TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  KEO4-02 
    
   
   
   
   
   
  Active Imagination 
   
  A One-Round D&D LIVING GREYHAWK®  
  Keoland Regional Adventure 
  Version 2.0 
   
  by Keith Palm and Judy Rudolph 
   
  A soul of evil comes closer to its twisted plan with every beat of its heart.  In a dementation of a man’s innocent dream, 
  death and danger stalk the innocent.  In sanity, a former madman finds no peace.  How will they come together to 
  decide the fate of the Barony of Dilwych?  A Keoland Regional adventure for APLs 2-12, and the third and final scenario 
  in the Dilwych series that includes KEO2-04 Illegal Aliens and KEO3-05 Crimes of the Heart. 
   
  
  KEO4-02 Active Imagination 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said; you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
   
   
   
   
   
  
  KEO4-02 Active Imagination 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Keoland.  Characters native to Keoland pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
  
  KEO4-02 Active Imagination 
   
  Page 4 
  Adventure Background 
  In the Keoland regional scenario KEO3-05 Crimes of 
  the Heart, the traitor sage of Dilwych was prevented 
  from summoning a powerful Far Realms entity by using 
  an artifact stolen from the depths of the Dreadwood. The 
  artifact was destroyed; however the magical energies and 
  life-force it contained were transferred to the Baron of 
  Dilwych’s castle. The castle has now become a living 
  thing, mentally bonded to the baron as it develops its 
  own sinister sentience (similar to a genius loci from the 
  Epic Level Handbook). 
  Following the destruction of the artifact, Baron Malweig 
  regained his sanity. He now takes his responsibility as the 
  Baron of Dilwych very seriously. Malweig started to 
  make 
  several 
  successful 
  changes 
  in 
  Dilwych. 
  Subconsciously he feared that things were going too well 
  and that something had to go wrong.  
  The castle responded to his subconscious thought by 
  affecting Malweig’s relative.  When the man could no 
  longer be found within the castle walls, Malweig wrote to 
  his herald to find adventurers to track him down.  
  Sensing the baron’s new need in reassuring his relative 
  was ok, the castle enabled the man to ‘take care of 
  himself’, as it were. 
  Adventure Summary  
  Introduction 
  The PCs are contacted by the High Herald of Dilwych at 
  the behest of the baron. The herald delights at the 
  thought of meeting lots of pretty, brave adventurers, and 
  eagerly assumes the task. 
  Encounter One (Both Tracks) 
  The PCs arrive at Castle Draconis Imperius to find the 
  baron concerned and uncharacteristically lucid. He fills 
  in the information of what has occurred since he wrote 
  his herald and divides the gathered PCs into teams; one 
  to pursue his missing relative (Low Track – APLs 2 to 6), 
  and the other to seek the rest of the insane residents and 
  investigate the castle (High Track – APLs 8 to 12). This 
  encounter may be played together by two tables (one 
  High Track and one Low Track) if the event is played at a 
  convention or game-day. 
  Encounter Two (Low Track) 
  The PCs journey down into the village to find it nearly 
  deserted. They find clues of both murders and 
  kidnappings of the villagers. They find the innkeeper and 
  his family holed up in their home. 
  Encounter Three (Low Track) 
  The PCs enter Candyland and must fight marshmallow 
  peep cockatrices in the chicken coop to save Gretta. 
  Encounter Four (Low Track) 
  The PCs follow the bunny trail through the forest, find 
  both the baron’s cousin, Wallace Wanker, and the 
  missing children, but must fight chocolate Rambo-
  bunnies and an animated oven to get them home safe. 
  Encounter Five (Low Track) 
  The PCs take the low road back into the castle, possibly 
  suffering the ill-effects of the forcewinds through the 
  passageway.  They find the missing herd animals, but 
  must fight past the kaorti thralls animals in their midst to 
  get inside the castle. 
  Encounter Two (High Track) 
  The PCs accompany the baron as he delves into the 
  castle. They get hints of the baron’s connection to the 
  occurrences in the castle. Based on a thought by the 
  baron, the castle manifests itself and attacks the party. 
  Encounter Three (High Track) 
  The party delves deeper into the castle with the baron. 
  With another thought by the baron, the castle manifests 
  itself again and attacks the party. Realizing that 
  something is greatly amiss, the baron insists on 
  consulting Vilharian, a magical blade in his keeping. 
  Encounter Four (High Track) 
  The PCs make their way to the baron’s inner sanctum, 
  but the castle presents them with a riddle to solve as a 
  manifestation of Malweig’s own hesitance to consult 
  Vilharian. 
  Encounter Five (High Track) 
  The PCs encounter Vilharian. The PCs or Vilharian 
  conclude that the events are linked to Malweig. While 
  trying to understand this, Malweig unwittingly allows 
  the castle to call a golem to attack the PCs. 
  Encounter Six (Both Tracks) 
  PCs meet and find out what has happened in the 
  alternate tier from the one they played.  Realizing that he 
  and the link to his castle is the root of the menace to the 
  PCs and his own subjects, Malweig agrees to have his 
  soul enter Vilharian, and in so doing allows the magically 
  crafted soul of the ancient blade into his former body.  
  Before he can do so, however, Vilharian detects the 
  Kaorti below and urges Malweig and the PCs to 
  investigate. 
  Encounter Seven (Both Tracks) 
  PCs follow Malweig down beneath the castle, past the 
  mural hallway and into the heart room [both seen in 
  Crimes of the Heart].  PCs see the Kaorti sorcerer 
  clearing out the last of Malweig’s relatives-turned-thrall 
  enter the portal to the Far Realms.  PCs may or may not 
  defeat the Kaorti, and any who try to go in after it will be 
  
  KEO4-02 Active Imagination 
   
  Page 5 
  permanently lost and removed from play.  When it is all 
  over, Malweig realizes he has no other choice and soul-
  switches with Vilharian. 
  Conclusion 
  Malweig/Vilharian thanks the PCs for their efforts, 
  rewarding them with treasure from the Barony’s coffers, 
  as well as magic gathered during Malweig’s years of 
  adventuring. 
  Introduction 
  A knock on the door awakes you, and you open the 
  door to see a rather feminine boy dressed in pastel 
  silks with a rather garish version of a herald’s 
  brooch clasping the half-cloak about his shoulders. 
  “Message for you, Sire <Madame>,” he says in a 
  slightly falsetto voice as he hands you a note. 
  Give the PCs Player Handout #1.   
  Any PCs who participated in KEO2-04 Illegal Aliens or 
  KEO3-05 Crimes of the Heart will automatically 
  recognize the heraldry on the half-cloak as that of the 
  Barony of Dilwych.  A Knowledge (local – Sheldomar 
  Valley Metaregion) or Knowledge (nobility & royalty) or 
  Bardic Knowledge check (DC 15) will also give the 
  Baronial name. Success against DC 20 will let the PC 
  know the Baron’s name, Malweig, and the fact that he is 
  known for being rather.... insane. 
  Assuming they are willing to follow the herald: 
  You travel the High Road between Gradsul and 
  Geoff, or the Steel Road between Niole Dra and Flen 
  on your way to an inn in Sedenna, which lies just 
  south of Dilwych.  Your arrival at the Respite Inn is 
  timed to coincide with the evening meal - graciously 
  paid for by the heraldic messenger.  Apparently, it is 
  also timed with the arrival of several other 
  adventurer-types that look to be your companions - 
  considering they are also being led and fed by 
  similarly pastel-dressed heralds. 
  Allow PCs to introduce themselves here, and then 
  continue on to Encounter One. 
  Encounter One (Both Tracks) 
  The boys bid you farewell as they return to High 
  Herald Pliq in Niole Dra. The highway is easily 
  followed to the seldom-used road leading into 
  Dilwych. 
  Surprisingly, 
  it 
  has 
  seen 
  recent 
  maintenance and the occasional barony patrols are 
  observed along the way.  
  Taking a shortcut suggested by a peddler, you bypass 
  the hamlet of Dilwych and approach the baron’s 
  castle from the south. The imposing structure, 
  Castle Draconis Imperius, is visible on the horizon 
  long before you reach the hillock on which it sits. 
  Contrary to accounts and rumors from other 
  travelers along the way, the castle is now maintained 
  in a rather orderly fashion. None of the bizarre 
  decorations previously described to you are seen 
  anywhere. A lone banner displaying the Keoish lion 
  flies from the highest tower. As you approach the 
  front gate you see it is secured from the outside. A 
  bell rope dangles lazily nearby.  
  When they pull the rope: 
  The bell rings a loud clear note as you look for some 
  response from within. 
  Players of Crimes of the Heart may remember that the 
  bell was cracked previously. 
  A distinguished looking Suel man with graying hair 
  emerges into the courtyard wearing a black leather 
  jerkin and knee high fencing boots. He smiles 
  grimly at you as he reaches the gate. “I apologize that 
  no one is here to greet you, but my men have been 
  given other duties at the moment.” He tosses a ring 
  of keys through the gate. “Please let yourselves in. 
  The gate will lock behind you.” 
  When the PCs enter the courtyard: 
  Looking you over he says, “I see that Pliq has done 
  his duty well - for once. Please follow me.” You 
  follow the baron into the castle and down several 
  hallways. Along the way you see no servants, 
  residents, or guards. You eventually stop in a large 
  banquet hall where the baron gestures you to sit in 
  the tables around him. 
  He pauses solemnly for a moment. “I must share a 
  secret of Keoland with you if you are to help me. 
  Anyone breaching my confidence will earn the ire of 
  no less than the king himself. Will you swear to 
  guard this secret with your lives, and take it to the 
  grave?” 
  This is the chance for PCs to decline the mission, with no 
  ire from the Baron.  If they do not agree, of course, the 
  module is over for that PC.  Assuming all the PCs agree, 
  however: 
   “The Barony of Dilwych exists as a sanctuary. The 
  rumors speak true that many noble families suffer 
  from insanity. It was decided long ago by the Court 
  of the Land that the most unstable of us would be 
  cared for here at the castle until either the madness 
  passed or their lives came to a natural end. The 
  people of Dilwych are aware of its purpose and have 
  sworn an oath to help me uphold it.” He flushes 
  noticeably and says quietly, “I have been… less than 
  diligent in my duties as Baron until recently. I have 
  sought to make amends for that and made many 
  improvements as of late.  Surely you’ve noticed?” 
  This last question is directed at any PCs whom he has met 
  previously.  After a brief exchange with willing PCs, he 
  continues: 
  
  KEO4-02 Active Imagination 
   
  Page 6 
  “Things were going quite well, but then my cousin 
  disappeared.  Distant cousin, as it were, but I was 
  always rather fond of him.  He made the most 
  delectable confections....” 
  “As if that were not enough, yesterday the rest of my 
  charges disappeared as well.  I fear they might be 
  somewhere deep within my castle. Truthfully, I have 
  not explored all the niches my home contains. Many 
  of those in my ancestry have been touched with 
  madness as well, and the castle contains much 
  hidden construction and passages.” 
  If one High Track and one Low Track are at the same 
  table for the purposes of this first encounter: 
  “I need you to divide into two parties; one to find my 
  missing cousin, the other to help me find the rest of 
  those entrusted to my care.” 
  Otherwise modify the above according to which Track 
  the PCs are following. 
  At this point, allow the players to ask questions. The 
  following information is available: 
  High Track 
  • 
  “How 
  many 
  other 
  nobles 
  disappeared 
  yesterday?” “There were nineteen in my care.” 
  • 
  “Have there been any strange events leading up 
  to these happenings?” “Nothing out of the 
  ordinary – well, out of the ordinary for an insane 
  asylum, that is. Nothing I can point to, no.” 
  • 
  “How did you regain your sanity?” “The 
  destruction of the artifact stolen by my former sage 
  caused something to happen… something that 
  aligned my thoughts once more. I am grateful for 
  this lucidity, as it has empowered me to carry out the 
  tasks for which I have been charged as Baron.” 
  Low Track 
  • 
   “What is the name of your relative?”  “His name 
  was Wallace Wanker, and he was the assistant 
  guildmaster of the Chocolatiers Guild.” 
  • 
  “What does he look like?” “He looks to be a young 
  boy of about ten years - though he is nearly twice 
  that age - and, unlike most others here, he has 
  Oeridian coloring, and a rather high, squeaky voice.  
  There is an owl that follows him around.   He is also 
  a bit, well, delusional.” 
  • 
  “Um.... didn’t he die a horrible death or 
  something about six months or so ago <when 
  we were here last>?” “Well, yes, but I had a scroll, 
  you see, and brought him back because he promised 
  me he would make his famous Death by Triple 
  Chocolate Truffle Mousse Parfait for my birthday.” 
  • 
  “Do you have any idea where he might be?” “My 
  location spells always direct me down into the 
  hamlet, but I always seem to lose it just past the 
  inn.... no pun intended,” he winces. 
  DM NOTE: For ease of judging, Encounters Two to 
  Five have been grouped by Track, one set of Encounters 
  Two to Five for  APLs 2 to 6 (Low Track) and one set of 
  Encounters Two to Five for APLs 8 to 12 (High Track).  
  Both Tracks participate in the same Encounters Six and 
  Seven. 
  Low Track 
  Encounter Two (Low Track) 
  Refer to DM Aids: Map #4. 
  The baron escorts you out to the courtyard and leads 
  you off to one side near the kitchens. “Since we 
  locked ourselves in and of my guards have returned 
  to let you out, we will have to use another method. 
  This is one I used often as a child to explore the 
  countryside without the supervision of the guards.” 
  He gestures to a rope net resting at the base of the 
  wall. Dangling from the tower above, you see a rope 
  hanging from the boom of a large crane. He gestures 
  you on to the plank platform resting on the netting 
  as he climbs the stairs to pull you up.  
  When they stand on the platform: 
  The baron slowly cranks the winch to pull you up 
  above the castle wall. When you are clear, he swings 
  the boom so that you hang many feet above the base 
  of the hillock below. “READY?!” he shouts as he 
  throws the lever on the winch. You begin to free-fall 
  towards the ground at great speed. You stop abruptly 
  mere feet from the ground. 
  The baron waves from above as he laughs heartily. “I 
  always loved when my cousin Ludweig would do 
  that to me so I thought you might enjoy it too! Go to 
  the town and see what progress has been made on 
  the search. If you find out anything of worth, come 
  back and report.” With a salute to you his head 
  disappears back over the wall. 
  The PCs can make any preparations before heading 
  towards the hamlet of Dilwych. They may also collect any 
  equipment, mounts, or animal companions they might 
  have left outside the castle. When they proceed to the 
  hamlet: 
  You follow the east road towards the town. You 
  cannot help but appreciate the idyllic countryside 
  that surrounds the castle. The isolated nature of the 
  barony has allowed nature to go about its business 
  nearly undisturbed. As you crest a hill, you look 
  down upon the ‘town’. It is better described as a 
  cluster of small buildings with a creek running 
  
  KEO4-02 Active Imagination 
   
  Page 7 
  through it. It lies in the center of a patchwork quilt 
  of hedgerows. Tiny farmsteads are haphazardly 
  sprinkled among the fields of various crops. The 
  grand castle off in the distance seems at odds with 
  this forgotten little hamlet.  
  Descending 
  down 
  the 
  hill 
  into 
  this 
  grand 
  metropolis, you see that what few buildings there 
  are seem surprisingly well-maintained. New white-
  wash is apparent on all the buildings. Looking about 
  you see two buildings worthy of note. One appears 
  to house a fair-sized furnace apparently used as the 
  community’s crafting site for glass, pottery, and 
  metal goods. The other building can only be 
  described as merely a large house, and a placard 
  identifying it as the Insanity’s End Inn graces its 
  humble front. Casting your glance further about you 
  realize there are no folk to be seen. That may not be 
  too strange normally, considering the shy and 
  withdrawn manner of the people of this barony, but 
  this is the height of planting season. No smoke 
  escapes from any chimney, and not even a skulking 
  cat or dog can be found. 
  Have PCs make a Spot check (DC 10 + APL) to notice the 
  following: 
  Taking a closer look you now notice that the small 
  inn’s windows have been boarded from the inside. 
  You also notice that the inn and the furnace are the 
  only buildings with a slate shingle roof instead of a 
  thatched roof. Moving closer, you see a wild set of 
  eyes spy you from between the boards across the 
  window before they disappear quickly to the 
  darkness within. 
  The PCs must break into the small two-story building. 
  There is no chance that the people within will allow 
  them entry. All of the small windows on the building are 
  securely boarded up with not enough room for even a 
  gnome or halfling to squeeze through.  
  � Masonry Walls: 1 ft. thick; break DC 35; hardness 8; 
  hp 90; AC 2; climb DC 15. 
  � Strong Wooden Doors: 2 in. thick; break DC 15 
  (locked from inside); hardness 5; hp 20; AC 2. 
  � Small-sized windows boarded with wood planks: 
  1 in. thick; break DC 13; hardness 5; hp 10; AC 2. 
  The innkeeper is within, protecting his family from the 
  creatures that attacked the hamlet the night before. He 
  never saw the attackers so he is assuming that the 
  stranger PCs must be involved. He is completely 
  irrational with fear and worry, and cannot initially be 
  reasoned with. When someone tries to enter the building 
  on the first-floor he will attack them. If they enter 
  through the guest-room windows on the second-floor, he 
  will wait until they come down the stairs. He will make 
  every effort to place himself above the root cellar hatch 
  under which hide his wife, two daughters, and infant son. 
  The encounter can only be resolved through combat, 
  Bluff, Intimidate, Diplomacy, Perform, or magic. All skill 
  checks are at DC 15 + APL to succeed in calming the man 
  enough to reason with him. If they subdue him through 
  violence, they will hear a baby’s scream in the cellar 
  below. The remaining family will react with complete 
  panic if the hatch is opened by anyone else but the 
  innkeeper. Using the same skills it will be DC 20 + APL 
  to remove them from the cellar without resorting to 
  magic or violence. Everyone except the innkeeper speaks 
  only Keoish. PCs speaking it during any of their skill 
  checks will get a +2 reaction bonus to their rolls. 
  The innkeeper appears as a large, muscled, pale-haired, 
  middle-aged Keolandish man. The wife and twin teenage 
  daughters are comely with light reddish-blond hair. The 
  male infant is very pale and has a hint of platinum blond 
  hair beginning to grow. 
  APL 2 (EL 4) 
  � Sahar the Innkeeper, Male Human War5: hp 38; 
  see Appendix One. 
  � Women, Female Human Com1 (3): hp 6 each; see 
  Appendix One. 
  APL 4 (EL 6) 
  � Sahar the Innkeeper, Male Human War7: hp 53; 
  see Appendix One. 
  � Women, Female Human Com1 (3): hp 6 each; see 
  Appendix One. 
  APL 6 (EL 8) 
  � Sahar the Innkeeper, Male Human War9: hp 68; 
  see Appendix One. 
  � Women, Female Human Com1 (3): hp 6 each; see 
  Appendix One. 
  Tactics: The innkeeper will do his best to keep the PCs 
  away from the cellar hatch door. Otherwise, he is a man 
  fighting with the unrelenting fury of one who fights to 
  defend his family. The women are armed with large 
  cooking knives and will try to use them only if someone 
  tries to enter the cellar to get them. 
  Development: This encounter can be useful for finding 
  out information if the players are not ruffians with the 
  innkeeper and his family. If they manage to calm him 
  down by a successful skill check, then he will at least hear 
  them out. When they mention the baron sent them he 
  will become most agreeable and share whatever 
  information he has. If they subdue him by force or magic, 
  he and his family will act as uncooperative prisoners 
  regardless if the baron is mentioned or not. 
  The following information can be gained through 
  discussion with the innkeeper: 
  
  KEO4-02 Active Imagination 
   
  Page 8 
  • 
  He is a loyal servant of the baron. Like all men in 
  Dilwych, he takes his turn guarding at the castle on a 
  rotating basis. 
  • 
  He is not aware that other residents of the castle are 
  missing since yesterday. 
  • 
  Some sort of creatures attacked the village last night. 
  He fended one off and then boarded up the inn to 
  protect his family. No one else appeared at the inn 
  asking for help. 
  • 
  He heard screams and crashes from some of the 
  other homes within earshot. 
  • 
  They have never been attacked before. 
  • 
  The creatures he fought were tall, broad, furred, and 
  appeared to be humanoid but it was dark and hard to 
  see at the time. 
  • 
  His youngest daughter of six years, Gretta, snuck out 
  this morning to check on his oldest daughter of 
  nineteen years, who has a family of her own and 
  lives on a nearby farmstead. She hasn’t been seen or 
  heard since. 
  • 
  The baron is a good man. Sahar has known him since 
  he was young. In recent months he has been much 
  more lucid and done a good job of managing the 
  barony. 
  Encounter Three (Low Track) 
  With the village apparently secure, the innkeeper will 
  suggest the PCs check some of the other homes for 
  townsfolk. He will come outside a ways but will not leave 
  seeing distance to the inn. Examining the houses reveals 
  the following information: 
  • 
  Many people found dead have a pair of puncture 
  wounds in the neck.  Most appeared to have been 
  defending themselves.  All of the dead appear to be 
  adults. 
  • 
  It appears that most of the creatures broke in 
  through the doors or windows, though some seem to 
  have slipped in through the thresh roof. 
  • 
  One body in an advanced state of decomposition is 
  found. It resembles an emaciated human with 
  mummy-like wrappings and a bulbous head. The 
  remains lie in a pool of green resin.  A Knowledge 
  (the Planes) check (DC 20 + APL) will reveal the 
  creature as a kaorti.  NOTE: Dreadwalker and Silent 
  One PCs automatically recognize it for what it is. 
  Concluding the search of nearby homes, you fail to 
  find any other survivors. The innkeeper’s family has 
  finally found the courage to come out and peer 
  around. The innkeeper strides up nervously, “Any 
  sign of my other daughter?” Receiving your answer, 
  he walks back and comforts his quietly weeping 
  wife. 
  You are about to decide what your next move should 
  be when you notice a white rabbit with reddish eyes 
  staring at you.  It bares its teeth and you see two 
  long fangs!  Before you can react, an immense hole 
  opens up underneath you and the rabbit. 
  PCs must make a Reflex save (DC 15 + the APL) to avoid 
  falling into the hole.  PCs may willingly fail the save 
  (jump into the hole) in order not to split the party.  Any 
  PC who makes their save and also doesn’t enter the hole 
  willing may wander about the woods further.  Eventually 
  they feel a ripple of energy pass over them and find 
  themselves approaching the same hamlet the PCs who 
  fell through the hole encounter (see below).  For those 
  who fell into the hole: 
  You tumble out of a hole similar to the one you fell 
  into too ... or is it the same one?  It looks the same, 
  though the woods near the hamlet appear to be 
  much closer than before.  The hole closes up behind 
  you. 
  PCs who take the time to re-investigate appear to be in 
  the same town, but there is no one here this time, not 
  even the innkeeper or his family. 
  • 
  Spot/Survival/Search checks (DC 10) notice 
  rabbit tracks heading into the woods - except 
  these tracks are much, much larger than the 
  rabbit could have possibly made. 
  • 
  With a Spot check (DC 15), PCs can find a pink 
  ponytail-type ribbon on the ground just off the 
  path to the west. 
  • 
  A Listen check (DC 15) allows the PCs to hear 
  low sounds of animals - chickens, perhaps? - 
  coming from the direction of the coop, also to 
  the west of the village. 
  PCs can either choose to investigate the noise first (see 
  below) or follow the tracks first (Encounter Four). 
  Following the noise and the clue of the dropped 
  hair-ribbon, you cut through town and head towards 
  the chicken coop.  The coop is about twenty feet 
  wide and forty feet in length, and about fifteen feet 
  high.  There are a few small vents and windows near 
  the top.  The door appears to be padlocked locked 
  from the outside. You can hear the “peep” sounds of 
  small hatchling chicks from within. 
  If PCs make any kind of significant noise (breaking down 
  the door, calling out Gretta’s name, etc.), they hear a cry 
  for help inside and a frantic pounding on the door. 
  � Lock, Simple (Open Locks DC 20) or Door, Good 
  Wooden (Break DC 18, hp 15, Hardness 5). 
  You finally manage to get inside the chicken coop, 
  only to reveal a horrible sight.  A young girl of no 
  
  KEO4-02 Active Imagination 
   
  Page 9 
  more than five or six has tripped, and you see pastel-
  colored, bloated chicken hatchlings close in on her.  
  They appear to be made of marshmallow. One of 
  them pecks at her ankle, and she turns into a quartz-
  like stone right before your eyes! 
  APL 2 (EL 4) 
  � Marshmallow Cockatrice Peeps (2): hp 38 each; see 
  MM. 
  APL 4 (EL 6) 
  � Marshmallow Cockatrice Peeps (4): hp 38 each; see 
  MM. 
  APL 6 (EL 8) 
  � Marshmallow Cockatrice Peeps (8): hp 38 each; see 
  MM. 
  IMPORTANT DM NOTES: Yes, marshmallow peeps. 
  We’re serious. Really. The peeps are identical to 
  cockatrices as found in the Monster Manual - with two 
  exceptions. First, because they are made of marshmallow, 
  they have fire vulnerability and take double-damage from 
  fire-based attacks.  They will stay away from any PC using 
  fire as much as possible. 
  Second, PCs who are “turned to stone” are actually 
  covered in a coating of rock candy. To any observers, it 
  will be clear that the PC in question is not petrified - the 
  PCs eyes are blinking inside, her mouth is moving, etc. A 
  PC can be freed with a good solid whack from a 
  bludgeoning weapon that does five or more points of 
  damage; the process of being freed will leave the PC 
  within stunned for the following round. 
  Because of the reduction in the abilities of these 
  cockatrices, the EL of this encounter was reduced by one. 
  Tactics: Peck, peck, peck, baby. 
  Development: Gretta has 2 of 4 hp when she is initially 
  turned to ‘stone’.  When she recovers, she will ask the 
  PCs if they have rescued her cousin Hanel, too.  He was 
  taken away by the monsters that locked her up in the 
  coop.  The monsters had smooth skin, without any fur. 
  Any PC who was “turned to stone” in this encounter will 
  receive the Rock Candy Equipment effect on the Adventure 
  Record (see the Treasure Summary for details). 
  Encounter Four (Low Track) 
  The path you follow takes you through the woods 
  for a short while. You pass over a river, and the 
  woods seem to deepen, darken, and become more 
  sinister.   The trees have fewer and fewer leaves on 
  them, yet the woods seem to grow even more dense. 
  Soon, you are hard-pressed to hear the sound or see 
  the sight of any natural woodland wildlife. 
  Animal companions, mounts, and even Gretta (if she is 
  with the PCs) become very skittish and reluctant to 
  travel.  All can be coaxed to continue with a little 
  roleplaying diplomacy. 
  The tracks seem to go on forever, and it is nearly 
  nightfall - or so it would seem, by your fatigue and 
  your stomach’s rumbling. Stopping seems to be a 
  good idea - though staying in these woods doesn’t.  
  That’s when you smell it; the distinctive scent of 
  peppermint and ginger and sugar, and something 
  even more yummy. 
  The unknown scent is chocolate, if the PCs have ever 
  sampled it. 
  Assuming that the PCs follow up the scent, read the 
  following boxed text. If for some reason they don’t, start 
  having them encounter teams of Rambo-bunnies (see 
  below), coming from the same direction as the scent, 
  until they get the message. 
  You arrive at the source of the minty fresh scent - it 
  appears to be a small house [40’x40’] made of 
  gingerbread and chocolate.  Red-striped columns of 
  peppermint columns hold up the porch roof.  The 
  opaque window-panes are comprised of thin-spun 
  sugar. 
  If any PCs try to eat part of the house, ask how many 
  bites they take and mark it in your notes.  Reduce their 
  will save by that many bites when they are hit by the 
  suggestion spell inside. 
  See DM Aids: Map #5. 
  When you enter, you are greeted by yet another 
  strange sight.  The entire cottage is filled with 
  almost a dozen children.  A handful are in one 
  corner, obviously napping, but the rest seem to be 
  gathered around the many wooden tables in the 
  room.  The house is only one room, and it seems to 
  be all kitchen.  There are bowls, pots, pans, baking 
  sheets, handmixers, crème brulee dishes, and 
  parchment paper everywhere.  All of the children 
  seem to be covered in a fine dust of either flour, 
  powdered sugar, or cocoa powder.  All of them seem 
  rather on the pudgy side, for missing villagers, but 
  deliriously happy. 
  One of the children, an Oeridian boy of about ten 
  years old with a chef’s hat looks up and waves his 
  rolling pin at you.  “Come on in.  You’ve got to stay 
  and try out our next dessert.  It’s a chocolate 
  pudding tort with double-chocolate icing.” 
  � Wallace Wanker: hp 36; see Appendix One. 
  � Children (12): hp 3 each; noncombatants. 
  This is Wallace Wanker, Baron Malweig’s missing cousin. 
   The other children are stuck here due to Wallace’s spell-
  like ability of suggestion.  All of the powdery ingredients 
  act as a constant mind fog spell (DC 10 + the APL).  This is 
  
  KEO4-02 Active Imagination 
   
  Page 10 
  increased by the number of bites of the house PCs may 
  have eaten, or increased by 10 if they approach within 
  five feet of any of the tables with the powder effect (every 
  other table). 
  Development:  Wallace doesn’t realize that his wishes 
  have turned into suggestions for the other kids.  He’s 
  trying to perfect his Death by Triple Chocolate Truffle 
  Mousse Parfait Ganouche recipe for the Baron’s birthday, 
  and the other kids are helping him out as taste-testers.  
  Each taste reduces their Will save, so they never want to 
  leave.  
  The missing boy, Hanel, was able to make his saving 
  throw and tried to leave, but the oven animated and ate 
  him.  All of the children have forgotten about it, since 
  Wallace suggested that it was “too horrible to recall and we 
  should all just put it out of our minds.” 
  Not only doesn’t Wallace have any idea of what’s going 
  on now, but he doesn’t remember anything before the 
  Baron asking him to be the new Dessert Chef at Castle 
  Draconis Imperius. This is a side effect of the Baron not 
  wanting Wallace to know of the horrible way in which he 
  died.  All of his prior memories were wiped out. 
  The best solution is to try to use Diplomacy to convince 
  Wallace that it might be a better idea if they all leave.  
  They can do this any number of ways (DM discretion as 
  to if the reason is logical). The Diplomacy check is DC 12 
  + the APL if they do not try to force the kids to leave, or 
  DC 20 + the APL if they do.  Once they convince the 
  chocolatier, Wallace will suggest it to the others, and the 
  kids will all go willingly. 
  If the PCs attempt to take the children (or Wallace) by 
  force, Wallace will respond with the full measure of his 
  powers (note, however, that he will attempt to subdue 
  opponents - most of his spells are geared towards this 
  purpose). If he incapacitates the PCs, they will gain the 
  Stuck in Candyland AR item (see the Treasure 
  Summary). If PCs try to force the kids to leave, they will 
  fight back (very poorly; they have a BAB of -1 and a 
  Grapple check of -5). 
  When the PCs attempt to take the children out of the 
  house - willingly or not - read the following: 
  As you attempt to leave, a number of chocolate 
  rabbits bar the exit. Most of the rabbits are halfling-
  sized, but one (or two, at APL 6) is the size of a man. A 
  chocolate cigar dangles out of his mouth; a 
  bandolier of caramel squares is draped across his 
  chest. “You’re not going anywhere, flesh-dolls!” he 
  growls. 
  At about the same time that happens, the large, dual-
  convection gas oven in the wall seems to tremble, 
  then breaks free of the wall. “Feed me, Wallace!” it 
  demands. It opens its oven door mouth and the 
  wire-rack teeth grab at the chocolatier to swallow 
  him whole, and you can see the charred remains of 
  child-sized bones down its throat. You swallow hard; 
  it looks like you’ve found out what happened to 
  poor Hanel... 
  APL 2 (EL 5) 
  � Wrought-Iron Coal Stove, Small Animated Object 
  (1): hp 15; see MM. Note: This construct has Hardness 5. 
  � Rambo Boss-Bunny, Medium Animated Object 
  (1): hp 30; see MM. Note: This construct has no 
  Hardness, but does have DR 5/bludgeoning or slashing. 
  � Rambo Grunt-Bunnies, Small Animated Objects 
  (2): hp 15 each; see MM. Note: These constructs have no 
  Hardness, but do have DR 5/bludgeoning or slashing. 
  APL 4 (EL 7) 
  � Wrought-Iron Coal Stove, Medium Animated 
  Object (1): hp 30; see MM. Note: This construct has 
  Hardness 5, and deals an additional 1d6 fire damage on 
  each successful Slam attack. 
  � Rambo Boss-Bunny, Medium Animated Object 
  (1): hp 30; see MM. Note: This construct has no 
  Hardness, but does have DR 5/bludgeoning or slashing. 
  � Rambo Grunt-Bunnies, Small Animated Objects 
  (3): hp 15 each; see MM. Note: These constructs have no 
  Hardness, but do have DR 5/bludgeoning or slashing. 
  APL 6 (EL 9) 
  � Wrought-Iron Coal Stove, Large Animated Object 
  (1): hp 53; see MM. Note: This construct has Hardness 
  10, and deals an additional 2d4 fire damage on each 
  successful Slam attack. 
  � Rambo Boss-Bunnies, Medium Animated Objects 
  (2): hp 30 each; see MM. Note: These constructs have no 
  Hardness, but do have DR 5/bludgeoning or slashing. 
  � Rambo Grunt-Bunnies, Small Animated Objects 
  (6): hp 15 each; see MM. Note: These constructs have no 
  Hardness, but do have DR 5/bludgeoning or slashing. 
  Tactics: The bunnies will not engage in conversation or 
  diplomacy.  Each Rambo-bunny is armed with a pair of 
  bags of caramel (treat as tanglefoot bags with Reflex save 
  DC 12). 
  The rabbits will immobilize as many PCs as possible; the 
  boss-bunny (or bunnies) will try to take Gretta (if she’s 
  there) or any small-sized PC that is not wearing medium 
  or heavy armor with normal grapple rules. 
  DM NOTE: As the PCs slash into the creatures, they are 
  sprayed with real blood.  If any of the creatures are killed 
  and PCs take the time to investigate, they discover the 
  hacked corpses of real rabbits in the remains. 
  Development: If the PCs survive, they can go back and 
  find Gretta (if they did not do that first), but they 
  
  KEO4-02 Active Imagination 
   
  Page 11 
  eventually will be able to find their way to a tree stump 
  with another “rabbit hole” that will return them to the 
  real world.  Any child or PC who “died” in Candyland but 
  is brought back to the real world will revive in d4 days 
  (Players who died but are brought back miss the rest of 
  the adventure, but do not need to be raised, as Wallace 
  assures the survivors that he is “Sure everything will turn 
  out just fine for them, it’ll just take time.”). 
  If all of the PCs are ‘killed’, the adventure is over for them 
  and they will not get the information from Encounter 6 
  and Encounter 7.  The Baron will eventually send other 
  PCs in to rescue them (they are found inside chocolate 
  coffins with gingersnap tombstones). PCs will earn the 
  Stuck in Candyland effect on their AR (see the Treasure 
  Summary). 
  Once Wallace is returned to the real world, his 
  supernatural suggestion powers are gone. 
  If Gretta does not survive or is not brought back by the 
  PCs, the innkeeper will demand revenge upon Wallace 
  for her death.  PCs from Keoland or from other regions 
  with any ranks in Knowledge (nobility & royalty) or 
  Knowledge (local – Sheldomar Valley Metaregion) will 
  know that slaying a noble is a high crime. Only the Court 
  of the Land has the power to sentence a noble to death.  
  Wallace will tell him he is truly sorry, and will have his 
  cousin the Baron send for someone to see if they can 
  ‘heal’ her.  (He avoids using the phrases “raising the dead” 
  or “resurrection”)  As noted above, however, she is only 
  unconscious, and the party might be able to convince 
  him to quell his anger if they point this out. 
  If the PCs kill Wallace, they receive the Murderer! effect 
  on the AR (see the Treasure Summary). 
  Regardless of how the issue is decided, Wallace wants to 
  return to the castle as soon as possible.  Remind PCs, if 
  they’ve forgotten, that several adults are still missing.  If 
  the PCs mention this, and that the animal trail headed 
  north, or remember that the gates are locked, Wallace 
  knows of a cave that leads to a secret passage below, and 
  then into, the castle. 
  Encounter Five (Low Track) 
  By either following the tracks, Wallace’s directions, or 
  simply searching around the base of the hillock upon 
  which the castle stands, the party will find the cave 
  mouth.  At the entrance read the following: 
  You have found a natural cavern leading under the 
  castle. It is large enough for two large men to walk 
  abreast. Past the entrance, the walls of the cavern 
  smooth and become a perfectly square corridor. No 
  birds, bats, insects, or other creatures that you 
  would expect to live in a cave are seen anywhere. 
  There are no cracks or seams anywhere in the rock, 
  as if the corridor was melted right through it. The 
  construction is clearly recent. The passage stabs 
  straight into the base of the hill under the castle. 
  As you walk deeper, however, you begin to hear 
  (feel?) a slow, deep, ominous heartbeat.  It grows 
  louder and louder, and seems the loudest just off to 
  one side of the cave where it seems a small 
  passageway is filled with swirling, wind-swept dust. 
  The passageway is only a five-foot square alcove.  If any 
  PCs proceed inside to investigate, however, they must 
  make a Will save (DC 10 + APL) or suffer a touch of idiocy 
  spell effect.  However, they will also realize one of the 
  following (roll randomly; re-roll duplicates if multiple 
  PCs enter the alcove): 
  1- 
  The character realizes that the castle itself is a 
  living thing. He also understands that the castle 
  was brought to life by the magical energies 
  released during the destruction of the heart 
  artifact from Crimes of the Heart. (If the 
  player hasn’t played the previous module, skip 
  this one). 
  2- 
  The 
  character 
  realizes 
  that 
  the 
  baron’s 
  subconscious thoughts while he used the scroll of 
  raise dead on Wallace enabled Wallace to cause 
  his creations to come alive, as it were. 
  3- 
  The character knows that the creatures they are 
  pursuing are the other missing residents of the 
  castle. He knows that they were transformed, 
  but doesn’t know details of what they were 
  transformed into; only that it is linked to the 
  resin coating on the cave wall somehow. 
  4- 
  The character knows that this magical life-force 
  flow is linked to the baron. It cannot exist 
  without him… yet. 
  5- 
  The baron is currently unaware of this link. 
  6- 
  The castle is a living thing, growing stronger 
  every moment and will reach full-sentience 
  soon. 
  When the PCs are through the room, continue. 
  Leaving the pulsating alcove behind, you feel your 
  bodies begin to relax the further away from it you 
  move. The passage beyond takes on a tube-like 
  quality as it winds itself beneath the castle. The 
  walls are brownish-green from an aging resin that 
  has begun to flake off the walls. Well ahead you hear 
  over the ever-present thumping the faint sound of 
  the grunts of farm animals. Getting within eyesight 
  you see the missing villagers’ livestock has been 
  herded into the castle’s catacombs. They huddle 
  together, seemingly oblivious to your entrance.  
  The PCs have a chance to notice that some of the farm 
  animals are in fact kaorti thralls. The kaorti thralls have 
  an effective Disguise check modifier of the APL + 2; PCs 
  may make a Survival check against the thralls’ Disguise 
  check to notice that the animals are not natural. Druids 
  automatically make this check if they are able to see the 
  thralls.  
  
  KEO4-02 Active Imagination 
   
  Page 12 
  APL 2 (EL 3) 
  � Kaorti Thrall Bison (1): hp 38; see Appendix One. 
  APL 4 (EL 5) 
  � Kaorti Thrall Boars (3): hp 27 each; see Appendix 
  One. 
  APL 6 (EL 7) 
  � Kaorti Thrall Bison (2): hp 38 each; see Appendix 
  One. 
  � Kaorti Thrall Boars (3): hp 27 each; see Appendix 
  One. 
  Tactics: The kaorti thralls will attack when the PCs reach 
  the center of the room, and will attempt to engage the 
  PCs in melee the entire time. The kaorti thralls will fight 
  to the death.   
  Wallace will NOT fight, but will heal anyone who falls 
  (Wallace will not be attacked by the kaorti or their 
  thralls; the castle is still beholden to Malweig’s 
  imagination, and he would never consider hurting his 
  cousin). When the party is done with combat, continue 
  with the following: 
  The battle over, you now have more time to take in 
  your surroundings. You see there is a long corridor 
  leading from the far end of the room.  Scouting 
  ahead you see it has nothing but some stairs leading 
  up, probably into the castle.  You can hear a man’s 
  voice as you climb the stairs.  In the background, 
  you feel the thumping ‘heartbeat’ suddenly begin 
  race. 
  High Track 
  Encounter Two (High Track) 
  Refer to DM Aids: Map #1. 
  The baron leaves for while with the other party out 
  into the courtyard before returning inside. He leads 
  you into a large private office where he uses a series 
  of keys to unlock a large elaborate steel trunk. From 
  it he retrieves a variety of adventuring gear with 
  which he equips himself. The equipment looks well 
  used and maintained, and he handles it with 
  practiced ease. He turns to you with a glum 
  expression, “Shall we get on with it then? I fear that 
  something left behind by one of my mad ancestors 
  or my former ‘sage’ might be responsible for the 
  disappearances. The castle is designed to keep 
  people in but I leave them to their own devices 
  inside, as long as they don’t harm one another. As I 
  said earlier, there is much of the castle that I have 
  never seen. I left Dilwych early in my youth for 
  formal schooling in Niole Dra. When I returned to 
  be baron, I was not exactly in the right state of mind 
  to give the castle my proper attention.” 
  He leads you much deeper into the castle as he 
  continues to speak. “I checked the main areas of the 
  castle where we usually stay with no success, so I 
  thought we had better look further in. The castle 
  used to house more addled nobles in earlier days but 
  cross-breeding noble lines seems to have imparted 
  more stability of the mind. The castle received a 
  great expansion when they planned to house King 
  Gillum I here during his bout of insanity. He died 
  before he ever set foot within but we reaped both 
  the benefit and cost of owning this grand castle. 
  Much of it has lain empty since that time.” As he 
  leads you further in, you notice architecture and 
  furnishings of many styles and time periods. Layers 
  of dust and sheets cover much of the inner castle 
  contents. If you did not know it was asylum, you 
  could almost imagine it as some long forgotten 
  museum. 
  A haunting, sad melody becomes audible as you 
  traverse the many halls. “Ludweig!” says the baron as 
  he picks up his step and heads toward the direction 
  of the music. You follow him into a great hall in 
  which you spy a terribly emaciated man masterfully 
  unleashing a flourish upon an enormous, steaming 
  pipe organ. Malweig sighs wistfully, “My cousin has 
  not been eating again. I always told him that 
  steaming monster would be the death of him…” 
  As if on cue, the great steaming pipes begin to 
  writhe and form into what appear to be almost 
  snakelike heads. The oblivious musician continues 
  to play as one of the heads rears back and then 
  strikes forward to bite his head cleanly off. Malweig 
  screams in horror as he backs to the wall and slumps 
  to the floor, eyes open in utter terror. 
  Creatures: The now living pipe organ functions in all 
  ways as a pseudonatural pyrohydra. Continue to describe 
  the beast as a pipe organ that has come to life (breathing 
  steam instead of fire like a normal pyrohydra). The castle, 
  using a thought from the baron about the pipe organ 
  being a killer monster, created the beast. It only exists to 
  kill what it sees. When it is incapacitated or killed it will 
  revert back to being normal pipe parts. 
  APL 8 (EL 9) 
  � Pseudonatural Seven-headed Pyrohydra: hp 81; see 
  Appendix One. 
  APL 10 (EL 11) 
  � Pseudonatural Eight-headed Pyrohydra: hp 93; see 
  Appendix One. 
  
  KEO4-02 Active Imagination 
   
  Page 13 
  APL 12 (EL 13) 
  � Pseudonatural Ten-headed Pyrohydra: hp 115; see 
  Appendix One. 
  Tactics: The organ-hydra creature has no tactics beyond 
  attacking the nearest creature or creatures. 
  Malweig will not participate in this battle as he is frozen 
  in horror and grief over the death of his childhood friend 
  and cousin, Ludweig. 
  Encounter Three (High Track) 
  Refer to DM Aids: Map #2. 
  After the PCs have defeated the pipe organ creature or 
  fled with Malweig, read the following: 
  The battle with bizarre creature ended, Malweig is 
  only now returning to his senses. “Poor, wretched 
  Ludweig. He was my only true childhood friend. He 
  was 
  mad, 
  but 
  his 
  madness 
  spawned 
  such 
  magnificent creativity.” He weeps openly and 
  without shame for several minutes before grabbing 
  hold of his emotions. Malweig stands tall with 
  newfound resolve, “I apologize for my outburst. 
  Now is not the time to grieve. We must learn what is 
  happening here. Perhaps a similar fate has befallen 
  the other residents of the castle. I hesitate to say it, 
  but I feel we must seek the counsel of the ancient 
  blade, Vilharian. His millennia of experience may 
  prove useful. He was a great aid to me during my 
  recovery following the death of my former sage, and 
  the destruction of the foul artifact the creature had 
  acquired. Soon however, I sensed him trying to 
  manipulate me to take a greater role in the kingdom. 
  I simply do not have the ambition he seems to want 
  from me.” 
  Malweig will refuse to rest, insisting that they must make 
  haste to find the missing people. Leading them further 
  into the castle: 
  “I last left Vilharian in my collection room. I have 
  not spoken to him in months. Let us pay him a 
  visit.” Baron Malweig leads you purposefully 
  through a series of corridors that are more traveled 
  than the previous. Along the way, you enter a large 
  audience chamber. The room has black painted 
  walls and tapestries with confusing and disturbing 
  images upon them. There is a dais near the center of 
  the room on which rests a large ornate chair carved 
  of mahogany. In front of the dais is a large woven 
  carpet with abstract shapes vaguely resembling eyes, 
  fangs, and teeth. Malweig pauses in front of the 
  carpet. “This strange thing belonged to my 
  grandfather. When I was a child,” he says a bit 
  wistfully, “I always feared to walk on this carpet lest 
  that it might eat m-“ 
  Malweig freezes as he looks down at the rug. The 
  eyes begin to blink and the teeth begin to gnash as 
  the carpet undulates and comes to life. He steps 
  back quickly and peers at you in disbelief to see if he 
  is the only one seeing the carpet transform into a 
  monster! 
  Creatures: The Baron’s unfinished thought was “it might 
  try to eat me,” and in the blink of an eye, his random 
  thoughts are made real. The carpet transforms into a 
  pseudonatural gibbering mouther(s). Again, the castle 
  created it based on a thought from the baron. Its only 
  purpose is to attack what it can detect. If it is killed or 
  incapacitated it will revert back to being a carpet. 
  Tactics: The creature(s) will attack the nearest 
  creature(s). It will use its ground manipulation ability in 
  the first round. It will use its gibbering and spittle abilities 
  every round. 
  Malweig is shocked to see his thought made reality. He 
  will attempt to tumble out of the way and will defend 
  himself as needed, but only becomes involved in the 
  battle if a PC is in danger of dying.  
  APL 8 (EL 10) 
  � Pseudonatural Advanced Gibbering Mouther (1): 
  hp 144; see Appendix One. 
  APL 10 (EL 12) 
  � Pseudonatural Advanced Gibbering Mouthers (2): 
  hp 144 each; see Appendix One. 
  APL 12 (EL 14) 
  � Pseudonatural Advanced Gibbering Mouthers (4): 
  hp 144 each; see Appendix One. 
  Encounter Four (High Track) 
  After the party dispatches or flees from the mouthers: 
  You take a few moments to rest in the aftermath of 
  the battle with yet another manifested horror. 
  Baron Malweig is visibly shaken by events and 
  seems quite close to coming unhinged. He stares 
  absently at the ceiling at a loss to explain what is 
  occurring in his home. 
  After some prompting by PCs: 
  With an effort, the baron runs his fingers through 
  his now disheveled hair; trying to get a grip of 
  himself. He eyes each of you almost apologetically. 
  “The burdens of leadership are many. I remember 
  now why I feared to take over the barony after my 
  father’s death. All this and we are still no closer to 
  an answer. I sincerely hope that Vilharian can 
  provide some insight to our dilemma.”  
  
  KEO4-02 Active Imagination 
   
  Page 14 
  The baron ambles off, no longer checking to see if 
  you follow. Soon the room sought is visible at the 
  end of a long corridor. Malweig hesitates briefly as 
  you approach the entrance, “I hope Vilharian is not 
  too cross with me for leaving him here alone in here 
  for several months. Once I began to think more 
  clearly I wanted to try to lead without his counsel 
  for a time. I needed to know if the change was 
  within me or simply Vilharian exercising some 
  measure of control over me. I am still not entirely 
  sure but we have no choice but to seek his aid.” 
  Steeling himself for the encounter, Malweig 
  straightens as he moves towards the entrance. Quite 
  suddenly, the surrounding walls magically ‘pucker’ 
  shut to block the way. The baron seems as surprised 
  as you. “I am not sure what this is about. I had 
  magical protections on this room previously but 
  this is not one of them. How are we going to get 
  through..?” As if responding to his question, flowing 
  letters write themselves upon the wall with a riddle. 
  Distribute Player Handout #2 at this point.  
  The answer, of course, is IMAGINATION. The blockage 
  is a response by the castle to Malweig’s (and the castle’s) 
  underlying fear of seeing Vilharian. The riddle is drawn 
  from the baron’s subconscious mind by the castle in 
  response to his conscious desire to speak with the blade. 
  When the riddle is solved by speaking the answer out 
  loud, the wall will ‘unpucker’ allowing the party through. 
  Should the party be stumped by the riddle, allow 
  Malweig to solve it after a period of trying. Anyone who 
  has played the Keoland regional Illegal Aliens may 
  make a Forgery check at DC 15 + APL to recognize the 
  writing on the wall as the same as the baron’s (in that 
  adventure he gives the party one of his famous letters of 
  marque). If confronted with this information, he will 
  appear bewildered. Make the players make a bogus Sense 
  Motive check to keep them guessing if he actually knows 
  what is going on. 
  � Superior Masonry Wall: 1 ft. thick; break DC 35; 
  hardness 8; hp 90; AC 2. 
  Encounter Five (High Track) 
  Refer to DM Aids: Map #3. 
  You move through the archway into a room of 
  bizarre construction. The large room appears to be 
  perfectly circular with a strange multi-color star-like 
  pattern on the floor. Taking a quick count you see 
  that there are nine points to the star; each has a 
  circle in the dust at its point except one. 
  Players of Crimes of the Heart would realize that there 
  were pedestals there previously. 
  At the tip of the occupied point stands a waist-high 
  gray-white marble pedestal. On display upon it, 
  point down, is an incredible long sword of ancient 
  manufacture. Though its design indicates it was 
  forged ages ago, its luster and keen blade would 
  make you swear it was perhaps forged only 
  yesterday. “Hello Vilharian.” says the baron almost 
  meekly as he stands as far as possible across the 
  room staring at the silver and aquamarine pommel 
  as if it were a face.  
  DM NOTE - VILHARIAN AND ARIEL FIREHEART: 
  If any PC has Ariel [or any other intelligent item], 
  Vilharian will acknowledge its presence.  Ariel knows the 
  blade is a minor artifact, and reacts accordingly. 
  Ariel will ‘look’ at Vilharian, ‘look’ at the baron [Cha 18], 
  and will immediately begin harassing the PC who 
  possesses her with a guilt trip about how she is not in 
  such a fine blade, doesn’t belong to a noble, etc.  The PC 
  must pay Luxury lifestyle for this event and all future 
  events (rather than the Rich lifestyle Ariel normally 
  demands); failure to pay Luxury lifestyle results in the 
  same effects failure to pay Rich lifestyle normally does 
  with regards to Ariel.  Please make note of this change on 
  the AR of the PC(s) in question. 
  You hear an exasperated Suel-accented male voice in 
  your head, “Greetings Malweig, my friend. What has 
  happened? I know something is wrong by your 
  demeanor and since you brought outsiders into the 
  castle.” 
  Allow the PCs to explain the situation, if they choose. By 
  this time they should have perceived a link between 
  events and Malweig. Have Vilharian encourage them to 
  propose theories or possible explanations. He will listen, 
  asking the occasional probing question without any sense 
  of disbelief. If the players choose to not discuss the 
  situation with the blade then Malweig will. Malweig 
  cannot be discouraged from seeking advice from the 
  artifact. When Vilharian has been filled in and someone 
  (PC or NPC) has suggested some sort of link between the 
  castle and the baron, He will speak: 
  “Hmmm… this brings to mind something I heard 
  told long ago during the time of the Suel Imperium. 
  If I recall correctly, the tale was of an island used for 
  foul experiments by one of the greatest Suel 
  sorcerers of the time. It was thought that the 
  powerful magics released there allowed the land 
  itself to develop its own malevolent sentience. 
  However, though the land was able to display great 
  powers within its confines it could not exist 
  without being linked to the mind of the sorcerer 
  who mistakenly created it. It was unclear if the link 
  was kept with that original man or if he was 
  replaced when he grew old and died. It is known 
  that the nefarious isle existed for many centuries 
  until it was likely destroyed during the Twin 
  Cataclysms. The sages fancied calling it a genius loci, 
  or local spirit. I know little more about it but what I 
  have said. It may be possible that we are 
  encountering a similar phenomenon.” 
  
  KEO4-02 Active Imagination 
   
  Page 15 
  Malweig snorts disbelievingly, “Vilharian, we came 
  to you for sound counsel, not for tall tales from 
  when it was possible to raze entire empires into seas 
  of dust. With this tale you imply that this… spirit… 
  is linked with me! None of you believe this drivel, 
  do you…?!” 
  When even one PC shows any inkling of believing the 
  blade’s theory: 
  “Fine! And you think me mad? If this castle is alive, 
  then lets just ask it what’s going on, shall we?” He 
  wheels around on his heel to face the wall and 
  shouts dramatically with a hint of desperation, 
  “What are you? WHO ARE YOU!?!” He begins to 
  shake his head in disgust when a gleaming face rises 
  out of the smooth stone wall, a perfect image of the 
  baron. They stare at each other dumbly before a tear 
  trickles slowly down Malweig’s cheek as he chokes 
  out a weak “No…” The emerged face seems to 
  observe the baron for a moment with amusement 
  before displaying a wicked grin worthy of a demon. 
  It pulls its huge form free from the wall and 
  approaches you, menace evident in its twisted face. 
  APL 8 (EL 11) 
  � Stone Golem: hp 128; see MM. 
  APL 10 (EL 13) 
  � Iron Golem: hp 158; see MM. 
  APL 12 (EL 15) 
  � Advanced Clay Golem: hp 165; see Appendix One. 
  IMPORTANT DM NOTE: Vilharian is crafted of 
  adamantine and is able to bypass the adamantine DR of 
  the golems (but not the DR/bludgeoning of the clay 
  golem at APL 12). He will communicate this information 
  to the PCs immediately. Vilharian will ‘jump’ into the grip 
  of 
  any 
  lawfully-aligned, 
  longsword-proficient 
  PC.   
  Malweig will be unable to participate in the battle 
  (though he will not be molested by the golem that has 
  emerged from the wall). He can (and will) rouse himself 
  enough to stabilize dying PCs, however. 
  Tactics: The castle has sensed that the PCs have 
  unlocked its riddle, and has seized upon Malweig’s 
  outburst for a final assault against the PCs. The golem 
  will attack the closest target, smashing it until it is 
  incapacitated or killed before moving on to the next 
  closest target. It has no other sense of tactics. 
  Development: When the combat is concluded, Malweig 
  and Vilharian have both come to the realization of what 
  must be done. 
  Both Tracks 
  Encounter Six (Both Tracks) 
  At this point, low-tier PCs can hear the following 
  conversation: 
  Malweig slowly turns to face you, wiping the tears 
  from his eyes. “I… understand now.” he states rather 
  matter-of-factly. 
  If Wallace is present, read the next paragraph; otherwise, 
  skip it and continue reading with the second paragraph 
  following. 
  He turns to his cousin Wallace and nods. “To the 
  kitchens with you, cousin. Where I go, you cannot 
  follow.” Wallace nods emphatically and beats a hasty 
  exit. 
  Malweig sighs. “Vilharian, even now I guard my 
  thoughts, but a life without imagination is one I 
  cannot bear. What can be done?” 
  The crystal voice of Vilharian is heard in your 
  minds. “Malweig… I have a solution, but it is a 
  drastic one indeed. In my forging, a soul was crafted 
  and placed within me. I have the power to move my 
  soul to another, but I am loathe to do so as it would 
  destroy the soul of my new host. Likewise, I can 
  draw the soul of another into this blade, but the 
  recipient…” The blade pauses and finishes with 
  great sadness, “… must be willing.” 
  Malweig blinks, and then nods in understanding. 
  “I… see. Vilharian… please see that my affairs are 
  put in order.   Now that I am aware of the link I am 
  also aware that this… parasite… that has seized my 
  castle as its host is not mature enough to survive 
  without me.” 
  The baron looks up as a second group of adventurers 
  running down the hallway finally arrive at the nine-
  point chamber.  He pauses as both groups eye one 
  another questioningly, wondering what the other 
  has been doing. 
  If there is more than one table playing the low and high 
  tier together at a convention or game day then let them 
  come together and report on their experiences. If the 
  event is played by one table alone then the DM can act as 
  the other party to fill them in on the others’ part of the 
  story (use the Adventure Summary for this).  Allow the 
  high-tier PCs to go first.  When low-level PCs [or the 
  DM] describe the resin-coated cave or the heartbeat, the 
  ground shifts, as though an earthquake had struck, 
  requiring a Balance check (DC 10 + APL) for PCs to stay 
  on their feet.  The castle is warning the Kaorti to flee, and 
  Vilharian senses this: 
  Vilharian leaps unbidden into the Baron’s hand as 
  all of you clearly hear its voice in your head, fury and 
  
  KEO4-02 Active Imagination 
   
  Page 16 
  hatred.  “Malhel magic!  I can sense it!  Malweig, we 
  must return to the heart chamber!” 
  Malweig pales, but he moves towards the section of 
  the wall that released the golem.   Heretofore 
  unnoticed - but perhaps remembered by those who 
  have been within this chamber before, he leads you 
  down winding, twisting stairs into a narrow 
  passageway. 
  The secret door may be remembered by the PCs from 
  KEO3-05 Crimes of the Heart. 
  Encounter Seven (Both Tracks) 
  The passageway runs long and straight, and appears 
  to be coated, floor-to-ceiling, in some sort of amber-
  type resin.  Beneath the resin, indistinct color 
  patterns can be seen, as though the resin was 
  covering a tapestry or mural. 
  PCs who have played Crimes of the Heart should 
  recognize this as the mural hallway where the left 
  Malweig at the end of the module. 
  Indistinct shapes seem to form and rise out of the 
  walls.  Vilharian’s voice is sharp and ringing in your 
  minds. “No, Malweig!  Concentrate.  Do not let your 
  imagination run wild, or you will destroy everyone.” 
   The baron’s face turns a shade paler as he turns to 
  the adventurers.  “Help me,” he pleads. 
  Put the players under pressure, but do not give them any 
  assistance in how to help him.  Let them be creative, or 
  mundane - guidance or stat-boosting spells, reciting the 
  alphabet or times tables.  If the PCs come up with 
  something, roll a few dice behind the screen, and 
  continue on.  Otherwise, the wall ‘swallows’ the PCs, 
  separating them, and they must either hack their own 
  way out or wait for Malweig to do the same. 
  � Superior Masonry Wall: 1 ft. thick; break DC 35; 
  hardness 8; hp 90; AC 2. 
  Moving forward through several more rooms and 
  corridors, you begin to feel and hear a rhythmic 
  throbbing somewhere before you. As you draw 
  closer to its source, you find that your muscles 
  twitch slightly in time to the beat. Ahead you spy 
  something large pulsating, perhaps the source of the 
  beat. Coming to the end of the passageway, you 
  come upon an unbelievable sight. You stand at the 
  edge of a large circular room with an exit on the 
  opposite side. The vaulted ceiling arcs thirty feet 
  into the air. It is the very room itself that is pulsing 
  and creating the throbbing force emanating 
  outward. At the entrance where you stand, a large 
  ghostly stream of force seems to flow into the room. 
  The force flows into the room, changes to direction 
  and seems to flow out through the wall to your 
  right. Another stream of eldritch force flows in from 
  the left wall, changed direction and flows out 
  towards the opposing exit before fading away. Close 
  examination of the magical force brings forth 
  fleeting images of swirling eyes, worms, teeth, and 
  tentacles pumping in time with the room’s 
  compressions and expansions. 
  See DM Aids: Map #6. Any characters that played the 
  Keoland regional adventure Crimes of the Heart will 
  recognize this room as the one where the heart artifact 
  was destroyed. A Heal or Knowledge (nature) check (DC 
  15) will reveal the force seems to follow the pattern of 
  blood flowing through a four-chambered heart.  
  At the far side of the room, beyond the flow of force, 
  you see what appear to have once been some of 
  Malweig’s relatives stepping into a portal that seems 
  to open and close in time to the ‘heartbeat’.   Sickly 
  green and violet flames of energy seem to surround 
  the portal. 
  Partially blocking the portal is a tall, thin humanoid 
  that appears to be wrapped in the same resin that 
  coated the mural hallway.  Its three fingers are 
  wrapped around a similarly-coated 7-ft. tall staff that 
  appears to be bracing the portal open. 
  Any PCs who played Crimes of the Heart recognize the 
  creature as a seemingly more powerful type of the one 
  seen there.  A Knowledge (the Planes) check (DC 25) 
  confirms 
  them 
  as 
  kaorti 
  (see 
  Appendix 
  One).  
  Dreadwalkers and Silent Ones automatically recognize 
  the kaorti for what they are.  Members of the Keoish 
  metaorganizations Haven or Nature’s Sentinels make 
  attempt a Knowledge (nature) check (DC 25) to 
  recognize the creatures. 
  If there are any obvious Silent Ones, Dreadwalkers, or 
  clerics of Corellon Larethian/Keoish nature gods 
  outfitted as a ranger or druid, the creature singles them 
  out, pointing to them specifically and mocks them in 
  Sylvan: 
  “Have you lost your way, Forestling?  So very far 
  from home....” The last of the kaorti thralls steps 
  through the portal, and the creature backtracks into 
  the extraplanar space. 
  Tactics, Round 1:  A wall of force has been put up 
  between the PCs and the flow protecting the Kaorti 
  thralls and enabling them to enter the portal.  PCs 
  detecting it [through magic or by bouncing off of it] may 
  attempt to dispel the wall (caster level 15th). 
  Any attempts to teleport, dimension door, etc. to the other 
  side of the wall of force fail, and the PC must make a Fort 
  save of DC (10 + the APL) or be dazed for the round. 
  Any attempts to manually bypass the wall via the castle 
  [stone shaping, etc.] will fail cause the castle to scream and 
  the floor to roll, requiring another Balance check (DC 15 
  + the APL) not to fall. 
  Summoned creatures will automatically arrive the next 
  round five feet away from the portal as pseudonatural 
  
  KEO4-02 Active Imagination 
   
  Page 17 
  variants of whatever was summoned that break free of 
  the PCs control and hasten back through the portal. 
  The kaorti has a SR 25 against any spells directly 
  targeting it. Non-magical standard melee attacks can only 
  be made by a PC that crosses the portal; ranged attacks 
  suffer a 50% miss chance due to the distortion of the 
  planar bleed.  It has an AC of 20, and 60 hp; if it dies, the 
  portal snaps shut [ignore Round 2], 
  Round 2: If the wall of force has been brought down by 
  the PCs, they must then move through the flow of force 
  to reach the Kaorti, no matter how they approach it.  If 
  they do, an empowered, maximized touch of idiocy spell 
  (for 9 points of mental ability score damage) will be cast 
  upon them (saving throw DC 18 + APL; caster level 15th). 
  Any PCs reduced to an Int or Wis below 3 will stop in 
  their tracks, unsure what to do next. 
  The creature withdraws its staff with an evil grin.  It 
  issues a warning in an archaic tongue as the portal 
  begins to shrink. 
  The creatures parting words are in Ancient Suel 
  [Malweig will translate if none of the PCs speak it] - “Do 
  not worry, we shall return soon enough.” 
  If the PCs have not taken down the wall of force, Vilharian 
  compels Malweig to wield the blade and shatter it.  
  “Do not go in after them!” Strangely enough, the 
  warning is shouted in harmony by both Malweig 
  and Vilharian. 
  If any PC goes through regardless, they earn the Lost in 
  the Far Realms effect on the AR (see the Treasure 
  Summary).  
  The portal snaps shut and the forceflow stops.  All is 
  quiet for a moment, and then you hear the heart 
  beating faster.  Malweig looks up at you, then down 
  at his blade as he shows a sad smile.  “I will not be 
  responsible for an abomination in the heart of the 
  kingdom.” 
  “Keep me by your side, Vilharian. We shall rule 
  wisely and well.” He closes his eyes, and you feel 
  your skin tingle with pinpricks of magical energy. 
  After a few moments the sensation passes. A 
  rumbling shriek echoes down the passages of the 
  castle as the psychic parasite dies, and the form of 
  Malweig straightens up, unaccustomed to sight and 
  smell. 
  You again hear a voice in your minds… but this 
  time, it is Malweig’s. “May I present the new Baron 
  of Dilwych,” he says. “Baron Vilharian the First.” 
  Proceed to the Conclusion. 
  Conclusion 
  Vilharian 
  speaks. 
  “Malweig’s 
  noble 
  sacrifice 
  prevented a long chain of unfortunate events from 
  resulting in a catastrophe. You all have had a hand 
  in preventing a greater tragedy and for that I will see 
  that Malweig’s wealth and influence is used to see 
  you properly rewarded.” 
  “Agreed,” Malweig says telepathically. “I will travel 
  immediately to Niole Dra and report what has 
  happened here to the Lion Throne. I suspect our 
  regent will allow Vilharian to rule in my stead. I will 
  continue to aid in safeguarding the mad nobles that 
  are sent to me for care.” 
  Vilharian adds, “When the time comes I will step 
  aside in favor of the chosen person but until that 
  time I will rule as baron of Dilwych” 
  You stand in the courtyard preparing to depart.  
  Vilharian bids you farewell, holding the blade that 
  once contained him. 
  A coach rumbles into the courtyard from the road. A 
  number of guardsmen dismount wearing the livery 
  of the County of Nimlee. From the coach they pull a 
  Suel woman of exquisite beauty. She has been fitted 
  with a leather jerkin designed to restrain her arms. 
  Her long pale hair is in wild disarray and she stares 
  at you with feverish intensity. A herald follows her 
  from the coach and approaches the innkeeper. “By 
  order of the Countess Lissen Rheyd, under the long-
  standing agreement in the Court of the Land, she 
  charges the Baron of Dilwych to care for her 
  afflicted cousin until such a time that she is once 
  more sane or until she passes peacefully from this 
  world. Here are the papers with the Countess’ seal.” 
  The exchange concludes and the castle guards take 
  charge of the woman and take her into the castle. 
  With a nod of assurance in your direction, Baron 
  Vilharian turns and follows them into the castle. 
  The asylum of the Kingdom is once again at peace 
  with itself. It is an ancient deception, to be sure, but 
  perhaps this slim thread of secrecy keeps the fabric 
  that is the Sleeping Lion of Imperial Keoland from 
  unraveling altogether. 
  PCs can receive their rewards at this point; Malweig is 
  from an old and prosperous family and, as he no longer 
  has need of personal wealth, opens his coffers to the PCs 
  as well as offering them choice pieces of magic from his 
  personal vaults.  The PCs also are entitled to receive 
  training from the new Baron of Dilwych (see Training by 
  Vilharian in the Treasure Summary). 
  If any PC killed the Baron or his noble cousin, Wallace, 
  during the adventure, they are in for serious trouble.  
  They receive the Murderer! effect on their AR (see the 
  Treasure Summary). 
  When you have finished resolving the adventure for the 
  PCs, proceed to the Epilogue below. 
  
  KEO4-02 Active Imagination 
   
  Page 18 
  Epilogue 
  Artemo was a simple man. Every man in his family 
  had made bricks. It was hardly an exciting job, but 
  one for which Artemo – admittedly not the deepest 
  of thinkers – was well suited. The man’s hands were 
  rough and calloused; his face was deeply tanned as a 
  result of years before a kiln. 
  The draft horses methodically plodded their way 
  down the King’s Road, towards his ultimate 
  destination of Laketowne, within the Earldom of 
  Linth. His cart, laden with the bricks that were his 
  life’s blood, creaked in time with the clop-clop noise 
  of the animal’s hooves. He was eager to make it to 
  Laketowne before nightfall; there was an unnatural 
  blight on this land, and the peasants here still 
  walked the edge of open rebellion. They normally 
  reserved their attacks for wealthy merchants and 
  nobles; he eagerly hoped he looked enough like a 
  commoner to avoid attracting attention. 
  Artemo’s brow furrowed as something briefly 
  obfuscated the light of the full moon. He looked 
  upward, slowly, and perched on the edge of the seat 
  behind him was a tall man whose landing had made 
  absolutely no sound. The man smiled cordially, 
  reached downward and smashed the merchant’s 
  skull open with one of his own bricks. The irony, 
  thought the murderer, was delicious. 
  A few moments later the great draft horses lay in the 
  dirt, necks broken by the man’s bare hands. Those 
  same hands now drifted across the surface of each of 
  the bricks looking for the subtle imperfection that 
  would… yes, the man smiled. He pulled out one 
  brick, with a slight scar-like marking on it, and 
  pressed it between his hands. His immense strength 
  crumbled it, revealing a darkly beautiful gem. 
  Almost immediately, terrified and mournful wailing 
  could be heard, drifting up from the precious stone 
  and barely audible. 
  It had taken the man a week to track this merchant 
  down, but now he had his prize. He smiled. Count 
  Traago Von Reiklande always got what he wanted. 
  “Your Majesty,” said the Count, bowing at the waist 
  to the gem in his outstretched hand. 
  From within it, the wailing and crying only 
  continued. 
   
   
  The End 
  Experience Point Summary 
  The player characters receive the following experience 
  point awards, by APL and encounter: 
  Encounter Three (Low Track) 
  Defeat the peeps 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
  Encounter Four (Low Track) 
  Defeat the bunnies and the oven 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
  Encounter Five (Low Track) 
  Defeat the Kaorti thrall 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
  Encounter Two (High Track) 
  Defeat the hydra 
   
  APL 2 – 270 xp. 
   
  APL 4 – 330 xp. 
   
  APL 6 – 390 xp. 
  Encounter Three (High Track) 
  Defeat the mouther(s) 
   
  APL 2 – 300 xp. 
   
  APL 4 – 360 xp. 
   
  APL 6 – 420 xp. 
  Encounter Five (High Track) 
  Defeat the golem 
   
  APL 2 – 330 xp. 
   
  APL 4 – 390 xp. 
   
  APL 6 – 450 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
   
  APL 12 – 1,575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  
  KEO4-02 Active Imagination 
   
  Page 19 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One 
   
  APL 2: L: 0 gp; C: 450 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 650 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 900 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 1,300 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 2,300 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 3,300 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 0 gp; C: 450 gp; M: 0 gp – Total: 450 gp (450 
  gp). 
   
  APL 4: L: 0 gp; C: 650 gp; M: 0 gp – Total: 650 gp (650 
  gp). 
   
  APL 6: L: 0 gp; C: 900 gp; M: 0 gp – Total: 900 gp (900 
  gp). 
   
  APL 8: L: 0 gp; C: 1,300 gp; M: 0 gp – Total: 1,300 gp 
  (1,300 gp). 
   
  APL 10: L: 0 gp; C: 2,300 gp; M: 0 gp – Total: 2,300 gp 
  (2,300 gp). 
   
  APL 12: L: 0 gp; C: 3,300 gp; M: 0 gp – Total: 3,300 gp 
  (3,300 gp). 
  Special 
  � Murderer!: This PC was responsible for, or was an 
  accessory to, the death of the Baron of Dilwych and/or 
  his noble cousin, Wallace.  Both the DM and the Player 
  should contact the Keoland Metaorganization and 
  Regional Flavor POC at keoland_marf_poc@yahoo.com 
  with their version of the events so that an appropriate 
  punishment/restitution can be made.  Until this matter is 
  completely resolved with the Keoland Triad, this PC is 
  permanently out of play. 
  � Lost in the Far Realms: This PC foolishly tried to follow 
  the Kaorti through the planar portal, and is lost, probably 
  permanently.  Notify the Keoland Metaorganization and 
  Regional Flavor POC at keoland_marf_poc@yahoo.com 
  and be prepared to detail your character information.  
  Until this matter is completely resolved with the 
  Keoland Triad, this PC is permanently out of play. 
  � Stuck in Candyland: This PC has attained Death by 
  Chocolate.  This scenario costs 1 additional TU beyond its 
  normal cost, and the PC can never eat chocolate again.  
  Any mention of chocolate causes horrible flashbacks of 
  Chocolate Rambo-Bunnies with missing ears. 
  � Rock Candy Equipment: Upon your recovery from being 
  turned into candy, you notice that one mundane item in 
  your possession did not return to its normal form.  
  Choose a single mundane item that was in your 
  possession at the time of the transformation and list it 
  here: ________________________________________________.  That item is 
  now rock candy; easy to break, but oh so tasty.  The item 
  can no longer be used for its original purpose, but can be 
  worn/carried and eaten when desired. 
  � Training by Vilharian: The new Baron of Dilwych has 
  agreed to share some of his centuries of knowledge with 
  you.  At the end of any one Keoland Regional or 
  Sheldomar Valley Metaregional adventure, you may 
  spend an additional 8 TUs to gain one, and only one, of 
  the following benefits (circle the one chosen): 
  • 
  Spell-slayer Training: For the purposes of magic 
  item creation only, you have access to create rods 
  of cancellation and rods of negation. 
  • 
  Secrets of the Smiths: For the purposes of magic 
  item creation only, you have access to create 
  weapons (or upgrade them) with the axiomatic 
  weapon special ability.  For the purposes of 
  purchasing magic weapon upgrades, you have 
  
  KEO4-02 Active Imagination 
   
  Page 20 
  access (Frequency: Adventure) to purchase the 
  axiomatic weapon special ability for any one 
  weapon you are already purchasing another 
  upgrade for. 
  • 
  Lore of the Ancients: You gain a permanent +2 
  insight bonus to checks with one of the 
  following skills/abilities (circle the one chosen): 
  Knowledge (history), Knowledge (local – 
  Sheldomar Valley Metaregion), Knowledge 
  (nobility & royalty), Bardic Knowledge, Lore. 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  � Chime of Opening (Regional - Limit One, DMG) 
  � Spined Shield (Regional - Limit One, DMG) 
  � Wand of Magic Missile (Regional - Limit One, 3rd 
  level caster, DMG) 
   
  APL 4 (APL 2 Items plus): 
  � Murlynd’s Spoon (Regional - Limit One, DMG) 
  � Rope of Climbing (Regional - Limit One, DMG) 
  � Wand of Eagle’s Splendor (Regional - Limit One,3rd 
  level caster, DMG) 
   
  APL 6 (APL 2, 4 Items plus): 
  � Cape of the Mountebank (Regional - Limit One, 
  DMG) 
  � Nolzur’s Marvelous Pigments (Regional - Limit One, 
  DMG) 
  � Wand of Mirror Image (Regional - Limit One,3rd 
  level caster, DMG) 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � Anarchic weapon – PC’s choice (Regional - Limit 
  One, DMG) 
  � Rod of Wonder (Regional - Limit One, DMG) 
  � Wand of Major Image (Regional - Limit One,5th level 
  caster, DMG) 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � Distracting armor or shield – PC’s choice 
  (Regional - Limit One, A&EG) 
  � Staff of Charming (Regional - Limit One, DMG) 
  � Wand of Chaos Hammer (Regional - Limit One,8th 
  level caster, DMG) 
   
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � Robe of Scintillating Colors (Regional - Limit One, 
  DMG) 
  � Scimitar of Colors (Regional - Limit One, A&EG) 
  � Wand of Suggestion, Heightened 4th Level (Regional - 
  Limit One,7th level caster, DMG) 
   
   
  
  KEO4-02 Active Imagination 
   
  Page 21 
  Appendix One – NPCs
  All APLs 
  Malweig, Male Human Brd7/Ftr8: CR 15; Medium-
  size humanoid (human); HD 7d6+8d10; hp 92; Init +3; 
  Spd 30 ft.; AC 21 (flat-footed 18, touch 13), Atks 
  +15/+10 melee (Keen Wounding +1 whip-dagger, 1d6+3, 
  17-20/x2); SA: Bardic music, countersong, fascinate, 
  inspire courage +1, inspire competence, Suggestion; SQ: 
  Bardic knowledge; AL N (formerly CN); Sv: Fort +10, 
  Ref +12, Will +9; Str 10, Dex 17, Con 10, Int 10, Wis 10, 
  Cha 18 
   
  Skills and Feats:  Appraise +2, Balance +7, Bluff +6, 
  Climb +5, Concentration +10, Decipher Script +2, 
  Diplomacy +6, Disguise +5, Escape Artist +5, Gather 
  Information +5, Handle Animal +7, Hide +5, 
  Intimidate +8, Jump +7, Knowledge (Arcana) +2, 
  Knowledge (Geography) +1, Knowledge (Local) +1, 
  Knowledge (Nobility and Royalty) +2, Knowledge 
  (Religion) +1, Listen +2, Move Silently +5, Perform 
  (Oratory) +11, Ride +8, Sense Motive +2, Sleight of 
  Hand +5, Spellcraft +4, Swim +2, Tumble +15, Use 
  Magic Device +12. Combat Reflexes, Dodge, Great 
  Fortitude, Greater Weapon Focus (Whip), Improved 
  Critical (Whip), Iron Will, Lightning Reflexes, 
  Mobility, Spring Attack, Weapon Finesse, Weapon 
  Focus (Whip), Weapon Specialization (Whip) 
   
  Possessions: bracers of armor +8, +1 keen wounding 
  whip-dagger. 
   
  Spells Known (3/4/3/1; base DC 14 + spell level): 0- 
  [Detect Magic, Light, Mage Hand, Mending, Message, Read 
  Magic] 1- [Cure Light Wounds, Detect Secret Doors, 
  Expeditious Retreat, Identify], 2- [Cat's Grace, Cure Moderate 
  Wounds, Eagle's Splendor, Silence] 3- [Dispel Magic, Haste]. 
  Vilharian: Minor artifact, an adamantine +5 bane 
  (spellcasters) long sword, renders wielder immunity to 
  fire and cold, control weather at will (range 1,000 feet), 
  speech, telepathy. Other powers unknown. 
   
  AL LN; SV Fort + 9, Ref +9, Will +9, Str -, Dex -, 
  Con -, Int 15, Wis 10, Cha 18, Ego 19. 
   
  Vilharian appears as an ancient Suloise blade with 
  a silver and aquamarine pommel. The sword returned 
  to Keoland after being purchased by Malweig for his 
  artifact collection. Following the events of Crimes of the 
  Heart, he and Malweig became confidantes. Over time, 
  Vilharian encouraged Malweig to wield some of his 
  political influence as a baron of Keoland. Malweig 
  became suspicious of his motives (and magical 
  abilities) and put the blade away until he could decide 
  what to do on his own. 
   
  Vilharian, a sentient artifact from the time of the 
  Suel Imperium, considers himself the steward of the 
  surviving Suel families of Keoland, and through them 
  the kingdom. He has no desire to return to being a 
  king’s showpiece and desires to manipulate events 
  from behind the scenes for the betterment of the 
  kingdom. Vilharian will allow himself to be wielded by 
  anyone if needed, although he prefers someone with 
  skill in longsword and lawful alignment. 
  Wallace Wanker, Male Human Clr 4/Wiz 4: CR 8; 
  Medium Humanoid (Human); HD 4d4 + 4d8; hp 36; 
  Init +1; Spd 30 ft; AC 17 (flat-footed 16; touch 11); Base 
  Atk/Grp +5/+4; Atk/Full Atk +6 melee (1d6+1, 
  quarterstaff +2); SV Fort +5, Ref +3, Will +10; AL CG. 
  Str 8, Dex 12, Con 10, Int 18, Wis 14, Cha 14. 
   
  Skills & Feats: Concentration +10, Knowledge 
  (arcana) +15, Knowledge (nobility & royalty) +10, 
  Knowledge (religion) +13, Knowledge (the planes) +14, 
  Profession (Chocolatier) +13, Spellcraft +16. Combat 
  Expertise, Improved Familiar, Brew Potion, Craft 
  Wondrous Item. 
   
  Possessions: 
  Quarterstaff 
  +2, 
  spell 
  component 
  pouches, silver holy symbol of Zagyg, cookbook, 
  spices, rolling pin. 
   
  Wizard Spells Prepared (4/4/3 per day; DC 14 + spell 
  level): 0 - [Daze x2, Flare, Prestidigitation], 1 - [Charm 
  Person, Color Spray, Grease, Sleep], 2 - [Glitterdust, Scare, 
  Web] . 
   
  Cleric Spells Prepared (5/5/4 per day; DC 12 + spell 
  level): 0 - [Detect Magic, Light, Read Magic, Resistance x2], 1 
  - [Bane, Bless, Entropic Shield, Protection from Law*, 
  Sanctuary]; 2 - [Shatter*, Hold Person, Silence, Sound Burst]. 
   
  * Domain Spell. Domains: Chaos (cast all chaos 
  spells at +1 caster level), Magic (Use scrolls, wands and 
  other spell completion or spell trigger devices as a 
  wizard of ½ your cleric levels; this stacks with existing 
  wizard levels). 
  Kaorti (as presented in Fiend Folio) 
  Medium-size Outsider 
  HD: 2d8 (9hp) 
  Int: +2 (Dex) 
  Spd: 30 ft. 
  AC: 18 (+2 Dex, +2 natural, +4 resin scale armor) 
  Atk: Bite +1 melee, or ribbon dagger +4 melee, or darts 
  +4 ranged 
  Dam: Bite 1d6-2, dagger 1d4-2, darts 1d4-2 
  Face/Reach: 5 ft./ 5 ft. 
  Special Atk: Spell-like abilities, vile transformation 
  Special Qualities: Material vulnerability, outsider traits, 
  poison immunity 
  Saves: Fort +3, Ref +5, Will +3 
  Abilities: Str 7, Dex 14, Con 11, Int 14, Wis 11, Cha 16 
  Skills: Concentration +5, Craft (armorsmithing) +7, 
  Craft (weaponsmithing) +7, Heal +13, Intimidate +8, 
  Knowledge (arcane) +7, Knowledge (the Planes) +7, 
  Spellcraft +9 (+11 to decipher scrolls), Survival +5 (+7 
  on other planes), Use Magical Device +7 (+9 scrolls)  
  Feats: Exotic Weapon Proficiency (ribbon dagger), 
  Weapon Finesse 
  Climate/Terrain: Any non-natural (Far Realm) 
  Organization: Solitary, patrol (2-9), cyst pilgrimage (10-
  20 plus 1-3 kaorti thralls), or cyst (21-60 plus 10-20 
  kaorti thralls and 1 skybleeder per 15 kaorti) 
  
  KEO4-02 Active Imagination 
   
  Page 22 
  Challenge Rating: 1 
  Treasure: Standard, items only 
  Alignment: Usually neutral evil 
  Advancement: By character class 
  Level adjustment: +2 
   
  Humanoid in shape, a kaorti must dress in form-
  fitting armor made of thick resins and tissues grown 
  and cultivated by kaorti alchemists whenever one 
  ventures from its cyst. A kaorti in a resin suit looks like 
  an emaciated human with elongated arms and legs. It 
  had three long fingers and a long thumb on each hand, 
  and its motions are slithery and undulant. It bulbous 
  face is affixed to its body by a long neck. A kaorti’s face 
  almost always remains hidden behind windings of 
  resin. 
   
  Outside its resin suit, a kaorti is decidedly non-
  human in appearance. Its skin, brownish green in color 
  swirled with livid pinks and reds and purples, seems to 
  be almost transparent and liquid as it slithers and runs 
  over the creature’s visible entrails. A kaorti’s fingers are 
  little more than boneless tendrils. Its face looks like 
  that of a melted spider. Its palms constantly secrete a 
  thick, green resin that can be crafted by kaorti smiths 
  into weapons and armor or reinforcements for their 
  lairs. The average kaorti is 7 feet tall and weighs 100 
  pounds. 
   
  Kaorti speak their own guttural language and have 
  picked up smatterings of many other languages during 
  the interrogation of prisoners. Most kaorti can speak 
  Common and Sylvan. 
   
  Combat: Kaorti prefer to use magic against their 
  enemies, while their transformed minions and thugs 
  engage in melee. When magic fails, a kaorti tries to 
  fight with ranged weapons if it can; kaorti are 
  proficient with all simple ranger weapons as well as 
  with shuriken. A kaorti caught in melee combat 
  usually flees in an attempt to regain the needed 
  distance for spells and ranged attacks. 
   
  Spell-like abilities: 1/day-alter self, color spray, 
  feather fall, ray of enfeeblement, reduce, spider climb. Caster 
  level 2nd; save DC 14 + spell level. 
   
  Vile Transformation (Su): A kaorti can infuse 
  any living creature with otherworldly essence from the 
  Far Realm, permanently transforming the target into a 
  mockery of its previous form. This process takes 8 
  hours, during which time the kaorti’s jaws must be 
  locked onto the victim, who must either be willing or 
  helpless for the duration. After 8 hours, the victim 
  must make a Fortitude save (DC 11). Failure indicates 
  the victim transforms into a kaorti (if the victim is 
  humanoid), or into a kaorti thrall. If the victim 
  succeeds at the save, the kaorti can attempt the 
  transformation again; each additional attempt to 
  transform a victim increases the DC by +1. 
   
  Material Vulnerability (Ex): The Material Plane 
  is painful to an unprotected kaorti. An unprotected 
  kaorti must make a Fortitude save each hour (DC 15, +1 
  per previous check) or take 1d6 points of nonlethal 
  damage and becomes fatigued. The fatigues condition 
  persists until the kaorti recovers from the nonlethal 
  damage it took from exposure to the Material Plane. If 
  the kaorti is rendered unconscious though the 
  accumulation of nonlethal damage (from this ability or 
  any other source), the Material Plane environs begin to 
  deal normal damage at the same rate. A kaorti wearing 
  a resin suit, or a kaorti inside a cyst, is protected from 
  the effects of the material plane. 
   
  Outsider Traits: Kaorti have darkvision (60 foot 
  range), and they cannot be raised or resurrected.  
   
  Skills: Kaorti have a +8 racial bonus on Heal 
  checks. 
  APL 2 
  Encounter Two 
  Woman, Female Human Com1: CR ½; Medium-size 
  humanoid (human); HD 1d4+3; hp 6; Init +1; Spd 30 ft.; 
  AC 11 (flatfooted 10, touch 11), Base Atk/Grp +0/+0; 
  Atk/Full Atk +0 melee (dagger, 1d4, 19-20/x2); AL NG; 
  Sv Fort +0, Ref +1, Will +0; Str 10, Dex 12, Con 10, Int 
  10, Wis 10, Cha 12. 
   
  Skills and Feats:  Handle Animal +6, Jump +2, 
  Listen +2, Ride +3, Swim +2, Use Rope +3; Simple 
  Weapon Proficiency, Toughness (1x). 
   
  Possessions: Dagger, peasant’s clothes. 
  Sahar, Male Human War5: CR 4; Medium-size 
  humanoid (human); HD 5d8+10; hp 38; Init +1; Move 
  30 ft.; AC 13 (flat-footed 12, touch 11), Base Atk/Grp 
  +5/+7; Atk/Full Atk +9 melee (Darkwood greatclub, 
  1d10+3); AL NG; Sv Fort +6, Ref +4, Will +4; Str 15, 
  Dex 12, Con 14, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats:  Appraise +2, Bluff +2, Climb +4, 
  Diplomacy +3, Gather Information +3, Handle Animal 
  +3, Intimidate +3, Jump +4, Knowledge (Nobility and 
  Royalty) +2, Listen +2, Ride +3, Sense Motive +2, Spot 
  +2, Swim +4. Iron Will, Lightning Reflexes, Weapon 
  Focus (Greatclub). 
   
  Possessions: Darkwood 
  greatclub, 
  masterwork 
  leather armor. 
  Encounter Five 
  Kaorti Thrall Bison: CR 3; Large outsider; HD 
  5d8+15; hp 38; Init +0; Spd 40 ft.; AC 13 (flat-footed 13, 
  touch 9); Base Atk/Grp +3/+13; Atk/Full Atk Gore +8 
  melee (1d8+9); Space/Reach 10 ft./5 ft.; SA Stampede, 
  True Strike; SQ Scent, Electricity and Acid Resistance 5, 
  low-light vision, SR 10, DR 5/magic, Alternate Form; AL 
  NE; Sv Fort +7, Ref +4, Will +1; Str 22, Dex 10, Con 16, 
  Int 3, Wis 11, Cha 4. 
   
  Skills and Feats:  Listen +7, Spot +5; Alertness, 
  Endurance. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the 
  miss chance that applies to attacks against a concealed 
  target. 
  
  KEO4-02 Active Imagination 
   
  Page 23 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form 
  determined by the DM), but all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  to 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  APL 4 
  Encounter Two 
  Woman, Female Human Com1: CR ½; Medium-size 
  humanoid (human); HD 1d4+3; hp 6; Init +1; Spd 30 ft.; 
  AC 11 (flatfooted 10, touch 11), Base Atk/Grp +0/+0; 
  Atk/Full Atk +0 melee (dagger, 1d4, 19-20/x2); AL NG; 
  Sv Fort +0, Ref +1, Will +0; Str 10, Dex 12, Con 10, Int 
  10, Wis 10, Cha 12. 
   
  Skills and Feats:  Handle Animal +6, Jump +2, 
  Listen +2, Ride +3, Swim +2, Use Rope +3; Simple 
  Weapon Proficiency, Toughness (1x). 
   
  Possessions: Dagger, peasant’s clothes. 
  Sahar, Male Human War7: CR 6; Medium-size 
  humanoid (human); HD 7d8+14; hp 53; Init +1; Move 
  30 ft.; AC 13 (flat-footed 12, touch 11), Base Atk/Grp 
  +7/+9; Atk +11 melee (Darkwood greatclub, 1d10+3); 
  Full Atk +11/+6 melee (Darkwood greatclub, 1d10+3); 
  AL NG; Sv Fort +9, Ref +5, Will +5; Str 15, Dex 12, Con 
  14, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats:  Appraise +2, Bluff +2, Climb +4, 
  Diplomacy +3, Gather Information +3, Handle Animal 
  +3, Intimidate +5, Jump +4, Knowledge (Nobility and 
  Royalty) +2, Listen +2, Ride +3, Sense Motive +3, Spot 
  +4, Swim +4. Great Fortitude, Iron Will, Lightning 
  Reflexes, Weapon Focus (Greatclub). 
   
  Possessions: Darkwood 
  greatclub, 
  masterwork 
  leather armor. 
  Encounter Five 
  Kaorti Thrall Boar: CR 2; Medium-size outsider; HD 
  3d8+12; hp 27; Init +0; Spd 40 ft.; AC 16 (flat-footed 16, 
  touch 10); Base Atk/Grp +2/+4; Atk/Full Atk Gore +4 
  melee (1d8+3); SA Ferocity, True Strike; SQ Scent, 
  Electricity and Acid Resistance 5, low-light vision, SR 
  6, Alternate Form; AL NE; Sv Fort +6, Ref +3, Will +2; Str 
  15, Dex 10, Con 17, Int 3, Wis 13, Cha 4. 
   
  Skills and Feats:  Listen +7, Spot +5; Alertness, 
  Toughness. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the 
  miss chance that applies to attacks against a concealed 
  target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form 
  determined by the DM), but all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  to 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  APL 6 
  Encounter Two 
  Woman, Female Human Com1: CR ½; Medium-size 
  humanoid (human); HD 1d4+3; hp 6; Init +1; Spd 30 ft.; 
  AC 11 (flatfooted 10, touch 11), Base Atk/Grp +0/+0; 
  Atk/Full Atk +0 melee (dagger, 1d4, 19-20/x2); AL NG; 
  Sv Fort +0, Ref +1, Will +0; Str 10, Dex 12, Con 10, Int 
  10, Wis 10, Cha 12. 
   
  Skills and Feats:  Handle Animal +6, Jump +2, 
  Listen +2, Ride +3, Swim +2, Use Rope +3; Simple 
  Weapon Proficiency, Toughness (1x). 
   
  Possessions: Dagger, peasant’s clothes. 
  Sahar, Male Human War9: CR 8; Medium-size 
  humanoid (human); HD 9d8+18; hp 68; Init +1; Move 
  20 ft.; AC 14 (flat-footed 12, touch 11), Base Atk/Grp 
  +9/+12; Atk +14 melee (Darkwood greatclub, 1d10+4, 
  19-20/x2); Full Atk +14/+9 melee (Darkwood greatclub, 
  1d10+4, 19-20/x2); AL NG; Sv Fort +10, Ref +6, Will +6; 
  Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats:  Appraise +2, Bluff +2, Climb +3, 
  Diplomacy +3, Gather Information +3, Handle Animal 
  +3, Intimidate +5, Jump +3, Knowledge (Nobility and 
  Royalty) +2, Listen +3, Ride +3, Sense Motive +4, Spot 
  +4, Survival +2, Swim +4. Great Fortitude, Improved 
  Critical (greatclub), Iron Will, Lightning Reflexes, 
  Weapon Focus (Greatclub). 
   
  Possessions: Darkwood greatclub, masterwork hide 
  armor. 
  Encounter Five 
  Kaorti Thrall Bison: CR 3; Large outsider; HD 
  5d8+15; hp 38; Init +0; Spd 40 ft.; AC 13 (flat-footed 13, 
  touch 9); Base Atk/Grp +3/+13; Atk/Full Atk Gore +8 
  melee (1d8+9); Space/Reach 10 ft./5 ft.; SA Stampede, 
  True Strike; SQ Scent, Electricity and Acid Resistance 5, 
  low-light vision, SR 10, DR 5/magic, Alternate Form; AL 
  NE; Sv Fort +7, Ref +4, Will +1; Str 22, Dex 10, Con 16, 
  Int 3, Wis 11, Cha 4. 
   
  Skills and Feats:  Listen +7, Spot +5; Alertness, 
  Endurance. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the 
  miss chance that applies to attacks against a concealed 
  target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form 
  determined by the DM), but all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  to 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  
  KEO4-02 Active Imagination 
   
  Page 24 
  Kaorti Thrall Boar: CR 2; Medium-size outsider; HD 
  3d8+12; hp 27; Init +0; Spd 40 ft.; AC 16 (flat-footed 16, 
  touch 10); Base Atk/Grp +2/+4; Atk/Full Atk Gore +4 
  melee (1d8+3); SA Ferocity, True Strike; SQ Scent, 
  Electricity and Acid Resistance 5, low-light vision, SR 
  6, Alternate Form; AL NE; Sv Fort +6, Ref +3, Will +2; Str 
  15, Dex 10, Con 17, Int 3, Wis 13, Cha 4. 
   
  Skills and Feats:  Listen +7, Spot +5; Alertness, 
  Toughness. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the 
  miss chance that applies to attacks against a concealed 
  target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form 
  determined by the DM), but all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  to 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  APL 8 
  Encounter Two 
  Pseudonatural Seven-Headed Pyrohydra: CR 9; 
  Huge outsider; HD 7d10+38; hp 81; Init +1; Spd 20 ft., 
  Swim 20 ft.; AC 17 (flat-footed 16, touch 9); Base 
  Attack/Grapple +7/+19; Atk/Full Atk 7 Bites +10 melee 
  (1d10+4); Face/Reach 15’ / 10’; SA Breath weapon; SQ: 
  Fast Healing 17, Scent, Darkvision (60'), DR 5/magic, 
  Electricity and Acid Resistance 5, True Strike 1/day, 
  Alternate Form, SR 14; AL N; Sv Fort +10, Ref +6, Will 
  +4; Str 18, Dex 12, Con 20, Int 3, Wis 10, Cha 9. 
   
  Skills and Feats:  Listen +7, Spot +7, Swim +12. 
  Combat Reflexes, Iron Will, Toughness, Weapon 
  Focus (Bite). 
   
  Breath Weapon (Su): These hydras can breathe jets 
  of steam 10 feet high, 10 feet wide, and 20 feet long.  
  All heads breathe once every 1d4 rounds.  Each jet 
  deals 3d6 points of fire damage per head.  A successful 
  Ref save halves the damage (DC 10 + ½ hydra’s original 
  number of heads + hydra’s Con modifier = 18). 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the 
  miss chance that applies to attacks against a concealed 
  target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form 
  determined by the DM), but all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  to 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  Encounter Three 
  Pseudonatural Advanced Gibbering Mouther: CR 
  10; Large outsider; HD 12d8+96; hp 144; Init +0; Spd 
  Walk 10 ft., Swim 20 ft.; AC 20 (flat-footed 20, touch 8); 
   Base Atk/Grp +9/+17; Ark Bite +10 melee (1d2) or 
  spittle +10 ranged touch (1d4 acid + blindness); Full 
  Atk 6 Bites +10 melee (1d2) or spittle +10 ranged touch 
  (1d4 acid + blindness); Face/Reach 10’ / 10’; SA: 
  Amorphous, Blood Drain, Engulf, Gibbering, Ground 
  Manipulation, Improved Grab, Spittle, True Strike 
  1/day, 
  Alternate 
  Form; 
  SQ: 
  Amorphous, 
  DR 
  5/bludgeoning and 10/magic, Acid and Electricity 
  Resistance 10, darkvision (60'), SR 24; AL N; Sv: Fort 
  +14, Ref +6, Will +11; Str 18, Dex 11, Con 26, Int 4, Wis 
  12, Cha 12. 
   
  Skills and Feats:  Listen +8, Spot +13, Swim +8. 
  Combat Reflexes, Great Fortitude, Iron Will, Lightning 
  Reflexes. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the 
  miss chance that applies to attacks against a concealed 
  target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form 
  determined by the DM), but all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  to 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  APL 10 
  Encounter Two 
  Pseudonatural Eight-Headed Pyrohydra: CR 11; 
  Huge outsider; HD 8d10+43; hp 93; Init +1; Spd 20 ft., 
  Swim 20 ft.; AC 18 (flat-footed 17, touch 9); Base 
  Attack/Grapple +8/+20; Atk/Full Atk 8 Bites +11 melee 
  (1d10+4); Face/Reach 15’ / 10’; SA Breath weapon; SQ: 
  Fast Healing 18, Scent, Darkvision (60'), DR 5/magic, 
  Electricity and Acid Resistance 5, True Strike 1/day, 
  Alternate Form, SR 16; AL N; Sv Fort +11, Ref +7, Will 
  +4; Str 18, Dex 12, Con 20, Int 3, Wis 10, Cha 9. 
   
  Skills and Feats:  Listen +7, Spot +8, Swim +12. 
  Combat Reflexes, Iron Will, Toughness, Weapon 
  Focus (Bite). 
   
  Breath Weapon (Su): These hydras can breathe jets 
  of steam 10 feet high, 10 feet wide, and 20 feet long.  
  All heads breathe once every 1d4 rounds.  Each jet 
  deals 3d6 points of fire damage per head.  A successful 
  Ref save halves the damage (DC 10 + ½ hydra’s original 
  number of heads + hydra’s Con modifier = 19). 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the 
  miss chance that applies to attacks against a concealed 
  target. 
  
  KEO4-02 Active Imagination 
   
  Page 25 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form 
  determined by the DM), but all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  to 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  Encounter Three 
  Pseudonatural Advanced Gibbering Mouther: CR 
  10; Large outsider; HD 12d8+96; hp 144; Init +0; Spd 
  Walk 10 ft., Swim 20 ft.; AC 20 (flat-footed 20, touch 8); 
   Base Atk/Grp +9/+17; Ark Bite +10 melee (1d2) or 
  spittle +10 ranged touch (1d4 acid + blindness); Full 
  Atk 6 Bites +10 melee (1d2) or spittle +10 ranged touch 
  (1d4 acid + blindness); Face/Reach 10’ / 10’; SA: 
  Amorphous, Blood Drain, Engulf, Gibbering, Ground 
  Manipulation, Improved Grab, Spittle, True Strike 
  1/day, 
  Alternate 
  Form; 
  SQ: 
  Amorphous, 
  DR 
  5/bludgeoning and 10/magic, Acid and Electricity 
  Resistance 10, darkvision (60'), SR 24; AL N; Sv: Fort 
  +14, Ref +6, Will +11; Str 18, Dex 11, Con 26, Int 4, Wis 
  12, Cha 12. 
   
  Skills and Feats:  Listen +8, Spot +13, Swim +8. 
  Combat Reflexes, Great Fortitude, Iron Will, Lightning 
  Reflexes. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the 
  miss chance that applies to attacks against a concealed 
  target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form 
  determined by the DM), but all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  to 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  APL 12 
  Encounter Two 
  Pseudonatural Ten-Headed Pyrohydra: CR 13; 
  Huge outsider; HD 10d10+53; hp 115; Init +1; Spd 20 
  ft., Swim 20 ft.; AC 20 (flat-footed 19, touch 9); Base 
  Attack/Grapple +10/+23; Atk/Full Atk 10 Bites +14 
  melee (1d10+5); Face/Reach 15’ / 10’; SA Breath 
  weapon; SQ: Fast Healing 20, Scent, Darkvision (60'), 
  DR 5/magic, Electricity and Acid Resistance 5, True 
  Strike 1/day, Alternate Form, SR 20; AL N; Sv Fort +12, 
  Ref +8, Will +3; Str 21, Dex 12, Con 20, Int 3, Wis 10, 
  Cha 9. 
   
  Skills and Feats:  Listen +8, Spot +9, Swim +13. 
  Blind-Fight, Combat Reflexes, Iron Will, Toughness, 
  Weapon Focus (Bite). 
   
  Breath Weapon (Su): These hydras can breathe jets 
  of steam 10 feet high, 10 feet wide, and 20 feet long.  
  All heads breathe once every 1d4 rounds.  Each jet 
  deals 3d6 points of fire damage per head.  A successful 
  Ref save halves the damage (DC 10 + ½ hydra’s original 
  number of heads + hydra’s Con modifier = 20). 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the 
  miss chance that applies to attacks against a concealed 
  target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form 
  determined by the DM), but all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  to 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  Encounter Three 
  Pseudonatural Advanced Gibbering Mouther: CR 
  10; Large outsider; HD 12d8+96; hp 144; Init +0; Spd 
  Walk 10 ft., Swim 20 ft.; AC 20 (flat-footed 20, touch 8); 
   Base Atk/Grp +9/+17; Ark Bite +10 melee (1d2) or 
  spittle +10 ranged touch (1d4 acid + blindness); Full 
  Atk 6 Bites +10 melee (1d2) or spittle +10 ranged touch 
  (1d4 acid + blindness); Face/Reach 10’ / 10’; SA: 
  Amorphous, Blood Drain, Engulf, Gibbering, Ground 
  Manipulation, Improved Grab, Spittle, True Strike 
  1/day, 
  Alternate 
  Form; 
  SQ: 
  Amorphous, 
  DR 
  5/bludgeoning and 10/magic, Acid and Electricity 
  Resistance 10, darkvision (60'), SR 24; AL N; Sv: Fort 
  +14, Ref +6, Will +11; Str 18, Dex 11, Con 26, Int 4, Wis 
  12, Cha 12. 
   
  Skills and Feats:  Listen +8, Spot +13, Swim +8. 
  Combat Reflexes, Great Fortitude, Iron Will, Lightning 
  Reflexes. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the 
  miss chance that applies to attacks against a concealed 
  target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form 
  determined by the DM), but all its abilities remain 
  unchanged despite the alien appearance.  Changing 
  shape is a standard action.  Other creatures receive a –1 
  morale 
  penalty 
  to 
  their 
  attack 
  rolls 
  against 
  pseudonatural creatures in this alternate form. 
  Encounter Five 
  Advanced Clay Golem: CR 15; Huge construct; HD 
  19d10+30; hp 165; Init –2; Spd 20 ft.; AC 23 (flat-footed 
  23, touch 6); Base Atk/Grp +14/+33; Atk Slam +23 
  melee (2d10+11 and cursed wound); Full Atk 2 Slams 
  +23 melee (2d10+11 and cursed wound); Face/Reach 
  15’ / 15’; SA Berserk, cursed wound; SQ Construct 
  traits, DR 10/adamantine and bludgeoning, darkvision 
  60’; haste, immune to magic, low-light vision; AL N; SV 
  
  KEO4-02 Active Imagination 
   
  Page 26 
  Fort +3, Ref +1, Will +3; Str 33, Dex 7, Con --, Int --, Wis 
  11, Cha 1. 
   
  
  KEO4-02 Active Imagination 
   
  Page 27 
  DM Aids: Map #1 
   
   
  
  KEO4-02 Active Imagination 
   
  Page 28 
  DM Aids: Map #2 
   
   
  
  KEO4-02 Active Imagination 
   
  Page 29 
  DM Aids: Map #3 
   
   
  
  KEO4-02 Active Imagination 
   
  Page 30 
  DM Aids: Map #4 
   
   
  
  KEO4-02 Active Imagination 
   
  Page 31 
  DM Aids: Map #5 
   
   
  
  KEO4-02 Active Imagination 
   
  Page 32 
  DM Aids: Map #6 
   
   
  
  KEO4-02 Active Imagination 
   
  Page 33 
  Player Handout #1  
   
  My most esteemed servants of Keoland, 
   I write on behalf of the Lord High Baron Draconis Eternal of Dilwych, Malweig 
  the First.  It is with humble apprehension that I hope to retain your services to provide 
  timely succor to my lord at this moment of his need.  I know not every detail of this request 
  so I will leave it to my lord to express his wishes to you directly. 
   You have been chosen for this honor because you have either enjoyed the employ of the 
  baron in the past or have a reputation for skill in your chosen profession.  Service to the 
  noble blood of Keoland is its own reward; however, you may feel deep assurance that 
  Malweig is a most wealthy and generous patron. 
   You will accompany the exquisite young man who bore this letter to a rendezvous. From 
  there you will proceed with other adventurers forthwith to Castle Draconis Imperius to 
  receive your audience with the baron. 
     
   
   
   
  His servant and yours, 
   
     
   
   
   
  High Herald Thaddeus Pliq of Dilwych 
   
   
  
  KEO4-02 Active Imagination 
   
  Page 34 
  Player Handout #2 
   
  The key to life and death is everywhere to 
  be found, but if you do not find it in your 
  own house, you will find it nowhere. Yet it 
  is before everyone's eyes; no one can live 
  without it; everybody uses it. The poor 
  usually possess more of it than the rich; 
  children play with it in the streets. The 
  uneducated esteem it highly, but the 
  learned often throw it away.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/KEO (Keoland)/KEO4-02 Active Imagination (3E).pdf