Soundtrack
As you descend the stair to the catacombs, you feel a wave of unease ripple through you. The tunnels here are of hewn stone and ancient brick, carved with unfamiliar characters – probably a remnant of the original Imperial fortress. A thick layer of dust covers everything, disturbed only by the Father’s footprints.
Perception DC 10:
Somewhere in the catacombs you can hear what sounds like a dull heartbeat, echoing through the winding passages.
The catacombs contain dozens and dozens of skeletons, but while Saint Severine’s heart beats within its sepulchre, they cannot rise. The moment the heart is destroyed or removed, the skeletons will animate en masse. However, even if the heart is not destroyed, there are several monsters here – dire rats, a cluster of gricks, vermin, an ooze, and similar creatures.
If the heart is destroyed or removed from the catacombs, very bad things happen. There are opportunities along the way to mitigate these things, like lighting candelabra and chandeliers in the ossuaries, or covering the floors with embalming fluid and anointing oil to form make-shift fire traps. Still, destroying the heart could result in the whole party being overwhelmed if they are not careful.
Random Encounters
The catacombs are a dangerous area, somewhat beyond the abilities of a 1st or 2nd level party; low-level characters may not be able to effectively “clear out” the space fully. To help reflect this, random encounters in the crypts can be a bit more frequent than in other parts of the dungeons. Note that apart from the Huecava there actually aren’t any undead here unless the Heart of St. Severine has been removed or destroyed.
Level 1
C1 – Embalming Chamber
A pair of stone slabs are evident here, mottled with old stains. An array of tools – knives, scalpels, saws, and other implements – are arranged neatly on a stone shelf to one side. The air here smells lingeringly of spices, preservatives, and decomposition. Curiously, there are some strange skins on the floor, squamous and translucent, like the moulting of some large reptile.
C2 – Embalming Supplies
The door to this room is locked (DC 20 to pick, DC 20 to force) and can be opened with the silver key.
Dozens of jars of embalming fluid are stored on wooden shelves here, along with a great quantity of bandages, herbs, dyes, and other preservatives. Funerary shrouds and other cerements, sewing needles, thread, cups, and anointing oils are also stored here for the consecration of the dead.
Though the players may not realize it, the contents of this room are incredibly valuable. Each jar of embalming fluid is worth 50 gp, though it weighs 10 lbs, so if they somehow managed to transport all 50 jars of it out of here they’ll be 2500 gp richer. There are also 20 jars of anointing oil here (25 gp each). Both oil and fluid are also extremely flammable, making them very useful in a fight against the undead. They don’t burn quite as well as alchemist’s fire, but if lit they deal 1d4 fire damage per round to anyone standing in them.
C3 – Defaced Shrine
A small shrine, presumably for the blessing of the dead before their internment, is evident here, but like the chapel upstairs it has been defiled. The statue of an unidentifiable saint that presided over the shrine has been decapitated and otherwise defaced, its marble body smeared with old bloodstains, eerie runes daubed on the walls. Black candles are scattered about the altar, upon which is stretched a small, burnt skeleton, likely that of a Halfling, Gnome, or human child. The murals on the walls have been subtly defaced – the beatific figures, angels, and prophets they depict are all weeping blood or bear expressions of maniacal rage or lust. Nailed to one wall are the remains of a large bird.
The Aklo runes here read “Praise be to the Carrion Queen” (Linguistics DC 20 to decipher). Anyone who reads them out loud accidentally invokes a Bane spell, Will DC 15 to resist.
C4 – Ossuary
A huge number of bones has been stored in the walls of this cavernous ossuary, sorted by type: skulls, femurs, finger bones, ribs, spines, and every other sort of bone. A chandelier made from human bones is suspended from the ceiling of the round chamber. This place is truly vast – there must be hundreds of dead buried here.
If the heart is destroyed, treat the mass of bones reanimated here as 2d20 unarmed Skeletons.
Anyone taking the effort to light the chandelier will prevent the dead from rising even if the heart is destroyed. If they are later blown out, the bones will reanimate.
C5 – Ossuary of Skulls
This round ossuary consists on shelf after shelf of skulls – hundreds, perhaps thousands of them. None of them are marked in any fashion. A central pillar made from human skulls and other bones holds up the vaulted ceiling, and bony candelabra are scattered about the room.
If the heart is destroyed, a Skull Swarm appears here.
Anyone taking the effort to light the candelabra will prevent the dead from rising even if the heart is destroyed. If they are later blown out, the bones will reanimate.
C6 – Damaged Ossuary
This circular ossuary has been thoroughly despoiled, its cadaverous candelabra smashed, its shelves of skulls toppled, its racks of bones scattered and broken. A hideous, vaguely serpentine thing is bent over one skeletal heap; it uses the four tentacles that snake from its stub-like head to pick up bones and crack them in two, devouring the marrow with its beaked, squid-like maw.
A Grick lurks here. If even remotely wounded the Grick quickly retreats into the grick lair in Ossuary 6 (C9).
If the heart is destroyed, treat the mass of bones reanimated here as 2d20 unarmed Skeletons at half hp.
Since the candelabra here have been smashed, they cannot be lit to prevent the dead from rising.
C7 – Children’s Ossuary
This large, round ossuary looks to contain the remains of children – the bones here range in size, but all of them are very small. Many have been affixed to the walls and ceiling to form sacred designs. A small shrine with unlit candles and bowl for proffered coins sits in the center of the room.
Lighting the candles and leaving at least 1sp in the bowl prevents 2d20 Small Skeletons from spawning here if the heart is destroyed.
C8 – Tableau
This rectangular ossuary is extremely elaborate, with multiple corpses dressed in the now-tattered robes of monks, presiding over a macabre shrine made entirely of bones, complete with a bone altar and bone icons affixed to the walls and ceiling, and a bone rack with dozens of candles.
As usual, if the candles are lit here, then it prevents 2d20 unarmed Skeletons at half hp from rising if the heart is destroyed.
C9 – Grick Nest
A heady animal musk fills the air of this desecrated ossuary, which is covered in moulted reptilian skins. The shelves of neatly sorted bones that would once have lined the walls have been thoroughly plundered, formed enormous charnel heaps of gnawed human remains. A great heap of enormous, sallow eggs is secured to one wall with a sticky mucilaginous slime.
Two gricks are hiding in the bone-piles – Stealth +14. They attack anyone who interferes with the eggs or lingers in this chamber.
C10 – Tomb of St. Helga’s Font
The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).
This small, square tomb is lined with carved niches, each containing a human skeleton wrapped in rotting cerements. Large black rats scurry to and fro, squeaking and chittering. Along one wall of the tomb is a small alcove with a statue of Saint Helga the Fair, a protector of the dead and patron saint of the murdered and mutilated. In her hands she holds a small basin that looks like it might once have held water. Unlike the other statues you’ve seen in the catacombs, this one has not been defaced.
Placing holy water in the basin sanctifies the corridor, preventing 12 skeletons from rising if the heart is destroyed. A Cleric who prays at the shrine receives a Blessing of Fervour (this is useable once per day)
The dead here do have a few odds and ends – a thorough looting turns up 4 copper rings (2 gp each), 3 silver rings (5 gp each), and a Charm Bracelet with only a Loving Heart charm remaining. Looting the dead, however, ensures they will rise.
C11 – Tomb of the Blasphemous Book
The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).
This square tomb has carved niches along the walls containing dozens of skulls, which all bear decorative paintings of religious scenes, though age and the depredations of rats and other vermin has caused some of their paint to peel. At the far end of the tomb stands a lectern upon which a book sits open. Two unlit braziers flank it.
If the heart is destroyed, a Skull Swarm appears here, unless both braziers are lit.
The book is quite strange:
On the surface this book appears to be a very standard holy text, a collection of scriptures with ornate illuminated illustrations. However, closer inspection reveals that the text seems to have been changed. The illustrations are subtly wrong – figures who should be heroes and saints are depicted with strange deformities, and many scenes are hideously transformed so that the holy men and women depicted are engaged in acts of extreme depravity or violence. Moreover, key words in the text have been altered or unusual endings tacked on to parables so that the wrong lesson is taught, the forces of Light and virtue ridiculed, and those of sin and excess lauded.
If studied for 48 hours or more over at least 6 days, the Blasphemous Book plagues any Good character who reads it with nightmares that prevent them from sleeping properly, waking up fatigued, for 1 week. Evil characters, however, find the book’s subject-matter invigorating and receive a permanent +1 inherent bonus to an Ability score of their choice. This text is worth 10,000 gp, but almost no one save heretical cults and the like would buy it – selling it could be an adventure in itself. If the players wish to appease the Cult of the Withered Hand, who will be arriving at Hexenburg shortly, the book may be helpful.
C12 – Warrior’s Tomb
This long hall has many carved niches holding skeletons garbed in mail and clutching rusted swords. A crumbling stair leads down into darkness.
Perception DC 15 to spot the Grey Ooze on the floor – it looks like a glistening patch of stone.
There are 12 skeletons with rusted longswords garbed in splint mail (AC 21) who rise if the heart is destroyed.
C13 – Dire Rat Nest
The stone door of this tomb has been smashed open and the chamber has been invaded by rats; the carved niches along the walls have been emptied of their skeletons and now form a series of nests. Several abnormally large black rats scurry around, gnawing bones. Rat-holes riddle the walls wherever the stonework has decayed.
Investigating the rat-nests yields 44 gp, 56 sp, and 134 cp. There is also a small Idol of Crom Mogg here, a verdigris-encrusted statuette resembling a deformed humanoid with a dozen rat tails and four rat-like heads. The disgusting idol allows any who prays to it and sacrifices before it to reroll all failed saves vs. disease or poison for one day, though they must accept the second result. However, use of the idol warps the supplicant subtly, and they begin to give off a foul odour (-4 Charisma). Ceasing use of the Idol allows the smell to disperse after three days.
There are 12 dire rats in this room; 3 will attack each character if anyone lingers here or starts searching the nests, and more will begin assailing the adventurers if they continue to loot the nests.
C14 – The Wyrmwife’s Tomb
The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).
A sarcophagus with the effigy of a grim but beautiful woman stands at the center of this chamber. The walls are adorned with somewhat sinister paintings of a beautiful woman – possibly the same one interred here – falling in love with a mysterious figure who eventually reveals himself as a monstrous white wyrm in disguise. The dragon is eventually slain by a knightly figure, and the woman is shown throwing herself from a cliff to join her paramour in death.
This is the tomb of Lady Lys, called the Wyrmwife, whose story can be known with a DC 20 Knowledge (nobility) check. Lady Lys became betrothed to an enigmatic nobleman, Sir Pyotr, who was eventually revealed, as the murals depict, as a dragon. He sired a child on Lady Lys, the bastard known as the Wyrmchild, who went on to perform deeds of great valour. However, he was slain by Lady Lys’ jealous cousin, Sir Rudolf, and Lady Lys subsequently killed herself out of grief.
Getting a sarcophagus open requires a DC 20 Strength check or a crowbar. Within lie Lady Lys’ remains garbed in a beautiful and well-preserved gown (120 gp) and adorned with a golden wedding ring (25 gp). Pressed to her breast is a token of her dead dragon-lover, a single fang, hung on a golden chain around her neck and clasped to her bosom in her cold hands. If worn, the Fang of the White Wyrm allows its bearer to speak Draconic and gain Cold Resistance 5. It is worth 8000 gp.
If the heart is destroyed, Lady Lys rises as a Wight.
C15 – The Sepulchre of the Cudgel of Redemption
The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force). Upon it is a graven image of Sir Arngrim, a bearded, armoured knight with bare head, wielding the Hammer of Redemption. The door is also trapped with a Glyph of Warding (DC 28 to find or disable – dispel is more likely) with a Terrible Remorse spell keyed to it (Will DC 17).
This large burial vault has but a single sarcophagus bearing the effigy of a stern, bearded warrior carrying a huge club carved with passages of scripture. The walls here are adorned with dusty murals depicting the same warrior fighting hordes of tattooed, savage-looking warriors in a variety of settings.
Opening the sarcophagus requires a DC 20 Strength check or a crowbar. Within, the skeleton of a knight dedicated to Sir Arngrim can be found, armoured in masterwork splint mail and bearing the Cudgel of Redemption, a +1 Holy Greatclub. Against Evil Clerics and Blackguards, the weapon is even more effective, essentially acquiring the Bane ability (+2d6 additional damage) against such foes. The Cudgel is worth 20000 gp.
If the heart is destroyed, the skeleton rises from the dead (as an undead creature, he doesn’t suffer from negative levels, so he can still wield the Cudgel) as a Wight, though armoured in masterwork splint mail (AC 21).
Level 2
C16 – Looted Servants’ Crypt
The door to this series of crypts has been broken down. A dozen wooden coffins are placed in this long, vaulted chamber, though they are badly rotten and infested with vermin. Flies buzz about the room and rats scurry everywhere; some of them seem to have made their nests in the decaying coffins or in the walls.
There’s really not much to loot here – the servants weren’t buried with any jewellery. If the heart is destroyed, 12 Zombies at half hp rise from the dead.
C17 – Infested Servants’ Crypt
A disgusting, vaguely slug-like creature with a clutch of slimy tentacles and a pair of insectoid mandibles gorges itself on the flesh of an embalmed corpse in this room, which contains a dozen plain wooden coffins. Some of the others have likewise been broken into, but most of the coffins here are relatively intact, though starting to decompose. The large slug-thing seems very busy eating, rapidly devouring the corpse.
A Slime Crawler lurks here. Nothing of value here, but 8 Zombies rise from the dead here if the heart is destroyed.
C18 – Undefiled Servants’ Crypt
The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).
A dozen finely wrought wooden coffins are placed in niches in this chamber or laid on low pedestals throughout the room. They don’t look like they’ve been disturbed. At the far end of the chamber is a small, rather plain font, long gone stagnant.
Nothing to loot here, though 12 Zombies rise if the heart is destroyed. If someone casts Purify Food and Water on the font, the dead don’t rise in this room.
C19 – Scholar’s Crypt
The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).
This small crypt bears a number of stone sarcophagi carved with images of robed men – perhaps priests or scholars. Their expressions are beatific and wise; one has an impressive beard. The walls are adorned with finely carved passages of holy scripture.
The 6 scholars buried here rise as Zombies if the heart is destroyed. The tales on the walls recount various parables of the seven virtues (chastity, temperance, charity, diligence, patience, kindness, humility).
Getting a sarcophagus open requires a DC 20 Strength check or a crowbar. Within, the scholars have a few objects of value, but the bearded scholar has a masterwork quarterstaff.
C20 – The “Dining” Room
This chamber has been set up in a macabre tableau. A dozen skeletons dressed in decaying finery have been arrayed around a massive table made of bones and preserved human skin, all of them seated in bone chairs. Hanging on the walls are tapestries bearing a wolf’s head symbol, sometimes quartered with other heraldic sigils – trees, moons, stars, a bear’s paw. The table has been set with fine silverware, and the skeleton of a monstrous boar sits in the middle of table, surrounded by the skeletons of fowl, rabbits, and other beasts. The scene comes complete with a skeletal jester with a bell-cap and motley, poised near the head of the table where a lordly skeleton raises a cup set with black jewels in a toast.
The 12 Dinner Guests rise as skeletons if the heart is destroyed, attacking with silver cutlery (treat as daggers). The cursed jewelled cup is called the Cup of Desiccation. Anyone who drinks from the cup becomes horribly desiccated, taking 5d6 points of non-lethal damage and becoming fatigued unless they pass a DC 20 Fortitude save. In addition, the character cannot slake their thirst for 1d3 days after drinking from the cup, even if they pass their save.
C21 – Knight’s Crypt
The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).
Three stone sarcophagi bearing the effigies of armoured knights clasping swords to their chests stand at the center of this chamber. Adorning the walls are dozens of shields, helms, swords, and spears, somewhat rusted but otherwise intact; some of them look exceptionally well made.
There are 3 masterwork longspears and 6 regular longspears, 3 masterwork longswords and 10 regular longswords, 2 masterwork bastard swords and 3 regular bastard swords, and 6 masterwork heavy steel shields and 12 regular heavy steel shields here. The dead in the sarcophagi rise as Skeleton Champions.
C22 – Chamber of the Gargoyle Lamp
A large, ornate lamp is set in an alcove halfway along the wall of this dusty hall. The lamp is forged to resemble a grimacing gargoyle, its mouth vomiting light.
The lamp is a Gargoyle Lamp. When lit and used to illuminate a statue that statue becomes temporarily lively enough to answer simple questions posed to it about what it may have seen over the years (provided the statue has a mouth). Statues enlivened in this way can lie if they wish – they are not compelled to answer truthfully. Each use of the Lamp rapidly burns a pint of lamp oil. The Lamp is worth 7000 gp.
The niche containing the Gargoyle Lamp is trapped with a pressure plate (Perception DC 20 to notice, Disable Device DC 20 to disable). Anyone who removes it without disabling the trap first activates a poisoned arrow trap concealed in the wall opposite the Lamp.
C23 – Defiled Noble’s Crypt
This richly appointed crypt has been defiled, one of its six marble sarcophagus broken open, the sculpted effigy on its lid shattered. Feasting on the embalmed remains within the broken sarcophagus is a black rat the size of a small dog, tearing through the corpse’s cerements with razor-like incisors. Whoever broke into the sarcophagus probably already looted the body.
The remains rise as a Zombie with half hp; the remaining 5 rise as Zombies with full health.
There’s also a dire rat here.
C24 – Wulfheim Noble’s Crypt
The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).
Half a dozen marble sarcophagi fill this chamber, each bearing the sculpted, marble likeness of a man or woman in rich attire. Hung on the walls are faded hangings depicting a heraldic symbol of a black wolf’s head with red eyes and gleaming white teeth.
The noblemen here rise as 6 Zombies if the heart is destroyed. Each is garbed in a noble outfit (75 gp) and bears a signet ring of the House of Wulfheim (5 gp each). One of the women also has a bloodstone necklace (100 gp). Getting a sarcophagus open requires a DC 20 Strength check or a crowbar.
C25 – Slimy Noble’s Crypt
This crypt contains six marble sarcophagi, but the marble effigies on their lids have been badly disfigured, pockmarked and eaten away. Covering the ceiling and three of the walls of this expansive crypt is a glistening green slime. Across the only wall not covered in slime is a huge, peeling mural depicting a battle between a group of armoured knights whose shields all bear a wolf’s head symbol and a ragged band of barbaric-looking warriors clad in furs. The two forces meet in a snow-swept valley, the rocks spattered with blood from their vicious combat.
Green slime coats the walls.
The sarcophagi are Strength DC 20 (or crowbar) to open. Inside are six embalmed dead (they rise as Zombies if the heart is destroyed) wearing noble outfits and signet rings. One is also buried with a silver circlet worth 50 gp.
C26 – Collapsed Noble’s Crypt
The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).
Part of this hall has collapsed, burying some of the stone sarcophagi here and smashing others open to expose the embalmed, richly attired dead within.
There are 3 intact bodies, which will rise as Zombies if the heart is destroyed (they wear noble outfits and have signet rings). Knowledge (engineering) or Stonecunning Perception DC 10 to tell that the room is definitely prone to further collapse.
C27 – Crypt of the False Sarcophagus
Tomb raiders or other looters have defiled the three ornate sarcophagi in this chamber and stripped it of valuables. Scattered bones – what’s left of the occupants – and a few rusted shields and swords are all that remains here.
There aren’t any valuables here, but there is an undiscovered secret door – Perception DC 20 to discover it. It’s actually a sarcophagus – one of the eyes of the cherubim on the sarcophagus opens the false bottom. The tunnel beneath leads into the Laboratories (beneath the Black Tower).
C28 – The Door of Teeth
A pair of baroquely forged iron doors looms out of the darkness here, bearing the uncanny resemblance of a snarling wolf with bared fangs.
These doors are locked (DC 30 or use the silver key). Any who enters who is not of the blood of Wulfheim must pass a DC 20 Will save or be stricken by the Curse of Teeth. This horrific curse causes the teeth of the accursed to grow into twisted, disfiguring fangs that impair their speech (imposing a -6 penalty on any skill checks involving speech) and deal 1 point of Con damage as they grow in. Each day, the curse continues to wreak havoc, teeth sprouting first from the character’s neck and face, then their back and shoulders, then spreading across their body, dealing 1d3 Dex and Con damage per day until the accursed dies or the curse is removed. Accursed characters do gain a Bite attack (1d3 damage) as a natural attack.
C29 – The Sepulchre of the Wolf’s Fang
Within this ornate burial vault is a baroque sarcophagus set with an effigy of a cruel-featured nobleman. Murals on the walls depict images of slavering black wolves with red eyes, staring at you hungrily, their fangs slavering.
The sarcophagus has a Greater Glyph of Warding on it (DC 31 to find or disable) keyed to a summoning spell causing a Hell Hound to manifest:
As you open the sarcophagus’ lid, a bloodcurdling howl echoes through the room, and a huge creature pads from the shadows at the rear of the chamber, as if spawned from the darkness itself – a massive black wolf, flame curling from its maw
Within the Sepulchre is the ancient Count Damien von Wulfheim. He is garbed in the equivalent of a royal outfit (200gp), bears a signet ring (5 gp), and clasps the Wolf’s Fang, a +1 Wounding Bastard Sword with a pommel shaped like a wolf’s head with rubies for eyes. He also wears the Frost Crown, a powerful magic item which possesses the following abilities:
The Frost Crown is an ancient possession of the House of Wulfheim, said to have originally been wrested from the head of a Hexenlander chieftain. It occupies a Head magic item slot and confers a number of powers on its wearer. First, it allows them to Speak with Animals at will, so long as those animals are wolves or kin to wolves (such as Worgs or Winter Wolves). Secondly, it confers Cold Resistance 5 on the wearer. Thirdly and finally, once per week the Crown can be used to cast the spell Control Weather, though you may only summon a blizzard, frigid cold, or hurricane force winds. Anyone wearing the Crown undergoes a number of subtle physical and mental transformations. Their eyes become colder and paler, gradually turning into a frosty ice-blue. Their hair slowly turns silver and then white, and their teeth become curiously sharp. Finally, they become increasingly haughty, aloof, and ruthless, and must make a DC 20 Will save every week or have their Alignment shift one step towards Lawful Evil.
The Frost Crown is worth 13000 gp.
If the heart is destroyed, the Count rises as a Mummy, equipped with Wolf’s Fang (this weapon doesn’t spread mummy rot, mercifully) if he still has it.
C30 – The Sepulchre of St. Severine’s Heart
This hexagonal crypt has few actual corpses – only a few carved niches with some mouldering skeletons in them. However, at its very center lies a huge, gilded reliquary, opened to display a red, beating heart on a plush cushion. The heart seeps a seemingly unending supply of blood that trickles down the reliquary and drains into small holes on the floor. The sound of its rhythmic beat fills the chamber.
If Father Leopold/“Umberto” is with them:
The priest points his finger at the disembodied heart. “It must be destroyed! Cleanse this place of evil!”
If Brother Ambrose is with them, he will totally attempt to do this if the players don’t step up. If they try to stop him, make sure to roll initiative in plain sight. If Ambrose gets the drop on them and manages to destroy the heart – or if the players foolishly do so – this occurs:
The heart ceases to beat as the blade plunges into it and gouts of blood spew everywhere, a ceaseless sanguineous torrent gushing from the organ’s exposed orifices. There is a sound reminiscent of a woman screaming, and a wave of utter despair ripples through you.
Father Umberto cackles, and suddenly the priest begins to change, his flesh sloughing off to reveal a ghoulish, cadaverous visage beneath, eyes glowing with an infernal light.
“You fool!” he declares. “You have done what I could not. Now that the heart is destroyed the dead can wake from their slumber!”
As he speaks, the bones in the crypt begin to stir, and half a dozen skeleton step down from their alcoves!
So, six skeletons here. And a lot of undead elsewhere! Anywhere that’s been sealed (sarcophagi, sealed tombs) takes the undead a little while to get through, but most of them will eventually find their way free.
Soundtrack
The Heart of Saint Severine is a powerful relic. Anyone who carries it with them becomes Immune to Fear and gains a +4 bonus to saving throws against Death Effects and Energy Drain attacks. In addition, Undead approaching within 10 ft. the Heart must make a DC 10 Will save or flee as if panicked (precisely as if they were just turned). An Undead creature that makes its save cannot be affected by the Heart for 24 hours, but can be turned by those with the ability; however, Undead cannot touch the Heart, recoiling from it. Any spell that creates Undead (Animate Dead, Create Undead, etc) fails to function if the Heart’s beat is audible (thus, a Silence spell negates this ability). The Heart has an AC of 18 and 5 hp. While in its gilded adamantine reliquary it has an AC of 24 and DR 2/-. The Heart cannot be easily sold, but if presented to the Cathedral of St. Severine they will pay the characters 10000 gp.
The Badhill Lads & Lasses
Soundtrack
The Badhill Lads & Lasses are a group of unscrupulous Halflings, originally from the Greyfarthing. They’re a ragtag, unpleasant band of brothers, sisters, cousins, second-cousins-twice-removed, and other relatives, somewhat inbred from long years of cousin-marriage in the tunnels of Badhill, and they’ve acquired an unsavoury reputation over the years as thieves, thugs, poachers, and bandits. The current group have come to Hexenburg following rumours of gold and other treasures in the crypts. They’re led by the vicious Foxglove Twins, Trahald and Smygel (statistics can be found in the Appendix), and consist of six toughs armed with knives and clubs. They form two groups of four – one Twin and three Lads or Lasses each – and begin combing the catacombs in search of treasure. If they encounter the adventurers they will not hesitate to slit their throats and steal everything they’re carrying down to their last stitch of clothing. They might also be bartered with or intimidated, but any alliance formed with them is temporary at best.
If the Badhill Lads & Lasses attack, they will do so stealthily, avoiding direct confrontation, as described below (for example):
A knife twirls out of the darkness towards you, followed closely by a pair of shifty-looking Halflings in battered leather armour, their hair greasy and wild, their faces scarred and mean-looking. The pair have a slightly inbred look, with exaggerated facial features and widely spaced eyes – in fact, you might have mistaken them for a pair of Goblins if it weren’t for their unshod, furry feet! The pair both brandish cruel-looking knives.
Two will attack from the front while one of the Foxglove Twins and a third tough flank. Badhill Halflings run away if injured for more than 5 hp – they’re total cowards. But they regroup quickly and attack in numbers if required, and they’re certainly not above setting ambushes and fighting dirty…