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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  RTK6-S04 
   
   
   
   
   
  The Price of Knowledge 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in Ratik 
  Version 2.3 
   
   
  by Greg Jones and Frank Mikes 
  Reviewers: James Dempsey 
  Playtesters: John Deague, Dean Bailey, York Cook, Daniel Oddo, Derek Christensen, Andrew 
  Alexandrou, Dean Reilly and Russell Lee 
   
   
  Harkam Chillgreen, a halfling importer/exporter of unusual wares has goods that need transporting 
  from Ratikhill to the dwarves of Aurichold. Due to the lateness of the season, the itinerant dwarven 
  population has already returned home, so Chillgreen is looking for hardy adventurers to transport the 
  goods for him. Will you accept the challenge of a trip into the Rakers this late in the season? And 
  what can be so important that the dwarves need it before winter sets in? A mostly outdoors Ratik 
  Regional Introductory Scenario for 1st level characters only. 
   
  Resources for this adventure [and the authors of those works] include Races of Destiny [David 
  Noonan, Eric Cagle, Aaron Rosenberg] 
   
  
  RTK6-S04 The Price of Knowledge 
   
  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 
  in 
  2008 
  as 
  new 
  Ratik 
  introductory scenarios are released. See the 
  Ratik website for up to date information. 
   
  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 rule 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 Appendix 1. 
  For your convenience, that appendix is split by 
  APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session 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.  
  # 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 
  
  RTK6-S04 The Price of Knowledge 
   
  Page 2 
  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. 
   
  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 Ratik.  Characters from Ratik pay one (1) 
  Time Unit per round, while all other characters 
  pay two (2) 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 that 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 DC 20 Survival 
  check, 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 
  Winter falls like an anvil over Ratik, travel 
  becomes difficult, if not impossible and man and 
  dwarf alike seek their firesides to hide from the 
  winter chill. Only a handful of dwarves remain in 
  Ratikhill for the winter, most preferring to return 
  to their homes high in the Rakers. The people of 
  Ratikhill are not overly concerned, the winter 
  makes it just as hard for the monstrous 
  humanoids of the Bone March to attack 
  providing a reprieve for the people of this 
  fortified town. 
   
  Many years ago, the dwarves of Aurichold 
  developed a taste for adventure stories and 
  there is a great demand for them in the 
  Aurichold 
  Library. 
  It 
  may 
  surprise 
  many 
  characters that the normally gruff and taciturn 
  dwarves 
  can 
  be 
  quite 
  scholarly 
  when 
  encountered in one of their holds in the middle of 
  winter. 
   
  Harkam 
  Chillgreen 
  is 
  a 
  well 
  known 
  importer/exporter 
  with 
  some 
  seedier 
  connections. He has been caught fencing goods 
  more than once in the past, thus he is seen as a 
  ‘mostly honest’ merchant and does have a few 
  friends in both high and low places. Harkam 
  likes to maintain a friendly and harmless 
  demeanour, typical of the image that most tall 
  folk have of halflings. However, those in the 
  know in Ratikhill are aware that people who 
  have crossed Harkam in the past have been 
  known to suffer from ‘accidents’. Harkam is not a 
  halfling to be crossed lightly!  
   
  The reason why Harkam should not be 
  crossed is his connection to a group of 
  revolutionaries.  These revolutionaries can be 
  ruthless at times, and have the people and the 
  resources to deal with anybody that crosses 
  their ‘friends’. Currently, the main goal of these 
  revolutionaries is to strain relations between the 
  dwarves and the human noble houses. To aid 
  them in this endeavour, they have asked 
  Harkam to help them. Harkam is not pleased to 
  be doing this, but has been helped too often in 
  
  RTK6-S04 The Price of Knowledge 
   
  Page 3 
  the past to be able to refuse without the direst of 
  consequences. 
   
  The revolutionaries have discovered that a 
  cadet branch of House Bresht have been 
  dabbling in dark magic. Knowing that Harkam 
  sells books to the dwarves of Aurichold every 
  year, they decided to steal one of the more 
  incriminating texts from Sir Reginald Cor-Bresht, 
  a demonologist and noble of House Bresht. 
  Harkam has been instructed to include the book 
  of dark magic in this year’s shipment to the 
  dwarves. 
  The 
  revolutionaries 
  believe 
  the 
  dwarves will discover the book and investigate 
  its origins. They believe that the dwarves will 
  accuse the nobles of House Bresht, weakening 
  the 
  House 
  and 
  causing 
  ongoing 
  tension 
  between the races. 
   
  Unbeknown 
  to 
  the 
  revolutionaries 
  Sir 
  Reginald Cor-Bresht, has cast divinations to 
  locate the book. He has sent his apprentice, 
  Piers Courtney, to recover his book from 
  Ratikhill. 
   
  ADVENTURE SUMMARY 
  Introduction – PCs begin in the fortified town of 
  Ratikhill. 
   
  Encounter One – Meeting the Employer, 
  Harkam Chillgreen and negotiate a contract. 
   
  Encounter Two – Experience the dangers of 
  the Kalmar Pass, view a memorial from the 
  Battle of Kalmar Pass and fight some gnolls. 
   
  Encounter Three – Camping on the trail, 
  PCs 
  are 
  attacked 
  by 
  some 
  monstrous 
  centipedes. 
   
  Encounter Four – Meeting the dwarves and 
  seeing some of Aurichold. 
   
  Encounter Five – Deliver the books to the 
  librarian, who discovers that one of the books is 
  not as it seems. 
   
  Encounter 
  Six 
  – 
  PCs 
  must 
  explain 
  themselves to the dwarves.  They are given the 
  choice of doing time in the mines, or of 
  discovering where the book came from. 
   
  Encounter Seven – Returning to Ratikhill, 
  the PCs face a storm, but the only shelter is 
  occupied by gnolls. 
   
  Encounter Eight – The PCs encounter Piers 
  Courtney, 
  Sir 
  Reginald’s 
  apprentice, 
  and 
  discover the identity of the book’s owner. 
   
  PREPARATION FOR PLAY 
  This adventure is an introductory adventure for 
  1st level characters only. It is recommended that 
  GMs 
  encourage 
  players 
  to 
  consider 
  the 
  purchase of riding dogs and guard dogs for their 
  characters (PH pg 129 and MM pg 271-272). 
  These dogs can help in combat, and allows 
  access to the track feat. 
   
   
  INTRODUCTION 
  Winter has descended in Ratik and while the 
  people of Ratikhill relax, the dwarves of Clan 
  Ukakane in Aurichold wait anxiously for a 
  delivery. And what is this delivery?  Mead 
  perhaps or strong ale?  No, it’s books, the tough 
  dwarves of Clan Ukakane are desperate for 
  something to read and need some people to 
  bring books to them. 
   
   
  Give the players Player Handout #1.   
   
   
  ENCOUNTER ONE: A 
  SMALL DELIVERY JOB 
  After the PCs have read Handout One, 
  assuming they proceed to Harkam’s store, read 
  the following. If they choose not to proceed, the 
  adventure ends here. 
   
  The GM should play Harkam as if he’s very 
  eager to please and perhaps a bit more 
  important than he should be. Think of a high 
  voiced ‘Arthur Daley’ from Minder. PCs who 
  attempt a DC15 Gather Information or Bardic 
  Knowledge check about Harkam will discover 
  that he is regarded as ‘mostly honest but has 
  been caught attempting to fence stolen goods 
  more than once (he claims he never suspected 
  that they were stolen) and that he probably has 
  some powerful friends, some high others low but 
  that it doesn’t pay to cross him.’   
   
  As you make your way through Ratikhill to 
  Harkam Chillgreen’s store you are struck 
  again by the martial nature of the town. 
  Ratikhill is more a fortress than a town, 
  guarding the country from the monsters of 
  Bone March and the Rakers. This is reflected 
  in most people carrying weapons and 
  wearing armour in the street. Every shop, 
  house and building can quickly and easily be 
  converted into a strongpoint. The people of 
  this town have faced the treat of invasion 
  before, and live with the threat every day of 
  their lives. However, they are ready to face 
  that threat, and until it arrives they continue 
  with their lives despite the danger. 
   
  The shop of Harkam Chillgreen is no 
  different. Though brightly painted you can 
  see that it is a solid construction of stone, 
  with thick oaken doors and shutters. Every 
  opening has arrow slits, and it would be very 
  difficult to set this building alight. Entering 
  the shop, you are greeted by a stout halfling 
  who asks you to head back into the office at 
  the rear of the warehouse.  You notice 
  
  RTK6-S04 The Price of Knowledge 
   
  Page 4 
  several others have arrived and when he 
  enters with the last person to arrive, the 
  halfling beckons you all forward.  “Welcome 
  my friends.  I’m glad you saw my sign.  A 
  delivery was late . . . but I’m getting ahead of 
  myself.  I am Harkam Chillgreen and I own 
  this 
  establishment. 
   
  Please 
  introduce 
  yourselves.” 
   
  Give the PCs the chance to introduce their 
  characters to Harkam and the group. 
   
  “Excellent,” Harkam claps his small hands, 
  “now, I’d like to hire you people to do a small 
  job. The dwarves of Clan Ukakane are mad 
  for books, especially in the winter. I had a 
  shipment coming in all the way from Dyvers 
  but it was delayed and while I would normally 
  send it with some of the dwarves returning to 
  their home, I don’t know of any that haven’t 
  already gone. The Ukakane will be extremely 
  angry if I don’t deliver this shipment of books 
  and I may not get another sale from them, 
  they’re ever so stubborn that way. So, I’m 
  afraid I have no choice but to hire you to 
  transport the books up the mountain to 
  Aurichold.  I’ll pay you for this and I can even 
  loan you some equipment. So, are you 
  interested in taking the job?” 
   
  Let the PCs discuss this and haggle over the 
  price if they want. The standard rate is 8sp per 
  day, and the journey should take three days 
  each way. Therefore, Harkam will start by 
  offering the PCs 5gp each for the job. Harkam 
  does not expect the PCs to settle for any less 
  than 15gp each given the harsh weather and the 
  rushed nature of the job, and he is willing to go 
  as high as 30gp each. To negotiate a higher 
  payment will require a Diplomacy check, with a 
  DC equal to the payment being sought. Good 
  arguments and roleplaying should be rewarded 
  by the GM with positive modifiers to the 
  Diplomacy check, but no more than +5.   
   
  When the PCs agree to a payment; 
   
  Again he claps and says, “Marvellous!  I’ll 
  give you the books in a moment. Now, at 
  Aurichold, you go to the library up there and 
  speak to the librarian. Her name is Elen 
  Ukakane, she’s the one you give the books to 
  and she’ll pay you for them but watch out 
  that she doesn’t try to tip the scales. The 
  price is 5 pounds of silver per pound of 
  book. Now, I will write the terms we have 
  agreed upon down, and we can all sign the 
  contract.” 
   
  Harkam will insist the PCs sign a contract once 
  the amount is agreed upon. Should they loose 
  any of the books, or the dwarves payment, they 
  will be liable for making up the difference! This is 
  not negotiable, and most PCs should know that 
  this is not an unusual request, a fact that 
  Harkam will relay to them. PCs will be payed 
  upon their return to Ratikhill, but Harkam is 
  willing to loan them some basic camping 
  equipment and cold weather gear if they need 
  any. 
   
  In all there is 30 lb of books, each book 
  weighing about a pound. If the PCs check, there 
  are 32 books in total. If the PCs ask, this is a 
  sample of the books being sent: 
  • 
  The Marquis of the Amulet – A story about a 
  halfling thief from Ket who steals a magic 
  amulet and is then forced to destroy it. 
  • 
  Henry Plowman – A book about a young boy 
  from the country who enters into the temple 
  of Heironeous in Greyhawk City to be 
  trained as a cleric. 
  • 
  The Dyver’s Cypher – A book about a 
  studious mage who teams up with a rogue 
  to uncover an ancient mystery involving the 
  Church of Pelor. 
  • 
  Papers and Paychecks – A poorly translated 
  tale where strange people live in a highly 
  organised society without magic of any kind 
  except for some weird, all-encompassing 
  power called Tek Nolojee. 
   
  Development: If the PCs insist on checking 
  each book carefully, inform them that it would 
  take hours, and Harkam is not willing to wait. 
  The only realistic way to check each book 
  thoroughly is by casting scholar’s touch, a spell 
  that is not available to the PCs until they reach 
  3rd level.  
   
  The Book: Among the books that the PCs 
  are carrying is one that was stolen from Sir 
  Reginald Cor-Bresht, a member of a cadet 
  branch of House Bresht. This book details dark 
  magic and ways of negotiating with and binding 
  demons (succubi, hezrou, nalfeshnee and 
  glabrezu to be precise) and the true names of 
  one or more individual demons of each of the 
  four types above (three succubi, one hezrou, 
  one nalfeshnee and two glabrezu). Sir Reginald 
  wants his property returned, both for its inherent 
  value, and because of the scandal that may 
  arise if anybody comes to realise what sort of 
  magic he studies.  
   
  The book has a false cover and the book is 
  protected by both secret page (on every page of 
  the book) and by a Nystal’s magic aura so that it 
  does not detect as magic. The only way to 
  detect the magical obfuscation is with a 
  combination of true seeing and comprehend 
  languages (see Player’s Handbook pg 275). 
  Despite the nature of the writings in the book, it 
  is an inanimate object used for reference. It is 
  
  RTK6-S04 The Price of Knowledge 
   
  Page 5 
  not used directly in any evil rituals, so does not 
  detect as evil.  
   
  Under 
  no 
  circumstances 
  should 
  the 
  presence of the book of dark magic be revealed 
  at this stage. 
   
  Harkam Chillgreen: Male halfling Rog5 
  (Bluff +10, Sense Motive +8). 
  ENCOUNTER TWO: THE 
  KALMAR PASS 
  The Kalmar Pass is a dangerous place. There 
  are many monstrous humanoids that live in the 
  area, especially in Spinecastle at the western 
  end of the Pass. Though winter has begun to set 
  in, it is still a dangerous place to travel. This is 
  made evident first by the memorial to the Five 
  Hundred , and later by a gnoll attack. 
   
  As you begin your journey from Ratikhill, the 
  day is clear if somewhat cold. While there is 
  some snow on the ground of the Pass, the 
  main path is mostly clear making travel easy. 
  However, looking up at the mountains to 
  either side of the Pass you can see that you 
  will soon encounter serious snow. 
   
  Within 500 yards of the gates of Ratikhill 
  is a strange monument, a pile of skull-
  shaped rocks. At the base of the pile is a 
  stone obelisk, engraved with the words, “In 
  memory of the Five Hundred , who stopped 
  an army and saved us all.” 
   
  PCs may make a DC12 Knowledge (Local - 
  NMR), 
  Knowledge 
  (History) 
  or 
  Bardic 
  Knowledge check to receive Player Handout 
  #2. 
   
  After the PCs have travelled for half a day, 
  they encounter a trio of gnolls who are out 
  hunting for humans and dwarves. They are 
  young, and not terribly skilled, and they wish to 
  raise their status by claiming some heads. 
   
  Your progress through the day is good, and 
  the weather remarkably holds clear. As the 
  afternoon sun lengthens, you can hear the 
  sound of dogs from up ahead. What could 
  bring dogs out into the Pass in such weather 
  as this?  
   
  Give the players a chance to react. They may 
  wish to take cover, of which there is plenty, or 
  they may wish to try and hide. If they choose the 
  latter, remember to give the gnolls a spot check 
  to notice any hidden PCs. 
   
  A hawk cries overhead, announcing the 
  arrival of three creatures.  They stand on two 
  legs like people, but they have the heads of 
  dogs and speak in barks and howls. Seeing 
  you, they all howl with glee and charge 
  towards you with axes bared.  
   
   
  Creatures: These gnolls are not interested 
  in negotiations, but it is possible for a PC that 
  speaks gnoll to make a rushed diplomacy check 
  (see Player’s Handbook pg 71-72; the gnolls 
  start with an attitude of Hostile). When the gnolls 
  come into sight they are 90 feet from the PCs. 
  APL 2 (EL 3) 
  Gnolls (3): hp 11 each; see Monster Manual 
  pg 130.  
   
  Tactics: 
  The 
  gnolls 
  are 
  young 
  and 
  inexperienced. Two will charge as soon as 
  possible and will not look for flanks. The third 
  gnoll will hang back and shoot with his bow. If 
  two of the gnolls are dropped, the third will try to 
  flee.  
   
  Treasure: If the PCs fight and defeat the 
  gnolls, they will find standard gnoll equipment, 
  plus each gnoll is carrying a potion of Cure Light 
  Wounds. 
  APL 2: Loot – 21 gp, Coin – 0 gp, Magic – 6gp – 
  Potion of Cure Light Wounds x 3 (2gp each). 
   
   
  ENCOUNTER THREE: THE 
  MOUNTAIN TRAIL 
  After dealing with the gnolls, the PCs are only a 
  couple of hours from the path that leads to the 
  dwarven fortress city of Aurichold. It will then 
  take them fourteen hours to hike to the gates of 
  Aurichold. A little more than halfway up the 
  mountain path is a camp site in a cave. The 
  camp site was created by the dwarves centuries 
  ago, and is still well used. However, the constant 
  use of the camp site has resulted in giant vermin 
  visiting the site on a regular basis to search for 
  food. The dwarves that travel this path are 
  aware of the danger, but the PCs are not… 
   
  After dealing with the trio of gnolls, it is only 
  a couple of hours before you find the path to 
  Aurichold. After a cold nights camp, you set 
  out the next day for your destination. From 
  what Harkam told you, it will take most of two 
  days to make the hike to the gates of the 
  dwarven fortress. 
   
  Once again, the weather is clear but 
  extremely cold. While the path is covered in 
  snow, it is easy to follow and you make good 
  progress through the day. As evening 
  approaches, you find a cave to the side of 
  the path, complete with a fireplace and a 
  good supply of wood. 
   
  As the players move into the cave, they disturb a 
  group of small monstrous centipedes. The 
  
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  Page 6 
  centipedes are in the midden heap on the far 
  side of the cave, and can only be spotted with a 
  DC34 Spot check (take 10, +14 skill modifier, 
  +10 for improved cover). Otherwise, the PCs will 
  be surprised by the centipede attack unless they 
  have a Feign Surprise card. 
   
  As you move into the cave, you can see that 
  it is spacious, about 40ft. in diameter. In the 
  centre of the cave is a stone fireplace, with 
  cooking plate and a hook for a kettle. To the 
  right side of the cave is a wood store, and a 
  large barrel. To the left is a midden heap. As 
  you are taking in your surroundings a 
  number of monstrous centipedes erupt from 
  the midden heap and charge towards you. 
   
  If the PCs check the barrel, they will find that it 
  contains blankets, a kettle, flint and steel and 
  some hard rations.  
   
  Creatures: 
  There 
  are 
  four 
  monstrous 
  centipedes, and they charge the nearest PCs. 
  Due to the time of year, there is nothing to 
  scavenge from the midden heap, and these 
  vermin are starving.  As such, they will fight to 
  the death. 
   
  Due to the near certain surprise granted to 
  the creatures by the terrain, the EL of this 
  encounter has been increased by one. 
   
  APL 2 (EL 2) 
  Monstrous Centipede, Small (4): hp 2 each; 
  see Monster Manual page 286. 
   
  Treasure: 
  None, 
  other 
  than 
  dead 
  centipedes! 
   
  Development: 
  After 
  defeating 
  the 
  centipedes, allow the players to set watches and 
  take any precautions they like. If they suggest 
  camping outside the cave, a DC8 Survival or 
  Knowledge (nature) check will reveal that they 
  will likely die of hypothermia during the night due 
  to the extreme cold. The weather begins at cold, 
  but after two hours it drops to extreme cold (see 
  DMG pg 302).  
   
  PCs staying out in the weather need to 
  make a DC15 Fortitude save in the first hour, 
  DC16 Fortitude save in the second hour, then a 
  Fortitude save every ten minutes with the DC 
  increasing by one each time. Every failed save 
  results in 1d6 non-lethal damage that can only 
  be recovered after warming up. Cold weather 
  gear and the Survival skill can be used to effect 
  these Fortitude saves.  
   
  Note: Characters taking damage from cold 
  weather or exposure count as being fatigued 
  (PH pg 308) until they warm up and heal all non-
  lethal damage. 
   
   
  ENCOUNTER FOUR: THE 
  GATES OF AURICHOLD 
  The second day up the mountain trail holds no 
  more surprises for the PCs, at least until they 
  gets to the Gates of Aurichold. The mountain 
  fortress is a magnificent structure, a monument 
  to 
  dwarven 
  engineering. 
  The 
  gatekeeper 
  however, 
  could 
  use 
  a 
  few 
  lessons 
  in 
  diplomacy… 
  Your second day of travel up the mountain 
  path is more difficult than the first. The 
  mountain air becomes thinner the higher you 
  climb and the weather is becoming worse. As 
  the day progresses clouds cover the sky 
  above, threatening a snowstorm. On the 
  path, the temperature drops while the winds 
  increase their intensity. 
   
  Late in the afternoon, cold and tired, you 
  round a corner in the path to behold an 
  incredible view. Before you is a chasm, its 
  depth lost in the mountain mist and at least 
  300 feet across. Spanning the gap is a bridge 
  unlike any you have seen before. 
   
  The bridge is 40 feet wide, with huge 
  towers and gate works every one hundred 
  feet. Each of the towers is 80 feet tall and has 
  huge ballistae and catapults mounted upon 
  them. On the far side of the chasm you can 
  see the gates to Aurichold, 120 feet tall and 
  60 feet wide, carved directly out of the 
  mountain! 
   
  As you approach the bridge, a portal is 
  opened 20 feet above you and from it a dwarf 
  addresses you in its native tongue. 
   
  If any of the PCs speak Dwarven, then they can 
  respond to the challenge, otherwise he will curse 
  loudly and repeat his challenge in Common. 
   
  “Hail! Who are you? State your business for 
  approaching Aurichold.” 
   
  The Dwarf is Karidan, Gate Keeper of Aurichold. 
  He is fairly arrogant and traditional, as well as 
  being somewhat of a racist but he will speak 
  Common unless the entire party are Dwarves. 
   
  “To enter Aurichold, you pass into the 
  sacred lands of Clan Ukakane.  You can bear 
  no weapon against us and must surrender all 
  arms here and now.” 
   
  The PCs must hand over all of their weapons 
  here at the gate, if they do not, then they will not 
  be allowed into Aurichold.  If they ask Karidan to 
  get the librarian he will flat-out refuse, nor will he 
  take the books from the PCs.  His responses will 
  be along the lines of, “if ye want to see the 
  
  RTK6-S04 The Price of Knowledge 
   
  Page 7 
  librarian, ye’ll have to go in.  I’m not some 
  messenger service or a delivery point!” 
   
  After the weapons have been handed over, 
  he will continue.  “Next is the fee.  Each of ya 
  will have to pay 1 gold piece for entry.” 
   
  For Dwarves he will waive the fee provided that 
  the Dwarf has turned over all weapons.  He will 
  apologise for this necessity to Dwarves but will 
  say that it is just, “the times we live in.”  Karidan 
  can be bargained down with a DC25 diplomacy 
  check, altering his mood to friendly (he is 
  currently unfriendly). Allow a +5 bonus if a dwarf 
  is doing the bargaining. If bargained down he will 
  charge each non-dwarven PC 5sp. Dwarves 
  enter Aurichold for free. Once the PCs pay the 
  toll and surrender their weapons they are 
  allowed through the gate. 
   
  “Finally,” Karidan sighs dramatically, “I am 
  obliged to warn you all that you are entering 
  Ukakane territory.  You are subject to our 
  laws and our punishments once you enter.  
  Break these laws at your own risk.  There, 
  now ye’ve been warned.”  With that, he 
  opens a large gate and watches you warily as 
  you walk through. 
   
  If any of the PCs ask him what the laws are, he 
  will ask, “why, are you thinking of breaking 
  some? Good, we need some more workers in 
  the mines.” If pressed he will say that there are 
  too many laws for him to mention now. 
   
   
  Karidan, Gatekeeper of the First Gate: 
  Male dwarf Rgr6. 
   
  You make your way across the bridge 
  carefully. The stone is extremely slippery and 
  the wind is roaring through the chasm, 
  threatening to sweep you off the path at any 
  moment. At each tower you are checked, 
  then allowed to pass the gate until at last you 
  come to the great stone gates of Aurichold. 
  As you pass through the gates, you see the 
  first hall of the fortress, a cavernous room 
  more than three hundred yards across. 
  Around the room and in the roof are dozens 
  of murder holes, and only one exit you can 
  see.  
   
  As the gates close behind you the sound 
  of the wind dies and a smiling dwarf 
  approaches you. “Greetings, I am Borik. So, 
  what brings you to Aurichold?” 
   
  Play Borik (the guide) as a long-suffering 
  motherly type who sees adventurers as idiot 
  children who constantly need help. He will be 
  somewhat friendlier than Karidan, but it will be 
  obvious that he feels that non-dwarves are of 
  inferior stock. He will sigh and roll his eyes but in 
  general will see it as fitting that he should help 
  the PCs while they are in Aurichold.  
   
  Borik will happily lead the PCs to the library, 
  assuming they state that as their destination. If 
  they state otherwise he will become very 
  suspicious. 
   
  Aurichold is magnificent, if a little tight. While 
  the corridors are broad, the ceilings are mostly 
  only 5’5” and doorways are 5’ high. Most human 
  characters will find their heads scraping the 
  ceiling and may begin to feel somewhat 
  claustrophobic. There is also very little light 
  inside and PCs without darkvision will find it very 
  difficult to see where they are going.  
   
  Borik retrieves a dusty old lamp, and takes 
  some time cleaning, filling and lighting it. 
  The consideration of those that cannot see in 
  the dark is obviously not one that the 
  dwarves need to make often. 
   
  Having readied the light, Borik leads you 
  through the fortress city of Aurichold. What 
  you see is breath-takingly magnificent. The 
  entire city has been carved from stone, but 
  with an attention to detail that is difficult to 
  fathom.  Every wall is carved with battle 
  scenes and religious imagery, telling the 
  history of the people of Aurichold. The detail 
  and scope of the work would require days of 
  work for each panel, and as you walk down 
  corridor after corridor you begin to realise 
  that the artwork must have taken centuries to 
  create. 
   
  Along your path Borik pauses in a large 
  hall, with ceiling vaulted 40’ high. Unlike 
  most of the passages and halls you have 
  passed through so far, this one is illuminated 
  by light, somehow filtered from outside the 
  mountain. 
   
  Upon the walls of this hall you can see 
  scenes from a large battle. Much of it is 
  incomplete, but one wall is dominated by the 
  etchings of a huge harbour. After a minute 
  you realise that this is a depiction of the 
  Battle of Marner. Each vessel is intricately 
  carved, some have incredibly detailed and 
  well rendered flames in their rigging or on 
  their decks.  Borik allows you a moment to 
  appreciate this work before saying, “Humans 
  at their best here.  Dwarves didn’t participate 
  much but even we had to admire you 
  Humans for this one.” 
   
  There is a lot to see in the dwarven city, and 
  Borik is happy to answer any questions the PCs 
  may have. He knows a lot about the history of 
  his own people, but not so much about human 
  history.  
  
  RTK6-S04 The Price of Knowledge 
   
  Page 8 
   
  Feel free to elaborate on the description of 
  Aurichold. It is a large city, and an almost 
  impregnable fortification. This city holds about 
  3,000 dwarves in the warmer months, a figure 
  that swells to almost 5,000 in the winter. The 
  PCs will pass many dwarves going about their 
  daily business, and most will be polite, but 
  distant. Note that the forges are on a different 
  level. The PCs will only see the residential level 
  of Aurichold on this trip. 
   
  Borik, Stonelord of the First Hall: Male 
  dwarf Ari3/Ftr2 (Diplomacy +10, Knowledge 
  (history) +6, Sense Motive +8). 
   
   
  ENCOUNTER FIVE: THE 
  LIBRARY UNDER THE 
  MOUNTAIN 
  Allow the PCs to ask as many questions as they 
  like, this is an intro. However, if time is pressing, 
  push them on to the library. The library is warm 
  and well-lit, and has a number of dwarves quietly 
  reading or selecting books.  
   
  After leaving the Hall of Marner, you soon 
  come to another illuminated hall. This hall is 
  obviously your destination. It is about 80’ 
  across and 120’ deep. There are four large 
  fireplaces and many comfortable looking 
  leather chairs. Lining the walls are huge 
  bookshelves that go all the way to the 20’ 
  ceilings. In the back half of the room there 
  are also several freestanding bookshelves. 
  There must be thousands of books, more 
  than you have ever seen in one location 
  unless you have been to the Great Library in 
  Greyhawk City or to the University of Rel 
  Mord. To one side you can see a counter, 
  and beside it a small office. Throughout the 
  room you can see several dwarves quietly 
  reading, perusing the shelves, or engaging in 
  quiet discussion. 
   
  Borik leads you to the counter, behind 
  which sits a middle aged dwarf with a long 
  beard that is starting to grey. “This is Elen, 
  the librarian, and I will leave you in her care. I 
  must now return to my duties. Hopefully we 
  can meet again before you depart. Good day 
  to you all.” 
   
  Elen is friendly, almost priestly and is, in fact, a 
  priestess of Mya – Dwarven Goddess of 
  Knowledge and Wisdom. Elen is always happy 
  to share what knowledge she has, but her 
  answers tend to be a little on the long side.  
   
  Elen greets you, then leads you into her 
  office. There are three seats available, 
  comfortable looking leather chairs built for a 
  dwarven frame. “Please, come in. I am sorry 
  there are not enough chairs, but this should 
  not take too long. Would anybody like some 
  warm mead, or a cup of tea?” 
   
  After refreshments are taken care of: 
   
  Elen takes out a large set of scales, and 
  opens a chest that contains several dozen 
  ingots of silver in various weights. Once you 
  have presented her with the books, she 
  spends several minutes checking each one 
  carefully. She takes out a large lens and 
  inspects the cover, the spine, the stitching of 
  the pages, the lettering and the illuminations.  
   
  The lens that Elen is using is a Gem of True 
  Seeing. Used in combination with a permanent 
  Comprehend Languages, Elen is able to detect 
  the magical protections upon Sir Reginald’s 
  book. 
   
  Elen pauses over one book, rechecking the 
  title page, then slowly flicks through the 
  pages. She stops flicking about 30 pages 
  into the book, then begins casting a spell. As 
  the spell reaches its conclusion you can see 
  that the writing upon the page has changed. 
  Finally, she looks up, “This book is not of the 
  sort that we usually receive from Harkam. I 
  am afraid that I am going to have to summon 
  the guards.” 
   
  For players that ask, a DC18 Spellcraft check 
  reveals that Elen cast dispel magic. The book is 
  titled ‘Around the Flanaess in 80 Days’. 
   
   
  Development: At this time, Elen calls for the 
  guards. If the PCs are stupid enough to resist, 
  remind them that they are unarmed, and that 
  there are a number of dwarves present in the 
  library. If the PCs persist, the dwarves will leap 
  to Elen’s defence. They will attempt to grapple 
  and use non-lethal damage to subdue the PCs. 
  Elen will cast command, greater (DC20 Will 
  negates) to command all the PCs to fall to the 
  ground. After that, she chooses full defence if 
  any PCs are still fighting. 
   
  NPCs: 
  Elen Ukakane, Head Librarian of Aurichold: 
  Female dwarf Clr7(Mya)/Lor5. 
  Ukakane dwarves (4): Male and female dwarf 
  Ftr4; hp 38 each; no weapons or armour; see 
  Dungeon Master’s Guide pg 117. 
   
   
  
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  Page 9 
  ENCOUNTER SIX: THE 
  HALLS OF JUSTICE 
  Once the PCs have surrendered, or have been 
  captured, they are taken to the Hall of Law, 
  where they will be judged by the High Lord of 
  Aurichold and his advisors. 
   
  Provided they offer no resistance the PCs 
  will not be harmed.  If they do resist or try to 
  escape later in the day the GM should remind 
  them that the Dwarven hold is almost in 
  complete darkness and that the only way out is 
  across the bridge over the gorge which did 
  appear to be well guarded.  If they still try, throw 
  so many dwarves at them that they are certain to 
  be captured. 
   
  The guards escort you to another large Hall 
  deep within the mountain.  The area is lit by 
  dozens of coal burning braziers and several 
  hundred dwarves stand along galleries to the 
  side.  At the far end sits a large, stone throne 
  which is flanked by two smaller chairs.  The 
  central throne is occupied by a large dwarf 
  wearing what looks like mithral armour and a 
  small circlet of the same metal.  On his right 
  is another armoured dwarf, but this one 
  wears spectacles and has a silver hammer 
  hung around his neck (Knowledge Religion 
  DC10: Symbol of Moradin), on the other side, 
  Elen sits and regards you. 
   
  The guards that bring you say, “Kneel 
  before Clan Chief of the Ukakane, High Lord 
  Horm!” 
   
  If the PCs refuse to kneel, the guards will force 
  them down (Str vs Str – guards have Str 14 so a 
  bonus of +2) and the guards will then kneel 
  themselves. 
   
  Horm says, “These are the ones that brought 
  the evil tome?” 
   
  “Yes, Clan Chief.”  Replies Elen. 
   
  “Very well,” the Dwarf roars as he fixes 
  an eye on you, “it would appear that you are 
  guilty of bringing evil to our clan. Were they 
  warned that they were subject to Dwarven 
  Law when they entered our keep?” 
   
  From the crowd to the side, Karidan the 
  gatekeeper calls out, “Indeed Clan Chief.  I 
  warned them yesterday.” 
   
  Horm turns toward the PCs, “No doubt 
  you wish to plead your case.  Be advised 
  though, my priests here will cast spells 
  making it impossible for you to tell lies.  
  Resisting such a spell is an admission of 
  guilt.  Come forward and tell your tale.” 
   
  Elen will cast Zone of Truth while the other cleric 
  (Barnor Ukakane) will cast Detect Magic and 
  watch for resistance.  The PCs will not be 
  interrupted as they talk unless they resist.  The 
  GM should ensure though that they do not say 
  anything which is not true. 
   
  When the speaker finishes, Clan Chief Horm 
  turns towards the Dwarf on his right.  
  “Barnor, what do you think?” 
   
  “He/She told no lies.  However, they have 
  clearly contravened the law and should be 
  punished.  It should not be harsh, no more 
  than two months working in the mines.  After 
  all, it seems that they were simply dupes.” 
   
  The Clan Chief then turns toward Elen 
  who says, “Chief, I don’t believe that working 
  in the mines is warranted.  As Barnor said, 
  these people knew nothing of the nature of 
  the evil they carried here.  Allow them then 
  the opportunity to correct their own error.  
  Let them find where this book came from and 
  identify the guilty party behind this.  That will 
  ensure that no more dupes will be sent to us 
  bearing evil books.” 
   
  “That is wise counsel.”  Horm says in his 
  deep, gravely voice and comes to his 
  decision.  “Very well, seek out the evil behind 
  this crime and reveal it to us.  But be warned, 
  if you return to our lands without the answer 
  I will send you to the mines.” 
   
  NPCs: 
  Horm Ukakane, Ukakane Clan Chief and 
  High Lord of Aurichold: Male dwarf Ari3/Ftr9. 
  Barnor Ukakane, High Priest of Moradin: 
  Male dwarf Clr10. 
  Elen Ukakane, Head Librarian of Aurichold: 
  Female dwarf Clr7(Mya)/Lor5. 
  Home Guard (12): Male and female dwarf 
  Ftr4; hp 38 each; see Dungeon Master’s 
  Guide pg 117. 
   
   
  ENCOUNTER SEVEN: 
  RETURN TO RATIKHILL 
  PCs should be keen to leave Aurichold and 
  return to Ratikhill where they can complete their 
  task. This encounter is supposed to show the 
  PCs the danger of travelling through the 
  mountains, not to kill them. If the PCs insisted on 
  travelling through the storm ensure that at least 
  one PC is still standing. Have that PC find a 
  rocky overhang that they can get the rest of the 
  party to so they can wait out the storm. 
   
  Remember that the PCs will be carrying 
  back about 150 pounds of silver. Check who is 
  
  RTK6-S04 The Price of Knowledge 
   
  Page 10 
  carrying all of this weight, and if they are now 
  over their weight limit. 
   
  The trip down the mountain will take two 
  days, and the PCs can again use the dwarven 
  camp half way down. The first day will pass 
  without incident, but on the second day the PCs 
  will be caught in a snow storm. 
   
  Travel down the mountain is difficult, but you 
  make good time. At the end of the first day 
  you once again come to the cave where you 
  camped on your way up the mountain. As 
  you approach the cave you notice there are 
  some dead monstrous vermin lying outside 
  the cave. 
   
  For those PCs that make a DC14 Listen check, 
  also read the following: 
   
  From within the cave you can hear what 
  sounds like a dogs sniffing and growling 
  inside the cave. 
   
  Allow the PCs to prepare as they like. If they 
  cast any spells the gnolls can make a DC14 
  listen check. If they succeed, they are not 
  surprised. 
   
  As you look into the cave you can see a trio 
  of the dog-like humanoids you encountered 
  on the way to Aurichold. They look to be 
  settling in for the night in the only shelter for 
  miles around. 
   
   
  Creatures: These gnolls simply want a 
  place to stay out of the cold for the night before 
  returning to their home, however they are 
  unwilling to surrender their shelter to the PCs. If 
  the PCs wish to attempt diplomacy, and they can 
  actually speak gnoll, the gnolls’ attitude begins 
  at unfriendly (see Player’s Handbook pg 71-72). 
  If the PCs can shift the gnolls’ attitude to 
  indifferent or better then the gnolls will consider 
  sharing the cave.  
   
  APL 2 (EL 3) 
  Gnolls (3): hp 11 each; see Monster Manual 
  pg 130.  
   
  Tactics: Due to the confined space, the 
  gnolls simply grab their axes and attack the 
  nearest opponent.  
   
  Treasure: If the PCs fight and defeat the 
  gnolls, they will find standard gnoll equipment, 
  plus each gnoll is carrying a potion of Cure Light 
  Wounds. 
  APL 2: Loot – 21 gp, Coin – 0 gp, Magic – 6gp – 
  Potion of Cure Light Wounds x 3 (2gp each). 
   
  Development: The PCs still need to 
  complete the difficult journey back to Ratikhill. 
  This encounter is not intended to kill the PCs, 
  but to show them how harsh the environment 
  actually is. 
   
  The next morning, you see that the weather 
  is getting worse. Large banks of dark clouds 
  are gathering overhead, and you fear that it 
  may break at any time. 
   
  The PCs have two choices here, they can spend 
  another day in the cave, or they can press on. A 
  DC12 Survival or Knowledge (nature) check will 
  reveal that the storm will likely start by 
  midafternoon, and last for several hours. 
  However, the weather will likely be clear for a 
  day or two after that. Note that the wording of 
  the task was such that the PCs were to 
  investigate the origins of the book to the best of 
  their abilities. That DOES NOT include travelling 
  through weather that will likely kill them.  
   
  If the PCs choose to press on treat the 
  conditions as those of a snowstorm; reduce 
  visibility by ¾, -8 penalty to spot, search and 
  listen checks and ranged attacks cannot be 
  made with anything other than a siege weapon. 
  Naked flames such as torches and candles 
  automatically go out, while lanterns have a 50% 
  chance of blowing out each hour and cannot be 
  relit. Small creatures must make a DC15 
  Fortitude check every round in combat or be 
  knocked prone. While travelling, assume that 
  small creatures get knocked prone every quarter 
  hour unless being carried. 
   
  Once the storm has blown itself out, you 
  hastily restart your journey back to Ratikhill. 
  The travel is harder now, the ground being 
  covered in over six inches of snow, even in 
  the base of the Pass. After travelling down 
  the 
  mountain 
  side, 
  you 
  make 
  an 
  uncomfortable camp before setting out on 
  you last day of travel back to Ratikhill. The 
  camp was extremely cold, and most of you 
  did not sleep well in the harsh conditions. 
  You look forward to a warm room and a hot 
  meal. 
   
  Any PC that does not have the Endurance feat 
  or some form of Cold Endurance needs to make 
  a DC14 Fortitude save or is considered fatigued 
  for the remainder of the journey. Fatigued 
  characters have a –2 penalty to Strength and 
  Dexterity, and can neither run nor charge (see 
  Player’s Handbook pg 308). 
   
  Stumbling along, rubbing your hands against 
  the cold, you come in sight of Ratikhill. 
  Pressing on you soon make the gates, and 
  after answering the obligatory questions of 
  the guards, you are allowed to enter the 
  
  RTK6-S04 The Price of Knowledge 
   
  Page 11 
  town. The only question now is, do you begin 
  your investigation immediately, or do you get 
  a warm meal first? 
   
   
  ENCOUNTER EIGHT: 
  ENQUIRIES ABOUT A 
  BOOK 
  While the PCs are interested in finding out about 
  the history of the book, its owner, Sir Reginald 
  Cor-Bresht, is also interested in recovering his 
  property. When Sir Reginald noticed it was 
  missing, 
  he 
  cast 
  some 
  divinations 
  and 
  determined that it was in Ratikhill. He has 
  therefore sent his apprentice, Piers Courtney, to 
  Ratikhill to find it. 
   
  Piers has been in Ratikhill for most of a 
  week looking for the book. In that time he has 
  discovered that the book has been sent to the 
  dwarves. He has also discovered the identities 
  of the PCs carrying the parcel. He has a lackey 
  watching the gates for the return of the PCs and 
  when they enter the town, Piers is informed and 
  knows where the PCs have gone. 
   
  However, Piers is unaware that his enquiries 
  have drawn the attention of the revolutionaries 
  that forced Harkam to send the book to the 
  dwarves.  The revolutionaries have decided to 
  ensure that Piers and the PCs meet.  
   
  You enter the town just as dusk is falling and 
  make your way to the nearest tavern. While 
  the need to begin this investigation is 
  burning in your mind, you realize that there 
  is no way to begin this late in the evening. A 
  warm bed and some rest should help you 
  recover from the journey and allow you to 
  begin searching for the book’s origin in the 
  morning. 
   
  Any PCs that are damaged or fatigued from the 
  cold conditions on the trail will continue to be 
  fatigued until they have a full nights rest. If they 
  insist 
  upon 
  beginning 
  the 
  investigation 
  immediately, 
  inform 
  the 
  players 
  that 
  the 
  temperature is dropping and that they will be 
  making Fortitude saves to avoid damage from 
  exposure (see Dungeon Master’s Guide pg 
  302). Also inform the players that everything that 
  is not a tavern is closed for the night.  
   
  While the PCs are having a meal, a young 
  flan man approaches them and delivers a letter. 
   
  The Harvesters Arms is not the best tavern in 
  town, but it is out of the cold and the wind. 
  The food served is of indifferent quality, but 
  it is hot and plentiful. However, the tavern 
  does sell very good beer, which probably 
  explains why it is so crowded. 
   
  You have almost eaten your fill when a 
  young man walks up to your table. He passes 
  you a letter, then turns and leaves. 
   
  Give the players Player Handout #3. If they try 
  to grab or question the man that delivered the 
  message, he tells the PCs he was paid a penny 
  (sp) by a hooded man outside the inn to deliver 
  the message. The hooded man will be well gone 
  by the time the PCs look for him.   
   
  At this point the PCs few options. They can 
  stay in the commons all night, they can go to the 
  rooms they have hired, they can all go to one of 
  the rooms, or they can leave the tavern. If they 
  choose to leave the tavern, they will need to find 
  accommodation elsewhere. In that case, they 
  are back to facing the first three options. 
   
  Regardless of the tavern that the PCs finally 
  decide to spend the night in (and the weather 
  DEFINITELY excludes sleeping outside) use the 
  map in Appendix Four. PCs can choose any 
  rooms on the upper floor except for rooms 10 
  and 15. These rooms are only for characters 
  with rich or luxury lifestyle. 
   
  Once the PCs retire for the night, have them 
  determine watches. Any fatigued PC that 
  chooses not to sleep (even if they are on watch) 
  must make a Fortitude save every hour to stay 
  awake. The DC for the first save is 13, and 
  increases by 1 for every hour after that. 
   
  Creatures: At 2.30am Piers Courtney enters 
  the room that hold the most PCs and attacks. He 
  has a henchman with him, so if the PCs are split 
  up (unlikely though that is) this will be a rough 
  encounter for them. Remember to check the 
  rules for the listen skill and waking up (Player’s 
  Handbook page 78-79). 
   
  Piers hopes to capture at least one PC to 
  confirm that they delivered the book to 
  Aurichold. Otherwise, he simply tries to kill the 
  PCs.  
   
  APL 2 (EL 4) 
  Piers Courtney: Male human Wiz3; hp 13 
  (plus false life); see Appendix One. 
  George: Male human War2; hp 14 each; see 
  Appendix One. 
  Tactics: Piers will have pre-cast mage armor, 
  and false life. Unless pre-empted by the party, 
  Piers will start the combat by commencing 
  casting a summon monster II spell (PCs may 
  hear this) and George will delay to open the door 
  just before Piers finishes casting. The rats can 
  then start in the room and be part of the combat 
  for three rounds. George stays back and shoots 
  until the PCs get past the rats. In the second 
  
  RTK6-S04 The Price of Knowledge 
   
  Page 12 
  round Piers summons another rat (summon 
  monster I) while George continues shooting.  
   
  Remember that Piers is expecting to catch 
  the PCs completely by surprise. He will be 
  dismayed to find the PCs awake, but will still try 
  to kill them as he feels he must protect his 
  master’s name. 
   
  Treasure: If the PCs defeat the Piers and 
  George, they are able to loot the bodies. 
  APL 2: Loot – 12 gp, Coin – 10 gp, Magic – 
  359gp - +1 dagger (192gp), +1 Ring of 
  Protection (167gp). 
   
   
  Development: If the PCs capture Piers 
  alive, he can be questioned (George knows 
  nothing beyond being hired to kill some people). 
  Piers will NOT reveal his master’s name, but a 
  DC20 
  Knowledge 
  (Local-NMR) 
  or 
  Bardic 
  Knowledge check or a DC 15 Gather Information 
  check will reveal who Piers is, and that his 
  master is Sir Reginald Cor-Bresht. With this 
  information, the PCs have fulfilled their duty to 
  Clan Ukakane. 
   
   
  CONCLUSION 
  Having found the identity of the book’s owner, 
  the PCs have completed the task appointed to 
  them by the dwarves. Now they only need to 
  take Harkam his silver. 
   
  You make your way to Harkam’s shop. The 
  door is closed due to the weather, but there 
  is an open sign out front, and the door opens 
  when you try it. Harkam is sitting behind the 
  counter, and he looks up and smiles as you 
  enter. 
   
  “It is good to see you back. I must admit I 
  was a little worried when the storm struck 
  the other day. I hope there were no 
  problems.” 
   
  Allow the PCs to tell their story. Harkam will be 
  sympathetic to their plight, but will be evasive 
  concerning Piers and the book.  
   
  If asked about the book: 
  “I must admit that I buy the books in bulk 
  from a number of merchants, mostly from 
  Dyvers. I can only imagine that the book’s 
  inclusion was a mistake. Probably somebody 
  sold it to me without realising what it was, 
  the same way that I sold it to the dwarves 
  without knowing what it was. With books, 
  this can happen sometimes. However, no 
  harm done. The dwarves have their books for 
  the winter, and you have done a magnificent 
  job.” 
   
  If the PCs question him further, Harkam will 
  continue 
  to 
  plead 
  ignorance. 
  He 
  is 
  an 
  accomplished dissembler, and it is unlikely that 
  the PCs will detect his falsehoods. In the event 
  that they succeed on a DC20 Sense Motive 
  check, 
  tell 
  them 
  that 
  Harkam 
  seems 
  uncomfortable with the idea that there was a 
  book of dark magic in the shipment he sent to 
  the dwarves. If they succeed on a DC25, inform 
  them that Harkam is holding something back. 
   
  Harkam will not, under any circumstances, 
  admit to knowingly sending the book, nor will he 
  admit to working with the revolutionaries. 
  Despite his harmless appearance, Harkam is a 
  tough little halfling and will not bow to any 
  pressure that the PCs can bring to bear at this 
  time. 
   
   
  If the PCs delivered the books, and brought 
  back the silver: 
  “You have done an excellent job, in what 
  sounds like trying conditions. Here is your 
  payment, and I look forward to doing 
  business with you again.” 
  Harkam pays the PCs the amount agreed upon. 
  He is willing to overlook the missing silver, 
  saying that he will sort it out with the dwarves in 
  the spring.  
   
  NPCs 
  Harkam Chillgreen: Male halfling Rog5 (Bluff 
  +10, Sense Motive +8). 
   
  If the PCs find the identity of the book’s owner, 
  and send word to the dwarves of Clan Ukakane, 
  then they receive the Favour of the Ukakane. 
   
  If they delivered the books and brought the 
  silver back to Harkam, they receive the 
  Gratitude of Harkam Chillgreen. 
   
   
  – The End – 
   
  
  RTK6-S04 The Price of Knowledge 
   
  Page 13 
  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 2 
  Defeat the gnolls 
  APL 2  
  90 XP 
   
  Encounter 3 
  Defeat the centipedes 
  APL 2  
  90 XP 
   
  Encounter 7 
  Defeat the gnolls 
  APL 2  
  90 XP 
   
  Encounter 8 
  Defeat Piers Courtney 
  APL 2  
  120 XP 
   
  Story Award 
  Objective(s) met: Discovered the identity of the 
  book’s owner 
  APL 2  
  40 XP 
   
  Discretionary roleplaying award 
  APL 2  
  50 XP 
   
  Total possible experience: 
  APL 2  
  450 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.   
   
  Loot = Looted gear from enemy; Coin = 
  Coin, Gems, Jewelry, and other valuables; 
  Magic = Magic Items. 
   
  Encounter 2:  Kalmar Pass 
  APL 2: Loot: 12 gp; Coin: 0 gp; Magic: 6 gp – 
  Potion of Cure Light Wounds x 3 (2gp each) 
   
  Encounter 7:  Return to Ratikhill 
  APL 2: Loot: 12 gp; Coin: 0 gp; Magic: 6 gp – 
  Potion of Cure Light Wounds x 3 (2gp each) 
   
  Encounter 8:  Enquiries about a Book 
  APL 2: Loot: 12 gp; Coin: 10 gp; Magic: 359gp - 
  +1 dagger (192gp), +1 Ring of Protection 
  (167gp) 
   
  Conclusion 
  APL 2: Loot: 0 gp; Coin: 30 gp; Magic: 0 gp 
   
  Total Possible Treasure 
  APL 2: Loot: 54 gp; Coin: 40 gp; Magic: 359 gp; 
  Total: 453 gp (max 450 gp) 
   
  Special 
  Favour of the Ukakane: For discovering the 
  owner of the book, the PC has gained an 
  influence point with the Ukakane Clan. This 
  grants the PC +2 on all Charisma based check 
  with members of this clan until the influence is 
  expended.  
  
  RTK6-S04 The Price of Knowledge 
   
  Page 14 
  Gratitude of Harkam Chillgreen: For taking the 
  shipment of books to Aurichold, Harkam has 
  offered the PC a discount on goods that he sells 
  in addition to the payment already agreed upon. 
  For the next three adventures, the PC may 
  purchase normally available 1st level scrolls and 
  potions at a 25% discount. If the PC is able to 
  summon a familiar, Harkam will sell that PC the 
  necessary components at half price. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  None. 
   
  
  RTK6-S04 The Price of Knowledge 
   
  Page 15 
  APPENDIX 1: APL 2
  ENCOUNTER 8: ENQUIRIES 
   
   
  Piers Courtney: Male Human Wiz3; CR 3; 
  Medium Humanoid (Human - Suel); HD 3d4+3; 
  hp 13 (plus false life); Init +2; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 15; Base Atk/Grp: +1/+1;  
   
  Atk +2 melee (1d4+1/19-20, +1 dagger) or 
  +3 ranged (1d8/19-20, crossbow);  
   
  Full Atk +2 melee (1d4+1/19-20, +1 dagger) 
  or 
  +3 
  ranged 
  (1d8/19-20, 
  crossbow); 
  Space/Reach: 5ft./5 ft.;  
   
  SA Spells; SQ Summon Familiar (hawk)  
   
  AL LE; SV Fort +2, Ref +3, Will +2; Str 10, 
  Dex 14, Con 13, Int 15, Wis 8, Cha 12. 
   
  Skills and Feats: Concentration +7, Craft 
  (alchemy) 
  +8, 
  Knowledge 
  (arcana) 
  +8, 
  Knowledge (the planes) +8, Spellcraft +10; 
  Augment Summoning, Scribe Scroll, Spell Focus 
  (conjuration), Spell Penetration. 
   
  Languages: 
  Abyssal, 
  Ancient 
  Suloise, 
  Common. 
   
  Possessions: +1 dagger, +1 Ring of 
  Protection, crossbow, 10 bolts, cold weather 
  gear, spell component pouch, 60gp. (Piers does 
  NOT have his spell book with him) 
   
  Spells Prepared (4/3/2; base DC = 12 + 
  spell level): 0—[detect magic, detect poison, 
  light, read magic]; 1st—[mage armor, obscuring 
  mist, summon monster I]; 2nd—[false life, 
  summon monster II]. 
   
  Physical Description: Piers Courtney - Ht: 5' 
  9", Wt: 122lbs, Hair: Blonde, Eyes: Blue, Age: 
  25; a cultured and refined man who is very 
  careful about maintaining a proper nobleman’s 
  appearance. 
   
  George: Male Human War2; CR 1; Medium 
  Humanoid (Human – S/O); HD 2d8+2; hp 14; Init 
  +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; 
  Base Atk/Grp: +2/+4;  
   
  Atk +4 melee (1d8+2, heavy mace) or +4 
  ranged (1d6/x3, shortbow);  
   
  Full Atk +4 melee (1d8+2, heavy mace) or 
  +4 ranged (1d6/x3, shortbow, Range 60 ft.) or 
  +2/+2 ranged (1d6/x3, shortbow [Rapid Shot], 
  Range 60 ft.); Space/Reach: 5ft./5 ft.;  
   
  AL NE; SV Fort +4, Ref +2, Will +0; Str 15, 
  Dex 14, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +4, 
  Intimidate +4, Ride +9; Point Blank Shot, Rapid 
  Shot. 
   
  Languages: Common. 
   
  Possessions: Shortbow, 20 arrows, heavy 
  mace, dagger, leather armour, buckler, cold 
  weather gear. 
   
  Physical Description: George - Ht: 6' 2", Wt: 
  205lbs, Hair: Brown, Eyes: Brown, Age: 22; a 
  hulking brute of a man that finds joy inflicting 
  pain upon others. 
   
  Augmented Summoned Fiendish Dire Rat: 
  Small 
  Magical 
  Beast 
  (Augmented 
  Animal, 
  Extraplanar); CR ½; HD 1d8+3; hp 7; Init +3; 
  Spd 40 ft., climb 20 ft.; AC 15, touch 14, flat-
  footed 11; Base Atk/Grp: +0/-2;  
   
  Atk +4 melee (1d4+2 plus disease, bite);  
   
  Full Atk +4 melee (1d4+2 plus disease, bite); 
  Space/Reach: 5ft./5 ft.;  
   
  SA Disease, smite good; SQ Darkvision 60 
  ft., resistance to cold 5 and fire 5, scent, spell 
  resistance 6;  
   
  AL LE; SV Fort +5, Ref +5, Will +3; Str 14, 
  Dex 17, Con 16, Int 3, Wis 12, Cha 4. 
   
  Skills and Feats: Climb +11, Hide +8, Listen 
  +4, Move Silently +4, Spot +4, Swim +11; 
  Alertness, Weapon Finesse. 
   
  Disease (Ex): Filth Fever – bite, Fortitude 
  DC13, incubation period 1d3 days, damage 1d3 
  Dex and 1d3 Con. 
   
  
  RTK6-S04 The Price of Knowledge 
   
  Page 16 
  APPENDIX TWO – MAP FOR ENCOUNTER TWO  
   
   
   
  
  RTK6-S04 The Price of Knowledge 
   
  Page 17 
  APPENDIX THREE – MAP FOR ENCOUNTERS THREE AND 
  SEVEN 
   
   
  
  RTK6-S04 The Price of Knowledge 
   
  Page 18 
  APPENDIX FOUR – MAP FOR ENCOUNTER EIGHT 
   
   
   
  Legend;
  1. Kitchen 
  2. Dining/Common Room 
  3. Lounge 
  4. Bar 
  5. Bar 
  6. Main Bar 
  7. Latrines 
  8. Back Entrance/Beer Garden 
  9. Stairs 
  10. Owners Room 
  11. Employees quarters 
  12. Employees quarters 
  13. Rooms for Rent 
  14. Barracks 
  Room 
  (3x2 
  bunk 
  beds 
  = 
  occupancy 6) 
  15. Honeymoon Suite. 
   
  
  RTK6-S04 The Price of Knowledge 
   
  Page 19 
   
  PLAYER HANDOUT #1 
   
   
  Couriers Wanted 
   
   
  Rugged individuals required for rapid delivery to 
  Aurichold 
   
  Generous rates offered 
   
  Enquire of Harkam Chillgreen at 
   
   
  The Ratikhill General Store 
  
  RTK6-S04 The Price of Knowledge 
   
  Page 20 
  PLAYER HANDOUT #2 
  HISTORY OF RATIK – THE FIVE HUNDRED  
   
  In 586CY Alain IV led a campaign against Spinecastle to free the Bone March from the forces of the 
  Xenek Orcs. However, the campaign met with disaster when Alain’s force was ambushed by the 
  forces of Spinecastle. The vanguard of Alain’s force was quickly cut off from the rest of the army, and 
  suffered dreadfully in the early stages of the battle. Many of the knights were dragged from their 
  horses and butchered on the ground by the orcs and gnolls who then began to feast upon the raw 
  flesh of the knights. A few of Alain’s lieutenants survived the horrifying early stages of the battle, only 
  to see the young prince pulled from his horse by gnolls and slaughtered upon the frozen ground of the 
  pass. With this, Alain’s army broke. However, some five hundred men and dwarves of Ratik were left 
  behind by the army’s retreat, cut off by the forces of Spinecastle. 
   
  These five hundred were rallied together by a young mountain fighter named Lionel. Using the 
  bodies of the dead horses to create a bulwark on one side, Lionel instructed his men to form a military 
  square to defend the barren patch of land upon which they stood. Within the half hour, the forces of 
  Spinecastle turned their attention upon Lionel’s small force. They attacked with sheer numbers, 
  hoping to quickly overwhelm Lionel’s force and then follow the routing army up the pass. Holding their 
  ground, Lionel and his men were able to turn back repeated assaults by the orcs and gnolls. While 
  the losses to Lionel’s force were heavy, they knew there was no escape, and they forced the 
  creatures of Spinecastle to pay dearly for every Ratikan life lost. 
   
  After repeated failure to overwhelm the Ratikans, the forces of Spinecastle called off their assault, 
  and waited for nightfall. With their superior night vision, they would have a huge advantage over the 
  Ratikans. The resulting attack was bitter, with Lionel’s men fighting in the dim light of only a few 
  torches. Yet they fought to the bitter end, taking as many of the enemy with them as they could. 
  Despite horrendous losses, the orcs and gnolls of Spinecastle finally overran the Ratikan position a 
  few hours before dawn. Every one of Lionel’s five hundred men and dwarves were killed, but it had 
  cost Spinecastle at least twice that number. 
   
  Although the forces of Spinecastle finally advanced up the Kalmar Pass to Ratikhill, the remains 
  of Alain’s army had been granted a day to prepare by the sacrifice of Lionel and his men. The 
  gnomes of Daberestead had the time they needed to set their artillery upon the walls of Ratikhill. As 
  the vanguard of the orcs and gnolls came into sight, the gnomes bombarded them with devastating 
  effect, each of the rocks enchanted with a minor illusion to look like a lion’s head, in honour of Lionel. 
  Seeing the army of Ratik ready behind the walls of Ratikhill, and with the memories of Lionel and his 
  five hundred fresh in their minds, the forces of Spinecastle soon retreated and the battle was over. 
  After the battle, in memory of Lionel and his men, five hundred artillery rocks were collected and 
  formed into a cairn which still stands in sight of the walls of Ratikhill. 
  
  RTK6-S04 The Price of Knowledge 
   
  Page 21 
  PLAYER HANDOUT #3 
   
   
   
  Beware! 
   
  A man named Piers Courtney has been making enquiries concerning a particular 
  book.  He knows that the book was in your possession and will be coming for you 
  tonight. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ratik/596/Intro mods/RTKI6-04 The Price of Knowledge/RTK6-S04 - The Price of Knowledge.pdf