TEXT: Enemies of Sons of Pekal 
  1 
  By Thomas Abbott 
  ATL 1 –  
  Encounter One 
   
  Baron Labeta 
  Medium-size Male Human (Kalamaran) 
  Aristocrat3 
  Hit Dice:  
  (3d8)  
  Hit Points:  
  18 
  Initiative:  
  +0  
  Speed:  
  Walk 30 ft.  
  AC:  
  10 (flatfooted 10, touch 10) 
  Base Attack/Grapple: 
  +2 
  Attacks:  
  Rapier +1 +3;   
  Full Attack: 
  Rapier +1 +3; 
  Damage:  
  Rapier +1 1d6+1;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  +2 on saves against charm effects, 
  uncanny dodge (as a 4th level rogue)  
  Saves:  
  Fortitude: +1, Reflex: +1, Will: +5  
  Abilities:  
  STR 10 (+0), DEX 10 (+0), CON 10 (+0), 
  INT 16 (+3), WIS 14 (+2), CHA 16 (+3)  
  Skills:  
  Appraise 7; Balance 0; Bluff 11; Climb 0; 
  Concentration 0; Craft (Untrained) 3; 
  Diplomacy 17; Disguise 11; Escape Artist 
  0; Forgery 9; Gather Information 9; Heal 2; 
  Hide 0; Intimidate 15; Jump 0; Listen 2; 
  Move Silently 0; Ride 4; Search 3; Sense 
  Motive 10; Spot 2; Survival 2; Swim 0;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Deceitful, Martial Weapon 
  Proficiency, Negotiator, Noble Bearing, 
  Persuasive, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield 
  Proficiency  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Noble's Outfit; Rapier +1;  
   
  Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the 
  benefits given here in bold, as per the Divine Right of Kings from the 
  KPGSL, page 153. 
  ATL1_Olarn 
  Medium-size Male Human (Kalamaran) 
  Rogue1 
  Hit Dice:  
  (1d6)+2  
  Hit Points:  
  8  
  Initiative:  
  +3  
  Speed:  
  Walk 30 ft.  
  AC:  
  15 (flatfooted 12, touch 13) 
  Base Attack/Grapple 
  +0/+1 
  Attacks:  
  Dagger +1;Dagger (Thrown) +3;Dart 
  (Masterwork) +4;Shortspear +1;Shortspear 
  (Thrown) +3; ;  
  Damage:  
  Dagger 1d4+1;Dagger (Thrown) 
  1d4+1;Dart (Masterwork) 1d4+1;Shortspear 
  1d6+1;Shortspear (Thrown) 1d6+1; poison  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Sneak Attack +1d6, Trapfinding  
  Saves:  
  Fortitude: +2, Reflex: +5, Will: +1  
  Abilities:  
  STR 12 (+1), DEX 17 (+3), CON 14 (+2), 
  INT 14 (+2), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 2; Balance 3; Bluff 0; Climb 5; 
  Concentration 2; Craft (Poisonmaking) 6; 
  Craft (Untrained) 2; Diplomacy 0; Disguise 
  4; Escape Artist 7; Forgery 2; Gather 
  Information 4; Heal 1; Hide 12; Intimidate 0; 
  Jump 1; Listen 5; Move Silently 12; Ride 3; 
  Search 6; Sense Motive 1; Spot 5; Survival 
  1; Swim 1; Tumble 7;  
  Feats:  
  Armor Proficiency (Light), Point Blank Shot, 
  Rapid Shot, Simple Weapon Proficiency  
  Alignment:  
  Neutral Evil  
   
   
  Possessions 
  :Boots of Elvenkind; Poison (Zeakue); 
  Cloak of Elvenkind; Dagger; Dart 
  (Masterwork) x5; Leather; Outfit 
  (Traveler's); Shortspear 
  ATL1_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric1 
  Hit Dice:  
  (1d8)+2  
  Hit Points:  
  10  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  19 (flatfooted 19, touch 11) 
  Base Attack/Grapple: 
  +0/+2 
  Attacks:  
  Chain, Spiked -2;  
  Full Attack: 
  Chain, Spiked -2; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 5/day (turn level 1) 
  (turn damage 2d6+3), Spontaneous casting 
  Saves:  
  Fortitude: +4, Reflex: +0, Will: +5  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 16 (+3), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance -5; Bluff 2; Climb -3; 
  Concentration 6; Craft (Untrained) 0; 
  Diplomacy 2; Disguise 2; Escape Artist -5; 
  Forgery 0; Gather Information 2; Heal 3; 
  Hide -5; Intimidate 2; Jump -9; Knowledge 
  (Religion) 4; Listen 3; Move Silently -5; Ride 
  0; Search 0; Sense Motive 3; Spellcraft 4; 
  Spot 3; Survival 3; Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Extend Spell, 
  Shield Proficiency, Simple Weapon 
  Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions 
  Chain, Spiked; Ring of Protection +1; Full Plate (Masterwork); Outfit 
  (Traveler's); Wand of cure light wounds (1st, 10 charges); Scroll of 
  (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure 
  Light Wounds, Produce Flame); 2 Potions of Bull’s Strength 
   
   
  Deity:  
  The Overlord Domains: Evil(You cast evil spells at +1 caster level.) 
  Strength(You can perform a feat of strength as a supernatural ability. 
  You gain an enhancement bonus to Strength equal to your cleric 
  level. Activating the power is a free action, the power lasts 1 round, 
  and it is usable once per day.)  
   
  Spells: 
  Spells per Day: (3/2+1/0/0/0/0/0/0/0/ DC:13+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds, Detect Magic, Inflict Minor Wounds,  
  Level 1: Bane, Enlarge Person (Strength), Protection from Good 
  
  Enemies of Sons of Pekal 
  2 
  By Thomas Abbott 
  ATL1_Tokite Wizard 
  Medium-size Male Human (Kalamaran) 
  Wizard2 
  Hit Dice:  
  (2d4)+4  
  Hit Points:  
  11  
  Initiative:  
  +2  
  Speed:  
  Walk 30 ft.  
  AC:  
  13 (flatfooted 11, touch 13) 
  Base Attack/Grapple: 
  +1/+1 
  Attacks:  
  Dagger +1;Dagger (Thrown) +3;  
  Full Attack: 
  Dagger +1;Dagger (Thrown) +3; 
  Damage:  
  Dagger 1d4;Dagger (Thrown) 1d4; ;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Summon Familiar  
  Saves:  
  Fortitude: +2, Reflex: +2, Will: +3  
  Abilities:  
  STR 10 (+0), DEX 14 (+2), CON 14 (+2), 
  INT 17 (+3), WIS 10 (+0), CHA 10 (+0)  
  Skills:  
  Appraise 3; Balance 2; Bluff 0; Climb 0; 
  Concentration 7; Craft (Untrained) 3; 
  Diplomacy 0; Disguise 0; Escape Artist 2; 
  Forgery 3; Gather Information 0; Heal 0; 
  Hide 2; Intimidate 0; Jump 0; Knowledge 
  (Arcana) 8; Knowledge (Architecture and 
  Engineering) 8; Knowledge 
  (Dungeoneering) 8; Knowledge (History) 8; 
  Listen 0; Move Silently 2; Ride 2; Search 5; 
  Sense Motive 0; Spellcraft 10; Spot 0; 
  Survival 0; Swim 0;  
  Feats:  
  Combat Casting, Eschew Materials, Scribe 
  Scroll  
  Alignment:  
  Lawful Neutral  
   
  Possessions: Dagger; Outfit (Explorer's); Ring of Protection +1; 
  Wand of Magic Missiles-(1st), 10 charges; Scroll of (Summon 
  Monster I (arcane), Color Spray, Grease); 2 Potions of Mage Armor 
   
  Spells: 
  Spells per Day: (4/3/0/0/0/0/0/0/0/ DC:13+spell level) 
  Wizard - Known:  
  Level 0: Acid Splash, Detect Magic, Flare, Ray of Frost,  
  Level 1: Color Spray, Mage Armor, Magic Missile  
   
  Encounter 3a 
  Rust Monster 
  Medium Aberration  
  Hit Dice:  
  5d8+5  (27 hp) 
  Initiative:  
  +3  
  Speed:  
  40 ft. (8 squares) 
  AC:  
  22 (+3 Dex, +5 natural, +4 mage armor) 
  flatfooted 19, touch 13) 
  Base Attack/Grapple: 
  +3/+3 
  Attack:  
  Antennae  touch +3 melee (rust) 
  Full Attack: 
  Antennae touch +3 melee (rust) and bite 
  -2 melee (1d3) 
  Space / Reach: 
  5 ft ./ 5 ft. 
  Special Attacks: 
  Rust 
  Special Qualities:  
  Aberration Traits, Darkvision, scent, 
  Protection from Energy (Fire) 60 points 
  of damage, Resist Energy (electricity) 
  Saves:  
  Fortitude: +2, Reflex: +4, Will: +5  
  Abilities:  
  STR 10, DEX 17, CON 13, INT 2, 
  WIS 13, CHA 8  
  Skills:  
  Listen +7; Spot +7  
  Feats:  
  Alertness, Track  
  Challenge Rating:  
  3  
  Alignment:  
  True Neutral  
   
   
  Possessions: Potion of Fire Protection from Energy; Potion of Resist 
  Energy (electricity); Potion of Mage Armor;  
   
   
  Rust (Ex): A rust monster that makes a successful touch attack with 
  its antennae causes the target metal to corrode, falling to pieces and 
  becoming useless immediately.  The touch can destroy up to a 10-
  foot cube of metal instantly.  Magic armor and weapons and other 
  magic items made of metal, must succeed on a DC 17 Reflex save or 
  be dissolved.  The save DC is Constitution based and includes a +4 
  racial bonus.  A metal weapon that deals damage to a rust monster 
  corrodes immediately.  Wooden, stone, and other nonmetallic 
  weapons are unaffected. 
   
  Encounters 3, 4, and 5. 
  ATL1_Tokite Legionnaire 
  Medium-size Male Human (Kalamaran) 
  Warrior1 
  Hit Dice:  
  (1d8)+2  
  Hit Points:  
  10  
  Initiative:  
  +2  
  Speed:  
  Walk 20 ft.  
  AC:  
  19 (flatfooted 17, touch 12) 
  Base Attack/Grapple: 
  +1/+4 
  Attacks:  
  Javelin +3;Sword, Short +5; Shortbow +3 
  ;  
  Full Attacks: 
  Javelin +3; Sword, Short +5, Shortbow 
  +3 
  Damage:  
  Javelin 1d6+3;Sword, Short 1d6+3; 
  Shortbow 1d6;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
   
  Saves:  
  Fortitude: +4, Reflex: +2, Will: +1  
  Abilities:  
  STR 16 (+3), DEX 14 (+2), CON 14 (+2), 
  INT 12 (+1), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 1; Balance -2; Bluff 0; Climb 1; 
  Concentration 2; Craft (Untrained) 1; 
  Diplomacy 0; Disguise 0; Escape Artist -
  4; Forgery 1; Gather Information 0; Heal 
  1; Hide -4; Intimidate 4; Jump -5; Listen 
  1; Move Silently -4; Ride 2; Search 1; 
  Sense Motive 1; Spot 1; Survival 1; 
  Swim -9;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Martial Weapon Proficiency, 
  Point Blank Shot, Shield Proficiency, 
  Simple Weapon Proficiency, Tower 
  Shield Proficiency, Weapon Focus 
  (Sword (Short))  
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Breastplate; Shield, Heavy; Javelin; Outfit (Explorer's); 
  Sword, Short;  
  ATL1_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric1 
  Hit Dice:  
  (1d8)+2  
  Hit Points:  
  10  
  
  Enemies of Sons of Pekal 
  3 
  By Thomas Abbott 
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  19 (flatfooted 19, touch 11) 
  Base Attack/Grapple: 
  +0/+2 
  Attacks:  
  Chain, Spiked -2;  
  Full Attack: 
  Chain, Spiked -2; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 5/day (turn level 1) 
  (turn damage 2d6+3), Spontaneous 
  casting  
  Saves:  
  Fortitude: +4, Reflex: +0, Will: +5  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 16 (+3), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance -5; Bluff 2; Climb -3; 
  Concentration 6; Craft (Untrained) 0; 
  Diplomacy 2; Disguise 2; Escape Artist -
  5; Forgery 0; Gather Information 2; Heal 
  3; Hide -5; Intimidate 2; Jump -9; 
  Knowledge (Religion) 4; Listen 3; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 3; Spellcraft 4; Spot 3; Survival 3; 
  Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Extend 
  Spell, Shield Proficiency, Simple 
  Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +1; Full Plate 
  (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 
  charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of 
  (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s 
  Strength 
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.)  
   
  Spells: 
  Spells per Day: (3/2+1/0/0/0/0/0/0/0/ DC:13+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds, Detect Magic, Inflict Minor Wounds,  
  Level 1: Bane, Enlarge Person (Strength), Protection from Good 
  ATL1_Tokite_Barbarians 
  Medium-size Male Half-orc, Kalamaran 
  Barbarian1 
  Hit Dice:  
  (1d12)+3  
  Hit Points:  
  15  
  Initiative:  
  +2  
  Speed:  
  Walk 40 ft.  
  AC:  
  16 (flatfooted 14, touch 12) 
  Base Attack/Grapple: 
  +1/+5 
  Attacks:  
  Dagger (Masterwork) +6;Dagger 
  (Masterwork/Thrown) +4; Greataxe 
  (Masterwork) +6;  
  Full Attacks: 
  Dagger (Masterwork) +6;Dagger 
  (Masterwork/Thrown) +4; Greataxe 
  (Masterwork) +6 
  Damage:  
  Dagger (Masterwork) 1d4+4;Dagger 
  (Masterwork/Thrown) 1d4+4; Greataxe 
  (Masterwork) 1d12+6;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR +4, CON 
  +4, Will +2, AC -2, HP 2), Illiteracy, Orc 
  Blood, Rage (Ex) 1 times/day (8 rounds)  
  Saves:  
  Fortitude: +5, Reflex: +2, Will: +0  
  Abilities:  
  STR 18 (+4), DEX 14 (+2), CON 16 (+3), 
  INT 8 (-1), WIS 10 (+0), CHA 8 (-1)  
  Skills:  
  Appraise -1; Balance 3; Bluff -1; Climb 7; 
  Concentration 3; Craft (Untrained) -1; 
  Diplomacy -1; Disguise -1; Escape Artist 
  1; Forgery -1; Gather Information -1; 
  Heal 0; Hide 1; Intimidate -1; Jump 11; 
  Listen 0; Move Silently 1; Ride 2; Search 
  -1; Sense Motive 0; Spot 0; Survival 0; 
  Swim 2;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Martial Weapon 
  Proficiency, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency  
  Challenge Rating:  
  3  
  Alignment:  
  Chaotic Neutral  
   
   
  Possessions: Chain Shirt (Masterwork); Dagger (Masterwork); 
  Greataxe  (Masterwork); Outfit (Explorer's) 
  
  Enemies of Sons of Pekal 
  4 
  By Thomas Abbott 
  ATL 3 –  
   
  Encounter One 
   
  Baron Labeta 
  Medium-size Male Human (Kalamaran) 
  Aristocrat3 
  Hit Dice:  
  (3d8)  
  Hit Points:  
  18  
  Initiative:  
  +0  
  Speed:  
  Walk 30 ft.  
  AC:  
  10 (flatfooted 10, touch 10) 
  Base Attack/Grapple: 
  +2 
  Attacks:  
  Rapier +1 +3;   
  Full Attack: 
  Rapier +1 +3; 
  Damage:  
  Rapier +1 1d6+1;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  +2 on saves against charm effects, 
  uncanny dodge (as a 4th level rogue)  
  Saves:  
  Fortitude: +1, Reflex: +1, Will: +5  
  Abilities:  
  STR 10 (+0), DEX 10 (+0), CON 10 (+0), 
  INT 16 (+3), WIS 14 (+2), CHA 16 (+3)  
  Skills:  
  Appraise 7; Balance 0; Bluff 11; Climb 0; 
  Concentration 0; Craft (Untrained) 3; 
  Diplomacy 17; Disguise 11; Escape Artist 
  0; Forgery 9; Gather Information 9; Heal 2; 
  Hide 0; Intimidate 15; Jump 0; Listen 2; 
  Move Silently 0; Ride 4; Search 3; Sense 
  Motive 10; Spot 2; Survival 2; Swim 0;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Deceitful, Martial Weapon 
  Proficiency, Negotiator, Noble Bearing, 
  Persuasive, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield 
  Proficiency  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Noble's Outfit; Rapier +1;  
   
  Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the 
  benefits given here in bold, as per the Divine Right of Kings from the 
  KPGSL, page 153. 
   
  ATL3 
  ATL3_Olarn 
  Medium-size Male Human (Kalamaran) 
  Rogue3 
  Hit Dice:  
  (3d6)+6  
  Hit Points:  
  20  
  Initiative:  
  +3  
  Speed:  
  Walk 30 ft.  
  AC:  
  16 (flatfooted 13, touch 14) 
  Base Attack/Grapple: 
  +2/+3 
  Attacks:  
  Dart (Masterwork) +6; Dagger +3;Dagger 
  (Thrown) +5;Shortspear -7;Shortspear 
  (Thrown) +5; ;  
  Full Attack: 
  Dart  +3 primary hand, +3 offhand. 
  Damage:  
  Dart (Masterwork) 1d4+1; Dagger 
  1d4+1;Dagger (Thrown) 
  1d4+1;Shortspear 1d6+1;Shortspear 
  (Thrown) 1d6+1;  poison 
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Evasion (Ex), Sneak Attack +2d6, Trap 
  Sense (Ex) +1, Trapfinding  
  Saves:  
  Fortitude: +3, Reflex: +6, Will: +2  
  Abilities:  
  STR 12 (+1), DEX 17 (+3), CON 14 (+2), 
  INT 14 (+2), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 2; Balance 5; Bluff 2; Climb 7; 
  Concentration 2; Craft (Poisonmaking) 8; 
  Craft (Untrained) 2; Diplomacy 0; 
  Disguise 6; Escape Artist 9; Forgery 2; 
  Gather Information 4; Heal 1; Hide 14; 
  Intimidate 0; Jump 3; Listen 7; Move 
  Silently 14; Ride 3; Search 8; Sense 
  Motive 1; Spot 7; Survival 1; Swim 1; 
  Tumble 9;  
  Feats:  
  Armor Proficiency (Light), Point Blank 
  Shot, Rapid Shot, Simple Weapon 
  Proficiency, Two-Weapon Fighting  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Boots of Elvenkind; Ring of Protection +1; Cloak of 
  Elvenkind; Dagger; Dart (Masterwork) x5; Leather; Outfit (Traveler's); 
  Poison (Zeakue); Shortspear 
  ATL3_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric3 
  Hit Dice:  
  (3d8)+6  
  Hit Points:  
  24  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  19 (flatfooted 19, touch 11) 
  Base Attack/Grapple: 
  +2/+4 
  Attacks:  
  Chain, Spiked +4;  
  Full Attack: 
  Chain, Spiked +4; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 5/day (turn level 3) 
  (turn damage 2d6+5), Spontaneous 
  casting  
  Saves:  
  Fortitude: +5, Reflex: +1, Will: +6  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 16 (+3), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance -5; Bluff 2; Climb -3; 
  Concentration 8; Craft (Untrained) 0; 
  Diplomacy 2; Disguise 2; Escape Artist -
  5; Forgery 0; Gather Information 2; Heal 
  3; Hide -5; Intimidate 2; Jump -9; 
  Knowledge (Religion) 6; Listen 3; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 3; Spellcraft 6; Spot 3; Survival 3; 
  Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Shield Proficiency, Simple 
  Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +1; Full Plate 
  (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 
  charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of 
  (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s 
  Strength  
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.) 
  
  Enemies of Sons of Pekal 
  5 
  By Thomas Abbott 
   
  Spells: 
  Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds X2, Detect Magic, Light, 
   Level 1: Bane, Cure Light Wounds, Divine Favor, Enlarge 
  Person(Strength),  
  Level 2: Bull's Strength(Strength), Cure Moderate Wounds, Spiritual 
  Weapon 
  ATL3_Tokite Wizard 
  Medium-size Male Human (Kalamaran) 
  Wizard4 
  Hit Dice:  
  (4d4)+8  
  Hit Points:  
  21  
  Initiative:  
  +2  
  Speed:  
  Walk 30 ft.  
  AC:  
  13 (flatfooted 11, touch 13) 
  Base Attack/Grapple: 
  +2/+2 
  Attacks:  
  Dagger +2;Dagger (Thrown) +4;  
  Full Attack: 
  Dagger +2;Dagger (Thrown) +4; 
  Damage:  
  Dagger 1d4;Dagger (Thrown) 1d4;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Summon Familiar  
  Saves:  
  Fortitude: +3, Reflex: +3, Will: +4  
  Abilities:  
  STR 10 (+0), DEX 14 (+2), CON 14 (+2), 
  INT 18 (+4), WIS 10 (+0), CHA 10 (+0)  
  Skills:  
  Appraise 4; Balance 2; Bluff 0; Climb 0; 
  Concentration 12; Craft (Untrained) 4; 
  Diplomacy 0; Disguise 0; Escape Artist 
  2; Forgery 4; Gather Information 0; Heal 
  0; Hide 2; Intimidate 0; Jump 0; 
  Knowledge (Arcana) 11; Knowledge 
  (Architecture and Engineering) 11; 
  Knowledge (Dungeoneering) 11; 
  Knowledge (History) 11; Knowledge 
  (Nobility and Royalty) 5; Listen 0; Move 
  Silently 2; Ride 2; Search 6; Sense 
  Motive 0; Spellcraft 13; Spot 0; Survival 
  0; Swim 0;  
  Feats:  
  Combat Casting, Eschew Materials, 
  Scribe Scroll, Skill Focus (Concentration) 
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Dagger; Outfit (Explorer's); Ring of Protection +1; 
  Wand of Magic Missiles-(1st), 10 charges; Scroll of (Summon 
  Monster I (arcane), Color Spray, Grease); 2 Potions of Mage Armor 
   
  Spells: 
  Spells per Day: (4/4/3/0/0/0/0/0/0/ DC:14+spell level) 
  Wizard - Known:  
  Level 0: Acid Splash, Daze, Detect Magic, Ray of Frost,  
  Level 1: Color Spray x2, Mage Armor, Magic Missile  
  Level 2: Acid Arrow, Invisibility, Summon Swarm  
   
  Encounters 3a. 
  Rust Monster 
  Medium Aberration  
  Hit Dice:  
  5d8+5  (27 hp) 
  Initiative:  
  +3  
  Speed:  
  40 ft. (8 squares) 
  AC:  
  22 (+3 Dex, +5 natural, +4 mage armor) 
  flatfooted 19, touch 13) 
  Base Attack/Grapple: 
  +3/+3 
  Attack:  
  Antennae  touch +3 melee (rust) 
  Full Attack: 
  Antennae touch +3 melee (rust) and bite 
  -2 melee (1d3) 
  Space / Reach: 
  5 ft ./ 5 ft. 
  Special Attacks: 
  Rust 
  Special Qualities:  
  Aberration Traits, Darkvision, scent, 
  Protection from Energy (Fire) 60 points 
  of damage, Resist Energy (electricity) 
  Saves:  
  Fortitude: +2, Reflex: +4, Will: +5  
  Abilities:  
  STR 10, DEX 17, CON 13, INT 2, 
  WIS 13, CHA 8  
  Skills:  
  Listen +7; Spot +7  
  Feats:  
  Alertness, Track  
  Challenge Rating:  
  3  
  Alignment:  
  True Neutral  
   
   
  Possessions: Potion of Fire Protection from Energy; Potion of Resist 
  Energy (electricity); Potion of Mage Armor;  
   
   
  Rust (Ex): A rust monster that makes a successful touch attack with 
  its antennae causes the target metal to corrode, falling to pieces and 
  becoming useless immediately.  The touch can destroy up to a 10-
  foot cube of metal instantly.  Magic armor and weapons and other 
  magic items made of metal, must succeed on a DC 17 Reflex save or 
  be dissolved.  The save DC is Constitution based and includes a +4 
  racial bonus.  A metal weapon that deals damage to a rust monster 
  corrodes immediately.  Wooden, stone, and other nonmetallic 
  weapons are unaffected. 
   
  Encounters 3, 4, and 5. 
  ATL3_Tokite Legionnaire 
  Medium-size Male Human (Kalamaran) 
  Fighter2 
  Hit Dice:  
  (2d10)+4  
  Hit Points:  
  20  
  Initiative:  
  +2  
  Speed:  
  Walk 20 ft.  
  AC:  
  19 (flatfooted 17, touch 12) 
  Base Attack/Grapple: 
  +2/+5 
  Attacks:  
  Javelin +4;Sword (Short/Masterwork) +7; 
  Shortbow +4  
  Full Attack: 
  Javelin +4, Sword (Short/Masterwork) 
  +7; Shortbow +4 
  Damage:  
  Javelin 1d6+3;Sword (Short/Masterwork) 
  1d6+3; Shortbow 1d6 
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
   
  Saves:  
  Fortitude: +5, Reflex: +2, Will: +1  
  Abilities:  
  STR 16 (+3), DEX 14 (+2), CON 14 (+2), 
  INT 12 (+1), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 1; Balance -1; Bluff 0; Climb 3; 
  Concentration 2; Craft (Untrained) 1; 
  Diplomacy 0; Disguise 0; Escape Artist -
  3; Forgery 1; Gather Information 0; Heal 
  1; Hide -3; Intimidate 5; Jump -3; Listen 
  1; Move Silently -3; Ride 2; Search 1; 
  Sense Motive 1; Spot 1; Survival 1; 
  Swim -7;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Reflexes, Dodge, 
  Martial Weapon Proficiency, Point Blank 
  Shot, Shield Proficiency, Simple Weapon 
  Proficiency, Tower Shield Proficiency, 
  Weapon Focus (Sword (Short))  
  
  Enemies of Sons of Pekal 
  6 
  By Thomas Abbott 
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Breastplate (Masterwork); Javelin; Outfit (Explorer's); 
  Shield, Heavy; Sword (Short/Masterwork);  
  ATL3_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric3 
  Hit Dice:  
  (3d8)+6  
  Hit Points:  
  24  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  19 (flatfooted 19, touch 11) 
  Base Attack/Grapple: 
  +2/+4 
  Attacks:  
  Chain, Spiked +4;  
  Full Attack: 
  Chain, Spiked +4; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 5/day (turn level 3) 
  (turn damage 2d6+5), Spontaneous 
  casting  
  Saves:  
  Fortitude: +5, Reflex: +1, Will: +6  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 16 (+3), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance -5; Bluff 2; Climb -3; 
  Concentration 8; Craft (Untrained) 0; 
  Diplomacy 2; Disguise 2; Escape Artist -
  5; Forgery 0; Gather Information 2; Heal 
  3; Hide -5; Intimidate 2; Jump -9; 
  Knowledge (Religion) 6; Listen 3; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 3; Spellcraft 6; Spot 3; Survival 3; 
  Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Shield Proficiency, Simple 
  Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +1; Full Plate 
  (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 
  charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of 
  (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s 
  Strength  
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.)  
   
  Spells: 
  Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds X2, Detect Magic, Light, 
   Level 1: Bane, Cure Light Wounds, Divine Favor, Enlarge 
  Person(Strength),  
  Level 2: Bull's Strength(Strength), Cure Moderate Wounds, Spiritual 
  Weapon  
  ATL3_Tokite_Barbarians 
  Medium-size Male Half-orc, Kalamaran 
  Barbarian3 
  Hit Dice:  
  (3d12)+9  
  Hit Points:  
  35  
  Initiative:  
  +2  
  Speed:  
  Walk 40 ft.  
  AC:  
  17 (flatfooted 17, touch 12) 
  Base Attack/Grapple: 
  +3/+7 
  Attacks:  
  Dagger (Masterwork) +8;Dagger 
  (Masterwork/Thrown) +6; Greataxe 
  (Masterwork) +8; ;  
  Full Attacks: 
  Dagger (Masterwork) +8;Dagger 
  (Masterwork/Thrown) +6; Greataxe 
  (Masterwork) +8;  
  Damage:  
  Dagger (Masterwork) 1d4+4;Dagger 
  (Masterwork/Thrown) 1d4+4; Greataxe 
  (Masterwork) 1d12+6;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR +4, CON 
  +4, Will +2, AC -2, HP 6), Illiteracy, Orc 
  Blood, Rage (Ex) 1 times/day (8 rounds), 
  Trap Sense (Ex) +1, Uncanny Dodge 
  (Dex bonus to AC)  
  Saves:  
  Fortitude: +6, Reflex: +3, Will: +1  
  Abilities:  
  STR 18 (+4), DEX 14 (+2), CON 16 (+3), 
  INT 8 (-1), WIS 10 (+0), CHA 8 (-1)  
  Skills:  
  Appraise -1; Balance 4; Bluff -1; Climb 9; 
  Concentration 3; Craft (Untrained) -1; 
  Diplomacy -1; Disguise -1; Escape Artist 
  1; Forgery -1; Gather Information -1; 
  Heal 0; Hide 1; Intimidate -1; Jump 13; 
  Listen 0; Move Silently 1; Ride 2; Search 
  -1; Sense Motive 0; Spot 0; Survival 0; 
  Swim 2;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Cleave, Martial 
  Weapon Proficiency, Power Attack, 
  Shield Proficiency, Simple Weapon 
  Proficiency  
  Challenge Rating:  
  5  
  Alignment:  
  Chaotic Neutral  
   
   
  Possessions: Amulet of Natural Armor +1; Chain Shirt (Masterwork); 
  Dagger (Masterwork); Greataxe (Masterwork); Outfit (Explorer's); 
  
  Enemies of Sons of Pekal 
  7 
  By Thomas Abbott 
  ATL 5 –  
   
  Encounter One 
   
  Baron Labeta 
  Medium-size Male Human (Kalamaran) 
  Aristocrat3 
  Hit Dice:  
  (3d8)  
  Hit Points:  
  18  
  Initiative:  
  +0  
  Speed:  
  Walk 30 ft.  
  AC:  
  10 (flatfooted 10, touch 10) 
  Base Attack/Grapple: 
  +2 
  Attacks:  
  Rapier +1 +3;   
  Full Attack: 
  Rapier +1 +3; 
  Damage:  
  Rapier +1 1d6+1;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  +2 on saves against charm effects, 
  uncanny dodge (as a 4th level rogue)  
  Saves:  
  Fortitude: +1, Reflex: +1, Will: +5  
  Abilities:  
  STR 10 (+0), DEX 10 (+0), CON 10 (+0), 
  INT 16 (+3), WIS 14 (+2), CHA 16 (+3)  
  Skills:  
  Appraise 7; Balance 0; Bluff 11; Climb 0; 
  Concentration 0; Craft (Untrained) 3; 
  Diplomacy 17; Disguise 11; Escape Artist 
  0; Forgery 9; Gather Information 9; Heal 2; 
  Hide 0; Intimidate 15; Jump 0; Listen 2; 
  Move Silently 0; Ride 4; Search 3; Sense 
  Motive 10; Spot 2; Survival 2; Swim 0;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Deceitful, Martial Weapon 
  Proficiency, Negotiator, Noble Bearing, 
  Persuasive, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield 
  Proficiency  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Noble's Outfit; Rapier +1;  
   
  Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the 
  benefits given here in bold, as per the Divine Right of Kings from the 
  KPGSL, page 153. 
   
  ATL5 
  ATL5_Olarn 
  Medium-size Male Human (Kalamaran) 
  Rogue5 
  Hit Dice:  
  (5d6)+10  
  Hit Points:  
  32  
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  18 (flatfooted 18, touch 16) 
  Base Attack/Grapple: 
  +3/+4 
  Attacks:  
  Dart (Masterwork) +9; Dagger +4;Dagger 
  (Thrown) +8;Shortspear +4;Shortspear 
  (Thrown) +8; ;  
  Full Attack: 
  Dart  +7 primary hand/+7 offhand 
  Damage:  
  Dart (Masterwork) 1d4+1; Dagger 
  1d4+1;Dagger (Thrown) 
  1d4+1;Shortspear 1d6+1;Shortspear 
  (Thrown) 1d6+1  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Evasion (Ex), Sneak Attack +3d6, Trap 
  Sense (Ex) +1, Trapfinding, Uncanny 
  Dodge (Dex bonus to AC)  
  Saves:  
  Fortitude: +3, Reflex: +9, Will: +2  
  Abilities:  
  STR 12 (+1), DEX 20 (+5), CON 14 (+2), 
  INT 14 (+2), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 2; Balance 7; Bluff 4; Climb 9; 
  Concentration 2; Craft (Poisonmaking) 
  10; Craft (Untrained) 2; Diplomacy 0; 
  Disguise 8; Escape Artist 13; Forgery 2; 
  Gather Information 4; Heal 1; Hide 18; 
  Intimidate 0; Jump 3; Listen 9; Move 
  Silently 18; Ride 5; Search 10; Sense 
  Motive 1; Spot 9; Survival 1; Swim 1; 
  Tumble 13;  
  Feats:  
  Armor Proficiency (Light), Point Blank 
  Shot, Rapid Shot, Simple Weapon 
  Proficiency, Two-Weapon Fighting  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Boots of Elvenkind; Gloves of Dexterity +2; Cloak of 
  Elvenkind; Dagger; Dart (Masterwork) x5; Leather; Traveler's Outfit; 
  Poison (Zeakue); Ring of Protection +1; Shortspear 
  ATL5_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric5 
  Hit Dice:  
  (5d8)+10  
  Hit Points:  
  38  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  19 (flatfooted 19, touch 11) 
  Base Attack/Grapple: 
  +3/+5 
  Attacks:  
  Chain, Spiked +5;  
  Full Attack: 
  Chain, Spiked +5; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 5/day (turn level 5) 
  (turn damage 2d6+7), Spontaneous 
  casting  
  Saves:  
  Fortitude: +6, Reflex: +1, Will: +7  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 17 (+3), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance -5; Bluff 2; Climb -3; 
  Concentration 10; Craft (Untrained) 0; 
  Diplomacy 2; Disguise 2; Escape Artist -
  5; Forgery 0; Gather Information 2; Heal 
  3; Hide -5; Intimidate 2; Jump -9; 
  Knowledge (Religion) 8; Listen 3; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 3; Spellcraft 8; Spot 3; Survival 3; 
  Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Shield Proficiency, Simple 
  Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +1; Full Plate 
  (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 
  charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of 
  (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s 
  Strength  
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  
  Enemies of Sons of Pekal 
  8 
  By Thomas Abbott 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.)  
   
  Spells: 
  Spells per Day: (5/4+1/3+1/2+1/0/0/0/0/0/ DC:13+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds x2, Detect Magic, Inflict Minor Wounds 
  x2,  
  Level 1: Bane, Cure Light Wounds, Divine Favor, Doom, Enlarge 
  Person(Strength)  
  Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Hold 
  Person, Spiritual Weapon  
  Level 3: Dispel Magic, Magic Circle against Good (Evil), Searing Light 
  ATL5_Tokite Wizard 
  Medium-size Male Human (Kalamaran) 
  Wizard6 
  Hit Dice:  
  (6d4)+12  
  Hit Points:  
  31  
  Initiative:  
  +2  
  Speed:  
  Walk 30 ft.  
  AC:  
  13 (flatfooted 11, touch 13) 
  Base Attack/Grapple: 
  +3/+3 
  Attacks:  
  Dagger +3;Dagger (Thrown) +5;   
  Full Attack: 
  Dagger +3;Dagger (Thrown) +5; 
  Damage:  
  Dagger 1d4;Dagger (Thrown) 1d4;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Summon Familiar  
  Saves:  
  Fortitude: +4, Reflex: +4, Will: +5  
  Abilities:  
  STR 10 (+0), DEX 14 (+2), CON 14 (+2), 
  INT 18 (+4), WIS 10 (+0), CHA 10 (+0)  
  Skills:  
  Appraise 4; Balance 2; Bluff 0; Climb 0; 
  Concentration 14; Craft (Untrained) 4; 
  Diplomacy 0; Disguise 0; Escape Artist 
  2; Forgery 4; Gather Information 0; Heal 
  0; Hide 2; Intimidate 0; Jump 0; 
  Knowledge (Arcana) 13; Knowledge 
  (Architecture and Engineering) 13; 
  Knowledge (Dungeoneering) 13; 
  Knowledge (History) 13; Knowledge 
  (Nobility and Royalty) 7; Listen 0; Move 
  Silently 2; Ride 2; Search 6; Sense 
  Motive 0; Spellcraft 15; Spot 0; Survival 
  0; Swim 0;  
  Feats:  
  Combat Casting, Craft Wand, Eschew 
  Materials, Scribe Scroll, Skill Focus 
  (Concentration), Spell Focus (Evocation) 
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Dagger; Outfit (Explorer's); Ring of Protection +1; 
  Wand of Magic Missiles-(1st), 10 charges; Scroll of (Summon 
  Monster I (arcane), Color Spray, Grease); 2 Potions of Mage Armor  
   
  Spells: 
  Spells per Day: (4/4/4/3/0/0/0/0/0/ DC:14+spell level) 
  Wizard - Known:  
  Level 0: Acid Splash, Detect Magic, Ray of Frost, Read Magic  
  Level 1: Color Spray, Mage Armor, Magic Missile x2  
  Level 2: Acid Arrow, Cat's Grace, Flaming Sphere, Summon Swarm  
  Level 3: Dispel Magic, Fireball, Vampiric Touch 
   
  Encounters 3a. 
  Rust Monster 
  Medium Aberration  
  Hit Dice:  
  5d8+5  (27 hp) 
  Initiative:  
  +3  
  Speed:  
  40 ft. (8 squares) 
  AC:  
  22 (+3 Dex, +5 natural, +4 mage armor) 
  flatfooted 19, touch 13) 
  Base Attack/Grapple: 
  +3/+3 
  Attack:  
  Antennae  touch +3 melee (rust) 
  Full Attack: 
  Antennae touch +3 melee (rust) and bite 
  -2 melee (1d3) 
  Space / Reach: 
  5 ft ./ 5 ft. 
  Special Attacks: 
  Rust 
  Special Qualities:  
  Aberration Traits, Darkvision, scent, 
  Protection from Energy (Fire) 60 points 
  of damage, Resist Energy (electricity) 
  Saves:  
  Fortitude: +2, Reflex: +4, Will: +5  
  Abilities:  
  STR 10, DEX 17, CON 13, INT 2, 
  WIS 13, CHA 8  
  Skills:  
  Listen +7; Spot +7  
  Feats:  
  Alertness, Track  
  Challenge Rating:  
  3  
  Alignment:  
  True Neutral  
   
   
  Possessions: Potion of Fire Protection from Energy; Potion of Resist 
  Energy (electricity); Potion of Mage Armor;  
   
   
  Rust (Ex): A rust monster that makes a successful touch attack with 
  its antennae causes the target metal to corrode, falling to pieces and 
  becoming useless immediately.  The touch can destroy up to a 10-
  foot cube of metal instantly.  Magic armor and weapons and other 
  magic items made of metal, must succeed on a DC 17 Reflex save or 
  be dissolved.  The save DC is Constitution based and includes a +4 
  racial bonus.  A metal weapon that deals damage to a rust monster 
  corrodes immediately.  Wooden, stone, and other nonmetallic 
  weapons are unaffected. 
   
  Encounters 3, 4, and 5. 
  ATL5_Tokite Legionnaire 
  Medium-size Male Human (Kalamaran) 
  Fighter4 
  Hit Dice:  
  (4d10)+8  
  Hit Points:  
  36  
  Initiative:  
  +2  
  Speed:  
  Walk 20 ft.  
  AC:  
  20 (flatfooted 18, touch 12) 
  Base Attack/Grapple: 
  +4/+7 
  Attacks:  
  Javelin (Masterwork) +8;Sword 
  (Short/Masterwork) +9; Shortbow +6 
  Full Attack: 
  Javelin (Masterwork) +8; Sword 
  (Short/Masterwork) +9; Shortbow +6 
  Damage:  
  Javelin (Masterwork) 1d6+3;Sword 
  (Short/Masterwork) 1d6+5; Shortbow 
  1d6 
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
   
  Saves:  
  Fortitude: +6, Reflex: +3, Will: +2  
  Abilities:  
  STR 16 (+3), DEX 14 (+2), CON 14 (+2), 
  INT 13 (+1), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 1; Balance 1; Bluff 0; Climb 6; 
  Concentration 2; Craft (Untrained) 1; 
  Diplomacy 0; Disguise 0; Escape Artist -
  2; Forgery 1; Gather Information 0; Heal 
  
  Enemies of Sons of Pekal 
  9 
  By Thomas Abbott 
  1; Hide -2; Intimidate 7; Jump 0; Listen 1; 
  Move Silently -2; Ride 2; Search 1; 
  Sense Motive 1; Spot 1; Survival 1; 
  Swim -5;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Reflexes, Dodge, 
  Martial Weapon Proficiency, Point Blank 
  Shot, Shield Proficiency, Simple Weapon 
  Proficiency, Tower Shield Proficiency, 
  Weapon Focus (Sword (Short), Javelin), 
  Weapon Specialization (Sword (Short))  
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Breastplate (Masterwork); Javelin (Masterwork); Outfit 
  (Explorer's); Shield +1 (Heavy/Metal); Sword (Short/Masterwork); 
  ATL5_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric5 
  Hit Dice:  
  (5d8)+10  
  Hit Points:  
  38  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  19 (flatfooted 19, touch 11) 
  Base Attack/Grapple: 
  +3/+5 
  Attacks:  
  Chain, Spiked +5;  
  Full Attack: 
  Chain, Spiked +5; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 5/day (turn level 5) 
  (turn damage 2d6+7), Spontaneous 
  casting  
  Saves:  
  Fortitude: +6, Reflex: +1, Will: +7  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 17 (+3), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance -5; Bluff 2; Climb -3; 
  Concentration 10; Craft (Untrained) 0; 
  Diplomacy 2; Disguise 2; Escape Artist -
  5; Forgery 0; Gather Information 2; Heal 
  3; Hide -5; Intimidate 2; Jump -9; 
  Knowledge (Religion) 8; Listen 3; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 3; Spellcraft 8; Spot 3; Survival 3; 
  Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Shield Proficiency, Simple 
  Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +1; Full Plate 
  (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 
  charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of 
  (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s 
  Strength  
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.)  
   
  Spells: 
  Spells per Day: (5/4+1/3+1/2+1/0/0/0/0/0/ DC:13+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds x2, Detect Magic, Inflict Minor Wounds 
  x2,  
  Level 1: Bane, Cure Light Wounds, Divine Favor, Doom, Enlarge 
  Person(Strength)  
  Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Hold 
  Person, Spiritual Weapon  
  Level 3: Dispel Magic, Magic Circle against Good (Evil), Searing Light 
  ATL5_Tokite_Barbarians 
  Medium-size Male Half-orc, Kalamaran 
  Barbarian5 
  Hit Dice:  
  (5d12)+15  
  Hit Points:  
  55  
  Initiative:  
  +2  
  Speed:  
  Walk 40 ft.  
  AC:  
  18 (flatfooted 18, touch 12) 
  Base Attack/Grapple: 
  +5/+9 
  Attacks:  
  Dagger (Masterwork) +10;Dagger 
  (Masterwork/Thrown) +8; Greataxe 
  (Masterwork) +10;  
  Full Attacks: 
  Dagger (Masterwork) +10;Dagger 
  (Masterwork/Thrown) +8; Greataxe 
  (Masterwork) +10; 
  Damage:  
  Dagger (Masterwork) 1d4+4;Dagger 
  (Masterwork/Thrown) 1d4+4; Greataxe 
  (Masterwork) 1d12+6;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR +4, CON 
  +4, Will +2, AC -2, HP 10), Illiteracy, 
  Improved Uncanny Dodge (can't be 
  flanked except by a rogue of 9 level), Orc 
  Blood, Rage (Ex) 2 times/day (8 rounds), 
  Trap Sense (Ex) +1  
  Saves:  
  Fortitude: +7, Reflex: +3, Will: +1  
  Abilities:  
  STR 19 (+4), DEX 14 (+2), CON 16 (+3), 
  INT 8 (-1), WIS 10 (+0), CHA 8 (-1)  
  Skills:  
  Appraise -1; Balance 5; Bluff -1; Climb 
  11; Concentration 3; Craft (Untrained) -1; 
  Diplomacy -1; Disguise -1; Escape Artist 
  1; Forgery -1; Gather Information -1; 
  Heal 0; Hide 1; Intimidate -1; Jump 15; 
  Listen 0; Move Silently 1; Ride 2; Search 
  -1; Sense Motive 0; Spot 0; Survival 0; 
  Swim 2;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Cleave, Martial 
  Weapon Proficiency, Power Attack, 
  Shield Proficiency, Simple Weapon 
  Proficiency  
  Challenge Rating:  
  7  
  Alignment:  
  Chaotic Neutral  
   
   
  Possessions: Amulet of Natural Armor +1; Chain Shirt +1; Dagger 
  (Masterwork); Greataxe (Masterwork); Outfit (Explorer's); 
  
  Enemies of Sons of Pekal 
  10 
  By Thomas Abbott 
  ATL 7 –  
   
  Encounter One 
   
  Baron Labeta 
  Medium-size Male Human (Kalamaran) 
  Aristocrat3 
  Hit Dice:  
  (3d8)  
  Hit Points:  
  18  
  Initiative:  
  +0  
  Speed:  
  Walk 30 ft.  
  AC:  
  10 (flatfooted 10, touch 10) 
  Base Attack/Grapple: 
  +2 
  Attacks:  
  Rapier +1 +3;   
  Full Attack: 
  Rapier +1 +3; 
  Damage:  
  Rapier +1 1d6+1;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  +2 on saves against charm effects, 
  uncanny dodge (as a 4th level rogue)  
  Saves:  
  Fortitude: +1, Reflex: +1, Will: +5  
  Abilities:  
  STR 10 (+0), DEX 10 (+0), CON 10 (+0), 
  INT 16 (+3), WIS 14 (+2), CHA 16 (+3)  
  Skills:  
  Appraise 7; Balance 0; Bluff 11; Climb 0; 
  Concentration 0; Craft (Untrained) 3; 
  Diplomacy 17; Disguise 11; Escape Artist 
  0; Forgery 9; Gather Information 9; Heal 2; 
  Hide 0; Intimidate 15; Jump 0; Listen 2; 
  Move Silently 0; Ride 4; Search 3; Sense 
  Motive 10; Spot 2; Survival 2; Swim 0;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Deceitful, Martial Weapon 
  Proficiency, Negotiator, Noble Bearing, 
  Persuasive, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield 
  Proficiency  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Noble's Outfit; Rapier +1;  
   
  Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the 
  benefits given here in bold, as per the Divine Right of Kings from the 
  KPGSL, page 153. 
   
  ATL7_Olarn 
  Medium-size Male Human (Kalamaran) 
  Rogue5 Assassin2 
  Hit Dice:  
  (5d6)+(2d6)+14  
  Hit Points:  
  44  
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  18 (flatfooted 18, touch 16) 
  Base Attack/Grapple: 
  +4/+5 
  Attacks:  
  Dart +1 +11;Dagger +5;Dagger (Thrown) 
  +10;Shortspear +5;Shortspear (Thrown) 
  +10  
  Full Attacks: 
  Dart+1 +9 primary hand/ Dart +9 off 
  hand 
  Damage:  
  Dart +1 1d4+1;Dagger 1d4+1;Dagger 
  (Thrown) 1d4+1;Shortspear 
  1d6+1;Shortspear (Thrown) 1d6+1; 
  poison  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  +1 save against poisons, Death Attack 
  (DC 14), Evasion (Ex), Improved 
  Uncanny Dodge (can't be flanked except 
  by a rogue of 11 level), Poison Use, 
  Sneak Attack +4d6, Trap Sense (Ex) +1, 
  Trapfinding  
  Saves:  
  Fortitude: +3, Reflex: +12, Will: +2  
  Abilities:  
  STR 12 (+1), DEX 20 (+5), CON 14 (+2), 
  INT 14 (+2), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 2; Balance 9; Bluff 4; Climb 9; 
  Concentration 2; Craft (Poisonmaking) 
  12; Craft (Untrained) 2; Diplomacy 0; 
  Disguise 10; Escape Artist 15; Forgery 2; 
  Gather Information 4; Heal 1; Hide 20; 
  Intimidate 0; Jump 3; Listen 9; Move 
  Silently 20; Ride 5; Search 10; Sense 
  Motive 1; Spot 9; Survival 1; Swim 1; 
  Tumble 15;  
  Feats:  
  Armor Proficiency (Light), Point Blank 
  Shot, Quick Draw, Rapid Shot, Simple 
  Weapon Proficiency, Two-Weapon 
  Fighting  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Boots of Elvenkind; Dart +1 x5; Cloak of Elvenkind; 
  Dagger; Gloves of Dexterity +2; Leather; Traveler's Outfit; Poison 
  (Zeakue); Ring of Protection +1; Shortspear;  
   
  Spells: 
  Spells per Day: (0/2/0/0/0/0/0/0/0/ DC:12+spell level) 
  Assassin - Known:  
  Level 1: Detect Poison, Obscuring Mist, True Strike  
  ATL7_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric7 
  Hit Dice:  
  (7d8)+14  
  Hit Points:  
  52  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  20 (flatfooted 20, touch 12) 
  Base Attack/Grapple: 
  +5/+7 
  Attacks:  
  Chain, Spiked +7;   
  Full Attack: 
  Chain, Spiked +7; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 6/day (turn level 7) 
  (turn damage 2d6+10), Spontaneous 
  casting  
  Saves:  
  Fortitude: +7, Reflex: +2, Will: +9  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 19 (+4), CHA 16 (+3)  
  Skills:  
  Appraise 0; Balance -5; Bluff 3; Climb -3; 
  Concentration 12; Craft (Untrained) 0; 
  Diplomacy 3; Disguise 3; Escape Artist -
  5; Forgery 0; Gather Information 3; Heal 
  4; Hide -5; Intimidate 3; Jump -9; 
  Knowledge (Religion) 10; Listen 4; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 4; Spellcraft 10; Spot 4; Survival 
  4; Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Quicken Spell, Shield 
  Proficiency, Simple Weapon Proficiency  
  
  Enemies of Sons of Pekal 
  11 
  By Thomas Abbott 
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +2; Cloak of 
  Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of 
  Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of 
  (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure 
  Light Wounds, Produce Flame); 2 Potions of Bull’s Strength 
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.) 
   
  Spells: 
  Spells per Day: (6/5+1/4+1/3+1/2+1/0/0/0/0/ DC:14+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor 
  Wounds x2,  
  Level 1: Bane, Command, Cure Light Wounds, Divine Favor, Enlarge 
  Person (Strength), Inflict Light Wounds 
  Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death 
  Knell, Sound Burst, Spiritual Weapon,  
  Level 3: Cure Serious Wounds, Dispel Magic, Magic Circle against 
  Good (Evil), Searing Light,  
  Level 4: Cure Critical Wounds, Divine Power, Unholy Blight (Evil) 
  ATL7_Tokite Wizard 
  Medium-size Male Human (Kalamaran) 
  Wizard8 
  Hit Dice:  
  (8d4)+16  
  Hit Points:  
  41  
  Initiative:  
  +2  
  Speed:  
  Walk 30 ft.  
  AC:  
  14 (flatfooted 12, touch 14) 
  Base Attack/Grapple: 
  +4/+4 
  Attacks:  
  Dagger +4;Dagger (Thrown) +6;   
  Full Attack: 
  Dagger +4;Dagger (Thrown) +6; 
  Damage:  
  Dagger 1d4;Dagger (Thrown) 1d4;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Summon Familiar  
  Saves:  
  Fortitude: +4, Reflex: +4, Will: +6  
  Abilities:  
  STR 10 (+0), DEX 14 (+2), CON 14 (+2), 
  INT 21 (+5), WIS 10 (+0), CHA 10 (+0)  
  Skills:  
  Appraise 5; Balance 2; Bluff 0; Climb 0; 
  Concentration 16; Craft (Untrained) 5; 
  Diplomacy 2; Disguise 0; Escape Artist 
  2; Forgery 5; Gather Information 0; Heal 
  0; Hide 2; Intimidate 0; Jump 0; 
  Knowledge (Arcana) 16; Knowledge 
  (Architecture and Engineering) 16; 
  Knowledge (Dungeoneering) 16; 
  Knowledge (History) 16; Knowledge 
  (Nobility and Royalty) 10; Listen 0; Move 
  Silently 2; Ride 2; Search 7; Sense 
  Motive 0; Spellcraft 18; Spot 0; Survival 
  0; Swim 0;  
  Feats:  
  Combat Casting, Craft Wand, Eschew 
  Materials, Scribe Scroll, Skill Focus 
  (Concentration), Spell Focus (Evocation) 
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Dagger; Ring of Protection +2; Headband of Intellect 
  +2; Outfit (Explorer's); Wand of Magic Missiles-(1st), 10 charges; 
  Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 
  Potions of Mage Armor 
   
  Spells: 
  Spells per Day: (4/6/4/4/3/0/0/0/0/ DC:15+spell level) 
  Wizard - Known:  
  Level 0: Acid Splash, Detect Magic, Mage Hand, Read Magic,  
  Level 1: Color Spray, Detect Secret Doors, Mage Armor, Magic 
  Missile x3  
  Level 2: Acid Arrow, Cat's Grace, Invisibility, Summon Swarm  
  Level 3: Dispel Magic, Fireball x2, Vampiric Touch  
  Level 4: Black Tentacles, Invisibility, Greater, Stoneskin 
   
  Encounters 3a. 
  Rust Monster 
  Medium Aberration  
  Hit Dice:  
  5d8+5  (27 hp) 
  Initiative:  
  +3  
  Speed:  
  40 ft. (8 squares) 
  AC:  
  22 (+3 Dex, +5 natural, +4 mage armor) 
  flatfooted 19, touch 13) 
  Base Attack/Grapple: 
  +3/+3 
  Attack:  
  Antennae  touch +3 melee (rust) 
  Full Attack: 
  Antennae touch +3 melee (rust) and bite 
  -2 melee (1d3) 
  Space / Reach: 
  5 ft ./ 5 ft. 
  Special Attacks: 
  Rust 
  Special Qualities:  
  Aberration Traits, Darkvision, scent, 
  Protection from Energy (Fire) 60 points 
  of damage, Resist Energy (electricity) 
  Saves:  
  Fortitude: +2, Reflex: +4, Will: +5  
  Abilities:  
  STR 10, DEX 17, CON 13, INT 2, 
  WIS 13, CHA 8  
  Skills:  
  Listen +7; Spot +7  
  Feats:  
  Alertness, Track  
  Challenge Rating:  
  3  
  Alignment:  
  True Neutral  
   
   
  Possessions: Potion of Fire Protection from Energy; Potion of Resist 
  Energy (electricity); Potion of Mage Armor;  
   
   
  Rust (Ex): A rust monster that makes a successful touch attack with 
  its antennae causes the target metal to corrode, falling to pieces and 
  becoming useless immediately.  The touch can destroy up to a 10-
  foot cube of metal instantly.  Magic armor and weapons and other 
  magic items made of metal, must succeed on a DC 17 Reflex save or 
  be dissolved.  The save DC is Constitution based and includes a +4 
  racial bonus.  A metal weapon that deals damage to a rust monster 
  corrodes immediately.  Wooden, stone, and other nonmetallic 
  weapons are unaffected. 
   
  Encounters 3, 4, and 5. 
  ATL7_Tokite Legionnaire 
  Medium-size Male Human (Kalamaran) 
  Fighter6 
  Hit Dice:  
  (6d10)+12  
  Hit Points:  
  51  
  Initiative:  
  +2  
  Speed:  
  Walk 20 ft.  
  AC:  
  20 (flatfooted 18, touch 12) 
  Base Attack / 
  Grapple:  
  +6/+9 
  Attacks:  
  Sword +1 (Short) +11;Javelin (Masterwork) +10; 
  Shortbow +8 
  Full Attack: 
  Sword +1 (Short) +11/+6;Javelin (Masterwork) 
  
  Enemies of Sons of Pekal 
  12 
  By Thomas Abbott 
  +10/+5; Shortbow +8/+3 
  Damage:  
  Sword +1 (Short) 1d6+6;Javelin (Masterwork) 
  1d6+3; Shortbow 1d6 
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:   
  Saves:  
  Fortitude: +7, Reflex: +4, Will: +3  
  Abilities:  
  STR 16 (+3), DEX 14 (+2), CON 14 (+2), 
  INT 13 (+1), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 1; Balance 2; Bluff 0; Climb 8; 
  Concentration 2; Craft (Untrained) 1; Diplomacy 
  0; Disguise 0; Escape Artist -2; Forgery 1; Gather 
  Information 0; Heal 1; Hide -2; Intimidate 9; Jump 
  2; Listen 1; Move Silently -2; Ride 2; Search 1; 
  Sense Motive 1; Spot 1; Survival 1; Swim -5;  
  Feats:  
  Armor Proficiency (Heavy), Armor Proficiency 
  (Light), Armor Proficiency (Medium), Combat 
  Expertise, Combat Reflexes, Dodge, Improved 
  Trip, Martial Weapon Proficiency, Point Blank 
  Shot, Shield Proficiency, Simple Weapon 
  Proficiency, Tower Shield Proficiency, Weapon 
  Focus (Sword (Short), Javelin), Weapon 
  Specialization (Sword (Short))  
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Breastplate (Masterwork); Sword +1 (Short); Javelin 
  (Masterwork); Outfit (Explorer's); Shield +1 (Heavy/Metal) 
  ATL7_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric7 
  Hit Dice:  
  (7d8)+14  
  Hit Points:  
  52  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  20 (flatfooted 20, touch 12) 
  Base Attack/Grapple: 
  +5/+7 
  Attacks:  
  Chain, Spiked +7;   
  Full Attack: 
  Chain, Spiked +7; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 6/day (turn level 7) 
  (turn damage 2d6+10), Spontaneous 
  casting  
  Saves:  
  Fortitude: +7, Reflex: +2, Will: +9  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 19 (+4), CHA 16 (+3)  
  Skills:  
  Appraise 0; Balance -5; Bluff 3; Climb -3; 
  Concentration 12; Craft (Untrained) 0; 
  Diplomacy 3; Disguise 3; Escape Artist -
  5; Forgery 0; Gather Information 3; Heal 
  4; Hide -5; Intimidate 3; Jump -9; 
  Knowledge (Religion) 10; Listen 4; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 4; Spellcraft 10; Spot 4; Survival 
  4; Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Quicken Spell, Shield 
  Proficiency, Simple Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +2; Cloak of 
  Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of 
  Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of 
  (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure 
  Light Wounds, Produce Flame); 2 Potions of Bull’s Strength 
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.) 
   
  Spells: 
  Spells per Day: (6/5+1/4+1/3+1/2+1/0/0/0/0/ DC:14+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor 
  Wounds x2,  
  Level 1: Bane, Command, Cure Light Wounds, Divine Favor, Enlarge 
  Person (Strength), Inflict Light Wounds 
  Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death 
  Knell, Sound Burst, Spiritual Weapon,  
  Level 3: Cure Serious Wounds, Dispel Magic, Magic Circle against 
  Good (Evil), Searing Light,  
  Level 4: Cure Critical Wounds, Divine Power, Unholy Blight (Evil) 
  ATL7_Tokite_Barbarians 
  Medium-size Male Half-orc, Kalamaran 
  Barbarian7 
  Hit Dice:  
  (7d12)+21  
  Hit Points:  
  75  
  Initiative:  
  +2  
  Speed:  
  Walk 40 ft.  
  AC:  
  18 (flatfooted 18, touch 12) 
  Base Attack/Grapple: 
  +7/+11 
  Attacks:  
  Greataxe +1 +12;Dagger (Masterwork) 
  +12;Dagger (Masterwork/Thrown) +10;   
  Full Attacks: 
  Greataxe +1 +12/+7;Dagger 
  (Masterwork) +12/+7;Dagger 
  (Masterwork/Thrown) +10/+5; 
  Damage:  
  Greataxe +1 1d12+7;Dagger 
  (Masterwork) 1d4+4;Dagger 
  (Masterwork/Thrown) 1d4+4;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR +4, CON 
  +4, Will +2, AC -2, HP 14), Illiteracy, 
  Improved Uncanny Dodge (can't be 
  flanked except by a rogue of 11 level), 
  Orc Blood, Rage (Ex) 2 times/day (8 
  rounds), Trap Sense (Ex) +2  
  Saves:  
  Fortitude: +8, Reflex: +4, Will: +2  
  Abilities:  
  STR 19 (+4), DEX 14 (+2), CON 16 (+3), 
  INT 8 (-1), WIS 10 (+0), CHA 8 (-1)  
  Skills:  
  Appraise -1; Balance 6; Bluff -1; Climb 
  13; Concentration 3; Craft (Untrained) -1; 
  Diplomacy -1; Disguise -1; Escape Artist 
  1; Forgery -1; Gather Information -1; 
  Heal 0; Hide 1; Intimidate -1; Jump 17; 
  Listen 0; Move Silently 1; Ride 2; Search 
  -1; Sense Motive 0; Spot 0; Survival 0; 
  Swim 2;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Cleave, Great 
  Cleave, Martial Weapon Proficiency, 
  Power Attack, Shield Proficiency, Simple 
  Weapon Proficiency  
  Challenge Rating:  
  9  
  Alignment:  
  Chaotic Neutral  
   
   
  Possessions: Amulet of Natural Armor +1; Greataxe +1; Chain Shirt 
  +1; Dagger (Masterwork); Outfit (Explorer's); 
  
  Enemies of Sons of Pekal 
  13 
  By Thomas Abbott 
  ATL 9 –  
   
  Encounter One 
   
  Baron Labeta 
  Medium-size Male Human (Kalamaran) 
  Aristocrat3 
  Hit Dice:  
  (3d8)  
  Hit Points:  
  18  
  Initiative:  
  +0  
  Speed:  
  Walk 30 ft.  
  AC:  
  10 (flatfooted 10, touch 10) 
  Base Attack/Grapple: 
  +2 
  Attacks:  
  Rapier +1 +3;   
  Full Attack: 
  Rapier +1 +3; 
  Damage:  
  Rapier +1 1d6+1;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  +2 on saves against charm effects, 
  uncanny dodge (as a 4th level rogue)  
  Saves:  
  Fortitude: +1, Reflex: +1, Will: +5  
  Abilities:  
  STR 10 (+0), DEX 10 (+0), CON 10 (+0), 
  INT 16 (+3), WIS 14 (+2), CHA 16 (+3)  
  Skills:  
  Appraise 7; Balance 0; Bluff 11; Climb 0; 
  Concentration 0; Craft (Untrained) 3; 
  Diplomacy 17; Disguise 11; Escape Artist 
  0; Forgery 9; Gather Information 9; Heal 2; 
  Hide 0; Intimidate 15; Jump 0; Listen 2; 
  Move Silently 0; Ride 4; Search 3; Sense 
  Motive 10; Spot 2; Survival 2; Swim 0;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Deceitful, Martial Weapon 
  Proficiency, Negotiator, Noble Bearing, 
  Persuasive, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield 
  Proficiency  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Noble's Outfit; Rapier +1;  
   
  Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the 
  benefits given here in bold, as per the Divine Right of Kings from the 
  KPGSL, page 153. 
  ATL9_Olarn 
  Medium-size Male Human (Kalamaran) 
  Rogue5 Assassin4 
  Hit Dice:  
  (5d6)+(4d6)+18  
  Hit Points:  
  56  
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  20 (flatfooted 20, touch 16) 
  Base Attack / 
  Grapple: 
  +6/+7 
  Attacks:  
  Dart +1 +12; Dagger +7;Dagger (Thrown) 
  +11;Shortspear +7;Shortspear (Thrown) +11  
  Full Attack; 
  Dart +1 +10/+5 primary hand/ +10/+5 offhand; 
  Dagger +7/+2; Dagger (Thrown) +11/+6; 
  Shortspear +7/+2; Shortspear (Thrown) +11/+6 
  Damage:  
  Dart +1 1d4+1; Dagger 1d4+1;Dagger (Thrown) 
  1d4+1;Shortspear 1d6+1;Shortspear (Thrown) 
  1d6+1; poison  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  +2 save against poisons, Death Attack (DC 16), 
  Evasion (Ex), Improved Uncanny Dodge (can't be 
  flanked except by a rogue of 13 level), Poison 
  Use, Sneak Attack +5d6, Trap Sense (Ex) +1, 
  Trapfinding  
  Saves:  
  Fortitude: +4, Reflex: +13, Will: +3  
  Abilities:  
  STR 12 (+1), DEX 20 (+5), CON 14 (+2), 
  INT 15 (+2), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 2; Balance 9; Bluff 4; Climb 9; 
  Concentration 2; Craft (Poisonmaking) 14; Craft 
  (Untrained) 2; Diplomacy 0; Disguise 12; Escape 
  Artist 17; Forgery 2; Gather Information 4; Heal 1; 
  Hide 22; Intimidate 0; Jump 3; Listen 10; Move 
  Silently 22; Ride 5; Search 10; Sense Motive 1; 
  Spot 10; Survival 1; Swim 1; Tumble 17;  
  Feats:  
  Armor Proficiency (Light), Improved Two-Weapon 
  Fighting, Point Blank Shot, Quick Draw, Rapid 
  Shot, Simple Weapon Proficiency, Two-Weapon 
  Fighting  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Amulet of Natural Armor +1; Boots of Elvenkind; Cloak 
  of Elvenkind; Dagger; Dart +1 x5; Gloves of Dexterity +2; Leather +1; 
  Traveler's Outfit; Poison (Zeakue); Ring of Protection +1; Shortspear 
   
  Spells: 
  Spells per Day: (0/4/2/0/0/0/0/0/0/ DC:12+spell level) 
  Assassin - Known:  
  Level 1: Detect Poison, Jump, Obscuring Mist, True Strike  
  Level 2: Invisibility, Spider Climb, Undetectable Alignment  
  ATL9_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric9 
  Hit Dice:  
  (9d8)+18  
  Hit Points:  
  63  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  20 (flatfooted 20, touch 12) 
  Base Attack/Grapple: 
  +6/+8 
  Attacks:  
  Chain, Spiked +8  
  Full Attack: 
  Chain, Spiked +8/+3; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 6/day (turn level 9) 
  (turn damage 2d6+12), Spontaneous 
  casting  
  Saves:  
  Fortitude: +8, Reflex: +3, Will: +11  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 20 (+5), CHA 16 (+3)  
  Skills:  
  Appraise 0; Balance -5; Bluff 3; Climb -3; 
  Concentration 14; Craft (Untrained) 0; 
  Diplomacy 3; Disguise 3; Escape Artist -
  5; Forgery 0; Gather Information 3; Heal 
  5; Hide -5; Intimidate 3; Jump -9; 
  Knowledge (Religion) 12; Listen 5; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 5; Spellcraft 12; Spot 5; Survival 
  5; Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Maximize Spell, Quicken 
  Spell, Shield Proficiency, Simple 
  Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +2; Cloak of 
  
  Enemies of Sons of Pekal 
  14 
  By Thomas Abbott 
  Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of 
  Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of 
  (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure 
  Light Wounds, Produce Flame); 2 Potions of Bull’s Strength 
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.) 
   
  Spells: 
  Spells per Day: (6/6+1/5+1/4+1/3+1/2+1/0/0/0/ DC:15+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor 
  Wounds x2,  
  Level 1: Bane, Cure Light Wounds x2, Divine Favor, Doom, Enlarge 
  Person (Strength), Protection from Good,  
  Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Hold 
  Person, Silence, Sound Burst, Spiritual Weapon,  
  Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic 
  Circle against Good(Evil), Searing Light,  
  Level 4: Cure Critical Wounds, Divine Power, Summon Monster IV, 
  Unholy Blight (Evil)  
  Level 5: Command, Greater, Flame Strike, Righteous Might 
  (Strength) 
  ATL9_Tokite Wizard 
  Medium-size Male Human (Kalamaran) 
  Wizard10 
  Hit Dice:  
  (10d4)+20  
  Hit Points:  
  51  
  Initiative:  
  +2  
  Speed:  
  Walk 30 ft.  
  AC:  
  14 (flatfooted 12, touch 14) 
  Base Attack/Grapple: 
  +5/+5 
  Attacks:  
  Dagger +5;Dagger (Thrown) +7;   
  Full Attack: 
  Dagger +5;Dagger (Thrown) +7; 
  Damage:  
  Dagger 1d4;Dagger (Thrown) 1d4; ;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Summon Familiar  
  Saves:  
  Fortitude: +5, Reflex: +5, Will: +7  
  Abilities:  
  STR 10 (+0), DEX 14 (+2), CON 14 (+2), 
  INT 21 (+5), WIS 10 (+0), CHA 10 (+0)  
  Skills:  
  Appraise 5; Balance 2; Bluff 0; Climb 0; 
  Concentration 18; Craft (Untrained) 5; 
  Diplomacy 2; Disguise 0; Escape Artist 
  2; Forgery 5; Gather Information 0; Heal 
  0; Hide 2; Intimidate 0; Jump 0; 
  Knowledge (Arcana) 18; Knowledge 
  (Architecture and Engineering) 18; 
  Knowledge (Dungeoneering) 18; 
  Knowledge (History) 18; Knowledge 
  (Nobility and Royalty) 12; Listen 0; Move 
  Silently 2; Ride 2; Search 7; Sense 
  Motive 0; Spellcraft 20; Spot 0; Survival 
  0; Swim 0;  
  Feats:  
  Combat Casting, Craft Wand, Eschew 
  Materials, Quicken Spell, Scribe Scroll, 
  Silent Spell, Skill Focus (Concentration), 
  Spell Focus (Evocation)  
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Dagger; Ring of Protection +2; Headband of Intellect 
  +2; Outfit (Explorer's); Wand of Magic Missiles-(1st), 10 charges; 
  Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 
  Potions of Mage Armor 
   
  Spells: 
  Spells per Day: (4/6/5/4/4/3/0/0/0/ DC:15+spell level) 
  Wizard - Known:  
  Level 0: Acid Splash, Detect Magic, Mage Hand, Ray of Frost,  
  Level 1: Alarm, Color Spray, Mage Armor, Magic Missile x3 
  Level 2: Acid Arrow, Cat's Grace, Flaming Sphere, Invisibility, 
  Summon Swarm  
  Level 3: Dispel Magic, Fireball x2, Vampiric Touch  
  Level 4: Black Tentacles, Ice Storm, Invisibility, Greater, Stoneskin  
  Level 5: Cloudkill, Overland Flight, Wall of Force  
   
  Encounter 3a. 
  Rust Monster 
  Medium Aberration  
  Hit Dice:  
  5d8+5  (27 hp) 
  Initiative:  
  +3  
  Speed:  
  40 ft. (8 squares) 
  AC:  
  22 (+3 Dex, +5 natural, +4 mage armor) 
  flatfooted 19, touch 13) 
  Base Attack/Grapple: 
  +3/+3 
  Attack:  
  Antennae  touch +3 melee (rust) 
  Full Attack: 
  Antennae touch +3 melee (rust) and bite 
  -2 melee (1d3) 
  Space / Reach: 
  5 ft ./ 5 ft. 
  Special Attacks: 
  Rust 
  Special Qualities:  
  Aberration Traits, Darkvision, scent, 
  Protection from Energy (Fire) 60 points 
  of damage, Resist Energy (electricity) 
  Saves:  
  Fortitude: +2, Reflex: +4, Will: +5  
  Abilities:  
  STR 10, DEX 17, CON 13, INT 2, 
  WIS 13, CHA 8  
  Skills:  
  Listen +7; Spot +7  
  Feats:  
  Alertness, Track  
  Challenge Rating:  
  3  
  Alignment:  
  True Neutral  
   
   
  Possessions: Potion of Fire Protection from Energy; Potion of Resist 
  Energy (electricity); Potion of Mage Armor;  
   
   
  Rust (Ex): A rust monster that makes a successful touch attack with 
  its antennae causes the target metal to corrode, falling to pieces and 
  becoming useless immediately.  The touch can destroy up to a 10-
  foot cube of metal instantly.  Magic armor and weapons and other 
  magic items made of metal, must succeed on a DC 17 Reflex save or 
  be dissolved.  The save DC is Constitution based and includes a +4 
  racial bonus.  A metal weapon that deals damage to a rust monster 
  corrodes immediately.  Wooden, stone, and other nonmetallic 
  weapons are unaffected. 
   
  Encounters 3, 4, and 5. 
  ATL9_Tokite Legionnaire 
  Medium-size Male Human (Kalamaran) 
  Fighter8 
  Hit Dice:  
  (8d10)+16  
  Hit Points:  
  67  
  Initiative:  
  +2  
  Speed:  
  Walk 20 ft.  
  AC:  
  22 (flatfooted 20, touch 13) 
  Base Attack/Grapple: 
  +8/+11 
  Attacks:  
  Javelin (Masterwork) +12;Sword +1 
  (Short) +13; Shortbow +10 
  Full Attack: 
  Javelin (Masterwork) +12/+7;Sword +1 
  
  Enemies of Sons of Pekal 
  15 
  By Thomas Abbott 
  (Short) +13/+8; Shortbow +10/+5 
  Damage:  
  Javelin (Masterwork) 1d6+3;Sword +1 
  (Short) 1d6+6; Shortbow 1d6 
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
   
  Saves:  
  Fortitude: +8, Reflex: +4, Will: +3  
  Abilities:  
  STR 17 (+3), DEX 14 (+2), CON 14 (+2), 
  INT 13 (+1), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 1; Balance 3; Bluff 0; Climb 10; 
  Concentration 2; Craft (Untrained) 1; 
  Diplomacy 0; Disguise 0; Escape Artist -
  2; Forgery 1; Gather Information 0; Heal 
  1; Hide -2; Intimidate 11; Jump 4; Listen 
  1; Move Silently -2; Ride 2; Search 1; 
  Sense Motive 1; Spot 1; Survival 1; 
  Swim -5;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Expertise, Combat 
  Reflexes, Dodge, Improved Trip, Martial 
  Weapon Proficiency, Point Blank Shot, 
  Precise Shot, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield 
  Proficiency, Weapon Focus (Sword 
  (Short), Javelin), Weapon Specialization 
  (Sword (Short))  
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Breastplate +1; Ring of Protection +1; Javelin 
  (Masterwork); Outfit (Explorer's); Shield +1 (Heavy/Metal); Sword +1 
  (Short);  
  ATL9_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric9 
  Hit Dice:  
  (9d8)+18  
  Hit Points:  
  63  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  20 (flatfooted 20, touch 12) 
  Base Attack/Grapple: 
  +6/+8 
  Attacks:  
  Chain, Spiked +8  
  Full Attack: 
  Chain, Spiked +8/+3; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 6/day (turn level 9) 
  (turn damage 2d6+12), Spontaneous 
  casting  
  Saves:  
  Fortitude: +8, Reflex: +3, Will: +11  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 20 (+5), CHA 16 (+3)  
  Skills:  
  Appraise 0; Balance -5; Bluff 3; Climb -3; 
  Concentration 14; Craft (Untrained) 0; 
  Diplomacy 3; Disguise 3; Escape Artist -
  5; Forgery 0; Gather Information 3; Heal 
  5; Hide -5; Intimidate 3; Jump -9; 
  Knowledge (Religion) 12; Listen 5; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 5; Spellcraft 12; Spot 5; Survival 
  5; Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Maximize Spell, Quicken 
  Spell, Shield Proficiency, Simple 
  Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
  Possessions: Chain, Spiked; Ring of Protection +2; Cloak of 
  Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of 
  Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of 
  (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure 
  Light Wounds, Produce Flame); 2 Potions of Bull’s Strength  
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.) 
  Spells: 
  Spells per Day: (6/6+1/5+1/4+1/3+1/2+1/0/0/0/ DC:15+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor 
  Wounds x2,  
  Level 1: Bane, Cure Light Wounds x2, Divine Favor, Doom, Enlarge 
  Person (Strength), Protection from Good,  
  Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Hold 
  Person, Silence, Sound Burst, Spiritual Weapon,  
  Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic 
  Circle against Good(Evil), Searing Light,  
  Level 4: Cure Critical Wounds, Divine Power, Summon Monster IV, 
  Unholy Blight (Evil)  
  Level 5: Command, Greater, Flame Strike, Righteous Might 
  (Strength),  
  ATL9_Tokite_Barbarians 
  Medium-size Male Half-orc, Kalamaran 
  Barbarian9 
  Hit Dice:  
  (9d12)+27  
  Hit Points:  
  95  
  Initiative:  
  +2  
  Speed:  
  Walk 40 ft.  
  AC:  
  18 (flatfooted 18, touch 12) 
  Base Attack/Grapple: 
  +9/+15 
  Attacks:  
  Dagger (Masterwork) +16;Dagger 
  (Masterwork/Thrown) +12;Greataxe +1 
  +16;  
  Full Attacks: 
  Dagger (Masterwork) +16/+11;Dagger 
  (Masterwork/Thrown) +12/+7;Greataxe 
  +1 +16/+11; 
  Damage:  
  Dagger (Masterwork) 1d4+6;Dagger 
  (Masterwork/Thrown) 1d4+6;Greataxe 
  +1 1d12+10;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR +4, CON 
  +4, Will +2, AC -2, HP 18), Illiteracy, 
  Improved Uncanny Dodge (can't be 
  flanked except by a rogue of 13 level), 
  Orc Blood, Rage (Ex) 3 times/day (8 
  rounds), Trap Sense (Ex) +3  
  Saves:  
  Fortitude: +9, Reflex: +5, Will: +3  
  Abilities:  
  STR 22 (+6), DEX 14 (+2), CON 16 (+3), 
  INT 8 (-1), WIS 10 (+0), CHA 8 (-1)  
  Skills:  
  Appraise -1; Balance 7; Bluff -1; Climb 
  17; Concentration 3; Craft (Untrained) -1; 
  Diplomacy -1; Disguise -1; Escape Artist 
  1; Forgery -1; Gather Information -1; 
  Heal 0; Hide 1; Intimidate -1; Jump 21; 
  Listen 0; Move Silently 1; Ride 2; Search 
  -1; Sense Motive 0; Spot 0; Survival 0; 
  Swim 4;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Cleave, Great 
  
  Enemies of Sons of Pekal 
  16 
  By Thomas Abbott 
  Cleave, Improved Critical (Greataxe), 
  Martial Weapon Proficiency, Power 
  Attack, Shield Proficiency, Simple 
  Weapon Proficiency  
  Challenge Rating:  
  11  
  Alignment:  
  Chaotic Neutral  
   
   
  Possessions: Amulet of Natural Armor +1; Gauntlets of Ogre Power; 
  Chain Shirt +1; Dagger (Masterwork); Greataxe +1; Outfit 
  (Explorer's); 
  
  Enemies of Sons of Pekal 
  17 
  By Thomas Abbott 
  ATL 11 –  
   
  Encounter One 
   
  Baron Labeta 
  Medium-size Male Human (Kalamaran) 
  Aristocrat3 
  Hit Dice:  
  (3d8)  
  Hit Points:  
  18  
  Initiative:  
  +0  
  Speed:  
  Walk 30 ft.  
  AC:  
  10 (flatfooted 10, touch 10) 
  Base Attack/Grapple: 
  +2 
  Attacks:  
  Rapier +1 +3;   
  Full Attack: 
  Rapier +1 +3; 
  Damage:  
  Rapier +1 1d6+1;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  +2 on saves against charm effects, 
  uncanny dodge (as a 4th level rogue)  
  Saves:  
  Fortitude: +1, Reflex: +1, Will: +5  
  Abilities:  
  STR 10 (+0), DEX 10 (+0), CON 10 (+0), 
  INT 16 (+3), WIS 14 (+2), CHA 16 (+3)  
  Skills:  
  Appraise 7; Balance 0; Bluff 11; Climb 0; 
  Concentration 0; Craft (Untrained) 3; 
  Diplomacy 17; Disguise 11; Escape Artist 
  0; Forgery 9; Gather Information 9; Heal 2; 
  Hide 0; Intimidate 15; Jump 0; Listen 2; 
  Move Silently 0; Ride 4; Search 3; Sense 
  Motive 10; Spot 2; Survival 2; Swim 0;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Deceitful, Martial Weapon 
  Proficiency, Negotiator, Noble Bearing, 
  Persuasive, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield 
  Proficiency  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Noble's Outfit; Rapier +1;  
   
  Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the 
  benefits given here in bold, as per the Divine Right of Kings from the 
  KPGSL, page 153. 
   
  ATL11_Olarn 
  Medium-size Male Human (Kalamaran) 
  Rogue5 Assassin6 
  Hit Dice:  
  (5d6)+(6d6)+22  
  Hit Points:  
  68  
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  21 (flatfooted 21, touch 17) 
  Base Attack/Grapple: 
  +7/+8 
  Attacks:  
  Dart +1 +13; Dagger +8;Dagger 
  (Thrown) +12;Shortspear +8;Shortspear 
  (Thrown) +12;  
  Full Attack: 
  Dart +1 +11/+6 primary hand/ +11/+6 off 
  hand; Dagger +8/+3; Dagger (Thrown 
  +12/+7; Shortspear +8; Shortspear 
  (Thrown) +12 
  Damage:  
  Dart +1 1d4+1; Dagger 1d4+1;Dagger 
  (Thrown) 1d4+1;Shortspear 
  1d6+1;Shortspear (Thrown) 1d6+1  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  +3 save against poisons, Death Attack 
  (DC 18), Evasion (Ex), Improved 
  Uncanny Dodge (can't be flanked except 
  by a rogue of 15 level), Poison Use, 
  Sneak Attack +6d6, Trap Sense (Ex) +1, 
  Trapfinding  
  Saves:  
  Fortitude: +5, Reflex: +14, Will: +4  
  Abilities:  
  STR 12 (+1), DEX 20 (+5), CON 14 (+2), 
  INT 15 (+2), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 2; Balance 9; Bluff 4; Climb 9; 
  Concentration 2; Craft (Poisonmaking) 
  14; Craft (Untrained) 2; Diplomacy 0; 
  Disable Device 4; Disguise 12; Escape 
  Artist 17; Forgery 2; Gather Information 
  4; Heal 1; Hide 24; Intimidate 0; Jump 3; 
  Listen 10; Move Silently 24; Ride 5; 
  Search 16; Sense Motive 1; Spot 10; 
  Survival 1; Swim 1; Tumble 19;  
  Feats:  
  Armor Proficiency (Light), Improved Two-
  Weapon Fighting, Point Blank Shot, 
  Quick Draw, Rapid Shot, Simple 
  Weapon Proficiency, Two-Weapon 
  Fighting  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Amulet of Natural Armor +1; Ring of Protection +2; 
  Boots of Elvenkind; Cloak of Elvenkind; Dagger; Dart +1 x 5; Gloves 
  of Dexterity +2; Leather +1; Traveler's Outfit; Poison (Zeakue); 
  Shortspear 
   
  Spells: 
  Spells per Day: (0/4/4/1/0/0/0/0/0/ DC:12+spell level) 
  Assassin - Known:  
  Level 1: Detect Poison, Jump, Obscuring Mist, True Strike  
  Level 2: Cat's Grace, Invisibility, Spider Climb, Undetectable 
  Alignment  
  Level 3: False Life, Misdirection, Nondetection  
  ATL11_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric11 
  Hit Dice:  
  (11d8)+22  
  Hit Points:  
  77  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  20 (flatfooted 20, touch 12) 
  Base Attack/Grapple: 
  +8/+10 
  Attacks:  
  Chain, Spiked +10; 
  Full Attack: 
  Chain, Spiked +10/+5; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 6/day (turn level 
  11) (turn damage 2d6+14), Spontaneous 
  casting  
  Saves:  
  Fortitude: +9, Reflex: +3, Will: +12  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 20 (+5), CHA 16 (+3)  
  Skills:  
  Appraise 0; Balance -5; Bluff 3; Climb -3; 
  Concentration 16; Craft (Untrained) 0; 
  Diplomacy 3; Disguise 3; Escape Artist -
  5; Forgery 0; Gather Information 3; Heal 
  5; Hide -5; Intimidate 3; Jump -9; 
  Knowledge (Religion) 14; Listen 5; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 5; Spellcraft 14; Spot 5; Survival 
  5; Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  
  Enemies of Sons of Pekal 
  18 
  By Thomas Abbott 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Maximize Spell, Quicken 
  Spell, Shield Proficiency, Simple 
  Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +2; Cloak of 
  Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of 
  Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of 
  (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure 
  Light Wounds, Produce Flame); 2 Potions of Bull’s Strength  
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.) 
   
  Spells: 
  Spells per Day: (6/7+1/5+1/5+1/4+1/3+1/1+1/0/0/ DC:15+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor 
  Wounds x2,  
  Level 1: Bane, Cure Light Wounds x3, Doom, Enlarge Person 
  (Strength), Inflict Light Wounds, Protection from Good,  
  Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death 
  Knell, Hold Person, Silence, Spiritual Weapon,  
  Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic 
  Vestment (Strength), Searing Light x2,  
  Level 4: Cure Critical Wounds, Divine Power, Inflict Critical Wounds, 
  Summon Monster IV, Unholy Blight (Evil) 
  Level 5: Divine Favor (Quickened), Flame Strike, Righteous Might 
  (Strength), Slay Living,  
  Level 6: Antilife Shell, Stoneskin (Strength) 
  ATL11_Tokite Wizard 
  Medium-size Male Human (Kalamaran) 
  Wizard12 
  Hit Dice:  
  (12d4)+24  
  Hit Points:  
  61  
  Initiative:  
  +2  
  Speed:  
  Walk 30 ft.  
  AC:  
  14 (flatfooted 12, touch 14) 
  Base Attack/Grapple: 
  +6/+6 
  Attacks:  
  Dagger +6/+1;Dagger (Thrown) +8/+3;  
  Full Attack: 
  Dagger +6/+1;Dagger (Thrown) +8/+3; 
  Damage:  
  Dagger 1d4;Dagger (Thrown) 1d4;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Summon Familiar  
  Saves:  
  Fortitude: +6, Reflex: +6, Will: +8  
  Abilities:  
  STR 10 (+0), DEX 14 (+2), CON 14 (+2), 
  INT 22 (+6), WIS 10 (+0), CHA 10 (+0)  
  Skills:  
  Appraise 6; Balance 2; Bluff 0; Climb 0; 
  Concentration 20; Craft (Untrained) 6; 
  Diplomacy 2; Disguise 0; Escape Artist 
  2; Forgery 6; Gather Information 0; Heal 
  0; Hide 2; Intimidate 0; Jump 0; 
  Knowledge (Arcana) 21; Knowledge 
  (Architecture and Engineering) 21; 
  Knowledge (Dungeoneering) 21; 
  Knowledge (History) 21; Knowledge 
  (Nobility and Royalty) 16; Listen 0; Move 
  Silently 2; Ride 2; Search 8; Sense 
  Motive 0; Spellcraft 23; Spot 0; Survival 
  0; Swim 0;  
  Feats:  
  Combat Casting, Craft Wand, Eschew 
  Materials, Heighten Spell, Quicken Spell, 
  Scribe Scroll, Silent Spell, Skill Focus 
  (Concentration), Spell Focus (Evocation) 
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Dagger; Ring of Protection +2; Headband of Intellect 
  +2; Outfit (Explorer's); Wand of Magic Missiles-(1st), 10 charges; 
  Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 
  Potions of Mage Armor  
   
  Spells: 
  Spells per Day: (4/6/6/5/4/4/3/0/0/ DC:16+spell level) 
  Wizard - Known:  
  Level 0: Acid Splash, Detect Magic, Mage Hand, Read Magic,  
  Level 1: Color Spray, Comprehend Languages, Mage Armor, Magic 
  Missile x3  
  Level 2: Acid Arrow, Cat's Grace, Flaming Sphere, Invisibility, 
  Summon Swarm x2 
  Level 3: Dispel Magic, Fireball x2, Heroism, Vampiric Touch  
  Level 4: Black Tentacles, Ice Storm, Invisibility, Greater, Stoneskin  
  Level 5: Cloudkill, Cone of Cold, Overland Flight, Magic Missile 
  (Quickened)  
  Level 6: Chain Lightning, Dispel Magic, Greater, True Seeing  
   
  Encounter 3a. 
  Rust Monster 
  Medium Aberration  
  Hit Dice:  
  5d8+5  (27 hp) 
  Initiative:  
  +3  
  Speed:  
  40 ft. (8 squares) 
  AC:  
  22 (+3 Dex, +5 natural, +4 mage armor) 
  flatfooted 19, touch 13) 
  Base Attack/Grapple: 
  +3/+3 
  Attack:  
  Antennae  touch +3 melee (rust) 
  Full Attack: 
  Antennae touch +3 melee (rust) and bite 
  -2 melee (1d3) 
  Space / Reach: 
  5 ft ./ 5 ft. 
  Special Attacks: 
  Rust 
  Special Qualities:  
  Aberration Traits, Darkvision, scent, 
  Protection from Energy (Fire) 60 points 
  of damage, Resist Energy (electricity) 
  Saves:  
  Fortitude: +2, Reflex: +4, Will: +5  
  Abilities:  
  STR 10, DEX 17, CON 13, INT 2, 
  WIS 13, CHA 8  
  Skills:  
  Listen +7; Spot +7  
  Feats:  
  Alertness, Track  
  Challenge Rating:  
  3  
  Alignment:  
  True Neutral  
   
   
  Possessions: Potion of Fire Protection from Energy; Potion of Resist 
  Energy (electricity); Potion of Mage Armor;  
   
   
  Rust (Ex): A rust monster that makes a successful touch attack with 
  its antennae causes the target metal to corrode, falling to pieces and 
  becoming useless immediately.  The touch can destroy up to a 10-
  foot cube of metal instantly.  Magic armor and weapons and other 
  magic items made of metal, must succeed on a DC 17 Reflex save or 
  be dissolved.  The save DC is Constitution based and includes a +4 
  racial bonus.  A metal weapon that deals damage to a rust monster 
  corrodes immediately.  Wooden, stone, and other nonmetallic 
  weapons are unaffected. 
   
  Encounters 3, 4, and 5. 
  
  Enemies of Sons of Pekal 
  19 
  By Thomas Abbott 
  ATL11_Tokite Legionnaire 
  Medium-size Male Human (Kalamaran) 
  Fighter10 
  Hit Dice:  
  (10d10)+20  
  Hit Points:  
  83  
  Initiative:  
  +2  
  Speed:  
  Walk 20 ft.  
  AC:  
  22 (flatfooted 20, touch 13) 
  Base Attack/Grapple: 
  +10/+13 
  Attacks:  
  Sword +2 (Short) +17;Javelin +1 +14; 
  Shortbow +12 
  Full Attack: 
  Sword +2 (Short) +17/+12;Javelin +1 
  +14/+9; Shortbow +12/+7 
  Damage:  
  Sword +2 (Short) 1d6+7;Javelin +1 
  1d6+4; Shortbow 1d6 
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
   
  Saves:  
  Fortitude: +9, Reflex: +5, Will: +4  
  Abilities:  
  STR 17 (+3), DEX 14 (+2), CON 14 (+2), 
  INT 13 (+1), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 1; Balance 4; Bluff 0; Climb 12; 
  Concentration 2; Craft (Untrained) 1; 
  Diplomacy 0; Disguise 0; Escape Artist -
  2; Forgery 1; Gather Information 0; Heal 
  1; Hide -2; Intimidate 13; Jump 6; Listen 
  1; Move Silently -2; Ride 2; Search 1; 
  Sense Motive 1; Spot 1; Survival 1; 
  Swim -5;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Expertise, Combat 
  Reflexes, Dodge, Greater Weapon 
  Focus (Sword (Short)), Improved Critical 
  (Sword (Short)), Improved Trip, Martial 
  Weapon Proficiency, Point Blank Shot, 
  Precise Shot, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield 
  Proficiency, Weapon Focus (Sword 
  (Short), Javelin), Weapon Specialization 
  (Sword (Short))  
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Breastplate +1; Sword +2 (Short); Javelin +1; Outfit 
  (Explorer's); Ring of Protection +1; Shield +1 (Heavy/Metal) 
  ATL11_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric11 
  Hit Dice:  
  (11d8)+22  
  Hit Points:  
  77  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  20 (flatfooted 20, touch 12) 
  Base Attack/Grapple: 
  +8/+10 
  Attacks:  
  Chain, Spiked +10; 
  Full Attack: 
  Chain, Spiked +10/+5; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 6/day (turn level 
  11) (turn damage 2d6+14), Spontaneous 
  casting  
  Saves:  
  Fortitude: +9, Reflex: +3, Will: +12  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 20 (+5), CHA 16 (+3)  
  Skills:  
  Appraise 0; Balance -5; Bluff 3; Climb -3; 
  Concentration 16; Craft (Untrained) 0; 
  Diplomacy 3; Disguise 3; Escape Artist -
  5; Forgery 0; Gather Information 3; Heal 
  5; Hide -5; Intimidate 3; Jump -9; 
  Knowledge (Religion) 14; Listen 5; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 5; Spellcraft 14; Spot 5; Survival 
  5; Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Maximize Spell, Quicken 
  Spell, Shield Proficiency, Simple 
  Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
  Possessions: Chain, Spiked; Ring of Protection +2; Cloak of 
  Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of 
  Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of 
  (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure 
  Light Wounds, Produce Flame); 2 Potions of Bull’s Strength  
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.)  
   
  Spells: 
  Spells per Day: (6/7+1/5+1/5+1/4+1/3+1/1+1/0/0/ DC:15+spell level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor 
  Wounds x2,  
  Level 1: Bane, Cure Light Wounds x3, Doom, Enlarge Person 
  (Strength), Inflict Light Wounds, Protection from Good,  
  Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death 
  Knell, Hold Person, Silence, Spiritual Weapon,  
  Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic 
  Vestment (Strength), Searing Light x2,  
  Level 4: Cure Critical Wounds, Divine Power, Inflict Critical Wounds, 
  Summon Monster IV, Unholy Blight (Evil) 
  Level 5: Divine Favor (Quickened), Flame Strike, Righteous Might 
  (Strength), Slay Living,  
  Level 6: Antilife Shell, Stoneskin (Strength),  
  ATL11_Tokite_Barbarians 
  Medium-size Male Half-orc, Kalamaran 
  Barbarian11 
  Hit Dice:  
  (11d12)+33  
  Hit Points:  
  115  
  Initiative:  
  +2  
  Speed:  
  Walk 40 ft.  
  AC:  
  19 (flatfooted 19, touch 13) 
  Base Attack/Grapple: 
  +11/+17 
  Attacks:  
  Dagger (Masterwork) +18;Dagger 
  (Masterwork/Thrown) +14;Greataxe +1 
  +18;  
  Full Attacks: 
  Dagger (Masterwork) 
  +18/+13/+8;Dagger 
  (Masterwork/Thrown) +14/+9/+4; 
  Greataxe +1 +18/+13/+8; 
  Damage:  
  Dagger (Masterwork) 1d4+6;Dagger 
  (Masterwork/Thrown) 1d4+6; Greataxe 
  +1 1d12+10;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR +6, CON 
  
  Enemies of Sons of Pekal 
  20 
  By Thomas Abbott 
  +6, Will +3, AC -2, HP 33), Greater Rage 
  (Ex) 3 times/day (9 rounds), Illiteracy, 
  Improved Uncanny Dodge (can't be 
  flanked except by a rogue of 15 level), 
  Orc Blood, Trap Sense (Ex) +3  
  Saves:  
  Fortitude: +10, Reflex: +5, Will: +3  
  Abilities:  
  STR 22 (+6), DEX 14 (+2), CON 16 (+3), 
  INT 8 (-1), WIS 10 (+0), CHA 8 (-1)  
  Skills:  
  Appraise -1; Balance 8; Bluff -1; Climb 
  19; Concentration 3; Craft (Untrained) -1; 
  Diplomacy -1; Disguise -1; Escape Artist 
  1; Forgery -1; Gather Information -1; 
  Heal 0; Hide 1; Intimidate -1; Jump 23; 
  Listen 0; Move Silently 1; Ride 2; Search 
  -1; Sense Motive 0; Spot 0; Survival 0; 
  Swim 4;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Cleave, Great 
  Cleave, Improved Critical (Greataxe), 
  Martial Weapon Proficiency, Power 
  Attack, Shield Proficiency, Simple 
  Weapon Proficiency  
  Challenge Rating:  
  13  
  Alignment:  
  Chaotic Neutral  
   
   
  Possessions: Amulet of Natural Armor +1; Ring of Protection +1; 
  Chain Shirt +1; Dagger (Masterwork); Gauntlets of Ogre Power; 
  Greataxe +1; Outfit (Explorer's); 
  
  Enemies of Sons of Pekal 
  21 
  By Thomas Abbott 
  ATL 13 –  
   
  Encounter One 
   
  Baron Labeta 
  Medium-size Male Human (Kalamaran) 
  Aristocrat3 
  Hit Dice:  
  (3d8)  
  Hit Points:  
  18  
  Initiative:  
  +0  
  Speed:  
  Walk 30 ft.  
  AC:  
  10 (flatfooted 10, touch 10) 
  Base Attack/Grapple: 
  +2 
  Attacks:  
  Rapier +1 +3;   
  Full Attack: 
  Rapier +1 +3; 
  Damage:  
  Rapier +1 1d6+1;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  +2 on saves against charm effects, 
  uncanny dodge (as a 4th level rogue)  
  Saves:  
  Fortitude: +1, Reflex: +1, Will: +5  
  Abilities:  
  STR 10 (+0), DEX 10 (+0), CON 10 (+0), 
  INT 16 (+3), WIS 14 (+2), CHA 16 (+3)  
  Skills:  
  Appraise 7; Balance 0; Bluff 11; Climb 0; 
  Concentration 0; Craft (Untrained) 3; 
  Diplomacy 17; Disguise 11; Escape Artist 
  0; Forgery 9; Gather Information 9; Heal 2; 
  Hide 0; Intimidate 15; Jump 0; Listen 2; 
  Move Silently 0; Ride 4; Search 3; Sense 
  Motive 10; Spot 2; Survival 2; Swim 0;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Deceitful, Martial Weapon 
  Proficiency, Negotiator, Noble Bearing, 
  Persuasive, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield 
  Proficiency  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Noble's Outfit; Rapier +1;  
   
  Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the 
  benefits given here in bold, as per the Divine Right of Kings from the 
  KPGSL, page 153. 
   
  ATL13 
  ATL13_Olarn 
  Medium-size Male Human (Kalamaran) 
  Rogue5 Assassin8 
  Hit Dice:  
  (5d6)+(8d6)+26  
  Hit Points:  
  80  
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  21 (flatfooted 21, touch 17) 
  Base Attack/Grapple: 
  +9/+10 
  Attacks:  
  Dart +2 +16;Dagger +10;Dagger 
  (Thrown) +14;Shortspear 
  +10;Shortspear (Thrown) +14;  
  Full Attack: 
  Dart +2 +14/+9 primary hand/ +14/+9 off 
  hand; Dagger +10/+5;Dagger (Thrown) 
  +14/+9;Shortspear +10/+5;Shortspear 
  (Thrown) +14/+9 
  Damage:  
  Dart +2 1d4+3;Dagger 1d4+1;Dagger 
  (Thrown) 1d4+1;Shortspear 
  1d6+1;Shortspear (Thrown) 1d6+1  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  +4 save against poisons, Death Attack 
  (DC 21), Evasion (Ex), Hide in Plain 
  Sight (Su), Improved Uncanny Dodge 
  (can't be flanked except by a rogue of 17 
  level), Poison Use, Sneak Attack +7d6, 
  Trap Sense (Ex) +1, Trapfinding  
  Saves:  
  Fortitude: +5, Reflex: +15, Will: +4  
  Abilities:  
  STR 12 (+1), DEX 20 (+5), CON 14 (+2), 
  INT 16 (+3), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 3; Balance 11; Bluff 4; Climb 
  11; Concentration 2; Craft 
  (Poisonmaking) 19; Craft (Untrained) 3; 
  Diplomacy 0; Disable Device 5; Disguise 
  12; Escape Artist 19; Forgery 3; Gather 
  Information 4; Heal 1; Hide 24; Intimidate 
  0; Jump 3; Listen 10; Move Silently 26; 
  Ride 5; Search 19; Sense Motive 1; Spot 
  10; Survival 1; Swim 1; Tumble 21;  
  Feats:  
  Armor Proficiency (Light), Improved Two-
  Weapon Fighting, Point Blank Shot, 
  Precise Shot, Quick Draw, Rapid Shot, 
  Simple Weapon Proficiency, Two-
  Weapon Fighting  
  Alignment:  
  Neutral Evil  
   
   
  Possessions: Amulet of Natural Armor +1; Dart +2 x5; Boots of 
  Elvenkind; Cloak of Elvenkind; Dagger; Gloves of Dexterity +2; 
  Leather +1; Traveler's Outfit; Poison (Zeakue); Ring of Protection +2; 
  Shortspear 
   
  Spells: 
  Spells per Day: (0/4/4/4/1/0/0/0/0/ DC:13+spell level) 
  Assassin - Known:  
  Level 1: Detect Poison, Jump, Obscuring Mist, True Strike  
  Level 2: Cat's Grace, Invisibility, Spider Climb, Undetectable 
  Alignment  
  Level 3: False Life, Misdirection, Nondetection  
  Level 4: Clairaudience/Clairvoyance, Dimension Door, Invisibility, 
  Greater  
  ATL13_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric13 
  Hit Dice:  
  (13d8)+26  
  Hit Points:  
  91  
  Initiative:  
  +4  
  Speed:  
  Walk 20 ft.  
  AC:  
  20 (flatfooted 20, touch 12) 
  Base Attack/Grapple: 
  +9 
  Attacks:  
  Chain, Spiked +11;  
  Full Attack: 
  Chain, Spiked +11/+6; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 6/day (turn level 
  13) (turn damage 2d6+16), Spontaneous 
  casting  
  Saves:  
  Fortitude: +10, Reflex: +4, Will: +13  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 21 (+5), CHA 16 (+3)  
  Skills:  
  Appraise 0; Balance -5; Bluff 3; Climb -3; 
  Concentration 18; Craft (Untrained) 0; 
  Diplomacy 3; Disguise 3; Escape Artist -
  5; Forgery 0; Gather Information 3; Heal 
  5; Hide -5; Intimidate 3; Jump -9; 
  Knowledge (Religion) 16; Listen 5; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 5; Spellcraft 16; Spot 5; Survival 
  
  Enemies of Sons of Pekal 
  22 
  By Thomas Abbott 
  5; Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Improved Initiative, 
  Maximize Spell, Quicken Spell, Shield 
  Proficiency, Simple Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +2; Cloak of 
  Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of 
  Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of 
  (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure 
  Light Wounds, Produce Flame); 2 Potions of Bull’s Strength  
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.) 
   
  Spells: 
  Spells per Day: (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1/0/ DC:15+spell 
  level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor 
  Wounds x2,  
  Level 1: Bane, Cure Light Wounds x3, Doom, Enlarge Person 
  (Strength), Inflict Light Wounds, Protection from Good,  
  Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death 
  Knell, Hold Person, Silence, Sound Burst, Spiritual Weapon,  
  Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic 
  Vestment (Strength), Searing Light x2,  
  Level 4: Cure Critical Wounds x2, Divine Power, Inflict Critical 
  Wounds, Summon Monster IV, Unholy Blight(Evil)  
  Level 5: Command, GreaterDivine Favor (Quickened), Flame Strike, 
  Righteous Might (Strength), Slay Living,  
  Level 6: Antilife Shell, Heal, Stoneskin (Strength), 
  Level 7: Bigby’s Grasping Hand (Strength), Destruction 
  ATL13_Tokite Wizard 
  Medium-size Male Human (Kalamaran) 
  Wizard14 
  Hit Dice:  
  (14d4)+28  
  Hit Points:  
  69  
  Initiative:  
  +2  
  Speed:  
  Walk 30 ft.  
  AC:  
  14 (flatfooted 12, touch 14) 
  Attacks:  
  Dagger +7/+2;Dagger (Thrown) +9/+4; ;  
  Damage:  
  Dagger 1d4;Dagger (Thrown) 1d4; ;  
  Vision:  
   
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  Summon Familiar  
  Saves:  
  Fortitude: +6, Reflex: +6, Will: +9  
  Abilities:  
  STR 10 (+0), DEX 14 (+2), CON 14 (+2), 
  INT 22 (+6), WIS 10 (+0), CHA 10 (+0)  
  Skills:  
  Appraise 6; Balance 2; Bluff 0; Climb 0; 
  Concentration 22; Craft (Untrained) 6; Diplomacy 
  2; Disguise 0; Escape Artist 2; Forgery 6; Gather 
  Information 0; Heal 0; Hide 2; Intimidate 0; Jump 
  0; Knowledge (Arcana) 23; Knowledge 
  (Architecture and Engineering) 23; Knowledge 
  (Dungeoneering) 23; Knowledge (History) 23; 
  Knowledge (Nobility and Royalty) 20; Listen 0; 
  Move Silently 2; Ride 2; Search 8; Sense Motive 
  0; Spellcraft 25; Spot 0; Survival 0; Swim 0;  
  Feats:  
  Combat Casting, Craft Wand, Eschew Materials, 
  Heighten Spell, Quicken Spell, Scribe Scroll, 
  Silent Spell, Skill Focus (Concentration), Spell 
  Focus (Evocation)  
  Challenge Rating:  16  
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Dagger; Ring of Protection +2; Headband of Intellect 
  +2; Outfit (Explorer's); Wand of Magic Missiles-(1st), 10 charges; 
  Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 
  Potions of Mage Armor  
   
  Spells: 
  Spells per Day: (4/6/6/5/5/4/4/2/0/ DC:16+spell level) 
  Wizard - Known:  
  Level 0: Acid Splash, Detect Magic, Mage Hand, Ray of Frost,  
  Level 1: Color Spray, Comprehend Languages, Mage Armor, Magic 
  Missile x3 
  Level 2: Acid Arrow, Cat's Grace, Flaming Sphere, Invisibility, 
  Summon Swarm x2 
  Level 3: Dispel Magic, Fireball x2, Magic Missile (Silent) Vampiric 
  Touch  
  Level 4: Black Tentacles, Fireball (Heightened), Ice Storm, Invisibility, 
  Greater, Stoneskin  
  Level 5: Cloudkill, Cone of Cold, Magic Missile (Quickened), Overland 
  Flight  
  Level 6: Acid Fog, Chain Lightning, Disintegrate, True Seeing  
  Level 7: Delayed Blast Fireball, Fireball (Quickened), Hold Person, 
  Mass 
   
  Encounters 3a. 
  Rust Monster 
  Medium Aberration  
  Hit Dice:  
  5d8+5  (27 hp) 
  Initiative:  
  +3  
  Speed:  
  40 ft. (8 squares) 
  AC:  
  22 (+3 Dex, +5 natural, +4 mage armor) 
  flatfooted 19, touch 13) 
  Base Attack/Grapple: 
  +3/+3 
  Attack:  
  Antennae  touch +3 melee (rust) 
  Full Attack: 
  Antennae touch +3 melee (rust) and bite 
  -2 melee (1d3) 
  Space / Reach: 
  5 ft ./ 5 ft. 
  Special Attacks: 
  Rust 
  Special Qualities:  
  Aberration Traits, Darkvision, scent, 
  Protection from Energy (Fire) 60 points 
  of damage, Resist Energy (electricity) 
  Saves:  
  Fortitude: +2, Reflex: +4, Will: +5  
  Abilities:  
  STR 10, DEX 17, CON 13, INT 2, 
  WIS 13, CHA 8  
  Skills:  
  Listen +7; Spot +7  
  Feats:  
  Alertness, Track  
  Challenge Rating:  
  3  
  Alignment:  
  True Neutral  
   
   
  Possessions: Potion of Fire Protection from Energy; Potion of Resist 
  Energy (electricity); Potion of Mage Armor;  
   
   
  Rust (Ex): A rust monster that makes a successful touch attack with 
  its antennae causes the target metal to corrode, falling to pieces and 
  becoming useless immediately.  The touch can destroy up to a 10-
  foot cube of metal instantly.  Magic armor and weapons and other 
  magic items made of metal, must succeed on a DC 17 Reflex save or 
  be dissolved.  The save DC is Constitution based and includes a +4 
  racial bonus.  A metal weapon that deals damage to a rust monster 
  corrodes immediately.  Wooden, stone, and other nonmetallic 
  weapons are unaffected. 
  
  Enemies of Sons of Pekal 
  23 
  By Thomas Abbott 
  Encounters 3, 4, and 5. 
  ATL13_Tokite Legionnaire 
  Medium-size Male Human (Kalamaran) 
  Fighter12 
  Hit Dice:  
  (12d10)+24  
  Hit Points:  
  99  
  Initiative:  
  +2  
  Speed:  
  Walk 20 ft.  
  AC:  
  23 (flatfooted 21, touch 13) 
  Base Attack/Grapple: 
  +12/+17 
  Attacks:  
  Javelin +1 +16;Sword +2 (Short) +21; 
  Shortbow +14 
  Full Attack: 
  Javelin +1 +16/+11/+6;Sword +2 (Short) 
  +21/+16/+11, Shortbow +14/+9/+4 
  Damage:  
  Javelin +1 1d6+4;Sword +2 (Short) 
  1d6+11; Shortbow 1d6 
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
   
  Saves:  
  Fortitude: +10, Reflex: +6, Will: +5  
  Abilities:  
  STR 20 (+5), DEX 14 (+2), CON 14 (+2), 
  INT 13 (+1), WIS 12 (+1), CHA 10 (+0)  
  Skills:  
  Appraise 1; Balance 5; Bluff 0; Climb 16; 
  Concentration 2; Craft (Untrained) 1; 
  Diplomacy 0; Disguise 0; Escape Artist -
  2; Forgery 1; Gather Information 0; Heal 
  1; Hide -2; Intimidate 15; Jump 10; Listen 
  1; Move Silently -2; Ride 2; Search 1; 
  Sense Motive 1; Spot 1; Survival 1; 
  Swim -3;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Expertise, Combat 
  Reflexes, Dodge, Greater Weapon 
  Focus (Sword (Short)), Greater Weapon 
  Specialization (Sword (Short)), Improved 
  Critical (Sword (Short)), Improved Trip, 
  Martial Weapon Proficiency, Point Blank 
  Shot, Power Attack, Precise Shot, Shield 
  Proficiency, Simple Weapon Proficiency, 
  Tower Shield Proficiency, Weapon 
  Focus (Sword (Short), Javelin), Weapon 
  Specialization (Sword (Short))  
  Alignment:  
  Lawful Neutral  
   
   
  Possessions: Amulet of Natural Armor +1; Gauntlets of Ogre Power; 
  Breastplate +1; Javelin +1; Outfit (Explorer's); Ring of Protection +1; 
  Shield +1 (Heavy/Metal); Sword +2 (Short);  
  ATL13_Tokite Cleric 
  Medium-size Male Human (Kalamaran) 
  Cleric13 
  Hit Dice:  
  (13d8)+26  
  Hit Points:  
  91  
  Initiative:  
  +4  
  Speed:  
  Walk 20 ft.  
  AC:  
  20 (flatfooted 20, touch 12) 
  Base Attack/Grapple: 
  +9 
  Attacks:  
  Chain, Spiked +11;  
  Full Attack: 
  Chain, Spiked +11/+6; 
  Damage:  
  Chain, Spiked 2d4+3;  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Rebuke Undead (Su) 6/day (turn level 
  13) (turn damage 2d6+16), Spontaneous 
  casting  
  Saves:  
  Fortitude: +10, Reflex: +4, Will: +13  
  Abilities:  
  STR 14 (+2), DEX 10 (+0), CON 14 (+2), 
  INT 10 (+0), WIS 21 (+5), CHA 16 (+3)  
  Skills:  
  Appraise 0; Balance -5; Bluff 3; Climb -3; 
  Concentration 18; Craft (Untrained) 0; 
  Diplomacy 3; Disguise 3; Escape Artist -
  5; Forgery 0; Gather Information 3; Heal 
  5; Hide -5; Intimidate 3; Jump -9; 
  Knowledge (Religion) 16; Listen 5; Move 
  Silently -5; Ride 0; Search 0; Sense 
  Motive 5; Spellcraft 16; Spot 5; Survival 
  5; Swim -8;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Exotic 
  Weapon Proficiency (Chain (Spiked)), 
  Extend Spell, Improved Initiative, 
  Maximize Spell, Quicken Spell, Shield 
  Proficiency, Simple Weapon Proficiency  
  Alignment:  
  Lawful Evil  
   
   
  Possessions: Chain, Spiked; Ring of Protection +2; Cloak of 
  Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of 
  Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of 
  (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure 
  Light Wounds, Produce Flame); 2 Potions of Bull’s Strength 
   
  Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster 
  level.) Strength(You can perform a feat of strength as a supernatural 
  ability. You gain an enhancement bonus to Strength equal to your 
  cleric level. Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.)  
   
  Spells: 
  Spells per Day: (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1/0/ DC:15+spell 
  level) 
  Cleric - Known:  
  Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor 
  Wounds x2,  
  Level 1: Bane, Cure Light Wounds x3, Doom, Enlarge Person 
  (Strength), Inflict Light Wounds, Protection from Good,  
  Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death 
  Knell, Hold Person, Silence, Sound Burst, Spiritual Weapon,  
  Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic 
  Vestment (Strength), Searing Light x2,  
  Level 4: Cure Critical Wounds x2, Divine Power, Inflict Critical 
  Wounds, Summon Monster IV, Unholy Blight(Evil)  
  Level 5: Command, Greater Divine Favor (Quickened), Flame Strike, 
  Righteous Might (Strength), Slay Living,  
  Level 6: Antilife Shell, Heal, Stoneskin (Strength), 
  Level 7: Bigby’s Grasping Hand (Strength), Destruction 
  ATL13_Tokite_Barbarians 
  Medium-size Male Half-orc, Kalamaran 
  Barbarian13 
  Hit Dice:  
  (13d12)+39  
  Hit Points:  
  135  
  Initiative:  
  +2  
  Speed:  
  Walk 40 ft.  
  AC:  
  19 (flatfooted 19, touch 13) 
  Base Attack/Grapple: 
  +13/+19 
  Attacks:  
  +1 Flaming Greataxe  +21;Dagger 
  (Masterwork) +20;Dagger 
  (Masterwork/Thrown) +16;  
  Full Attacks: 
  +1 Flaming Greataxe  
  +21/+16/+11;Dagger (Masterwork) 
  +20/+15/+10;Dagger 
  (Masterwork/Thrown) +16/+11/+6; 
  
  Enemies of Sons of Pekal 
  24 
  By Thomas Abbott 
  Damage:  
  +1 Flaming Greataxe  1d12+10 plus 1d6 
  fire;Dagger (Masterwork) 1d4+6;Dagger 
  (Masterwork/Thrown) 1d4+6;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR +6, CON 
  +6, Will +3, AC -2, HP 39), Greater Rage 
  (Ex) 4 times/day (9 rounds), Illiteracy, 
  Improved Uncanny Dodge (can't be 
  flanked except by a rogue of 17 level), 
  Orc Blood, Trap Sense (Ex) +4  
  Saves:  
  Fortitude: +11, Reflex: +6, Will: +4  
  Abilities:  
  STR 23 (+6), DEX 14 (+2), CON 16 (+3), 
  INT 8 (-1), WIS 10 (+0), CHA 8 (-1)  
  Skills:  
  Appraise -1; Balance 9; Bluff -1; Climb 
  21; Concentration 3; Craft (Untrained) -1; 
  Diplomacy -1; Disguise -1; Escape Artist 
  1; Forgery -1; Gather Information -1; 
  Heal 0; Hide 1; Intimidate -1; Jump 25; 
  Listen 0; Move Silently 1; Ride 2; Search 
  -1; Sense Motive 0; Spot 0; Survival 0; 
  Swim 4;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Cleave, Great 
  Cleave, Improved Critical (Greataxe), 
  Martial Weapon Proficiency, Power 
  Attack, Shield Proficiency, Simple 
  Weapon Proficiency, Weapon Focus 
  (Greataxe)  
  Challenge Rating:  
  15  
  Alignment:  
  Chaotic Neutral  
   
   
  Possessions: Amulet of Natural Armor +1; Greataxe +1 (FIRE); 
  Chain Shirt +1; Dagger (Masterwork); Gauntlets of Ogre Power; Outfit 
  (Explorer's); Ring of Protection +1 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK57SonsofPekalNPCsEnemies.pdf