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. 
  KEO8-04 
   
   
   
   
  The Secret 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.1 
   
  by Brian Benoit and Jay Stypinski 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: X 
   
   
  It is Keoland's hour of need, and the Count Orloc has gone missing.  A call has gone out to adventurers 
  to find him, so he can help stand against the Army of The Returned.  But will the Count's secret unite the 
  kingdom...or divide it?   A Keoland regional adventure for APLs 2-12. 
  Note: This adventure is considered reporting for duty for Knights of the Malagari and Heralds of Keoland. 
   PCs who have the Disfavor or Wrath of Holphin Neheli may not participate in this adventure.  This 
  adventure contains a challenging Optional Encounter at increased Time Unit cost. 
  Resources: Monster Manual II [Ed Bonney, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], 
  Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, 
  Rich Redman, Matthew Sernett, Chris Tommasson, P. Nathan Toomey], Savage Species [David 
  Eckelberry, Rich Redman, Jennifer Clarke Wilkes], Spell Compendium [Matthew Sernett, Jeff Grubb, 
  Mike McArtor], KEO1-01 March Through Keoland [Michael A. Donavan], KEO4-03 Lasting Deeds 
  [Joseph Russell], KEO5-04 Burning Brightly [Charles Skidmore].  
  
  KEO8-04 THE SECRET 
   
  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. 
  
  KEO8-04 THE SECRET 
   
  Page 2 
  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 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 
  In KEO 5-04, Burning Brightly, a group of 
  heroes were successful in closing a planar portal 
  to Limbo that was created by Count Orloc Neheli 
  and 
  Duke Cedrian III in conjunction with 
  experiments the pair conducted several years ago 
  (circa 578 and 579 CY).  The heroes also may 
  have discovered that Count Orloc originally 
  planned to have the planar portal connect to 
  Mechanus, the plane of law, rather than Limbo but 
  was stymied by Duke Cedrian. 
   
  What the heroes did not discover was that 
  Count Orloc had conducted his own studies into 
  the plane of Mechanus and contacted a group of 
  dissidents there who are now part of the Army of 
  the Returned invading Keoland.   
   
  Count 
  Orloc 
  heeded 
  the 
  Prophecy 
  of 
  Azamander, the second stanza of which provides: 
   
  “When the king becomes common, 
  Ruled by the desires of his lesser, 
  # 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 
  
  KEO8-04 THE SECRET 
   
  Page 3 
  An ancient foe returns to master the land. 
  And end to all beginnings, and a beginning to the 
  end, 
  A bright-scaled horror unearths all secrets. 
  The reborn lion rules with iron,  
  forged into a great and terrible sword. 
  A great disappearance heralds the final act 
  The curtain falls on king and country,  
  The end of days sees the walls raised 
   
  Failure of the will leads always to slavery.” 
  Count Orloc determined that the prophecy 
  referred to King Kimbertos Skotti and his inability 
  to rule Keoland properly.  Orloc is a proud and evil 
  man, and is determined that House Neheli be on 
  the winning side to the war that Keoland now finds 
  itself embroiled in.  To that end, Orloc has allied 
  himself with the Army of the Returned and 
  provided 
  them 
  with 
  intelligence 
  concerning 
  Keoland’s defenses and noble houses.  In return, 
  Orloc expects to have House Neheli once again 
  assume the Kingship once the invasion is 
  complete and King Skotti deposed. 
   
  At the conclusion of these negotiations, Orloc left 
  Dorglast Castle to join the Army of the Returned.  
  His son, Lord Holphin Neheli, the Kingslayer, 
  knows of his father’s propensity for evil as well as 
  his great knowledge concerning other planes.  
  Holphin is concerned about Orloc’s disappearance 
  in Keoland’s time of need, but cannot spare any of 
  his own retainers to seek out Orloc.  Instead he 
  turns to those who have aided him time and time 
  again, Keoland’s adventuring community, to 
  unravel the mystery concerning his father’s 
  disappearance …   
   
  ADVENTURE SUMMARY 
  Encounter One  
  The adventure begins in Niole Dra where the PCs 
  are approached by Lord Holphin Neheli. Lord 
  Holphin asks the heroes to travel to Dorglast 
  Castle to investigate the whereabouts of Count 
  Orloc Neheli.     
  Encounter Two 
  PCs journey to Dorglast Castle, meet with the 
  inhabitants there and investigate Count Orloc’s 
  private chambers. 
  Encounter Three  
  The PCs should discover that there is a secret 
  dungeon connected to Orloc’s private chambers.  
  After disabling or otherwise bypassing the trapped 
  entrance, the PCs are free to explore the dungeon 
  and face the guardians dwelling therein.  During 
  the course of the exploration, the PCs should 
  discover Count Orloc’s journals indicating his 
  complicity in the Invasion of Keoland by 
  Extraplanar forces.   
  Optional Encounter  
  In the final dungeon chamber, the PCs discover a 
  teleportation circle.  Orloc’s journals reveal that 
  the teleportation circle leads to a “great treasure”. 
  The circle actually connects to a lost shrine hidden 
  in the Rushmoors where Orloc has hidden a copy 
  of the Chronicle of Secret Times.  An excerpt of 
  the tome reveals the affiliation of House Neheli 
  with the demigod Vecna in ancient times, before 
  Kas’s betrayal led to Vecna’s downfall.  The PCs 
  must decide what to do with this information, as a 
  public revelation of the truth could fragment the 
  united front presented by Keoland’s noble houses 
  against the forces of the Army of the Returned.   
     
  PREPARATION FOR PLAY 
  • 
  Note whether any PCs have played 
  KEO5-04 Burning Brightly; or have the 
  favor or Influence with either House 
  Neheli or Holphin Neheli; these PCs will 
  be provided with Player Handout #2 rather 
  than 
  Player 
  Handout 
  #1 
  in 
  the 
  INTRODUCTION.  
  In addition, any PCs that have the Disfavor or 
  Wrath of Holphin Neheli may not participate in this 
  adventure.   
  INTRODUCTION 
  The adventure begins in Niole Dra, where the PCs 
  are contacted by Holphin Neheli and requested to 
  meet with him. 
  As you enjoy a repast and the entertainment at 
  Brogan’s Hall in the Copper Quarter of the 
  great city of Niole Dra, capitol of the Kingdom 
  of Keoland, a young page in the livery of 
  House Neheli approaches you.  “I was told to 
  give you this missive.”  The young copper-
  haired Suel explains. 
  
  KEO8-04 THE SECRET 
   
  Page 4 
  If questioned, the young page, named Kerin, can 
  only relate that the sealed scroll tube was given to 
  him by a warrior-priest wearing the vestments of a 
  cleric of Saint Cuthbert.  Provide the PCs with 
  either Player Handout #1 or #2, depending on 
  whether the PCs have had positive interactions 
  with Lord Holphin and/or Artaxerxes in past 
  events.     
  Assuming the PCs journey across the city to the 
  Crystal Goblet, they will be jovially greeted by 
  Lathfrayel, a rotund half-elf and the festhall’s 
  proprietor.  When the PCs mention Artaxerxes 
  name, the half-elf’s expression will turn somber 
  and the PCs will be immediately shown to a back 
  room.  At this point, allow the PCs to greet each 
  other and introduce their characters as they await 
  the entrance of Lord Holphin.  
  ENCOUNTER 1: A MEETING 
  WITH THE KINGSLAYER 
  Lord Holphin Neheli, the Kingslayer, enters the 
  room and stands before you, his arms clasped 
  behind his back. His pale countenance is 
  framed by stringy blond hair that falls around 
  his shoulders.  His icy blue eyes regard each 
  of you in turn before he addresses you. 
  “I called you here to investigate a highly 
  confidential matter on behalf of House Neheli. 
  Before I say more, I request that each of you 
  pledge your word of honor that what I say will 
  go no further than this room.”  
  Assuming the PCs comply with his request, Lord 
  Holphin continues: 
  “As you are no doubt aware, Keoland faces an 
  unprecedented crisis.  The western borders 
  collapsed under assault from a mysterious 
  enemy known as the Army of the Returned.  
  Flen has already fallen and Cryllor was 
  besieged.  I have reports that Count Ignatz 
  Manz of Cryllor first joined the Army of the 
  Returned, but then betrayed them and has 
  joined with Duke Luschan’s forces seeking to 
  head off the main portion of the invaders as 
  they march towards the heart of the Empire.   I 
  now travel to join with Count Manz and Duke 
  Luschan, in the hopes of staving off the Army 
  that threatens our sovereignty and indeed, the 
  Keoish way of life!  
  “Yet I would have you investigate another 
  mystery that has no connection to these 
  events.  My father, Count Orloc, may be known 
  to you.  He is a wizard of great power.  
  However, he has not been seen in some time 
  and I fear that his disappearance may be in 
  some way connected with the current peril 
  facing the kingdom.  Moreover, my father’s 
  knowledge of other planar entities may be 
  useful in the coming battles. 
  “I ask that you travel to Dorglast Castle in the 
  Duchy of Dorlin and investigate Count Orloc’s 
  disappearance. I will meet you at Dorglast as 
  soon as I am able.   What say you?” 
      
  The heroes may have some questions for Holphin:  
  What do you know about Count Orloc’s 
  disappearance? 
  “Not much, I’m afraid.  I was never deep in my 
  father’s counsels.  I know that he was last seen at 
  Dorglast Castle, in the Duchy of Dorlin.  Some of 
  you may be familiar with this location. 
  Why can’t you go and check it out? 
  As I stated before, I am on my way with 
  reinforcements to aid Duke Luschan and Count 
  Manz in the coming battle with the Army of the 
  Returned.  I am concerned for my father’s well-
  being, but I cannot spare the manpower to 
  conduct a search myself at this time. 
  Are we getting paid for this? 
  Lord Holphin glowers.  “I will ensure that you are 
  suitably rewarded.”  He replies dismissively. 
   
  Lord Holphin has no additional information 
  regarding Count Orloc’s disappearance.  He will 
  make it clear that this is what he is retaining the 
  heroes to discover.   
   
  Lord Holphin will also provide the PCs with a 
  writ entitling them to search Dorglast Castle 
  before they leave his presence. 
  ENCOUNTER 2: “HAVE FUN 
  STORMING THE CASTLE!” 
   
  Through the rain and mist that permeates 
  the air seemingly throughout the Duchy of 
  Dorlin, you can make out a mass of towers, 
  walls and buildings arranged in a haphazard 
  sprawl around the central keep of Gollunfane. 
  With the pressing need of reinforcements for 
  stopping the invasion of the heart of Keoland 
  by the Army of the Returned, you are not 
  surprised to see few sentries manning the 
  
  KEO8-04 THE SECRET 
   
  Page 5 
  walls.  As you approach, a voice challenges 
  you.  “Halt and be seen!  Who are you and 
  what is your business here?”  A pair of guards 
  come into view on the walls of the gate, clad in 
  heavy chainmail and wearing red tabards 
  bearing the sigil of a winged black sword. 
  PCs may make a Knowledge (local – Sheldomar 
  Valley) check, DC 15, to recognize the livery as 
  belonging to the Knights of the Malagari, also 
  known as the Darkwatch.   
  The guards will hail the party, expecting an 
  immediate response.  Word that they are 
  emissaries of Lord Holphin Neheli is sufficient to 
  gain them entrance and an interview with Guard 
  Captain Dersin.   
  Captain Dersin is a severe man of predominantly 
  Suel descent.  He will greet the heroes cordially 
  once they present him documentation that they 
  are Lord Holphin’s agents and lead them into 
  Gollunfane. 
  Upon entering the citadel of Gollunfane, you 
  experience an almost immediate feeling of 
  disorientation.  The gates lead to a maze of 
  confusing corridors that seem to have been 
  designed by a mad architect.  You follow 
  Captain Dersin up and down stairwells, 
  through doors and deserted rooms and long, 
  dust-ridden halls decorated with ancient 
  portraits whose eyes seem to follow you as 
  you pass.  
  NPCS AT THE CASTLE 
  Guard Captain Dersin 
  Dersin is a stern-looking man of Suel descent.  He 
  is a dour man (very typical for a member of the 
  Darkwatch).  He has no information about Count 
  Orloc’s disappearance. 
  Hadrian 
  Hadrian is a short, squat Oerdian human.  He is 
  the brother of Artaxerxes, one of Holphin’s agents, 
  and often stops at Dorglast Castle in his travels. 
  He dresses in the manner of a well-to-do 
  merchant.  Artaxerxes is a jolly fellow and is very 
  willing to answer any questions the PCs have, 
  although his information about the Count is fairly 
  limited. 
  Hadrian knows of the events that took place in 
  KEO5-04 Burning Brightly, and can summarize for 
  the heroes what events took place therein (as per 
  the Adventure Background).  He also knows that 
  Count Orloc originally wanted to tie the portal that 
  Duke Cedrian opened to the plane of Mechanus 
  rather than the plane of Limbo.  
  Roudin 
  Roudin, the chamberlain, is an old hunchbacked 
  Suel man whose right leg no longer bends at the 
  knee.  He served Duke Cedrian in the past and 
  now serves Count Orloc in the same capacity as 
  chamberlain.  Roudin is fanatically loyal to House 
  Neheli and will not tolerate any disparaging 
  remarks made about any of its members. 
  Roudin 
  would 
  be 
  the 
  quintessential 
  chamberlain if it were not for his hunched 
  back and limp.  However, he more than makes 
  up for his handicap in demeanor.  You find 
  him dusting the vases in the main hallway with 
  a practiced hand. “You need information to 
  find the Count, no doubt.” He says, barely 
  turning towards you. He moves a few feet 
  down the hall to the next vase on the next 
  table. “I’m afraid I don’t know much. I can tell 
  you that he went missing last Godsday 
  because he didn’t take his 6:30 a.m. walk in 
  the gardens on Waterday.  It was highly 
  unusual for him to miss his walk.  Every day I 
  am to meet him by the south entrance at 6:30 
  in the morn with his walking cloak and staff, 
  and he takes a stroll in the garden.  I reported 
  this to Lord Holphin, but he didn’t seem to 
  understand how abnormal it was for the Count 
  to miss his walk.  And I suppose he has 
  weightier things on his mind these days...” 
  If the PCs question him further on the events of 
  the last Godsday, he will further reveal that the 
  Count’s door was locked, and while this is not 
  unusual, it has remained locked since. 
  Isalia 
  Isalia, the head maid, is a Suel woman of serious 
  mien.  She has a no-nonsense and somewhat 
  gloomy outlook. 
  As you approach the head maid Isalia, she is 
  busy folding laundry on a large table.  Even as 
  you stand before her, she continues to focus 
  on her work, not deeming your presence a 
  worthy interruption to her very important task. 
   “Looking for the Count, no doubt.  I figured 
  Lord 
  Holphin 
  would 
  be 
  hiring 
  some 
  adventurers, 
  since 
  his 
  own 
  employ 
  is 
  stretched too thin as it is.  Well, go on and ask 
  your questions, though I don’t know how 
  much help I can be.  All I know is that the last 
  
  KEO8-04 THE SECRET 
   
  Page 6 
  time he slept in his favorite nightshirt was last 
  Godsday because he left a good drool stain on 
  it!” She holds up a grey nightshirt made of 
  fine linen.  There are no stains on it. “What’re 
  you looking for?” she says as you inspect the 
  shirt. “Of course the stain is no longer there. 
  Do you think I would still be working here if I 
  couldn’t get a simple stain out of the Count’s 
  favorite grey  nightshirt?” 
  If the PCs press Isalia for more information, she 
  will confide that the Count seemed unusually 
  brusque lately, and that he had her wash more 
  laundry than normal a week ago. 
   
  Mikki 
  Mikki is a scullery maid.  She is a small, quiet and 
  comely woman of mixed ancestry. Mikki has a 
  sarcastic and mischevious streak, although she 
  genuinely will try to be helpful to the PCs’ 
  investigation. 
  As you approach the scullery maid, you see 
  that she is peeling a small mountain of 
  potatoes. She notices your approach, and 
  beckons you closer.  “Hubbub around the 
  castle is that you folks are here to look for the 
  Count.  Not that it’s any of my business, cause 
  it ain’t.  Nope, my job’s just peeling these 
  potatoes for our steak and potato stew, in case 
  the Count comes back tonight.  It’s his favorite 
  meal you know, and the cook is convinced 
  that if we make it, the smell will bring the 
  Count back and HE’LL get the reward!!  
  Personally, I think that’s a load of cow pies, 
  but it really ain’t up to me is it? Besides, I like 
  steak and potato stew too!  So, is it true? You 
  folks here to find the Count? 
  If pressed for more information, Mikki can tell the 
  PCs about the various rumors and conjectures 
  flying around the castle as to the Count’s 
  whereabouts. 
  - 
  The Count has taken himself a lover, and 
  is currently at his cabin in the Axewood 
  with her. 
  - 
  The Count has finally driven himself mad 
  with all his magical experiments, and is 
  wandering 
  around 
  the 
  Rushmoors 
  somewhere. 
  - 
  The Count has run off to join the 
  army…The Army of the Returned! 
  - 
  The Count has an illegitimate child in 
  Gradsul that he goes to visit periodically. 
  He’s just hung up somewhere. 
  Count Orloc’s Private Chambers 
  Area 1 The Bedroom 
  The door to this room is elegantly carved out 
  of a single solid piece of oak.  The carvings 
  depict a woodland scene in great detail, right 
  down to the leaves on the trees, and tiny birds 
  in their branches.  Peeking out from behind a 
  large oak tree is what appears to be a lithe 
  dryad, her hand outstretched to the sun in the 
  upper right corner of the door. 
  The door is locked.  It can be opened by a DC 15 
  open locks check or a knock spell.  If they think of 
  it, they can also go ask a guard or Roudin (the 
  chamberlain) for a key.  After all, they ARE 
  investigating under Holphin’s orders.  If the PCs 
  use more forcible means of entry, (breaking the 
  door down, for example) a contingent of guards 
  will immediately come and investigate the noise.  
  The PCs will then have to explain themselves to 
  the guard – as long as the PCs’ arguments are at 
  least somewhat believable, the guards are 
  satisfied with the explanations, and wander off.  
  Only if the PCs are monumentally stupid or 
  brazen about what they’re doing (“We’re breaking 
  into the Count’s bedroom!!”) should there be 
  incarceration and the end of the module for them. 
   Either way, if they break the door down, they 
  need to pay 500 gold for the damage. 
  The count’s bedroom is furnished with an 
  ornate redwood armoire, four post bed, and an 
  overstuffed reading chair by the fireplace.  A 
  plush blood red rug covers the oak floor.  A 
  painting of a pastoral woodland scene hangs 
  over the bed.  A large chest sits at the foot of 
  the bed. Opposite the fireplace, a bookcase 
  stands next to a closed door. 
  The PCs will find nothing of interest in this room.  
  The armoire has clothes in it, and the chest is full 
  of blankets.  A DC 15 Knowledge (geography) 
  check will identify the painting as a scene from the 
  Axewood.  The door is unlocked and leads to Area 
  2: The Study. 
  Area 2 The Study 
  This room is quite obviously a study.  It is 
  furnished with an oversized oaken desk, 
  another overstuffed chair, and several famous 
  works of art hang on the walls – originals, no 
  
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  doubt. This room also has a bookcase taking 
  up an entire wall, and a fireplace. 
  A DC 20+APL search check will find that one of 
  the paintings swings out to reveal a panel with 
  four dials and a button.  The dials are numbered 1 
  through 20.  If the wrong combination of four 
  numbers is on the dials when the button is 
  pushed, it will set off a summon monster trap.  
  (More detail about the correct combination 
  below) 
  APL 2 (EL 2) 
  Summon Monster I Trap: CR 2; magic 
  device; proximity trigger (alarm); automatic 
  reset; spell effect (summon monster I, 
  summons fiendish dire rat, see Monster 
  Manual p. 107, 3rd level wizard); Search DC 
  26; Disable Device DC 26.  
  APL 4 (EL 4) 
  Summon Monster III Trap: CR 4; magic 
  device; proximity trigger (alarm); automatic 
  reset; spell effect (summon monster III, 
  summons hell hound, 5th level wizard); Search 
  DC 28; Disable Device DC 28.  
  APL 6 (EL 6) 
  Summon Monster V Trap: CR 6; magic 
  device; proximity trigger (alarm); automatic 
  reset; spell effect (summon monster V, 
  summons bearded devil, 9th level wizard); 
  Search DC 30; Disable Device DC 30.  
  APL 8 (EL 8) 
  Summon Monster VII Trap: CR 8; magic 
  device; proximity trigger (alarm); automatic 
  reset; spell effect (summon monster VII, 
  summons bone devil, 13th level wizard); 
  Search DC 32; Disable Device DC 32.  
  APL 10 (EL 10) 
  Summon Monster IX Trap: CR 10; magic 
  device; proximity trigger (alarm); automatic 
  reset; spell effect (summon monster IX, 
  summons barbed devil, 17th level wizard); 
  Search DC 34; Disable Device DC 34.  
  APL 12 (EL 12) 
  Summon Monster IX Traps: CR 12; magic 
  device; proximity trigger (alarm); automatic 
  reset; multiple traps (summon monster IX 
  traps x2); spell effect (summon monster IX, 
  summons 2 barbed devils, 17th level wizard); 
  Search DC 36; Disable Device DC 36 (per 
  trap).  
  APL 14 (EL 14) 
  Summon Monster IX Traps: CR 14; magic 
  device; proximity trigger (alarm); automatic 
  reset; multiple traps (summon monster IX 
  traps x4); spell effect (summon monster IX, 
  summons 4 barbed devils, 17th level wizard); 
  Search DC 36; Disable Device DC 36 (per 
  trap).  
  FIGURING OUT THE COMBINATION 
  If the PCs linger in front of the panel, 
  discussing what the correct combination might 
  be, or if they set the trap off, a magic mouth 
  spell is triggered: 
  Out of thin air, you hear a jovial, if not 
  slightly condescending, man’s voice: “Oh 
  dear sir, you’ve forgotten the combination 
  again, haven’t you?  Well, I am ready to 
  give you your hint if you can answer two 
  questions to confirm your identity. 
  Pick any two of the following questions. If the 
  PCs have to answer questions more than 
  once because of failure, you do not have to 
  use the same two questions the second time. 
  1.”What is your favorite meal?” 
  [Steak and potato stew] 
  2.”At what time do you go for your morning 
  walk?” 
  [6:30 every morning] 
  3.”What color is your favorite nightshirt?” 
  [Grey] 
  4.”If you could go to any outer plane, which 
  would it be?” 
  [Mechanus] 
  If the PCs answer the two questions correctly, 
  give them Player’s Handout #5.   
  If they do not answer the two questions 
  correctly, the magic mouth says, “I am sorry, 
  but you do not seem to be the master of the 
  house. Good day.”   The PCs can, however, 
  set the magic mouth off as many times as 
  they wish. 
  If the players speculate that the stanzas of the 
  poem correspond to the months of the 
  Greyhawk calendar but do not possess the 
  
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  out-of-game knowledge to solve the riddle, 
  you may give them Player’s Handout #6. 
  The correct combination:  (1, 10, 7, 3) 
  What follows is an explanation of each stanza 
  of the poem, and the number it represents. 
  After the sun’s ebb, when the winter winds blow, 
  We all seek the heat of a fire’s warm glow. 
  (FIRESEEK – 1) [Fireseek is the first month on 
  the Greyhawk calendar, and is the middle of 
  winter] 
  And after the harvest, when we’ve all had some 
  beer, the walls in the pasture must be fixed for 
  next year. 
  (PATCHWALL – 10) [Patchwall is the 10th month 
  on the Greyhawk calendar, and follows Brewfest] 
  Then the sun rides high, and with sweat on our 
  brow, it’s time for the sickle, for it follows the plow. 
  (REAPING – 7) [Reaping is the 7th month on the 
  Greyhawk calendar, during the summertime] 
  Celene and her sister watch Oerth celebrate, the 
  space twixt the summers with full, smiling face. 
  (RICHFEST – 3) [Richfest is the 3rd festival on the 
  Greyhawk calendar, and incidentally, both of 
  Oerth’s moons, Luna and Celene are full during 
  this festival] 
   
  When the PCs push the button with the correct 
  combination, read the following: 
  As soon as you push the button, a section of 
  the bookcase behind you silently swings out, 
  revealing a plain stone door set into the wall. 
  This door is unlocked and untrapped. If the PCs 
  open the door, continue to Encounter 3.  
  ENCOUNTER 3: THE 
  SECRET DUNGEON 
  Area 1: The Entry Foyer 
  Opening the door, you see an empty and dusty 
  foyer.  The floor is constructed of multi-hued 
  tiles, mainly colored deep red, tan, white and 
  azure blue.  A circular stairwell made from 
  polished mahogany leads downwards. 
   
   
  Area 2:  The Secret Study 
  This small room contains a writing desk, some 
  quills and inkwells and a comfortable looking 
  chair.  Two crossed swords decorated with the 
  Neheli crest are attached to the wall above the 
  desk.  No other décor is present. 
  The two crossed weapons are a masterwork 
  longsword and a longsword +1, respectively.  A 
  Search of the desk, DC 25, will reveal a hidden 
  compartment containing one of Count Orloc’s 
  journals.  See Player Handout 3.   
  There is also a secret door in this room (DC 
  20+APL search check) that leads to Area 5: The 
  Secret Room, and the optional encounter.  The 
  room is otherwise empty.  (If the PCs miss the 
  secret door in this room, you will go to 
  Conclusion after they are done searching the rest 
  of the dungeon.) 
  Area 3: The Laboratory 
  This chamber appears to have once been a 
  laboratory.  Dust-filled beakers and other 
  alchemical devices are stock-piled on long 
  tables lining the walls of the room, and arcane 
  symbols are carved into the walls and the 
  floor.   
  The inhabitants of the laboratory are subjected to 
  a temporal stasis spell that is removed if anyone 
  besides Count Orloc opens the door to the 
  laboratory.  They are also subjected to a geas to 
  slay any intruders.  Modify the description of the 
  inhabitants of this room according to the APL.  
  Note that the Green and Death Slaadi appear to 
  be Githzerai as they changed shape prior to 
  Orloc’s magic affecting them. 
  APL 2 (EL 5) 
  Githzerai (4), Male Githzerai War1: hp 5; see 
  Monster Manual, page 129. 
  APL 4 (EL 7) 
  Red Slaad (1): hp 52; see Monster Manual, 
  page 228. 
  APL 6 (EL 9) 
  Red Slaad (2): hp 52; see Monster Manual, 
  page 228. 
  APL 8 (EL 11) 
  Green Slaad (2): hp 76; see Monster Manual, 
  page 230. 
  
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  Page 9 
  APL 10 (EL 13) 
  Death Slaad (1): hp 142; see Monster 
  Manual, page 231. 
  APL 12 (EL 15) 
  Death Slaad (2): hp 142; see Monster 
  Manual, page 231. 
  APL 14 (EL 17) 
  Death Slaad Ftr2 (2): hp 164; see Appendix 
  7. 
   
  Tactics: At APL 2, two githzerai warriors will 
  move up to engage any obvious fighters in the 
  party while the second pair will focus on using 
  their psionic abilities (daze and shatter) to hamper 
  opponent fighters. 
   
  At APL 4 and 6, the red salad will use its 
  stunning croak ability before using its pounce to 
  engage opponents. 
   
  At APLs 8-14, the slaadi appear as Githzerai 
  as they are using their change shape ability.  The 
  green slaadi will concentrate on using their spell-
  like abilities (deeper darkness, fireball) rather than 
  enter melee.  The death slaadi will only use their 
  most powerful spell-like abilities (cloak of chaos, 
  word of chaos, implosion (against obvious wizards 
  or rogues), power word blind (against obvious 
  fighters)) before moving into melee.  
   
   
  Treasure: The alchemical equipment in Count 
  Orloc’s laboratory is worth a small fortune.  In 
  addition, several magical items are present in an 
  unlocked cabinet.  At APLs 2 and 4, there is a 
  golembane scarab; at APL 6, all of the above and 
  a lens of detection, at APL 8 all of the above and 
  a pair of boots of striding and springing, at APL 10 
  all of the above and a robe of scintillating colors, 
  and at APL 12-14 all of the above and a pair of 
  wings of flying.  In addition, at APL 14 only, the 
  slaadi have the following treasure: +2 greatsword, 
  +3 mithril chain shirt, cloak of charisma +4.  
  Area 4: The Library 
  The double doors to this large room swing 
  open to reveal what is obviously a large 
  library.  Several rows of bookcases are lined 
  with ancient volumes, giving the library an 
  unpleasant, musty odor.  The walls are lined 
  with books nearly their entire length and from 
  floor to the 40 foot high ceiling.  A portion of 
  the eastern wall seems devoted to objects 
  d’art as well as books, and paintings and 
  shadowed statutes line the walls in the 
  alcoves.   Four other statues hold stone bowls 
  that act as braziers. Their flickering blue 
  flames give the room an eerie luminescence.  
  In the center of the library, an open book rests 
  on a lectern. 
  If anyone passes or stands within ten feet of the 
  lectern, or if the spellbook is otherwise moved, the 
  fire elementals contained in the braziers spring to 
  attack.  
  APL 2 (EL 5) 
  Small Fire Elemental (4): hp 9; see Monster 
  Manual, page 98. 
  APL 4 (EL 7) 
  Medium Fire Elemental (4): hp 26; see 
  Monster Manual, page 98. 
  APL 6 (EL 9) 
  Large Fire Elemental (4): hp 60; see Monster 
  Manual, page 98. 
  APL 8 (EL 11) 
  Huge Fire Elemental (4): hp 136; see 
  Monster Manual, page 98. 
  APL 10 (EL 13) 
  Greater Fire Elemental (4): hp 178; see 
  Monster Manual, page 98. 
  APL 12 (EL 15) 
  Elder Fire Elemental (4): hp 204; see 
  Monster Manual, page 98. 
  APL 14 (EL 17) 
  Displaced greater mage armored hasted 
  Elder Fire Elemental (4): hp 204; see 
  Appendix 7. 
   
  Tactics: The elementals will attempt to 
  surround any intruders and destroy them.  If the 
  PCs do not enter the room but set off the trap (for 
  example, by using telekinesis to move the book), 
  the elementals will use their Spring Attack feat to 
  attack any PCs standing in the doorway.  They 
  fight until destroyed.  Note that at APLs 2-4, the 
  elementals are summoned creatures and can be 
  affected by spells such as protection from evil and 
  magic circle against evil; at APLs 6-14, Count 
  Orloc has gated the elementals to the Prime 
  Material Plane and they are not affected by such 
  magicks.    
   
  At APL 14, the Elder Fire Elementals are 
  under the effects of haste, greater mage armor 
  
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  Page 10 
  (SpC) and displacement spells (CL 17th), adding 
  two to the EL of this encounter.   
   
  Treasure: Count Orloc’s spellbook rests on 
  the lectern.  It weighs in excess of five pounds 
  and is chained to the lectern, so spells such as 
  mage hand will not serve to remove the book.  In 
  addition, a careful search of the library (Search 
  DC 20) will reveal another of Count Orloc’s 
  journals.  See Player Handout 4.  At APL 2 only, 
  the PCs will also find two scrolls of magic weapon 
  (one arcane, one divine). 
  Area 5: The Secret Room 
  The secret door opens to reveal a small 
  chamber containing only an amber-colored 
  circle on the raised floor inscribed with arcane 
  runes. 
  A successful Spellcraft check, DC 24, can 
  determine that the inscription on the chamber’s 
  floor is actually an active (and unusually obvious) 
  teleportation circle.  If the PCs choose to 
  activate the teleportation circle, advise them 
  that doing so will trigger the Optional 
  Encounter, as detailed below.  If they choose to 
  opt out of the Optional Encounter, go to the 
  Conclusion. 
  OPTIONAL ENCOUNTER: 
  SECRETS OF THE NEHELI 
  REVEALED! 
  This encounter occurs directly after the heroes 
  activate 
  the 
  teleportation 
  circle 
  located 
  in 
  Encounter Three.  The PCs have been teleported 
  to a hidden ruin in the Rushmoors, many miles 
  north of Dorglast Castle.  A successful Knowledge 
  (geography), DC 20 or Knowledge (local – 
  Sheldomar Valley) DC 25 will allow the PCs to 
  determine this.  
   
  Suddenly, you find yourselves outdoors, in 
  the midst of an overgrown temple located in 
  the marshes.  Rocky outcroppings of the 
  crumbled temple walls and pillars have sunk 
  into the murk, and rain continues to fall.    
   
  The object of your quest is readily 
  apparent, as an iron box rests on the ruins 
  steps.  Could this be the “great treasure” that 
  Count Orloc’s notes spoke of? 
  Allow the PCs to make Spot checks before the 
  ruins’ denizen attacks.  The DC is 25 at APLs 2-4, 
  31 at APLs 6-8, 34 at APL 10, 38 at APL 12 and 
  40 at APL 14 to avoid being surprised by the 
  treasure’s guardian.  
  APL 2 (EL 5) 
  Advanced Grick: hp 45; see Appendix 1. 
  APL 4 (EL 7) 
  Darktentacles: hp 74; see Appendix 2. 
  APL 6 (EL 9) 
  Advanced 
  Darktentacles: 
  hp 
  153; 
  see 
  Appendix 3. 
  APL 8 (EL 11) 
  Advanced Fiendish Darktentacles: hp 153; 
  see Appendix 4. 
  APL 10 (EL 14) 
  Advanced Fiendish Darktentacles: hp 262; 
  see Appendix 5. 
  APL 12 (EL 16) 
  Advanced 
  Fiendish 
  Spellwarped 
  Darktentacles: hp 300; see Appendix 6. 
  APL 14 (EL 17) 
  Advanced 
  Half-Fiend 
  Spellwarped 
  Darktentacles: hp 325; see Appendix 7. 
   
  Tactics: The treasure’s guardian is hiding in 
  the swampy area near the cracked temple 
  pavement, 50 feet from the teleportation circle (as 
  shown on DM’s Aid #4).  At APL 2, the grick’s 
  tactics are straightforward – attack in melee and 
  kill as many heroes as possible in order to drive 
  off the rest and have a meal.  At APLs 4-12, the 
  darktentacles will first attempt to split the party 
  using its wall of force, followed by using its 
  quickened spell ability to cast hold monster on any 
  obvious fighters at APLs 6 and up.  It will then 
  hack at the heroes on its side of the wall of force 
  with the weapons at its disposal, smiting good on 
  its first melee attack.  If any heroes pose a 
  credible threat, the darktentacles will use a free 
  action to drop three of its short swords and 
  attempt to grapple that PC while still attacking the 
  others with its weapons or slam attacks, taking the 
  -20 penalty to grapple checks in order to do so (or 
  the -10 at APLs 10 to 14 due to its Multigrab feat). 
   At APL 14, the darktentacles will first use a 
  quickened unholy aura before moving towards 
  melee, using its horrid wilting on the party or using 
  blasphemy once more than one target moves 
  within 40 feet, and follow up with the tactics 
  detailed above. Note that the darktentacles may 
  
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  use its swim speed only in the swampy area 
  designated on the map, not in the ruins.  Both 
  creatures will attack until slain.  
   
  Treasure: The iron box is locked with a 
  superior quality lock (DC 21+APL Open Locks 
  check to successfully open) but is not trapped.  
  Inside is a moldy copy of the Chronicle of Secret 
  Times by Uhas Neheli, an excerpt of which is 
  provided as Player Handout 7.  The portion of the 
  Chronicle that is legible implicates the Neheli 
  family as collaborators with Vecna when he 
  dominated the Sheldomar Valley.  The chest also 
  contains a stash of gold as well as some 
  miscellaneous magical items stored here by Count 
  Orloc in the event he ever needed to beat a hasty 
  retreat. 
  It is important that the PCs understand the 
  repercussions of what they do with this journal, 
  especially 
  those 
  with 
  high 
  intelligence 
  or 
  Knowledge (nobility).  If they don’t seem to be 
  considering such ramifications, you may want to 
  clue them in to the effects of their choice outlined 
  in the “Developments” below. 
   
  Developments: The heroes must decide what 
  to do with the Chronicle of Secret Times.  
  Revelation of the truth of the Neheli’s affiliation 
  with the Occluded Empire of Vecna could perhaps 
  irreparably but deservedly destroy House Neheli’s 
  reputation, but in doing so will the heroes 
  fragment Keoland’s shaky political structure in the 
  nation’s time of peril?  
  CONCLUSION 
  • If the PCs reveal NONE of the information they 
  discovered to Holphin, read Conclusion A. 
  • If the PCs reveal Count Orloc’s whereabouts 
  BUT NOT the Neheli alignment with Vecna to 
  Holphin, read Conclusion B. 
  • If the PCs reveal the Neheli’s historical 
  alignment with Vecna, BUT NOT Count Orloc’s 
  whereabouts to Holphin, read Conclusion C. 
  • If the PCs reveal EVERYTHING to Holphin, 
  read Conclusion D. 
  • If the PCs reveal ANY or ALL of the 
  information they found to ANYONE ELSE, 
  ADD Conclusion E to what you read. 
   
  Conclusion A 
  Returning to Dorglast Castle, you report to 
  Lord Holphin what you’ve found, carefully 
  leaving out any mention of the information 
  from the Count’s journals, and the family’s 
  past affiliation with the Empire of Vecna.  
  “Well,” Holphin says, “I must be honest with 
  you.  I am a bit disappointed that you were 
  unable to locate my uncle.  The empire 
  certainly needs him, with the Army of the 
  Returned gathering inside our very borders.  
  Do not think, however, that your help is not 
  appreciated.  And certainly, you will be paid 
  for your efforts.  Money is not the greatest of 
  our worries in this perilous time.  I will not 
  keep you any longer, though more time might 
  turn up more information.  I’m sure the 
  patriotic among you are eager to join the fight 
  for Keoland, and must begin your travels.  
  Thank you again.”  With that, Holphin turns, 
  and leaves you.  One can only hope that the 
  information you have held back from him will 
  not become the ruin of the Empire. 
  Conclusion B 
  Returning to Dorglast Castle, you head 
  straight to Lord Holphin to report on what 
  you’ve found.  You are careful to leave out The 
  Chronicle of Secret Times, and its contents.  
  He listens intently to your tale, stopping you 
  only to ask for more detail.  When you are 
  done, he is silent for a while.  Finally, he 
  speaks.  “Friends, this is grave news indeed.  I 
  will bring the news of my Uncle’s betrayal to 
  the council immediately.” He pauses again, 
  and stares off into space, thinking.  Then, he 
  looks back to you.  “Very well then.  I thank 
  you for your help.  This information could not 
  be more crucial.  I only hope we have found it 
  in time to ready a counterstrategy.  If you will 
  excuse me, I must be going immediately.  
  Roudin will see that you are compensated for 
  your troubles.”  And with that, the Kingslayer 
  is gone.  One can only hope that the 
  information you have held back from him will 
  not become the ruin of the Empire. 
  Conclusion C 
  Returning to Dorglast Castle, you head 
  straight to Lord Holphin to report on what 
  you’ve found, being careful to leave out the 
  Count’s betrayal.  He listens intently to your 
  tale, stopping you only to ask for more detail.  
  When you are done, he is silent for a while.  
  Finally, he speaks.  “This information about 
  my ancestors and a deal with Vecna… I must 
  
  KEO8-04 THE SECRET 
   
  Page 12 
  be honest, I fear it could only fragment an 
  already shaky alignment amongst the houses, 
  and for what? To dredge up long lost history? 
  I would ask that you not let this information 
  leave the castle lest we see the ruin of the 
  Empire.  I would ask your word on this.” He 
  awaits PC agreement.  Roll bluff checks 
  accordingly. “Very well then.  I thank you for 
  your help.  I must be honest with you.  I am a 
  bit disappointed that you were unable to 
  locate my uncle.  The empire certainly needs 
  him, with the Army of the Returned gathering 
  inside our very borders.  Do not think, 
  however, that your help is not appreciated.  
  And certainly, you will be paid for your efforts. 
   Money is not the greatest of our worries in 
  this perilous time.  I will not keep you any 
  longer, though more time might turn up more 
  information.  I’m sure the patriotic among you 
  are eager to join the fight for Keoland, and 
  must begin your travels.  Thank you again.”  
  With that, Holphin turns, and leaves you.  One 
  can only hope that the information you have 
  held back from him will not become the ruin of 
  the Empire. 
  Conclusion D 
  Returning to Dorglast Castle, you head 
  straight to Lord Holphin to report on what 
  you’ve found.  He listens intently to your tale, 
  stopping you only to ask for more detail.  
  When you are done, he is silent for a while.  
  Finally, he speaks.  “Friends, this is grave 
  news indeed.  I will bring the news of my 
  Uncle’s betrayal to the council immediately.  
  However, this information about my ancestors 
  and a deal with Vecna… well, I fear it could 
  only fragment an already shaky alignment 
  amongst the houses, and for what? To dredge 
  up long lost history? I would ask that you not 
  let this information leave the castle lest we see 
  the ruin of the Empire.  I would ask your word 
  on this.” He awaits PC agreement.  Roll bluff 
  checks accordingly. “Very well then.  I thank 
  you for your help.  This information could not 
  be more crucial.  I only hope we have found it 
  in time to ready a counterstrategy.  If you will 
  excuse me, I must be going immediately.  
  Roudin will see that you are compensated for 
  your troubles.”  And with that, the Kingslayer 
  is gone. 
  Conclusion E 
  It is a week later.  Slumping into your cloak 
  against the cold rain, you wait for your contact 
  from [insert person or organization] to arrive.  
  Despite the temperature, Count Orloc’s book 
  feels hot in your hand, as if to betray its 
  contents.  Suddenly, out of the mist, a man 
  appears.  No words are exchanged, for none 
  are necessary.  Then, you find yourself alone, 
  the weight of the journal conspicuously 
  absent from your hand. As you stand alone 
  again in the rain, you are reminded that often 
  history is hinged on the decisions of one 
  solitary individual. 
  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 Two 
  Avoiding, disabling or surviving the secret door 
  trap. 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
  Encounter Three 
  Defeating the Githzerai/slaad. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
  Defeating the elementals. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  
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  Page 13 
   
  APL 14: 510 xp. 
  Story Award 
  Discovering Count Orloc’s connection to the Army 
  of the Returned.   
   
  APL 2: 60 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 150 xp. 
   
  APL 10: 180 xp. 
   
  APL 12: 210 xp. 
   
  APL 14: 240 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 120 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  Optional Encounter 
  Defeating the grick/darktentacles. 
   
  APL 2: 150 xp. 
   
  APL 4: 225 xp. 
   
  APL 6: 300 xp. 
   
  APL 8: 375 xp. 
   
  APL 10: 450 xp. 
   
  APL 12: 525 xp. 
   
  APL 14: 600 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 Three: 
  The Study 
  All APLs: L: 52 gp, C: 0 gp, M: longsword +1 
  (193 gp). 
  
  KEO8-04 THE SECRET 
   
  Page 14 
  The Laboratory 
  APL 2: L: 0 gp, C: 0 gp, M: golembane scarab 
  (208 gp). 
  APL 4: L: 0 gp, C: 0 gp, M: golembane scarab 
  (208 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: golembane scarab 
  (208 gp), lens of detection (291 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: boots of striding 
  and springing (458 gp), golembane scarab 
  (208 gp), lens of detection (291 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: boots of striding 
  and springing (458 gp), golembane scarab 
  (208 gp), lens of detection (291 gp), robe of 
  scintillating colors (2,250 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: boots of striding 
  and springing (458 gp), golembane scarab 
  (208 gp), lens of detection (291 gp), robe of 
  scintillating colors (2,250 gp), wings of flying 
  (4,500 gp). 
  APL 14: L: 0 gp, C: 0 gp, M: boots of striding 
  and springing (458 gp), cloak of charisma +4 
  x2 (1,333 each), golembane scarab (208 gp), 
  +2 greatsword x2 (704 gp each), lens of 
  detection (291 gp), +3 mithril chain shirt x2 
  (1,154 gp each), robe of scintillating colors 
  (2,250 gp), wings of flying (4,500 gp). 
   
  The Library 
  APL 2: L: 0 gp, C: 0 gp, M: Count Orloc’s 
  Spellbook vol. I (154 gp), scroll of magic 
  weapon x2 (2 gp each). 
  APL 4: L: 0 gp, C: 0 gp, M: Count Orloc’s 
  Spellbook vol. I (154 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: Count Orloc’s 
  Spellbook vol. I-II (229 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: Count Orloc’s 
  Spellbook vol. I-II (229 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: Count Orloc’s 
  Spellbook vol. I-III (379 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: Count Orloc’s 
  Spellbook vol. I-III (379 gp). 
  APL 14: L: 0 gp, C: 0 gp, M: Count Orloc’s 
  Spellbook vol. I-III (379 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 52 gp, C: 0 gp, M: 559 gp – Total: 
  611 gp (450 gp). 
  APL 4: L: 52 gp, C: 0 gp, M: 555 gp – Total: 
  607 gp (650 gp). 
  APL 6: L: 52 gp, C: 0 gp, M: 921 gp – Total: 
  973 gp (900 gp). 
  APL 8: L: 52 gp, C: 0 gp, M: 1,379 gp – Total: 
  1,431 gp (1,300 gp). 
  APL 10: L: 52 gp, C: 0 gp, M: 3,704 gp – 
  Total: 3,756 gp (2,300 gp). 
  APL 12: L: 52 gp, C: 0 gp, M: 8,204 gp – 
  Total: 8,256 gp (3,300 gp). 
  APL 14: L: 52 gp, C: 0 gp, M: 14,586 gp – 
  Total: 14,638 gp (6,600 gp). 
   
  Optional Encounter: 
  APL 2: C: 225 gp, M: arcanist’s gloves (41 
  gp). 
  APL 4: C: 325 gp, M: arcanist’s gloves (41 
  gp), bracers of arcane freedom (191 gp). 
  APL 6: C: 450 gp, M: arcanist’s gloves (41 
  gp), bolt shirt (416 gp), bracers of arcane 
  freedom (191 gp). 
  APL 8: C: 650 gp, M: arcanist’s gloves (41 
  gp), bolt shirt (416 gp), bracers of arcane 
  freedom (191 gp), cloak of stone (666 gp). 
  APL 10: C: 1,150 gp, M: arcanist’s gloves (41 
  gp), bolt shirt (416 gp), bracers of arcane 
  freedom (191 gp), cloak of stone (666 gp), ring 
  of greater counterspells (1,333 gp). 
  APL 12: C: 1,650 gp, M: arcanist’s gloves (41 
  gp), bolt shirt (416 gp), bone ring (1,666 gp), 
  bracers of arcane freedom (191 gp), cloak of 
  stone (666 gp), ring of greater counterspells 
  (1,333 gp).  
  APL 14: C: 1,650 gp, M: arcanist’s gloves (41 
  gp), bolt shirt (416 gp), bone ring (1,666 gp), 
  bracers of arcane freedom (191 gp), cloak of 
  stone (666 gp), ring of greater counterspells 
  (1,333 gp).  
  
  KEO8-04 THE SECRET 
   
  Page 15 
  Total 
  Possible 
  Treasure 
  for Optional 
  Encounter (Maximum Reward Allowed) 
  APL 2: C: 225 gp, M: 41 gp – Total: 266 gp 
  (225 gp). 
  APL 4: C: 325 gp, M: 233 gp – Total: 558 gp 
  (325 gp). 
  APL 6: C: 450 gp, M: 649 gp – Total: 1,099 gp 
  (450 gp). 
  APL 8: C: 650 gp, M: 1,316 gp – Total: 1,966 
  gp (650 gp). 
  APL 10: C: 1,150 gp, M: 2,649 gp – Total: 
  3,799 gp (1,150 gp). 
  APL 12: C: 1,650 gp, M: 4,315 gp – Total: 
  5,965 gp (1,650 gp). 
  APL 14: C: 1,650 gp, M: 4,315 gp – Total: 
  5,965 gp (2,150 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Count Orloc’s Spellbook:  This black-bound 
  spellbook includes several sections, which can be 
  purchased separately.  All spells are from the 
  SpC. 
  Spellbook I (APL 2+): 1st – backbiter, benign 
  transposition, 
  distract 
  assailant, 
  ectoplasmic 
  armor, hail of stone; 2nd – chain of eyes, 
  distracting ray, ice knife, mechanus mind; 3rd – 
  chain missile, demon dirge, ray of dizziness, 
  spectral weapon; 4th – defenestrating sphere, orb 
  of cold, thunderlance.  Cost 1,850 gp. 
  Spellbook II (APL 6+): 3rd – avoid planar effects; 
  5th – planar tolerance, viscid glob, vitriolic sphere.  
  Cost: 900 gp. 
  Spellbook III (APL 10+): 5th – ball lightning; 6th – 
  acid storm, freezing fog.  Cost 900 gp. 
  Influence Point with Holphin Neheli: For 
  successfully completing the mission assigned to 
  you by the Kingslayer, he will grant you access 
  (Adventure) to purchase one, and only one, of the 
  following items/upgrades from the MIC: blessed 
  weapon upgrade; ghost strike weapon upgrade; 
  angelhelm; or deathstrike bracers. 
  Item Access 
  APL 2-4: 
  • 
  Count Orloc’s Spellbook vol. I (Adventure; see 
  above) 
  • 
  Golembane scarab (Adventure; DMG) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Count Orloc’s Spellbook vol. I-II (Adventure; 
  see above) 
  • 
  Lens of detection (Adventure; DMG) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Boots of striding and springing (Adventure; 
  DMG) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Count Orloc’s Spellbook vol. I-III (Adventure; 
  see above) 
  • 
  Robe of scintillating colors (Adventure; DMG) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the 
  following): 
  • 
  Wings of flying (Adventure; DMG) 
  APL 14 (all of APLs 2, 4, 6, 8, 10, 12 plus the 
  following): 
  • 
  +3 mithril chain shirt (Adventure; DMG) 
   
  ITEMS FOR THE 
  ADVENTURE RECORD – 
  OPTIONAL ENCOUNTER 
  Special 
  Gone Public: You have gone public with the 
  information contained in the Chronicle of Secret 
  Times.  What effects this may have on you in the 
  future are uncertain.  
   
  Item Access 
  APL 2: 
  • 
  Arcanists’ Gloves (Adventure; MIC) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Bracers of arcane freedom (Adventure; MIC) 
  APL 6 (all of APLs 2, 4 plus the following): 
  
  KEO8-04 THE SECRET 
   
  Page 16 
  • 
  Bolt shirt (Adventure; MIC)) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Cloak of stone (Adventure; MIC) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Ring of greater counterspells (Adventure; MIC) 
  APL 12 to 14 (all of APLs 2, 4, 6, 8, 10 plus the 
  following): 
  • 
  Bone ring (Adventure; MIC) 
   
  
  KEO8-04 THE SECRET 
   
  Page 17 
  APPENDIX 1 – APL 2 
  OPTIONAL ENCOUNTER  
   
   
  A D V AN C E D  G R I C K 
  CR  5 
  N Large Aberration  
  Init +5; Senses Listen +6, Spot +6, Darkvision 60 ft., 
  Scent 
  Languages None  
  AC 16, touch 10, flat-footed 15 
   (-1 size, +1 Dex, +6 natural) 
  hp 45 (6 HD)  
  Fort +4, Ref +3, Will +7 
  Speed 30 ft. (6 squares), climb 20 ft.; 
  Melee 4 tentacles +9 melee (1d6+6/20, x3) and 1 bite 
  +7 melee (1d4+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +14 
  Atk Options none 
  Combat Gear none 
  Abilities Str 22, Dex 12, Con 15, Int 3, Wis 14, Cha 5  
  SQ DR 10/magic, Darkvision 60 ft., scent 
  Feats Alertness, Improved Initiative, Multiattack, Track  
  Skills Climb +16, Hide +7 (+15 in natural rocky 
  areas), Listen +6, Spot +6 
  Possessions none  
   
  
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  Page 18 
  APPENDIX 2 – APL 4 
   
  OPTIONAL ENCOUNTER  
   
   
  D AR K T E N T AC L E S 
  CR  7 
  CE Large Aberration  
  Init +2; Senses Listen +6, Spot +6, Darkvision 60 ft., 
  Tremorsense 
  Languages Common, Aquan  
  AC 18, touch 11, flat-footed 16 
   (-1 size, +2 Dex, +7 natural) 
  hp 74 (9 HD)  
  Fort +6, Ref +5, Will +7 
  Speed 5 ft. (1 square), swim 20 ft.; 
  Melee mwk battleaxe +10/+5 melee (1d8+4/20, x3) 
  and 11 shortswords +9 melee (1d6+2) or 12 slams 
  +9 melee (1d4+4) 
  Space 10 ft.; Reach 15 ft. 
  Base Atk +5; Grp +30 
  Atk Options Improved Grab, Constrict 
  Combat Gear mwk battleaxe, 11 shortswords 
  Spell-Like Abilities (CL 10th): 
   5/day— Hold Monster (DC 16) 
   3/day— Charm Monster (DC 15) 
   1/day— Wall of Force 
  Abilities Str 19, Dex 15, Con 17, Int 14, Wis 12, Cha 
  12  
  SQ Darkvision 60 ft., enhanced multiweapon fighting, 
  tentacle regeneration, tremorsense, weapon use 
  Feats Combat Reflexes, Multidexterity, Multiweapon 
  Fighting  
  Skills Concentration +11, Hide +14, Listen +6, Move 
  Silently +14, Spot +6 
  Possessions combat gear plus  
   
   
  Constrict (Ex): On a successful grapple check, 
  a darktentacles can crush a grappled opponent, 
  dealing 2d6+6 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller 
  than itself with a slam attack, it deals normal 
  damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity.  If 
  it gets a hold, it can also constrict in the same round. 
   Thereafter, the darktentacles has the option to 
  conduct the grapple normally or use its tentacle to 
  hold the opponent (-20 penalty on its grapple check, 
  but the darktentacles is not considered grappled).  If 
  it wins the grapple check, it establishes a hold and 
  can constrict in addition to dealing its slam damage. 
   
  Spell-like Abilities: 5/day – hold monster; 3/day 
  – charm monster; 1/day – wall of force.  Caster level 
  10th; save DC 11 + spell-level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use 
  by 2 for both primary and off hands.  Combined with 
  the Multidexterity and Multiweapon Fighting feats, 
  this ability effectively negates any penalty for using 
  one or more light off-hand weapons.  
   
  Tentacle Regeneration (Ex): Foes can attack 
  the tentacles of a darktentacles, but only when those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 19 (touch 12) and can 
  withstand 20 points of damage.  The loss of a 
  tentacle does not harm the creature (damage does 
  not apply against its hit point total) and it regrows the 
  limb within a day. 
   
  Tremorsense 
  (Ex): 
  A 
  darktentacles 
  can 
  automatically sense the location of anything within 
  60 feet that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle.  It is proficient with all simple and martial 
  melee weapons. 
   
  Skills: Darktentacles have a +16 racial bonus on 
  grapple checks and a +4 racial bonus on Hide 
  checks.   
   
   
  
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  Page 19 
  APPENDIX 3 – APL 6 
  OPTIONAL ENCOUNTER  
   
   
  A D V AN C E D  D AR K T E N T AC L E S 
  CR  9 
  CE Large Aberration  
  Init +2; Senses Listen +12, Spot +12, Darkvision 60 
  ft., Tremorsense 
  Languages Common, Aquan  
  AC 19, touch 11, flat-footed 17 
   (-1 size, +2 Dex, +8 natural) 
  hp 153 (17 HD)  
  Fort +9, Ref +7, Will +11 
  Speed 5 ft. (1 square), swim 20 ft.; 
  Melee mwk battleaxe +18/+13/+8 melee (1d8+5/20, 
  x3) and 11 shortswords +17 melee (1d6+2) or 12 
  slams +17 melee (1d4+5) 
  Space 10 ft.; Reach 15 ft. 
  Base Atk +12; Grp +38 
  Atk Options Improved Grab, Constrict 
  Combat Gear mwk battleaxe, 11 shortswords 
  Spell-Like Abilities (CL 10th): 
   5/day— Hold Monster (DC 16) 
   3/day— Charm Monster (DC 15) 
   1/day— Wall of Force 
  Abilities Str 20, Dex 15, Con 18, Int 14, Wis 12, Cha 
  12  
  SQ Darkvision 60 ft., enhanced multiweapon fighting, 
  tentacle regeneration, tremorsense, weapon use 
  Feats Combat Reflexes, Improved Natural Armor, 
  Multidexterity, 
  Multiweapon Fighting, Quicken 
  Spell-like Ability 3/day (hold monster)  
  Skills Concentration +17, Hide +21, Listen +12, 
  Move Silently +21, Spot +12 
  Possessions combat gear plus  
   
   
  Constrict (Ex): On a successful grapple check, 
  a darktentacles can crush a grappled opponent, 
  dealing 2d6+6 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller 
  than itself with a slam attack, it deals normal 
  damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity.  If 
  it gets a hold, it can also constrict in the same round. 
   Thereafter, the darktentacles has the option to 
  conduct the grapple normally or use its tentacle to 
  hold the opponent (-20 penalty on its grapple check, 
  but the darktentacles is not considered grappled).  If 
  it wins the grapple check, it establishes a hold and 
  can constrict in addition to dealing its slam damage. 
   
  Spell-like Abilities: 5/day – hold monster; 3/day 
  – charm monster; 1/day – wall of force.  Caster level 
  10th; save DC 11 + spell-level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use 
  by 2 for both primary and off hands.  Combined with 
  the Multidexterity and Multiweapon Fighting feats, 
  this ability effectively negates any penalty for using 
  one or more light off-hand weapons.  
   
  Tentacle Regeneration (Ex): Foes can attack 
  the tentacles of a darktentacles, but only when those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 19 (touch 12) and can 
  withstand 20 points of damage.  The loss of a 
  tentacle does not harm the creature (damage does 
  not apply against its hit point total) and it regrows the 
  limb within a day. 
   
  Tremorsense 
  (Ex): 
  A 
  darktentacles 
  can 
  automatically sense the location of anything within 
  60 feet that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle.  It is proficient with all simple and martial 
  melee weapons. 
   
  Skills: Darktentacles have a +16 racial bonus on 
  grapple checks and a +4 racial bonus on Hide 
  checks.  
   
   
   
  
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  Page 20 
  APPENDIX 4 – APL 8 
   
  OPTIONAL ENCOUNTER  
   
   
  A D V AN C E D  F I E N D I S H  D AR K T E N T AC L E S CR  11 
  CE Large Aberration (Extraplanar) 
  Init +2; Senses Listen +12, Spot +12, Darkvision 60 ft., 
  Tremorsense 
  Languages Common, Aquan  
  AC 19, touch 11, flat-footed 17 
   (-1 size, +2 Dex, +8 natural) 
  hp 153 (17 HD)  
  Resist Cold 10, Fire 10; SR 22; DR 10/magic 
  Fort +9, Ref +7, Will +11 
  Speed 5 ft. (1 square), swim 20 ft.; 
  Melee mwk battleaxe +18/+13/+8 melee (1d8+5/20, x3) 
  and 11 mwk shortswords +18 melee (1d6+2) or 12 
  slams +17 melee (1d4+5) 
  Space 10 ft.; Reach 15 ft. 
  Base Atk +12; Grp +38 
  Atk Options Improved Grab, Constrict, Smite Good 
  Combat Gear mwk battleaxe, 11 mwk shortswords 
  Spell-Like Abilities (CL 10th): 
   5/day— Hold Monster (DC 16) 
   3/day— Charm Monster (DC 15) 
   1/day— Wall of Force 
  Abilities Str 20, Dex 15, Con 18, Int 14, Wis 12, Cha 
  12  
  SQ Darkvision 60 ft., enhanced multiweapon fighting, 
  tentacle regeneration, tremorsense, weapon use 
  Feats Combat Reflexes, Improved Natural Armor, 
  Multidexterity, Multiweapon Fighting, Quicken Spell-
  like Ability 3/day (hold monster)  
  Skills Concentration +17, Hide +21, Listen +12, Move 
  Silently +21, Spot +12 
  Possessions combat gear plus  
   
   
  Constrict (Ex): On a successful grapple check, a 
  darktentacles can crush a grappled opponent, dealing 
  2d6+6 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold, it 
  can also constrict in the same round.  Thereafter, the 
  darktentacles has the option to conduct the grapple 
  normally or use its tentacle to hold the opponent (-20 
  penalty on its grapple check, but the darktentacles is 
  not considered grappled).  If it wins the grapple check, 
  it establishes a hold and can constrict in addition to 
  dealing its slam damage. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a good 
  foe. 
   
  Spell-like Abilities: 5/day – hold monster; 3/day – 
  charm monster; 1/day – wall of force.  Caster level 10th; 
  save DC 11 + spell-level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use by 2 
  for both primary and off hands.  Combined with the 
  Multidexterity and Multiweapon Fighting feats, this 
  ability effectively negates any penalty for using one or 
  more light off-hand weapons.  
   
  Tentacle Regeneration (Ex): Foes can attack the 
  tentacles of a darktentacles, but only when those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 19 (touch 12) and can withstand 
  20 points of damage.  The loss of a tentacle does not 
  harm the creature (damage does not apply against its 
  hit point total) and it regrows the limb within a day. 
   
  Tremorsense 
  (Ex): 
  A 
  darktentacles 
  can 
  automatically sense the location of anything within 60 
  feet that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle.  It is proficient with all simple and martial 
  melee weapons. 
   
  Skills: Darktentacles have a +16 racial bonus on 
  grapple checks and a +4 racial bonus on Hide 
  checks. 
    
   
   
   
   
  
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   APPENDIX 5 – APL 10 
   
  OPTIONAL ENCOUNTER  
   
   
  A D V AN C E D  F I E N D I S H  D AR K T E N T AC L E S CR  14 
  CE Huge Aberration (Extraplanar) 
  Init +2; Senses Listen +21, Spot +21, Darkvision 60 ft., 
  Tremorsense 
  Languages Common, Aquan  
  AC 21, touch 10, flat-footed 19 
   (-2 size, +2 Dex, +11 natural) 
  hp 262 (25 HD)  
  Resist Cold 10; Fire 10; SR 25 DR 10/magic 
  Fort +14, Ref +10, Will +16 
  Speed 5 ft. (1 square), swim 20 ft.; 
  Melee 
  mwk huge battleaxe +27/+22/+17 melee 
  (3d6+10/20, x3) and 11 mwk shortswords +27 melee 
  (1d6+5) or 12 slams +26 melee (1d6+10) 
  Space 15 ft.; Reach 25 ft. 
  Base Atk +18; Grp +52 
  Atk Options Improved Grab, Constrict, Power Attack, 
  Smite Good, Multigrab 
  Combat 
  Gear 
  mwk 
  huge 
  battleaxe, 
  11 
  mwk 
  shortswords 
  Spell-Like Abilities (CL 10th): 
   5/day— Hold Monster (DC 16) 
   3/day— Charm Monster (DC 15) 
   1/day— Wall of Force 
  Abilities Str 30, Dex 14, Con 22, Int 14, Wis 12, Cha 
  12  
  SQ Darkvision 60 ft., enhanced multiweapon fighting, 
  tentacle regeneration, tremorsense, weapon use 
  Feats Combat Reflexes, Extended Reachss, Improved 
  Natural 
  Armor, 
  Multidexterity, 
  MultigrabSS, 
  Multiweapon Fighting, Power Attack, Quicken Spell-
  like Ability 3/day (hold monster)  
  Skills Concentration +23, Hide +24, Listen +21, Move 
  Silently +24, Spot +21 
  Possessions combat gear plus ring of greater 
  counterspells (Otto’s Irresistible Dance) 
   
   
  Constrict (Ex): On a successful grapple check, a 
  darktentacles can crush a grappled opponent, dealing 
  3d6+15 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold, it 
  can also constrict in the same round.  Thereafter, the 
  darktentacles has the option to conduct the grapple 
  normally or use its tentacle to hold the opponent (-10 
  penalty on its grapple check due to Multigrab feat, but 
  the darktentacles is not considered grappled).  If it wins 
  the grapple check, it establishes a hold and can 
  constrict in addition to dealing its slam damage. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a good 
  foe. 
   
  Spell-like Abilities: 5/day – hold monster; 3/day – 
  charm monster; 1/day – wall of force.  Caster level 10th; 
  save DC 11 + spell-level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use by 2 
  for both primary and off hands.  Combined with the 
  Multidexterity and Multiweapon Fighting feats, this 
  ability effectively negates any penalty for using one or 
  more light off-hand weapons.  
   
  Tentacle Regeneration (Ex): Foes can attack the 
  tentacles of a darktentacles, but only when those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 19 (touch 12) and can withstand 
  20 points of damage.  The loss of a tentacle does not 
  harm the creature (damage does not apply against its 
  hit point total) and it regrows the limb within a day. 
   
  Tremorsense 
  (Ex): 
  A 
  darktentacles 
  can 
  automatically sense the location of anything within 60 
  feet that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle.  It is proficient with all simple and martial 
  melee weapons. 
   
  Skills: Darktentacles have a +16 racial bonus 
  on grapple checks and a +4 racial bonus on Hide 
  checks.  
   
   
   
   
   
  
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  APPENDIX 6 – APL 12 
   
  OPTIONAL ENCOUNTER  
   
   
  A D V AN C E D  
  F I E N D I S H  
  S P E L L W AR P E D  
  D AR K T E N T AC L E S 
  CR  16 
  CE Huge Aberration (Extraplanar) 
  Init +3; Senses Listen +23, Spot +23, Darkvision 60 
  ft., Tremorsense 
  Languages Common, Aquan  
  AC 24, touch 11, flat-footed 21 
   (-2 size, +3 Dex, +13 natural) 
  hp 300 (25 HD)  
  Resist Cold 10; Fire 10; variable, see below; SR 36 
  DR 10/magic, Spell absorption 
  Fort +16, Ref +11, Will +16 
  Speed 5 ft. (1 square), swim 20 ft.; 
  Melee mwk huge battleaxe +29/+24/+19 melee 
  (3d6+12/20, x3) and 11 mwk shortswords +29 
  melee (1d6+6) or 12 slams +28 melee (1d6+12) 
  Space 15 ft.; Reach 25 ft. 
  Base Atk +18; Grp +54 
  Atk Options Improved Grab, Constrict, Power 
  Attack, Smite Good, MultigrabSS 
  Combat Gear mwk huge battleaxe, 11 mwk 
  shortswords 
  Spell-Like Abilities (CL 10th): 
   5/day— Hold Monster (DC 16) 
   3/day— Charm Monster (DC 15) 
   1/day— Wall of Force 
  Abilities Str 34, Dex 16, Con 26, Int 18, Wis 12, Cha 
  12  
  SQ Darkvision 60 ft., enhanced multiweapon fighting, 
  tentacle regeneration, tremorsense, weapon use, 
  spell absorption 
  Feats 
  Combat 
  Reflexes, 
  Extended 
  Reachss, 
  Improved 
  Natural 
  Armor, 
  Multidexterity, 
  MultigrabSS, Multiweapon Fighting, Power Attack, 
  Quicken Spell-like Ability 3/day (hold monster)  
  Skills Concentration +25, Hide +28, Listen +23, 
  Move Silently +28, Spot +23 
  Possessions combat gear plus ring of greater 
  counterspells (Otto’s Irresistible Dance) 
   
   
  Constrict (Ex): On a successful grapple check, 
  a darktentacles can crush a grappled opponent, 
  dealing 3d6+18 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller 
  than itself with a slam attack, it deals normal 
  damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity.  If 
  it gets a hold, it can also constrict in the same round. 
   Thereafter, the darktentacles has the option to 
  conduct the grapple normally or use its tentacle to 
  hold the opponent (-10 penalty on its grapple check 
  due to Multigrab feat, but the darktentacles is not 
  considered grappled).  If it wins the grapple check, it 
  establishes a hold and can constrict in addition to 
  dealing its slam damage. 
   
  Smite Good (Su): Once per day the creature 
  can make a normal melee attack to deal extra 
  damage equal to its HD total (maximum of +20) 
  against a good foe. 
   
  Spell-like Abilities: 5/day – hold monster; 3/day 
  – charm monster; 1/day – wall of force.  Caster level 
  10th; save DC 11 + spell-level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use 
  by 2 for both primary and off hands.  Combined with 
  the Multidexterity and Multiweapon Fighting feats, 
  this ability effectively negates any penalty for using 
  one or more light off-hand weapons.  
   
  Tentacle Regeneration (Ex): Foes can attack 
  the tentacles of a darktentacles, but only when those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 19 (touch 12) and can 
  withstand 20 points of damage.  The loss of a 
  tentacle does not harm the creature (damage does 
  not apply against its hit point total) and it regrows the 
  limb within a day. 
   
  Tremorsense 
  (Ex): 
  A 
  darktentacles 
  can 
  automatically sense the location of anything within 
  60 feet that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large 
  size can wield a melee weapon of up to Huge 
  size in each tentacle.  It is proficient with all 
  simple and martial melee weapons. 
   
  Spell Resistance (Ex): A spellwarped creature 
  gains SR equal to 11 plus its Hit Dice. 
   
  Spell Absorption (Su): Whenever a spell fails 
  to penetrate a spellwarped creature’s SR, the 
  creature gains one of the following benefits, chosen 
  at the time that 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. 
  
  KEO8-04 THE SECRET 
   
  Page 23 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire or sonic). 
   
  Skills: Darktentacles have a +16 racial 
  bonus on grapple checks and a +4 racial bonus 
  on Hide checks. 
   
  
  KEO8-04 THE SECRET 
   
  Page 24 
  APPENDIX 7 – APL 14 
   
  ENCOUNTER 3 
  AREA  3 
  D E AT H  S L AAD  F T R2  (2) 
  CR  15 
  CE Medium Outsider (Chaotic, Extraplanar)  
  Init +10; Senses Listen +22, Spot +22 
  AC 35, touch 16, flat-footed 29 
   (+6 Dex, +7 armor, +12 natural) 
  hp 164 (17 HD)  
  Resist DR 10/lawful, immunity to sonic, resistance to 
  acid 5, cold 5, electricity 5, fire 5  
  Fort +17, Ref +15, Will +13 
  Speed 30 ft. (6 squares); 
  Melee +2 greatsword +20/+15/+10 melee (2d6+9/17-
  20x2) and bite +20 melee (2d10+2) or 2 claws +22 
  melee (3d6+5 plus stun) and bite +20 melee 
  (2d10+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +17; Grp +22 
  Atk Options spell-like abilities, stun 
  Combat Gear +2 greatsword, +3 mithril chain shirt 
  Spell-Like Abilities At will – animate objects, chaos 
  hammer (DC 20), deeper darkness, detect magic, 
  dispel law (DC 21), fear (DC 20), finger of death (DC 
  23), fireball (DC 19), fly, identify, invisibility, magic 
  circle against law, see invisibility, shatter (DC 18); 
  3/day – circle of death (DC 22), cloak of chaos (DC 
  24), word of chaos (DC 23); 1/day – implosion (DC 
  25), power word blind.  CL 15th. 
  Abilities Str 21, Dex 23, Con 21, Int 18, Wis 18, Cha 
  22  
  SQ change shape, DR 10 lawful, darkvision 60 ft., fast 
  healing 5, immunity to sonic, resistance to acid 5, 
  cold 5, electricity 5 and fire 5, telepathy 100 ft. 
  Feats Cleave, Great Cleave, Improved Initiative,  
  Improved Critical (greatsword), Improved Sunder, 
  Multiattack, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (greatsword)  
  Skills Climb +25, Concentration +15, Escape Artist 
  +24, Hide +24, Intimidate +26, Jump +25, Knowledge 
  (arcana) +22, Knowledge (the planes) +22, Listen +22, 
  Move Silently +24, Search +25, Spot +22, Survival +12 
  (+14 when tracking), Use Rope +6 
  Possessions Combat Gear plus cloak of charisma +4 
   
   
  Stun (Ex): Three times per day, a death salad can 
  attempt to stun an opponent on an attack with one of 
  its natural weapons.  If the opponent fails a DC 21 
  Fortitude save, it is stunned for 1 round in addition to 
  taking normal damage from the attack. The save DC is 
  Wisdom based. 
   
  Change Shape (Su): A death salad can assume 
  any humanoid form as a standard action. In humanoid 
  form, a death salad cannot use its natural weapons 
  (although a death salad can equip itself with weapons 
  and armor appropriate to its appearance).  A death 
  salad remains in one form until it chooses to assume a 
  new one.  A change in form cannot be dispelled, but the 
  salad reverts to its natural form when killed.  A true 
  seeing spell reveals its natural form.    
   
  AREA 4 
  E L D E R  F I R E  E L E M E N T AL  (4) 
  CR  11 
  N Huge Elemental (Fire, Extraplanar)  
  Init +13; Senses Listen +28, Spot +29 
  AC 32, touch 18, flat-footed 22 
   (-2 size, +9 Dex, +6 greater mage armor, +8 natural, 
  +1 haste) 
  hp 204 (24 HD)  
  Resist DR 10/-, darkvision 60 ft., elemental traits, 
  immunity to fire, vulnerability to cold 
  Miss chance 50%   
  Fort +14, Ref +24, Will +10 
  Speed 60 ft. (12 squares); 
  Melee 2 slams +27 melee (2d8+6 plus 2d8 fire) plus 
  haste attack slam +27 melee  (2d8+6 plus 2d8 fire) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +18; Grp +32 
  Atk Options haste attack, burn, Spring Attack 
  Combat Gear none 
  Spell-Like Abilities none. 
  Abilities Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11  
  SQ DR 10/-, darkvision 60 ft., elemental traits, 
  immunity to fire, vulnerability to cold, displacement 
  (CL 17th). 
  Feats Alertness, Blind-fight, Combat Reflexes, Dodge, 
  Improved Initiative,  Great Fortitude, Iron Will, 
  Mobility, Spring Attack, Weapon Finesse, Weapon 
  Focus (slam)  
  Skills Listen +28, Spot +29 
  Possessions none 
   
   
  Burn (Ex): A fire elemental’s slam attack 
  deals bludgeoning damage plus fire damage from 
  the elemental’s flaming body.  Those hit by a fire 
  elemental’s slam attack also must succeed on a 
  Reflex save (DC 26) or catch on fire.  The flame 
  burns for 1d4 rounds.  A burning creature can take 
  a move action to put out the flame.  The save DC 
  is Constitution-based.  Creatures hitting a fire 
  elemental with natural weapons or unarmed 
  attacks take fire damage as though hit by the 
  elemental’s attack and also catch on fire unless 
  they succeed on a Reflex save. 
  
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  OPTIONAL ENCOUNTER  
   
   
  A D V AN C E D  
  H AL F-F I E N D  
  S P E L L W AR P E D  
  D AR K T E N T AC L E S   
  CR  17 
  CE Huge Outsider (Native Outsider) 
  Init +5; Senses Listen +25, Spot +25, Darkvision 60 ft., 
  Tremorsense 
  Languages Common, Aquan  
  AC 27, touch 13, flat-footed 22 
   (-2 size, +5 Dex, +14 natural) 
  hp 325 (25 HD)  
  Resist Acid 10, Cold 10, Electricity 10, Fire 10; 
  variable, see below; SR 36 DR 10/magic, Spell 
  absorption, immunity to poison 
  Fort +17, Ref +13, Will +16 
  Speed 5 ft. (1 square), fly 5 ft.; swim 20 ft.; 
  Melee 
  mwk huge battleaxe +31/+26/+21 melee 
  (3d6+14/20, x3) and 11 mwk shortswords +31 melee 
  (1d6+8) or 12 slams +30 melee (1d6+14) 
  Space 15 ft.; Reach 25 ft. 
  Base Atk +18; Grp +56 
  Atk Options Improved Grab, Constrict, Power Attack, 
  Smite Good, MultigrabSS 
  Combat 
  Gear 
  mwk 
  huge 
  battleaxe, 
  11 
  mwk 
  shortswords 
  Spell-Like Abilities (CL 25th unless otherwise noted):  
  5/day— hold monster (DC 16) (CL 10th); 3/day— 
  charm monster (DC 15) (CL 10th), darkness, poison 
  (DC 17), unholy aura (DC 21); 1/day— blasphemy, 
  contagion (DC varies), descecrate, finger of death 
  (DC 20), horrid wilting (DC 21), summon monster IX 
  (fiends only), unhallow, unholy blight (DC 17), wall of 
  force (CL 10th) 
  Abilities Str 38, Dex 20, Con 28, Int 22, Wis 12, Cha 
  14  
  SQ Darkvision 60 ft., enhanced multiweapon fighting, 
  tentacle regeneration, tremorsense, weapon use, 
  spell absorption 
  Feats Combat Reflexes, Extended Reachss, Improved 
  Natural 
  Armor, 
  Multidexterity, 
  MultigrabSS, 
  Multiweapon Fighting, Power Attack, Quicken Spell-
  like Ability 3/day (unholy aura)  
  Skills Concentration +25, Hide +30, Listen +25, Move 
  Silently +30, Spot +25 
  Possessions combat gear plus ring of greater 
  counterspells (Otto’s Irresistible Dance) 
   
   
  Constrict (Ex): On a successful grapple check, a 
  darktentacles can crush a grappled opponent, dealing 
  3d6+21 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  If it gets a hold, it 
  can also constrict in the same round.  Thereafter, the 
  darktentacles has the option to conduct the grapple 
  normally or use its tentacle to hold the opponent (-10 
  penalty on its grapple check due to Multigrab feat, but 
  the darktentacles is not considered grappled).  If it wins 
  the grapple check, it establishes a hold and can 
  constrict in addition to dealing its slam damage. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a good 
  foe. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use by 2 
  for both primary and off hands.  Combined with the 
  Multidexterity and Multiweapon Fighting feats, this 
  ability effectively negates any penalty for using one or 
  more light off-hand weapons.  
   
  Tentacle Regeneration (Ex): Foes can attack the 
  tentacles of a darktentacles, but only when those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 19 (touch 12) and can withstand 
  20 points of damage.  The loss of a tentacle does not 
  harm the creature (damage does not apply against its 
  hit point total) and it regrows the limb within a day. 
   
  Tremorsense 
  (Ex): 
  A 
  darktentacles 
  can 
  automatically sense the location of anything within 60 
  feet that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large 
  size can wield a melee weapon of up to Huge size 
  in each tentacle.  It is proficient with all simple and 
  martial melee weapons. 
   
  Spell Resistance (Ex): A spellwarped creature 
  gains SR equal to 11 plus its Hit Dice. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s SR, the creature 
  gains one of the following benefits, chosen at the time 
  that 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). 
   
  Skills: Darktentacles have a +16 racial bonus 
  on grapple checks and a +4 racial bonus on Hide 
  checks. 
   
  
  KEO8-04 THE SECRET 
   
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  DM AID: MAP #1 – SECRET DUNGEON 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  KEO8-04 THE SECRET 
   
  Page 27 
  NOTE: FOLLOWING THIS MAP ARE ACTUAL SIZE MAPS OF THE LIBRARY  
  AND LABORATORY FOR YOU TO USE ON THE BATTLEMAP. 
   
   
   
  -The laboratory is 6 squares wide by 7 squares high 
   
   
   
  -The library is 7 squares wide by 9 ½ squares high 
   
   
   
  -The study is 3 squares by 3 squares. 
  
  KEO8-04 THE SECRET 
   
  Page 28 
  DM AID: MAP #2 – LIBRARY 
   
   
   
   
   
  
  KEO8-04 THE SECRET 
   
  Page 29 
  DM AID: MAP #3 – LABORATORY 
   
   
   
   
  
  KEO8-04 THE SECRET 
   
  Page 30 
  DM AID: MAP #4 – RUINS IN THE RUSHMOORS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The map is 12 squares wide by 16 squares high 
  The ruins are 9 squares high by 6 squares wide 
  
  KEO8-04 THE SECRET 
   
  Page 31 
  DM AID: NEW RULES 
  NEW FEATS 
  Extended Reach (Savage Species) 
  Your flexible body allows you to reach farther than normal. 
   
  Prerequisite: Small or larger size, non-rigid body or a non-rigid attack form such as a tentacle, 
  feeler or pseudopod. 
   
  Benefit: Your body or a part of your body that with which you can deliver a melee attack is boneless 
  and flexible, allowing you to threaten a larger than normal area with melee attacks.  Add +5 feet to your 
  normal reach. 
  Multigrab (Savage Species) 
  You can grapple enemies more firmly than normal with your natural attacks. 
   
  Prerequisite: Str 17, Improved Grab. 
   
  Benefit: When grappling an opponent with the part of your body that made the attack, you take only 
  a -10 penalty on grapple checks to maintain the hold. 
  NEW MONSTERS 
  Darktentacles (Monster Manual II) 
  Large Aberration 
  Hit Dice: 9d8+27 (67 hit points) 
  Initiative: +2 
  Speed: 5 ft., swim 20 ft. 
  AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 
  Base Attack/Grapple: +5/+30 
  Attack: Slam +9 melee (1d4+4) or weapon +4 melee   
  Full Attack: 12 slams +9 melee or weapon +9/+4 melee and 11 light weapons +9 melee, or weapon 
  +9/+4 melee and 11 weapons (at least one of which is not light) +7 melee 
  Space/Reach:  10 ft. / 15 ft. 
  Special Attacks: Constrict 2d6+6, improved grab, spell-like abilities 
  Special Qualities: Darkvision 60 ft., enhanced multi-weapon fighting, tentacle regeneration, 
  tremorsense, weapon use 
  Saves: Fort +6, Ref +5, Will +7 
  Abilities: Str 19, Dex 15, Con 17, Int 14, Wis 12, Cha 12 
  Skills: Concentration +11, Hide +14, Listen +6, Move Silently +14, Spot +6 
  Feats: Combat Reflexes, Multidexterity, Multiweapon Fighting 
  Environment: Any marsh 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: 10-18 HD (Large); 19-27 HD (Huge) 
   
  The darktentacles is a justly feared swamp monster.  Both intelligent and malicious, it often leaves 
  treasure from previous victims scattered about to attract new prey.  The creature can flatten its squishy 
  body across the ground so as to be inconspicuous, and it usually hides in or near water. 
  A darktentacles resembles an octopus with thirty six tentacles, each of which can be up to 20 feet long.  
  Instead of suction cups, each of its tentacles is lined with eyes.  The creature uses some tentacles for 
  movement and others for combat, striking with whichever tentacles are convenient. 
  This creature is capable of wielding weapons in its tentacles and it often does so.  It has no innate sense 
  for magic items, but it tends to select the most effective weapons at its disposal.  Because it hides so 
  
  KEO8-04 THE SECRET 
   
  Page 32 
  well, many characters have no idea that a darktentacles is present until abandoned weapons fly up from 
  the ground and begin attacking them. 
  A dark tentacles speaks common and Aquan. 
  Combat 
  When creatures approach, a darktentacles typically uses its charm monster and hold monster powers 
  first, concentrating its attacks on foes who seem to be physically powerful.  Thereafter, it attacks anyone 
  who comes within reach of its tentacles.  If the darktentacles manages to grab someone, it uses its wall 
  of force ability to keep any other opponents from lending the victim assistance.   
  A darktentacles can use only three tentacles at once against a Medium or Small sized opponent.  Against 
  a larger foe, it can use three additional tentacles for each extra 5 feet of face (size category) the 
  opponent has, provided that it has the reach.  Against a Tiny or smaller opponent, the creature can use 
  only one tentacle.  It can use a maximum of three tentacles against all foes in any single 5-foot by 5-foot 
  area. 
   
  Constrict (Ex): On a successful grapple check, a darktentacles can crush a grappled opponent, 
  dealing 2d6+6 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a darktentacles hits an opponent that is at least one size category smaller 
  than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action 
  without provoking an attack of opportunity.  If it gets a hold, it can also constrict in the same round.  
  Thereafter, the darktentacles has the option to conduct the grapple normally or use its tentacle to hold 
  the opponent (-20 penalty on its grapple check, but the darktentacles is not considered grappled).  If it 
  wins the grapple check, it establishes a hold and can constrict in addition to dealing its slam damage. 
   
  Spell-like Abilities: 5/day – hold monster; 3/day – charm monster; 1/day – wall of force.  Caster 
  level 10th; save DC 11 + spell-level. 
   
  Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 
  2 for both primary and off hands.  Combined with the Multidexterity and Multiweapon Fighting feats, this 
  ability effectively negates any penalty for using one or more light off-hand weapons.  
   
  Tentacle Regeneration (Ex): Foes can attack the tentacles of a draktentacles, but only when those 
  appendages are actually holding an opponent.  A tentacle has an AC of 19 (touch 12) and can withstand 
  20 points of damage.  The loss of a tentacle does not harm the creature (damage does not apply against 
  its hit point total) and it regrows the limb within a day. 
   
  Tremorsense (Ex): A darktentacles can automatically sense the location of anything within 60 feet 
  that is in contact with the ground. 
   
  Weapon Use (Ex): A darktentacles of Large size can wield a melee weapon of up to Huge size in 
  each tentacle.  It is proficient with all simple and martial melee weapons. 
   
  Skills: Darktentacles have a +16 racial bonus on grapple checks and a +4 racial bonus on Hide 
  checks.  
  NEW SPELL 
  Mage Armor, Greater (Spell Compendium) 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/Wizard 3 
  Components: V, S 
  This spell functions like mage armor, except that it requires no material component and its tangible field of force 
  provides a +6 bonus to armor class.  
  
  KEO8-04 THE SECRET 
   
  Page 33 
   
  NEW TEMPLATE 
  Spellwarped Creature (Monster Manual III) 
  Spellwarped creatures have been tainted by powerful magic.  Long ago, powerful spellcasters infused 
  magic into the bodies of many creatures, seeking to make them stronger, tougher and more tractable.  
  The magic used in this process changed the nature of the affected creatures.  These changes were 
  irreversible, and the changes bred true as the creatures matured and produced offspring of their own.  
  The process was a partial success, and the creatures did indeed grow stronger and faster than normal 
  creatures of their kind.  The creatures invariably proved unruly, however, and they seemed more clever 
  and quick-thinking than others of their type.  In addition, the creatures gained a strange and alien mind-
  set, reacting to many situations in unusual but cunning ways. 
   
  Creating A Spellwarped Creature 
  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). 
  A spellwarped creature uses all the base creature’s statistics and abilities except as noted here. 
  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 improves by 2 (this stacks with any natural armor bonus the base 
  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 SR equal to 11 plus its Hit Dice. 
  Spell Absorption (Su): Whenever a spell fails to penetrate a spellwarped creature’s SR, the creature 
  gains one of the following benefits, chosen at the time that 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. 
  
  KEO8-04 THE SECRET 
   
  Page 34 
   
  PLAYER HANDOUT #1 – AN INVITATION FROM LORD 
  HOLPHIN 
   
   
  Greetings, 
   
  Though you do not know me, your names and deeds are known to me.  I cannot 
  spare words: the honor of your presence is requested by Lord Holphin Neheli, 
  known by some as the Kingslayer.  Dark times are facing the Kingdom and Lord 
  Holphin has immediate need of your services.  You are requested to meet Lord 
  Holphin at the Crystal Goblet in Niole Dra.  Speak my name to Lathfrayel, the 
  innkeeper, when you arrive. 
   
  Regards, 
   
  Artaxerxes of Saint Cuthbert 
  
  KEO8-04 THE SECRET 
   
  Page 35 
  PLAYER HANDOUT #2 – AN INVITATION FROM LORD 
  HOLPHIN 
   
  Friends, 
  I cannot spare words: the honor of your presence is requested by Lord Holphin.  
  Dark times are facing the Kingdom and Lord Holphin has immediate need of your 
  services.  I implore you to meet Lord Holphin at the Crystal Goblet in Niole Dra.  
  Speak my name to Lathfrayel, the innkeeper, when you arrive. 
   
  Warmest regards, 
   
  Artaxerxes 
   
  
  KEO8-04 THE SECRET 
   
  Page 36 
  PLAYER HANDOUT #3 – COUNT ORLOC’S JOURNALS 
   
  15 Patchwall 578 
  Two days ago Duke Cedrian and I agreed to an intellectual alliance to pool our arcane knowledge and 
  engage in experiments together.   We shall begin next month.  We shall use the cellars under Cedrian’s 
  quarters.  I prefer to conduct my own affairs in the cellars under my own rooms. 
   
  26 Coldeven 579 
  Cedrian and I have drawn up preliminary plans to construct a planar portal.  Assuming all goes 
  according to plan, I shall tie the portal to the plane of Mechanus.   
   
  10 Goodmonth 579 
  Cedrian is a weakling.  His reluctance to experiment with the portal is infuriating.  We must configure 
  the portal properly, and we can only do so through experimentation.  Sacrifices must be made.  Cedrian 
  needs to see reason! 
   
  19 Goodmonth 579 
  Now I know Cedrian is a fool as well.  Cedrian’s apprentice botched creation of the portal and nearly 
  cost us our lives.  Perhaps we should rethink our designs and proceed with more caution.  I shall speak 
  with Cedrian in the morning. 
   
  24 Sunsebb 579 
  He is a greater fool than I thought possible!  Cedrian attuned the portal to the plane of Limbo, foiling 
  my designs to attune it to the plane of Mechanus!  He has no conception of the dangers of a plane of 
  randomness, nor of my plans to contact the inhabitants of Mechanus in the hopes of resolving the current 
  problems facing the Kingdom.  I shall break off ties with Cedrian before his recklessness kills us both.  
  With what I have learned from our experiments, opening another portal should be much easier, and a task 
  that I may accomplish alone. 
   
  
  KEO8-04 THE SECRET 
   
  Page 37 
  PLAYER HANDOUT #4 – COUNT ORLOC’S JOURNALS 
   
  16 Ready’reat 595  
  After years of work and now that I am free of Cedrian’s meddling, I have managed to open a link to 
  Mechanus.  On the morrow I shall finally view the plane and see what there is to be seen.  I regret the 
  loss of my apprentice, Ledonne, but his sacrifice will not be in vain if I can gather the information I 
  desperately need to stave off the coming conflict.   
   
  17 Ready’reat 595 
  It is worse than I feared.  Events are in motion that cannot be stopped.  If all else fails I will away via my 
  teleportation circle, recover the great treasure there and depart.  
   
  14 Fireseek 596 
  All has become clear to me now.  The Returned cannot be stopped.  House Neheli must either join with 
  the Returned or perish with the remainder of the Empire and our weakling of a monarch.  Events shall 
  move quickly this year and I must move as well to ensure that our family is in position to succeed when the 
  Kingdom falls before the Returned.   
  
  KEO8-04 THE SECRET 
   
  Page 38 
  PLAYER HANDOUT #5 – A HINT FOR THE COMBINATION IN 
  THE STUDY  
   
  “Very well then, sir.  Here the hint for your combination,” says the voice…. 
   
   
   
   
  After the sun’s ebb, when the winter winds blow, 
  We all seek the heat of a fire’s warm glow. 
  And after the harvest, when we’ve all had some beer, 
  The walls in the pasture must be fixed for next year. 
  Then the sun rides high, and with sweat on our brow, 
  It’s time for the sickle, for it follows the plow. 
  Celene and her sister watch Oerth celebrate, 
  The space twixt the summers with full, smiling face. 
  
  KEO8-04 THE SECRET 
   
  Page 39 
   
  PLAYER HANDOUT #6 – THE GREYHAWK CALENDAR 
  The year consists of 364 days, split into twelve months of twenty-eight days each, and 
  four seven-day festivals, each placed at three month intervals. The months and 
  festivals are commonly referred to as the Dozenmonth of Luna and the Four Festivals. 
  Days are reckoned in weeks of seven days each. The days of the month are: Starday, 
  Sunday, Moonday, Godsday, Waterday, Earthday, and Freeday. Godsday is 
  commonly associated with worship, and Freeday with rest. The remaining days are 
  considered "work days." 
  The days of the week always occur on the same day every year, a result of the year 
  having a number of days divisible by seven. The first of the month is always a Starday. 
  The months and festivals are based on the cycles of Oerth's moons, Luna and Celene. 
  Luna has a twenty-eight day cycle, while Celene's cycle is ninety-one days. Celene is 
  full at the midpoint of each festival, while Luna is full at various times throughout the 
  year. 
   
  Month/Festival 
   
   
  Season 
  Needfest 
   
   
   
  FESTIVAL 
  Fireseek 
   
   
   
  Winter 
  Readying 
   
   
   
  Spring 
  Coldeven 
   
   
   
  Spring 
  Growfest 
   
   
   
  FESTIVAL 
  Planting 
   
   
   
  Low summer 
  Flocktime 
   
   
   
  Low summer 
  Wealsun 
   
   
   
  Low summer 
  Richfest 
   
   
   
  FESTIVAL 
  Reaping 
   
   
   
  High summer 
  Goodmonth  
   
  High summer 
  Harvester 
   
   
   
  High summer 
  Brewfest 
   
   
   
  FESTIVAL 
  Patchwall 
   
   
   
  Autumn 
  Ready’reat 
   
   
   
  Autumn 
  Sunsebb  
   
   
   
  Winter 
  
  KEO8-04 THE SECRET 
   
  Page 40 
  PLAYER HANDOUT #7 – EXCERPT FROM THE CHRONICLE 
  OF SECRET TIMES 
   
  I, Uhas of Neheli, write these words so that the mistakes of the past shall not be 
  forgotten, but rather shall be remembered and learned from.   
  Following the destruction and desecration of the Keoish settlement of Fleeth, the 
  gruesome details of which are recorded elsewhere in this volume, to my great 
  personal shame, the House of Neheli conducted a bargain with He who sat on the 
  Spider Throne.  In return for sparing the northern lands from the depredations 
  of His undead armies, the Neheli would not wage war against Vecna even as the 
  rest of the fledgling Kingdom prepared to do battle.  This pact is the greatest 
  secret of the Neheli, our greatest shame and our greatest sin. 
  Even as Keoland’s armies gathered in Niole Dra and the king prepared for war, 
  the Neheli plotted to betray the determined allied Suloise and Oerdian tribes as 
  they planned the march north towards the Ur-Flan settlements and the massed 
  forces of undead that were held under the outstretched  hand of Vecna.  A plan 
  was hatched to fall upon the forces of weal as they marched through the northern 
  baronies held by House Neheli, as the Neheli troops ostensibly massed  to join 
  with the great Army of Keoland. 
  Fortunately, the planned treachery of the Neheli was unwittingly foiled by 
  another betrayer, Kas the Bloody Handed, when Vecna’s own lieutenant 
  attempted to usurp the Spider Throne.  When the armies of Keoland marched 
  northward in what was known to be a fool’s crusade (for what army could stand 
  against a force that could animate its own dead!), instead the Keoish found 
  only minor resistance.  Vecna was gone and his empire was destroyed.  The 
  Neheli seers, having learned of Vecna’s fate, hastily called off the treasonous 
  attack on their brethren.  The Empire of Keoland was now free to push north and 
  conquer the warring tribes of Flan and establish the Marches.  The planned 
  treachery of the Neheli would go unbeknownst to the other Great Houses of 
  Rhola and Amber, and peace would one day reign over the Sheldomar Valley.  
  Even the Neheli would come to forget their designs of betrayal.  Only I, Uhas of 
  Neheli, shall faithfully chronicle these events so that the mistakes of the past 
  shall not be forgotten, but rather shall be remembered and learned from.    
    
  
  KEO8-04 THE SECRET 
   
  Page 41 
  CRITICAL EVENT SUMMARY: KEO8-04 THE SECRET 
  For use only at KEOCON or before June 15, 2008. 
  1.  Did the PCs discover that Count Orloc has allied with the Army of the Returned?  
   
  Yes 
   
  No 
   
   
   
  2. If the answer to Question 1 is in the affirmative, whom did they tell (if anyone)? 
   
   
   
   
   
   
   
   
   
  3. Did the PCs discover that House Neheli at one time collaborated with the Occluded Empire in the 
  Optional Encounter? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
   
   
  4. If the answer to Question 3 is in the affirmative, whom did they tell (if anyone)? 
   
   
   
   
   
   
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/598/Normal Scenarios/KEO8-04 - The Secret (APL 2-12)/KEO8-04 - The Secret.pdf