TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other Countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at keolandpoc@adelphia.net.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  KEO6-06 
   
   
   
   
  The Price of Hospitality 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.2 
   
  by Wayne Rosen 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: The Brotherhood. 
   
   
   
  As political tensions run high in Keoland, our mighty heroes escape to the backwater Barony of Mill Creek. Surely 
  danger couldn’t follow them to this isolated area.   Surely the scheming Keoish nobility would leave this boring farming 
  community alone. Surely you must be joking.  A Keoland regional adventure for APLs 2-8, 
   
   
   
  
  KEO6-06 The Price of Hospitality 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 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 step 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. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  KEO6-06 The Price of Hospitality 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  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 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  Baron Vorgax of Mill Creek has never been a major 
  player in Keoland’s political scene. Wielding neither 
  money nor might in sufficient quantity to have much say 
  in matters of state, he contents himself with his favorite 
  pastime, hunting. His Barony is known throughout 
  Keoland as an idyllic retreat for the wealthy who 
  frequently return from his trips refreshed and relaxed.  
  Despite his small impact on Keoland’s internal policies, 
  Vorgax has managed to make an enemy in a powerful 
  place, Count Orloc. Vorgax supports Stokedor, Orloc and 
  Stokedor are political enemies, and so Orloc sets his 
  sights on the small barony, determined to use political 
  pressure to demonstrate his power to the other nobles. 
  Under a guise of a hunting trip, Count Orloc brings a 
  massive retinue to Castle Vorgax and immediately begins 
  to bankrupt the young baron by demanding the finest he 
  has to offer. Being of lesser social station, it is Vorgax’s 
  duty to provide as well as he can without complaint. Only 
  someone of Orloc’s political stature can settle this affair, 
  and strangely none of them are around at the 
  moment...but the heroes are!  
  Orloc has some other shady side deals going on in the 
  Barony of Mill Creek, and he uses this opportunity to 
  check up on them personally. If his dealings are brought 
  to light, it will be just the lever Baron Vorgax needs to 
  make Orloc leave before the baron is bankrupt. 
  ADVENTURE SUMMARY 
  In Encounter one, the heroes are introduced to the 
  Baron’s son, Dublevex, and escort him on a fox hunt that 
  quickly goes awry. 
  In Encounter two, the heroes meet Baron Vorgax after 
  saving the life of his son. 
  In Encounter three, the heroes are abruptly introduced 
  to Count Orloc and his retinue, including his apprentice 
  Cedric and Orloc’s new bride-to-be. 
  In Encounter four, the heroes do some digging to find 
  leverage against Count Orloc. 
  In Encounter five, the heroes witness Orloc’s apprentice 
  conducting some shady business and have the option to 
  attack or follow him. 
  In Encounter six, the heroes arrive and explore a summer 
  house belonging to Orloc’s apprentice 
  In 
  Encounter 
  seven, 
  the 
  heroes 
  penetrate 
  the 
  apprentice’s laboratory. 
  In Encounter eight, the heroes confront the terrifying 
  results of the apprentice’s work. 
  # 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 
  
  KEO6-06 The Price of Hospitality 
   
  Page 3 
  PREPARATION FOR PLAY 
  The Barony of Mill Creek is a relatively blank slate for 
  Keoland in Living Greyhawk. The players will probably 
  want to know what in-game knowledge their characters 
  may possess. 
  Any hero native whose home region is Keoland 
  automatically knows the following: 
  1. The Barony of Mill Creek lies nestled on Keoland’s 
  northeastern border. It is part of the shared border with 
  Gran March and the Duchy of Ulek. Within Keoland, it 
  is bordered by the Duchy of Dorlin, the County of 
  Marlbridge and the Barony of Axewood. 
  2. Considered a backwater by much of the kingdom, it 
  boasts only one sizeable town, Black Pike. Black Pike sits 
  on the shore of the Sheldomar River, making it the 
  starting point for many merchants returning through the 
  Duchy of Ulek. Castle Vorgax is a half day’s ride from 
  Black Pike and is where Baron Vorgax resides. 
  3. Other than the Royal District and City of Niole Dra, 
  Mill Creek is the smallest province within the kingdom. 
  Despite being the gateway to a fair bit of trade, the 
  Barony suffers from an economic standpoint. The roads 
  and villages are of lesser quality than one might find 
  throughout the rest of the Kingdom. The exact reason for 
  this is unknown, although it is said that Baron Vorgax 
  prefers a more “rustic” feel. 
  Any hero may attempt a Knowledge: Sheldomar Valley 
  Metaregion check at the beginning of the adventure, 
  with the results listed below.  
  DC 10: All the above information, plus the knowledge 
  that Baron Vorgax is a widower. His wife drowned in a 
  boating accident on the Sheldomar. He has a young son 
  named Dublevex. Mill Creek is almost entirely covered 
  in light deciduous forests with small breaks in farmland, 
  and boasts some of the best game in the Kingdom. 
  Nobles frequently call upon Baron Vorgax when they feel 
  a need for a diversion.  
  DC 15: The Baron is a supporter of Stokedor, although he 
  does not wield much in the way of influence.  
  DC 20: The Baron eschews life in Niole Dra and the life 
  of the council. He trusts in his minister Erelan Marsham 
  to see to the affairs of the barony in Niole Dra.  
  INTRODUCTION 
  When scholars in the field of fox hunting meet to 
  debate the subject, virtually all agree that one of the 
  top places to go is the bucolic County of Mill Creek 
  in Keoland. Its ruler, Baron Vorgax, has turned this 
  otherwise poor and isolated farming region into a 
  vacation spot for wealthy nobility.  Castle Vorgax, 
  while tiny by Keoish standards, is well-appointed, 
  with numerous servants to look after the needs of 
  its guests. To many observers, it functions more as 
  an inn or a waystation than as a castle built for 
  defense. 
   
  For any of a myriad number of reasons, you and your 
  companions have come together and joined in the 
  first caravan of the hunting season to travel to 
  Castle Vorgax. There are six coaches and a healthy 
  mix of people mounted and afoot moving with the 
  caravan as it winds its way along what the Barony 
  calls Grand Trade Road. From the derisive 
  comments of the two merchants traveling with you, 
  you gather that this twin tracked road is the best the 
  Barony has to offer.  
  A number of people hoping to hire on with the 
  baron for seasonal work tell you that the Baron runs 
  several hunts a week, each for different game. The 
  most common are the fox hunts, the most 
  dangerous are the boar hunts, and the most popular 
  the deer hunts. Despite the frequency of his hunting 
  expeditions the Baron has a reputation for not 
  putting undue strain on the wildlife of his region 
  and has been known to call off an entire season’s 
  hunts if the game was in danger of extinction in the 
  area. 
  One of the more colorful people on the trip is a 
  tracker by the name of Sefi Arrinfulk. Tall and 
  slender, with sandy hair and beard, he has invited 
  you to come with him on the first fox hunt of the 
  season, which he will be attending with the Baron’s 
  son, Dublevex. 
  Allow the PCs to introduce themselves to each other. If 
  necessary, play up the role of Sefi as a man of all trades 
  who is friendly and talkative, and who refuses to take no 
  for an answer. He takes a shine to the PCs and continues 
  to hound them until they agree to come to the first hunt. 
   
  ENCOUNTER 1: THE SAVIORS 
  OF PETUNIA 
  At this point, the PCs have just settled into their quarters 
  at Castle Vorgax.  The rooms, while sparse, are more 
  comfortable than the typical servant’s quarters.  Those 
  PCs who were looking for work have been hired as 
  escorts for the rate of 10 sp/week, plus room and board.  
  They are told to report at dawn the following morning to 
  escort the Baron’s 9 year old son, Dublevex, on a hunt. 
  The hunt is quite large at first but will split off into 
  several splinter groups of six to ten people.  
  Castle Vorgax is the epitome of a defensive fortification 
  allowed to go to pasture. The Barony of Mill Creek has 
  had a very long and storied existence; unfortunately most 
  details of interest seem to have taken place many years in 
  the past. The castle gates are never closed and sealed, 
  even in the dead of night. Most of the guardsmen are out 
  of shape and out of practice, with equipment that hasn’t 
  
  KEO6-06 The Price of Hospitality 
   
  Page 4 
  seen the practice fields in months, if not years. Trees 
  grow almost to the walls around the castle, providing 
  cover for any attacking force that should decide to assault 
  the out of the way Barony.  
  One thing Castle Vorgax does have is a teeming 
  marketplace seemingly out of place with the Barony’s 
  position. A small clergy of Pelor administers to the 
  spiritual needs of the castle, and providing any spells 
  needed to hunting expeditions. Clerical spells up to fifth 
  level are available to purchase at any time at standard 
  PHB pricing. 
  Allow the heroes time to adjust their spell lists and 
  equipment for the morning’s Encounter. 
  Read the following when the PCs arrive next morning for 
  the hunt: 
  A young black-haired boy approaches you, dressed in 
  finely made clothes suitable for a warm day outside. 
   The boy carries a shortbow, and wears a dagger at 
  his belt.  Slung under his arm is a small cat with 
  brownish-orange fur. 
  Following the boy are two men.  The first, who 
  appears to be in his twenties, sports a deep tan, and 
  holds the leashes of two hunting dogs. The second, 
  an older man, carries a cage with a black cloth 
  thrown over it. All three wear surcoats, a white field 
  with a fox’s head in black. 
  The boy introduces himself as Lord Dublevex, son of 
  Baron Jerren Vorgax.  The boy sounds like a well-
  educated 9 year old. His manners are impeccable and he 
  treats the heroes with respect and kindness even though 
  they are likely not of his social station. Should any hero 
  be a noble or knight of equivalent ranking, Dublevex will 
  extend them all due courtesy and refrain from remarking 
  on whatever circumstances have driven the hero to be 
  forced to adventure for a living. 
  Next, he introduces his beloved cat, Petunia.   Finally, he 
  introduces his servants (note that he introduces the 
  servants after his cat).  The first, Winston, is the master of 
  the hounds, and will accompany Dublevex and the PCs 
  on the hunt.  The older man, Dublevex’s manservant 
  Chauncey, will release the fox, but will not be 
  accompanying the hunt. 
  What is Petunia? 
  Petunia is Dublevex’s seemingly normal housecat who 
  follows him everywhere. Allow PCs to believe that it is a 
  simple animal, at best an animal companion such as a 
  ranger or druid might have. In reality, Petunia is a rogue 
  from the Earldom of Gand named Eltana who fled here to 
  avoid justice. She is in possession of a unique magical 
  item that allows him to shift from his native form into 
  Petunia’s when he so desires. Petunia is in the process of 
  training Dublevex in the stealthy arts, without the 
  knowledge of Baron Vorgax. Any hero casting detect magic 
  while Petunia is around will detect a faint aura of 
  transmutation from him. Petunia will never be caught in 
  human form anywhere near the PCs in this adventure. 
  A Knowledge: Nobility check DC: 10 will tell let the 
  heroes identify the crest on the surcoats as belonging to 
  the House of Vorgax. DC: 15 will tell the heroes that the 
  House of Vorgax is typically regarded with derision by 
  most of the other nobility within Keoland. DC: 20 will 
  tell the heroes that Baron Vorgax and his family have 
  been staunch supporters of King Skotti throughout his 
  reign, and that the Baron himself was rumored to be 
  personal friends with the king. 
  After getting introductions from the PCs, he will explain 
  the hunt. Chauncey will release the fox from its cage.  
  The group will then wait 10 minutes to give the fox some 
  time to run, after which the group will try to track the fox 
  and capture it. Certain types of heroes may balk at the 
  idea of hunting the fox. If this occurs, Dublevex will 
  assure the heroes that the fox has not been hobbled or 
  maimed in any way, and that should the hunt be unable 
  to locate the fox, that it will be free to live out its life. Any 
  hero who chooses to do so may remain at Castle Vorgax 
  instead of going on the hunt, but this means missing out 
  on the following Encounter and the rewards for it. 
  You and your companions travel for about an hour 
  before cresting a small hill with a good view of the 
  Countryside. Dublevex nods at his manservant, and 
  the cage is opened. The captive fox becomes a 
  reddish streak as it runs for the treeline. 
  After 10 minutes, the hunt begins.  The hounds will track 
  the fox through some light woods.  After a half hour, the 
  hounds get more excited, and Winston announces that 
  the fox must be nearby. 
  The hounds’ barking becomes faster and louder – 
  they must be almost on top of their target.  They 
  break from Winston and run into a grove of trees, 
  followed by the daring Petunia. 
  Moments later, you hear loud growling sounds from 
  inside the grove, clearly not from the hounds.  You 
  hear what must be the sound of a hound being 
  ripped apart. 
  “Petunia!” 
  Dublevex 
  shouts. “You must save 
  Petunia!” 
  The terrified Winston speaks up.   
  “Um, sir, it wouldn’t hurt for them to save the other 
  hounds while they’re at it.” 
  From the grove, the bloody body of one of the 
  canines comes flying out, landing close to your 
  group. This doesn’t look good. 
  A Track check DC: APL +2 will tell the heroes ahead of 
  time what type of creatures lurk in the clearing. 
  Inside the grove is a pair of magical beasts or aberrations. 
   Fortunately, they don’t seem to notice Petunia, who is 
  
  KEO6-06 The Price of Hospitality 
   
  Page 5 
  hiding in some bushes. Unfortunately, they notice the 
  heroes as soon as they enter.  
  APL 2 (EL 3) 
  � Krenshar: hp 11; see Monster Manual, page 163. 
  � Hippogriff: hp 25; see Monster Manual, page 152 
  APL 4 (EL 5) 
  � Hippogriff: hp 25; see Monster Manual, page 152 
  � Owlbear: hp 52; see Monster Manual, page 206 
  APL 6 (EL 7) 
  � Owlbear: hp 52; see Monster Manual, page 206 
  � Girallon: hp 58, see Monster Manual, page 126 
  APL 8 (EL 9) 
  � Umber Hulks (2): hp 71; see Monster Manual, 
  page 249 
  Combat and Tactics: 
  No map is included for this combat, as the clearing is 
  simply a large patch in the woods measuring 40’ on a side. 
  The creatures attack the heroes relentlessly and without 
  quarter, stopping only when slain. 
  Once the PCs dispatch the foul creatures, Dublevex 
  thanks them profusely for saving Petunia. Winston is 
  scared witless by the monsters. While magical beasts are 
  not strange by an adventurer’s standards, they are 
  terrifying for the average Keoish peasant, especially one 
  living in an isolated rural setting. The possible 
  appearance of aberrations is only worse. 
  A Knowledge: Nature check DC: 10 + APL will tell the 
  heroes that none of the creatures (with the possible 
  exception of the Hippogriff) are likely to call this area 
  home. In fact, in several of the creatures cases, they are 
  entirely out of place. 
  When the heroes are cleaning up from the combat, 
  Dublevex will start yelling to the heroes and pointing to 
  the creatures’ necks. On each of the creatures is a large 
  iron collar. 
  If the heroes try to track the beasts, have them make a 
  Track check DC 10.  Success will let the heroes track the 
  beasts to a road, where a tiny cart can be found.  A human 
  driver and a pair of horses are dead, both obviously 
  attacked by the creatures the PCs fought earlier. A pair of 
  shattered wooden cages (large enough to fit the two 
  beasts) lies in back of the cart. 
  No identification can be found on the driver. 
  Heroes who are interested may make a Search check 
  DC: 20. Success indicates that they find several small 
  patches of fine red hair or fur near the cages. The slain 
  driver of the caravan does have red hair. 
  A Heal check DC: 15 will tell the heroes that the driver 
  was taken by surprise by the creatures and that the horses 
  were slaughtered without being able to flee since the 
  carriage’s brake is engaged.  
  An Open Locks check DC: 10 will reveal that the locks 
  were picked as opposed to having been opened by a key. 
  This is evident from scratching around the lock. 
  If the PCs continue to track the caravan’s path, it travels 
  for about ten minutes walk to a small stream and then 
  ends abruptly. Skilled trackers will realize that there is no 
  way to determine how far the caravan traveled in the 
  stream for, or which direction it came from. 
  Dublevex and the terrified Winston will want to return 
  to Baron Vorgax to explain what happened. 
  ENCOUNTER 2: MEETING THE 
  BARON 
  It is now afternoon of the same day.  News of your 
  victory has spread around Castle Vorgax, and you 
  have 
  been 
  moved 
  from 
  your 
  spartan 
  accommodations to the Master Suite, a series of 
  rooms fit for a baron and his retinue.  After settling 
  in, you are now relaxing by one of the clear pools in 
  the castle grounds.  Servants have brought out a late 
  lunch of fine sausages and mugs of Keoish beer. 
  As you are taking in your well-deserved rest, a short 
  man of obviously pure Suel heritage strides towards 
  you. He wears matching leggings and shirt of bright 
  crimson cloth, broken by a black belt. Over this is 
  layered a tabard you’ve already seen earlier today, 
  the white field and black fox’s head present again. 
  Hurrying to keep pace with the man is Dublevex. 
  Side by side it is easy to see the familial resemblance 
  even though Dublevex has a much darker skin tone 
  and black hair. 
  “Here they are, papa! They saved poor Petunia and 
  Winston! I wasn’t scared one bit!” 
  The man is indeed Baron Vorgax. He will gesture for the 
  heroes to remain seated and comfortable. Clearly he is 
  not a man who stands on pomp and circumstance. His 
  voice, when he speaks, is warm and friendly. He smiles 
  almost constantly, and tousles Dublevex’s hair playfully 
  when the boy talks too much. 
  Baron Vorgax will thank the PCs for rescuing Dublevex.  
  He also mentions that Dublevex has declared the PCs to 
  be the “Saviors of Petunia”, and seems to idolize the 
  heroes. He explains to them that while the strange 
  creatures they fought may have been normal foes for 
  adventurers to face, they are horrific to the average 
  citizen in this isolated County.  
  Already rumors of the creatures, no doubt fueled by the 
  terrified Winston, have been wildly exaggerated (e.g., 
  creatures with 10 heads or tentacles instead of eyes), and 
  
  KEO6-06 The Price of Hospitality 
   
  Page 6 
  peasants are whispering that foul necromantic magics are 
  responsible.  He asks the PCs to describe what they 
  fought, and any information they have that could shed 
  light on why these creatures are present.  Note that the 
  Baron is unfamiliar with magical beasts, but he is not as 
  frightened by them as the average peasant. 
  If the heroes brought the bodies of the beasts back, the 
  Baron will thank them and ask them more directed 
  questions, in an attempt to understand what the creatures 
  were and how they fought. He will explain that he wants 
  to forewarn his guards to keep an eye out for more 
  strangeness. 
  Should any hero bring up the fact that Dublevex is quite 
  obviously not pure Suel, the Baron will go very quiet and 
  say 
  “You are my guests, and saved my son today, so I owe 
  you a debt of gratitude. Please do not cancel that 
  debt through rudeness.” 
  Finally, the Baron will want to attempt to identify the 
  creatures.  
  Knowledge: Arcana or Bardic Knowledge check 
  DC:10 will reveal the following: 
  1.  The creatures were magical beasts (a DC: 15 check will 
  identify exactly what they were). 
  2.  The creatures are definitely not normally found in this 
  region. 
  The Baron offers to hire the PCs to solve this mystery.  
  He mentions that he has connections that the PCs may 
  find useful should they succeed. 
  Knowledge: Nobility or Bardic Knowledge check 
  DC:20 will reveal the Baron to be a crafty, but not 
  especially powerful ally of Stokedor.  Because of Mill 
  Creek’s isolated location, few nobles pay much attention 
  to the Baron. 
  Allow the heroes to discuss the Baron’s offer. Accept or 
  decline, they are still his guests and he will inform them 
  that the evening meal will be in their honor. 
  ENCOUNTER 3: NOBLISSE 
  OBLIGE 
  It is now evening of the same day.  You are about to 
  sit down to a supper in your honor.  The servants 
  announce that the meal will include fine wine to go 
  with squab and roasted leeks with potatoes.  Baron 
  Vorgax and Dublevex sit with you at their table, 
  smiling. 
  Suddenly, the Baron’s manservant runs into the 
  room and whispers in the Baron’s ear.  Vorgax’s face 
  goes white for a few seconds until he recovers his 
  composure. 
  “Listen carefully to my instructions, Tayo.  Bring 
  Orloc to the salon, and keep him waiting for 
  precisely fifteen minutes. That is the most time we 
  can spare without breaking etiquette.  At that point, 
  have Chauncey bring the Orloc a platter of 
  sweetmeats.  Etiquette will not allow him to refuse 
  this generous display of hospitality, and will allow 
  us additional time.  At precisely 15 minutes later, 
  please invite him into our hall for supper.” 
  “And Tayo.  Do find out how many extra seats we 
  will need to accommodate Count Orloc and his 
  retinue.  I’m guessing 10 should probably be 
  sufficient.” 
  Tayo scowls.  “I already have, my lord, and I regret to 
  inform you that your estimate is a bit off.  Count 
  Orloc wishes to inform you that 200 extra seats will 
  be necessary this evening.” 
  For a second, a look of stark terror comes over the 
  Baron’s face, but Vorgax quickly gains composure, as 
  if nothing of importance had happened. 
  As the Baron’s servants scramble to accommodate their 
  new “guests”, Vorgax will explain that he is a supporter of 
  Lord Stokedor, Count Orloc’s nemesis. While Baron 
  Vorgax is on bad terms with Count Orloc, the Count is 
  significantly higher ranking than the Baron, so Vorgax is 
  obligated to provide whatever hospitality Count Orloc 
  requests. 
  While the servants manage to put together a meal for 
  everyone, Tayodore introduces Count Orloc and his 
  retinue.  Read the following to the players: 
  Tayodore finally introduces Count Orloc and the 
  other “guests”.  The Count is a hideous, decrepit man 
  with withered limbs, dressed in rich garments.  His 
  pale face indicates that he probably sees little 
  daylight.  In your estimation, he is at least 70 years 
  of age, but probably much older. 
  Next to the Count is a gorgeous Suel woman with 
  long blonde hair who appears to be in her mid-teens. 
   Tayodore announces her as Lady Ashtungia, Count 
  Orloc’s bride-to-be. 
  Tayordore then goes through a long list of 
  introductions for the rest of Count Orloc’s retinue. 
  Any heroes with Knowledge: Nobility, Knowledge:  
  Local, or Bardic Knowledge may attempt to make a DC 
  APL +5 check.  Success means that the PC has heard of 
  one of the retinue, Sir Cedric, a Suel noble in his late 20s, 
  who is rumored to be a wizard of unknown power. “Sir” 
  Cedric is not part of any recognized Knighthood, it is 
  simply an honorific. Make it quite clear that Cedric is not 
  a noble to any who succeed on this check. 
  The heroes also may try a separate DC 5 Knowledge: 
  Nobility, Knowledge:  Local, or Bardic Knowledge on 
  Count Orloc.  A success indicates that the Count is one of 
  the most powerful nobles in Keoland.  He has a 
  
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  reputation as a powerful mage who conducts strange 
  experiments deep in the depths of his castle. 
  Baron Vorgax will sit at Count Orloc’s table. He will 
  arrange for the heroes to be seated within earshot of the 
  Count, but at another table to avoid Orloc noticing them. 
  The heroes learn the following information over supper.  
  Roleplaying this out is encouraged. 
  1.  Count Orloc isn’t just staying for a day.  His visit will 
  go on for at least a month.  
  A Knowledge: Nobility check DC: 10 reveals the 
  following information: Typically a visiting noble will visit 
  for varying lengths of time depending on the relations 
  between the nobles. Staying for one day is considered a 
  courtesy call at best, but can also be considered a slight 
  against the host. Staying for three to five days is seen as a 
  sign of friendship, not wanting to overstay a welcome. 
  Staying for a period longer than a tenday can either be 
  construed as a close alliance or as a subtle declaration of 
  power.  
  It is the duty of the host nobility to provide fine 
  accommodations for the guests as befitting their station. 
  For a retinue as large as Orloc’s, it would obviously 
  bankrupt the Baron within the month. 
  2.  Count Orloc quickly changes the subject when Baron 
  Vorgax brings up the surprising news about Lady 
  Ashtungia. 
  The heroes may attempt relevant knowledge checks to 
  find out information on Orloc’s bride to be, but they will 
  fail. No one has ever seen or heard of this young lady 
  before. 
  Lady Ashtungia 
  The Lady being introduced as Orloc’s bride-to-be is 
  unheard of in Keoland. This will be developed at a later 
  date, although a hero who makes a Knowledge: Local 
  check DC 10 will know that Count Orloc is supposed to 
  be already wed 
  3.  Allow each hero a Sense Motive check DC 20. A 
  success indicates that during the supper, Cedric seem to 
  keep staring at the Baron’s son, Dublevex. The heroes will 
  note that Dublevex notices the staring, and the boy 
  appears to be uncomfortable with the attention. 
  During the meal’s warmer moments, Baron Vorgax will 
  introduce the heroes as his guests of honor and relay that 
  they saved his son from monsters such as the area has 
  never seen. Orloc will look each hero over and speak to 
  them as a group. 
  “Sounds like you had quite a little…adventure 
  today. Come, relay to me the sordid details of your 
  heroics. It’s been so terribly long since I’ve heard a 
  good monster-slaying story. How many heads did 
  you say they had, again?” 
  Orloc is subtly mocking the heroes here, allowing them 
  to engage in a conversation with their betters, as if he 
  were throwing a treat to his wolfhounds. When the 
  heroes are telling the story, have Orloc interrupt them. 
  “Bah! That’s not how it goes! Tell it better. Tell me 
  about the blood…yes….tell me about….the blood.” 
  Orloc’s eyes widen and he smiles revealing perfectly 
  straight, perfectly white teeth. 
  Suel nobles have a reputation for being eccentric, as do 
  powerful mages. Orloc is both. For those who have any 
  experience with Dilwych, Orloc looks like a candidate for 
  admission. 
  Lady Ashtungia will be silent during the dinner.  She 
  refuses to acknowledge any of the Baron’s men other 
  than the Baron himself.  Naturally, the PCs are beneath 
  her contempt, and she will completely ignore them. 
  When the meal is finished, the heroes are informed that 
  Count Orloc will now be using their quarters for this 
  evening.  Every available room in the castle is being 
  turned over to the Count’s entourage, leaving only the 
  stables or under the stars as places for the heroes to bed 
  down. No matter which they choose, a heavy 
  thunderstorm will sweep in about an hour after dinner 
  ends. Either they sleep in a downpour, or they sleep in a 
  musty smelling, somewhat leaky stable while the Count’s 
  lowest lackey sleeps in a comfortable bed.  
  Count Orloc and Sir Cedric will also be unavailable at 
  this time to talk to the adventurers. 
  If the heroes talk to either Baron Vorgax or Dublevex, 
  both will have noticed that Sir Cedric seemed a little too 
  interested in Dublevex. The Baron will make plans to 
  have Dublevex secretly leave Castle Vorgax during the 
  night. 
  ENCOUNTER 4: THE 
  APPRENTICE 
  The Baron’s stables aren’t conducive to a great 
  night’s sleep. You arrive at breakfast, still groggy and 
  sore. Count Orloc’s retinue is already seated, eating 
  the finest in ham, eggs, fruit and breads.  Baron 
  Vorgax puts out a fine feast for the Count’s men, but 
  they continue to demand more food. They resemble 
  nothing so much as a horde of locusts descended 
  upon the harvest. 
  When the harried Baron finally notices you, he calls 
  you into another room. 
  Baron Vorgax is worried.  He explains to the PCs that 
  Count Orloc’s retinue is demanding so much food and 
  entertainment that at the current rate, the Vorgax family 
  will bankrupt within a month.  Vorgax knows that Count 
  Orloc hates him for his alliance with Lord Stokedor, but 
  wonders why the Count is going to all the trouble to 
  bankrupt him.  After all, the Baron is hardly one of 
  
  KEO6-06 The Price of Hospitality 
   
  Page 8 
  Stokedor’s more powerful allies, and the Count’s plan 
  means that Orloc and most of his retinue will be in 
  isolated Mill Creek for a month if not more. 
  The Baron is even more concerned with Orloc’s interest 
  in Dublevex.  Vorgax notes that the Count’s dalliance 
  with the young Lady Ashtungia is creepy enough, but the 
  thought of the decrepit old noble leering at 9-year old 
  Dublevex terrifies the Baron.  Fortunately, Dublevex left 
  during the night with Chauncey and Petunia to go stay 
  with an obscure cousin of the Baron’s and is out of the 
  Count’s grasp. 
  Vorgax asks the PCs to ask around to see if they can find 
  any clues as to what Count Orloc is up to. He warns the 
  PCs not to attract Orloc’s attention, since it wouldn’t be 
  uncharacteristic of Count Orloc to have his men “deal 
  with” nosy adventurers. 
  Lead One: “Just making conversation” 
  The PCs may start by trying a Gather Information check 
  each day.  Keep track of how many days it takes for the 
  PCs to move on from this point as it will affect the end of 
  the adventure. This time window is increased from the 
  1d4+1 hours listed in the PHB to account for the 
  difficulty in tracing the comings and goings of everyone 
  in the castle. Refer to the table below: 
  DC 10:  One of the servants noticed that during the 
  supper on the first night, Dublevex’s cat Petunia was 
  hiding near one of the doorways to the dining room. The 
  servant swore that he heard Petunia hissing and staring at 
  someone in the dining room, but the servant couldn’t 
  make out who it was. 
  DC 15:  A chambermaid remembers hearing two men 
  talking in Count Orloc’s room as she walked by the door. 
   One of them sounded like Orloc, but she couldn’t make 
  out the other voice, only that it was a man’s voice. The 
  only words she could make out were that the mystery 
  man was expecting a message to be delivered soon. 
  She couldn’t get any more information, as several guards 
  were posted outside of Count Orloc’s room. 
  DC 20:  A butler tells the PCs that a messenger arrived at 
  the crack of dawn with a note for one of the Count’s men, 
  Sir Cedric. The butler can show the PCs to Sir Cedric’s 
  room.  The butler noticed that Sir Cedric left the castle 
  with a few men soon after that.  Oddly enough, at one 
  point, the butler thought he saw a cat that looked like 
  Petunia following Sir Cedric, but the butler was told by 
  another servant that Petunia had left last night with 
  Dublevex and Chauncey. 
  The PCs should eventually get enough information to 
  check Sir Cedric’s room.  Cedric is being housed in a 
  different wing from Count Orloc. If the players are 
  reticent to enter Cedric’s room, Petunia (who is supposed 
  to be with Dublevex, far away from the Castle) will run 
  past the heroes at an appropriate time, hissing and 
  squealing, and will then slam into the door to Cedric’s 
  room, opening it. If and when they investigate, Petunia 
  will be gone. 
  Lead Two: Cedric’s room 
  A Search check will reveal the following  
  DC 0:  It appears that Sir Cedric left quickly.  He left most 
  of his clothes here, as if he were planning to come back. 
  Oddly, nothing has been cleaned up in his absence. He 
  must have left orders with the scullery maids to not enter 
  his room. 
  DC 10:  Brownish-orange hairs are found right outside 
  the doorway to Cedric’s room (if the players ask, confirm 
  that they are the same color as Petunia’s). 
  DC 15: A small trail of the brownish-orange hairs can be 
  found leading up to the top of a desk, where the note 
  shown in Handout #1 is found. On the back of the note 
  is a small, hand drawn map. Castle Vorgax is 
  recognizable, as is other landmarks in the area. 
  DC 20:  A small bit of residue is found on some of 
  Cedric’s 
  clothing. 
  A 
  Profession: 
  Alchemy 
  or 
  Knowledge: Arcana check of DC 20 reveals the residue 
  to be a substance known as “Stangg’s Solvent”, which is a 
  popular 
  reagent 
  for 
  basic 
  magical 
  theory 
  and 
  experimentation. Without more information it is 
  impossible to determine what sort of experiments Cedric 
  has been involved in recently. 
  The note from Handout #1 should lead the PCs to 
  Cedric’s secret meeting with Jacordis. 
  ENCOUNTER 5: THE SECRET 
  MEETING 
  The map you found in Sir Cedric’s chambers leads to 
  a wooded area roughly two hours north of Castle 
  Vorgax.  Ahead, you see four figures talking in a 
  clearing. They appear to be unaware of your 
  presence. 
  At this juncture, allow the heroes to decide what they 
  wish to do. If they decide to eavesdrop they will be able 
  to move into position fairly easily without being 
  discovered. If the heroes stride boldly into the clearing 
  and accost Cedric, he and his friends will stall for time for 
  a minute or so while they argue with the heroes about 
  what they are doing here. Once the NPCs have an 
  accurate count of the heroes’ numbers, the NPCs will 
  attack. 
  If the heroes eavesdrop: 
  A short man with three fingers on his left hand 
  speaks to Cedric. From here you can see that he 
  wears modest attire and has an unremarkable face, 
  well suited to blending in with crowds. 
  “Cedric, the first part of our contract has gone well. 
  Some quality weapons are making their way to my 
  
  KEO6-06 The Price of Hospitality 
   
  Page 9 
  contact in the Earldom of Gand.  This letter of 
  introduction will allow you to procure them.” 
  “Excellent, Vartimus.  Your fees are high, but I know 
  the weapons will be worth it.” 
  Vartimus scowls before continuing.  
  “Unfortunately, there is some bad news concerning 
  the second part of our arrangement. I believe Eltana 
  murdered a couple of my men soon before you came. 
   And she had help. One of the caravans was broken 
  into and burned.” 
  “Help?” Cedric’s eyes widen. 
  “Yes, two new partners of some stripe. By the 
  footprints I’d say one was a Halfling. We caught 
  another one of their accomplices but he didn’t tell 
  us anything useful before he died.” 
  At this, one of the other men opens a sack that has 
  been soaked through with blood. He lifts the head of 
  a human male out by the hair. Even from this 
  distance you recognize it as Chuncey, Dublevex’s 
  manservant. 
  Sir Cedric winces at Vartimus’ gift.  “Are you 
  seriously carrying a severed head around…in a sack? 
  It’s no wondering Ironwatch hunts you so.”  
  Vartimus frowns. “Do not question my means and I 
  shall not question your motives. Regardless, there is 
  more bad news. The wagon they destroyed was 
  headed for your summer home. There is every 
  indication that they have found its location.” 
  Cedric laughs. “What?  Well then, we will have to 
  make haste if we wish to dispatch Eltana and her 
  accomplices before they cause further trouble.” 
  “Milord, one more question. May I ask what you 
  plan to do with the weapons I sent you?” 
  “Vartimus, curiosity killed the cat.  And in this case, 
  that saying is rather fitting.” 
  A Knowledge: Local check DC: 15 or a Bardic 
  Knowledge check DC: 20 will reveal Eltana to be a 
  famous rogue from Gand known for her crypt robbing.  
  She was rumored to have disappeared several months ago 
  under mysterious circumstances. A Knowledge: Local 
  check DC: 10 will tell the heroes that the “Ironwatch” 
  mentioned in passing is a notable dwarven mercenary 
  company that is also based in the Earldom of Gand. 
  If the PCs attack, they will gain a surprise round on Sir 
  Cedric and his minions.  If they decide to wait more than 
  a few rounds, the group will gather to go Northeast to Sir 
  Cedric’s summer home (obviously, an easy way to find 
  out its location is for Sir Cedric to lead the PCs to it). 
  If the PCs don’t attack Cedric’s gang immediately, they 
  may still attack the villains at a later time.  In this case, 
  they may gain surprise, but Cedric and his minions may 
  get any applicable Spot and Listen checks to avoid 
  surprise. 
  If the PCs do not attack Cedric and his retinue here at all, 
  they will be present at the summer home when the 
  heroes invariably break and enter. 
  APL 2 (EL 4) 
  � Cedric, Human Male Wiz2: hp 10; see Appendix 
  1. 
  � Vartimus, Human Male Ftr2: hp 20; see 
  Appendix 1 
  APL 4 (EL 6) 
  � Cedric, Human Male Wiz2: hp 10; see Appendix 
  2. 
  � Vartimus, Human Male Ftr2: hp 20; see 
  Appendix 2 
  � Shellen, Human Male Ftr2: hp 20; see Appendix 
  2 
  � Pellinus, Human Male Ftr2: hp 20; see Appendix 
  2 
  APL 6 (EL 8) 
  � Cedric, Human Male Wiz4: hp 20; see Appendix 
  3. 
  � Vartimus, Human Male Ftr4: hp 40; see 
  Appendix 3 
  � Shellen, Human Male Ftr4: hp 40; see Appendix 
  3 
  � Pellinus, Human Male Ftr4: hp 40; see Appendix 
  3 
  APL 8 (EL 10) 
  � Cedric, Human Male Wiz6: hp 30; see Appendix 
  3. 
  � Vartimus, Human Male Ftr6: hp 60; see 
  Appendix 3 
  � Shellen, Human Male Ftr6: hp 60; see Appendix 
  3 
  � Pellinus, Human Male Ftr6: hp 60; see Appendix 
  3 
  Searching Cedric’s Possessions: 
  If the heroes kill or detain Cedric they can loot him. He 
  has several items as listed on the AR, and a blue diamond 
  that has been cut in the shape of a pure sphere. The 
  diamond itself is quite large, about the size of a man’s 
  thumb, and glows with a reddish light equivalent to that 
  of a candle. Careful examination reveals several floating 
  magical sigils within the diamond. A Spellcraft check 
  DC: 10+APL will tell the heroes that the sigils represent 
  
  KEO6-06 The Price of Hospitality 
   
  Page 10 
  the words “twisted” and “wretched”, but other than that 
  they are meaningless. 
  This diamond is the key to Cedric’s inner laboratory.  
  The next item is a letter of introduction to the Outriders 
  of Fall, a notable Elven trading house who does much 
  business in the Earldom of Gand (Player Handout 2).  
  Finally, Cedric’s Spellbook appears to be normal, but 
  when someone who is not him opens it, all the writing in 
  the book erases itself. This is a precaution Orloc requires 
  of all his students, and as such his spellbook is not part of 
  the items available on the Adventure Record. 
  Finding the Summer Home: 
  If the PCs don’t follow Sir Cedric’s gang back to his 
  summer home, they have other methods for finding its 
  location: 
  1.  If the PCs don’t kill the whole gang, they may do an 
  Interrogation (Intimidate) check on any member still 
  alive (note that Diplomacy won’t work in this situation). 
  2.  Alternatively, the PCs could try a Bluff check with a -3 
  Circumstance penalty to trick a gang member to 
  accidentally reveal the location. 
  3.  The PCs could also use Track.   The DC is 15, and the 
  PCs get a +1 Circumstance bonus for tracking a group of 
  3 people (Vartimus and his 2 henchmen). 
  Failure to locate the Summer Home: 
  Should the heroes decide to return to Castle Vorgax 
  without following Cedric’s group, or getting the location 
  of the summer home from one of them, Vorgax will be 
  extremely upset. He will ask the heroes to return to the 
  clearing and will loan them two of his bloodhounds to 
  track Cedric by scent. Telling the Baron of Chauncey’s 
  death and the possible involvement of a rogue’s troupe 
  from Gand will only cause him sorrow and confusion. 
  Regardless, he will ask the heroes to travel as quickly as 
  possible to the summer home and ransack it for possible 
  leverage against Count Orloc. 
  If the heroes are forced to use the Baron’s bloodhounds 
  to track Cedric, they will discover one unintended side 
  effect. When bloodhounds hunt, they bay wildly. This 
  sound will alert Cedric and his minions that something is 
  amiss and as such it will be impossible to surprise 
  anything in the summer home. 
  Should the heroes kill everyone and be unable to locate 
  the summer home, the use of the bloodhounds will still 
  be possible, it will simply take longer for them to locate 
  another trail of Cedric’s to his house. This will cause a 
  day’s delay. 
  ENCOUNTER 6: THE SUMMER 
  GETAWAY 
  It is six hours walking time to the summer house. Due to 
  the nature of the land, it’s not practical to ride a horse for 
  very long. The fastest way requires a person to lead their 
  horse over the knots and stumps of the forest. 
  After walking through the isolated wilderness of 
  Mill Creek, you come upon a small game trail that 
  has been widened and worked into a small road. 
  Wheel ruts run along the road and around a bend 
  the road ends. 
  There, in an isolated clearing, stands a large one-
  story house, bigger than the occasional farmstead 
  you have passed.  While nice looking, it hardly 
  seems like the dwelling of a noble.  The front door is 
  open, but it is dark inside. 
  When the heroes get closer: 
  Surrounding the house is a gruesome sight.  Six 
  bloody human bodies lie in the area, their eyes 
  scratched out, with several obvious stab wounds on 
  their legs.  All are dressed in some sort of uniform. 
  The uniforms are immediately recognizable as belonging 
  to Count Orloc’s retinue. Due to the size of Orloc’s 
  retinue it is impossible to determine if the heroes 
  recognize any of the men as having been at Castle Vorgax 
  earlier. 
  A Heal check of DC 5 determines that the wounds are 
  recent.  A DC 10 check also reveals that most of the stab 
  wounds are at the height of a human child, or an adult 
  gnome or halfling, and the eye wounds are scratches 
  consistent with a house cat. A DC 15 check reveals that 
  the attackers seemed to have an excellent knowledge of 
  weak points on the human body. 
  A Track check will also reveal information: 
  DC 5:  Footprints consistent with a small human, or adult 
  gnome or halfling go into the front of the house.  Near 
  these prints are paw prints consistent with a house cat’s.  
  The paw prints are bloody.  The prints were fairly recent. 
  DC 15:  The same prints can be seen leaving the house 
  from an open window in the back.  The cat prints are 
  significantly bloodier.  In addition, a trail of blood is near 
  the humanoid’s prints.  The blood seems to indicate that 
  the small humanoid was bleeding profusely.  The tracks 
  continue to a river and disappear. 
  The summer house consists of 2 floors. See the attached 
  DM Aids for the maps. 
  Ground Floor 
  The ground floor includes a living room, a dining room, a 
  kitchen, a latrine, guard quarters (suitable for 4 men), and 
  Cedric’s bedroom.  The furnishings are consistent with a 
  noble of minor wealth. 
  
  KEO6-06 The Price of Hospitality 
   
  Page 11 
  Cedric’s bedroom contains a secret trap door leading to a 
  staircase descending to his basement laboratory.  PCs can 
  find the stairway with a DC 15 Search check.  
  Alternatively, any PC making a DC 15 Track check will 
  find bloody cat prints leading away from the trap door. If 
  the heroes did not fight Cedric and company in 
  Encounter Five, the trapdoor will be open and visible, 
  and the group will be Encountered in the main 
  laboratory downstairs, hurriedly packing and preparing 
  to leave the house. 
  ENCOUNTER 7: THE 
  LABORATORY 
  You descend down the secret stairway about 40 feet.  
  The stairs are wide enough for two people to walk 
  abreast. The stairs end at a short hallway and an 
  open door. Through the door you can see a large H-
  shaped room that is obviously a laboratory, now 
  thrown into disarray. The body of some large 
  creature lies in the middle of the room amidst 
  broken tables and equipment. An eerie blue 
  radiance plays over the room, centered on three 
  black iron poles set around the room. One of the 
  poles was knocked over during the recent fighting 
  and casts disconcerting shadows about the room 
  and out into the hall. At the east end of the room is 
  an archway that swirls with green and red colors, 
  and is entirely opaque. 
  If Cedric and friends are here:  
  Facing you are the men you saw in the clearing, with 
  Cedric standing behind them. His face is red and he 
  has obviously been crying. Seeing you his features 
  contort in rage. He says one thing. 
  “Curiosity.” 
  And begins moving his hands in a series of arcane 
  gestures. 
  After the combat (if there is one), the heroes are free to 
  search the room. The dead creature in the room is 
  recognizable with a DC 20 Spellcraft check as a Sphinx. 
  Magical creatures of legend, they are typically used as 
  guards for something of value. A DC 10 + APL Heal 
  check reveals that the Sphinx was killed by much the 
  same means as the guards upstairs, although its paws and 
  mouth are bloody, as if it gave as good as it got. 
  The laboratory is in ruins. The fight destroyed priceless 
  equipment. If Cedric and his men are here, they have 
  several bags half-filled with surviving magical materials, 
  obviously they were planning on salvaging what they 
  could and leaving. 
  At the back end of the laboratory is a single doorway, 
  which is what the Sphinx was actually set here to guard. 
  The Doorway 
  This doorway leads to Cedric’s inner sanctum, and as 
  such is guarded in three ways. Luckily for the heroes, the 
  Sphinx was one of the guards. Unluckily for the heroes, 
  the Sphinx was also the key to the second step of the 
  guards. The Sphinx would normally have been bound to 
  challenge would be passers with a riddle. With the 
  Sphinx dead the heroes are going to have to piece it 
  together on their own. The final guard is a key 
  mechanism that Cedric carries at all times (and the 
  heroes have likely relieved him of already).  
  If the heroes touch the colors or attempt to force their 
  way through, they will suffer no harm. Particularly 
  industrious PCs may attempt to work around the portal 
  via excavation. This method can succeed but requires the 
  PCs to start from at least five feet away from the portal, 
  and requires a lot of time. If the PCs fail a Knowledge: 
  Architecture and Engineering check DC 20 their 
  tunnel collapses halfway through, doing 2d6 damage to 
  everyone in 5’ of the hole and forcing them to start over. 
  The doorway itself is a simple portal closed off with a 
  magical radiance that is a swirl of bright red and green 
  colors and entirely opaque. A small square nodule juts out 
  from the wall near the door, with a small circular notch 
  cut into it. If the heroes place the gem from Cedric in the 
  notch, the red radiance fades away, leaving only the 
  green barrier to pass. When that occurs: 
  The red layer in the archway fades to nothing, 
  leaving a shimmering wall of green energy. Now 
  that the red is gone you can clearly see writing on 
  the green layer that reads 
  “Neither wholly dead nor wholly living be allowed 
  entry here.” 
  Normally the Sphinx would have been bound to assist 
  the heroes here, but that is no longer an option. No 
  amount of coercion or threats will make Cedric reveal the 
  deceptively simple answer to his final riddle, as he knows 
  that he faces a fate worse than death should his deeds be 
  brought to light. 
  Any hero who has any hit point (not nonlethal) damage 
  may pass through the green radiance without hindrance. 
  Clever heroes may also attempt to use the bodies of one 
  of the dead guards upstairs to mask their presence as 
  wholly living. If they carry the body of a dead person 
  through the portal, it fools the door in an effective yet 
  grisly manner. 
  If the heroes should be stumped, they can Search 
  through Cedric’s laboratory notes, but doing so will 
  require a full eight hours to locate any clues of use. A 
  check of DC 10 + APL will yield the following passage in 
  one of Cedric’s texts. 
  “Neither living nor dead. Simple, really. A little cut never 
  hurt anyone much. I shall use that.” 
  
  KEO6-06 The Price of Hospitality 
   
  Page 12 
  ENCOUNTER 8: FOUL 
  FINDINGS 
  Entering through the portal you are in a short 
  hallway ending at an open door. A rank, animal 
  smell permeates the air. Something growls from the 
  next room and the rattle of chains on the floor 
  reaches your ears. 
  This room contains one of Cedric’s experiments. He has 
  been infusing creatures with his magic for his own 
  purposes.  
  Once combat starts, allow the heroes a Spot check DC 10 
  + APL. Success indicates that the hero sees that the 
  creature(s) is chained around the neck, and that the 
  length of chain runs to the back wall. It appears as 
  though the chain prevents the creature(s) from leaving 
  the room. In the case of the Cryohydra, at APL 8 the 
  chain is securely fastened to a harness around its chest. 
  APL 2 (EL 5) 
  � “Anger”, Spellwarped Tiger; see Appendix 1. 
  APL 4 (EL 7) 
  � 
  “Pustulent”, 
  Spellwarped 
  Digester: 
  see 
  Appendix 2. 
  APL 6 (EL 9) 
  � “Rippex”, Spellwarped Gray Render: see 
  Appendix 3. 
  APL 8 (EL 11) 
  � 
  “Deathcoil”, 
  Spellwarped 
  Nine-headed 
  Cryohydra; see Appendix 4. 
  Tactics: The creatures within the room are guard 
  animals. As such, they will viciously attack anyone 
  entering the room. They are chained into the room 
  which prevents them from leaving. If assaulted with 
  ranged attacks, they will move adjacent to the door so as 
  to be out of line of sight and wait for someone to enter. 
  The chain anchor is located on the map in DM AID 2 
  and is 50’ long.  
  Development: It is entirely possible that the heroes are 
  unable to defeat such a powerful guardian. Luckily for 
  them, the creature is unable to come after them. The 
  heroes can undertake a wide variety of actions, including 
  returning to Castle Vorgax and calling for aid. If this 
  occurs, the Baron will send twenty of his men-at-arms to 
  slay the beast. Add two days to the timeline if this occurs. 
  If the heroes find an ingenious way to deal with the 
  creatures, including the above option, award full XP for 
  the Encounter. 
  When the combat is finished, the heroes will find a large 
  collection of incriminating materials that can be used to 
  lever Count Orloc off of Baron Vorgax’s lands.  
  • 
  First is a collection of treatises written by 
  Cedric, who identifies himself as Orloc’s 
  apprentice. These treatises are a collection of 
  notes 
  on 
  magical 
  experimentation 
  with 
  unwilling subjects. The subject material quickly 
  runs into the foulest of magical circles.  
  • 
  Second is a leather bound ledger that appears to 
  be a collection of timetables such as a large 
  merchant house might use. These show house 
  Orloc moving an inordinate amount of material 
  through the Earldom of Gand, at a hefty profit 
  that is likely being underreported to the crown.  
  • 
  Third is an example of the cargo. A small box 
  holds a collection of fifty Murlynd’s spoons. It’s 
  obvious that Orloc is going to great pains to 
  make a great deal of money quickly and quietly. 
  Even though they do not necessarily know why 
  Orloc is doing this, it will be enough to hasten 
  his departure from Mill Creek. 
  • 
  Finally, Cedric has a large collection of magical 
  sundries, as detailed on the Adventure Record. 
  Most are stored in boxes, apparently waiting to 
  be shipped elsewhere. 
  At this point the heroes have to make a decision. They 
  can bring the evidence to Baron Vorgax, confront Count 
  Orloc directly, or attempt to contact the Silent Ones, 
  since it appears that Count Orloc’s apprentice has been 
  trafficking in magic of the blackest kind. Each option is 
  detailed here with their ramifications. Inventive PCs may 
  wish to bring these items to the attention of some other 
  Keoish organization such as the NAW or King Skotti 
  himself. In general, turning the materials over to the 
  NAW or another magical institution will yield the same 
  results as turning over the information to the Silent 
  Ones. Approaching Stoakdor, King Skotti or another 
  powerful noble will yield the same results as if the PCs 
  approached Vorgax. It is very important that the heroes 
  realize that they will only be able to share the evidence 
  with one party, and should decide wisely. No matter 
  whom they give the evidence to, that party will not want 
  it becoming public Keoish knowledge. 
  Approaching Baron Vorgax 
  If the heroes decide to give Baron Vorgax the evidence 
  they have uncovered, he will thank them profusely and 
  tell them that he will approach Orloc on his own. In this 
  manner, the heroes will be shielded from Orloc’s wrath 
  but Vorgax will certainly make a lifelong enemy of one of 
  the most powerful mages in Keoland. 
  If this is the choice the heroes make, proceed to 
  Conclusion A. 
  Approaching Count Orloc 
  If the heroes decide to approach Orloc directly they will 
  shield Baron Vorgax from future retaliation, at a cost to 
  themselves. They will appear to Orloc as dangerous 
  
  KEO6-06 The Price of Hospitality 
   
  Page 13 
  people who cannot be controlled, and therefore he 
  should entertain the possibility of destroying them either 
  physically or politically. Making an enemy of Count 
  Orloc is not something many boast of living through. 
  If this is the choice the heroes make, proceed to 
  Conclusion B. 
  Contacting the Silent Ones 
  One or more heroes may potentially be a member of the 
  Silent Ones metaorganization. If this is the case, they are 
  easily able to get in touch with their superiors and pass 
  on the pertinent details. A team of Silent Ones will arrive 
  and confront Count Orloc, and his retinue will pack up 
  and leave the following day. This takes two days to 
  arrange. If no hero is a member of the Silent Ones, they 
  are still able to find and pass word to a representative 
  should they wish to do so, but it will take an additional 
  two days. In this case, the heroes are largely shielded 
  from any retribution, but are unable to make any claim of 
  success to Vorgax, as the Silent Ones will request that the 
  heroes speak to no one of the Count’s potential 
  transgressions.  
  If this is the choice the heroes make, proceed to 
  Conclusion C. 
  Finally, if the heroes directly inform Vorgax that they 
  believe that his son is more than a simple nine year old, 
  and that his cat is more that is appears, he will be very 
  confused and promise to look into it more, and to keep an 
  eye on the both of them, clearly disbelieving the heroes. 
  CONCLUSION A: 
  APPROACHING BARON 
  VORGAX 
  Returning to Castle Vorgax, you are quickly ushered 
  into the Baron’s private rooms. He looks even more 
  harried and worried than when you left, if possible. 
  His eyes widen as you tell your tale and present your 
  evidence. 
  “Such foulness! I suspected Orloc was hiding 
  something, but plans within plans? An apprentice 
  dabbling in the black arts and some kind of 
  smuggling operation to boot? I never gave him that 
  much credit. If it weren’t coming from the mouths 
  and hands of men who saved my son’s life I could 
  scarce believe it. 
  Well, I thank you for all you’ve done. I believe Count 
  Orloc and I shall have a rather interesting 
  discussion over tea today. Fear not, I shall shield you 
  from his prying eyes and words. For what you’ve 
  done, I thank you. Mill Creek will forever be open to 
  you.” 
  That evening, Castle Vorgax is a beehive of activity 
  as Orloc and his retinue fairly flies from the 
  hospitality of the Vorgax family. The scullery maids 
  and servants speak of rumors that there was a death 
  in the Orloc family, and that the bereaved Count is 
  leaving to return to his villa. 
  As you watch the activity, a young boy’s voice speaks 
  from behind you. 
  “Thank you again for all you’ve done for my father.” 
  Dublevex stands there, arm wrapped in a sling and a 
  beauty of a black eye swelling his face.  
  “Our carriage crashed when one of the horses bolted 
  from a skunk. Poor Chauncey was trampled. It’s 
  tragic, really.” 
  A loud purring sound reaches your ears as Petunia 
  begins to move amongst you, rubbing up against 
  your legs one by one. Dublevex speaks again. 
  “Mill Creek has always been off the beaten path, but 
  we hope you’ll come back someday. There’s so much 
  to do here.”  
  CONCLUSION B: 
  CONFRONTING COUNT 
  ORLOC 
  Returning to Castle Vorgax, you are quickly ushered 
  into the Baron’s private rooms. He looks even more 
  harried and worried then when you left, if possible. 
  His eyes widen as you tell your tale and present your 
  evidence. 
  “Such foulness! I suspected Orloc was hiding 
  something, but plans within plans? An apprentice 
  dabbling in the black arts and some kind of 
  smuggling operation to boot? I never gave him that 
  much credit. If it weren’t coming from the mouths 
  and hands of men who saved my son’s life I could 
  scarce believe it. 
  You wish to confront him yourself you say? A bold 
  and dangerous plan, and I shall let you see this 
  through to the end. I’ll not lie, it’s a danger to you, 
  but it will deflect his sight from my son and me.” 
  You are kept waiting for nearly an hour by Count 
  Orloc. When you finally are ushered into his august 
  presence, he fairly sneers at you. 
  “Well, pups? What is it you want from me? Don’t like 
  the stables all that well? Perhaps you’d rather sleep 
  with the hogs?” he rasps and coughs in choking 
  laughter. 
  (Allow the heroes to say what they will to Orloc) 
  “Hmm. Perhaps I’ve misjudged you. You’re awfully 
  resourceful for some silver-ante guardsmen of 
  Vorgax’s. What did you say your names were? I’ll 
  surely not forget them again. 
  
  KEO6-06 The Price of Hospitality 
   
  Page 14 
  Well, anyway, how about this…you maintain your 
  silence in my affairs, and I’ll leave your poor Baron 
  alone. It’s apparently more trouble than it’s worth to 
  break him on the wheel.” 
  That evening, Castle Vorgax is a beehive of activity 
  as Orloc and his retinue fairly flies from the 
  hospitality of the Vorgax family. The scullery maids 
  and servants speak of rumors that there was a death 
  in the Orloc family, and that the bereaved Count is 
  leaving to return to his villa. 
  As you watch the activity, a young boy’s voice speaks 
  from behind you. 
  “Thank you again for all you’ve done for my father.” 
  Dublevex stands there, arm wrapped in a sling and a 
  beauty of a black eye swelling his face.  
  “Our carriage crashed when one of the horses bolted 
  from a skunk. Poor Chauncey was trampled. It’s 
  tragic, really.” 
  A loud purring sound reaches your ears as Petunia 
  begins to move amongst you, rubbing up against 
  your legs one by one. Dublevex speaks again. 
  “Mill Creek has always been off the beaten path, but 
  we hope you’ll come back someday. There’s so much 
  to do here.” 
  CONCLUSION C: INVOLVING 
  THE SILENT ONES 
  It takes some time to track down a proper 
  representative of the Silent Ones, but in the end it’s 
  easier than you thought it could be. Presented with 
  the evidence of Cedric’s black magics, the Silent 
  Ones send a representative to you. A young woman 
  with pale skin and brown eyes introduces herself as 
  “Miss Dremia”, and she listens attentively to your 
  description of the affairs. 
  “I thank you for your efforts. Orloc’s apprentice 
  could have been acting on his own, or he could have 
  had directions from his master. Either way, we will 
  ferret out the truth. None are so high in Keoland 
  that they may flaunt our laws and our will. Too often 
  those who do unleash powers and events they 
  cannot control. Rest assured that we will deal with 
  Count Orloc.” 
  That evening, Castle Vorgax is a beehive of activity 
  as Orloc and his retinue fairly flies from the 
  hospitality of the Vorgax family. The scullery maids 
  and servants speak of rumors that there was a death 
  in the Orloc family, and that the bereaved Count is 
  leaving to return to his villa. 
  As you watch the activity, a young boy’s voice speaks 
  from behind you. 
  “Thank you again for all you’ve done for my father.” 
  Dublevex stands there, arm wrapped in a sling and a 
  beauty of a black eye swelling his face.  
  “Our carriage crashed when one of the horses bolted 
  from a skunk. Poor Chauncey was trampled. It’s 
  tragic, really.” 
  A loud purring sound reaches your ears as Petunia 
  begins to move amongst you, rubbing up against 
  your legs one by one. Dublevex speaks again. 
  “Mill Creek has always been off the beaten path, but 
  we hope you’ll come back someday. There’s so much 
  to do here.” 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 1 
  Defeat the creatures in the clearing. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  Encounter 5 or 7 
  Defeat Cedric and his henchmen. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  Encounter 8 
  Defeat Cedric’s experiment. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  
  KEO6-06 The Price of Hospitality 
   
  Page 15 
  Story Award 
  Convince Count Orloc to leave Vorgax lands. 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
   
  APL 4: 675 xp. 
   
   
  APL 6: 900 xp. 
   
   
  APL 8: 1,125 xp. 
   
   
   
  TREASURE SUMMARY 
  During an adventure, characters Encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  Encounter that features treasure has a “treasure” section 
  within the Encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  Encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the Encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the Encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each Encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, 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. 
  Encounter 5 or 7: 
  APL 2: L: 1,870 gp, C: 1,150 gp, M: - (0 gp). 
  APL 4: L: 5,505 gp, C: 1,850 gp, M: - (0 gp). 
  APL 6: L: 5,505 gp, C: 4,100 gp, M: Bracers of Armor +1 
  (1,000 gp). 
  APL 8: L: 3,870 gp, C: 9,200 gp, M: +1 full plate 
  (3),Bracers of Armor +1 (6,400 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 1,870 gp, C: 1,160 gp, M: 0 gp – Total: 3,030 
  gp (450 gp). 
  APL 4: L: 5,505 gp, C: 1,850 gp, M: 0 gp – Total: 7,355 
  gp (650 gp). 
  APL 6: L: 5,505 gp, C: 4,100 gp, M: 1,000 gp – Total: 
  10,605 gp (900 gp). 
  APL 8: L: 3,870 gp, C: 9,200 gp, M: 6,400 gp – Total: 
  19,470 gp (1,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Enmity of Orloc: An old wizard never forgets who 
  crosses him. You’ve made a dangerous enemy of one of 
  the most powerful mages in the region. The cost of 
  learning/scribing any new spell during an adventure set 
  in Keoland is tripled for one year from the date on this 
  Adventure Record. Ignore this effect if you are a member 
  of the Silent Ones metaorganization. 
  � Gratitude of House Vorgax: For saving the Baron 
  Vorgax from bankruptcy, a fate worse than death, he has 
  seen fit to grant you his resources. He grants you access 
  
  KEO6-06 The Price of Hospitality 
   
  Page 16 
  (Frequency: Regional) to purchase an upgrade for one 
  weapon with the deadly precision weapon special ability 
  (Complete Adventurer).  Mark this Gratitude as USED 
  when the access is purchased. 
  � The Shield of Mill Creek: By confronting Count 
  Orloc yourself, you have made yourself a protector of this 
  small Barony. You gain a +4 circumstance bonus on all 
  Cha-based skill checks made within the Barony of Mill 
  Creek. 
  � The Unknown Heroes: Your stealth and discretion 
  in dealing with the matter in Mill Creek has brought you 
  the attention of a more secretive branch of Keoland’s 
  underworld. This PC may choose to spend 4 additional 
  TUs training with these compatriots. If you choose to do 
  so, you gain access to the Nightsong Enforcer and 
  Nightsong 
  Infiltrator 
  prestige 
  classes 
  (Complete 
  Adventurer). 
  � An Aberration’s Weakness: In the papers of Orloc’s 
  apprentice you locate several old and forgotten treatises 
  on creating aberrations. Specific key weaknesses are also 
  mentioned, and the means to exploit them. This PC may 
  spend 10 additional TUs of time to gain access to the 
  following feats and prestige classes from Lords of Madness: 
  Feats – Aberration Banemagic, Music of the Outer 
  Spheres; Prestige Classes – Abolisher, Darkrunner, 
  Keeper of the Cerulean Sign. 
  � The Silent Ones See All: By approaching the Silent 
  Ones to take care of a dirty little problem in Mill Creek 
  (or allowing them to find out by approaching another 
  magical brotherhood such as the National Academy of 
  Wizards or the Sea Mages), you have turned their eye to 
  you. Although they are grateful for your assistance, they 
  enthusiastically encourage you to give up the life of 
  adventuring. This adventure costs an additional TU, but 
  this PC gains a +2 circumstance bonus to all Cha-based 
  skill checks when dealing with any NPC arcane caster 
  within Keoland for one year from the date on this 
  Adventure Record. 
  � Cedric’s Spellbook: 1st – magic missile, sleep, shield, 
  silent image, reduce person, mount; 2nd – glitterdust, web, 
  protection from arrows, touch of idiocy; 3rd – fireball, haste, slow, 
  rage.  Price: 1,300 gp; Weight: 3 lbs. 
  Item Access 
  APL 2: 
  • 
  Armbands of Might (Adventure; Complete Adventurer) 
  • 
  Cedric’s Spellbook (Adventure; See Above) 
  • 
  Choker of Eloquence, Lesser (Adventure; Complete 
  Adventurer) 
  • 
  Elixir of Vision (Adventure; Dungeon Master’s Guide) 
  • 
  Murlynd’s Spoon (Regional; Dungeon Master’s Guide) 
  • 
  Pipes of the Sewers (Adventure; Dungeon Master’s Guide) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Dagger of Entry (Adventure; Arms & Equipment Guide) 
  • 
  Necklace of the Marauding Beast, Raging Bear 
  (Adventure; Arms & Equipment Guide) 
  • 
  Steadfast Boots (Adventure; Arms & Equipment Guide) 
  • 
  Vial of the Last Gasp (Adventure; Complete Adventurer) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Lance of Mangling (Adventure; Arms & Equipment 
  Guide) 
  • 
  Lute of the Wandering Minstrel (Adventure; Complete 
  Adventurer) 
  • 
  Pipes of Pain (Adventure; Dungeon Master’s Guide) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Horned Helm (Adventure; Arms & Equipment Guide) 
  • 
  Mageblade (Adventure; Arms & Equipment Guide) 
  • 
  Mask of Lies (Adventure; Complete Adventurer) 
  • 
  Scabbard of Keen Edges (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Singing Bowl (Adventure; Arms & Equipment Guide) 
   
   
   
   
   
   
  
  KEO6-06 The Price of Hospitality 
   
  Page 17 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 5 OR 7 
   
   
   
  Cedric, Human Male Wiz2: Medium Humanoid; CR 2; 
  HD 2d4+2; hp 10; Init +6; Spd 20 ft.; AC 12, touch 12, flat-
  footed 10 (+2 Dex source); Base Atk/Grp: +1/+1; Full Atk 
  +1 melee (1d6, club) or +3 ranged (1d6, light crossbow) or 
  spells; SA spells; SQ spells; AL NE; SV Fort +1, Ref +2, 
  Will +4; Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 8.  
   
  Skills & Feats: Knowledge: Arcana +5, Concentration 
  +5, Craft (Alchemy) +5, Listen +3, Spellcraft +5; Combat 
  Casting, Improved Initiative.   
   
  Languages: Common, Elven, Infernal. 
   
  Spells Known/Prepared (4/3, save DC = 12 + spell 
  level): 0 – Detect Magic, Read Magic, Daze; 1st – Magic Missile, 
  Sleep, Shield;  
   
  Spellbook: 0 – All; 1st – Magic Missile, Sleep, Shield, Silent 
  Image, Reduce Person, Mount;. 
   
  Possessions: Spellbook, Masterwork Light Crossbow. 
  Vartimus, Human Male Ftr2: Medium Humanoid; CR 
  2; HD 2d10+4; hp 20; Init +6; Spd 20 ft.; AC 19, touch 12, 
  flat-footed 17 (+7 half-plate, +2 Dex); Base Atk/Grp: 
  +4/+4; Full Atk +7 longsword (1d8+2/19-20); AL NE; SV 
  Fort +5, Ref +1, Will +1; Str 15, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills & Feats: Climb +1, Jump +3, Swim +1; 
  Improved Initiative, Weapon Focus (Longsword), Power 
  Attack, Cleave. 
   
  Languages: Common. 
   
  Possessions: Half-plate, heavy steel shield, masterwork 
  longsword. 
  ENCOUNTER 8 
   
   
   
   
  “Anger”, 
  Spellwarped 
  Tiger: 
  Large 
  Aberration; 
  Space/Reach: 10ft./5ft; CR 5; HD 6d8+30; hp 66; Init +3; 
  Spd 40 ft.; AC 17, touch 12, flat-footed 14 (+3 Dex, +5 
  natural, -1 size); Base Atk/Grp: +6/+16; Full Atk 2 claws 
  +11 melee (1d8+8), bite +6 melee (2d6+4); SA Improved 
  grab, pounce, rake 1d8+3; SQ Spell Resistance 17, Spell 
  Absorption, Low-light vision, Scent; AL LE; SV Fort +10, 
  Ref +8, Will +3; Str 27, Dex 17, Con 21, Int 6, Wis 12, Cha 
  6.  Spellwarped template, monster manual III, page 162. 
   
  Skills & Feats: Balance +6, Hide +3, Listen +3, Move 
  Silently +9, Spot +3, Swim +11; Alertness, Improved 
  Natural Attack (bite), Improved Natural Attack (claw). 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 X the level of the failed spell. 
   
  Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 X the level of the 
  failed spell. 
   
  Resistance: The spellwarped creature gains resistance 
  10 to one energy type (acid, cold, electricity, fire or 
  sonic). 
   
  Improved Grab (Ex): To use this ability, a tiger 
  must hit with a claw or bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.  
   
  Pounce (Ex): If a tiger charges a foe, it can make a 
  full attack, including two rake attacks.  
   
  Rake (Ex): Attack bonus +9 melee, damage 1d8+3.  
   
  Skills: Tigers have a +4 racial bonus on Balance, 
  Hide, and Move Silently checks. *In areas of tall grass or 
  heavy undergrowth, the Hide bonus improves to +8. 
   
   
  
  KEO6-06 The Price of Hospitality 
   
  Page 18 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 5 OR 7 
   
   
   
  Cedric, Human Male Wiz2: Medium Humanoid; CR 2; 
  HD 2d4+2; hp 10; Init +6; Spd 20 ft.; AC 12, touch 12, flat-
  footed 10 (+2 Dex source); Base Atk/Grp: +1/+1; Full Atk 
  +1 melee (1d6, club) or +3 ranged (1d6, light crossbow) or 
  spells; SA spells; SQ spells; AL NE; SV Fort +1, Ref +2, 
  Will +4; Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 8.  
   
  Skills & Feats: Knowledge: Arcana +5, Concentration 
  +5, Craft (Alchemy) +5, Listen +3, Spellcraft +5; Combat 
  Casting, Improved Initiative.   
   
  Languages: Common, Elven, Infernal. 
   
  Spells Known/Prepared (4/3, save DC = 12 + spell 
  level): 0 – Detect Magic, Read Magic, Daze; 1st – Magic Missile, 
  Sleep, Shield;  
   
  Spellbook: 0 – All; 1st – Magic Missile, Sleep, Shield, Silent 
  Image, Reduce Person, Mount;. 
   
  Possessions: Spellbook, Masterwork Light Crossbow. 
  Vartimus, Human Male Ftr2: Medium Humanoid; CR 
  2; HD 2d10+4; hp 20; Init +6; Spd 20 ft.; AC 19, touch 12, 
  flat-footed 17 (+7 half-plate, +2 shield); Base Atk/Grp: 
  +4/+4; Full Atk +7 longsword (1d8+2/19-20); AL NE; SV 
  Fort +5, Ref +1, Will +1; Str 15, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills & Feats: Climb +1, Jump +3, Swim +1; 
  Improved Initiative, Weapon Focus (Longsword), Power 
  Attack, Cleave. 
   
  Languages: Common. 
   
  Possessions: Half-plate, heavy steel shield, masterwork 
  longsword. 
   
  Shellen, Human Male Ftr2: Medium Humanoid; CR 2; 
  HD 2d10+4; hp 20; Init +6; Spd 20 ft.; AC 19, touch 12, 
  flat-footed 17 (+7 half-plate, +2 Shield); Base Atk/Grp: 
  +4/+4; Full Atk +7 longsword (1d8+2/19-20); AL NE; SV 
  Fort +5, Ref +1, Will +1; Str 15, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills & Feats: Climb +1, Jump +3, Swim +1; 
  Improved Initiative, Weapon Focus (Longsword), Power 
  Attack, Cleave. 
   
  Languages: Common. 
   
  Possessions: Half-plate, heavy steel shield, masterwork 
  longsword. 
   
  Pellinus, Human Male Ftr2: Medium Humanoid; CR 
  2; HD 2d10+4; hp 20; Init +6; Spd 20 ft.; AC 19, touch 12, 
  flat-footed 17 (+7 half-plate, +2 shield); Base Atk/Grp: 
  +4/+4; Full Atk +7 longsword (1d8+2/19-20); AL NE; SV 
  Fort +5, Ref +1, Will +1; Str 15, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills & Feats: Climb +1, Jump +3, Swim +1; 
  Improved Initiative, Weapon Focus (Longsword), Power 
  Attack, Cleave. 
   
  Languages: Common. 
   
  Possessions: Half-plate, heavy steel shield, masterwork 
  longsword. 
   
   
  ENCOUNTER 8 
   
   
   
   
  “Pustulent”, 
  Spellwarped 
  Digester: 
  Medium 
  Aberration; Space/Reach: 5ft./5ft; CR 7; HD 8d10+40; hp 
  96; Init +7; Spd 60 ft.; AC 20, touch 17, flat-footed 13 (+3 
  Dex, +7 natural); Base Atk/Grp: +10/+13; Full Atk  claws 
  +13 melee (1d8+6) SA Acid Spray; SQ low-light vision, 
  darkvision 60ft, scent, Spell Resistance 19, Spell 
  Absorption; AL N; SV Fort +11, Ref +11, Will +3; Str 21, 
  Dex 17, Con 21, Int 10, Wis 12, Cha 12.  Spellwarped 
  template, monster manual III, page 162. 
   
  Skills & Feats: Hide +9, Listen +6, Jump +21, Spot +6; 
  Alertness, Improved Initiative, Lightning Reflexes.  
   
  Acid Spray (Ex): A digester can spray acid in a 20-
  foot cone, dealing 4d8 points of damage to everything in 
  the area. Once a digester uses this ability, it can’t use it 
  again until 1d4 rounds later. The creature can also 
  produce a concentrated stream of acid that deals 8d8 
  points of damage to a single target within 5 feet. In either 
  case, a DC 19 reflex save halves the damage. The save DC 
  is constitution-based 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 X the level of the failed spell. 
   
  Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 X the level of the 
  failed spell. 
   
  Resistance: The spellwarped creature gains resistance 
  10 to one energy type (acid, cold, electricity, fire or 
  sonic). 
   
   
   
  
  KEO6-06 The Price of Hospitality 
   
  Page 19 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 5 OR 7 
   
   
   
  Cedric, Human Male Wiz4: Medium Humanoid; CR 4; 
  HD 4d4+8; hp 20; Init +6; Spd 20 ft.; AC 13, touch 12, flat-
  footed 10 (+2 Dex, +1 armor); Base Atk/Grp: +2/+2; Full 
  Atk +2 melee (1d6, club) or +4 ranged (1d6, light 
  crossbow) or spells; SA spells; SQ spells; AL NE; SV Fort 
  +2, Ref +3, Will +5; Str 10, Dex 14, Con 13, Int 16, Wis 12, 
  Cha 8.   Skills 
  & 
  Feats: 
  Knowledge: 
  Arcana 
  +7, 
  Concentration +7, Craft (Alchemy) +7, Listen +5, 
  Spellcraft +7; Combat Casting, Improved Initiative, 
  Eschew Materials.   
   
  Languages: Common, Elven, Infernal. 
   
  Spells Known/Prepared (4/4/3, save DC = 13 + spell 
  level): 0 – Detect Magic, Read Magic, Daze; 1st – Magic Missile 
  x2, Sleep, Shield; 2nd – Glitterdust, Web, Protection from Arrows  
   
  Spellbook: 0 – All; 1st – Magic Missile, Sleep, Shield, Silent 
  Image, Reduce Person, Mount; Glitterdust, Web, Protection from 
  Arrows, Touch of Idiocy 
   
  Possessions: Spellbook, Masterwork Light Crossbow, 
  Bracers of Armor +1 
  Vartimus, Human Male Ftr4: Medium Humanoid; CR 
  4; HD 4d10+8; hp 40; Init +6; Spd 20 ft.; AC 21, touch 12, 
  flat-footed 17 (+8 half-plate, +2 shield, +1 Dex); Base 
  Atk/Grp: +7/+7; Full Atk +10 longsword (1d8+5/19-20); 
  AL NE; SV Fort +6, Ref +2, Will +2; Str 16, Dex 14, Con 
  13, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Climb +3, Jump +4, Swim +3; 
  Improved Initiative, Weapon Focus (Longsword), Power 
  Attack, Cleave, Weapon Specialization (Longsword). 
   
  Languages: Common. 
   
  Possessions: full-plate, heavy steel shield, masterwork 
  longsword, 1150 gp 
   
  Shellen, Human Male Ftr4: Medium Humanoid; CR 4; 
  HD 4d10+8; hp 40; Init +6; Spd 20 ft.; AC 19, touch 12, 
  flat-footed 18 (+8 half-plate, +1 Dex); Base Atk/Grp: 
  +7/+7; Full Atk +10 greataxe (1d12+7); AL NE; SV Fort +6, 
  Ref +2, Will +2; Str 16, Dex 14, Con 13, Int 10, Wis 12, 
  Cha 8. 
   
  Skills & Feats: Climb +3, Jump +4, Swim +3; 
  Improved Initiative, Weapon Focus (greataxe), Power 
  Attack, Cleave, Weapon Specialization (greataxe). 
   
  Languages: Common. 
   
  Possessions: full-plate, heavy steel shield, masterwork 
  greataxe, 1150 gp 
   
  Pellinus, Human Male Ftr4: Medium Humanoid; CR 
  4; HD 4d10+8; hp 40; Init +6; Spd 20 ft.; AC 19, touch 12, 
  flat-footed 18 (+8 half-plate, +1 Dex); Base Atk/Grp: 
  +7/+7; Full Atk +10 greataxe (1d12+7); AL NE; SV Fort +6, 
  Ref +2, Will +2; Str 16, Dex 14, Con 13, Int 10, Wis 12, 
  Cha 8. 
   
  Skills & Feats: Climb +3, Jump +4, Swim +3; 
  Improved Initiative, Weapon Focus (greataxe), Power 
  Attack, Cleave, Weapon Specialization (greataxe). 
   
  Languages: Common. 
   
  Possessions: full-plate, heavy steel shield, masterwork 
  greataxe, 1150 gp 
   
   
  ENCOUNTER 8 
   
   
   
   
  “Rippex”, Spellwarped Gray Render: Large Aberration; 
  Space/Reach: 10ft./10ft; CR 9; HD 10d10+90; hp 160; Init 
  +1; Spd 30 ft.; AC 22, touch 10, flat-footed 12 (-1 size, +1 
  Dex, +12 natural); Base Atk/Grp: +12/+22; Full Atk Bite 
  +17 melee (2d6+8) and 2 claws +12 melee (1d6+4) SA 
  Improved grab, rend 2d6+9; SQ low-light vision, scent, 
  Spell Absorption, Spell Resistance 21; AL N; SV Fort +12, 
  Ref +8, Will +4; Str 27, Dex 12, Con 28, Int 7, Wis 12, Cha 
  8.   
   
  Skills & Feats: Hide +2, Spot +10, Survival +2; Cleave, 
  Power Attack, Improved Bull Rush, Track  
   
  Improved Grab (Ex): To use this ability, a gray 
  render must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.   
   
  Rend (Ex): A grey render that wins a grapple check 
  after a successful bite attack establishes a hold, latching 
  onto the opponent’s body and tearing the flesh. This 
  attack automatically deals 2d6+9 points of damage. 
   
  Skills: Gray renders have a +4 racial bonus on Spot 
  checks due to their six keen eyes. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 X the level of the failed spell. 
   
  Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 X the level of the 
  failed spell. 
   
  Resistance: The spellwarped creature gains resistance 
  10 to one energy type (acid, cold, electricity, fire or 
  sonic). 
   
   
  
  KEO6-06 The Price of Hospitality 
   
  Page 20 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 5 OR 7 
   
   
   
  Cedric, Human Male Wiz6: Medium Humanoid; CR 6; 
  HD 6d4+12; hp 30; Init +6; Spd 20 ft.; AC 13, touch 12, 
  flat-footed 10 (+2 Dex); Base Atk/Grp: +3/+3; Full Atk +3 
  melee (1d6, club) or +5 ranged (1d6, light crossbow) or 
  spells; SA spells; SQ spells; AL NE; SV Fort +3, Ref +4, 
  Will +6; Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 8.  
   
  Skills & Feats: Knowledge: Arcana +9, Concentration 
  +9, Craft (Alchemy) +9, Listen +7, Spellcraft +9; Combat 
  Casting, Improved Initiative, Eschew Materials, Still 
  Spell.   
   
  Languages: Common, Elven, Infernal. 
   
  Spells Known/Prepared (4/4/4/3, save DC = 13 + spell 
  level): 0 – Detect Magic, Read Magic, Daze; 1st – Magic Missile 
  x2, Sleep, Shield; 2nd – Glitterdust, Web, Protection from 
  Arrows, Touch of Idiocy; 3rd — Fireball, Stilled Web, Haste  
   
  *Domain spell. Domains: X (Y), A (B). 
   
  Spellbook: 0 – All; 1st – Magic Missile, Sleep, Shield, Silent 
  Image, Reduce Person, Mount; Glitterdust, Web, Protection from 
  Arrows, Touch of Idiocy; 3rd – Fireball, Haste, Slow, Rage 
   
  Possessions: Spellbook, Masterwork Light Crossbow, 
  Bracers of Armor +1. 
  Vartimus, Human Male Ftr6: Medium Humanoid; CR 
  6; HD 6d10+12; hp 60; Init +6; Spd 20 ft.; AC 23, touch 12, 
  flat-footed 22 (+10 armor, +2 shield, +1 Dex); Base 
  Atk/Grp: +9/+9; Full Atk +12 longsword (1d8+5/19-20); 
  AL NE; SV Fort +7, Ref +3, Will +3; Str 16, Dex 14, Con 
  13, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Climb +4, Jump +5, Swim +4; 
  Improved Initiative, Weapon Focus (Longsword), Power 
  Attack, Cleave, Weapon Specialization (Longsword), 
  Diehard, Blind-Fight. 
   
  Languages: Common. 
   
  Possessions: 
  +1 
  full-plate, 
  heavy 
  steel 
  shield, 
  masterwork longsword, 2300 gp 
   
  Pellinus, Human Male Ftr6: Medium Humanoid; CR 
  4; HD 6d10+12; hp 60; Init +6; Spd 20 ft.; AC 20, touch 12, 
  flat-footed 18 (+9 full-plate, +1 Dex); Base Atk/Grp: +9/+9; 
  Full Atk +12 greataxe (1d12+7); AL NE; SV Fort +7, Ref 
  +3, Will +3; Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Climb +4, Jump +5, Swim +4; 
  Improved Initiative, Weapon Focus (greataxe), Power 
  Attack, 
  Cleave, 
  Weapon 
  Specialization 
  (greataxe) 
  Diehard, Blind-Fight. 
   
  Languages: Common. 
   
  Possessions: 
  +1 
  full-plate, 
  heavy 
  steel 
  shield, 
  masterwork greataxe, masterwork longsword 2300 gp 
   
  Shellen, Human Male Ftr6: Medium Humanoid; CR 4; 
  HD 6d10+12; hp 60; Init +6; Spd 20 ft.; AC 20, touch 12, 
  flat-footed 18 (+9 full-plate, +1 Dex); Base Atk/Grp: +9/+9; 
  Full Atk +12 greataxe (1d12+7); AL NE; SV Fort +7, Ref 
  +3, Will +3; Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Climb +4, Jump +5, Swim +4; 
  Improved Initiative, Weapon Focus (greataxe), Power 
  Attack, 
  Cleave, 
  Weapon 
  Specialization 
  (greataxe) 
  Diehard, Blind-Fight. 
   
  Languages: Common. 
   
  Possessions: 
  +1 
  full-plate, 
  heavy 
  steel 
  shield, 
  masterwork greataxe, masterwork longsword, 2300 gp 
   
  ENCOUNTER 8 
   
   
   
   
  “Deathcoil”, Spellwarped nine-headed cryohydra: 
  Huge Aberration; Space/Reach: 15ft./10ft; CR 11; HD 
  9d10+66; hp 129; Init +2; Spd 20 ft., swim 20ft.; AC 22, 
  touch 10, flat-footed 20 (-2 size, +2 Dex, +12 natural); Base 
  Atk/Grp: +11/+24; Full Atk 9 bites +15 melee (1d10+7) 
  SA Breath Weapon ; SQ low-light vision, scent, 
  darkvision 60ft, fast healing 19, Immunity to cold, Spell 
  Resistance 20, Spell Absorption; AL N; SV Fort +13, Ref 
  +9, Will +5; Str 25, Dex 14, Con 22, Int 6, Wis 10, Cha 9.  
   
  Skills & Feats: Listen +8, Spot +8, Swim +13; Blind-
  fight, Combat Reflexes, Iron Will, Toughness, Weapon 
  Focus (bite).  
   
  Breath Weapon (Su): These purplish hydras can 
  breathe jets of frost 10 feet high, 10 feet wide and 20 feet 
  long. All heads breathe once every 1d4 rounds. Each jet 
  deals 3d6 points of cold damage per head. A successful 
  reflex save halves the damage. The save DC is 10 +1/2 
  hydra’s original number of head + con modifier. (DC 25 
  for Deathcoil) 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 X the level of the failed spell. 
   
  Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 X the level of the 
  failed spell. 
   
  Resistance: The spellwarped creature gains resistance 
  10 to one energy type (acid, cold, electricity, fire or 
  sonic). 
    
  
  KEO6-06 The Price of Hospitality 
   
  Page 21 
  DM AID: MAP #1 – BASEMENT 
   
   
   
   
  
  KEO6-06 The Price of Hospitality 
   
  Page 22 
  DM AID: MAP #2 – BASEMENT BEYOND THE PORTAL 
   
   
   
  X = Anchor point for 50’ chain attached to guardian. See Encounter Eight. 
   
   
   
  
  KEO6-06 The Price of Hospitality 
   
  Page 23 
  DM AID: NEW RULES 
  Spellwarped Creature (Monster Manual III, Page 162-163) 
  “Spellwarped” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, 
  humanoid, magical beast, monstrous humanoid, plant or vermin (referred to hereafter as the base creature). 
  Size and Type: The creature’s type changes to aberration. Do not recalculate the creature’s Hit Dice, base attack bonus, 
  saves or skill points if its type changes. The creature gains the augmented subtype if necessary. Size is unchanged. 
  Armor Class: Natural armor bonus increases by 2 (this stacks with any natural armor bonus the creature has) 
  Special Qualities: A spellwarped creature has all the special qualities of the base creature, plus the following special 
  qualities. 
   
  Spell Resistance (Ex): A spellwarped creature gains spell resistance equal to 11 + its hit dice. If the creature already has 
  spell resistance, use the greater of the two values. 
   
  Spell Absorption (Su): Whenever a spell fails to penetrate a spellwarped creature’s spell resistance, the creature gains 
  one of the following benefits, chosen at the time the spell resolves. 
   
  Might: The spellwarped creature gains a +4 enhancement bonus to Strength for 1 minute. 
   
  Agility: The spellwarped creature gains a +4 enhancement bonus to Dexterity for 1 minute. 
   
  Endurance: The spellwarped creature gains a +4 enhancement bonus to Constitution for 1 minute. 
   
  Life: The spellwarped creature gains temporary hit points equal to 5 X the level of the failed spell. 
   
  Speed: The spellwarped creature’s base speed increases by a number of feet equal to 5 X the level of the failed spell. 
   
  Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire or sonic). 
  Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +4 
  Challenge Rating: HD 3 or less, as base creature; HD 4 to 10 as base creature +1, HD 11 or more, as base creature +2. 
  Alignment: Usually evil (any). Spellwarped creatures are typically selfish and cruel. 
  Level Adjustment: +3. 
   
   
   
   
   
  
  KEO6-06 The Price of Hospitality 
   
  Page 24 
  PLAYER HANDOUT #1 – A HASTILY SCRAWLED NOTE 
   
   
   
  Cedric- 
   
  You must meet me at the enclosed location as 
  quickly as possible. You are endangered by an 
  old acquaintance. Make haste. 
   
  -Vartimus 
   
  (When you flip the note over, you see a map is drawn on the back. Castle Vorgax is 
  evident, as is a well-known hunstman’s clearing.) 
  
  KEO6-06 The Price of Hospitality 
   
  Page 25 
   
  PLAYER HANDOUT #2  – LETTER OF INTRODUCTION 
   
  The following is translated from elvish. 
   
  Honored Spoken One, 
  Please treat the bearer of this letter, Cedric 
  of swanhollow, as my liaison in all things. Deal 
  with him as you would deal with me, for he is my 
  new mouthpiece. He will be overseeing my affairs 
  in the south. He is my trusted confidante; speak 
  to him as if you were speaking to my ears 
  directly. 
   
  The bottom of the letter is marked with a symbol you have never seen before, in place of a signature.  
   
  
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