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  • Gooey Cube The Coldest of Blood – Chapter Three of the Red Star Rising Campaign

The Coldest of Blood – Chapter Three of the Red Star Rising Campaign

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Immerse yourself in 120 pages of harrowing encounters enhanced by over 150 full-color handouts, maps, NPC portraits and more in this death-filled tale, The Coldest Blood.

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In The Coldest Blood, the days loom darkly as the wagons roll on toward Prondadol. Nearby, the fetid, stinking Blackrot Bog is a constant reminder of the shadows that lie upon your hearts. In the sky, Zaraghast – the dreaded red star – burns day and night, bringing great fear to you and your fellow members of the Blue Veil. It was a horrid omen, this red face of death in the heavens. Now you have lost one of your leaders and two others are gravely injured. Then, as the wagons near the King’s Causeway – the long, wood-and-stone bridge that traverses the bog – a terrible storm sweeps in. Before it breaks, you need to make camp or you will face the fury of the coming blizzard. There is no other option. Although your instincts tell you not to, you must leave the road and set camp at the edge of a small forest that borders the bog. Known as the Mistwood Hollows, the forest has a fearful and dark reputation. But as the troupe prepares the campsite, Vestia and Brayan come to you. The prints of Ogres have been seen at the edge of the woods. Not knowing where or how many Ogres there may be will put the sheltering troupe at serious risk. Before the storm hits, you have a job to do – enter the dark woods beside the road and locate the Ogres. Observe the creatures, count them, and report back.

What follows is a fearful and intense journey beneath the shadowy canopy of Dumal-Wood and Shadepine, just as the snowstorm closes in on the troupe’s location. Quickly thereafter, hunters become the hunted, as ghastly creatures track the party. But the woods hold more than just evil denizens: a foreboding tower reaches toward the sky like a blackened fang; a strange spirit walks the paths; and, a long-lost secret yearns to be discovered.

And, back at camp, something goes terribly wrong.


About Zyathé: The Wy’rded World
Zyathé was not always as it is now. In the beginning it was magnificent, beautiful unspoiled, and untouched by the vileness that twists, warps, and infests it today.

Today Zyathé is known as the Wy’rded World for it is now an afflicted place with broken gods who oversee a place that is but a shadow of what it once was. The high races can no longer retain their once-mighty positions while the lower races rise. Conflict, corruption, and the "Perversion of All Things" is the new truth. Monstrous abominations stalk the wilds. Powerful, evil beings seek all manner of nefarious ends. Sovereignties, nation-states, tyrannies, and invaders clash on every continent. And in the depths of the Zyanduun, which is called the Underdelve, all manner of dark and horrible creatures contest with the peoples that live there.

This, my friend, is Zyathé: The Wy’rded World. And, for good or ill, it is where you make your home.



Number of Players 1+
Suggested Ages 14+

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