TEXT:  
   
  Sirocco’s Kiss 
   
   
  Living Kingdoms of Kalamar  
  Retail Adventure Adaptation 
   
  Lands of Mystery 
   
  By Andrew Garbade 
  
   Sirocco’s Kiss 
  Living Kingdoms of Kalamar 
  Lands of Mystery
   
  Retail Adventure Adaptation 
  Adventure Adaptation Notes 
  This adventure takes place in Baneta, Pekal. The map inside the front 
  cover of Lands of Mystery may be used as a reference for this 
  adventure. The road running off the page on the bottom right leads 
  to the main gate.  
   
  Remember to replace "Bet Seder" with "Baneta" where appropriate in 
  the adventure. 
   
  A map for the building is included in this adaptation. 
   
  In this version of the adventure, one of the rakshasa's followers 
  named Krijir managed to overthrow his master, killing the creature. 
  Krijir is a sorcerer and has so far managed to hide his true identity 
  behind spells long enough to make himself a hat of disguise. This hat 
  was created to be more powerful than typical versions, however, and 
  he has so far managed to fool the other men into believing the 
  rakshasa is still alive.  
   
  The largest potential stumbling block in this adventure is if the 
  characters manage to scare the cult, resulting in them all 
  congregating on the boat for protection. If possible, the judge should 
  make sure that there are two separate combats - one at the building, 
  and one at the boat. That should ensure that encounter ELs remain 
  within guidelines. 
   
  The characters find themselves in Baneta after a successful job 
  guarding a caravan for Lord Wanifer, a powerful merchant living in 
  Bet Rogala, and sometime sponsor of heroic persons. A large flotilla 
  of merchant ships is preparing to set out for foreign lands, and the 
  city is awash in merchants and sailors trying to join the voyage! 
   
  This adventure also has the potential to run very short, depending 
  on the character’s decisions. The judge is encouraged to add role-
  playing encounters as needed to ensure all the players get a chance 
  to contribute to the group’s success. 
   
  Lonvus is actually a member of the Gray Legion in Baneta to 
  investigate the new “thieves” in the city. Thinking that a rakshasa is 
  in the city, Lonvus has been sent to kill the creature before it can 
  establish a foothold. 
   
  The Adventure 
  The characters arrive in Baneta near dusk. Due to the hour, guards at 
  the gates are questioning people before allowing them entrance. 
  There are several guards outside the wall to speed the process.  
   
  These guards pose some very simple questions for the characters: 
   
  1. What is your name and city of birth? 
  2. Are you currently serving in the Pekal armed forces? 
  3. Are you currently employed by a foreign government? 
  4. What is your business in the city of Baneta? 
   
  The characters are told to enter the city and speak with the men 
  inside the gate.  
   
  Two men in long robes wait inside the gate, both holding large 
  pieces of paper with several names and marks on each. They 
  compare the sheets to one another until the characters approach. 
  (They wait until all the characters have entered before speaking with 
  them).  
   
  "Greetings and welcome to Baneta. There are quite a 
  number of people in town, and the inns are nearly full. 
  The city council would like to ensure you find the 
  type of establishment to suit your needs. We are here 
  to answer any questions you may have, as well as 
  help you find a place to rest for the length of your 
  visit. 
   
   
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  Living Kingdoms of Kalamar 
  Lands of Mystery
   
  Retail Adventure Adaptation 
   (Read or paraphrase the following) 
   
  We are offering lodging in one of three inns. The first 
  is The Yard Arm, a nice establishment with a garden 
  on top of the main building, and hot baths for its 
  guests. The cost is 4 gold pieces per night for a room 
  with two beds. Food and bathes are included at that 
  price.  
   
  Another option is High Tide, a quaint inn that is 
  slightly smaller than The Yard Arm. A two-bed room 
  there is 1 gold piece per night, and includes three hot 
  meals cooked by Salmar, a cook famous for his 
  seafood delights! 
   
  Finally, for those who might be traveling on a tighter 
  budget, there are still a few open hammocks at Pier 
  Number 17. A large warehouse right at the head of 
  Pier 17 has been converted into short-term sleeping 
  quarters. Rooms have six hammocks each, but only 
  cost 1 silver per night. Food is not available, but the 
  building was visited by the local ratcatchers just last 
  week, so it's sure to be rodent free! 
   
  If the characters ask to see the location of the buildings, use the 
  following key on the map of Bet Seder: 
   
  The Yard Arm - building #2 
  High Tide - building #8 
  Pier No. 17 - building "W" at the top of the page near the docks 
   
  It is not important if the characters decide to stay at different inns.  
   
  Lord Wanifer has provided them enough money to stay at High Tide 
  for two nights.  
   
  If the characters ask, none of the inns in town can provide lodging 
  without a ticket. The city council passed an ordinance that allowed 
  the House of Scales (very influential in Baneta) to regulate visitors 
  into the city during this busy time.   
   
  After the characters have made their decision, the men scribble some 
  notes on their papers, then hand each of the characters a small slip of 
  paper. The characters are informed the slips are their "tickets" so 
  their beds are reserved. They should hurry to the inns to claim their 
  rooms (or hammocks), however, since more people are arriving 
  through other gates.  
   
  The men can answer other questions as well. In general, the town is 
  very busy, but many places have special prices on food and drink. 
  Some vendors are selling wares as normal, though many are closed 
  to enjoy the celebrations. This means that vendor prices are 10% 
  higher than listed market values. Prices may be reduced to normal 
  via Diplomacy check DC 10, followed by Diplomacy check 15. This 
  sequence may only be attempted once. If one or the other fails, then 
  the vendor refuses to reduce the price for that item. A Gather 
  Information check DC 12 is necessary to find another vendor for the 
  item (which resets the Diplomacy checks to reduce the price).  
   
   
  Once the characters have their tickets, they are each handed a crude 
  map with directions. They are all going roughly the same direction... 
   
  Continue to "The Dying Man" in the adventure.  
   
  In game mechanic terms, he goes to 0 Constitution in the round he 
  speaks with the characters. Short of bringing him back to life (which 
  he would not want, if asked via speak with dead), there is no way to 
  save this man.  
   
   
   
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  Lands of Mystery
   
  Retail Adventure Adaptation 
  He has the following equipment: 
  leather armor 
  dagger 
  +1 light crossbow 
  +2 crossbow bolts x3 
  scroll of bless x3 
   
  He also has a small tattoo on the inside of his lower lip of the Gray 
  Legion symbol (Pekal Gazetteer pg. 16).  
   
  Characters may make relevant skill checks to identify the uses for 
  these items. Bardic knowledge (or similar) is also possible. All these 
  checks have DC 25.  
   
  Another way to determine the use of these items is by taking them to 
  a local temple. The priests would know (and voluntary relate) that 
  the scrolls would have to be used on the individual bolts, then fired 
  at the creature using the bow. Scriptures state that the blessed 
  crossbow bolt can kill a terrible "tiger demon" known as a rakshasa. 
  Temples in Baneta include: 
  Halls of the Valiant 
  The Assembly of Light 
  Parish of Love 
  The Order of Thought* 
  Theater of the Arts 
  Parish of the Prolific Coin 
   
  *The Order of Thought in Baneta is found to be closed “by Royal 
  Decree”. Gather Information DC 15 reveals some kind of scandal 
  that befell the clergy in Baneta, but none seem to know exactly what 
  happened. 
   
  Characters may learn about the "Sirocco's Kiss" as per the adventure 
  text.  
   
  The guards are not corrupt in Baneta, just very busy. They promise 
  to look into the matter as soon as time allows, but the characters 
  should get Sense Motive checks DC 15 to realize that the guards 
  probably will postpone the investigation at least until the city has 
  cleared out (7 - 10 days).  
   
  If the characters use Gather Information to try and find information 
  on the ship, somebody they speak with might point them toward 
  Dorrok Cooperson, a half-hobgoblin member of the Longshoremans 
  Guild. When the Sirocco's Kiss arrived in port, the crew and 
  passengers snubbed the local guild, so there is bad blood between 
  the sailors and the guild members.   
   
  Dorrok is very devoted to the guild and its members, and should be 
  unfriendly toward the characters at first *unless* one of them is also 
  a member of the Longshoremans Guild. If they are, Dorrok helps the 
  group at no charge. If there is not a member, characters need to make 
  two Diplomacy checks DC 12 to convince him they don’t mean any 
  harm toward the guild or its members. As always, good role-playing 
  should outweigh the need for rolling dice! 
   
  The characters have the opportunity to convince Dorrok to help 
  them. He can provide the following information: 
  1. The boat schedule - 10xATL gold 
  2. The building schedule - 10xATL gold 
  3. Assistance removing the sailors - 5xATL gold  
   
  Option 1: This option does not include any information on Krijir.  
   
  Option 2: This option does not include any information on the 
  "guard" - simply that one cultist sleeps while two remain awake.  
   
  Option 3: The sailors receive an official "visit" from the local 
  "harbormaster" asking them to come register their names in the 
  books. Not looking to raise any suspicion, Krijir instructs the sailors 
   
   
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   Sirocco’s Kiss 
  Living Kingdoms of Kalamar 
  Lands of Mystery
   
  Retail Adventure Adaptation 
  to go and complete the forms. Of course, the "harbormaster" is really 
  a Longshoreman, and the sailors are politely "encouraged" to join the 
  crew of another boat (tied up and sold as indentured servants).   
   
  Currently, the cultists are preparing an abandoned building to serve 
  as their home and guild hall (the L-shaped building labeled "W" near 
  the bottom of the map). Characters can discover this building by 
  following the cultists, speaking with Dorrok, or Gather Information 
  checks DC 30.  
   
  In this version of the adventure, the cultists have already found a 
  building to secure and prepare for their permanent move. Arkajia 
  has asked Krijir to wait a few days before leaving the ship for his 
  new "palace" in the city. Three cultists are in the building at all times, 
  with at least one on guard duty, and one other awake and nearby. 
  One other is always resting.  
   
  The ship contains the sleeping quarters for the sailors, three cultists 
  and Krijir. The sailors do work in the mornings, then spend some 
  time in town before returning to the ship.  
   
   
  If the characters manage to alert the cultists to their presence (see 
  details in the adventure), the group at the building is called back to 
  the ship for additional protection. They keep the same schedule, but 
  the two awake cultists are on deck and both on guard duty. Arkajia, 
  Bejar, and Cland continue to visit the warehouse they are preparing, 
  but they are only gone from 8am-12pm. The sailors keep their 
  schedule.  
   
    
  Here is a the schedule for this adaptable:   
   
  Ship 
  10pm-6am:  
  All sleeping below deck 
  4 sailors 
  Krijir 
  Arkajia 
  Bejar 
  Cland 
   
  6am:  
  2 sailors awake, begin work on deck 
   
  8am:  
  All other awake 
  Arkajia, Bejar, Cland leave for building 
  2 more sailors begin work on deck 
   
  10am: 
  2 sailors leave for town 
   
  2pm:  
  2 sailors return to ship 
  2 other sailors leave for town 
   
  6pm: Arkajia, Bejar, Cland return to ship 
  2 sailors return to ship 
   
  6pm-10pm: All awake and aboard ship below decks 
   
  Building  
  3am: 
  Koyshi sleeps 
  Ijami guard  
  Sani free time 
   
  11am: 
  Sani sleeps
   
   
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   Sirocco’s Kiss 
  Living Kingdoms of Kalamar 
  Lands of Mystery
   
  Retail Adventure Adaptation 
  Ijami free time 
  Koyshi guard 
   
  7pm: 
  Ijami sleeps 
  Koyshi free time 
  Sani guard 
   
  8am-6pm 
  Arkajia, Bejar, Cland working inside building 
   
  The “guard” lounges around outside most of the time, trying to look 
  “mean” if anyone approaches (other than the cultists). If the 
  characters investigate and seem to be a danger (by asking strange 
  questions, attacking, etc), the guard on duty attempts to go inside the 
  building, or at least call for help.  
   
  The person with “free time” has a 75% chance of being inside the 
  building, and a 25% chance of being away (and unavailable for 
  combat).  
   
  The person who “sleeps” during the watch must make a Listen check 
  DC 15 to hear anything happening outside, but only a Listen check 
  DC 5 if there are loud noises inside the building. Anyone awake and 
  inside the building only needs to make a Listen check DC 5 to hear 
  problems outside.  
   
  Discovery 
  The characters hopefully have spent some time preparing their 
  magic blessed bolts before confronting the enemies. Obviously, 
  shooting Krijir with the crossbow will simply deal damage. However, 
  all the characters get to make Will saves to disbelieve the illusion if 
  Krijir is struck with a bolt. Even if his disguise is discovered by the 
  characters, the cultists continue fighting until the death, to enthralled 
  with their leader to see the truth.  
   
  Conclusion 
  If the characters defeat all the enemies, they are contacted discreetly 
  a few days later by a brown-haired man wearing a rough tunic. They 
  are informed about the agent’s name and affiliation (confirmation if 
  they discovered his tattoo), and thanked for assisting the Gray 
  Legion in the matter.  
   
  He also distributes some gold as a small token of gratitude. 
   
  Further, he offers the group a bag of valuable items if they agree to 
  turn over Krijir’s Hat of Disguise. If asked, the man shows the 
  characters what he has to offer (the judge can show the characters 
  the Gray Legion Item certs at this time, but NOT the cert for Krijir’s 
  Hat of Disguise). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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   Sirocco’s Kiss 
  Living Kingdoms of Kalamar 
  Lands of Mystery
   
  Retail Adventure Adaptation 
  Map  
  Abandoned Warehouse (1 square = 5 ft.) 
   
   
   
  “S” indicates a secret door. There is a small cache of treasure within 
  the room. If the characters defeat all the cultists (including Krijir), 
  then they get to keep the treasure.  
   
  The room with the bed indicates where the off-duty guard sleeps.  
   
  All doors are simple wooden doors, and there is a large table that the 
  cultists might try to use for cover. 
   
  The open areas of the building are littered with various (stolen) 
  building materials and trash. Characters may only move their 
  normal rate, no double moves, charging, or running. 
   
   
   
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   Sirocco’s Kiss 
  Living Kingdoms of Kalamar 
  Lands of Mystery
   
  Retail Adventure Adaptation 
  Experience Points 
  Due to the length of this adventure, all characters receive 500 
  experience points for participating. This is an exception to the typical 
  method of experience awards.  
   
  The judge may, at his/her discretion, award up to an additional 100 
  xp (per player) for good role-playing.  
   
  Judges who “eat” this adventure receive 250 experience points.  
   
  Treasure 
  1200 gp reward money, and all looted items may be sold for ½ 
  market value. 
   
  Characters receive the following certificates: 
  Potion of Cure Moderate Wounds (x4) 
  This brown liquid has the consistency of molasses and tastes of salty 
  kelp.  
   
  Potion of Cure Light Wounds (x4) 
  This small vial holds a bright orange liquid and has a sour taste. 
   
  Favor of the Gray Legion 
  The Gray Legion appreciates your assistance with the emerging 
  threat in Baneta. For completing the assignment and avenging their 
  agent’s death, the Gray Legion is willing to pay for half the cost of 
  one divine spell. This spell must be cast in Bet Rogala or Baneta. 
   
  Characters also receive either : 
  Krijir’s Hat of Disguise 
  This hat of disguise functions exactly like the one in Core Rulebook 
  III (pg. with one exception; this item was created with a higher level 
  spell and requires a Will save DC 16 is required to see through the 
  illusion.  
   
   
  Or the following items: 
  Mithril shirt 
  This extremely light chain shirt is made of very fine mithral links. 
  Speed while wearing a mithral shirt is 30 feet for Medium creatures, 
  or 20 feet for Small. The armor has an arcane spell failure chance of 
  10%, a maximum Dexterity bonus of +6, and no armor check penalty. 
  It is considered light armor and weighs 10 pounds. 
   
  Cloak of Resistance +1 
  This garment offers magic protection in the form of a +1 resistance 
  bonus on all saving throws (Fortitude, Reflex, and Will). 
   
  +1 Arrows x20 
  These +1 arrows come with a narrow leather quiver.  
   
  Bracers of Armor +1 
  These items appear to be wrist or arm guards. They surround the 
  wearer with an invisible but tangible field of force, granting him an 
  armor bonus of +1, just as though he were wearing armor. Both 
  bracers must be worn for the magic to be effective. 
   
  Phylactery of Devotion 
  This item is a small box containing religious scripture affixed to a 
  leather cord and tied around the forehead. The wearer of a 
  phylactery of devotion is able to channel the power of his devotion 
  to help those in need. Paladins who wear this item can use lay on 
  hands as if they were one level higher. Clerics who wear this item 
  heal one additional hit point of damage when casting “cure” spells. 
  Other characters who wear this item gain the ability to “lay on 
  hands” (similar to the paladin ability of the same name) for one hit 
  point once per day. 
   
  Bag of Tricks, gray 
  This small gray sack has a leather drawstring and various animal 
  and natural patterns stitched into the sides. 
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK-A-SK1 Sirocco's Kiss.pdf