TEXT: A Snake in the Grass
  Ket Adaptation v1.0
  Page 1
  A Snake in the Grass
  Adaptation Sheet for Ket Ver2
  Adaptable scenarios are very general. Please try to paraphrase the text, and add appropriate
  cultural references wherever and whenever possible. This adventure should feel like it is taking
  place in the nation of Ket to the PCs and to the players.
  Location:
  The Ket version of "A Snake in the Grass" takes place in Falwur, a major city in the Falwur
  province. The city is ruled by the Graf of the province. The city has several Districts, sometimes
  referred to as Quarters. Though Threshers have jurisdiction over all of the land, the day to day
  policing of most of the city Districts are left up to the Falwur Lower Watch. Each District has a
  Captain. These men enforce the laws and handle the more minor issues, before there is a need for
  higher involvement. When there is a need for judgement, the Lower Watch take prisoners to (or call
  forth Thresher to them) to Thresher Square and hand them over for judgement there. From there,
  they are taken into the courthouse and a Jurat (appointed Judge who is a Mullah) sits in judgement
  of the accussed. For higher crimes, this involves three or more Jurats (or two sub-jurats aiding the
  Jurat) all casting Zone of Truth. Magical or other worldly crimes always demand the involvement of
  the Threshers.
  Due to the nature of a traitor, the Threshers will be involved in situations either before, or soon after
  the Lower Watch.
  There are numerous temples of the True Faith spread about the city, to take care of the spirtual
  needs of the people.
  Falwur has a very high (higher then any other city) percentage of non-baklunish citizens. Most of
  these are ex-bissel citizens who have been (or are in the process of) naturalized.
  Thus, there are many temples to eastern gods here as well.
  The Locals:
  In Falwur, there are mostly humans.(95%) Occasionally dwarves can be seen doing their trade as
  well as the odd halfling. Elves and other races are hard to find and are only really seen if looked for.
  Travelers are all on edge about the recent bandit attacks that seem to be growing in number and
  frequency. The Threshers and Lower Watch try to maintain the order as best as possible, but they
  are quite on edge as well and have heard too many complaints about the bandits and will refer
  anyone who speaks of them to Captain Javeed of the Threshers. Because the bandit problem has
  been linked to a traitor - the magnitude of this problem becomes significant to the higher
  authorities. This is well known and anyone claiming that they have relevant information to the
  traitor - will be quickly taken in for questioning to find out how valid this information is. (unless
  Relmar is with them - of course) The priests will also be willing to cast spells to find the truth about
  this matter.
  Names:
  
  A Snake in the Grass
  Ket Adaptation v1.0
  Page 2
  The following are changes to the names of the people in the module to give a more Ketite feel:
  Name in Module
  Role
  New Adapted name
  Lord Malendril
  Villain
  Shah Malchior
  Jarrina
  Sergeant
  Javeed Al'Thresher
  Wellerin
  Priest of Heironeous
  Sorush Al'Mullah
  Burnaby
  Barfly
  Bizhan
  Frothy Mug
  Tavern
  Frothy Cup
  Bobcats
  Street Thugs
  Feral Cats (The Ferals)
  NPC notes:
  Malchior is Shah in Falwur who has turned traitor and now has ties to the Knights of the Watch.
  A ‘Shah’ is someone who has purchased minor nobility using great wealth and influence. Malchior
  doesn’t have a problem with half-breeds but has an irrational prejudice against pure blood Bakluni
  humans.  He is very good at concealing this contempt as he has to deal with the Baklunish quite
  often.  While he uses his special rapier in combat, he does not wear it when not expecting combat.
  The Feral Cats wield scimitars and have Martial Weapon Proficiency: Scimitar instead of Alertness.
  The caravan guards are first level warriors with Weapon Focus: Scimitar. They are wearing
  studded leather, small shields and wielding scimitars.
  Caravan guards: HD 1d8, hp 8, init +0, AC 14 (+3 studded leather, +1 small shield), Atks +4
  melee (1d6+2 [crit 18-20], scimitar),  +1 ranged (1d6 [crit x3], shortbow),  AL LN,  SV Fort +2,
  Ref +0, Will +0.
  Str 15, Dex 10, Con 10, Int 12, Wis 10, Cha 13
  Their equipment is irrelevant other than what is stated because it will be given to family members if
  they happen to die.
  Background NPCs that PCs should not even consider fighting (like the Threshers, the barkeep,
  etc) are Ketites and are equipped and have skills appropriate for typical Ketites.
  The Law:
  Treachery against the state or civil authority is a BIG deal in Ket.  The punishment for traitors is
  to be smeared with raw meat, wrapped in a carpet and hung on a hook in Thresher Square until
  insects and maggots consume the traitorous flesh.
  It is not against the law to gamble, but it is against the law to cheat. Magical divinations are
  admissible as evidence, and so is testimony given under duress.  A Jurat (or three) will preside over
  such crimes. Multiply zones of truth will be used for the more serious cases.
  Characters who kill NPCs in this adventure will be in a great deal of trouble as the Threshers
  frown heavily upon vigilantism.  All the NPCs in this adventure either do not deserve to be killed,
  or they deserve a much slower, painful death than what they receive at the hands of the PCs.  Due to
  the unique circumstances of this adventure, (Malchior’s manipulating people) the PCs have a little
  more leeway than normal.  PCs that kill bandits in the heat of battle in Encounter 1 are given a stern
  warning.  This is because it was a failing on the Thresher’s part that the caravan was in danger and
  Malchior is able to smooth things over as he has a use for PCs that rather kill than capture.
  
  A Snake in the Grass
  Ket Adaptation v1.0
  Page 3
  The Feral Cates have done nothing illegal or even wrong.  They have acted like good little
  Ketites, and do not deserve to be attacked in their home. PCs that kill any of the Feral Cats have
  committed murder and are sent to the mines.  Lessor crimes against them (such as assault) are
  investigated but forgiven due the circumstances. This means subdual damage is to be used by the
  Cats. Replace there weapons with saps if they are skilled with them.
  Killing Malchior’s henchman results in the offending PC(s) having the weapon they used
  confiscated and are put in the stocks for at least a week (per henchman killed) (one TU extra per
  week) for giving the traitorous skum an honourable death.  If the death was not in the heat of battle
  (like letting them bleed to death without trying to save them) then this sentence is in months ( 3 TU
  per month, but only if sentenced in moonths), not weeks.  If the death was caused by multiple
  wounds (and not a lucky critical hit or something similar) then the PC is also lashed twice for each
  wound given (no extra Tus).
  If the PCs kill Malchior, then they have really messed up as they have killed someone far above
  their station, but more importantly prevented the authorities from interrogating him. The PCs (all of
  them) will be interrogated (in a very unpleasant manner with magic and force) by Jurats to ensure
  that the PCs weren’t sent by Malchior’s allies to “correct” Malchior’s errors.  Those PCs that
  participated in Malchior’s death will be put in the stocks after their “debriefing” for a two months (6
  Tus) and lashed ten times daily.  PC(s) that were directly responsible for Malchior’s death are
  stoned to death by the citizens of Falwur for denying the people their vengeance. One a Jurat as
  pronounced the PC dead, his body will be left to rot in Thresher Square until someone comes to
  claim the body. Any free PC from the party can do this. If a PC has to wait his days in the stocks,
  then count those days for the body. It is possible that a Raise Dead spell will not be powerful
  enough, and a Resurection will have to be used instead. The PCs are legally allowed to raise the
  dead after this particular punishment has been dealt.
  Use standard RUP rules and costs for a 1300 population city for spells.
  Note: This is not always the case. Many death sentences must stay death sentences.
  What do we do now?
  The PCs would be wise to covertly seek out a senior priest at a Temple of the True Faith once
  they have Relmar.  If the PCs are not both quick and careful, after Encounter 6, then Malchior and
  his henchmen will take as much portable wealth as he can and leave Falwur. But still give the PCs a
  chance to figure things out and confront Malchior.
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/591/Normal Scenarios/Ket Adaptation Sheets/Ket - Snake in the Grass Adaptation Sheet.pdf