balcony, which lies, broken on the floor. A cold The secret door can be found on a Perception check DC
wind blows from outside. 22, but when the PCs try to open it, the shield hanging
above the door animates and attacks the intruders. This
The doors here branch off to almost every room on the means that there are essentially two encounters in this
1st floor, with the exception of the small scribe’s room room, as the PCs probably won’t activate this second
and secret room found in the library. The door to the encounter after having killed the wraith.
balcony was destroyed by the assassin vine, allowing it to The animated shield holds the ancient spirit of the old
move freely inside the keep. baron, who worried endlessly of his treasure, which he
hid in the secret chamber. He continues to protect his
E8. BALCONY (EL 3) treasure in the afterlife, but will appreciate being
Old vines seem creep into every nook and corner of the released. His spirit is seen departing the shield when
balcony. As you enter, they start to move and then you killed, whispering “finally…”
realize, they are alive! C REATURE: The wraith here is one of the captured
spirits of Gareth Strongfist, and when killed, leaves
There is nothing on the balcony, except the fiendish behind a black onyx (125gp). This onyx has the power to

9
1980965
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980965
571166
571166

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

release his spirit from the bound prison below the keep. his scribe.
WRAITH (E LDREK KARISHAN): 35 hp E12. SERVANT’S QUARTERS (EL 3 AND 3)
SMALL ANIMATED OBJECT: 17 hp This room was obviously occupied by the paladins,
See the Pathfinder Roleplaying Game Bestiary whose armor and weapons rest against the far wall. You
have barely noticed these when something rises from
TREASURE: There are plenty of books here for the scholar behind the beds. It’s another undead, but this time it’s a
and bard, but if searched completely will reveal a few wight!
interesting items worth 2,500gp. These items are not
magical, but could be a small figurine created by a master These rooms are sparsely furnished, with only two beds
artisan, a golden and gem-encrusted knife and several and two chests. The chests hold simple clothing and a
small gems. few personal items from each of the paladins, but the real
treasure here are the masterwork arms and armor.
E10. SECRET C HAMBER C REATURES: There is a wight in each of the rooms,
This small chamber contains a small table and several who attacks the intruders as soon as they enter. These
locked chests. It is sparsely furnished for a reason, wights are somewhat intelligent and roam the keep
which is that there isn’t a lot of room for more items. A freely, which means that if the PCs make too many
single book is located on the table, closed and bearing noises, the undead may be prepared, gaining a surprise
the crest of the baron of Kelennor. attack.
This chamber holds the treasure of the old baron, which WIGHTS (2): 30 hp each
includes several magical potions and lots of gold and See the Pathfinder Roleplaying Game Bestiary
1980966

silver. However, to true adventurers, the most important 571166

treasure is the tome on the table, which is in fact the diary E13. BARON’S OFFICE (EL 7)
of the dead baron. Strange babblings can be heard from this room, as if
The journal allows the PCs to discover, not only the someone was speaking to himself. A large desk and
history of Kelennor and the baron, but also insight into chair is located in the southern part of the room, near
the necromancer, Azaelorr Karn and possibly the location the big window. This was clearly an office once. A
of the ruined tower in the northern mountains. tapestry bearing the Sanguine Star hangs opposite the
TREASURE: The following potions can be found in one hallway door, looking very much like an old banner.
of the chests; potion of cure moderate wounds, 2 potions
of cure light wounds and 3 oils of light. There is 1,500gp This room was used by the leader of the order, Alaran
and 2,000sp in the other chest along with a few Shieldworth, but while the other members of his order
gemstones worth 500gp. were trapped by the blackguard, Alaran was forced to
jump out of the window and kill himself. He has become
E11. SCRIBE’S ROOM a creature of madness, doomed to stay here forever.
A scribe’s table dominates this room, with only a few C REATURE: Alaran has been turned into a spectre, but
bottles of ink and a couple of pens resting on its scarred is less powerful than most spectres. He is hiding behind
surface. the big desk as the PCs enter, but attacks fiercely.
This room is almost empty. A Perception check DC 22 SPECTRE (ALARAN SHIELDWORTH): 40 hp
reveals a small hidden chamber beneath the table, easily See the Pathfinder Roleplaying Game Bestiary
opened once found. A single scroll of hide from undead
was hidden here by the old cleric who served the baron as

10
1980966
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980966
571167
571167

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

in the lock and it is indeed locked.


E15. GUEST ROOM
This chamber is nothing more than a simple bedroom,
with a large closet lying broken on the floor. Someone
obviously fought here and the old blood stains on the
sheets bears testimony to this.

Much like the master bedroom, a thorough search ends


up nothing except a +1 dagger kept in a piece of cloth
covered in dried blood. This dagger was actually carried
by Gareth Strongfist, but has long since been abandoned.
E16. C ELLAR (EL 4)
You enter the dank cellar below the keep, seeing
nothing around you except darkness and shadows. This
place may once have smelled of old wood and wine, but
now it smells only of death and decay, leaving no doubt
that a necromancer once lived here.

The cellar is reached by climbing down a ladder from


area 6. It has a few old barrels in the northern part of the
1980967

chamber, and a couple of broken bottles litter the floor 571167

TREASURE: The blade of Alaran Shieldworth has never near the door, making it dangerous territory. The door is
left this chamber, and can be found behind the desk. A closed, but not locked, but not long after the PCs enter
Perception check DC 15 reveals the blade from the the cellar, do they face a new threat.
doorway. The blade is a +1 axiomatic longsword called C REATURE: Gareth summoned another creature to
Justiceweaver. protect the tomb. He used one ofAzaelorr Karn’s scrolls,
Besides the magical sword, there is a small chest in but has managed to control this one, who serves him
one of the desk’s drawers containing 250gp and 100sp. well. The creature is a fiendish phantom fungus, another
This chest has an good lock (DC 30). plant creature transformed by the fiendish powers of the
The tapestry is in fact the ancient banner of the Order necromancer. The phantom fungus is invisible and gains
of the Sanguine Star (see page 15), a unique item the a surprise attack on the PCs.
paladins valued highly. It has a few blood stains and
appears to have seen more than one battle. FIENDISH PHANTOM FUNGUS: 30 hp
See Tricky Owlbear's Forgotten Foes
E14. MASTER BEDROOM
A bed rests by the wall opposite the door and behind it; E17. HALLWAY (EL 3 AND POSSIBLY 5 OR 7)
a couple of crossed blades hangs on the wall. This is The hallway outside the door from the cellar is wide
where the leader of the paladins slept, but it has long enough to allow two creatures to walk side by side, and
since been cleaned out and left empty. turns south after a few feet. A door rests in the wall
opposite the cellar door, looking very much like a
A thorough search ends up nothing. There is another door barred prison door.
here, which opens up to the hallway outside. A key rests

11
1980967
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980967
571168
571168

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

1980968 571168

The hallway is lighted by a few everburning torches puzzle, but instead decide to break down the door,
hanging on the wall of the tomb door. The light source is another trap is activated. If the PCs manage to break the
not directly visible from the cellar door, but is obviously puzzle, award them XP as if they had defeated a level 7
torchlight. There is one danger here, the trap on the encounter.
prison door and a puzzle, which opens the tomb door. MOVING SWORDS TRAP: CR 5; mechanical; location
ACID ARROW TRAP: CR 3; magic device; touch trigger; repair reset; hidden switch bypass (Perception
trigger; no reset; spell effect (acid arrow, Atk +2 ranged DC 25); Atk +16 melee (1d8+10/19-20, longsword);
touch, 2d4 acid damage for 4 rounds); Perception DC 27; multiple targets (both statues attack at the same time);
Disable Device DC 27. Perception DC 25; Disable Device DC 18.
THE PUZZLE: The tomb door has no keyhole and no
handle, but is a heavy stone door with a break DC of 35. E18. PRISON C ELL
On each side of the door stand two statues of warriors Gentle sobs can be heard from behind this wooden
wearing full-faced helmets. They each carry a drawn door, of a woman crying. When you open the door, a
longsword that carries a few arcane markings. Anyone creature shrinks back from the light against the far
speaking draconic is able to decipher these markings. The wall. It is a young woman, covered in bloody clothing.
right statue reads; “We see beyond the door and protect
the lord of the keep!” while the left statue reads; “None When the sister of Tristram Aedaril came to the keep
may intrude upon the rest of our lord!” To open the door, begging for the lord’s mercy, she was led inside and
two PCs have to put their fingers into the eyes of the down here by Gareth Strongfist. He cared little for the
statues at the exact same time. If they don’t solve the woman, but wanted to keep her beauty for himself, at

12
1980968
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980968
571169
571169

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

least for a little while. She has been raped a few times,
but the blood on her clothes is not her own. She has been
fed, but is very frightened when the PCs find her. She
does not trust them to begin with, but wants only to get
out of here and return to the mansion of her brother. If the
PCs can do this for her, she will reward them dearly,
which is no empty offer. Her family is quite wealthy.
WYSHAEL AEDARIL (FEMALE HUMAN ARI3): 5 hp
E19. TOMB (EL 8)
The huge stone door moves upwards, revealing a large
chamber with several heavy sarcophaguses adorning
deep alcoves. This is where the old lords buried their
family members, and a heavy stone slab in the middle of
the chamber marks the mass grave below. You have
barely begun exploring this chamber when you see the
depictions of four paladins carved from the stone wall.
They are placed in each of the chamber’s four corners.

This is where Gareth managed to capture the spirits of his


brothers. They are trapped within the four wall statues,
1980969

and only one thing will free them; placing the gemstones 571169

in the pommel socket of each warrior. The graves have


no lids and when the wraiths start to attack, the skeletons
animate and attack 1d4 rounds later.
C REATURES: The remaining two wraiths keep to the
tomb attacking any intruders. They fight relentless, until
their foes are killed or they themselves are destroyed. The
skeletons will fight anyone of good alignment first and
then those of neutral alignment second, never harming
any evil PC of the party. Like the other wraiths, if these
are killed a black onyx drops to the floor.
WRAITH (TOREN SHIELDWORTH): 42 hp
WRAITH (WYRRON THROMAHL): 45 hp
HUMAN WARRIOR SKELETONS (8): 8 hp each
See the Pathfinder Roleplaying Game Bestiary

TREASURES: The blackguard left most of the items he


recovered from the ruined tower ofAzaelorr Karn in this
room. Among these items is a blacksteel ceremonial
dagger, a few scrolls of summon monster II and III and
13 black onyx gemstones worth 125gp each. A scrollcase

13
1980969
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980969
571170
571170

paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012

At the Heart of Evil

also hides the research notes of the necromancer, telling the undead army may be too much. If they are smart
of his dark experiments; how he came to find the secret adventurers, they will plan their escape from the keep,
of trapping the human soul. fleeing to the town of Kelen where they can possibly
raise a small army of their own.
Concluding the Adventure
New Magic Items
When the PCs have found the four wraiths in the keep
and watchtower, they must slay them to gain the black SADDLE OF GOOD HOPE
gemstones. These must then be used to free the spirits of Aura moderate enchantment; CL 7th
the fallen paladins, concluding the first part of the Slot body (see below); Price 23,625 gp; Weight 30 lbs
adventure. By this time, the PCs have possibly been
through most of the rooms in the keep, leaving only a DESCRIPTION
few monsters to be slain, but is essentially ready for the This military saddle has a golden glow about it that
next part. easily marks it as magical. The saddle must be worn by a
They have possibly found the baron’s journal or the horse, yet, its powers are granted to whomever is sitting
necromancer’s notes, which helps to give them a better on the saddle. The user is able to cast good hope three
understanding of what has happened at the barony. They times per day. The spell affects both the user and the
may be ready to rest, but as soon as they exit the keep, horse.
turning their heads to the surrounding lands, the next part
of the adventure starts. C ONSTRUCTION
Requirements Craft Wondrous Item, good hope; Cost
1980970

11813 gp 571170

Further Adventures
BANNER OF THE SANGUINE STAR
Sir Gareth Strongfist has been away from his keep, Aura strong abjuration; CL 14th
leaving the PCs to explore his riches and secrets, but now Slot -; Price 111,084 gp; Weight 4 lbs
he returns with an army of undead. This army is much
greater than any army the PCs could have hoped for and DESCRIPTION
may leave them dismayed. The Banner of the Sanguine Star is old and worn from
At this point in the adventure, the characters are hundreds of battles, yet has not been shredded or torn.
possibly spell depleted and weakened from the many Bloodstains mark the lower part and this banner has
encounters, but if they bar the gate of the keep, they may clearly never been cleaned. It carries a single golden star
buy themselves some time to rest and regain their on a crimson field, woven in thick cloth meant to last
strength. They have found enough interesting items and through the centuries. Celestial words mark the lower
the DM may yet hide a few more items in the keep, such edge of the banner, reading; “Hope is everything!”
as a cache of healing potions or a wand of cure light Carried by a paladin, this banner offers tremendous
wounds. Adventurers who flee the keep, taking to the power in the form of spell-like abilities, but it also
surrounding lands may not survive and the DM may hint protects anyone of good alignment, offering a bonus on
this in a subtle way, especially by describing the army of their saving throws.
the blackguard. Only corporeal creatures of good alignment receive
The party has done a great deed, but has yet to defeat the benefit of the resistance bonus and only paladins can
the real enemy, the blackguard who carry on the legacy use the spell-like abilities, and only when holding the
of the necromancer Azaelorr Karn. They are strong, but banner on a pole above their heads.

14
1980970
paizo.com, Jay Rose <thejksmile@gmail.com>, Jan 28, 2012 1980970
At the Heart of Evil

The resistance bonus always applies to creatures 2. THE LICENSE: This License applies to any Open Game Content that contains a notice indicating that
within range, but the spell-like abilities must be activated the Open Game Content may only be Used under and in terms of this License. You must affix such a
as a standard action. These spells are cast as if enhanced notice to any Open Game Content that you Use. No terms may be added to or subtracted from this
by the still spell metamagic feat. License except as described by the License itself. No other terms or conditions may be applied to any
Any corporeal creature of good alignment within 50 ft. Open Game Content distributed using this License.
of the banner, receives a +3 resistance bonus to all saves. 3. OFFER AND ACCEPTANCE: By Using the Open Game Content You indicate Your acceptance of the
Furthermore, if the banner is wielded by a paladin, it terms of this License.
offers him the following spell-like abilities; at will – 4. GRANT AND C ONSIDERATION: In consideration for agreeing to use this License, the Contributors
bless, comprehend languages, deathwatch and entropic grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License
shield. 3/day – consecrate, cure moderate wounds, to Use, the Open Game Content.
protection from evil, shield other, status and zone of truth. 5. REPRESENTATION OFAUTHORITY TO C ONTRIBUTE: IfYou are contributing original material as Open
1/day – cure serious wounds, daylight and invisibility Game Content, You represent that Your Contributions are Your original creation and/or You have
purge. sufficient rights to grant the rights conveyed by this License.
6. NOTICE OF LICENSE C OPYRIGHT: You must update the COPYRIGHT NOTICE portion of this
C ONSTRUCTION License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are
Requirements Craft Wondrous Item, bless, comprehend copying, modifying or distributing, and You must add the title, the copyright date, and the copyright
languages, consecrate, cure serious wounds, daylight, holder’s name to the COPYRIGHT NOTICE of any original Open Game Content youDistribute.
entropic shield, invisibility purge, protection from evil, 7. USE OF PRODUCT IDENTITY: You agree not to Use any Product Identity, including as an indication as
resistance, shield other, status, zone of truth; Cost 55,542 to compatibility, except as expressly licensed in another, independent Agreement with the owner of each
gp element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. IDENTIFICATION: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.
Open Game License 9. UPDATING THE LICENSE: Wizards or its designated Agents may publish updated versions of this
1.0a License. You may use any authorized version of this License to copy, modify and distribute any Open
Game Content originally distributed under any version of this License.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 10. C OPY OF THIS LICENSE: You MUST include a copy of this License with every copy of the Open
Coast, Inc. (“Wizards”). All Rights Reserved. Game Content You Distribute.
1. DEFINITIONS: (a) “Contributors” means the copyright and/or trademark owners who have 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
contributed Open Game Content; (b) “Derivative Material” means copyrighted material including name of any Contributor unless You have written permission from the Contributor to do so.
derivative works and translations (including into other computer languages), potation, modification, 12. INABILITY TO C OMPLY: If it is impossible for You to comply with any of the terms of this License
correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which with respect to some or all of the Open Game Content due to statute, judicial order, or governmental
an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, regulation then You may not Use any Open Game Material so affected.
rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” 13. TERMINATION: This License will terminate automatically ifYou fail to comply with all terms herein
means the game mechanic and includes the methods, procedures, processes and routines to the extent and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall
such content does not embody the Product Identity and is an enhancement over the prior art and any survive the termination of this License.
additional content clearly identified as Open Game Content by the Contributor, and means any work 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
covered by this License, including translations and derivative works under copyright law, but specifically reformed only to the extent necessary to make it enforceable.
excludes Product Identity; (e) “Product Identity” means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic 15. COPYRIGHT NOTICE
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, Open Game License v 1 .0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document.
concepts, themes and graphic, photographic and other visual or audio representations; names and Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special on material by E. Gary Gygax and Dave Arneson.
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or PATHFINDER RPG CORE RULEBOOK. Copyright 2009, Paizo Publishing, LLC; Author Jason
effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
identified as Product identity by the owner of the Product Identity, and which specifically excludes the ADVANCED PLAYER'S GUIDE. Copyright 201 0, Paizo Publishing, LLC; Author: Jason Bulmahn.
Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used THE BOOK OF EXPERIMENTAL MIGHT. Copyright 2008, Monte J. Cook. All rights reserved.
by a Contributor to identify itself or its products or the associated products contributed to the Open Game TOME OF HORRORS. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with
License by the Contributor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
modify, translate and otherwise create Derivative Material ofOpen Game Content; (h) “You” or “Your” Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
means the licensee in terms of this agreement. AT THE HEART OF EVIL. Copyright 2011, Headless Hydra Games. Author K. Axel Carlsson

15

You might also like