TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
    
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. © 2004 ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  COR4-12 
   
   
  KEY TO THE GRAVE 
   
  A ONE-ROUND D&D® LIVING GREYHAWK™ 
  CORE ADVENTURE 
  Version 1.0 
   
   
   
  BY JASON BULMAHN 
   
  Circle Reviewers: Craig Hier and Stephen Radney-MacFarland 
   
   
  A poor innkeep has a ghastly problem on his hands. A strange man staying at the inn was found dead in his room, but 
  when the guard arrived to claim the body, it was missing. More troubling though is his possessions and the holy symbol 
  of an evil god found under his bed. Part Two of the “Key to Greyhawk” series, the first part of which is the Mad God’s Key 
  found in Dungeon Magazine #114. Playing part one is recommended but not required. An adventure for PCs level 1-6 
  (APLs 2-6). 
   
   
   
   
   
   
   
   
  
  Key to the Grave 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  PREPARATION 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  SCORING 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  
  Key to the Grave 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK LEVELS OF PLAY 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Also note that characters three or more levels lower than 
  the APL only receive half GP at the end of the adventure. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  City of Greyhawk. All characters pay two time units to 
  play this event. Adventurer’s Standard Upkeep costs 12gp 
  per Time Unit. Rich Upkeep costs 50gp per Time Unit. 
  Luxury Upkeep costs 100gp per Time Unit. 
   
  
  Key to the Grave 
   
  Page 4 
   ADVENTURE BACKGROUND 
  Lord Kolta Veltarsim is a wicked man. Once a minor 
  noble in the Duchy of Tenh, he has lost everything dear 
  to him. He lost his family during the Greyhawk wars, and 
  more recently he lost his small estate in the ravaged 
  duchy. 
   
  Shortly after his family was put to the sword, Kolta 
  sought to bring them back. In desperation he turned to a 
  wicked cult dedicated to Vecna. Soon after he joined 
  their sect and over the years became a senior member 
  bent upon discovering all the secrets death had to offer. 
   
  All too recently this cult has acquired dark and evil 
  secrets regarding the recipe for unlife. While other 
  members of the cult are working on some of the more 
  powerful formulas, Kolta has struck first, gathering all 
  the ingredients needed to transform himself into a 
  creature of the night. 
   
  Having gathered all the ingredients, Kolta returned 
  to the city of Greyhawk (where the cult is based) to 
  establish his domain. There, in a small rented room of the 
  Broken Staff Inn, Kolta completed his potion. Drinking 
  the vile concoction, the insane nobleman felt life being 
  torn from his body. Moments later he was dead. The 
  owner, Tel, found the body shortly thereafter while 
  cleaning. He assumed (rightly) that the strange man had 
  taken his own life. 
   
  The innkeep panicked, and went looking for help. In 
  his absence, foul unlife returned to the corpse of Kolta. 
  No longer a simple nobleman, Lord Kolta Veltarsim is 
  now a powerful vampire. 
   
  ADVENTURE SUMMARY  
  The adventure begins with the players in the Broken 
  Staff Inn located within the Artisans District of 
  Greyhawk city. The PCs are asked to investigate by the 
  innkeep, Tel, through one of two indirect means (either 
  they happen to be staying at the inn or Theldrat asks 
  them to look into it if they played the first part of this 
  series).  
   
  Encounter 1: Once at the inn, the PCs can explore 
  the room of the dead/missing cultist as well as take a look 
  around the rest of the building. 
   
  Encounter 
  2: 
  This 
  encounter 
  covers 
  the 
  neighborhood of the building, including all of the 
  neighboring buildings that share the block with the inn. 
  A few of the more critical buildings are actually described 
  in later encounters. 
   
  Encounter 3: This encounter details the overall 
  actions of Kolta the vampire, including the timeline in 
  which they occur. It also details other actions, by 
  residents, the town guard, and a few other independent 
  operators (some of which are dominated thralls). 
   
  Encounter 4: This encounter deals with the very first 
  attack, which happens the night after the body 
  disappears. A lone man is attacked, killed, and turned 
  into a horrible undead creature that then goes on a 
  rampage. After stopping him, the PCs can investigate his 
  home and find a few clues. 
   
  Encounter 5: This encounter deals with the second 
  attack, which happens the night after the first. Swarms of 
  large sewer rats, begin to spread throughout the area, 
  causing panic. While the PCs stop the rats, Kolta uses the 
  distraction to attack again. This time it is an old widow, 
  who may or may not be found right away. 
   
  Encounter 6: This encounter deals with a final 
  assault, which begins with a number of corpses from the 
  catacombs being animated. This horde of zombies begins 
  to go around causing terror. The PCs must find the 
  vampire at the heart of the problem and stop him before 
  it goes too much further. 
   
  Encounter 7: This section deals with the PCs finding 
  the vampire’s lair in one of the buildings and destroying 
  him. This encounter can also be run if the PCs find the 
  lair when the vampire is out or destroyed. 
   
  Conclusion: The PCs are rewarded by the local folk 
  for ridding the area of a dire threat. They also get a few 
  clues as to the whereabouts of the rest of the cult. 
   
   
  INTRODUCTION 
  Before the adventure begins, determine if any characters 
  played in the special Dungeon Magazine adventure Mad 
  God’s Key. Those characters receive a special introduction 
  as noted below. For all characters that have not play Mad 
  God’s Key, read or paraphrase the following to them. 
   
  Out of all the fine inns located in artisans district of the City of 
  Greyhawk, none have a greater sense of age and warmth than 
  the Broken Staff. Plush carpets, deep bookshelves, and walls 
  paneled with rich hardwoods gives the common rooms of the 
  inn a quite comfortable and inviting feel. At the peak of the 
  summer season, these rooms are quite cool as well. 
   
  The owner of the establishment—a thin, aged man by the 
  name of Tel—is happy to have your business while staying 
  within the city. The food is light but richly flavored, the drink is 
  cold, and the conversations are quiet but lively. 
   
  At this point allow the PCs staying at he Broken Staff to 
  introduce themselves to one another. The reason for the 
  PCs staying at the inn is up to them, and some may very 
  well know each other already.  
   
  Allow the PCs to get familiar with the inn, its rules, 
  and its staff as noted below (Encounter 1), before 
  continuing with the following. The following occurs the 
  next morning. 
   
  The morning is greeted by a fierce pounding at the door to your 
  room. Outside you can hear the voice of Tel, apologizing for the 
  interruption and sounding rather frantic. 
   
  Upon opening the door to their room continue with the 
  following. 
   
  Opening the door, you see Tel standing just outside your room, 
  his hair a mess and his hands rubbing together with a nervous 
  shake. “Beggin’ your pardon for the early start, but I have a bit 
  of a problem that I was hoping that you might have a look at. 
  
  Key to the Grave 
   
  Page 5 
  By the looks of ye, you’re no stranger to oddities and I have one 
  that needs a look to!” 
   
  Tel then repeats this with each of the other PCs staying at 
  the inn, gathering them all together. At this point in 
  time, all the PCs sent by Theldrat arrive as well. Tel 
  explains them as “help sent by a dear friend of his” before 
  continuing with encounter one. Allow the new PCs a 
  quick chance to introduce and describe themselves. 
   
  PCs from Mad God’s Key 
  For those PCs who played a Mad God’s Key, read or 
  paraphrase the following: 
   
  Walking through the great gates of Greyhawk City, the letter 
  that brought you back here is still deep within your pack. It 
  was delivered a week ago and read as followed: “The cult may 
  be moving again, please come quick. Your friend, Theldrat.” 
   
  It has been months since the cult of Vecna was discovered 
  through your brave deeds, but since then, nothing has been 
  heard…until now. You find Theldrat waiting for you, sitting 
  on the stoop of his shop, taking in the late afternoon sun. 
   
  “I a.m. so glad to see you my friend. Please come in and 
  have a drink. We have much to discuss.” 
   
  If there are other PCs present who played Mad God’s Key, 
  then they are present also. Allow the PCs to introduce 
  themselves to one another before proceeding. 
   
  “In the months since the robbery, I have not slept well to tell 
  the truth,” Theldrat confides in you after pouring out a few 
  mugs of stout ale. “I have spent a tidy sum of money looking 
  into the cult that stole my key, but with little results. All of that 
  changed a month ago. I received word that one of the cult 
  members was back in town. Although I could not track him 
  down, word has reached me that this cultist is trying to 
  purchase strange and nefarious objects such as the blood of a 
  fiend and the tooth of a dead priest.” A visible shudder runs 
  through the portly locksmith. 
   
  “Well, I just thought that it might be best to have some 
  friends in town just in case these cultists are found. Why don’t 
  you come and stay with me for the night and we can do a bit of 
  searching in the morning?” 
   
  Theldrat has only heard vague rumors about the arrival of 
  Kolta, and has no specific information to give the players 
  at this time. Theldrat Meldorp (male human Exp4, Craft: 
  Locksmithing +13, Open Lock +11) is a portly locksmith 
  in the city of Greyhawk. Recently the PCs (who played 
  Mad Gods Key) helped him retrieve a stolen relic from this 
  nefarious cult. 
   
  Theldrat is more than willing to put the PCs up in 
  his home for the night before beginning a search in the 
  morning. However, Tel, of the Broken Staff shows up at 
  Theldrat’s house early in the morning (before meeting 
  with any PCs staying at the inn) and asks for help. Early 
  that next morning, read or paraphrase the following the 
  PCs. 
   
  You are awoken just before dawn by the sound of Theldrat 
  having a private conversation at his front door with a visitor. 
  Theldrat looks rather pale and shakes his head in disbelief 
  several times. After a moment, he turns and speaks to you in 
  hushed tones. “This is a friend of mine, an innkeep by the name 
  of Tel. He runs the Broken Staff, a fine establishment indeed. It 
  seems that my good friend may have stumbled upon our cultist, 
  but I will let him explain the rest. You should go with him 
  now to his inn.” 
   
  Theldrat is unwilling to tell the PCs any more about what 
  has happened at the inn, but urges them to go with Tel 
  quickly to his inn. Upon agreeing, read or paraphrase the 
  following to them. 
   
  Tel is an older gentleman of thin build, and white hair 
  retreating from the peak of his crown. He quickly makes his 
  way through the streets, deep into the Artisans District before 
  coming upon a well kept inn called the Broken Staff. 
  Motioning for you to follow, he quickly goes inside, taking a 
  quick look around to make sure no one else is watching them. 
  “I have a serious problem, as you might be guessin’. Theldrat 
  says that you might be the types to fix it for me. Come upstairs 
  with me afore any of the other guests be awakin’.” 
   
  This is the point in time in which Tel wakes any PCs that 
  have not played Mad God’s Key and introduces them to 
  each other. If asked why he is rousing others, he explains 
  that they seem like the adventurous sorts that could be 
  handy in solving this problem. Once the entire party is 
  assembled, proceed with Encounter 1: The Dead Man 
  Missing. 
   
   
  ENCOUNTER 1: 
  THE DEAD MAN MISSING 
  Now that the entire group is together, Tel takes the PCs 
  to Kolta’s room. Upon arriving, read or paraphrase the 
  following to the PCs. 
   
  Approaching a door at the end of the hall, Tel produces a key 
  ring from his pocket. He selects one, inserts it into the lock and 
  with a click, begins to open the door. “Now, I want you all to 
  know that I have not touched a thing in this room. Early this 
  morning, while I was cleaning the hall, I heard a strange 
  moan and a heavy thud. I was sure it came from this very 
  room, one that I have rented for the past few weeks to a quiet 
  fellow. After knocking at the door for a few minutes, I decided it 
  was best to take a look. Inside, I found my guest, lying on the 
  floor, eyes wide open, quite dead. Check for his heart and breath 
  too, but neither was with him! Well, the first thing I went to do 
  was to fetch the guard, suspecting foul play for the dead man 
  was not to along in his years, but when I returned with a 
  militiaman in tow, my guest was gone.” At this point, Tel turns 
  a bit pale and has a bit of a shudder. 
   
  “The guards laughed at me, called me addled, but I know 
  what I saw. That man was dead and now he’s gone. So, I had a 
  quick look around, and that is when I found this.” Tel moves 
  into the now empty bedchamber and shoves the bed aside 
  
  Key to the Grave 
   
  Page 6 
  revealing a symbol scribed in crimson blood. A hand holding a 
  severed eye hides under the bed, surrounded by burnt out 
  candles. “So, what do you think,” Tel continues, “do you think 
  you can help?” 
   
  The PCs will undoubtedly have a large number of 
  questions for Tel. They can also search the chamber for 
  further clues. The following summarizes everything that 
  Tel knows about Kolta. 
   
  What was your guest’s name? 
  “I believe his name was Kolta and I believe he was a noble of 
  some sort as he demanded to be called Lord Kolta.” 
   
  What did he look like or act like? 
  “He was a rude man, with looks to match. A portly man, who 
  held some love for wine, and dressed quite finely. He has black 
  hair, and light complexion. The right side of his face has a faint 
  scar running down it.” 
   
  How long has he been here? 
  “He has been here for almost three weeks and mostly kept to 
  himself. He rarely left his room, and then only to run quick 
  errands from which he sometimes returned with small packages. 
  He never really spoke to any of the other guest to the best of my 
  knowledge.” 
   
  Did he have any visitors or talk to anyone? 
  “No, he never really met with anyone or spoke with any of the 
  other guests. He did leave here with letters sometimes, but I have 
  no idea what he did with them.” 
   
  Tel knows little else about Kolta. He paid his bill every 
  day with local coins. He was quiet and kept to himself. In 
  reality, Kolta used the room to concoct the final potion 
  needed to transform him into the living dead. Tel found 
  him before the transformation was complete and 
  assumed him dead. However, while he was out getting 
  the guard, Kolta arose and quickly went out to find a new 
  place to lair. 
   
  The contents of his room are of much more interest, 
  however. Although Kolta cleared out most of his gear, a 
  few things were left behind in his haste to leave the inn. 
  Of most obvious importance is the unholy symbol of 
  Vecna scribed into the floor underneath his bed. A 
  successful Knowledge Religion skill check (DC 10) 
  identifies it as such, while a Heal skill check (DC 10) 
  reveals that the symbol was made using human blood. 
   
  A successful Search skill check (DC 15) in the room 
  uncovers some alchemical gear located in the bottom of 
  the wardrobe. There is a mortar and pestle with a dried 
  red paste in it. There is also a small brass crucible with a 
  burned blackened interior. A successful Heal skill check 
  (DC 20) reveals the red paste to be a mixture of blood and 
  bone. A successful Craft (alchemy) skill check (DC 15) 
  indicates that the crucible was used to burn a sulfuric 
  mineral and scraps of parchment. These were the tools 
  used by Kolta for his experiment. 
   
  Against the far wall of the room are the shattered 
  fragments of a glass vial. Each one has a bit of black liquid 
  dried on one side that smells like rotting flesh. A detect 
  magic spell cast will reveal the presence of a dim 
  necromantic magic on these glass bits. 
   
  Finally, none of Lord Kolta’s other possessions are 
  present and the window is closed and locked (he left by 
  assuming gaseous form and fleeing through a crack in the 
  window). None of the other staff or guests saw Lord 
  Kolta dead in his room, nor did they see him leave. He 
  has no books in his room (as many others do). 
   
  After thoroughly searching the room, Tel suggests 
  that the PCs should ask around the neighborhood to see 
  if anyone else saw anything. He also offers to put the PCs 
  up in his inn for the duration of their investigation free 
  of charge. For more information on the neighborhood, 
  see Encounter 2. Meanwhile, to learn more of Kolta’s 
  actions and ultimate plan, refer to Encounter Three. 
   
  Information on The Broken Staff 
  As mentioned above, The Broken Staff is one of the finer 
  inns within the Artisans District of Greyhawk City. Its 
  rich interiors are more suited to a library than an inn, but 
  with a clientele composed almost entirely of sages, 
  wizards, and students, the décor seems to suit them just 
  fine. Although normally quite busy with students, classes 
  are currently in recess so the inn is relatively quite. The 
  inn is labeled Location 1 on Map A found at the end of 
  this adventure. 
   
  The first floor of the inn is dominated by a common 
  room littered with comfortable chairs, bookshelves, and a 
  small libraries worth of books. While none of the books 
  are particularly specific, anyone doing an hour’s worth of 
  research here gains a +1 circumstance bonus to a single 
  Knowledge skill check. The back half of the first floor is 
  the kitchen and storage room. All of the rooms are 
  located upstairs and are all basically the same. They 
  contain a bed, wardrobe, and a small bookshelf (often full 
  of books used by the previous tenant).  
   
  �Tel Dittle (male human Com2) is the owner of the 
  inn. Tel is a reasonable man stuck in a terrible situation 
  and it frays at his nerves. No one has ever died in his inn 
  before. Tel does not allow weapons to be worn by those 
  in the common room of his inn, and while he does allow 
  illusion magic (as noted below) all other magic is 
  generally forbidden (without permission). 
   
  Only two of the staff is on site throughout this entire 
  adventure (due to the low volume in customers).  
   
  �Milnia Taquin (female halfling Exp2) is a young 
  halfling who once studied to become a musician but she 
  lacked the dedication. Instead she spent most of her time 
  in the Broken Staff. After she was forced from school, Tel 
  offered her a job and she has been here ever since. Milnia 
  is quite attractive, but more than a bit flighty and naïve. 
  Milnia did not like Lord Kolta and gave him a wide berth 
  at every passing. Milnia knows only one secret about 
  Kolta. Shortly after arriving, Kolta came back to the inn 
  rather drunk. While stumbling up to his room he was 
  mumbling: “good bye my dear wife, soon I will join you”. 
  She only reveals this if the PCs are nice to her, and 
  mention trouble concerning Kolta. 
  
  Key to the Grave 
   
  Page 7 
   
  �Noar (male human Exp5) is the other staff 
  member, who many of the frequent guests call “the bore” 
  with a bit of affection. Noar is middle-aged and began 
  frequenting the inn two years ago. After a few weeks, he 
  just began working there. Eventual, Tel started paying 
  him. Noar has (or claims to have) read every book in the 
  common room and often goes into long diatribes about 
  some obscure point of history. Due to this, consider Noar 
  to have a +6 bonus in Knowledge (geography) and (local) 
  as well as a +14 bonus in Knowledge (history). 
  Unfortunately, Noar is barely aware of anything other 
  than his books. If asked about Kolta, he does not even 
  recognize the name. 
   
  �Gryv Sanadiir (male gnome Com3) is the only 
  other guest staying at the Broken Staff during this entire 
  adventure. He is staying here while conducting business 
  in Greyhawk. Gryv is from Dyvers, here conducting trade 
  deals with some of the local trade houses. Gryv cares little 
  for the troubles happening in the inn and knows nothing 
  of Kolta. When the trouble becomes very apparent (after 
  the first night), he leaves the inn, heading to a safer 
  location. Gryv is selfish, rude, are apparently wealthy. 
   
  Despite the trouble, there are still some guests that 
  come during the day for food and entertainment. Many 
  of the guests are scholars and students from the local 
  academies. They often have competitions between one 
  another using illusion magic in bouts of creativity and 
  miniature combat. Small illusionary knights can 
  frequently be seen charging one another after the lunch 
  meals have been served. These guests know nothing of 
  Kolta and are gone in the evenings before any of the 
  trouble happens. Feel free to improvise these guests as 
  needed. 
   
  ENCOUNTER 2: 
  NEIGHBORHOOD 
  DESCRIPTION 
  This following section covers most of the buildings and 
  exterior areas relevant to the adventure. The PCs can visit 
  these locations in any order (or not at all). Locations 
  critical to the adventure receive further detail in later 
  encounters. All of these areas and locations are denoted 
  on Map A found at the end of this adventure. Large 
  exterior zones are denoted by letters and called areas, 
  while small confined buildings and sites are denoted by 
  numbers and called locations. When the PCs begin to 
  explore the neighborhood, give them Player Handout 1 
  from the end of this document that depicts a general map 
  of the area. 
   
  Area A – The Brick Lane 
  This area is the main thoroughfare for travelers making 
  their way through this part of the district. Although there 
  are certainly faster routes to other parts of the city, those 
  that are in no rush can often be found avoiding the traffic 
  and taking this route. 
   
  All of the streets here are cobbled and relatively 
  clean. Sewer grates are the only interruption to its clean 
  well-kept 
  surface. 
  The 
  only 
  downside 
  to 
  this 
  neighborhood is an ever-present faint odor that emanates 
  from the leather shops on the south east side of the street. 
  Magic keeps this odor from being overly powerful, but 
  lingering traces of it remain. 
   
  Those found on the street in this neighborhood are 
  often workers in one of the shops, or customers perusing 
  the wares. Crime is relatively rare here with the most 
  excitement on an average day consisting of raised voices 
  over a price. 
   
  Area B – The Yard 
  This small area is off the beaten path for most folk 
  making their way through this neighborhood. The road 
  turns into a simple beaten path here, surrounded by a bit 
  of lush green. The houses back here are all wooden, with 
  small lawns and hedges dividing up the space. While 
  most of these are residences, there are a few businesses 
  back here that do business with established clients. 
  During the day, this area is relatively quiet, bright, and 
  sunny. Night is a different matter however, as Kolta has 
  set up his lair nearby. At night this area becomes thick 
  with fog and eerily quiet. The only blemish is a mud 
  puddle at the end of the paved road that never seems to 
  dry up. 
   
  Area C – The Grove 
  This area is one of the only unkempt areas in the 
  neighborhood. Maintained by the local herbalists 
  (Location 12), the trees and other plants here have been 
  encouraged to grow wild. There are paths leading 
  through the growth from the road to the area just behind 
  the herbalists shop. Dozens of different types of 
  beneficial plants are grown here, but none are really 
  ready for harvest. However, should the PCs have need for 
  a quick wooden stake, many of the trees here have 
  branches that would suffice with a bit of carving. 
   
  Location 1 – The Broken Staff Inn 
  The exterior of this building is well kept and maintained. 
  There is only one sign proclaiming the business and it is 
  the most impressive on the street. Directly above the 
  entry is a magical sign that depicts a broken staff 
  releasing a shower of sparks in a repeating pattern. At 
  night, this sign glows brightly.  
   
  For a full description of the interior of the building, 
  see Encounter 1 for further information. 
   
  Location 2 – Britches and Stitches 
  This small building on the corner proudly displays a banner 
  made entirely of different pieces of fabric that reads “Stitches 
  and Britches.” A pair of wood posts next to the door display 
  finished pieces of fine made clothing. 
   
   
  �Towina Pulmar (female human Exp3) runs Stiches 
  and Britches. She is attractive and good natured  
   
  The shop sells all sorts of clothing and outfits (all 
  those listed in the Player’s Handbook with the exception of 
  
  Key to the Grave 
   
  Page 8 
  the royal outfit). All of her clothes are personally fitted 
  and Towina takes a personal interest in the well-being of 
  the clothes that she makes (warning brash young 
  adventurers not to sully their clothes in some dank hole 
  of a dungeon). 
   
  Towina has had only one run-in with Lord Kolta. 
  The despicable man had Towina repair a cloak with a rip 
  in it shortly after arriving here. During small talk, she 
  remembers him mentioning that he was from Tenh, but 
  that he has been in Greyhawk for many months. Towina 
  does not like Lord Kolta, as he has “little respect for his 
  clothes, as his always looks dirty with mud stains”. What 
  Towina does not know is that these mud stains were in 
  fact from his exploration of the area and frequent travels 
  through the yard (Area B) and the mud puddle in that 
  area. 
   
  Towina lives upstairs from her shop and once the 
  trouble starts, she boards up her shop and hides inside at 
  night, a light crossbow always in hand. 
   
  Locations 3a and 3b – Leather Shops 
  Both of these shops are run and operated by various 
  members of the Leatherworkers’ Guild. These shops 
  serve as work and sales spaces for various members of the 
  guild that do not have their own shops or are doing 
  service for the guild. 
   
  Shop 3a focuses primarily on simple leather goods 
  such as gloves, boots, backpacks, pouches, belts, and book 
  covers. Meanwhile shop 3b works shows various sorts of 
  leather armor. They have available but normal and 
  masterwork versions of padded, leather, and studded 
  leather armor. These are all at standard prices. 
   
  None of the leatherworkers here know anything 
  about Kolta. However, after the first night of trouble, the 
  head of the armor shop (3b) takes it upon himself to keep 
  an eye on the neighborhood at night.  
   
  �Gren Palagoth (male elf Exp2/War1) stays up 
  nights keeping an eye from his shop. If he finds out the 
  PCs are watching as well, he offers to coordinate with 
  them. Gren is happy to help watching but avoids combat 
  at all costs. 
   
  Location 4 – Leatherworkers Guildhall 
  This large three-story building proudly displays a large sign 
  proclaiming it to be the Leatherworkers’ Guildhall. A mildly 
  foul odor in the air also attests to this fact. A small sign next to 
  the door reads “visitors welcome”. 
   
   
  �Guildmaster Harran Fanshen (male human Exp2) 
  oversees the Leatherworkers’ Guildhall. Any visitors 
  (including the PCs) are greeted by Harran and taken on a 
  tour of their gallery while any discussion takes place. The 
  gallery contains numerous fine examples of expert 
  leatherwork and exotic materials (dragon hide, displacer 
  beast fur, and troll). Harran is very eloquent and smooth 
  in his discussions. Any concerns brought up by the PCs 
  are taken seriously, but Harran does not move to take any 
  action unless his guild is threatened. For example, once 
  the rats attack on the second night, Harran hires guards 
  to watch over the guildhall all night. These actions are 
  more fully detailed in Encounter 3. 
   
  Harran (and the rest of the guildmembers for that 
  matter) know nothing of Lord Kolta or his plans. The 
  most he can offer is that he occasionally saw the man 
  wandering the area at dusk. Harran is very gracious to the 
  PCs (assuming they have spoken to him) and offer them a 
  reward for their efforts if successful as noted in the 
  conclusion. 
   
  Location 5 – Preem’s Provisions 
  This squat two-story building has stacks of various goods 
  arranged just inside every window, displaying various tools, 
  gear, and supplies. 
   
   
  �Preem Pyran (male human Com2) runs this 
  cluttered shop, serving this area with all of its basic 
  needs. Preem is a stuttering clumsy middle-aged man 
  whose shop is in complete disarray. Preem is more than 
  apt at finding what he needs though. PCs wishing to 
  make purchases can find most of the common 
  adventuring gear, tools and skill kits (with the exception 
  of religious items), and most simple weapons. Later in the 
  adventure, PCs may come here seeking vampire repellent 
  items. Preem carries mirrors but little else.  
   
  Lord Kolta stopped in here only once shortly after 
  arriving in town. Preem hardly remembers him, but does 
  remember what he purchased. Kolta purchased some of 
  the parts of an alchemist’s lab here (as noted in his room 
  description in the Broken Staff). 
   
  Location 6 - Kalia’s Confectionaries 
  This small building is painted bright orange, yellow, and red. A 
  painted sign hanging above the door depicts a chocolate bar and 
  stripped candy. Small windows next to the door display 
  numerous confections and sugary snacks. 
   
   
  �Mama Kalia (female human Exp3) is a plump 
  Baklunish woman who has run this small confectionary 
  shop for over ten years. She is rather fond of all the 
  children in the neighborhood and is often found giving 
  out treats on her doorstep. This is where she is often 
  found during the day if not attending customers inside.  
   
  Kalia’s Confectionary offers all sorts of sugary snacks 
  and candies. Kalia prides herself in a very wide variety, 
  even carrying those that are not that popular. Most 
  common candies are available for lots of five for a copper, 
  while the more exotic candies go for a silver of more. One 
  item in particular is popular with the town guards or 
  some adventurers. Kalia’s Tired Tarts are available for 1gp 
  each. Devouring one of these super sugary tarts is a full-
  round action. The tarts wipe away the effects of natural 
  (not magical) fatigue for a full half-hour. However, the 
  tarts sour quickly, and are best if devoured within a few 
  days. 
   
  Kalia is quite the nosey businesswoman and as such 
  frequently saw the comings and goings of Kolta. 
  However, her professional relationship with him was 
  brief and unsettling. On the day before the night of his 
  death, he stopped by and purchased a full dozen of her 
  
  Key to the Grave 
   
  Page 9 
  tarts. He gave her two platinum pieces for the tarts and 
  asked for no change, seeming lost in his own thoughts 
  and muttering to himself saying “almost ready” over and 
  over again. She has seen Kolta come and go from the inn 
  many times, often times leaving the neighborhood and 
  occasionally wandering about it. She never saw him 
  speak or enjoy the company of anyone else. 
   
  Location 7 – Stone Heel 
  The small windows of this short building are filled with boots 
  and shoes of all makes and sorts. A quiet whistling can be heard 
  from within. 
   
   
  �Uto Smanderfut (male gnome Exp3) runs this 
  small shop. Uto is a small, quiet man who is here 
  practically day and night. PCs can find any sort of non-
  magical shoe or boot here. Uto knows nothing of Kolta 
  and has never even seen him. Uto has a thin whispery 
  voice and very neatly kempt hair and clothes. 
   
  Unfortunately for poor Uto, he is the first victim of 
  Kolta the night after his disappearance. This is covered in 
  much more detail in Encounter 4. 
   
  Location 8 – Simple Residence 
  This building is a simple residence just like any other in 
  this area and has no specific description. Should the PCs 
  stop here during the day, they receive no answer at the 
  door (just as with many of the other residences, see 
  Location 15). 
   
  However, this building is actually the home of a 
  young baklunish man Rel Nefid, who is a dominated 
  servant of Lord Kolta. After leaving the Broken Staff inn, 
  Kolta came here, to create his lair. More information on 
  Rel and Kolta’s lair can be found in Encounter 7. 
   
  Location 9 – Wheelwright’s Shop 
  This stone building has a large pile of milled lumber under a 
  covered porch. Hanging above the front door is a finely crafted 
  wagon wheel.  
   
   
  �Argrus Tasslenn (male dwarf Exp2) operates this 
  modest shop. This perpetually dour dwarf sells all sorts of 
  wagon products, including wheels, axles, and struts of 
  various sizes and quality. The dwarf is always covered in 
  sawdust and never in a particularly good mood. 
   
  Argrus has had no direct dealings with Kolta, 
  however he has seen him in the neighborhood. Argus has 
  little else to share unless the PCs take genuine interest in 
  his wares or talking shop with him. If the PCs speak with 
  Argrus for at least half an hour, Argrus remembers that 
  he did see Kolta wandering about the Yard area quite 
  frequently. 
   
  Location 10 – The Silver Star 
  This richly decorated stone building has small, barred 
  windows. To the right of the entry is a sign that reads ”The 
  Silver Star, jewelry, eatery, finery.” 
   
  This is perhaps the only building in the entire area that 
  has some basic magical protections about the premises.  
   
  �Jelvian Siloqian (female elf Exp4), owns the play. 
  The aged elf is silently alerted if anyone enters the shop 
  after hours by a permanent alarm spell that she can turn 
  on and off. In addition to this, all of the exterior surfaces 
  of the building have been magically strengthened, 
  increasing their hardness by 2. 
   
  Inside the shop, Jelvian sells a wide variety of silver 
  goods, mostly dinnerware and plates. She also sells a 
  wider variety of silver brooches and pins. Of particular 
  interest to the PCs is a trio of matching silver daggers, 
  selling for 22gp each. The elderly shop keep also has two 
  vials of silversheen in stock, selling them for 250gp each. 
  She does not readily present these items for sale, the PCs 
  must ask for them. 
   
  Jelvian is a bitter old crone that does not like foolish 
  people in her store. She is also very paranoid about being 
  stolen from and constantly keeps an eye on everyone in 
  her shop. Although Kolta did stop in to purchase a simple 
  brooch, Jelvian remembers nothing about him out of the 
  ordinary and actually thinks of him as an upstanding 
  citizen. 
   
  Location 11 – King’s Grain 
  The thick steam that pours out of the windows of this wooden 
  building carries the heavy odor of yeast. The door is engraved 
  with the image of a tall ale stein underneath a regal crown. 
   
  The King’s Grain is a small brewery that provides ale and 
  other potables to some of the local taverns and inns 
  (including the Broken Staff).  
   
  �The brothers Vetner and Tergrat (male human 
  Exp2) operate this brewery. They do all of their business 
  with taverns and inns, only occasionally selling to the 
  public and noble houses. 
   
  Although neither one of the brothers have ever even 
  met Kolta, Vetner stayed at the shop rather late the night 
  of Kolta’s transformation, falling asleep on one of the 
  worktables. Upon waking up early, Vetner left to make 
  his way home. However, exiting the shop turned out to 
  be difficult. The entire Yard area was thick with fog so 
  dense that he could not see far in front of him. He also 
  felt an extreme cold presence as he made his way to the 
  street, which was completely clear of fog. Attributing it to 
  he sleepy mind, he stumbled home and thought little 
  more of it. He only mentions this if directly asked, which 
  brings scowls from his brother for sleeping on a table 
  again. 
   
  Location 12 – Herbalist 
  This small building is completely covered in vines, flowering 
  plants, and richly carved woodwork. At some points it is 
  difficult to tell what is actually building and what is merely 
  growing on it. Deep verdant gardens surround the building to 
  either side and behind the peculiar house. 
   
   
  �Yrsana Oakentress (female half-elf Drd2) dwells 
  within this living building and serves the locals with her 
  own natural remedies and limited healing magics. Should 
  the PCs stop by during the day, Yrsana will gladly invite 
  them to join her in back surrounded by nature to discuss 
  
  Key to the Grave 
   
  Page 10 
  business. If asked about Kolta, she mentions only that 
  she saw him once and disliked his demeanor immensely. 
  After Kolta’s death and disappearance, Yrsana has noted 
  something unusual in the neighborhood. All of her 
  animal friends seem to have left the neighborhood, the 
  birds, squirrels, and a large possum. 
   
  Yrsana has a number of services available for the PCs 
  to purchase. She keeps two cure light wounds spells 
  memorized at all times and will cast them for the modest 
  cost of 5 gp to the PCs if they display a true interest in 
  helping the neighborhood. She also sells vials of 
  antitoxin and tanglefoot bags for the standard price. If 
  the PCs ask, she also sells garlic, and can sell the PCs a 
  wreath of it (good to protect one PC) for 2 gp. Finally, just 
  behind her house is a small fountain, dedicated to 
  Ehlonna. This fountain produces one vial of holy water if 
  the appropriate sacrifice is made to the forest deity. 
  Yrsana does this frequently and has six vials of holy water 
  stored and available for sale (at the standard price to cover 
  the cost of the sacrifice). If the PCs do not make their 
  needs clear, all of Yrsana’s price doubles 
   
  Location 13 – Barrelmaker 
  This small shop appears to be that of a barrel maker, however 
  the windows are shuttered, the door is locked, and it is dark 
  inside. 
   
  The owner of this shop is a middle-aged Oeridian man 
  named Falkwin. Two days before this adventure begins, 
  Falkwin left town to go visit relatives. He is not present 
  throughout the adventure and none of his neighbors 
  know what happened to him if asked. Paranoid PCs will 
  undoubtedly suspect this business once trouble begins. 
  Anyone caught breaking into the place, is charged double 
  the price of any damage done and plus a fine of 20 gp. 
  This building is a red herring. 
   
  Location 14 – The Sage 
  This small cloistered building looks more like a small library 
  than a business, however a sign next to the door proclaims that 
  “the sage” is in. 
   
   
  �Verdilassan (male human Exp5) the sage is a very 
  old Suel man. The sage makes all of his business 
  researching various topics for the local students and 
  professors and he is quite good at what he does. His rates 
  are as follows, for a question DC 15 or less, he charges 
  only 5 cp and can usually answer right away. For 
  questions DC 16-20, he charges 1sp and can give an 
  answer within an hour (giving himself a +2 circumstance 
  bonus to the check as he references his library). For 
  questions above DC 21, he charges 1gp and can give an 
  answer the next day (giving himself a +4 circumstance 
  bonus to the check as he references his library). 
  Verdilassan has a +10 bonus at every knowledge skill. 
  Verdilassan gives a refund for any question that he 
  cannot answer. 
   
  Verdilassan knows nothing of Lord Kolta, but is able 
  to research the subject . The cost is 1 gp and the party 
  must return later for the answer. A roll of 14 (DC 28) or 
  better on his Knowledge (nobility) check is required for 
  him to find any information on Lord Kolta. He can, 
  however, prove valuable at assessing vampire weaknesses 
  if the PCs can identify their foe. 
   
  Location 15 – Residences 
  These are plain simple residences used by those in the 
  neighborhood. None of these building’s residents know 
  anything about Lord Kolta or his evil plot. Knocking on 
  the doors of these buildings during the day has a 50% 
  chance of receiving no answer at all. Any that do answer 
  are either a young child, mother, or a retired citizen. Feel 
  free to improvise the details of these chance encounters, 
  but remember that none of them know anything 
  concerning Lord Kolta. Knocking on a door at night has a 
  90% chance of getting an answer with results similar to 
  those above with two exceptions. The door is often 
  answered by an artisan home from work during the day 
  and none are too pleased to receive visitors after dark. 
   
   
  ENCOUNTER 3: 
  KOLTA’S PLANS 
  The following encounter is broken down into two 
  general sections. The first details Kolta’s actions 
  throughout this adventure in a timetable form. The 
  second part details the actions of some of the locals as 
  well as the overall actions of the corrupted local town 
  guardsmen. 
   
  Timeline 
  The following timeline is presented to help the DM plot 
  out Kolta’s actions during the adventure. It is not meant 
  to be a strict timeline, but instead a guide to help keep 
  track of the major events in the story. The actions of the 
  PCs can certainly alter this timeline significantly. The 
  DM is encouraged to alter the timing and any other 
  minor details as needed to maintain the consistency of 
  the plot. 
   
  For ease of use, the day after Kolta’s disappearance 
  (when the PCs first become involved) is referred to as 
  Day 1. Throughout this adventure, the sun rises at 6:30 
  a.m. and sets at 8:00 p.m.. 
   
  Day 1, 4:00 a.m.: Kolta completes his potion and drinks it. 
  He dies almost immediately. He is discovered by Tel 
  shortly thereafter, who runs to fetch the guard. 
   
  Day 1, 4:10 a.m.: Kolta awakens as an undead 
  monstrosity. Using his new powers, he gathers up much 
  of his belongings, goes gaseous and escapes, making his 
  way to the basement sewers beneath Location 8. He then 
  sets up his protections, creates his coffin using a stone 
  shape and rests for the day. 
   
  Day 1, 4:40 a.m.: Tel returns with the guard and finds 
  Kolta missing. The guards question him for half an hour 
  and then leave. If necessary, Tel goes to speak with 
  
  Key to the Grave 
   
  Page 11 
  Theldrat for help (if any of the PCs played a Mad God’s 
  Key). 
   
  Day 1, 5:30 a.m.: Tel wakes up the PCs and shows them 
  Kolta’s room, explaining what has happened. This is the 
  Introduction and Encounter 1. 
   
  Day 1, Daytime: The PCs begin their investigation. Kolta 
  is hidden in his lair. 
   
  Day 1, 8:00 p.m.: Kolta awakens and begins plotting the 
  evening’s plan. Due to his unnatural presence, a thick fog 
  begins to roll in shortly after dark. This fog is present 
  every night and limits vision to 40 feet. 
   
  Day 1, 9:30 a.m.: Kolta seeks out the local guard patrol 
  and completely dominates them as noted below. He then 
  sends them away so that his real evil plan can commence. 
   
  Day 1, 11:00 p.m.: Kolta ventures over to Uto’s shop and 
  brutally kills him. Then, using his evil powers, Kolta 
  animates Uto to be his servant. Unfortunately, his 
  powers are not yet complete and Uto goes on a rampage. 
  Kolta flees back to his lair. This is summed up in 
  Encounter 4. 
   
  Day 1, 11:30 p.m.: Uto breaks out of his shop and goes on 
  a rampage. The PCs must stop him. After doing so, the 
  rest of the night if full of fog and strange howls in the 
  distance, but it passes uneventfully. 
   
  Day 2, Daytime: The PCs may further to continue their 
  investigation, using new clues from the night before. 
  Kolta sleeps the day away in his lair. 
   
  Day 2, 8:00 p.m.: Kolta awakens and makes new plans for 
  this evening, drawing on different powers, hoping for 
  better success.  
   
  Day 2, 11:00 p.m.: Using either a magic item or his innate 
  abilities, Kolta summons forth a number of creatures to 
  do his bidding and distract any that might be looking for 
  him while he hunts. This is all summed up in Encounter 
  5. While the PCs are fighting creatures running through 
  the streets, Kolta kills a local passerby and drains him of 
  blood. He then covers up his crime with a cunning ruse. 
   
  Day 3, 9:00 a.m.: Assuming the PCs have not searched the 
  area and found the body already, one of the local children 
  does and goes running through the streets screaming. 
  The PCs can investigate Kolta’s real victim of the 
  previous evening, and speak with the dominated ruse 
  before the guard gets there. 
   
  Day 3, 8:00 p.m.: Kolta awakens from his slumber and 
  plans to eliminate the PCs if they have not already found 
  him in his lair by this point. These plans are included in 
  Encounter 6.  
   
  Day 3, 11:00 p.m.: Kolta goes about collecting corpses for 
  his ever growing army of the undead.  
   
  Day 4, 1:00 a.m.: Kolta sends his undead to assault the 
  PCs and follows in their wake, intent upon doing them 
  in. If the PCs do not defeat him at this point, he flees the 
  area, leaving the city of Greyhawk for the time being. 
   
  Other Plans 
  TheGuard: This neighborhood is watched over by a trio 
  of guardsmen who do regular duty here. For the purposes 
  of this adventure, these are the guard who respond to any 
  problem. The guards are led by Captain Prolten (male 
  human War3). 
   
  Unfortunately for the PCs, Kolta does not want the 
  local guard interfering with his plans. As mentioned in 
  the timeline, the local guard is patrolling the 
  neighborhood on the first night when they run into Lord 
  Kolta. He promptly uses his domination power on all of 
  them and gives them some quick instructions. They are 
  not to respond to any cries for help in the area for at least 
  five minutes. Then, any investigation they make must 
  lead nowhere, although they will tell the PCs that they 
  are making progress. The guard should be of no help 
  throughout this adventure, always showing up after the 
  fight and not really discovering anything. Kolta’s 
  instructions are relatively subtle, so the Sense Motive 
  Skill check to notice the limited control is 25 (instead of 
  15 as per the dominate person description). Note that the 
  PCs must ask for this check. 
   
  Common Residents: Word spreads of the danger to 
  the neighborhood rather quickly after the first attack (on 
  Uto). This terrifies a number of the local residents, who 
  turn to the town guard and the PCs to help them. As of 
  Day 2, none of the locals are out after dark and they only 
  answer the door after asking a number of questions. 
  During the attacks, all of the locals either stay indoors or 
  flee the area if they are not. 
   
  After the attacks of the second night, many of the 
  families leave the area, going to stay with friends in other 
  parts of town. Business drops to next to zero, and few 
  people wander the streets. 
   
  Locals of Import: Tel, the owner of the broken staff 
  feels partly responsible for this entire mess. As such, he 
  puts up the PCs throughout the adventure free of charge. 
  Once the trouble really begins on the first night, he stops 
  accepting any other customers until Kolta is destroyed. 
  This means that the PCs are the only residents of the inn 
  aside from Tel. He allows them to set up watch in the 
  common room if they like. 
   
  Gren Palagoth of the armor shop (3b) keeps a watch 
  on the neighborhood at night after the trouble starts. 
  This proves to be valuable to the PCs if they coordinate 
  with him. 
   
  Kalia of the confectionary shop is the first to spot the 
  summoned creatures during the second night and 
  screams at the top of her lungs from the second story 
  balcony of her shop. This serves to warn the PCs and may 
  put poor Kalia in danger. After the second night, Kalia 
  closes up shop and leaves the area. 
  
  Key to the Grave 
   
  Page 12 
   
  Jelvian of the Silver Star shop refuses to believe any 
  of the troubles are going on. She does not live in the 
  neighborhood and gets very angry at the PCs for driving 
  her business off. If time permits, she can confront the 
  PCs on a few occasions, asking them to stop their foolish 
  investigation. 
   
  Yrsana the Herbalist, sensed the trouble after the 
  Kolta’s disappearance if talked to. She promptly began 
  brewing up potions of cure light wounds (one a day). If the 
  PCs are having a hard time and need a hand, Yrsana 
  might just help out the PCs after a fight with one or two 
  of these potions at no charge. PCs can’t keep these 
  potions if they do not use them. 
   
  ENCOUNTER 4: 
  UTO’S UNFORTUNATE END 
  Just before midnight on Day 1 of the adventure, Lord 
  Kolta ventures into poor Uto Smanderfut’s shop. He can 
  freely enter it as it is a shop and Uto did not put up the 
  closed sign. Poor Uto did not even offer up a scream 
  before a blow from Kolta laid him low. 
   
  The newly borne vampire then quickly began to 
  enact foul magics on poor Uto. Using some potions and 
  spells (at higher levels) he hoped to create a powerful 
  undead servant. However, he did not succeed. Although 
  Uto is now undead and enhanced, he is not under Kolta’s 
  control. Shortly thereafter he breaks out of the shop and 
  begins hunting down the streets looking for victims. 
  When this occurs, read or paraphrase the following to the 
  PCs. 
   
  The deep dark night is pierced by an unearthly wail from 
  somewhere outside. Although the fog obscures sight of the 
  creature that made it, the terror must be nearby for the shriek 
  to be so clear. 
   
  Creature: As noted above, poor Uto is now an undead 
  creature whose type is determined by the APL of the 
  party. At the lowest APL he is a simple ghast, but at 
  higher APLs he is a wraith or even a spectre. Even if an 
  incorporeal undead, he is easily recognizable as Uto if the 
  PCs have met with him previously. However, at all APLs, 
  he has been enhanced by some of the foul magics that 
  Kolta attempted to infuse him with. Uto acts in all ways 
  like the base creature listed below with the following 
  modifications. 
  � Uto has one extra hit point per Hit Die that he 
  possesses (4 for the ghast, 5 for the wraith, and 7 for 
  the spectre). 
  � AC, Initiative, and Reflex saves are improved by a +2 
  due to a +4 profane bonus to Dex. 
  � Incorporeal touch attacks by the wraith and spectre 
  version receive a +2 bonus to hit due to increased 
  Dex. 
  � +2 turn resistance that stacks with any turn 
  resistance received from the base. 
  � Resist Fire 10. 
  � +1 to the creatures base CR. 
   
  APL 2 (EL 4) 
   
  �Uto, Ghast: hps 33; see Monster Manual. 
   
  APL 4 (EL 6) 
   
  �Uto, Wraith: hps 37; see Monster Manual. 
   
  APL 6 (EL 8) 
   
  �Uto, Spectre: hps 52; see Monster Manual. 
   
   
  Tactics: Uto begins just outside his shop and begins 
  making his way towards the Broken Staff. Assuming the 
  PCs go to investigate, they can encounter Uto before he 
  runs into anyone and hurts them. If turned, Uto flees to 
  his shop and hides in the basement as noted below. In 
  combat, Uto is a mindless killer attacking any living 
  thing in his path. 
   
  PCs that receive negative levels may try and seek out 
  a local temple to remove them before they can do 
  permanent loss. This requires a restoration spell, which is 
  readily available at a number of temples throughout the 
  city of Greyhawk. The cost for such a spell to be cast 
  during this adventure is 380gp, but this removes all 
  negative levels from a subject (or one level of permanent 
  loss if any are suffered). 
   
  Developments: After the combat, the PCs are free to 
  search Uto’s body and his business (remember, that if he 
  was an incorporeal undead, his physical body is dead in 
  his shop). They must also deal with the guard that shows 
  up right after combat and asks them a number of 
  questions about what happened. 
   
  A successful Heal skill check (DC 20) on Uto’s body 
  reveals the cause of death, one sharp blow to the back of 
  the head. It does not look like it was done by a weapon. 
  If this check is made by 5 or more, reveal that it looks like 
  a open palm hit killed Uto (this was Kolta’s slam attack). 
  Note that Kolta did not drain Uto’s level, as he did not 
  want him to become a vampire spawn. There is no other 
  wound on his body aside from strange marks and glyphs 
  written on his arms and neck. A successful Spellcraft 
  check (DC 18) reveals these to be the marks of a variant 
  create undead type spell meant to create an undead with 
  special powers. If this check is made by 10 or more, reveal 
  that it appears that it was done incorrectly. 
   
  The shop itself appears to be relatively ordinary with 
  little disturbed. A Search skill check (DC 5) revels a pair 
  of muddy wet footprints that suddenly appear in the 
  middle of the floor, walk a few steps, ending in a muddy 
  mess on the floor. This is where Kolta appeared, walked 
  up behind Uto, killed him, dropped him to the floor and 
  began the rituals. If a PC with the Track feat succeeds at a 
  Survival skill check (DC 15) reveals the prints to be from 
  a boot of a heavier individual (just like Kolta). There is 
  also a strange filthy odor in the air, not unlike a wet dog 
  (this is a sewer stench, but the PCs may have a hard time 
  placing it at this time). 
   
  A few discarded vials are also scattered on the floor 
  around where Uto was animated. Finding these requires 
  a Search skill check (DC 10). Although mostly empty 
  
  Key to the Grave 
   
  Page 13 
  there is the remnants of some viscous black and red 
  liquids in the vials. These radiate faint necromantic and 
  transmutation magic if checked for. A successful 
  Spellcraft skill check (DC 25) reveals these to be empty 
  potions of cat’s grace and aid as well as some unholy oils 
  used to create undead. 
   
  The entire rest of the shop is as it should be with one 
  final exception. The basement is very damp. There is no 
  explanation for this dampness that the PCs can ascertain. 
  In truth, Kolta came into the basement in gaseous form 
  from the sewers bringing a lot of moisture with him. It 
  has yet to dissipate. 
   
  Should the PCs not recognize Uto during the 
  combat and not check his business, it is found in the 
  morning and eventually reported to the PCs who can 
  then investigate. 
   
  ENCOUNTER 5: 
  LEGIONS OF KOLTA 
  In his second night of unlife, Kolta decides to try using 
  different powers to achieve his ends, having failed so 
  miserably the night before. Due to the fact that Kolta is 
  only a vampire spawn at APL 2, he uses a pipes of the sewers 
  to call up two swarms of rats to do his bidding. At higher 
  APLs, he uses his children of the night ability to get 
  many rat swarms. Once these new servants arrive, he 
  sends them up to the streets on a rampage so that he can 
  find a meal as covered in developments below. When his 
  minions reach the area, read or paraphrase the following 
  to the PCs (altering as necessary to fit the PCs location). 
   
  A frantic pounding on the door of the Broken Staff inn shatters 
  the quiet of the deep fog ridden night. Outside an old man cries 
  for help as if some terrible beast is on his heels. 
   
  The old man is Verdilassan the sage (Location 14) and 
  anyone keeping watch through a window will see him 
  emerge from the fog constantly looking over his 
  shoulder with a terrified look on his face. Just as he 
  approached the PCs location (assuming it is the inn), the 
  red eyes of the pursuers become visible behind him. 
   
  Creatures: If summoned through the use of a pipes of 
  the sewers, the rat swarms listed below are no longer under 
  Kolta’s direct command and are just running wild on the 
  streets of Greyhawk. Rat swarms summoned through the 
  children of the night ability behave pretty much in the same 
  way. 
   
  APL 2 (EL 4) 
   
  �Rat Swarms (2): hp 18 each; see Monster Manual. 
   
  APL 4 (EL 6) 
   
  �Rat Swarms (4): hp 18 each; see Monster Manual. 
   
  APL 6 (EL 8) 
   
  � Rat Swarms (7): hp 26 each; see Monster Manual. 
   
   
  Tactics: Verdilassan immediately flees from this 
  fight, running off into the night back toward his home 
  when possible. The rats quickly go after the PCs instead 
  of the fleeing sage. They fight to the death. Note that at 
  APL 6, the swarms are particularly healthy with more 
  than average hit points. 
   
  Developments: Assuming this combat takes place 
  near the Broken Staff, Kolta up the street, near the barrel 
  makers looking for victims while his minions serve as a 
  distraction. 
   
  He comes across two young men making their way 
  home after a night of drinking. He quickly dominates 
  one of them and then kills the other, drinking his blood 
  nearly to the point of death and then by snapping his 
  neck. All of this takes only 4 rounds. PCs within 100 feet 
  of the occurrence can have a Listen skill check (DC 10+1 
  per 10 feet of distance) to hear some sort of scuffle. If 
  they move to approach the area without being stealthy, 
  Kolta quickly flees by assuming gaseous form rising off 
  into the fog. 
   
  Assuming he is not discovered, Kolta finishes his 
  meal, and programs the other victim (Kret, male human, 
  Com1) to take all the blame for everything that has 
  happened in this neighborhood over the past few days. A 
  Sense Motive check (DC 15) reveals that he appears to be 
  under some sort of mind control. If not discovered that 
  night, he is found sitting on the body of his dead 
  companion in the morning, covered in his blood. The 
  DM is encouraged to roleplay poor Kret as long as is 
  needed until the PCs are completely convinced he is 
  under some sort of control. 
   
  However, shortly after he is discovered, the guard 
  shows up and believes everything he has to say (under 
  the orders of Kolta). Even if the PCs explain that poor 
  Kret is under control, the guard still believes his 
  confession and takes him away. Note that these 
  developments are meant to point the PCs in the right 
  direction, not lead them down the path of thinking that 
  poor Kret is behind this. 
   
  If the PCs manage to break poor Kret from Kolta’s 
  control he can tell them very little. He saw Kolta drink 
  the blood of his friend and then he remembers very little. 
  Kret can describe Kolta very accurately, including a very 
  pale skin, glowing red eyes, and fangs. There is also one 
  other thing of note that he mentions, it appears that 
  Kolta had been wading in waist deep water as his clothes 
  were wet from the waist down and stunk repulsively. 
  Clever PC may realize that the only way to get that wet in 
  this neighborhood would be to get in the sewers. 
   
  ENCOUNTER 6: 
  SHOWDOWN ON THE 
  STREETS 
  This encounter only occurs if the PCs have not found 
  Kolta’s lair by the third night of their investigation. Kolta 
  finally hears of the PCs through his spies and thralls and 
  decides to eliminate them. The evening begins with him 
  taking unearthing some bodies from the catacombs 
  
  Key to the Grave 
   
  Page 14 
  beneath his lair. Using some of his limited resources, he 
  then animates the zombies and sends them to the city 
  streets above. Once the zombies have engaged the party, 
  he appears from behind to finish them off. 
   
  Once the zombies hit the street, read or paraphrase 
  the following to the PCs. 
   
  Although the fog is as thick as other nights, the moon above 
  shines clearly through, bathing the streets with a pale eerie 
  glow. At first it is only a low murmur, but soon the sound is 
  accompanies by a hulking form. Dragging itself out of the fog, 
  making its way toward you is a rotting corpse, gazing with a 
  cold dead anger in its lifeless sockets. 
   
  Creatures: The zombies created from the dead from 
  below the city are bloated with water as most of them 
  were in a flooded catacomb. One round after the zombies 
  attack, Kolta materializes at the PCs’ rear, deep within the 
  fog (if possible) before charging forward to engage them. 
   
  APL 2 (EL 4) 
   
  �Human Commoner Zombies (2): hp 16 each, see 
  Monster Manual. 
   
  �Lord Kolta, Vampire Spawn: hp 29, see Appendix 
  1. 
   
  APL 4 (EL 6) 
   
  �Human Commoner Zombies (4): hp 16 each, see 
  Monster Manual. 
   
  �Lord Kolta, Vampire Clr3/Exp2: hp 35, see 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  � Human Commoner Zombies (6): hp 16 each, see 
  Monster Manual. 
   
  � Lord Kolta, Vampire Clr5/Exp2: hp 48, see 
  Appendix 1. 
   
   
  Tactics: Before combat begins, Kolta takes a number 
  of preparations. At APLs 4 and 6, he uses his powers to 
  bolster the zombies under his sway to make them more 
  difficult to turn. He also cast a number of spells on 
  himself before combat as well, such as divine favor, 
  protection from good, and bull’s strength. If given the 
  opportunity, he also is sure to cast desecrate as it boosts 
  both him and his minions. Note that none of these spells 
  are taken into account in his stat block. 
   
  Once combat is joined, the zombies mindlessly flail 
  at the PCs. If turned, Kolta attempts to regain control of 
  them if possible. Kolta meanwhile goes after obvious 
  clerics and paladins with abandon, hoping to drain 
  enough levels to prevent them from turning him or his 
  minions. Spells such as sound burst and death knell are to 
  be used when the situation warrants it. Knowing that he 
  cannot truly die, Kolta fights to the death, returning to 
  his crypt in gaseous form if necessary. If allowed to get 
  more than forty feet from the PCs, he disappears into the 
  fog. Clever PCs may track him down, as he heads straight 
  towards Rel’s home (Location 8). Once inside he goes 
  through the basement pipe, through the sewer tunnel 
  into his lair.  
   
  Characters may attempt to backtrack the trail of the 
  zombies that is quite a bit easier. A PC with the Track feat 
  that succeeds at a Survival skill check (DC 15) can follow 
  their trail which leads back to the door of Rel’s home 
  (Location 8) and then to a sewer grate right near by. 
  Down in the sewers, the path is quickly lost as it enters 
  the waist deep water.  
   
  Developments: If the PCs do not find him there 
  before he recovers, he promptly flees through the sewers 
  of Greyhawk and is not seen again. Proceed with the 
  Conclusion. If the PCs track him back to his lair, refer to 
  Encounter 7 for full details on his lair’s defenses. 
   
  ENCOUNTER 7: 
  KOLTA’S LAIR 
  This encounter covers both parts of Lord Kolta’s domain, 
  the house of Rel Nefid and his lair located in the sewers 
  beneath the streets. The details of this encounter should 
  only come to light if the PCs actually manage to track 
  Kolta back to this location. A Map of the sewers below 
  can be found on Map B at the end of the adventure. 
   
  Rel’s Dwelling 
  Rel Nefid’s home is a one-story wooden structure with 
  only a few brown glass windows. On the outside it is in 
  good shape. However, since Lord Kolta began to control 
  Rel, the inside of the home has become a complete 
  disaster area, with old clothes, broken furniture, and 
  garbage. 
   
  All of the doors and windows of this building are 
  locked, requiring a successful Open Lock skill check (DC 
  25) to open. Rel does not leave the building at all once 
  the adventure begins, feeding himself on the rats that his 
  master provides. The door leading down to the basement 
  has an obviously new lock that requires a successful 
  Open Lock skill check (DC 30) to open. All of the doors 
  in this place are standard wooden doors. 
   
  ALL APLS 
   
  � Rel Nefid: hp 3; see Appendix 1. 
   
  Creatures: Rel is the only permanent dweller of this 
  house and should the PCs break in, he confronts them 
  immediately demanding that they leave and threatening 
  to call the guards. If this does not work, he attempts to 
  bludgeon them with his fists (provoking attacks of 
  opportunity) screaming for “Master”. Rel was a rather 
  neurotic hermit before meeting Kolta two weeks ago. 
  Kolta offered to make him his personal assistant and to 
  pay him rather well at that time. Upon Kolta’s 
  transformation, Rel invited Kolta in to his home without 
  knowing the consequences. Soon after he was dominated 
  (and is, daily) after which his sanity has been slipping 
  ever since. He is not very twitchy, unsure of himself, and 
  terrified of displeasing his master. He does not under any 
  circumstance reveal the location of his master (as he does 
  not truly know it), unless charmed to do so in which case 
  
  Key to the Grave 
   
  Page 15 
  he says, “his master lives in the center of Oerth; in the 
  bowls of hell itself”. 
   
  Sewer Level 
   
  Map B depicts the sewer level of this area of 
  Greyhawk city. This map does not depict any area 
  generally too small for the PCs to fit through (although 
  they do exist and are relatively numerous). This level 
  only has four locations of interest as noted below. PCs 
  can get into the sewers through Rel’s basement or by 
  crawling through a drain at the locations noted on the 
  map. 
   
  Location 16 – Catacombs 
  This area is half submerged in sewer water and contains 
  eight niches, each with a long dead corpse resting inside. 
  There are burial blessing written on the walls here in and 
  Old Oeridian dialect. These are the corpses that Kolat 
  animates in Encounter 6. 
   
  Location 17 – Rel’s Basement 
  This small cramped chamber is littered with junk and pipes 
  draining from the buildings above. 
   
  The junk is more of the same as found above in Rel’s 
  home. A successful Search check (DC 20) along the wall 
  that joins the sewers reveals a ceramic pipe that protrudes 
  from the wall but has been broken off and emits a strange 
  rotten odor. This pipe leaves the room, crosses through 
  the sewer tunnel, through another wall and into Kolta’s 
  lair. The only way to discover this is to break through the 
  wall (hardness 8, hp 40). A successful Listen check (DC 
  20) in this chamber reveals the sound of running water 
  on the other side of the wall that adjoins the main sewer. 
   
  Kolta usually enters his lair through this room, 
  assuming a gaseous form and floating through the pipe 
  into his lair. Rel, has never himself seen Kolta do this. 
   
  Location 18 – Sewer Tunnel 
  This section of the sewer looks just like any other. There 
  are pipe going here and there and stagnant water in the 
  middle of the room (none of this water prevents Kolta’s 
  passage as it is not running water). However this area is 
  special because the pipe going between Kolta’s lair and 
  Rel’s basement is here just below the ceiling (like many 
  others). PCs should not be given a check to notice 
  anything out of the ordinary at this location unless they 
  are specifically looking for it. 
   
  PCs in this area will undoubtedly want to break 
  through the wall to get inside Kolta’s lair. This sets off the 
  trap as noted below. The wall has the following statistics. 
   
   
  �Brick Sewer Wall: 6 in. thick; hardness 8; hp 40; 
  AC 5; Break DC 28. 
   
  Trap: Kolta has rigged this section of tunnel with an 
  insidious trap. If the wall leading into his chamber is 
  broken, the ceiling in this area collapses as well 
  showering any within 10 feet of the breech with bricks 
  and stones. 
   
  ALL APLS (EL 2) 
  �Crumbling Ceiling Trap: EL 2; 2d6 damage to all 
  within 10 ft of the breech; Ref save halves damage (DC 
  14); Search (DC 25); Disable Device (DC 15). 
   
  Location 19 – Kolta’s Lair 
  A stone coffin that sits at the center of this dank dark chamber. 
  Four short stone pillars surround this coffin, each with a faintly 
  green glowing skull sitting atop them. On the lid of the coffin is 
  many black runes and symbols painted in dried blood. In the 
  center of these symbols, on holds more prominence than all 
  others depicting a severed hand holding an eye.  
   
  This is Kolta’s lair. The pillars have a faint light spell 
  ensorcelled into them and glow green. They have no 
  other function. However, the coffin itself is trapped, as 
  noted below. Kolta himself may also be within if found 
  before Encounter 6 or after he retreats here if defeated. 
   
  Traps: One of the glyphs on the coffin is in fact a 
  glyph of warding. It is set to go off if anyone other than 
  Kolta opens the coffin. 
   
  ALL APLS (EL 2) 
   
  � Glyph of Warding Trap: EL 2; 2d8 cold damage 
  upon opening the coffin; Ref save halves damage (DC 14); 
  Search (DC 28); Disable Device (DC 28). 
   
  Creatures: Lord Kolta is within the coffin throughout the 
  day and if driven here by defeat. If defeated, the coffin 
  must be found within one hour, otherwise the PCs will 
  have to fight him again upon opening the coffin (if he 
  has not already fled the area). 
   
  APL 2 (EL 4) 
  � Lord Kolta, Vampire Spawn: hp 29, see Appendix 1. 
   
  APL 4 (EL 6) 
  � Lord Kolta, Vampire Clr3/Exp2: hp 35, see Appendix 
  1. 
   
  APL 6 (EL 8) 
  � Lord Kolta, Vampire Clr5/Exp2: hp 48, see Appendix 
  1. 
   
  Tactics: If found during the day, Kolta fights the PCs to 
  the death, hoping to kill them quickly. He uses all of his 
  spells and abilities to the best of his ability. If found at 
  night, he will flee if dropped to less than one quarter his 
  original hit point total (because he knows he will be 
  permanently killed if dropped). Otherwise, his tactics are 
  similar to those presented in Encounter 6. 
   
  Treasure: Aside from the gear carried by Kolta, there 
  is a small chest at the head of the coffin. Inside is a large 
  number of gold pieces (150 per PC) as well as an unsealed 
  letter that Kolta was planning to send to his fellow 
  cultists. PCs that read this note should be given Player 
  Handout 2.  
   
  Developments: Once the PCs find this room, the 
  adventure is more than likely over. If not killed here, 
  
  Key to the Grave 
   
  Page 16 
  Kolta will flee the area to establish a new lair outside the 
  scope of this adventure. In either case, proceed to the 
  Conclusion below for further information. 
   
  CONCLUSION 
  There are three possible outcomes to this scenario. The 
  players are successful and kill Lord Kolta permanently. 
  The players are partially successful and force Lord Kolta 
  to flee. Finally, the players can completely fail and be 
  forced to flee from Kolta’s wrath. 
   
  Kolta is Permanently Dead 
  This conclusion is only for PCs that defeat Kolta and then 
  kill him in his lair (or through some other permanent 
  means). Read or paraphrase the following to the PCs. 
   
  The darkness that Kolta brought to this neighborhood has 
  finally turned to day. The horrible vampire is dead forever now, 
  his unlife brought to an end. Word of your victory quickly 
  spreads throughout the neighborhood and many of its citizens 
  come to thank you. Gifts pour in and the thanks are only 
  equaled by offers for a free drink and a home cooked meal 
  should you ever be in need. The darkness is truly lifted. 
   
  Each PC received the favor of the leatherworkers union 
  as noted on the AR of this adventure. In addition, each 
  PC receives one of Kalia’s Blessed Tarts as noted on the 
  AR and in the treasure summary. Yrsana also gives the 
  PCs her boon, which comes with some benefit as noted 
  on the AR and in the treasure summary. 
   
  PCs that were brought into this adventure through 
  their connection to Theldrat receive his deep and lasting 
  thanks. He promises to help them in the future if he can. 
   
  After summarizing these benefits to the PCs, 
  proceed with the following. 
   
  Weeks later, as you return home, you receive an anonymous 
  note. It reads, “You have meddled in our affairs and will pay 
  the consequences. We will offer your hands and eyes up to our 
  dark god, and still it will not be enough. Your soul belongs to 
  the whispered one now. Soon.. soon.. soon” 
   
  Each PC also receives the Ire of the Dark Cult as noted on 
  the AR. This concludes the adventure for the PCs. 
   
  Kolta was Defeated but not Destroyed 
  This conclusion is only for PCs that defeat Kolta and only 
  to allow him to escape. Read or paraphrase the following 
  to the PCs. 
   
  The darkness that Kolta brought to this neighborhood has 
  finally turned to day. Although the horrible vampire is not 
  forever dead, he has fled the area, probably to spread his evil 
  and plan his revenge upon you. Nonetheless, many of the local 
  citizens come to thank you. Gifts pour in and the thanks are 
  only equaled by offers for a free drink and a home cooked meal 
  should you ever be in need. The darkness lifted for now. 
   
  Each PC received the favor of the leatherworkers union 
  as noted on the AR of this adventure. In addition, each 
  PC receives one of Kalia’s Blessed Tarts as noted on the 
  AR and in the treasure summary. Yrsana also gives the 
  PCs her boon, which comes with some benefit as noted 
  on the AR and in the treasure summary. 
   
  PCs that were brought into this adventure through 
  their connection to Theldrat receive his deep and lasting 
  thanks. He promises to help them in the future if he can. 
   
  Unfortunately, Kolta is also out there somewhere. 
  Each PCs gets the “Worries of Revenge”, as noted on the 
  AR. 
   
  After summarizing these points to the PCs, proceed 
  with the following. 
   
  Weeks later, as you return home, you receive an anonymous 
  note. It reads, “You have meddled in our affairs and will pay 
  the consequences. We will offer your hands and eyes up to our 
  dark god, and still it will not be enough. Your soul belongs to 
  the whispered one now. Soon.. soon.. soon” 
   
  Each PC also receives the Ire of the Dark Cult as noted on 
  the AR. This concludes the adventure for the PCs. 
   
   
  The PCs are Defeated 
  This conclusion is only for PCs that fail to stop Kolta and 
  allow him to escape unharmed. 
   
  Defeat at the hands of Kolta leaves a bitter taste that no ale can 
  wash away. Who knows when he will return to strike at you? 
  The attacks on the neighborhood have apparently stopped, but 
  the people are still afraid that they may return at any time. His 
  dark cult is still out there, silently planning their evil deeds. 
  Who will have the strength to stop them? 
   
  Each PC gets the “Worries of Revenge” as noted on the 
  AR and none of the other items (which should all be 
  crossed out). PCs that were brought in by Theldrat 
  receive his thanks for looking into the matter, but 
  Theldrat is now more worried than even. 
   
  This concludes the adventure for the PCs. 
   
  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 Four 
  Defeat Uto Smanderfut 
   
  APL2 120 XP; APL4 180 XP; APL6 240 XP. 
   
  Encounter Five 
  Defeating the Rat Swarms 
  
  Key to the Grave 
   
  Page 17 
  APL2 120 XP; APL4 180 XP; APL6 240 XP. 
   
  Encounter Six 
  Defeating the Lord Kolta 
  APL2 120 XP; APL4 180 XP; APL6 240 XP. 
   
  Encounter Seven 
  Surviving the wall trap at Location 18 
  All APLs 60xp 
   
  Surviving the glyph trap at Location 19 
  All APLs 60xp 
   
  Defeating the Lord Kolta (either here or encounter 6) 
  APL2 120 XP; APL4 180 XP; APL6 240 XP. 
   
  Story Award 
  Killing Lord Kolta Permanently 
  APL2 50 XP; APL4 70CC XP; APL6 100 XP. 
   
  Discretionary roleplaying award 
  APL2 40 XP; APL4 65 XP; APL6 80 XP. 
   
  Total possible experience:  
   
  APL2 450 XP; APL4 675 XP; APL6 900 XP. 
   
  DM Note: There is slightly more XP available in this 
  scenario than can be possibly rewarded. No matter how 
  much of the adventure they face, PCs cannot earn more 
  XP than the maximums listed above. 
   
  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 scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
   
  Encounter Six or Seven: 
  Kolta’s possessions on his person.  
   
  APL 2: L: 1 gp; C: 20 gp; M: brooch of shielding (101 
  charges) (125gp per PC), hand of the mage (75gp per PC), 
  oil of darkness (2) (25gp per PC each), pipes of the sewers 
  (96gp per PC). (367gp) 
   
  APL 4: L: 1 gp; C: 20 gp; M: brooch of shielding (101 
  charges) (125gp per PC), cloak of resistance+1 (83gp per 
  PC), hand of the mage (75gp per PC), oil of darkness (2) 
  (25gp per PC each), pipes of the sewers (96gp per PC), wand 
  of magic missile (63gp per PC), wand of inflict light wounds 
  (63gp per PC). (576gp) 
   
  APL 6: L: 1 gp; C: 20 gp; M: bag of holding type 1 
  (208gp per PC), brooch of shielding (101 charges) (125gp 
  per PC), cloak of resistance+1 (83gp per PC), hand of the mage 
  (75gp per PC), horn of fog (167gp per PC), oil of darkness (2) 
  (25gp per PC each), pipes of the sewers (96gp per PC), wand 
  of magic missile (63gp per PC), wand of inflict light wounds 
  (63gp per PC). (951gp) 
   
  Encounter Seven: 
  Items in Kolta’s lair (Location 19)  
   
  APL 2: L: 0 gp; C: 150 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 150 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2: L: 1 gp; C: 170 gp; M: 346 gp - Total: 517 gp 
  (Maximum 450 gp) 
  APL 4: L: 1 gp; C: 170 gp; M: 555 gp - Total: 726 gp 
  (Maximum 650 gp) 
  APL 6: L: 1 gp; C: 170 gp; M: 930 gp - Total: 1,101 gp 
  (Maximum 900 gp) 
   
  Items for the Adventure Record 
  APL 2:  
  Brooch of shielding (adventure, DMG) 
  Hand of the mage (adventure, DMG) 
  Pipes of the sewers (adventure, DMG) 
  
  Key to the Grave 
   
  Page 18 
   
  APLs 4: (all of APL 2 plus the following)  
  Wand of inflict light wounds (adventure, 1st level caster, 
  DMG) 
  Wand of magic missile (adventure, 1st level caster, DMG) 
   
  APLs 6: (all of APLs 2-4 plus the following)  
  Bag of holding (type 1) (adventure, DMG) 
  Hand of the mage (adventure, DMG) 
   
  Special 
  Favor of the Leatherworkers: As repayment for brave 
  deeds in helping their neighborhood, the Greyhawk 
  Leatherworkers Guild has rewarded you with their favor. 
  Using their contacts in the armor industry, they will 
  upgrade any one suit of armor or shield that you 
  possesses from a +1 to a +2 enhancement bonus. You 
  must pay the cost difference for this upgrade. Write used 
  across this text when the favor is redeemed. 
   
  Kalia’s Blessed Tarts: The friendly Kalia gave you this tart 
  she baked herself as thanks for driving off Lord Kolta. 
  Consuming the tart is a standard action. Upon 
  consuming the tart, the PC is cured of 3d8+5 points of 
  damage and receives the effects of an aid spell. Write 
  “used” across this text when the tart is consumed. 
   
  Caster Level 5th; Prerequisites: cannot be crafted; Cost: 
  NA. 
   
  Yrsana’s Boon: The druid Yrsana has given you her favor 
  for helping the people of her neighborhood in the City of 
  Greyhawk. This favor is a small sprig of holly that never 
  seems to age. This favor can be redeemed at any time as a 
  standard action for any one of the following spell effects: 
  barkskin, delay poison, or lesser restoration. All spell effects 
  are at 3rd level caster. Write “used” across this text when 
  the favor is redeemed. 
   
  Ire of the Dark Cult: You have angered a dark cult for 
  interfering with their plans. Although this has no current 
  effect, the cult may take their revenge upon you at some 
  time in the future. 
   
  Worries of Revenge: Lord Kolta is still out there 
  somewhere, and he wants his revenge upon you. Suffice 
  to say, sleep becomes difficult for a time with that threat 
  hanging over you. For the next three adventures after 
  this one, you start the adventure fatigued as per the 
  glossary in the Player’s Handbook. 
   
  
  Key to the Grave 
   
  Page 19 
  APPENDIX 1: STAT BLOCKS 
   
  ENCOUNTER 6 AND 7 
  APL 2 
  �Lord Kolta Veltarsim Vampire Spawn: CR 4; 
  Medium undead; HD 4d12+3; hp 29; Init +7; Spd 30 ft.; 
  AC 18, touch 13, flat-footed 15; Base Atk +2; Grp +6; 
  Atk +6 melee (1d6+4 +energy drain, slam); Full Atk +7 
  melee (1d6+3 +energy drain, slam); SA Blood drain, 
  dominate, energy drain, spell familiarity; SQ DR 
  5/silver, fast healing 2, gaseous form, spider climb, 
  resist cold and electricity 10, turn resistance +2; AL NE; 
  SV Fort +1, Ref +4, Will +8; Str 19, Dex 16, Con -, Int 
  17, Wis 19, Cha 18. 
  Skills and Feats: Bluff +12, Concentration +6, 
  Diplomacy +8, Disguise +8, Hide +8, Intimidate +7, 
  Knowledge (arcana) +7, Knowledge (religion) +5, 
  Listen +10, Move Silent +8, Perform +7, Spellcraft +7, 
  Spot +10; Improved Initiative, Toughness. 
   
  Possessions: Leather armor, brooch of shielding (101 
  charges), hand of the mage, oil of darkness (2), pipes of the 
  sewers. 
   
  Blood Drain (Ex): A vampire spawn can suck 
  blood from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, dealing 1d4 points of Constitution drain each 
  round. On each such successful drain attack, the 
  vampire spawn gains 5 temporary hit pints. 
   
  Domination (Su): A vampire spawn can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must take a standard action, and those merely looking 
  at it are not affected. Anyone the vampire targets must 
  succeed on a DC 14 Will save or fall instantly under 
  the vampire’s influence as though by a dominate person 
  spell from a 5thlevel caster. The ability has a range of 
  30 feet. The save DC is Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire spawn’s slam attack gain one negative level. 
  The DC is 14 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the vampire spawn 
  gains 5 temporary hit points. 
   
  Fast Healing (Ex): A vampire spawn heals 2 points 
  of damage each round so long as it has at least 1 hit 
  point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and attempts to 
  escape. It must reach its coffin home within 2 hours or 
  be utterly destroyed. (It can travel up to nine miles in 2 
  hours.) Once at rest in its coffin, it is helpless. It 
  regains 1 hit point after 1 hour, then is no longer 
  helpless and resumes healing at the rate of 2 hit points 
  per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire spawn can assume gaseous form at will as the 
  spell (caster level 6th), but it can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire spawn can climb 
  sheer surfaces as though with a spider climb spell. 
   
  Spell Familiarity (Ex): Before becoming a vampire 
  spawn, Kolta had two levels as a cleric of Vecna. As 
  such, he has managed to retain the ability to cast cleric 
  spells from both wands and scrolls, despite the fact that 
  he can no longer cast any spells. His caster level is zero 
  for this purpose. 
   
  APL 4 
  �Lord Kolta Veltarsim Human Vampire Clr3/Exp2: 
  CR 6; Medium undead; HD 5d12; hp 35; Init +7; Spd 30 
  ft.; AC 21, touch 13, flat-footed 18; Base Atk +3; Grp +7; 
  Atk +7 melee (1d6+4 +energy drain, slam); Full Atk +7 
  melee (1d6+3 +energy drain, slam); SA Blood drain, 
  children of the night, dominate, create spawn, energy 
  drain, spells; SQ Alternate form, DR 10/silver and 
  magic, fast healing 5, gaseous form, spider climb, 
  rebuke undead, resist cold and electricity 10, turn 
  resistance +4; AL NE; SV Fort +4, Ref +5, Will +12; Str 
  19, Dex 16, Con -, Int 17, Wis 20, Cha 18. 
  Skills and Feats: Bluff +16, Concentration +6, 
  Diplomacy +10, Disguise +8, Hide +12, Intimidate +7, 
  Knowledge (arcana) +9, Knowledge (religion) +9, 
  Listen +14, Move Silent +12, Perform +7, Spellcraft +9, 
  Spot +14; Combat Casting, Improved Initiative, 
  Improved Turning. 
   
  Possessions: Leather armor, brooch of shielding (101 
  charges), cloak of resistance +1, hand of the mage, oil of 
  darkness (2), pipes of the sewers, wand of inflict light wounds 
  (1st level caster, 50 charges), wand of magic missile (1st 
  level caster, 50 charges). 
  Spells Prepared (4/4+1/2+1; base DC = 15 + spell 
  level): 0—detect magic (2), guidance (2); 1st—bane, 
  command, divine favor, obscuring mist, protection from 
  good*; 2nd—bull’s strength, desecrate*, sound burst. 
   
  *Domain spell. Domains: Evil (You cast evil spells 
  at +1 caster level); Magic (Can use spell completion and 
  trigger items as a 1st level wizard). 
   
  Special Attacks: A vampire retains all the special 
  attacks of the base creature and gains those described 
  below. Saves have a DC of 10 + 1/2 vampire’s HD + 
  vampire’s Cha modifier unless noted otherwise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 1 
  hour. 
  
  Key to the Grave 
   
  Page 20 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 16) or fall instantly under 
  the vampire’s influence as though by a dominate person 
  spell (caster level 12th). The ability has a range of 30 
  feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn (see the Vampire Spawn entry) 1d4 
  days after burial.  
   
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it had 5 
  or more HD. In either case, the new vampire or spawn 
  is under the command of the vampire that created it 
  and remains enslaved until its master’s destruction. At 
  any given time a vampire may have enslaved spawn 
  totaling no more than twice its own Hit Dice; any 
  spawn it creates that would exceed this limit are 
  created as free-willed vampires or vampire spawn. A 
  vampire that is enslaved may create and enslave spawn 
  of its own, so a master vampire can control a number of 
  lesser vampires in this fashion. A vampire may 
  voluntarily free an enslaved spawn in order to enslave a 
  new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. The DC to remove these 
  negative levels is 16. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by 
  a 12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until 
  the next sunrise. (If the base creature is not terrestrial, 
  this power might allow other forms.) 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) 
  Any additional damage dealt to a vampire forced into 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, 
  then is no longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  APL 6 
  �Lord Kolta Veltarsim Human Vampire Clr5/Exp2: 
  CR 8; Medium undead; HD 7d12; hp 48; Init +7; Spd 30 
  ft.; AC 21, touch 13, flat-footed 18; Base Atk +4; Grp +8; 
  Atk +8 melee (1d6+4 +energy drain, slam); Full Atk +8 
  melee (1d6+3 +energy drain, slam); SA Blood drain, 
  children of the night, dominate, create spawn, energy 
  drain, spells; SQ Alternate form, DR 10/silver and 
  magic, fast healing 5, gaseous form, spider climb, 
  rebuke undead, resist cold and electricity 10, turn 
  resistance +4; AL NE; SV Fort +5, Ref +5, Will +13; Str 
  19, Dex 16, Con -, Int 17, Wis 20, Cha 18. 
  Skills and Feats: Bluff +16, Concentration +8, 
  Diplomacy +10, Disguise +9, Hide +12, Intimidate +7, 
  Knowledge Arcana +9, Knowledge Religion +11, Listen 
  +14, Move Silent +13, Perform +8, Spellcraft +11, Spot 
  +14;  Combat Casting, Improved Initiative, Improved 
  Turning. 
   
  Possessions: Leather armor, bag of holding type 1, 
  brooch of shielding (101 charges), cloak of resistance +1, 
  hand of the mage, horn of fog, oil of darkness (2), pipes of the 
  sewers, wand of inflict light wounds (1st level caster, 50 
  charges), wand of magic missile (1st level caster, 50 
  charges). 
  Spells Prepared (5/5+1/3+1/2+1; base DC = 15 + 
  spell level): 0—detect magic (2), guidance (2), resistance; 
  1st—bane, cause fear, command, divine favor, obscuring 
  mist, protection from good*; 2nd—bull’s strength, death 
  knell, desecrate*, sound burst; 3rd—animate dead, deeper 
  darkness, dispel magic*. 
   
  *Domain spell. Domains: Evil (You cast evil spells 
  at +1 caster level); Magic (Can use spell completion and 
  trigger items as a 2nd level wizard). 
   
  Special Attacks: A vampire retains all the special 
  attacks of the base creature and gains those described 
  below. Saves have a DC of 10 + 1/2 vampire’s HD + 
  vampire’s Cha modifier unless noted otherwise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 1 
  hour. 
  
  Key to the Grave 
   
  Page 21 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 17) or fall instantly under 
  the vampire’s influence as though by a dominate person 
  spell (caster level 12th). The ability has a range of 30 
  feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn (see the Vampire Spawn entry) 1d4 
  days after burial.  
   
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it had 5 
  or more HD. In either case, the new vampire or spawn 
  is under the command of the vampire that created it 
  and remains enslaved until its master’s destruction. At 
  any given time a vampire may have enslaved spawn 
  totaling no more than twice its own Hit Dice; any 
  spawn it creates that would exceed this limit are 
  created as free-willed vampires or vampire spawn. A 
  vampire that is enslaved may create and enslave spawn 
  of its own, so a master vampire can control a number of 
  lesser vampires in this fashion. A vampire may 
  voluntarily free an enslaved spawn in order to enslave a 
  new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. The DC to remove these 
  negative levels is 17. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by 
  a 12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until 
  the next sunrise. (If the base creature is not terrestrial, 
  this power might allow other forms.) 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) 
  Any additional damage dealt to a vampire forced into 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, 
  then is no longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  ENCOUNTER 7 
  ALL APLS 
  �Rel Nefid, male human Com1: CR 1/2; Medium 
  humanoid (human); HD 1d4-1; hp 3; Init +1; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10; Base Atk +0; Grp +1; 
  Atk +1 melee (1d3+1, fist); Full Atk +1 melee (1d3+1, 
  fist); AL CN; SV Fort -1, Ref +1, Will -1; Str 13, Dex 12, 
  Con 9, Int 9, Wis 8, Cha 9. 
  Skills and Feats: Listen +1, Profession Bookkeeper 
  +6, 
  Spot 
  +1; 
  Run, 
  Skill 
  Focus 
  (Profession 
  [bookkeeper]). 
   
  Possessions: Dirty peasants outfit  
  
  Key to the Grave 
   
  Page 22 
  DM MAP 1 
   
   
   
   
  
  Key to the Grave 
   
  Page 23 
  DMS MAP 2 
   
   
   
   
   
  
  Key to the Grave 
   
  Page 24 
  PLAYER HANDOUT 1 
   
   
   
   
  
  Key to the Grave 
   
  Page 25 
  PLAYER HANDOUT #2 
   
   
  Unholy Liege, 
   
  My experiments go well despite our setbacks. 
  Those that sacked the temple will be repaid in 
  due time. I have many agents looking into their 
  identity. How go the other formulas?  This one 
  alone was daunting, as my previous notes have 
  explained, so I can only imagine how complicated 
  the others are. Once completed, the legions under 
  our command will undoubtedly be worth the 
  effort. There are thousands of ready bodies 
  beneath the city itself, not to mention the actual 
  graveyards. 
   
  May all your Secrets be Dark 
   
  Lord Kolta Veltarsim 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/594/COR4-12 Key to the Grave (APL 2-6)/COR4-12 Key to the Grave.pdf