TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ZEF7-08 
   
   
   
   
   
  Killing Time in Kurteq 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Sultanate of Zeif Regional Adventure 
   
   
  by David Gibson 
  Circle Reviewers: Tim Sech  
  Reviewers: Jon Dawes, Cory Fliegel, and Chris “New Guy” Slater 
  Playtesters: James Monsebroten, Ian Seale, Adeline Tufts, Ken Tufts, Michael Tufts 
   
   
  It was meant to be a place of rest, a small town to forget about danger and adventure, perhaps even a place to call home. 
  However, where there are adventurers, there is always trouble. A one-round Regional investigative adventure set in the 
  Sultanate of Zeif for characters level 1-10 (APLs 2-8). 
  Killing Time in Kurteq is the third adventure in the “Town Tours” series. It is not required to have played other 
  adventures in the series prior to this.  
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Heroes of 
  Battle [David Noonan, Will McDermott, Stephen Schubert], Races of the Wild [Skip Williams], and Heroes of Horror 
  [James Wyatt].
  
  ZEF7-08 Killing Time in Kurteq 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
   
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
   
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Sultanate of Zeif. Native PCs pay 1 Time Units per 
  round, while all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The Tuflik River acts as Zeif’s border between Ekbir and 
  Tusmit. For years it has been used by smugglers and 
  others looking to subtly slip between nations.  
   
  Many small settlements have become home to 
  criminals and the dishonorable including Ceshra, Satmak 
  and Kurteq. The final has a lengthy history as a stop for 
  smugglers and escaping slaves but recently it became 
  home to a disproportionate number of adventurers. They 
  brought their treasures and magic with them. This 
  sudden golden influx inflated the local economy; 
  merchants quickly raised prices to drain the swollen gold-
  pouches and traders found themselves dealing in used 
  magical trinkets.  
   
  Unfortunately, this boom attracted the attention of 
  unsavory folk: the smugglers, formerly an annoyance at 
  worst, found themselves in a town full of wealthy 
  commoners. They quickly began a quiet reign of terror 
  charging travelers tolls, extorting protection money from 
  shop owners and mugging the occasionally poor soul.  
   
  The gang is led by a cunning individual who knows 
  their continued business relies on a low-profile and not 
  attracting the attention of the many adventurers in town. 
  So far they have been successful… 
   
  ADVENTURE SUMMARY 
  The adventure begins as the PCs arrive outside of Kurteq 
  after an unsuccessful adventure. After they enter the 
  town they interrupt a small group of gang members 
  extorting protection money from a local business. They 
  (hopefully) intervene and are approached by local Spahis 
  and/or Dusk Lash who hire them to clear the town of the 
  gang.  
   
  The PCs investigate and attempt to locate the 
  criminal’s hideaway. They discover its location through 
  investigation, likely talking to a crippled beggar familiar 
  with a shop owner who houses the criminals, 
  interrogating prisoners, or other methods. They are lead 
  to a small local shop which serves as a hidden entrance to 
  the racketeer’s actual hideaway, a nondescript residence a 
  short distance away. The two buildings are connected by 
  a carefully hidden underground tunnel.  
   
  The PCs confront the sentries in the store and 
  possibly encounter an old acquaintance. Captured by the 
  racketeers is Hamza F kih whom they may have met in 
  earlier adventures including ZEF6-04 Generosity and 
  other adventures in the “Town Tours” story arc. 
   
  The PCs fight their way through tunnels to the lair. 
  There they find the leader of the gang is attempting his 
  escape… 
   
  PREPARATION FOR PLAY 
  This adventure involves items and characters from ZEF6-
  04 Generosity. The DM should inform players of this 
  before play and review ARs to see if any items were 
  purchased from the auction in that adventure, specifically 
  the chalice, and if any PCs have “Favor of Hamza F kih”.  
   
  The DM should have the PCs make a Listen check 
  for Encounter 1 and a Will save for Encounter 10 and 
  record the results. DMs should also familiarize 
  themselves with the rules for Aerial Maneuverability 
  (Dungeon Master’s Guide, page 20) for Encounter 12. 
   
  INTRODUCTION 
  The PCs begin on the road just outside of Kurteq, a small 
  village in the Beylik of Sundar. The PCs can be either 
  returning home to the town after an adventure or simply 
  using the town as a convenient place to rest.  
  ZEF7-08 Killing Time in Kurteq 
   
  Page 2 
  
   
  If the party contains a resident of Kurteq read or 
  paraphrase the following: 
   
  The afternoon light warms you as you move onto the 
  firm road leading home to Kurteq. You pause for a 
  moment to pick the last Abyssal flea from you scalp, 
  brush some bluish slime from your cloak and repeat a 
  quick oath to pause and think the next time a 
  mysterious wizard hires you to deliver an un-marked 
  sealed package while paying in advance.  
   
  But with the unspeakable events of the last two days 
  done and your payment already all but spent from 
  regrowing your toes, you can finally return home. At 
  least until adventure beckons again…  
   
   
  If no one in the party is a resident read or paraphrase 
  the following: 
   
  The afternoon light warms you as you move onto the 
  firm road leading to a small settlement your map 
  names “Kurteq”. You pause for a moment to pick the 
  last Abyssal flea from you scalp, brush some bluish 
  slime from your cloak and repeat a quick oath to 
  pause and think the next time a mysterious wizard 
  hires you to deliver an un-marked sealed package 
  while paying in advance.  
   
  But with the unspeakable events of the last two days 
  are done and your payment already all but spent from 
  regrowing your toes, you can finally rest. Kurteq, 
  while not home, seems like the perfect place to refill 
  your wineskins and get a good night’s sleep. At least 
  until adventure beckons again…  
   
   
  If the PCs have not traveled together before they can 
  introduce themselves now.  
   
  VILLAGE OF KURTEQ 
   
  Kurteq (hamlet): Conventional; AL N; 100 gp limit; 
  ready cash 2800; Population 282;  Mixed (79% human, 9% 
  gnome, 4 % dwarf, 3% half-orc, 2% elf, 1% halfling, 1% 
  other).  
   
  While there are a number of mid to high-level 
  characters living in Kurteq most of these are assumed to 
  be elsewhere during the adventure. For purposes of NPC 
  spellcasting the highest level characters are a level 5 
  cleric, level 3 wizard and a level 3 sorcerer.  
   
  The biggest news in the town is the recent elections. 
  Two humans were elected to the Kiraya Verilen (town 
  council) as well as a young gnome. However the biggest 
  surprise came when the newly elected mayor arrived 
  freshly reincarnated as a kobold!  
   
  Refer to the Dungeon Master’s Guide, pg 138 for 
  more information. 
   
  Kurteq perches atop a grassy abutment that juts out 
  into the Tuflik River forming a tiny peninsula so the 
  flowing water borders the town on two sides. Small 
  fishing vessels leisurely move about the river while 
  the crews ready their nets for the day’s catch.  
   
  The town is still some distance away. The brick 
  buildings are constructed of a uniform white stone 
  with colored bands painted across the base. Several 
  roofs are topped with small domes, obviously the 
  homes of wealthy locals. Weaving between the 
  buildings are dirt roads, well-maintained to avoid 
  muddiness during heavy rain. 
   
  Between you and the town proper is the crowded 
  farmer’s market nestled at the hamlet’s edge. A small 
  cluster of multi-colored tents and wooden stalls, 
  farmers from all the neighboring farms come here to 
  sell their wares. Even at your distance you can smell 
  the tempting odors of fresh bread and cooking meat.  
   
  BUYING ITEMS 
   
  Despite being a small village, Kurteq is home to 
  number of wealthy adventurers that have inflated its gp 
  limit (see above and the Dungeon Master’s Guide pg 137). 
  This has also caused rampant inflation and items 
  purchased during the adventure cost 5-15% more than the 
  listed price.  
   
  1: THE SHAKEDOWN 
  The PCs approach the town from the east. Along the road 
  is a sprawling Farmers Market of carts, tents and 
  makeshift storefronts offering fish, spices, cloth, rugs, 
  fruit and various trade goods. Allow the PCs time to 
  purchase any mundane equipment they need keeping in 
  mind the inflation. All mundane equipment from the 
  Player’s Handbook can be found in the Farmer’s Market.  
   
  The small Farmer’s Market bursts with energy. As you 
  move through merchants call out offering woven 
  baskets, camel-hair robes and sheepskin bashlyks 
  (peaked hats). The stall beside you is piled high with 
  ripe fruit which, the owner assures you, is the finest 
  you will ever taste and will bring tears of joy to your 
  eyes.  
   
   
  If the adventure is being run outside of a time-
  sensitive environment the DM can feel free to role-play 
  the market, filling it with colorful characters that barter, 
  haggle and push their goods upon the PCs.  
   
  Give the PCs adequate time to see what the market 
  has to offer. Eventually they pass by the brightly-colored 
  tent of Fahir ibn Orbey, a vendor who is being threatened 
  by a group of thugs. The pre-rolled Listen checks 
  determine how much is overheard.   
   
  • 
  DC 15: The conversation around you quiets for a 
  second as everyone seems to pause at the same 
  moment. It is just long enough to overhear a harsh 
  voice comment “Is this it? Surely the safety of your 
  business is worth more than this?” 
  ZEF7-08 Killing Time in Kurteq 
   
  Page 3 
  
  • 
  DC 10: Your shopping is abruptly cut short when 
  a desperate voice catches your attention. “Please, it is 
  all I have. I have children to feed!”  
  • 
  DC 5: A sharp crack fills the air, as if something 
  fragile were just broken. It is quickly followed by 
  muffled cries.  
  • 
  DC 0 (or less): The calm is interrupted by muffled 
  sobbing coming from a nearby tent where a merchant 
  lies on the ground in a melancholy heap.  
   
  APL 2 (EL 3) 
   
  Group of thugs (3): human rogue 1; hp 7 each; Bluff 
  +6; Appendix 1. 
   
  APL 4 (EL 4) 
   
  Group of thugs (3): human rogue 2; hp 12 each; 
  Bluff +7; Appendix 1. 
   
  APL 6 (EL 6)  
   
  Group of thugs (3): human rogue 3; hp 17 each; 
  Bluff +8; Appendix 1. 
   
  APL 8 (EL 8)  
   
  Group of thugs (3): human rogue 5; hp 27 each; 
  Bluff +10; Appendix 1. 
   
  Tactics: New to the organization, this group was given 
  one rule: do NOT attract the attention of adventurers. If 
  interrupted they will lie and explain broken property as 
  an accident. If this fails they will attempt to Intimidate 
  any witnesses into silence then leave.  
   
  They will defend themselves if attacked attempting 
  to flank opponents or gang up on weaker foes. They thugs 
  will avoid fighting to the death preferring to flee or 
  surrender if soundly beaten. 
   
  Treasure: 
   
  APL 2: Loot 85 gp; Coin 10 gp; Total 95 gp. 
   
  APL 4: Loot 171 gp; Coin 15 gp; Total 196 gp. 
   
  APL 6: Loot 171 gp; Coin 25 gp; Total 196 gp. 
   
  APL 8: Loot 171 gp; Coin 35 gp; Total 206 gp. 
   
  Development: One minute after combat starts a small 
  patrol of Spahis rides into the market. If the fight is 
  ongoing they quickly move to end it. They ask Fahir ben 
  Orbey, the merchant, if he has any crimes to report to 
  which Fahir fearfully replies “no” and the Spahis 
  reluctantly free the thugs unless the PCs convince them 
  otherwise.  
   
  If the PCs hand over captured assailants, attempt to 
  have the thugs arrested or otherwise attract the Spahis 
  attention as noble individuals proceed to Encounter 2. If 
  the PCs instead avoid attention, perhaps fleeing as the 
  Spahis arrive, proceed to Encounter 3.  
   
  If the thugs manage to escape or the PCs let them go 
  they immediately leave the market but do not return to 
  their lair. Instead they refill their wineskins at a well 
  outside the Inn and play a few dice games. As per their 
  orders they wait several hours before returning to the 
  front business.  
   
  2: THE SPAHIS 
  Confronted with the PC’s heroism the Spahis decide to 
  take them into their confidence and approach the PC for 
  assistance with town’s problem. They draw them off to 
  the side and away from the roar of the Market.  
   
  Loud hooves paw the earth as several mounted 
  figured ride quickly towards you. Their military 
  uniforms are clean and unsullied by dusty roads 
  hinting that these Spahis are local. In unison they 
  dismount and stand with military poise beside their 
  mounts. They move to the side allowing one of their 
  number, an elderly gentleman, to walk forward 
  towards you. The man stands straight but his arced 
  legs speak of years in a saddle and his face seems tired 
  and weary.  
   
   
  A DC 10 Knowledge (Local: VTF) check reveals he is 
  a Kaptan: not quite an officer and true Spahi, merely a 
  high-ranking soldier. Members of the Spahi meta-org 
  know this automatically (or should consider a career as a 
  caravan guard).  
   
  The Spahi, Kaptan Nihat ibn Tuncay, has been 
  assigned to Kurteq by the Bey (Elmas Bey bint Varoliye 
  al-Zeif abdu-Istus) in order to alleviate its problem with 
  crime. So far the criminals have eluded capture through 
  craftiness and often sheer luck. His men follow him 
  loyally knowing him to be fair and honorable, but they 
  still address him as “Kappy” behind his back.  
   
   
  “From your garb you are clearly adventurers, 
  something we have no lack of in this town. But your 
  actions speak nobly of your character. I am in need of 
  some assistance: this town suffers greatly from the 
  greedy and dishonorable.  
   
  As you have seen, there are criminals here that 
  torment our merchants and villagers. You have met a 
  few of there number but there are many more. My 
  men and I have been trying to find them but with 
  little success. Perhaps fresh minds and a change of 
  tactic will have better results.” 
   
  All APLs 
   
  Kaptan Nihat ibn Tuncay: male human fighter 
  6/ranger 2. 
   
  Spahis (4): male human fighters 4. 
   
   
   
  The Kaptan tries to be friendly but is weary of 
  the hunt and blames himself for the Spahis’ failure. He 
  asks that the gang be found and stopped with the leader 
  arrested and brought to trial. He prefer the gang’s leader 
  alive for trial but will accept his body if killed in battle. 
   
  As (temporary) officials the PCs will each be 
  compensated for their time with the sum of 20 x APL 
  gold efrit. If requested, documents proving their 
  employment can be supplied. 
  ZEF7-08 Killing Time in Kurteq 
   
  Page 4 
  
   
  The Kaptan answers a couple short questions 
  regarding the task then excuses himself to finish his 
  patrol. He asks the PCs to visit the barracks with the 
  rogues or if they have any further questions.  
   
  Development: The PCs are on their own after the Spahis 
  ride off and can move freely about the town. Refer to 
  appropriate encounters when they become applicable. 
   
  If the PCs seem reluctant or unwilling to assist the 
  Spahis (or are openly hostile) the Kaptan regretfully 
  mounts and bids the PCs good-day. If the PCs refuse or 
  seem uneasy with the lawmen they are discreetly 
  approached in Encounter 3 by the Dusk Lash.  
   
  3: THE DUSK LASH 
  The Dusk Lash has long operated out of Kurteq 
  smuggling goods between Zeif, Ekbir and Tusmit. While 
  criminals, they have worked to not draw attention to 
  Kurteq or the Bey of Sundar. The organization has slowly 
  learned of the racketeers and their activities in the town. 
  They 
  strongly 
  disapprove 
  considering 
  extortion 
  dishonorable and needlessly disruptive of business.   
   
  Given the number of adventurers in town the Dusk 
  Lash has decided to position members to keep an eye out 
  foe suitable individuals who might be employed to 
  uncover the gang. Eser ibnt Duman al Beit Castan, a low-
  ranking (i.e. expendable) member of the organization is 
  sent make contact.  
   
  She prefers contact with (in order of relevance): 
  • 
  Other Dusk Lash 
  • 
  Clergy of Xan Yae 
  • 
  Rogues 
  • 
  PCs rude to the Spahis  
  • 
  PCs in light armor 
  • 
  residents of Kurteq  
  • 
  PC with highest Charisma (preferably male) 
   
  A well-aimed whisper catches your attention; it was 
  quiet but clearly meant for your ears. Between tents a 
  plain-dressed woman nods and subtly waves you 
  towards her. Her quiet voice is hard to hear over the 
  crowds, as distant as they now are. “I greet you on 
  behalf of Two Brothers and a dark Lady. I seek your 
  aid.”  
   
   
  A DC 15 Knowledge (Local: VTF) or DC 20 Bardic 
  Knowledge check reveals the “Two Brothers” is a 
  reference to the founders of the Dusk Lash and a DC 10 
  Knowledge (Religion) check reveals “the Lady” as Xan 
  Yae, goddess of stealth, twilight and mental power. 
  Members of either the Dusk Lash or church of Xan Yae 
  know this automatically. 
   
  Eser explains that “her family” has long been in 
  Kurteq and kept it safe for the villagers. They supported 
  the local businesses, paid their taxes and worked hard to 
  be good neighbors. However, these newcomers are 
  disrupting business, attracting the attention of the Spahis 
  and Bey Elmas Bey bint Varoliye al-Zeif abdu-Istus.  
   
  The Dusk Lash wishes to make an example of the 
  interlopers for their “dishonorable, shameful and sloppy 
  conduct”. The gang must be routed and its leader (or his 
  body) brought to them to serve as a warning. Eser also 
  offers to compensate the PCs for their time offering them 
  each 30 x APL gold pieces.  
   
  Eser answers any questions the PCs have then 
  quickly leaves after her offer is complete. She tells the 
  PCs that if they have any further questions she can be 
  found in the Xoshour's Belly.  
   
   
  Eser ibnt Duman al Beit Castan: female human 
  rogue 5 
   
  Development: After Eser’s departure, the PCs are on 
  their own and can freely move about the town. Refer to 
  appropriate Encounters when they become applicable. 
   
  4: THE MARKET 
  The PCs can interview merchants and the various traders 
  at the Farmer’s Market (included Fahir ben Orbey from 
  Encounter 1) or attempt to Gather Information. There 
  are any number of farmers and vendors who have been 
  victims of extortion  
   
  GATHERING INFORMATION 
   
  The Market is crowded, traders have come from 
  across the Bey and some have even journeyed across the 
  river hailing from Ekbir and Tuflik. The sheer number of 
  people makes listening to rumors time-consuming, let 
  alone sorting through them for useful information. Each 
  Gather Information attempt takes 1d4+3 hours but offers 
  multiple results. 
   
  DC 5: Kurteq is a small fishing village on the Tuflik River 
  which has seen a sudden increase in population over the 
  last few months. And apparently the mayor is a kobold! 
   
  DC 10: A few years back, adventurers began to settle in 
  Kurteq bringing expensive magical items and hordes of 
  treasure that inflated the local economy. This has 
  attracted people seeking to take advantage of the boom. 
  And the town elected a Suel paladin as mayor who 
  promptly died shortly after and was reincarnated as a 
  kobold.  
   
  DC 15: A gang of racketeers has moved into Kurteq and 
  has been threatening folk for protection money, 
  occasionally even kidnapping travelers! The Spahis have 
  been trying to get merchants to speak out but the last one 
  to do so had his store burn down and his legs broken. 
   
  DC 20: The Spahis have tried a number of tactics to find 
  the criminal’s lair, including tracking dogs. However, the 
  animals always lost the scent before anyplace was found. 
   
  DC 25: The only merchant to talk to the Spahis was Basir 
  ben Aras. His left leg was shattered and now he lives as a 
  beggar on the streets. 
  ZEF7-08 Killing Time in Kurteq 
   
  Page 5 
  
   
  DC 30: The racketeers have often been seen moving 
  around the river but never near the docks and they have 
  not threatened the dock workers or fishermen.  
   
   
  A number of other rumors also catch the PCs 
  attention. Use the results of the above Gather 
  Information check or substitute for a Knowledge (Local: 
  VTF) or Bardic Knowledge check. 
   
  Parshadon 
  DC 5: Parshadon is a town built on the Western coast of 
  Zeif.  
   
  DC 10: The town is built along the base of a steep hill and 
  around a bay.  
   
  DC 15: Parshadon has been suffering misfortune after its 
  mines were emptied of ore. 
   
  DC 20: There are a number of abandoned ruins nearby 
  the town. These attract the attention of adventurers from 
  time to time.  
   
  DC 25: There is a powerful sorcerer living near the town 
  and she is rumored to grant favors to those who offer 
  something of suitable interest.  
   
  Sukarta 
  DC 5: Sukarta is a source of fresh water for passing ships. 
  There are roads into and out of town but they are seldom 
  used. 
   
  DC 10: Being in a lush valley we have some very fertile 
  land for planting food raising domestic animals. There are 
  also steam fields for the interested parties 
   
  DC 15: The waters of Sukarta are rumored to have 
  healing properties. The water is rich in minerals and 
  slightly warmer then normal water. 
   
  DC 20: The community of Sukarta is built on the side of a 
  dormant volcano. It is rumored that great magic may be 
  all that keeps it slumbering and protects the village. 
  DC 25: A great battle was fought here in the past. The 
  ancient war may have been between Divine and Demonic 
  forces that lead to the current state of the volcano. What 
  may be inside? 
   
  DC 30: A god may have set foot in the area in the past. 
  This could be the reason for the dormant state to the 
  volcano and the vibrant plant life in the region. Some say 
  the deity came willingly and may have left something 
  behind. 
   
  DC 35: Something may be trapped near the town, in an 
  ancient location where it is kept imprisoned by strange 
  magics. This may have later good or disastrous affects on 
  the community 
    
  Korsan 
  DC 10: While it is hardly a jewel among the waves the 
  small port town of Korsan holds a certain charm that 
  many people find alluring. Some take solace in the fact 
  that Korsan is a self declared haven for all, a safe house 
  where individuals can find a safe place to rest, or trade ill- 
  gotten goods without fear from the officials, at least while 
  they stay within town limits. It is a quiet hamlet that 
  merchants, the Zeif navy, and even the occasional pirate 
  (flying false colors of course) can get a warm meal, a bed 
  and a bit of news as they allow their ships to bob quietly 
  in the waves of the Dramidj Ocean. 
   
  DC 15: After hitting the "Big Score" former privateer 
  Berker al' Muhalin landed in Korsan, where his 
  retirement was violently interrupted by a marauding 
  band of slavers. To this day, there is a yearly festival to 
  celebrate Berker's heroic deeds. 
   
  DC 20: Shortly after settling into Korsan, Berker was 
  seen in the company of a beautiful blonde haired female. 
  No one knows who she is or where she came from, but 
  she can be seen around town and along the coast from 
  time to time, always with a smile and a helping hand, 
  then gone again before you have a chance to say "Thank 
  you". 
   
  DIVINATION 
   
  At higher APLs the PCs may be able to employ 
  divination, scrying or other spells to locate either the 
  gang or their lair. Allow the PCs to do so but pay attention 
  to their wording. Unspecific divination attempts to locate 
  the gang will direct the PCs to the front-house while 
  attempts to locate the leader will lead them Basir ben 
  Aras, a beggar at the town square. 
   
  If the PCs attempt a divination to find the racketeers 
  or learn more clues read or paraphrase the following: 
   
  The broken man knows your prey and where they 
  hide from sight. Seek him by the stone memories of 
  the heroes might.   
   
   
   
  The clue refers to monument built for the Heroes of 
  the Lost City found in the town green (see Encounter 7). 
  A DC 15 Knowledge (Local: VTF) or DC 20 Bardic 
  Knowledge check will reveal this. 
   
  The scrying spell can be used to locate al Kiral 
  however it is extremely unlikely the PCs will have met 
  him granting al Kiral a significant bonus to his Will save. 
  Knowing that there is a boss is not enough information to 
  give the PCs secondhand knowledge for purposes of the 
  save but learning his name would.  
   
  INTERVIEWING VICTIMS 
   
  The merchants have been repeatedly intimidated by 
  the racketeers over a long period and do not readily 
  volunteer information. They have been told that speaking 
  with adventurers means death.  
  ZEF7-08 Killing Time in Kurteq 
   
  Page 6 
  
   
  Convincing the merchants to open up requires a 
  Diplomacy or Intimidate check. The increasing DC 
  reflects the thugs’ increasing skill at Intimidation.  
   
  APL 2 – DC 16 
  APL 4 – DC 19 
  APL 6 – DC 20 
  APL 8 – DC 22 
   
   
  What do you know about the criminals? “Little. 
  They have only been in town a few months and try to 
  avoid attention, especially from the Spahis and 
  adventurers.” 
   
  What do they want? “Money. If we pay they say our 
  stores will be protected from ‘accidents’ and they’ll see 
  nothing bad happens to our families.”  
   
  What happens if you refuse? “Then they break our 
  wares and beat us. It gets worse each time we refuse.” 
   
  Why don’t you talk to the Spahis? “Someone did 
  once. His stall burned to the ground and beat him so 
  badly even now he can barely walk.” (Note: the 
  merchants no longer remember exactly when or whose 
  store was torched.) 
   
  Why don’t you hire adventurers? How come they 
  don’t get involved? “I’ve heard them talking –you know, 
  in-between beating me– and apparently their leader has 
  strictly told them to avoid anyone who even looks like an 
  adventurer or mercenary.    
   
  Have you heard about kidnappings? “Yes, terrible 
  business. A rug trader was taken a few weeks back and I 
  heard that a couple nights back someone was snatched off 
  the streets. If your family and friends cannot afford your 
  release then you are found floating in the Tuflik!” 
   
  Why don’t you unite, the merchants must 
  outnumber them? “True, but they will just strike when 
  we are apart. We cannot move as a group all the time and 
  I cannot risk being the one caught alone.” 
   
  4: THE INN 
  Xoshour's Belly is Kurteq’s sole tavern and inn. Easily the 
  largest structure in town, it is perpetually filled with 
  adventurers and residents too lazy to buy houses. The 
  innkeeper himself has been untroubled by the racketeers 
  as they know better than to threaten a man housing a 
  dozen well-armed mercenaries.  
   
  Food and lodgings are available at the Inn but 
  inflation has raised prices higher than the rest of the 
  town. Anything purchased at the inn costs 25% more than 
  the market price.  
   
   
  Named after the famed dragon-turtle that ate the first 
  Sultan, (Ozef the warrior) Xoshour’s Belly is a 
  hospitable inn. Divans are set along the walls and 
  paired with small tables. The fruity aroma of hookah 
  (water pipe) tobacco mixes in the air with the scents of 
  coffee and spice. In the far corner a meddah 
  (storyteller) is relating a tale of the Sultan Kouroz.  
   
  GATHERING INFORMATION 
   
  The Inn is full of relaxing adventurers, some in 
  denial over events but most just too busy with their own 
  affairs. Merchants have been warned about talking with 
  adventurers and fewer rumors have spread this far.  
   
  The innkeeper, Burij al Kurteq (a half-Rhenee 
  affectionately nicknamed “Bargie” by the inn’s patrons), 
  knows the town and can offer directions or answer 
  simple questions raised by the PCs, especially if they 
  purchase a mug of coffee or some turtle soup. However, 
  the innkeeper has grown soft and spoiled over the past 
  two years of being the first stop for adventurers laden 
  with gold and treasure.  
   
  Likely questions and responses appear below. 
   
   
  Tell us about the criminals? Have you ever been 
  threatened? “Oh, I don’t know much about any unsavory 
  folk. Never had many problems, even bar brawls are rare. 
  Think folk here want to get away from that stuff. If they 
  want trouble they just pop over to Greyhawk or Zeir-i-
  Zeif.”  
   
  You haven’t heard anything? “I’ve heard some talk, 
  mostly wild rumors: roaming gangs, kidnappings and the 
  like. Nothing I’ve seen with my own eyes.”   
   
  Kidnappings? “Rumors! People get lost on the road, 
  wander off and the like. A rug merchant disappeared a 
  couple weeks back and just the other day some scholar 
  vanished, Hamza F kih or something. Probably fell into a 
  hole somewhere while reading.” 
   
  Do you know a merchant whose stall burned 
  down? “I know him, fellow by the name of Basir ben 
  Aras. Sad accident that. He doesn’t talk much about it. 
  Also broke his leg that day and now he spends his time 
  begging across the road at the Lost City Monument.”  
   
  Do you know about the Dusk Lash? “A fellow does 
  hear things. They’ve been here for years but keep quiet. 
  Mostly smuggling and the like. Haven’t had any 
  problems. They used to be my best customers.” 
   
  Development: The innkeeper can direct the PCs to the 
  monument and ben Aras the beggar. Eser ibnt Duman 
  can also be found in the inn if the PCs met her in 
  Encounter 3. She can clarify any questions the PCs have 
  about the Dusk Lash but avoids them if she believes they 
  are working for the Spahis. 
   
  6: THE BARRACKS 
  The Spahis are currently rooming with the Town Watch 
  in the cramped town barracks. If the PCs are looking to 
  discuss matters with Kaptan ibn Tuncay he is found here. 
  Any surviving thugs placed under arrest will also be 
  found inside.  
   
  The Watch’s Barracks is an unimaginative wooden 
  structure designed strictly to house the town’s guard. 
  Built close to the river the damp winds have stripped 
  all paint off the walls. Neighboring the building is the 
  lone watchtower keeping a vigilant, if bored, eye on 
  the Tuflik and the Ekbirrans.  
  ZEF7-08 Killing Time in Kurteq 
   
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  INTERVIEWING GUARDS AND SPAHIS 
   
  If the PCs agreed to help the Spahis in Encounter 1 
  their attitude is friendly and they gladly answer any 
  questions. If the PCs avoided or insulted the Spahis then 
  the PCs will first have to convince them of their 
  intentions moving them from indifferent to friendly. 
   
  Once they trust the PCs the Watch answers any 
  questions on the manhunt. Both the Spahis and the 
  Watch are aware of the Dusk Lash but mistakenly believe 
  the extortionists are either members of the same 
  organization or working together. 
   
   
  What do you know about this gang? “Precious 
  little. They have been in town for several years. They used 
  to spend most of their time smuggling but they have 
  grown bolder of late.” 
   
  What have you done to stop them? “We have tried 
  tracking them and tried convincing merchants to speak 
  out. That did not work. We also had guards dress as 
  merchants and hide in the market.”  
   
  What happened to the trader whose stall was 
  burned? “That was ben Aras. Pity that. He sent word he 
  was willing to speak out and that night he was beaten 
  near death and his tent lit ablaze. I believe he’s begging 
  on the street now.” 
   
  What do you know of the Dusk Lash? “Rumors at 
  best. We suspect that they’re involved, if not behind this 
  entire matter, but have no proof.” 
   
  Have you heard about kidnappings? “No. Why, 
  have you?” 
   
  INTERVIEWING THUGS 
   
  If the PCs captured the thugs from Encounter 1 
  they are taken to the barrack and can be questioned. 
  Alternatively, if the PCs were ambushed in Encounter 8 
  any arrested attackers were taken here. 
   
  To get information from captured thugs they must 
  be convinced to talk. They are hostile for purposes of 
  Diplomacy and are allowed to make a modified level 
  check to oppose Intimidation. Even if either check is 
  successful they will provide as limited information as 
  possible.  
   
  If the Diplomacy check raises the thugs’ attitude to 
  helpful or the PCs’ Intimidate check beats the thug’s level 
  check by more than 15 then the thugs may provide more 
  information. This also applies if mind-controlling magic 
  is used. 
   
  The thugs’ modified level checks for Intimidate are 
  summarized below: 
   
  APL 2 – d20+2 
  APL 4 – d20+3 
  APL 6 – d20+4 
  APL 8 – d20+6 
   
   
  Why are you threatening people? “For money. 
  They’re getting stacks from you mercs and we just want 
  our share of the wealth.” 
   
  Where is your lair? “Store. By the river. Work out of 
  the back.” This is not enough information for the PCs to 
  locate the al Ourr’s store. If the thugs are persuaded 
  enough they can give accurate directions to the building.   
   
  Who are you working for? “Man by the name of al 
  Kiral. No one you’d have heard of.”  
   
  What do you know about your boss? “He’s called al 
  Kiral, and he’s smart and cunning, organized all of us like 
  he did. And he’s a powerful wizard. Or sorcerer. 
  Something with magic.” If the thugs are persuaded to 
  reveal more information they will comment that al Kiral 
  does not stay with them at the store and spends much of 
  his time away. They will also mention he is often seen 
  with a dwarf whom they have never seen walking the 
  streets of Kurteq. 
   
  Are you kidnapping people? “We dabble; ransoms 
  pay better with less breaking of stuff. Plus you only have 
  to 
  beat 
  up 
  one 
  person.” 
   
  7: THE BEGGAR 
  Basir ben Aras was once a merchant but is now crippled 
  and living on handouts. The PCs can be directed to ben 
  Aras from the Innkeeper or simply wander around town 
  until they stumble into him.  
   
  A small patch of parkland is set aside as the town 
  square, muddied from frequent travelers taking a 
  shortcut to Xoshour's Belly. During the summer 
  months it is set aside as festival grounds for tents and 
  stalls but is currently empty. On the edge is a stone 
  monument of recent construction dedicated to the 
  Heroes of the Lost City. 
   
  The monument itself is a smooth white-stone obelisk 
  set on a large square slab. Carved into the base are 
  images of Zeifan heroes bravely confronting a fiery 
  humanoid monster. 
   
  Leaning on the bottom of the monument is a haggard 
  man dressed in torn clothes. His wooden crutch sags 
  under him as he moves the weight off his twisted leg. 
   
   
  Basir has lost almost everything but is still alive, and 
  does not wish to risk his life by handing over the 
  racketeers. To win him over the PCs must make a DC 13 + 
  APL Diplomacy check. If the PCs give him some gold 
  (roughly 5x APL) this reduces the check by 10. 
   
   
  What happened to you? “Made a mistake. Learned 
  too much. Threatened to go to the Watch. Then I sat by as 
  everything I owned burned while two burly men took 
  clubs to my leg.” 
   
  Why didn’t you talk to the Spahis? “They would 
  have killed me. My life is not worth much but it is all I 
  have left." 
   
  What do you know about the gang? “Used to know 
  one of the members; dumb fishmonger by the name of al 
  Ourr. Saw them milling around his store more than 
  once.”  
  ZEF7-08 Killing Time in Kurteq 
   
  Page 8 
  
   
  You know where their lair is? “Not really. Seen 
  them walking around town. Saw them several times 
  around al Ourr’s shop. Not that many people buy there 
  anymore. His fish are half-rotten.” 
   
  Development: Basir can give directions to al Ourr’s fish 
  shop. If the PCs go there proceed to Encounter 9. If the 
  PCs succeeded in their Diplomacy check, if asked Basir 
  will speak with the Spahis and tell them what he knows.  
   
  If they fail to convince Basir he mutters that the PCs 
  should “go talk to the Spahis, or something.” directing the 
  PCs to the Barracks. 
   
  8: THE AMBUSH 
  This is an optional encounter that can be added for a 
  number of reasons. If the adventure is being played in a 
  time-sensitive environment, such as a convention, this 
  encounter can be used to speed along the investigation. 
  This encounter can also be used if PCs are stuck.  Use the 
  combat statistics of the Ruffians in Encounter 9 and 
  Appendix 1 for this encounter along with the related 
  treasure.  
   
  Alternatively, if the PCs avoided or missed 
  confronting the thugs in Encounter 1 they return now to 
  attempt to scare away the PCs. If this is the case substitute 
  the stat block below for the appropriate one.  
   
  The PCs have attracted the attention of al Kiral and 
  his gang. They are attempting to frighten the PCs off or 
  drive them out of town. A group of gang members hides 
  in a small alley beside a house and moves in behind the 
  PCs attempting to surprise them. Refer to DM Map 1 for 
  a street layout and place the gang accordingly. They are 
  assumed to have plenty of time to plan their ambush and 
  they Take-20 on their Hide checks (refer to Appendix 1). 
  If the PCs succeed their Spot check, read or paraphrase 
  the following: 
   
  Cats are common on the streets of Kurteq, well-fed on 
  fish from the Tuflik and by kind residents. Abruptly, 
  one of the furry horde darts suddenly in front of you, 
  startled by something in a nearby alley. Inside, 
  attempting to hide, are armed men who quickly move 
  forward. 
   
   
  If the PCs fail their Spot check, read or paraphrase 
  the following: 
   
  Cats are common on the streets of Kurteq, well-fed on 
  fish from the Tuflik and by kind residents. Abruptly, 
  one of the furry horde darts suddenly in front of you, 
  vanishing into a nearby home.  
   
  Then, from behind a serious voice barks a command 
  and several armed men move to attack.   
   
  Tactics: Little more than bullies the gang is used to 
  preying on cowed merchants who do not fight back. They 
  are unprepared for determined adventurers. Hoping to 
  use the element of surprise they focus on a single weak-
  looking opponent attempting to catch them flat-footed or 
  move into flanking.  
   
  The thugs will continue to fight until there is only 
  one or two left surviving after which they will surrender 
  when seriously wounded or attempt to run. 
   
  Development: If any attackers survived the PCs can 
  attempt to interrogate them. If the group is composed of 
  thugs from Encounter 1 refer to the information in 
  Encounter 6. However, since they were so recently 
  beaten they take a -4 moral penalty on their modified 
  level check to oppose Intimidation.  
   
  If the attackers were taken from Encounter 9 then 
  there is no combat during that encounter. Refer to that 
  encounter for more details. 
   
  9: THE FRONT 
  This small shop was once the business of Prung al Ourr, a 
  local fishmonger who joined with the gang out of greed 
  and turned his back on the town. The store now acts as 
  hideout for newcomers to the gang and hides the main 
  entrance to the true lair.  
   
  For the layout of the building refer to DM Map 2. 
   
  The PCs can discover the building a number of ways. 
  They can intimidate captured racketeers, speak with 
  Basir, follow escaping thugs or even attempt to track 
  people to it. However, al Kiral chose this building 
  specifically to throw-off animals (especially tracking 
  dogs).  
   
  The shop of al Ourr is a tiny kamara on the edge of 
  town by the Tuflik River. The air reeks of fish and 
  there is a small rotting pile at the side of the building 
  even the cats avoid. Stained curtains hang over the 
  doorway, the interior clearly visible through any of 
  the numerous holes.  
   
   
  If anyone enters then al Ourr enters from the 
  backroom and makes a half-hearted effort to sell the 
  visitors some fish. He is scrawny, dressed in filthy clothes 
  and missing multiple teeth yet insists on smiling at his 
  “customers”. His stock is aging and half-rotten but he still 
  charges outrageous prices (5-8 sp each). He denies any 
  association with the gangs and tries to shift blame to 
  other townsfolk. If threatened he immediately flees to 
  the back room locking the door. There he warns the 
  thugs resting in the back room who ready for combat. 
   
  Wooden Door: 1in. thick, hardness 5; hp 10; AC 5; 
  Break DC 15, Open Locks DC 20.  
   
  Al Ourr: male human commoner 1/expert 1 (Bluff 
  +3).  
   
  If the PCs search around the back of the building 
  they find a back entrance and shuttered windows on both 
  sides. The rear door is locked but the shutters are not. A 
  DC 15 Listen check allows the PCs to overhear arguing. 
  The gang is debating what to do with F kih whom they 
  are having difficulty ransoming. For PCs listening 
  directly at the door or windows the check is reduced to 
  DC 5.  
  ZEF7-08 Killing Time in Kurteq 
   
  Page 9 
  
   
   
  Wooden Door: 1in. thick, hardness 5; hp 10; AC 
  5; Break DC 15, Open Locks DC 25.  
   
   
  Shutters: 1in. thick, hardness 5; hp 10; AC 5; 
  Break DC 10.  
   
  A fog of stale fish odor permeates the entire 
  stockroom. Several small baskets are piled against the 
  wall, filled with assorted trinkets of varying value. 
  Lying in the corner is a bound and gagged figure 
  (recognizable as Hamza F kih for those who have met 
  him before). Four surly armed figures move about the 
  middle of the room, intent on nothing good.  
   
  APL 2 (EL 2) 
   
  Ruffians (4): human warrior 1; hp 9 each; Appendix 
  1. 
   
  APL 4 (EL 3) 
   
  Ruffians (4): human warrior 2; hp 15 each; 
  Appendix 1. 
   
  APL 6 (EL 5)  
   
  Ruffians (4): human warrior 2/rogue 1; hp 20 each; 
  Appendix 1. 
   
  APL 8 (EL 6)  
   
  Ruffians (4): human warrior 1/rogue 2; hp 19 each; 
  Appendix 1. 
   
  Tactics: The thug’s tactics depend on how combat was 
  initiated. If warned by al Ourr they take flanking 
  positions by the doorways and ready weapons. If caught 
  by surprise they will do their best to defend themselves 
  focusing on the opponent that seems to be the largest 
  threat. Regardless of how the melee started al Ourr will 
  cower in the corner yelping if anyone approaches. 
   
  Treasure: The thugs carry the following treasure: 
   
  APL 2: Loot 56 gp; Coin 10 gp; Total 66 gp. 
   
  APL 4: Loot 62 gp; Coin15 gp; Total 77 gp. 
   
  APL 6: Loot 62 gp; Coin 25 gp; Total 87 gp. 
   
  APL 8: Loot 162 gp; Coin 35 gp; Total 197 gp. 
   
   
  Hidden under the pile of baskets at the edge of the 
  room is a trap door leading to small underground tunnel. 
  A DC 20 Search check will uncover the pit. F kih knows 
  about the trap door and informs the PCs if they fail to 
  notice it. If the PCs enter the tunnel proceed to 
  Encounter 10.  
   
  Hamza F kih thanks the PCs profusely when freed; 
  focusing his thanks on anyone he has previously met (in 
  ZEF6-04 Generosity or other adventures in the Zeif 
  “Town Tours” arc). If any PCs purchased the Chalice 
  during ZEF6-04 Generosity and posses his favor then 
  F kih will offer to reveal what he has learned of it.  
   
  Development: If the thugs from this encounter were 
  used in Encounter 8 then al Ourr is alone in the building 
  with the restrained Hamza F kih. Al Ourr still tries to 
  lock himself away but if cornered he surrenders without a 
  fight. 
   
  10: THE TUNNELS 
  Connecting the two homes is a winding underground 
  tunnel. It was slowly dug out under the supervision of 
  Durivar al Yatil, the dwarven bodyguard of al Kiral. 
   
  Built to allow the gang to move invisibly across town 
  and transport larger goods without attracting attention, it 
  also allows al Kiral to meet with his minions without 
  being seen in the vicinity of al Ourr’s shop and keeps 
  untested members from knowing the location of their 
  boss and the more valuable of the stolen property.  
   
   
  With a groan the trapdoor opens into a tunnel 
  burrowed into the sandy soil. A shoddy wooden 
  ladder leads down, barely held up by the loose silty 
  earth. Droplets of water fall from the tunnel’s low 
  ceiling and support beams, the moisture fueled by the 
  nearby river. While crudely dug the fact it manages 
  not to collapse is a testament to the designer’s talents.  
   
   
  The tunnels are narrow with a low roof, a little over 
  nine feet tall. Larger creatures can fit through the tunnels 
  but may have to squeeze in a few places. The loose dirt of 
  the walls makes climbing difficult; while there is 
  adequate hand and footholds the damp soil is treated as 
  slippery for determining the DC. 
   
  The tunnel itself is unguarded but al Kiral has 
  stationed a lookout. The hired wizard watches the tunnel 
  through a hidden spy hole. His job is not to attack but 
  delay intruders and then warn the gang members at the 
  tunnel’s end, who then warn al Kiral. There is a long 
  string attached to a bell that the wizard uses to warn of an 
  ambush. Alert PCs can hear the alarm with a DC 23 Listen 
  check. A DC 30 Search check will uncover the spy hole. 
  Dwarves can employ their racial Stonecutting bonus to 
  this check and do not have to be actively searching 
  however, because it not a secret door, elves do not 
  automatically receive a check.  
   
  The hired wizard has a scroll of minor image (or 
  major image at higher APLs). The wizard casts the spell 
  when he sees or hears the PCs. Being low level he need to 
  make a DC 4 caster level check at APL 2 and 4 to use the 
  scroll. This increases to a DC 6 caster level check at APL 6 
  and 8.  
   
  Refer to DM Map 3 for the tunnel’s layout. 
   
  THE ILLUSION 
  The wizard uses his scroll to create an illusion designed to 
  frighten the PCs. He favors rust monsters but this can be 
  substituted for a more personalized threat depending on 
  the party and play environment.  
   
  The DC of the illusion varies depending on APL. Use 
  pre-rolled Will Saves if possible to prevent metagaming. 
  Remember that PCs only make a Will Save after they 
  interact with or study the illusion, just seeing it is not 
  enough.  
   
  ZEF7-08 Killing Time in Kurteq 
   
  Page 10 
  
  APL 2 – DC 13 
  APL 4 – DC 13 
  APL 6 – DC 14 
  APL 8 – DC 14 
   
   
  When the PCs approach the wizard have them make 
  Spot and Listen checks. With a DC 5 Listen or DC 10 
  Spot the notice the “rust monster” as it first emerges from 
  around the corner. 
   
  Ahead a sharp right curve cuts off the rest of the 
  tunnel. From beyond there is a low clicking sound.  
   
  Long antennae flick through the air, poking out from 
  around the corner. A red-brown creature steps 
  forward on its four insect-like legs, a long curiously 
  shaped tail wags lazily behind it. A large rope is tied 
  around its neck leashing the creature to the wall.  
    
   
  The wizard varies the appearance of the rust monster 
  depending on the level of the party. Refer to the below 
  information to decide if an attack misses or connects (for 
  purposes of interaction) and deciding the effects of spells. 
  Assumed Hit Dice are also included for use of Knowledge 
  (dungeoneering) or Knowledge (arcana).  
   
  APL 2 (EL –) 
   
  Rust Monster: Monster Manual 216. 
   
  APL 4 (EL –) 
   
  Rust Monster: CR 5 large advanced aberration; HD 
  9, touch AC 12; Monster Manual 216. 
   
  APL 6 (EL –)  
   
  Rust Monster: CR 6 large advanced aberration; HD 
  13, touch AC 11; Monster Manual 216.  
   
  At this APL and higher the rust monster is assumed 
  to have the Deformity (Tall) feat and have 10ft. reach (see 
  Appendix 2).  
   
  APL 8 (EL –)  
   
  Half-Red Dragon Rust Monster: CR 7 large dragon; 
  HD 16, touch AC 11; Monster Manual 216.  
   
  At this APL the rust monster is assumed to also have 
  the Combat Reflexes feat.  
   
  Tactics: The “rust monster” reveals itself and then moves 
  back around the corner of the tunnel letting the PCs 
  come to it, the “leash” preventing it from moving forward 
  (and giving the PCs the impression they have some time 
  to prepare without it charging). The wizard has it react 
  accordingly to being struck, miming injury if need be. He 
  has it attack with its antennas and does not hesitate to 
  have it make attacks of opportunity, although all its 
  strikes conveniently miss.  
   
  The wizard stays at his post only as long as the 
  illusion holds then joins the rest of the gang at the end of 
  the tunnel, casting any buff spells he has. He only hopes 
  to buy a couple rounds of preparation with the illusion, or 
  possibly force the PCs to waste precious resources on a 
  phantom battle. If it lasts longer than 4 rounds he ceases 
  concentration and moves to the end of the tunnel. 
   
  Treasure: The wizard has the below treasure in addition 
  to that listed in Encounter 11. However, it is assumed 
  that the wizard uses the scroll but it is included in case 
  lucky or clever PCs prevent its consumption. 
   
  APL 2: Magic 13 gp; scroll of minor image (13 gp); 
  Total 13 gp. 
   
  APL 4: Magic 13 gp; scroll of minor image (13 gp); 
  Total 13 gp. 
   
  APL 6: Magic 32 gp; scroll of major image (32 gp); 
  Total 32 gp. 
   
  APL 8: Magic 32 gp; scroll of major image (32 gp); 
  Total 32 gp. 
   
  Development: Depending on how long the illusion 
  delays the PCs the thugs may have more time to prepare. 
  The faster the PCs realize their foe is not real the easier 
  their next fight will be. If the PCs somehow manage to 
  detect the wizard refer to his stats in Appendix 1. If the 
  wizard is killed before he can join the rest of the gang, do 
  not include him in combat during Encounter 11. 
   
  PCs employing stealth or spells such as invisibility 
  may slip past the lookout avoiding this encounter and 
  perhaps even surprising the thugs in the next encounter.  
   
  11: THE HIDEOUT 
  This is a small room that acts as a guard post and place for 
  the gang to relax. At the end of the tunnel it is directly 
  below al Kiral home and hideaway. A ladder leads up into 
  the lair where they keep all their treasure and stolen 
  goods. A thin trap door covers the hole, hidden under a 
  large cushion.  
   
  How this encounter occurs depends on the outcome 
  of the previous encounter. It assumes the PCs are coming 
  from al Ourr’s store. If the thugs were warned by their 
  wizard lookout then they have hidden themselves in the 
  room and are readying to attack. If they are surprised 
  then they are interrupted in the middle of a game of 
  cards. Read of paraphrase the following:  
   
  The tunnel ends in a small, muddy chamber. Small 
  pools of water dampen the floor, pooling in many of 
  the deep footprints pressed into the soft ground. At 
  the far end of the earthen room a wooden ladder 
  leading upward. A single lantern hangs from it 
  support beam, hissing as water drips onto its metal 
  cap.  
   
  Scattered about the room are a number of wooden 
  crates, some are open exposing their straw-filled 
  packing. A few crates are arranged around makeshift 
  table topped with Three-Dragon Ante cards and 
  assorted stained coins.  
   
   
  If they had time to prepare then the racketeers Hide 
  and the PCs make opposing Spot checks. Those that fail 
  are surprised when the thugs leap out from behind crates. 
  ZEF7-08 Killing Time in Kurteq 
   
  Page 11 
  
  If they were not warned than no one is surprised unless 
  the PCs are using stealth.  
   
  APL 2 (EL 3) 
   
  Thugs (2): human rogue 1/fighter 1; hp 18 each; 
  Appendix 1. 
   
  Wizard: human wizard 1; hp 8; Appendix 1. 
   
  APL 4 (EL 5) 
   
  Thugs (2): human rogue 1/fighter 2; hp 28 each; 
  Appendix 1. 
   
  Wizard: human wizard 2; hp 12; Appendix 1. 
   
  APL 6 (EL 6)  
   
  Thugs (2): human rogue 1/fighter 3; hp 38 each; 
  Appendix 1. 
   
  Wizard: human wizard 3; hp 16; Appendix 1. 
   
  APL 8 (EL 7)  
   
  Thugs (2): human rogue 1/fighter 4; hp 47 each; 
  Appendix 1. 
   
  Wizard: human wizard 4; hp 20; Appendix 1. 
   
  Tactics: At the sound of the warning bell the thugs 
  immediately hide about the room and ready their 
  weapons. If they think they have the time then they 
  drink as many potions as they can. When they PCs enter 
  they use the alchemical capsules on their weapons and 
  attack, ganging up on the first PC that walks into range. 
  At APL 8 the thugs activate all three alchemical capsules 
  in the same round. 
   
  The wizard joins the group as soon as he thinks his 
  illusion has failed. If there is time he casts a buffing spell 
  or two, and then hides out of sight and readies spells. 
  While the thugs fight to the death the wizard is rather 
  cowardly and surrenders if injured and overwhelmed.  
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 85 gp; Coin 10 gp; Magic 50 gp; 2 
  potions of bear’s endurance (25 gp each); Total 145 gp. 
   
  APL 4: Loot 85 gp; Coin 10 gp; Magic 100 gp; 2 
  potions of bear’s endurance, 2 potions of bull’s strength 
  (25 gp each); Total 195 gp. 
   
  APL 6: Loot 127 gp; Coin 20 gp; Magic 100 gp; 2 
  potions of bear’s endurance, 2 potions of bull’s strength 
  (25 gp each); Total 247 gp. 
   
  APL 8: Loot 127 gp; Coin 40 gp; Magic 150 gp; 2 
  potions of bear’s endurance, 2 potions of bull’s strength 
  (25 gp each), 2 potions of cure moderate wounds (25 gp 
  each); Total 317 gp. 
   
  Development: Unless the PCs take measure to stay quiet 
  al Kiral hears the battle and begins packing up his 
  treasure. If the PCs manage to catch the guards unaware 
  and dispatch them in a single round or employ magical 
  means such as a silence spell then al Kiral will be 
  unaware.  
   
  12: THE SKIES 
  The true lair of the racketeers and al Kiral is an 
  unremarkable building. Here the gang keeps its various 
  spoils and treasures including artwork and chests of 
  coins. In the corner of the house is a large gaudy cushion 
  that hides the trapdoor to the tunnel. There is a large 
  open-air skylight in the middle of the ceiling, covered by 
  a canvas tarp during poor weather. Al Kiral spends much 
  of his days here relaxing in luxury. He adorns himself 
  with jewelry and eating only the finest food he can 
  smuggle into town. He has a servant that looks after his 
  every need. He is growing rather fat as a result of this 
  overindulgence. 
   
  When the PCs reach the end of the tunnel al Kiral 
  decides he has had a good stretch in Kurteq and it would 
  rather flee with as much treasure as he can than face the 
  law. Earlier he stole several carpets of flying and keeps 
  one ready in the middle of his lair. He gets his bodyguard 
  and servant to pile as much loot as they can onto the 
  carpet and prepare to get away. Regardless of how long 
  the PCs take below al Kiral will have just finishing 
  packing and taken flight.  
   
  When the PCs open the trapdoor and enter the 
  room, read or paraphrase the following: 
   
  A single-room kamara is atop the stairs. Piles of silk 
  pillows are stacked along the walls and there are a 
  number of tapestries and paintings along the walls. 
  There is the rich smell of the fresh fruit and fine wine 
  from the nearby table heavy with food. But it is the 
  large double doors at the back that catches your eye. 
   
  Just outside the open doors is a large courtyard with a 
  large carpet in the middle. The brightly woven rug is 
  floating a foot off the ground, hovering in place. A 
  stunned individual is standing beside it; a heavy 
  wooden box crammed with jewelry fills his arms as he 
  hesitates in your sight.  
   
  “Imzir, you fool!” A voice cries from above. Another 
  carpet hovers high in the air carrying two figures and, 
  from the bulge in the middle, quite a lot of cargo.  
   
   
  Imzir is a lowly servant of al Kiral. He will not fight 
  and screeches like a little girl if threatened. He was to 
  follow al Kiral on the second carpet after loading it with 
  the remaining treasure. 
   
   
  Imzir: male human commoner 1. 
   
   
  The fleeing carpet begins twenty-five feet in the air, 
  hovering fifteen feet above the kamaras roof. It is five feet 
  off the edge of the room and ten feet to the side of the 
  other carpet. The duo is on a 10 ft. by 10 ft. carpet of 
  flying (see the Dungeon Master’s Guide, page 252). Like 
  all carpets of flying it has average aerial maneuverability.  
   
  The carpet hovering in the middle of the courtyard is 
  the same size and there are two smaller carpets (one 5 ft 
  by 10 ft. and the other 5 ft. by 5 ft.) rolled up against the 
  ZEF7-08 Killing Time in Kurteq 
   
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  wall. A DC 5 Spot check will notice the extra carpets. The 
  PCs can follow the escaping criminal on the extra carpets 
  although higher-level tables might have access to fly 
  spells or other magic items that allow pursuit.  
   
  There is only one plan left for al Kiral: flee. However, 
  he is terribly greedy and refused to leave without his 
  treasure. His carpet is weighed down with several large 
  chests of clothes, art, jewelry and coins (mostly silver 
  djinn and copper dao), which reduces the carpet’s speed 
  to 30ft. There are five chests, each weighing 
  approximately 125 pounds. With the added weight of 
  Durival and al Kiral’s own stout frame they need to drop 
  three chests to fly at full speed (or two chests and one 
  passenger).  
   
  APL 2 (EL 4) 
   
  Durivar: dwarf fighter 2; hp 20; Appendix 1. 
   
  Al Kiral: human sorcerer 3; hp 13; Appendix 1. 
   
  APL 4 (EL 6) 
   
  Durivar: dwarf fighter 3; hp 28; Appendix 1. 
   
  Al Kiral: human sorcerer 4; hp 17; Appendix 1. 
   
  APL 6 (EL 7)  
   
  Durivar: dwarf fighter 4; hp 35; Appendix 1. 
   
  Al Kiral: human sorcerer 5; hp 21; Appendix 1. 
   
  APL 8 (EL 9)  
   
  Durivar: dwarf fighter 6; hp 43; Appendix 1.  
   
  Al Kiral: human sorcerer 8; hp 41; Appendix 1. 
   
  Tactics: Durival is foolishly loyal to al Kiral and will do 
  everything in his power to protect his employer. In his 
  first round he attacks full-attacks with his bow. If his 
  carpet is boarded or adjacent to the PCs Durival tries to 
  Bull Rush attackers off their carpet.  Al 
  Kiral, 
  despite 
  being more concerned with escaping than fighting, 
  readily uses his spells in combat. His first action is to 
  move the carpet farther away using spells if he feels there 
  is enough distance between him and the PCs. 
   
  If it appears the weighed-down carpet is too slow to 
  outrun pursuit al Kiral tries to gain altitude while Durival 
  pushes chests onto their pursuers’ heads (refer to the 
  Dungeon Master’s Guide, page 303 for damage from 
  falling objects).  
   
  At lower APLs possible falling damage from a trip off 
  a carpet might be too lethal for some parties, especially 
  ones that have had bad luck during earlier fights. If a 
  badly injured PC is knocked off a carpet the DM can rule 
  al Kiral was flying over the Tuflik, or that a convenient 
  cart of hay was below the PC partially cushioning the fall.  
   
  Treasure: There is quite a lot of treasure here (including 
  the carpet of flying) however most of this is stolen 
  property and must be returned to its owners. Thus it is 
  not added to the below treasure or counted towards the 
  gold cap (but the PCs can still gain AR access). The PCs 
  can gain the following treasure here: 
   
  APL 2: Loot 23 gp; Coin 20 gp; Magic 120 gp; ring of 
  feather falling (120 gp); Total 163 gp. 
   
  APL 4: Loot 48 gp; Coin 30 gp; Magic 125 gp; ring of 
  feather falling (120 gp), potions of cure light wounds (5 
  gp); Total 203 gp. 
   
  APL 6: Loot 68 gp; Coin 50 gp; Magic 333 gp; ring of 
  feather falling (120 gp), potions of cure light wounds (5 
  gp), ring of jumping (208); Total 451 gp. 
   
  APL 8: Loot 68 gp; Coin 130 gp; Magic 353 gp; ring 
  of feather falling (120 gp), potion of cure moderate 
  wounds (25 gp), ring of jumping (208); Total 471 gp. 
   
  POSSIBLE VARIANTS 
  If the PCs manage to locate al Kiral’s lair without first 
  going into the tunnels then he just happens to be on his 
  way to visit al Ourr the fishmonger and his home is 
  empty. A DC 12 Search check will reveal the trapdoor and 
  entry into the tunnels.  
   
  Al Kiral will send any remaining thugs to fight as a 
  distraction then attempt to double back and retrieve as 
  much treasure as possible. He will then attempt to flee as 
  normal.  
   
  If the PCs are quick and easily dispatch the guards in 
  Encounter 11 or do so in a way that would not warn al 
  Kiral then he might be surprised. In this case he and 
  Durival simply move atop the carpet of flying feigning 
  surrender then fly away.  
   
  CONCLUSION 
  The outcome of this adventure is dependant on which 
  faction the PCs give al Kiral. Ideally the PCs should 
  decide on a single group but if evenly split the DM can let 
  each player declare their allegiance while passing out 
  ARs. 
   
  AL KIRAL GIVEN TO SPAHIS 
  The PCs surrender al Kiral to Kaptan ibn Tuncay. Al Kiral 
  and any surviving racketeers are sentenced to fifteen 
  years of hard labor in the Sultanate’s mines. The Spahis 
  insist that the stolen property be returned to its rightful 
  owners and begin the long process of finding owners for 
  the goods. The PCs receive their agreed payment as well 
  as the “Influence with the Spahis” AR entry and the 
  related equipment. 
   
  AL KIRAL GIVEN TO DUSK LASH 
  The PCs give al Kiral to Eser ibnt Duman and the Dusk 
  Lash both he and his gang are never seen again, but 
  rumors of their prolonged death spreads throughout the 
  Bey. The Dusk Lash see that most of the stolen property is 
  returned to the townsfolk and that the PCs are paid for 
  their efforts. They also receive the “Influence with the 
  Dusk Lash” AR entry and the related equipment. 
   
  AL KIRAL ESCAPES 
  Despite their best efforts the PCs have failed. They 
  receive influence with neither the Spahis nor the Dusk 
  Lash. However, as long as the PCs attempted to stop the al 
  Kiral and succeeded in fighting a couple different groups 
  of thugs then the gang is assumed to crumble without 
  ZEF7-08 Killing Time in Kurteq 
   
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  leadership. Al Kiral flees Zeif for the immediate future 
  and causes trouble elsewhere.  
   
  GANG ROUTED 
  Regardless of whom (if anyone) the PCs give al Kiral to 
  the Town Guardsmen are pleased to have their home safe 
  and speak highly of the PCs granting the “Character 
  Witnesses” AR entry. Likewise, as long as the PCs tried to 
  stop the racketeers the merchants and traders of the town 
  are happy and the PCs receive the “Friend of the 
  Merchants” AR entry. If the PCs managed to discover the 
  hidden tunnel beneath Kurteq then they also discovered 
  the gang’s stash of alchemical capsules.  
   
  THE CHALICE 
  The chalice is one of many items that could have been 
  purchased by PCs who played ZEF6-04 Generosity. It is a 
  silver cup forged by Abib Suloiman as a replica of the Cup 
  of Al’Akbar to inspire the Paynim nomads. Hamza F kih 
  has recently researched this cup and unlocked a related 
  prayer which can affect divine magic. PCs who purchased 
  the chalice in ZEF6-04 Generosity and have F kih’s 
  favour from the same adventure receive “the Chalice” AR 
  entry. Hamza F kih must also be rescued from the 
  racketeer’s front or he will be unable to reveal his 
  findings. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Coin: 40-60 gp. 
   
  APL 4: Coin: 80-120 gp. 
   
  APL 6: Coin: 120-180 gp.  
   
  APL 8: Coin: 160-240 gp.  
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: The Shakedown 
  Experience objective 
  APL 2  
  90 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  9: The Front 
  Experience objective 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  180 XP 
   
  11: The Hideout 
  Experience objective 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  180 XP 
  APL 8  
  210 XP 
   
  12: The Skies 
  Experience objective 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Story Award 
  Objective(s) met: 
  APL 2  
  50 XP 
  APL 4  
  70 XP 
  APL 6  
  100 XP 
  APL 8  
  125 XP 
   
  Discretionary roleplaying award 
  APL 2  
  40 XP 
  APL 4  
  65 XP 
  APL 6  
  80 XP 
  APL 8  
  100 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  ZEF7-08 Killing Time in Kurteq 
   
  Page 14 
  
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  1: The Shakedown 
   
  APL 2: Loot 85 gp; Coin 10 gp; Total 95 gp. 
   
  APL 4: Loot 171 gp; Coin 15 gp; Total 196 gp. 
   
  APL 6: Loot 171 gp; Coin 25 gp; Total 196 gp. 
   
  APL 8: Loot 171 gp; Coin 35 gp; Total 206 gp. 
   
  9: The Front 
   
  APL 2: Loot 56 gp; Coin 10 gp; Total 66 gp. 
   
  APL 4: Loot 62 gp; Coin15 gp; Total 77 gp. 
   
  APL 6: Loot 62 gp; Coin 25 gp; Total 87 gp. 
   
  APL 8: Loot 162 gp; Coin 35 gp; Total 197 gp. 
   
  10: The Tunnels 
   
  APL 2: Magic 13 gp; scroll of minor image (13 gp); 
  Total 13 gp. 
   
  APL 4: Magic 13 gp; scroll of minor image (13 gp); 
  Total 13 gp. 
   
  APL 6: Magic 32 gp; scroll of major image (32 gp); 
  Total 32 gp. 
   
  APL 8: Magic 32 gp; scroll of major image (32 gp); 
  Total 32 gp. 
   
  11: The Hideout 
   
  APL 2: Loot 85 gp; Coin 10 gp; Magic 50 gp; 2 
  potions of bear’s endurance (25 gp each); Total 145 gp. 
   
  APL 4: Loot 85 gp; Coin 10 gp; Magic 100 gp; 2 
  potions of bear’s endurance, 2 potions of bull’s strength 
  (25 gp each); Total 195 gp. 
   
  APL 6: Loot 127 gp; Coin 20 gp; Magic 100 gp; 2 
  potions of bear’s endurance, 2 potions of bull’s strength 
  (25 gp each); Total 247 gp. 
   
  APL 8: Loot 127 gp; Coin 40 gp; Magic 150 gp; 2 
  potions of bear’s endurance, 2 potions of bull’s strength 
  (25 gp each), 2 potions of cure moderate wounds (25 gp 
  each); Total 317 gp. 
   
  12: The Skies 
   
  APL 2: Loot 23 gp; Coin 20 gp; Magic 120 gp; ring of 
  feather falling (120 gp); Total 163 gp. 
   
  APL 4: Loot 48 gp; Coin 30 gp; Magic 125 gp; ring of 
  feather falling (120 gp), potions of cure light wounds (5 
  gp); Total 203 gp. 
   
  APL 6: Loot 68 gp; Coin 50 gp; Magic 333 gp; ring of 
  feather falling (120 gp), potions of cure light wounds (5 
  gp), ring of jumping (208); Total 451 gp. 
   
  APL 8: Loot 68 gp; Coin 130 gp; Magic 353 gp; ring 
  of feather falling (120 gp), potion of cure moderate 
  wounds (25 gp), ring of jumping (208); Total 471 gp. 
   
  Conclusion 
   
  APL 2: Coin: 40-60 gp. 
   
  APL 4: Coin: 80-120 gp. 
   
  APL 6: Coin: 120-180 gp.  
   
  APL 8: Coin: 160-240 gp.  
   
  Treasure Cap 
   
  APL 2: 450 gp. 
   
  APL 4: 640 gp. 
   
  APL 6: 900 gp. 
   
  APL 8: 1,300 gp. 
   
   
  Total Possible Treasure 
   
  APL 2: Loot 249 gp; Coin 110 gp; Magic 183 gp; Total 
  542 gp.  
   
  APL 4: Loot 366 gp; Coin 190 gp; Magic 238 gp; Total 
  794 gp. 
   
  APL 6: Loot 428 gp; Coin 300 gp; Magic 465 gp; Total 
  1193 gp. 
   
  APL 8: Loot 528 gp; Coin 670 gp; Magic 535 gp; Total 
  1733 gp. 
   
  ADVENTURE RECORD ITEMS  
   
  Influence with the Spahis: For assisting in removing 
  the criminal element from Kurteq, your Affiliation score 
  with the local Elder Spahi increases by 1. Additionally, 
  items marked with a “@” are considered Open for you.  
   
  Influence with the Dusk Lash: For removing 
  competition in Kurteq your Affiliation score with the 
  Dusk Lash increases by 1. Additionally, items marked 
  with a “#” are considered Open for you. 
   
  Friend of the Merchants: The merchants of Kurteq are 
  grateful, offering a discount of 5% on any items purchased 
  on this AR. For residents of the town, the traders further 
  show their thanks by offering to sell back sold treasure: 
  items marked with a “*” become Regional access.  
   
  Character Witness: The local Watch is willing to testify 
  on behalf of the PC and has some pull with neighboring 
  cities. If a player is convicted of a crime in the VTF 
  metaregion the Watchmen of Kurteq will reduce the 
  sentence (TUs and fines) by one-quarter, rounded down. 
  For residents of Kurteq this is increased to half. Cross off 
  this favor when used. 
   
  Alchemical Arsenal: A small cache of alchemical 
  weapon capsules (CAd) were found during this 
  adventure. The character is treated as having Adventure 
  access to all capsules and retainers in that book. For 
  ZEF7-08 Killing Time in Kurteq 
   
  Page 15 
  
  residents of Kurteq with “Friend of the Merchants” this 
  becomes Regional access.  
   
  The Chalice: An imitation of the Cup of Al’Akbar that, 
  despite being a fake, still posses some divine power due to 
  reverence of the genuine Cup. Players who purchased the 
  chalice in ZEF6-04 Generosity prior to this adventure 
  unlock the powers of the chalice. Once per adventure a 
  caster is allowed to re-roll the result of a Conjuration 
  (Healing) spell if the chalice is held during the casting. 
  The caster must take the new roll even if lower than the 
  original. Additionally, in the hands of a divine spellcaster 
  it acts as a silver holy symbol of Al’Akbar. 
  ZEF7-08 Killing Time in Kurteq 
   
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  ZEF7-08 Killing Time in Kurteq 
   
  Page 17 
  APPENDIX 1: APL 2
  1: THE SHAKEDOWN  
   
   
  T HUG 
  CR  1 
  Male human rogue 1 
  NE Medium humanoid 
  Init +2; Senses Listen +3, Spot +1 
  Languages Common, Baklunish  
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor) 
  hp 7 (1 HD) 
  Fort +1, Ref +4, Will +0 
  Speed 30 ft. (6 squares) 
  Melee mwk club +3 (1d6+1) 
  Ranged shortbow +2 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2 
  Atk Options sneak attack +1d6 
  Special Actions Dodge 
  Abilities Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha 
  10  
  SQ trapfinding 
  Feats Persuasive, Dodge 
  Skills Appraise +3, Bluff +6, Escape Artist +5, Hide 
  +5, Intimidate +6, Listen +3, Move Silently +3, 
  Search +1Sense Motive+5, Tumble+3, 
  Possessions studded leather, masterwork club, 
  shortbow, 10 arrows 
   
  9: THE FRONT 
  R U FFI AN 
  CR  1/2 
  Male human warrior 1 
  NE Medium humanoid 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 16, touch 10, flat-footed 16 
   (+5 armor, +1 shield)  
  hp 9 (1 HD) 
  Fort +3, Ref +0, Will -1 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Melee scimitar +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Power Attack 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10  
  Feats Weapon Focus (scimitar), Power Attack 
  Skills Intimidate +4, Ride +2, Swim -2 
  Possessions chainmail, scimitar, light wooden shield 
   
  11: THE HIDEOUT 
  T HUG 
  CR  2 
  Male human rogue 1 / fighter 1 
  CE Medium humanoid 
  Init +5; Senses Listen +4, Spot +3 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 18 (2 HD) 
  Fort +4, Ref +3, Will +1 
  Speed 30 ft. (6 squares) 
  Melee mwk scimitar +4 (1d6+2) 
  Ranged dagger +2 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1 Grp +3 
  Atk Options sneak attack +1d6, alchemical weapon 
  capsules 
  Special Actions Combat Reflexes 
  Combat Gear quickflame weapon capsule* x3, potion 
  of bull’s endurance 
  Abilities Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 
  8  
  SQ trapfinding 
  Feats Improved Initiative, Combat Reflexes, Stealthy 
  Skills Hide +2, Intimidate +3, Listen +4, Ride +5, Spot 
  +3, Swim +0 
  Possessions combat gear plus masterwork scimitar, 
  chain shirt, triple weapon capsule retainer  
  * see Appendix 2: New Rules Item 
   
  W I Z AR D 
  CR  1 
  Male human wizard 1 
  N Medium humanoid 
  Init +2; Senses Listen +6, Spot +2  
  Languages Common, Baklunish, Dwarf 
  AC 12, touch 12, flat-footed 10 (+2 Dex) 
  hp 8 (1 HD)  
  Fort +1, Ref +2, Will +3 
  Speed 30 ft. (6 squares) 
  Melee dull fruit knife -1 (1d4-1) 
  Ranged light crossbow +2 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -1 
  Atk Options Point Blank Shot 
  Wizard Spells Prepared (CL 1st): 
   1st— grease (DC 13), ray of enfeeblement 
   0— daze (DC 12), ray of frost, resistance 
  Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha 
  10 
  SQ bat familiar 
  Feats Toughness, Point Blank Shot, Scribe Scroll  
  Skills Concentration +5, Knowledge (arcana) +6, 
  Knowledge (planes) +4, Listen +6, Spellcraft +6, 
  Spot +2 
  Possessions light crossbow, 10 bolts 
   
  12: THE SKIES 
  D U RI V AL 
  CR  2 
  Male dwarf fighter 2 
  LE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages 
  Common 
  Languages 
  Common, 
  Baklunish, Dwarf 
  AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 
  shield) 
  hp 20 (2 HD) 
  Fort +5 (+7 against poison), Ref +2, Will +0 
  
  Speed 20 ft. in breastplate (4 squares), base 
  movement 20 ft. 
  Melee dwarven waraxe +4 (1d10+2) 
  Ranged shortbow +4 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Power Attack, Improved Bull Rush 
  Abilities Str 15, Dex 14, Con 14, Int 13, Wis 10, Cha 
  6  
  SQ dwarf traits  
  Feats Power Attack, Block Arrows, Improved Bull 
  Rush  
  Skills Climb +1, Jump -5, Profession (miner) +5 
  Possessions 
  breastplate, 
  heavy 
  steel 
  shield, 
  dwarven waraxe, shortbow, 10 arrows 
   
  AL  K I R AL 
  CR  3 
  Male human sorcerer 3 
  NE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Baklunish 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 13 (3 HD) 
  Fort +2, Ref +3, Will +3 
  Speed 30 ft. in (6 squares) 
  Melee shortspear +0 (1d6-1) 
  Ranged shortspear +3 (1d6-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Special Actions Dodge 
  Sorcerer Spells Known (CL 3rd): 
   1st (5/day)— mage armor�,  magic missile, jump 
   0 (6/day)— daze (DC 12), detect magic, flare (DC 
  12), message, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 
  15  
  Feats Combat Casting, Persuasive , Dodge 
  Skills Bluff +10, Concentration +7 (+11 casting 
  defensively), Profession (extortionist) +6, Spellcraft 
  +7 
  Possessions ring of feather falling, 3 shortspears, 
  noble’s clothes, hundreds of pounds of stolen 
  jewelry 
  and 
  art.
  ZEF7-08 Killing Time in Kurteq 
   
  Page 18 
  
  APL 4 
  1: THE SHAKEDOWN  
  T HUG 
  CR  2 
  Male human rogue 2 
  NE Medium humanoid 
  Init +2; Senses Listen +5, Spot +1 
  Languages Common, Baklunish  
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor) 
  hp 12 (2 HD) 
  Fort +1, Ref +5, Will +0 
  Speed 30 ft. (6 squares) 
  Melee mwk club +4 (1d6+1) 
  Ranged mwk shortbow +4  (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options sneak attack +1d6 
  Special Actions Dodge 
  Abilities Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha 
  10  
  SQ trapfinding, Evasion 
  Feats Persuasive, Dodge 
  Skills Appraise +4, Bluff +7, Escape Artist +6, Hide 
  +5, Intimidate +9, Listen +5, Move Silently +3, 
  Search +1, Sense Motive+5, Tumble+5, 
  Possessions studded leather, masterwork club, 
  masterwork shortbow, 10 arrows 
   
  9: THE FRONT 
  R U FFI AN 
  CR  1 
  Male human warrior 2 
  NE Medium humanoid 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 17, touch 10, flat-footed 17 
   (+5 armor, +2 shield)  
  hp 15 (2 HD) 
  Fort +4, Ref +0, Will -1 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Melee scimitar +4 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Power Attack 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10  
  Feats Weapon Focus (scimitar), Power Attack 
  Skills Intimidate +5, Ride +2, Swim -2 
  Possessions chainmail, scimitar, heavy steel shield 
   
  11: THE HIDEOUT 
  T HUG 
  CR  3 
  Male human rogue 1/ fighter 2 
  CE Medium humanoid 
  Init +5; Senses Listen +5, Spot +3 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 26 (3 HD) 
  Fort +5, Ref +3, Will +1 
  Speed 30 ft. (6 squares) 
  Melee mwk scimitar +6 (1d6+2) 
  Ranged dagger +3 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2 Grp +4 
  Atk Options sneak attack +1d6, alchemical weapon 
  capsules 
  Special Actions Combat Reflexes 
  Combat Gear quickflame weapon capsule* x3, potion 
  of bear’s endurance, potion of bull’s strength 
  Abilities Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 
  8  
  SQ trapfinding 
  Feats Improved Initiative, Combat Reflexes, Stealthy, 
  Weapon Focus (scimitar) 
  Skills Hide +3, Intimidate +4, Listen +5, Ride +5, Spot 
  +3, Swim +0 
  Possessions combat gear plus masterwork scimitar, 
  chain shirt, triple weapon capsule retainer 
  * see Appendix 2: New Rules Item 
   
  W I Z AR D 
  CR  2 
  Male human wizard 2 
  N Medium humanoid 
  Init +2; Senses Listen +6, Spot +3  
  Languages Common, Baklunish, Dwarf 
  AC 12, touch 12, flat-footed 10 (+2 Dex) 
  hp 12 (2 HD)  
  Fort +1, Ref +2, Will +4  
  Speed 30 ft. (6 squares) 
  Melee dull fruit knife +0 (1d4-1) 
  Ranged light crossbow +3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Atk Options Point Blank Shot 
  Wizard Spells Prepared (CL 2st): 
   1st— grease (DC 13), magic weapon, ray of 
  enfeeblement,  
   0— daze (DC 12), ray of frost, resistance, touch of 
  fatigue (DC 12) 
  Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha 
  10 
  SQ bat familiar 
  Feats Toughness, Point Blank Shot, Scribe Scroll  
  Skills Concentration +6, Knowledge (arcana) +6, 
  Knowledge (planes) +5, Listen +6, Spellcraft +7, 
  Spot +3 
  Possessions light crossbow, 10 bolts 
   
  12: THE SKIES 
  D U RI V AL 
  CR  3 
  Male dwarf fighter 3 
  LE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages 
  Common 
  Languages 
  Common, 
  Baklunish, Dwarf 
  AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 
  shield) 
  ZEF7-08 Killing Time in Kurteq 
   
  Page 19 
  
  hp 28 (3 HD) 
  Fort +5 (+7 against poison), Ref +3, Will +1 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 20 ft. 
  Melee mwk dwarven waraxe +6 (1d10+2) 
  Ranged shortbow +5 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Power Attack, Improved Bull Rush 
  Combat Gear potion of cure light wounds 
  Abilities Str 15, Dex 14, Con 14, Int 13, Wis 10, Cha 
  6  
  SQ dwarf traits  
  Feats Power Attack, Block Arrows, Improved Bull 
  Rush, Plunging Shot* 
  Skills Climb +2, Jump -4, Profession (miner) +6 
  Possessions combat gear plus breastplate, heavy 
  steel 
  shield, 
  masterwork 
  dwarven 
  waraxe, 
  shortbow, 10 arrows  
  * see Appendix 2: New Rules Item 
   
  AL  K I R AL 
  CR  4 
  Male human sorcerer 4 
  NE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Baklunish 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 17 (4 HD) 
  Fort +2, Ref +3, Will +4 
  Speed 30 ft. in (6 squares) 
  Melee shortspear +1 (1d6-1) 
  Ranged shortspear +4 (1d6-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Special Actions Dodge 
  Sorcerer Spells Known (CL 4th): 
   2nd (4/day) — protection from arrows 
   1st (6/day) — mage armor�, magic missile, jump 
   0 (6/day) — acid splash, daze (DC 12), detect 
  magic, flare (DC 12), message, ray of frost  
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 
  16  
  Feats Combat Casting, Persuasive , Dodge 
  Skills Bluff +12, Concentration +8 (+12 casting 
  defensively), Profession (extortionist) +7, Spellcraft 
  +8 
  Possessions ring of feather falling, 3 shortspears, 
  noble’s clothes, hundreds of pounds of stolen 
  jewelry and art. 
  ZEF7-08 Killing Time in Kurteq 
   
  Page 20 
  
  APL 6 
  1: THE SHAKEDOWN  
  T HUG 
  CR  3 
  Male human rogue 3 
  NE Medium humanoid 
  Init +2; Senses Listen +5, Spot +1 
  Languages Common, Baklunish  
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor) 
  hp 17 (3 HD) 
  Fort +2, Ref +5, Will +1 
  Speed 30 ft. (6 squares) 
  Melee mwk club +5 (1d6+1) 
  Ranged mwk shortbow +5  (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options sneak attack +2d6 
  Special Actions Dodge 
  Abilities Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha 
  10  
  SQ trapfinding, Evasion, trap sense +1 
  Feats Persuasive, Dodge, Acrobatic 
  Skills Appraise +5, Bluff +8, Escape Artist +7, Hide 
  +5, Intimidate +10, Listen +5, Move Silently +3, 
  Search +2, Sense Motive+6, Tumble+9, 
  Possessions studded leather, masterwork club, 
  masterwork shortbow, 10 arrows 
   
  9: THE FRONT 
  R U FFI AN 
  CR  2 
  Male human warrior 2 / rogue 1 
  NE Medium humanoid 
  Init +4; Senses Listen +1, Spot +1 
  Languages Baklunish  
  AC 17, touch 10, flat-footed 17 
   (+5 armor, +2 shield)  
  hp 20 (3 HD) 
  Fort +4, Ref +2, Will -1 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Melee scimitar +4 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Power Attack, sneak attack +1d6 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10  
  SQ trapfinding 
  Feats Weapon Focus (scimitar), Power Attack, 
  Improved Initiative 
  Skills Intimidate +5, Listen +1, Ride +2, Spot +1, 
  Swim -2 Tumble -2, 
  Possessions chainmail, scimitar, heavy steel shield 
   
  11: THE HIDEOUT 
  T HUG 
  CR  4 
  Male human rogue 1 / fighter 3 
  CE Medium humanoid 
  Init +5; Senses Listen +5, Spot +3 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 38 (4 HD) 
  Fort +6, Ref +4, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk scimitar +7 (1d6+2) 
  Ranged dagger +4 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3 Grp +5 
  Atk Options sneak attack +1d6, alchemical weapon 
  capsules 
  Special Actions Combat Reflexes 
  Combat Gear quickflame weapon capsule* x3, potion 
  of bear’s endurance, potion of bull’s strength 
  Abilities Str 14, Dex 13, Con 16, Int 10, Wis 12, Cha 
  8  
  SQ trapfinding 
  Feats Improved Initiative, Combat Reflexes, Stealthy, 
  Weapon Focus (scimitar) 
  Skills Hide +5, Intimidate +4, Listen +5, Ride +5, Spot 
  +3, Swim +2 
  Possessions combat gear plus masterwork scimitar, 
  masterwork chain shirt, triple weapon capsule 
  retainer 
  * see Appendix 2: New Rules Item 
   
  W I Z AR D 
  CR  3 
  Male human wizard 3 
  N Medium humanoid 
  Init +2; Senses Listen +6, Spot +4  
  Languages Common, Baklunish, Dwarf 
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor) 
  hp 16 (3 HD)  
  Fort +2, Ref +3, Will +4  
  Speed 30 ft. (6 squares) 
  Melee dull fruit knife +0 (1d4-1) 
  Ranged light crossbow +3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Atk Options Point Blank Shot, Precise Shot 
  Wizard Spells Prepared (CL 3rd): 
   2nd— cat’s grace x2  
   1st— grease (DC 13), mage armor�, ray of 
  enfeeblement,  
   0— daze (DC 12), ray of frost, resistance, touch of 
  fatigue (DC 12) 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha 
  10 
  SQ bat familiar 
  Feats Toughness, Point Blank Shot, Precise Shot, 
  Scribe Scroll  
  Skills Concentration +7, Knowledge (arcana) +7, 
  Knowledge (planes) +5, Listen +6, Spellcraft +10, 
  Spot +4 
  Possessions light crossbow, 10 bolts 
   
  12: THE SKIES 
  D U RI V AL 
  CR  4 
  ZEF7-08 Killing Time in Kurteq 
   
  Page 21 
  
  Male dwarf fighter 4 
  LE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages 
  Common 
  Languages 
  Common, 
  Baklunish, Dwarf 
  AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 
  shield) 
  hp 35 (4 HD) 
  Fort +6 (+8 against poison), Ref +3, Will +1 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 20 ft. 
  Melee mwk dwarven waraxe +9 (1d10+3) 
  Ranged shortbow +6 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Power Attack, Improved Bull Rush 
  Combat Gear potion of cure light wounds 
  Abilities Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 
  6  
  SQ dwarf traits  
  Feats Power Attack, Block Arrows, Improved Bull 
  Rush, Plunging Shot*, Weapon Focus (dwarven 
  waraxe) 
  Skills Climb +4, Jump +4, Profession (miner) +7 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  breastplate, 
  heavy 
  steel 
  shield, 
  masterwork 
  dwarven waraxe, shortbow, 10 arrows  
  * see Appendix 2: New Rules Item 
   
  AL  K I R AL 
  CR  5 
  Male human sorcerer 5 
  NE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Baklunish 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 21 (5 HD) 
  Fort +2, Ref +3, Will +4 
  Speed 30 ft. in (6 squares) 
  Melee shortspear +1 (1d6-1) 
  Ranged shortspear +4 (1d6-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Special Actions Dodge 
  Sorcerer Spells Known (CL 5th): 
   2nd (5/day) — protection from arrows, scorching 
  ray 
   1st (5/day) — mage armor�, magic missile, jump, 
  true strike 
   0 (6/day) — acid splash, daze (DC 13), detect 
  magic, flare (DC 13), message, ray of frost  
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 
  16  
  Feats Combat Casting, Persuasive , Dodge 
  Skills Bluff +12, Concentration +9 (+13 casting 
  defensively), 
  Profession 
  (extortionist) 
  +7, 
  Knowledge (arcane) +3, Spellcraft +9 
  Possessions ring of feather falling, 3 shortspears, 
  noble’s clothes, hundreds of pounds of stolen 
  jewelry and art.  
  ZEF7-08 Killing Time in Kurteq 
   
  Page 22 
  
  ZEF7-08 Killing Time in Kurteq 
   
  Page 23 
  APL 8 
  1: THE SHAKEDOWN  
  T HUG 
  CR  5 
  Male human rogue 5 
  NE Medium humanoid 
  Init +3; Senses Listen +5, Spot +1 
  Languages Common, Baklunish  
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 armor) 
  hp 27 (5 HD) 
  Fort +2, Ref +7, Will +1 
  Speed 30 ft. (6 squares) 
  Melee mwk club +6 (1d6+1) 
  Ranged mwk shortbow +7  (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options sneak attack +3d6 
  Special Actions Dodge, uncanny dodge 
  Abilities Str 14, Dex 16, Con 13, Int 8, Wis 12, Cha 
  10  
  SQ trapfinding, Evasion, trap sense +1 
  Feats Persuasive, Dodge, Acrobatic 
  Skills Appraise +5, Bluff +10, Escape Artist +7, Hide 
  +9, Intimidate +12, Listen +9, Move Silently +5, 
  Search +2, Sense Motive+6, Tumble+11, 
  Possessions studded leather, masterwork club, 
  masterwork shortbow, 10 arrows 
   
  9: THE FRONT 
  R U FFI AN 
  CR  2 
  Male human warrior 1 / rogue 2 
  NE Medium humanoid 
  Init +4; Senses Listen +1, Spot +1 
  Languages Baklunish  
  AC 19, touch 12, flat-footed 17 
   (+5 armor, +2 shield, +2 Dex)  
  hp 19 (3 HD) 
  Fort +3, Ref +5, Will +1 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Melee mwk scimitar +6 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Power Attack, sneak attack +1d6 
  Abilities Str 15, Dex 14, Con 13, Int 9, Wis 12, Cha 
  10  
  SQ trapfinding, Evasion 
  Feats Weapon Focus (scimitar), Power Attack, 
  Improved Initiative 
  Skills Appraise +5, Intimidate +6, Listen +4, Ride +1, 
  Spot +4,  Swim -1 Tumble -1, 
  Possessions chainmail, masterwork scimitar, heavy 
  steel shield 
   
  11: THE HIDEOUT 
  T HUG 
  CR  5 
  Male human rogue 1 / fighter 4 
  CE Medium humanoid 
  Init +5; Senses Listen +5, Spot +4 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 47 (5 HD) 
  Fort +7, Ref +4, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk scimitar +8 (1d6+4) 
  Ranged dagger +5 (1d4+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4 Grp +6 
  Atk Options sneak attack +1d6, alchemical weapon 
  capsules 
  Special Actions Combat Reflexes 
  Combat Gear quickflame, quickfrost and quickspark* 
  weapon capsules, potion of bear’s endurance, 
  potion of bull’s strength, potion of cure moderate 
  wounds 
  Abilities Str 14, Dex 13, Con 16, Int 10, Wis 12, Cha 
  8  
  SQ trapfinding 
  Feats Improved Initiative, Combat Reflexes, Stealthy, 
  Weapon Focus (scimitar), Weapon Specialization 
  (scimitar) 
  Skills Hide +5, Intimidate +5, Listen +5, Ride +5, Spot 
  +4, Swim +2 
  Possessions combat gear plus masterwork scimitar, 
  masterwork chain shirt, triple weapon capsule 
  retainer 
  * see Appendix 2: New Rules Item 
   
  W I Z AR D 
  CR  4 
  Male human wizard 4 
  N Medium humanoid 
  Init +2; Senses Listen +7, Spot +4  
  Languages Common, Baklunish, Dwarf 
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor) 
  hp 20 (4 HD)  
  Fort +2, Ref +3, Will +5  
  Speed 30 ft. (6 squares) 
  Melee dull fruit knife +1 (1d4-1) 
  Ranged light crossbow +4 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Atk Options Point Blank Shot, Precise Shot 
  Wizard Spells Prepared (CL 4th): 
   2nd— cat’s grace x2, web (DC 15)  
   1st— grease (DC 14), mage armor�, ray of 
  enfeeblement, true strike 
   0— daze (DC 13), ray of frost, resistance, touch of 
  fatigue (DC 12) 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 16, Wis 12, Cha 
  10 
  SQ bat familiar 
  Feats Toughness, Point Blank Shot, Precise Shot, 
  Scribe Scroll  
  Skills Concentration +8, Knowledge (arcana) +10, 
  Knowledge (planes) +6, Listen +7, Spellcraft +12, 
  Spot +4 
  
  Possessions light crossbow, 10 bolts 
   
  12: THE SKIES 
  D U RI V AL 
  CR  6 
  Male dwarf fighter 6 
  LE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages 
  Common 
  Languages 
  Common, 
  Baklunish, Dwarf 
  AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 
  shield) 
  hp 43 (6 HD) 
  Fort +7 (+9 against poison), Ref +4, Will +2 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 20 ft. 
  Melee mwk dwarven waraxe +11/ +6 (1d10+6)  
  Ranged shortbow +6/+3 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Power Attack, Improved Bull Rush, 
  Combat Expertise 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 
  6  
  SQ dwarf traits  
  Feats Power Attack, Block Arrows*, Improved Bull 
  Rush, Plunging Shot*, Weapon Focus (dwarven 
  waraxe), 
  Weapon 
  Specialization 
  (dwarven 
  waraxe), Combat Expertise 
  Skills Climb +6, Jump +6, Profession (miner) +9 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  breastplate, 
  heavy 
  steel 
  shield, 
  masterwork 
  dwarven waraxe, shortbow, 10 arrows  
  * see Appendix 2: New Rules Item 
   
  AL  K I R AL 
  CR  8 
  Male human sorcerer 8 
  NE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Baklunish 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 41 (8 HD) 
  Fort +4, Ref +4, Will +6 
  Speed 30 ft. in (6 squares) 
  Melee shortspear +3 (1d6-1) 
  Ranged shortspear +6 (1d6-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Special Actions Dodge 
  Sorcerer Spells Known (CL 8th): 
   4th (3/day) — ice storm (DC 19) 
   3rd (6/day) — dispel magic, protection from energy 
   2nd (6/day) — eagle’s splendor�, protection from 
  arrows, scorching ray 
   1st (5/day) — feather fall, mage armor�, magic 
  missile, shield 
   0 (6/day) — acid splash, daze (DC 15), detect 
  magic, flare (DC 15), message, ray of frost, read 
  magic 
  �Already cast 
  Abilities Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 
  20  
  Feats Combat Casting, Persuasive, Dodge, Empower 
  Spell 
  Skills Bluff +12, Concentration +12 (+16 casting 
  defensively), 
  Profession 
  (extortionist) 
  +7, 
  Knowledge (arcane) +9, Spellcraft +12 
  Possessions ring of feather falling, 3 shortspears, 
  noble’s clothes, hundreds of pounds of stolen 
  jewelry 
  and 
  art
  ZEF7-08 Killing Time in Kurteq 
   
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  ZEF7-08 Killing Time in Kurteq 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Block Arrow 
  You can block incoming arrows with your shield. 
   
  Benefit: Once per round when you would 
  normally be hit by a ranged weapon, you can deflect it 
  so you take no damage from it.  
   
  Source: Heroes of Battle 96 
   
  Deformity (Tall) 
  Through long and painful stints on the rack, bolstered 
  by the surgical implantation of various splints and 
  struts, you have stretched yourself to well over 7 feet in 
  height.  
   
  Prerequisite: Evil alignment, Willing Deformity 
   
  Benefit: Even though you are technically a 
  Medium creature, your improved height and lanky 
  limbs grant you an additional 5 feet to your reach, 
  thereby allowing you to strike nonadjacent squares 
  with nonreach weapons.   
   
  Source: Heroes of Horror 121 
   
  Plunging Shot 
  You can use the force of gravity to make your range 
  attacks deal extra damage if your target is below you. 
   
  Benefit: If your target is at least 30 feet lower than 
  you, you deal an extra 1d6 points of damage with a 
  thrown weapon or projectile weapon.  
   
  Source: Heroes of Battle 99, Races of the Wild 152 
    
  Willing Deformity 
  Through scarification, self-mutilation, or supplication 
  to dark powers, you intentionally mar your own body. 
   
  Prerequisite: Evil alignment. 
   
  Benefit: You gain a +3 bonus to Intimidate checks. 
   
  Source: Heroes of Battle 125 
   
  MUNDANE EQUIPMENT 
  Weapon Capsule Retainer 
  This long leather thing, wrapped around a melee 
  weapon just at the base of the blade, holds a thin, fitted 
  ring sized for a single alchemical capsule. A more 
  expensive option is the triple weapon capsule retainer, 
  which stores three capsules rather than one. A 
  character with a triple retainer can use one, two or all 
  three capsules it holds as part of the same action. 
   
  Putting a capsule into an empty weapon capsule 
  retainer is a full-round action that provokes an attack of 
  opportunity. Thus, filling an empty triple weapon 
  capsule retainer requires three full-round actions.  
   
  Using an alchemical weapon capsule from a 
  capsule retainer requires only a swift action and does 
  not provoke an attack of opportunity.  
  Source: Complete Adventurer 121 
   
  Quickflame 
  A quickflame alchemical capsule coats a melee weapon 
  or thrown weapon with a thin sheen of oil that 
  instantly bursts into flame. This substance allows a 
  weapon to deal extra fire damage for a short amount of 
  time without damaging the weapon or its wielder. A 
  weapon treated with quickflame deal 1d6 points of fire 
  damage with each successful strike. The capsule’s 
  effects last 1 round, ending at the beginning of the 
  wielder’s next turn. This fire damage doesn’t stack with 
  any other fire damage the weapon deals. 
  Source: Complete Adventurer 122 
   
  Quickfrost 
  A quickfrost alchemical capsule coats a melee weapon 
  or thrown weapon with a thin sheen of oil that 
  instantly cools to a dangerously low temperature. This 
  substance allows a weapon to deal extra cold damage 
  for a short amount of time without damaging the 
  weapon or its wielder. A weapon treated with 
  quickfrost deal 1d6 points of cold damage with each 
  successful strike. The capsule’s effects last 1 round, 
  ending at the beginning of the wielder’s next turn. This 
  cold damage doesn’t stack with any other cold damage 
  the weapon deals.  
  Source: Complete Adventurer 122 
   
  Quickspark 
  A quickspark alchemical capsule coats a melee weapon 
  or thrown weapon with a thin sheen of liquid that 
  crackles and sparks with dangerous electrical energy. 
  This substance allows a weapon to deal extra electricity 
  damage for a short amount of time without damaging 
  the weapon or its wielder. A weapon treated with 
  quickspark deal 1d6 points of electricity damage with 
  each successful strike. The capsule’s effects last 1 
  round, ending at the beginning of the wielder’s next 
  turn. This electricity damage doesn’t stack with any 
  other electricity damage the weapon deals.  
  Source: Complete Adventurer 122 
   
  
  HANDOUT 1: KURTEQ  
   
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  DM MAP 1: KURTEQ 
   
   
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  DM MAP 2: AL OURR’S SHOP 
  ZEF7-08 Killing Time in Kurteq 
   
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   DM MAPS 3: THE TUNNELS 
   
   
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  DM MAPS 4: THE COURTYARD 
   
   
  ZEF7-08 Killing Time in Kurteq 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/597/Normal Scenarios/ZEF7-08 - Killing Time in Kurteq (APL 2-8)/ZEF7-08 - Killing Time in Kurteq.pdf