TEXT: LKOK34 
   
   
   
   
   
   
   
  An Academic Excursion 
   
  A One-Round D&D Living Kingdoms of Kalamar® 
  Adventure 
  by Eric Christian Berg 
   
  The party is hired by a noted Ahznomahnii sage to accompany him to a sacred Dejy burial ground in the 
  middle of Udo Bog so that he may examine an ancient tomb for clues to the whereabouts of a lost 
  pyramid. A Living Kingdoms of Kalamar adventure for ATLs 1, 3, 5, 7, and 9. 
   
   
   
   
   
  The title, series name if there is one, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living 
  Kingdoms of Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and 
  Company. Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and 
  Company. © Copyright 2005, Kenzer and Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, 
  D&D, RPGA, Living, the d20 system logo and the Wizards of the Coast logo are all trademarks owned by Wizards of 
  the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company under license. © 2005 Wizards of 
  the Coast, Inc. 
  
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
  Living Kingdoms of Kalamar uses ATL rather 
  than Average Party Level (APL) in an effort to 
  offer challenging adventures without massacring 
  smaller or imbalanced tables. What this means 
  is that, to calculate the ATL for a table, the levels 
  of all the player-characters are added together. 
  That number is divided by six regardless of how 
  many player-characters there actually are. This 
  number constitutes the party’s ATL (rounded to 
  the closest integer). If that number is not offered 
  in the adventure, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players should play in 2 tables 
  of 6 not 3 tables of 4. 
   
  Once you calculate the ATL write it down here 
  as you will need it later for setting the DC of 
  certain skill checks. 
   
  ATL__________ 
   
  ADVENTURE NOTES 
  This module is an official supplement to the 
  Living Kingdoms of Kalamar campaign. It is 
  designed for 4 to 6 characters ranging from 1st 
  to 3rd level. It is advised that PCs go through 
  this adventure with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   
  You, the Judge (the authority figure of the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event. The 
  adventure takes place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the Judge should also have the 
  Kingdoms of Kalamar® Core Sourcebook and 
  the Kingdoms of Kalamar Player’s Guide. 
   
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge should read this adventure entirely no 
  less than once before playing in order to ensure 
  a precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
  The adventure begins one week before the 
  autumnal equinox (Veshday, Siege-Hold 7th). 
  The night of the harvest moon (Veshday, Siege-
  Hold 14th) is when the tomb that Izvan is seeking 
  becomes visible. This places the adventure at 
  the cusp between summer and autumn. The 
  weather throughout the trip is unseasonably 
  cool, making the already damp journey even 
  more miserable. Particularly sadistic DMs may 
  even inflict a cold or two on the PCs with the 
  lowest Fortitude saves just to drive the point 
  home. 
   
  MODULE NOTES 
  The short journey which is the centerpiece of 
  this adventure is not a pleasant one. It is 
  imperative, in order for the full effect to be felt, 
  that the DM take pains to describe the sucking 
  wetness of the bog with its insects, stinking 
  pools of pitch, water snakes, and chill fogs. 
  Encampments are going to be wet and 
  miserable unless the PCs had the foresight to 
  bring a raft or make a successful Survival (DC 
  15) roll to find semi-dry ground. Remember that 
  even the shallow parts of the bog through which 
  they are traveling are a foot deep with water 
  and/or mud. 
   
  As for the length of the journey, the Dejy inform 
  them that the burial ground is two to three days 
  into the bog. However, this assumes young, 
  strong men (the only sort they ever send) who 
  know the terrain well. Izvan is an old man and, 
  thus, he can only cover one mile per hour even 
  in optimal conditions. In the dark or fog, he 
  moves half that. With the site thirty miles away 
  (traveling through the shallow parts of the bog), 
  this means the trip takes at least the better part 
  of four days, so the week allotted isn’t quite as 
  generous as it is presented.  
   
  Should the party opt to use rafts, they can cut 
  the trip down to twenty miles because they can 
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  Living Kingdoms of Kalamar 
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  travel in a straight line over the deeper parts of 
  the bog and can manage ten hours a day of 
  travel at half a mile an hour. This still makes it a 
  four day trip, but has the perk of giving them a 
  dry place to rest (also, if they choose to press on 
  in the night they can trade off poling duties while 
  the others sleep, although the movement rate is 
  cut in half for darkness). 
   
  Note that any travel in the fog or in the dark 
  requires hourly Survival checks (DC 12) to see 
  if the PCs get lost. Details on the effects of 
  getting lost are found on page 86 of the DMG. 
  Also remember that getting lost probably 
  involves stumbling into an area of deep bog 
  which can contain up to four feet of standing 
  water and be very hazardous to Small size 
  creatures without the ability to swim (or 
  hampered by excessive gear or heavy armor). 
   
  BACKGROUND 
  Roughly two thousand years ago in the region of 
  what is now western Pekal and southern 
  Ek’Kasel there was a kingdom ruled by a fierce 
  but noble Dejy warlord of the Shanjens tribe who 
  had two sons. The elder son was struck with 
  illness early in life and left blind while the 
  younger grew to be strong and fierce like his 
  father. Nobody questioned the father’s decision 
  to choose his younger son as his heir, even the 
  elder son offering no protest. While his brother 
  was trained in the arts of kingcraft, the elder 
  joined the Knights of the Black Pit, dedicating 
  himself to the service of the Dark One, Nyko. 
   
  When it came to pass that the father died during 
  one of his expeditions, the younger son called all 
  of the elders and lesser nobles of his clan to his 
  father’s hall so that he might formally take the 
  reins of kingship. However, his brother had 
  hatched dark plans in his years as his younger 
  sibling’s servant and advisor. When the nobles 
  gathered in the great hall, the lesser priests of 
  Nyko locked the doors while others slipped a 
  deadly poison into the wine. Just as the crown 
  was set upon the younger brother’s head, the 
  lights went out and his guests began to retch 
  and falter. As they fell, the dark incantations of 
  the elder brother could be heard over their 
  suffering, calling them to rise again as undead 
  servants and fall upon the royal guards. 
   
  The young king and his closest allies suffered 
  from the poisoning as well but were hardy and 
  able to resist it enough to make their escape. 
  They fled into the night pursued by their risen 
  kinsmen until finally they were forced to stop by 
  the collapse of their lord. They fought over his 
  sickened form until finally they were able to drive 
  off their enemies for a time. Their efforts proved 
  futile, however, as their king died on the very 
  eve of their victory.  
   
  Those who remained vowed to see him properly 
  laid to rest in the manner of his ancestors and so 
  they gathered what craftsmen they could find 
  and raised a tomb for him in an ancient burial 
  ground now encircled by an insect-ridden bog 
  and lay what burial goods they could acquire 
  with him. To protect their king from desecration 
  at the hand of his brother’s minions, they had a 
  priest of the Harvester lay spells upon the crypt 
  so that it would only be visible during the Soul 
  Harvest, high unholy day of the Ruler of the 
  Dead. Finally, as a show of devotion, they had 
  the Harvester ritually slay them and raise them 
  as undead guardians to protect his body until the 
  end of days. 
   
  In the many years that have passed, all but one 
  of the guardians has been destroyed and the 
  majority of the valuables in the tomb spoiled or 
  looted. The tomb itself, however, holds treasures 
  hitherto unrecognized by the ignorant and 
  greedy who have visited it, for the very walls tell 
  the tale of the two brothers and, in doing so, also 
  speak of the tribal burial ground where other 
  texts claim the dark brother built the grand 
  pyramid where his body and treasures now lay 
  (as well, of course, as a king’s ransom of 
  information about the culture and history of this 
  lost period of history). 
   
  ADVENTURE SYNOPSIS 
  Introduction: 
  Ahznomahnii sage Izvan Zhamish has spent his 
  life studying Dejy culture and history. He has 
  struck upon references to an ancient pyramid 
  holding the remains of one of the last priest-
  kings of the decadent Late Period and believes 
  that a small tomb hidden in the center of Udo 
  Bog holds clues to its whereabouts. He has 
  spent several years discovering the location and 
  means to access this crypt and has been at 
  work many months convincing the local Dejy 
  chieftain to allow him access to the burial 
  grounds. In his younger days, he would have 
  ventured alone into the marsh or taken only a 
  Dejy guide, but the years have caught up with 
  him and he finds himself unable to stand up to 
  the challenges of such a dangerous (if short) 
  journey and so he has asked his agent in 
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  2
  
  whatever city or town the PCs reside to hire 
  them to accompany him. 
   
  Encounter 1:  
  The first encounter the PCs have is with the 
  Dejy tribe who currently watch over the sacred 
  burial ground. As has been mentioned, Izvan 
  has spent a considerable amount of time and 
  effort convincing the chieftain to allow him 
  access and the primary focus of this encounter 
  is for the PCs to not jeopardize all of his hard 
  work by insulting the Chors. 
   
  Encounter 2: 
  On the morning of the PC’s second day in the 
  bog, a dense fog rises and stays with them 
  through much of the day. Just as the fog is 
  beginning to burn off late in the afternoon, the 
  PCs encounter a plague boar. 
   
  Encounter 3: 
  The night after they encounter the boar, they 
  hear a sick lizardman stumbling through the dark 
  mumbling prayers to the Rotlord. Should the 
  PCs investigate, they discover that his entire 
  village has been stricken with the Black Plague 
  as a result of contact with the boar. They have 
  the opportunity to assist them or abandon them 
  to fate in order to ensure they arrive at the tomb 
  on schedule. 
   
  Encounter 4: 
  Arriving at the tomb, the PCs are watched by its 
  one remaining guardian, a bog mummy. If they 
  are respectful and take nothing from the crypt, 
  the creature merely watches them. If they loot or 
  are sufficiently unnerved by the creature’s 
  presence to attack it, combat ensues. 
   
  Encounter 5: 
  On the return trip, an early autumn storm 
  sweeps in from the lake and makes travel 
  treacherous and uncomfortable with chilling rain 
  and biting winds. Adding to the danger is the 
  presence of will-o’-wisps that mimic the lights of 
  the lizardman village and attempt to lure the PCs 
  into quicksand. 
   
  Encounter 6: 
  Finally, 
  once 
  approaching 
  the 
  Chors 
  encampment they meet the Dejy shaman who 
  disapproved of the chieftain’s decision to allow 
  the PCs into the burial grounds, along with two 
  warriors. They insist on searching the PCs to 
  make sure they took nothing from the tomb. 
  Should they refuse or be openly displaying any 
  item obviously taken from the burial ground, the 
  Dejy attack. 
   
  Conclusion: 
  Upon his safe return to civilized lands (the thorp 
  or, should they have fled the Dejy, a nearby 
  town), Izvan rewards the players for their efforts. 
  He may contact them in the future to assist him 
  on following further leads once he has gone over 
  all he learned at the tomb. 
   
  INTRODUCTION 
  Summary: The PCs are approached by an 
  Ahznomahnii by the name of Zhulurahn Yahul 
  who claims to be the agent of sage Izvan 
  Zhamish of the University of Zha. He offers the 
  party five hundred kingspieces to accompany 
  the sage on a short trip into the heart of Udo 
  Bog in order to study a tomb located there. 
  When the party accepts, they are told to travel to 
  the small Dejy thorp of Neshay where his master 
  meets them. 
   
   
  ENCOUNTER 1 
  The Art of Diplomacy 
   
  Summary: The first encounter the PCs have is  
  with the Dejy tribe who currently watch over the 
  sacred burial ground. As has been mentioned, 
  Izvan has spent a considerable amount of time 
  and effort convincing the chieftain to allow him 
  access and the primary focus of this encounter 
  is designed so the PCs must not jeopardize all 
  of his hard work by insulting the Chors. 
   
  Finally 
  you 
  catch 
  sight 
  of 
  the 
  Dejy 
  encampment situated on a slight rise looking 
  out over the bog. Colorfully decorated tepees 
  are the most common structure, punctuated 
  here and there by modest cottages which 
  house the blacksmith, shaman, and village 
  mill. As you approach, two Chors warriors 
  ride out to meet you. They are short and 
  squat with shaved heads save for a single 
  long braid down their backs. They bear 
  crescent-shaped battleaxes and elaborately 
  decorated curved knives which they wear on 
  cords around their necks. They offer a 
  greeting in their tribal tongue and then ride 
  alongside you as you enter the village. 
   
  Escorts (2): Male Dejy War1 
   
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  You are led to one of the cottages, in front of 
  which stand three men. The first is a broad, 
  muscular Dejy warrior of unusual height for 
  his race. He bears a thin sword with a half-
  crossbar hilt in addition to a dagger similar 
  to those borne by your escorts. The second 
  is a shorter but wider man with a barrel chest 
  wearing a heavy bearskin cloak and bearing 
  an ironwood club with a stone spike at the 
  end. His head is completely shaved, unlike 
  the other men of the tribe, and he seems in a 
  sour mood. The last man is clearly a 
  foreigner, his wrinkled skin a dark brown, 
  grey hair gathered into lengthy dreadlocks, 
  and wearing a maroon fez, a white brocaded 
  toga fastened with a gold brooch, and 
  sandals. He steps out to greet you in 
  Kalamaran, “Welcome, my friends! Welcome 
  to Neshay! I am Izvan Zhamish and these two 
  men are Rojen, chieftain of this village, and 
  Shajen, its shaman.” As he speaks their 
  names, the warrior and the barrel-chested 
  man nod in turn. Izvan continues, “We will 
  leave first thing in the morning, but this 
  evening you are to be treated as guests of 
  honor. Your escorts will show you to a tent 
  where you may prepare for dinner.” 
   
  Rojen: Male Dejy Ftr5 
  Shajen: Male Dejy Sha5 (bear totem) 
  Izvan Zhamish: Male Svimohz Ari1/Exp7 
   
  A successful Sense Motive (DC 15) reveals that 
  Shajen disapproves of the PCs presence; DC 19 
  indicates that he also disapproves of Izvan. The 
  party is shown to a large tepee where they are 
  expected to rest. They are told that dinner is 
  going to begin around sundown, which is a 
  couple hours today. Shortly after they are settled 
  in, Izvan arrives to speak. 
   
  He introduces himself as Izvan Zamish, sage of 
  the University of Zha, and asks the PCs each 
  their name, profession, and birthplace. He is 
  genuinely interested in the answers and asks 
  follow-up questions to sate his curiosity. After 
  introductions, he gives them the details of the 
  trip. 
   
  Izvan explains, “For most of my life I have 
  studied the history and culture of the Dejy 
  people. I began with the Simay tribe, which I 
  had contact with as a trader of my father’s 
  merchant house in the western Vohzen 
  Jungle. Once I chose to commit my life to 
  academia, however, I traveled further abroad 
  and spent a great deal of time in the Elos 
  Desert. I believe, though some of my peers 
  disagree, that the Desert was once the center 
  of a large Dejy empire in the distant past.  
   
  A few years ago, my studies began to 
  concentrate on the Shanjens tribe, whose 
  ancestors had ruled one of the last great 
  Dejy kingdoms. The kingdom fell into 
  decadence and ruin, mainly due to the greed 
  and uninhibited behavior of the ruling 
  members of the tribe. In time, I began to 
  reconstruct the tale of the last great priest-
  king of this dynasty, and even gathered hints 
  about his final resting place, a hidden 
  pyramid where his mortal body lays awaiting 
  the time when the dark god he worshipped 
  sees fit to raise him again to inflict suffering 
  and horror upon the world.” 
   
  The old man pauses for effect with a smile 
  that 
  expresses 
  his 
  excitement 
  and 
  a 
  conspiratorial glee at sharing his work with 
  others. He continues, “I am a few clues away 
  from discerning the location of this tomb. 
  The penultimate piece of the puzzle lies in 
  this bog, hidden away in the secret tomb of a 
  deposed king of this dynasty. I have no 
  doubt that I will find hints to the ancient 
  burial place of the Dejy where this evil king 
  built his pyramid. Of course, finding even 
  this crypt required extensive research and 
  examination of Dejy songs and myths, but I 
  am finally sure of the location and have the 
  key to entry. The entire tomb is hidden 
  except on one night a year.” He closes his 
  eyes and recites,  
   
  “When the scales are balanced and 
  the hearth is lit, the moon shines 
  down 
  to 
  illuminate 
  it. 
  In 
  the 
  Harvester’s name, what was hidden 
  from view will be shown to the eyes 
  of the faithful few.”  
   
  He opens his eyes and smiles, saying, “A 
  somewhat clumsy verse, assuredly, but 
  revealing all we require for entrance. The 
  balancing of the scales and lighting of the 
  hearth refer, of course, to the fall equinox, 
  when the constellation of the Scales is level 
  and the sun sets in the constellation of the 
  Hearth. This night is also the harvest moon, 
  known to the Congregation of the Dead as 
  the Soul Harvest, high unholy day of their 
  lord. This night is one week away, so we 
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  Living Kingdoms of Kalamar 
  4
  
  should have plenty of time to reach the crypt, 
  which I am told is only two to three days 
  travel from here.” 
   
  At this point, Izvan answers questions from the 
  PCs about whatever interests them. He gives 
  them hints about good etiquette while in the 
  Chors camp, if they think to ask. He also tells 
  them a bit about the members of this tribe, if 
  they are curious about the two men they met 
  earlier. As for the crypt, he’s told them most of 
  what he knows and says that the Dejy should 
  provide a little more information at dinner 
  regarding the dangers of the bog. This should 
  consume much of the time they have until 
  dinner, though if they cut it short they may have 
  a little time to explore the thorp. 
   
  Neshay is more an encampment than a 
  permanent settlement, though it appears as 
  though this tribe has been here for some time. 
  There are about fifty Dejy living here, most of 
  them purebred Chors but others have a bit of 
  Kalamaran in them and at least one man shows 
  signs of Krangi ancestry. Rather than being 
  greeted with the warmth customary towards 
  guests in the Young Kingdoms, the tribesmen 
  seem somewhat wary and suspicious of the 
  PCs.  
   
  Incident: The Chieftain’s Niece 
   
  There is one notable exception, a reasonably 
  attractive (Cha 13) young woman (15 years old) 
  with blue eyes shadows the party as they 
  explore the camp and seems to show particular 
  interest in the male PC with the highest 
  Charisma (if there is a tie, she fixates on the one 
  with the highest Strength). Her name is Gira (a 
  Kalamaran name, to match the eyes) and she is 
  the chieftain’s niece by his brother, Adako. She 
  should approach her targeted character the 
  entire time the PCs are in camp using all of her 
  inexperienced feminine wiles. PCs should 
  receive Sense Motive (DC 17) to realize that 
  she seems very eager to find acceptance with 
  the character.  
   
  Some tactics for her are to either invite a 
  character to spend the night with her, or failing 
  that, attempt to sleep in the characters’ tent, 
  claiming that she is scared after hearing the 
  stories about Lizardmen during the dinner.  
   
  Should a character allow himself to become 
  ensnared - in this event, simply sleeping in the 
  same teepee or hut as Gira without her father’s 
  permission, an incident occurs the next morning 
  when Adako, accompanied by Rojen and 
  Shajen, confronts the PCs as they make their 
  preparations to leave and demands that the 
  offending party member either marry his 
  daughter, or assume responsibility for her 
  welfare, to make up for the dishonor he has 
  inflicted on the family. The chieftain backs him 
  up, telling Izvan that he retracts his permission 
  to enter the burial grounds until the matter is 
  resolved. The only way to satisfy him is for 
  someone agree to care for Gira, either as 
  husband, or guardian. Otherwise, the party’s 
  only options are to admit failure and leave 
  without collecting their payment, and with 
  Izvan’s enmity, or continue on the trip against 
  the chieftain’s wishes (which prompts a much 
  more difficult last encounter with the Dejy on the 
  way out). 
   
  Should one of the party members agree to marry 
  the girl, their departure is delayed until Pelsday 
  while a ceremony is hastily arranged. Shajen  
  performs the ceremony (unless the PC getting 
  married insists one of his party members do so) 
  and the tribesmen warm to the entire group 
  afterwards. That night there is a celebration 
  dinner consisting of a whole roast goat and 
  ending with the newlyweds being led to a newly 
  constructed tent. The PC is allowed to leave with 
  his companions the next day and has until their 
  return to figure out how to deal with his new 
  marital status. 
   
  Gira: Female Dejy Com1 
  Adako: Male Dejy War1 
   
  Incident: Dinner 
   
  Your escorts find you and bring you to a 
  circle of tree stumps and carved logs around 
  a fire where the villagers are gathering for 
  their evening meal. Some of the seats are 
  covered by a blanket or shawl. 
   
  The PCs are not shown to their seating. When 
  they arrive, offer them a Sense Motive (DC 16) 
  to notice that several Dejy appear to be 
  watching them closely.  
   
  Etiquette at the dinner requires that everyone be 
  shown to a seat, and that they wait to be served. 
  If the PCs take either of the following actions, 
  the tribe gains a negative impression of them, 
  considering them crude and uncouth: 
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  Living Kingdoms of Kalamar 
  5
  
   
  • 
  Sitting down without being directed to a 
  seat. 
   
  • 
  Pointing at anything; people, food, etc. 
   
  If they ask where they should sit, any of the 
  tribesmen or Izvan indicate three intricately 
  carved logs near where Rojen is seated, 
  covered with colorful flax mats. Two PCs can sit 
  on each. Most of the tribesmen only speak the 
  tribal Dejy dialect, though those who bring food 
  to them as well as the chieftain and shaman also 
  speak the Pekalese dialect of Kalamaran, as 
  well as Merchant’s Tongue. 
   
  When everyone is seated, bowls of a thin 
  soup containing fish heads and backbones 
  are distributed. No spoons are provided. As 
  people begin to sip from their bowls, a young 
  woman (Gira, if the party has already met her) 
  places small wooden dishes on the ground 
  in front of each person, to be used as a 
  receptacle for the bones. You note that you 
  have more fish heads in your soup than the 
  others, though not quite as many as the 
  chieftain or the shaman. You are also given a 
  piece of fried flatbread and a cup of 
  spicewood tea. 
   
  There are a number of chances for faux pas 
  during this course, as the etiquette for eating 
  adagy (as the soup is called) is very specific. 
  The bones are deposited on the wooden plate 
  (called the chodagy) and after the soup is 
  finished the empty bowl is swapped for the 
  chodagy and the fat and flesh are sucked from 
  the bones. Not doing so is going to be 
  considered an offense. When everyone is done, 
  their chodagy is taken away, rinsed out and filled 
  with water, so that they may wash their hands. 
   
  The easiest way for PCs to understand the 
  proper method is for them to try and watch the 
  others eat their meals. PCs who do are allowed 
  a Sense Motive or Spot  check (DC 16) to 
  recognize that all of them are eating in the same 
  manner. This may also be recognized with a 
  Wisdom check (DC 13). 
   
  After washing your hands, you are brought a 
  small blackberry dumpling and your tea cup 
  is refilled. Only half of the tribesmen share in 
  this dessert, the others sitting and talking as 
  you eat. Near you, an older tribesman relates 
  a story of the vicious lizardmen who dwell in 
  the depths of the bog. He tells the tale of a 
  party of young men who went to bury a fallen 
  kinsman in the sacred burial ground and 
  were ambushed by these evil creatures upon 
  arrival 
  at 
  that 
  holy 
  place. 
  He 
  offers 
  excruciating details about how the men were 
  skinned and gutted, their hides and entrails 
  hung from the walls of the lizardmen’s huts 
  as decoration while their heads were placed 
  on poles to try and warn the Chors off. With 
  great delight he describes how the war party 
  which followed killed every last one of the 
  lizardmen and burned their village to the 
  ground. The children listen with wide-eyed 
  terror to the tale and the warriors of the tribe 
  nod with grim satisfaction. 
   
  If the PCs have not committed more than two 
  breaches of etiquette, one of the village hunters  
  approaches the PCs offering to give them some 
  hints about surviving directions to the PC with 
  the highest Survival score, noting landmarks and 
  things to avoid. This advice provides a +1 to all 
  Survival rolls by that individual (and any other 
  that thinks to eavesdrop) relating to finding their 
  way through the bog. This bonus lasts until the 
  end of the adventure. 
   
  Should the party have committed any breaches 
  of etiquette during dinner, Izvan whispers to 
  them just as the meal is breaking up that they 
  should leave a small gift for the host. Should 
  they do so (and it needn’t be anything of great 
  value), they have regained the confidence of the 
  chieftain. Otherwise, he starts to have second 
  thoughts about the PCs and begins to consider 
  finding an excuse to retract his permission. 
   
  Incident: Enterprising Merchant 
  A small man approaches you, “Good evening. I 
  am Hemil, a hunter who takes items from our 
  village to trade with those who live outside the 
  swamp. We do not get visitors often, and I would 
  be honored to give you first choice of my goods.” 
  He bows low, an obvious sign of respect, and 
  waits for your response. 
   
  If the characters agree, he leads them to his 
  tent, surrounded by various hides curing on 
  large pole frames.  
    
   
   
   
   
   
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  Living Kingdoms of Kalamar 
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  Hemil has the following items: 
   
  Item 
   
   
  Qty. 
  Cost per item 
  Alligator Jerky 
  10  
  1 gp  
  Alligator Belt 
  10 
  2 gp 
  Alligator Boots 
       Ankle 
  2 
  2 gp 
       Mid-calf 
  4 
  3 gp 
       Mid-thigh 
  3 
  5 gp 
  Alligator Cloak 
  7 
  8 gp 
  Swamp Salve 
  60 
  1 gp 
   
  The Swamp Salve is certed, the other items are 
  not. 
   
  One pack of Alligator Jerky is the equivalent of  
  week of iron rations. 
   
  The Alligator clothing ranges in shades from 
  near black to a bright green. It is all waterproof, 
  but otherwise unremarkable. 
   
  Swamp Salve is sold in small jars that can 
  contain up to 10 uses. When applied, it heals 
  1d3 points of damage, and provides a +1 bonus 
  to saves against disease for 8 hours. Multiple 
  applications may heal more damage, but the 
  saving throw bonus remains at +1 for the 
  duration.  
   
  If the characters spend more (in total) than 10 
  gp, Hemil becomes very excited, thanking them 
  for their generosity. In this event, he willingly 
  parts with information. 
   
  Rojen – the chieftain is very wise, and wishes 
  the best for the tribe. He is a smart leader, who 
  keeps his tribe safe. 
   
  Shajen – he is a good man who has a difficult 
  time. He makes potions to aid the tribe, but 
  since his animal friend (a bear) died, he has 
  been angry and difficult. Many in the tribe hope 
  he finds another friend soon, as he is beginning 
  to anger some of the people, and may have to 
  be dealt with by Rojen if he causes trouble. 
   
  Izvan – a strange man, who has come to 
  become almost a part of the village. He seems 
  to respect the people, and the sacred land, but 
  he always seems a bit distant, as if hides 
  secrets or something. But Rojen trusts him, and 
  our chieftain is wise, so we follow his lead. 
   
  Gira – a nice young girl who has become quite 
  the little explorer in the past year. Always 
  badgering people to let her go hunting, or 
  fishing, or riding to the cities outside the swamp.  
   
  Sacred Tomb Site – the site is not visited, as the 
  spirits still surround that place. Many people 
  died there long ago, and our legends say that 
  they continue to battle in the afterlife. But we 
  respect the spirits, and our ancestors, so we visit 
  to leave offerings, but never disturb the grounds 
  – to do so would be to call ourselves to the 
  attention of the spirits, and disturbing them 
  would be most dishonorable. 
   
  Incident: Birth 
   
  As the night begins to grow late, you hear a 
  woman scream from one of the tents. 
   
  The scream was from a woman who is giving 
  birth in that tent. If the PCs charge in, they have 
  caused another breach of etiquette. The 
  attending midwife escort them out to the angry 
  glares of other tribe members. If they observe 
  for a few moments, what is happening becomes 
  apparent as the scream is followed by moaning 
  and groans of pain and several women rush to 
  stand outside the tent. Characters who pause 
  may also notice several men lingering outside 
  the tent, obviously concerned about what is 
  happening, but making no effort to enter. PCs 
  need to make a Sense Motive or Spot check 
  (DC 13) to notice the men. After about 15 
  seconds, the women are admitted inside by the 
  midwife.  
   
  Should the PCs be present a few minutes later 
  (either after having been forcibly ejected or just 
  waiting to see what happens) they hear the 
  crying of a newborn baby. The midwife emerges 
  and nod to one of the men lingering in the 
  vicinity of the tent. He first looks to the party, 
  though, and approaches any member who is 
  obviously a cleric, paladin, shaman, or druid and 
  asks if they would bless his child. This is an 
  opportunity for the party to mitigate any faux pas 
  they’ve committed during their time in camp. The 
  father is so grateful for the blessing that he 
  names his child (whose gender is conveniently 
  left up to the DM) after the party member. 
   
  Conclusion 
   
  If the party has managed to avoid alienating the 
  tribe, or has made up for their misdeeds, they 
  are allowed to leave on the next day (Diaday, 
  Siege-Hold 8th). If they have done anything to 
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  Living Kingdoms of Kalamar 
  7
  
  Judges may, for characters that have no means 
  to drive the insects away (i.e. a fire, a tent, etc), 
  roll 1d4 subdual damage to simulate the 
  numerous insect bites sustained during the 
  night. This should only be done at ATLs 5 and 
  higher.  
  endear themselves to the tribe, they are given 
  extra provisions and any other modest items 
  (the items’ total combined market value may not 
  exceed 40 gp) within reason that they might 
  need for the trip. 
   
   
  Izvan meets you in the morning wearing a 
  white gyrnesh and a red silk turban with a 
  silver star pin. He carries an elaborately 
  carved walking stick and has a sickle-shaped 
  dagger slung from his belt. A small bag is 
  slung over his shoulder and you can see that 
  even this small weight is heavy for the old 
  man. He seems in excellent spirits, however, 
  smiling and looking approvingly over the lot 
  of you. 
  Lower ATLs can receive descriptions about how 
  they are covered in various bites, and receive a 
  –1 to all Charisma checks when meeting new 
  people until the end of the adventure. 
   
   
  ENCOUNTER 2 
  The Beast in the Mist 
   
   
  This encounter is OPTIONAL. The judge may, 
  at his/her discretion, offer the group Survival 
  checks 
  at 
  DC 
  12+ATL 
  to 
  avoid 
  this 
  encounter. 
  Usually, 
  the 
  basis 
  for 
  this 
  decision depends on the amount of time the 
  players spent role-playing in the village 
  during Encounter1 . 
  If they have caused some sort of incident and 
  have not made up for it, the chieftain chooses 
  this time to voice misgivings about whether or 
  not to let such ill-mannered and disrespectful 
  folk enter their sacred grounds. The party must 
  placate him and convince him of their good 
  intentions. Izvan can’t help, he is already 
  trusted. It is the PCs whose worth is in question, 
  and they must speak for themselves. Any 
  sincere gesture of respect or apology should 
  allow a Diplomacy check (DC 15) to change his 
  mind. Any fast-talking requires a Bluff roll versus 
  a Sense Motive roll by Shajen.  
   
  Summary: On the morning of their second day 
  in the bog, a dense fog rises from the swamp 
  making travel difficult. In the late afternoon, as it 
  begins to thin, a plague boar appears out of the 
  grey mist and attacks the party. 
   
   
  On the morning of your second day in the 
  bog, you are greeted with a rising mist. By 
  the time you eat and break camp, the fog 
  obscures your vision and clings to your 
  already damp skin. Throughout the morning, 
  the fog remains thick. 
  As noted before, if the characters do not secure 
  the permission of the chieftain, they can still 
  venture into the bog to complete their task, but 
  they run the risk of offending the entire tribe, in 
  addition to Shajen and his cronies. They can 
  simply walk out of the village, and circle back to 
  find the tomb; because the tribe is based around 
  simple social practices, they take the characters 
  at their word, and none of the them follow the 
  PCs into the swamp to ensure they do not visit 
  the sacred grounds. 
   
  The party is slowed to half a mile per hour for 
  the entire day (one quarter mile if they are on a 
  raft) and has to make Survival checks (DC 12) 
  to avoid getting lost and stumbling into the deep 
  bog. By mid-afternoon, just as the fog is starting 
  to clear, the PCs hear something moving around 
  outside of their limited field of vision. They may 
  Spot (DC 20) a dark shape briefly in the fog, but 
  the primary sign of the beast is the splashing, 
  snorting, and grunting it makes as it moves 
  about, as well as audible sniffing as it catches 
  their scent just before attacking. Anyone who 
  makes a Listen check (DC 14) knows what 
  direction it is attacking from, and may act in the 
  surprise round. 
   
  Once things are settled one way or the other, 
  the party heads off into the bog. The first day 
  of travel should be relatively uneventful. 
  Take pains to describe the unpleasantness 
  of the trip and stress how difficult it is for 
  Izvan (whose pride won’t allow him to accept 
  much assistance), as well as how slowly they 
  progress. Make the first night in the swamp 
  particularly memorable with stinging insects, 
  harmless water snakes in bedrolls, and foul 
  smells from the pools of pitch that are the 
  prime resource of the bog. 
   
  You are trying to pinpoint the direction that 
  the sounds are coming from when a dark 
  shape suddenly appears in the fog and 
   
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  Living Kingdoms of Kalamar 
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  charges. In the last instant as it becomes 
  fully visible you see a large black boar! 
   
  Fortunately for the party, the boar can’t attempt 
  a real charge because of the difficult terrain and 
  lack of visibility. Unfortunately for all, the fog is 
  so thick, it grants concealment (20% miss 
  chance) to all combatants. The surly beast is in 
  a bad temper due to his painful encounter with a 
  lizardman shaman a couple days ago, so he’s 
  spoiling for a fight and won’t likely retreat unless 
  grievously injured. 
   
  ATL 1 (CR 2) 
  Weakened Plague Boar 
   
  ATL 3 (CR 3) 
  Plague Boar 
   
  ATL 5 (CR 7) 
  Advanced Plague Boar 
   
  ATL 7 (CR 10) 
  Elder Plague Boar 
   
  ATL 9 (CR 12) 
  Advanced Elder Plague Boar 
   
   
  ENCOUNTER 3 
  The Plague 
   
  Summary: On their second night in the bog, 
  after the encounter with the plague boar, a sick 
  lizardman stumbles into their camp muttering 
  prayers to the Rotlord. If they don’t kill him, he 
  asks the party for help, explaining that his village 
  is dying of the boar-spread plague. 
   
  By the time you make camp, the fog has 
  finally cleared though the putrid smell of the 
  boar still hangs heavily in the air. 
   
  Once the PCs have settled in for the night, have 
  whoever has the first watch make a Listen 
  check (DC 10) to near movement out in the bog. 
  There is splashing and occasional muttering. If 
  they make their roll by more than 5, they know it 
  is a language, though they cannot hear enough 
  to make out specific words. If they make it by 
  more than 10, and they understand Draconic, 
  they recognize the words as a prayer to the 
  Rotlord, beseeching him to spare the speaker’s 
  village and take him in their place. Should they 
  investigate, they find a fevered, delirious 
  lizardman stumbling through the bog with black 
  swollen lymph nodes. He doesn’t immediately 
  see the PCs, but when he does, he throws 
  himself at their feet and continues his babbled 
  prayers in increased earnestness.  
   
  Dying lizardman: Male lizardman Sha4 
   
  A successful Heal check (DC 10) easily 
  identifies the disease the lizardman suffers from 
  as Black Plague (KPG pg 131). Should any of 
  the party speak to him, he stops praying and try 
  to communicate. He speaks Draconic, very 
  broken Kalamaran, and only a few words of Dejy 
  (Chors) but should be able to indicate that he 
  wants the party to follow him. He needs support 
  to make it, but can lead the party to his village 
  which lies about a mile to the west. Should the 
  party opt to wait until morning, either a Heal 
  check (DC 15) or at least 4 hit points of magical 
  healing are necessary or the lizardman’s 
  condition 
  degrades, 
  causing 
  him 
  to 
  lose 
  consciousness. Should he become unconscious, 
  a Track check (DC 20) is required to find the 
  village by following his tracks. 
   
  You spot the village some ways off, a 
  collection of grass huts on raised platforms, 
  but it appears deserted. The only sound is 
  the lapping of water against the poles which 
  suspend the dwellings above the water, and 
  the occasional thump as one of the rafts or 
  canoes tethered there bumps against them. It 
  is only as you get closer that you notice 
  signs of habitation. A faint wisp of smoke 
  coming from this hut, the hunched form of a 
  lizardman in front of that hut, the faint sickly 
  crying of a child muffled from one of the 
  dwellings. Also, the rancid smell of burned 
  flesh is apparent when the wind changes 
  direction and a glance towards its origin 
  shows blackened skeletons on a charred 
  raised platform, still sticky with unconsumed 
  pitch. 
   
  The remains of six children and sixteen adults 
  are on the funeral pyre. Two more dead children 
  and eight more dead adults are still in their huts 
  (the wailing child is in a hut with its dead parents 
  and two siblings). Most of the remaining twenty-
  eight lizard men are in stage three or four of the 
  disease, but two are only in stage two (not 
  including the one who stumbled to the PCs 
  camp).  
   
  The first is the hunched figure they spotted on 
  entering the village. He is a fisherman whose 
  An Academic Excursion 
  Living Kingdoms of Kalamar 
  9
  
  entire family is dead. While not as advanced in 
  his illness as the others, he is uncommunicative, 
  though he does not resist attempts to tend to 
  him or lead him somewhere else. The second is 
  the village herbalist, an ancient lizardman 
  female who is, nonetheless, incapable of much 
  movement. She is, however, still possessed of 
  her wits and it is to her that the lizardman leads 
  them (if conscious).  
   
  Catatonic lizardman: Male lizardman War1 
  Herbalist: Female lizardman Exp7 
   
  At the center of the village is a hut decorated 
  with the intact skull of a black dragon and 
  supported by the great beast’s ribs and 
  thighbones. It contains the village chieftain and 
  his daughter. The chieftain is in stage three and 
  can be roused by the PCs. The daughter is on 
  the verge of death. If awakened, the chieftain 
  tries to grab his spear but is too weak and 
  almost falls from the bed. Should the party assist 
  him, he asks them in broken Kalamaran to help 
  his daughter before passing out again. 
   
  Chieftain: Male lizardman Rgr8 
  Chieftain’s daughter: Female lizardman Com1 
   
  It is assumed that the PCs eventually find the 
  herbalist. If they don’t seem to be making 
  progress, have her come to the door of her hut 
  and call out to them in passable (if oddly 
  accented) Kalamaran and motion them inside. 
  Adjust the box-text below as necessary if she 
  has to rouse the characters. 
   
  The inside of this hut is hung with a variety 
  of dried herbs and small clay pots and 
  bottles are stacked on shelves which line the 
  walls. A mortar and pestle sit on a low table 
  in front of a worn rug on which sits a 
  withered, grey lizardman female wrapped in a 
  faded blanket. Her skin is covered in black 
  sores, and she has the same swollen glands 
  as the other afflicted villagers. She gestures 
  for you to approach, speaking Kalamaran in 
  a labored whisper, “Please sit. You come to 
  help?” 
   
  Should the PCs indicate that they have or even 
  just sit where indicated, she continues. 
   
  “Our medicine man is dead. The boar 
  mortally injured him. When he was brought 
  back to the village, he died. Then the 
  sickness came. I know the cure, but I am too 
  weak to gather the herbs.” She pauses and 
  looks at each of you expectantly. 
   
  If the party offers to assist, she describes the 
  various plants she needs collected from the 
  swamp in order to make the cure. A Profession 
  (herbalist) check (DC 12) recognizes the 
  ingredients of citrigerm, an herbal remedy 
  known to be effective against the plague. Each 
  PC is tasked with finding a different plant. In 
  order to succeed, they must make a Spot, 
  Search, Profession (herbalist), or Survival 
  check (DC 15), with each roll taking an hour. 
  Any PC with ranks in Knowledge (nature) or 
  similar skills not mentioned above get a +2 
  bonus on the roll. Once a character finds his or 
  her assigned plant, he/she may assist other 
  characters to find theirs. 
   
  Once all of the ingredients have been gathered, 
  the old woman concocts the remedy. She asks 
  their help in administering it, though this takes 
  up the rest of the day, as well as the next day, 
  threatening their timetable. If any of the PCs 
  have the Heal skill, she asks the one with the 
  most skill (i.e. most ranks) to tend to the 
  chieftain’s daughter. A successful Heal check 
  (DC 16) is necessary to assure that she makes it 
  through the night. PCs may take 10 on this 
  check, but it requires them to spend all night 
  caring for her, so they do not get to rest as 
  normal. They may not take 20, as failure results 
  in her death. Those PCs not tending to her are 
  invited to stay the night in the herbalist’s hut. 
   
  The wizened medicine woman contemplates 
  you in silence as you settle in for the night 
  and then says, “You are not like the others. 
  When I was a young hatchling, we heard of a 
  village to the south which some of our kin 
  had founded on old stone ruins. One day, the 
  humans came and tried to force them from 
  their homes, but our kin were able to drive 
  them off. One week later, they returned in 
  greater numbers. Every man, woman, and 
  hatchling was killed and their village burned. 
  They took the skins and heads of the dead 
  and decorated their halls with them.” She 
  pauses for a moment then adds, “You are 
  not like them. You are like people.” She 
  settles back into her blanket and falls quickly 
  into a fitful sleep. 
   
  The next day, if the PCs continue to minister to 
  the sick, several of the lizardmen begin to 
  recover. Most notably, the chieftain (who stays 
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  Living Kingdoms of Kalamar 
  10
  
  with his daughter) and the dead shaman’s 
  apprentice (the lizardman that stumbled into 
  their camp) are recovered enough to move 
  about some. Another Heal check (DC 14) this 
  night ensures the chieftain’s daughter recovery 
  by the next morning. Again, the PC may take 10 
  only by staying up all night long by her side; if 
  they do this, the Heal check is automatically 
  successful. If the Heal check is failed, another 
  must be attempted at DC 16. 
   
  On the morning of the third day in the village, 
  you wake to the smell of smoke and burned 
  flesh as the formerly catatonic lizardman 
  piles bodies onto a new funeral pyre, feeding 
  it pitch whenever the flames begin to die. He 
  goes about his task with the same blankness 
  with which he stared into the still waters of 
  the bog when you found him. The shaman’s 
  apprentice approaches you, wrapped in a 
  robe made of eagle feathers against the chill 
  of the damp morning, and says in strained 
  Kalamaran, “We thank you for all you have 
  done for us, but we cannot ask you to stay 
  any longer.” 
   
  If a party member was able to successfully tend 
  to the chieftain’s daughter, the shaman presents 
  that person with a fetish (KPG, pg 48) of an 
  eagle carved from soapstone, with a small 
  feather tied to it with sinew. It is a minor magical 
  item which bestows a +1 bonus to Heal checks.  
  The fetish only functions for the person for 
  whom it was created. 
   
  The village is very short on supplies, but offers 
  what little they have if the PCs are in need of 
  food or water. As a reward for helping them, the 
  old medicine woman gives each of the 
  characters two doses of citrigerm. The chief, 
  regardless 
  of 
  the 
  fate 
  of 
  his 
  daughter, 
  appreciates the characters’ charity in helping his 
  tribe, and gives each of them a bone shard from 
  the black dragon ribs. This bone shard can be 
  used as a dagger. Otherwise, Lizardmen from 
  the tribe escort the characters back to their 
  camp, and bid them a safe journey. 
   
   
  ENCOUNTER 4 
  The Soul Harvest 
   
  Summary: The PCs arrive at the sacred burial 
  ground to await the harvest moon’s revealing of 
  the tomb they seek. They have until sunrise to 
  assist Izvan in collecting what he needs from the 
  crypt under the watchful eye of the last of the 
  tomb’s guardians. 
   
  Finally, you spy in the distance the stone 
  markers that indicate the entrance to the 
  burial grounds. Once they may have borne 
  images of some sort, but many centuries 
  have worn them smooth. The ground is drier 
  than elsewhere in the bog and contains 
  dozens 
  of 
  mounds, 
  some 
  with 
  stone 
  markers, 
  others 
  marked 
  with 
  tarnished 
  bronze weapons or the remains of painted 
  wooden shields. The tattered remains of 
  banners hang from wooden and bone poles 
  scattered throughout the burial grounds. 
   
  There is a vague sense of discomfort here for 
  anyone with a Wisdom higher than 13, a feeling 
  that the PCs are trespassing and are being 
  watched. Depending on how long the journey 
  took and how much time they spent on detours, 
  the party may have several days to wait before 
  the last night of summer. Characters who stay 
  here for more than a day should be treated to 
  very odd encounters, but nothing that derail the 
  adventures. Suggestions might be strange 
  “ghostly images” right outside their vision, 
  sounds of war cries and battle hymns in strange 
  languages, hundreds of footsteps, all marching 
  along in rhythm as if soldiers were bearing down 
  upon them. Be creative and have fun.  
   
  If the players arrive early, they may choose to 
  Search the area. If they succeed on a DC 17, 
  they find the remains of a large brown bear, 
  dead from disease. Further searching (same 
  DC) or Track checks reveal a small bear cub 
  nearby, obviously suffering from the same 
  disease, but still alive. If the characters wish to 
  save the bear cub, one person must carry it (30 
  lbs) as it is too sick to move.  
   
  Handle Animal checks are not necessary, as the 
  creature is on the verge of death. Characters 
  must either use some of the Lizardman salve to 
  cure the disease, or heal it for 4 hp each day, 
  until it is cured (likely by Shajen in the Dejy 
  village). 
   
  Once the day arrives, continue below. 
   
  As the sun sets, the stars begin to emerge in 
  the darkening sky. You see the Scales are 
  balanced and, as the moon rises, it is large 
  and full. The stars that make up the Hearth 
  are barely visible as the sun sinks beneath 
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  Living Kingdoms of Kalamar 
  11
  
  As he works, Izvan explains that the writings 
  and illustrations are instructions allowing the 
  soul of the king to arrive at the afterlife. “Not 
  all of the journey described is spiritual,” he 
  says, “According to myth, the entrance to 
  the 
  underworld 
  existed 
  in 
  a 
  physical 
  location, an ancient ancestral burial ground 
  lost 
  to 
  the 
  world 
  since 
  this 
  king’s 
  treacherous brother concealed it with the 
  assistance of the Dark One. These directions 
  should allow me to find it, once I translate 
  them and work out the landmarks.” 
  the horizon among them, leaving the night lit 
  only by the orange glow of the harvest moon. 
  As the horizon’s purple hues darken to 
  black, you see the ghostly form of a large 
  stone structure begin to fade into being in 
  the 
  middle 
  of 
  the 
  graveyard. 
  Ancient 
  columns and steps slowly take form and 
  become solid, the windowless stone walls 
  crumbling with age and the depredations of 
  the moist swamp air. When it is finally whole, 
  it is hard to imagine that it ever wasn’t there. 
  Twin bronze doors carved with ancient 
  writing and symbols lie before you. Izvan 
  steps forward and says the word “Kygyryr” 
  and the bronze doors swing open. 
   
  A Search check (DC 20) reveals that the 
  sarcophagus lies on concealed tracks that allow 
  it to be pushed to one side by two people of at 
  least Strength 12 (or one of Strength 16+). 
  Doing so reveals stairs leading down to another 
  chamber. The sarcophagus itself is empty 
  except for a few scraps of decayed linen and a 
  few small shards of bone. Izvan insists on taking 
  an hour to copy items into his journal before 
  venturing down the stairs.  
   
  The writing is Ancient Dejy. A Decipher Script 
  check (DC 20) or fluency in the dead tongue is 
  required to translate it. It reads: “Here lies King 
  Bajesh of Shanjens who was betrayed by his 
  brother and died in exile before he could be 
  restored to his throne. May the Harvester watch 
  over his soul until his day of reckoning might 
  come.” A Knowledge (nobility and royalty) 
  check (DC 20) allows the PC to recognize the 
  symbols as being similar to those used on the 
  battle standards of certain Elos Desert tribes. If 
  asked, 
  Izvan 
  can 
  provide 
  either 
  bit 
  of 
  information, though he is somewhat curt as the 
  questions distract him from his work. He is 
  prepared to forge ahead and enter first, unless 
  the PCs insist they lead, in which case he 
  follows meekly for the first few feet, increasingly 
  growing impatient with any delays. 
   
  Characters may take 20 on their search, but that 
  is likely to take quite a bit of time, and they do 
  not have that long until the sun sets again and 
  the tomb disappears! In reality, the characters 
  probably would have enough time, but the judge 
  is encouraged to keep them moving as much as 
  possible. 
   
  As you descend the narrow steps to the 
  chamber below the false sarcophagus, you 
  hear the faint dripping of water and are hit by 
  the distinct and earthy smell of long-term 
  decay. As your lights illuminate the room, 
  you see a much more ornate sarcophagus in 
  a small room filled with what were once 
  valuable artifacts. Now, all that remains of 
  those items are rotted wood and decayed 
  cloth floating in the stagnant water that fills 
  the chamber two feet deep. The walls here 
  were also once elaborately decorated, but 
  the plaster is all but ruined, water trickling 
  down it as it leaks in from the soft bog 
  outside. The only decoration remaining 
  intact is carved into the sarcophagus itself. 
   
  The interior of the crypt is a simple affair, a 
  single room 
  with 
  plaster-covered 
  walls 
  intricately painted with more of the ancient 
  writing and once-colorful illustrations. The 
  marsh environment has taken its toll, 
  however, as much of the plaster is cracked, 
  warped, and disintegrating. The center of the 
  room features a simple stone sarcophagus 
  bearing no decoration. There are signs that 
  the room once contained other treasures, 
  scraps of mostly decayed cloth, small bits of 
  metal, and shards of pottery can be found on 
  a cursory search, but it appears they have 
  long since been removed. 
   
  A Spot check (DC 14) allows the PC to notice a 
  figure lurking in the shadows at the back of the 
  room. Closer examination reveals the bog 
  mummy watching them. 
   
  Izvan immediately begins studying the walls, 
  ordering the nearest PC bearing the light source 
  to stay close to him so both of his hands are free 
  to take notes in his journal. 
   
  Your light reveals the gaunt figure of what 
  was once a man. Its dark brown skin is 
   
  An Academic Excursion 
  Living Kingdoms of Kalamar 
  12
  
  stretched taught over its bones and shines in 
  the dim light. It wears the rotted remains of a 
  once luxurious robe and a gold circlet upon 
  his head, which bears a deep gash where 
  some instrument clove open its skull. It has 
  its arms folded across its chest and its eyes 
  follow you, head tilting slightly as if it is 
  making up its mind about you. 
   
  Any PC who sees the mummy must succeed at 
  a Will save (See Appendix I)   or be paralyzed 
  with fear for 1d4 rounds. If the PCs attack the 
  mummy, it fights them until they flee or it is 
  destroyed. Should they leave it alone, it 
  observes them. The mummy does not attack 
  unless they try to open the sarcophagus or take 
  something from the chamber (other than water 
  or useless debris). 
   
  ATL 1 (CR 1) 
  Lesser Bog Mummy 
   
  ATL 3 (CR 4) 
  Bog Mummy 
   
  ATL 5 (CR 7) 
  Advanced Bog Mummy 
   
  ATL 7 (CR 9) 
  Greater Bog Mummy 
   
  ATL 9 (CR 12) 
  Ancient Bog Mummy 
   
  Characters using detect magic notice the 
  sarcophagus 
  glows 
  with 
  moderate 
  transmutation. The sarcophagus has been 
  enchanted to resist much of the natural aging 
  that has ruined the walls and ceiling of the place. 
   
  Opening the sarcophagus reveals 300 gp worth 
  of gems and jewelry. Izvan disapproves of 
  grave-robbing, and tries as hard as possible to 
  talk the characters out of it. 
   
  Izvan is distraught about the damage to the 
  walls 
  of 
  this 
  chamber 
  but 
  sets 
  himself 
  immediately to try and copy the writing from the 
  sarcophagus. Unfortunately, the level of the 
  water obscures his view of much of it. He asks 
  the characters to try and find some way to bail 
  out some of the water so he can see more of the 
  carving. There is nothing in this room or the one 
  above that can hold water, so the party needs to 
  come up with a clever solution on their own. If 
  they can’t come up with anything, Izvan does the 
  best he can with what he finds, though he 
  grumbles the whole time. In the end, he 
  manages to get what he needs from the visible 
  portions. 
   
  If any of the characters state that they are going 
  to open the sarcophagus, Izvan gets agitated 
  and tells them in clear language that he is not a 
  common grave robber, and they can do that on 
  their own time. If characters ignore him and 
  open it anyway, the Bog Mummy attacks, and 
  Izvan runs out of the tomb. 
   
  Once the characters have exhausted the play 
  opportunities in the crypt, continue below: 
   
  You notice as you look around the room that 
  you can clearly see the swamp around you 
  for a second, then the wall becomes solid 
  again. 
  It 
  appears 
  that 
  dawn 
  is 
  fast 
  approaching, and the tomb is preparing to 
  return to the other place from whence it 
  came.  
   
  Izvan does not notice the impending change, 
  concentrating on writing in his book. Characters 
  must simply rouse him, and he readily begins 
  picking up his books, backpack, etc. Judges 
  may decide to make this situation seem more 
  dire by having Izvan “trip over a rock” on his way 
  out, forcing the characters to spend time trying 
  to get him out before the tomb disappears.  
   
  One trick that may work well is place a 10-sided 
  die on the table, starting on number 5. Proceed 
  as if in rounds, but without rolling initiative. Once 
  the characters all take an action, move the die to 
  the “4” side. Continue to count down as time 
  passes, all the while explaining how more and 
  more of the tomb is disappearing, and the image 
  of another land is coming into view. This other 
  land is up to the judge’s wildest imagination – 
  but whatever it may be, it should be dark, evil, 
  and dangerous 
   
  If the mummy wasn’t destroyed, it closes the 
  bronze doors behind the characters when they 
  leave.  
   
  When they exit the tomb, continue below. 
   
  As soon as the first light of dawn colors the 
  horizon, the tomb fades back out of 
  existence until all that remains are the burial 
  mounds and the haze of morning. 
   
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  Living Kingdoms of Kalamar 
  13
  
  ENCOUNTER 6 
  ENCOUNTER 5 
  Summer’s Last Storm 
  The Reckoning 
   
  Summary: As the PCs approach the Chors 
  thorp, they are accosted by the shaman and two 
  of his supporters who insist on searching them 
  for any item they may have taken from the burial 
  ground. 
  This encounter is OPTIONAL. The judge may, 
  at his/her discretion, offer the group Survival 
  checks 
  at 
  DC 
  12+ATL 
  to 
  avoid 
  this 
  encounter. 
  Usually, 
  the 
  basis 
  for 
  this 
  decision depends on the time remaining to 
  complete the adventure. 
   
  If the PCs went to the burial ground with the 
  chieftain’s permission, read the following: 
   
   
  After many days in this dank, stinking bog 
  you finally catch sight of dry land and tents 
  of the Chors village. As you approach, 
  though, three figures appear ahead of you. 
  One is the bearskin clad shaman, Shajen, 
  and the other two are warriors from the 
  village bearing two-handed axes. The trio 
  appears to be in wicked spirits as they set 
  themselves to block your passage. 
  Summary: On the way back the PCs are 
  overtaken by a sudden thunderstorm and will-o’-
  wisps attempt to lead them off into quicksand. 
   
  On the second day of the trip back, a successful 
  Survival check (DC 15) allows the PCs to 
  sense that a storm is brewing. If the party 
  decides to press on, they are hit by a 
  thunderstorm around noon. The storm lasts six 
  hours.  
   
  Untiered Encounter 
  Shajen: Male Dejy Sha5 (bear totem) 
   
  Escorts (6): Male Dejy War1 
  If they choose to stop, they lose the rest of the 
  day’s travel. If they press on, they need to make 
  Survival (DC 12) rolls each hour to avoid getting 
  lost. For dramatic effect, roll some dice, and 
  then have lightning strike one of the few meager 
  trees near the party.  
   
  NOTE: This encounter is supposed to be 
  difficult for all parties, and the judge should 
  NOT 
  simply 
  attack 
  with 
  little 
  or 
  no 
  justification.  
   
   
  As the light of day begins to fail, they notice 
  lights in the distance, in the general direction of 
  the lizardman village. The lights appear to be 
  only an hour or so away, so they would not be 
  journeying much past sunset. If any characters 
  ask, a Survival check (DC 18) tells them that it 
  is very possible the village is that close. DC 27 
  reveals that the village is nowhere near that 
  close, and the lights must be some other kind of 
  creature. If characters ask, they may attempt a 
  Knowledge (monsters) check (DC 20) to know 
  about will-o-wisps.  
  Shajen demands that the PCs submit to 
  searches by his escorts to ensure that they have 
  taken nothing from the Dejy graveyard. If they 
  are openly carrying any item from the burial site 
  or the party submits to the search and 
  something is found, he demands the item be 
  given to him and that the PCs accompany him 
  back to the village so that the chieftain may deal 
  with them. If they refuse or try to flee, he and his 
  escorts attack.  
   
  Giving Shajen the bear cub 
   
  If the characters found the sick bear cub near 
  the tomb, they may give it to Shajen for healing. 
  If they do so, he immediately shifts to friendly, so 
  overwhelmed at seeing the sick animal, and all 
  Diplomacy checks involving him are made at +5. 
  Additionally, he does not call attention to the 
  Lizardman fetish. Essentially, if the PCs give him 
  the bear cub, he does not cause any trouble for 
  them, so long as they have not stolen items from 
  the tomb.  
  Should the characters follow the lights, the will-
  o’-wisps lead them toward a patch of quicksand. 
  A Knowledge (nature) or Survival check (DC 
  18, due to lack of visibility) allows a PC to avoid 
  stumbling into it. Rules for quicksand are on pg 
  88 of the DMG, and are also found in Appendix 
  II. If the party does not head toward the lights, or 
  if they encounters the quicksand, the will-o’-
  wisps extinguish themselves and depart. They 
  do not engage in combat. 
   
   
  If they accompany him to the village, they can 
  get a Diplomacy or Bluff roll to talk their way out 
  of the situation, but only if they return all the 
  Will-o’-Wisps (3): CR 6; 40 hp. 
   
   
  An Academic Excursion 
  Living Kingdoms of Kalamar 
  14
  
  items taken and can come up with a feasible 
  explanation of why they defiled the tomb. If they 
  are unable to convince him, Izvan makes a gift 
  of their payment in order to have the PCs and 
  himself freed. The chieftain accepts the money, 
  have his warriors escort them for an hour from 
  the village, and warn them never to return on 
  pain of death. 
   
  As an added complication, Shajen mistakes the 
  fetish the lizardman shaman may have given a 
  party member for an item from the tomb. The 
  characters cannot convince him otherwise, 
  though a Sense Motive check (DC 13) on the 
  warriors reveals that they are not comfortable 
  with Shajen’s actions as the item is obviously of 
  recent construction. Sense Motive check (DC 
  7) indicates that Shajen seems to be enjoying 
  his moment of power over the characters – i.e. 
  he thinks about the personal glory he may gain 
  in bringing “tomb robbers” to justice before his 
  tribe. 
  If the PCs accompany him into the village, they  
  simply have to role-play well to convince Rojen 
  that it was not stolen, but a gift from the 
  Lizardmen. There is no DC for this attempt, as 
  the chieftain is not nearly as blind to the obvious 
  as Shajen. The shaman is angered and 
  embarrassed if they succeed, but does not 
  argue. The chieftain apologizes and invites the 
  party to be his guests again. He promises that 
  future guests in his tribe will not suffer the same 
  treatment by overzealous members of his tribe.  
   
  If Shajen is convinced that the party took 
  nothing, he is irritated, but admits they are 
  honest men and accompanies them back to the 
  village.  
   
  As long as the characters return to the village as 
  guests of the tribe, Shajen cures them of any 
  mummy rot or black plague which afflicts them. 
  Possibly at Rojen’s order, depending on 
  circumstances.  
   
  If the PCs went to the burial ground without the 
  permission of the chieftain, read the following: 
   
  After many days in this dank, stinking bog 
  you finally catch sight of dry land and tents 
  of the Chors village. As you approach, 
  though, you see a large party coming out to 
  meet you, led by the chieftain and the 
  shaman. The party consists of a dozen men 
  armed with bows, spears, and two-handed 
  battleaxes. 
   
  The Dejy attack if they attempt to flee or refuse 
  to submit to a search. Should anything be found 
  from the burial site, the warriors attempt to 
  subdue the party in order to take them back to 
  the village for execution. A Bluff or Diplomacy 
  check (DC 20) allow the characters to talk their 
  way out of the situation if they can conjure up a 
  good explanation. Unfortunately, success in this 
  instance means that Izvan is responsible for 
  their behavior, and must make amends. He is 
  forced to use the money he had saved to pay 
  the characters to mollify the chieftain. The 
  characters are then escorted from the village 
  and ordered never to return, on pain of death. 
  Izvan parts ways with them immediately after 
  they leave the village. 
   
  Rojen: Male Dejy Ftr5 
  Shajen: Male Dejy Sha5 (bear totem) 
  Warriors (15): Male Dejy War1 
   
   
  CONCLUSION 
  Once he is back in civilization (either the Dejy 
  village or another nearby settlement) and 
  assuming he still has the money for the party, 
  Izvan thanks the characters for their efforts on 
  his behalf and express a desire to work with 
  them again in the future. He gives them their 
  payment, and wishes them luck on their future 
  endeavors. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  An Academic Excursion 
  Living Kingdoms of Kalamar 
  15
  
  Awards 
   
  TREASURE 
  This is where treasure is listed. Items that have been stripped off bodies are listed at prices for which they 
  may be sold. Treasure is broken down by Encounter to aid the judge in determining if characters are 
  awarded specific items. The amount may be more or less than what is listed in the PHB as the economy 
  may fluctuate. 
   
  Gira’s Dowry: 
  Should one of the PCs marry Gira, they are presented with a dowry of animals, furs, and (mundane) 
  fetishes totaling 60 gp. In addition, the tepee in which they spent their first night is theirs (6 sp) including 
  the sleeping mats within (2 gp). Also, during the wedding feast, various tribe members present gifts to the 
  newlyweds. All items are practical: a fishing net (4gp); an iron kettle, pan, and pot; pottery pitcher, mugs, 
  and bowls; and a bolt of linen (10 yards, worth 5gp). Lastly, the chieftain presents the new husband with a 
  hunting dog (a pointer; see Goods and Gear) and the bride with a small steel mirror (10 gp) once owned 
  by his mother. Note that all of these goods are waiting for him at the village (with his wife) for his return, 
  and any attempt to pack them up and take them is not dealt with kindly by the new father-in-law or his 
  brother. 
   
  Swords and other items from the tomb site: 
  If the characters take items from the battlefield, they can gather 62 swords, 48 shields, and 52 suits of 
  leather armor. All these appear to be well-made items, until they are taken from the Bog. When the 
  characters attempt to sell the items, they find them rusted, broken, and useless. No merchant they 
  encounter is willing to pay anything for them. If the characters open the sarcophagus, they may find 300 
  gp worth of gems and jewelry. 
   
  Izvan’s Payment: 
  If the characters successfully complete the assignment, Izvan removes a small wooden box from his 
  haversack and hands it to the party. It is a third full with platinum pieces of various nationalities (worth a 
  total of 500 gp). Predominant among them are Pekalese kingspieces, Ahznomahnii zovas, Kalamaran 
  solidi, and Prompeldian scores.  
   
  OTHER AWARDS 
  Izvan’s Gratitude 
  Izvan the Sage was very impressed with your work, and indicates that he may call upon you again 
  sometime in the future.  
   
  Swamp Salve 
  This odd cream may be used to heal wounds and protect the person from the onset of disease. It may 
  heal 1d3 hp of damage, and provides a +1 bonus to saving throws against disease for 8 hours. Multiple 
  applications may heal more damage, but the saving throw bonus does not stack, and remains at +1 for 
  the duration. 
   
  Baby Name 
  The father of a new baby in the Dejy village of Neshay has named his child after the character.  The 
  character is now looked upon by the family as a guardian of the baby. Other opportunities for interaction 
  with the child may become available through adventure play. 
   
  Lizardman fetish 
  This is a small eagle carved from soapstone, with a small feather tied to it with sinew. It is a minor magical 
  item (detects as minor conjuration) that provides a +1 bonus to Heal checks. It only functions for the 
  character who receives it.  
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  Living Kingdoms of Kalamar 
  16
  
  Experience Points and Day Units 
   
  EXPERIENCE  
   
   
   
   
   
   
  CHARACTER LEVEL 
   
   
   
   
   
   
   
   
   
  1-4 
   
  5-9 
  Encounter 1: 
  Leaving for the tomb with the chieftain’s approval 
  75 xp 
  150 xp 
  Encounter 2: 
  Defeating the plague boar 
  30 xp 
  60 xp 
  Encounter 3:  Helping the tribe recover from the disease 
  30 xp 
  60 xp 
  Encounter 4:  Finding and trying to help the bear cub 
  20 xp 
  40 xp 
   
  Not fighting the mummy 
  50 xp 
  100 xp 
   
  Fighting and defeating the mummy 
  25 sp 
  50 xp 
  Encounter 5: 
  Avoiding/defeating the quicksand 
  25 xp 
  50 xp  
   
  Encounter 6: 
  Giving the bear cub to Shajen 
  20 xp 
  40 xp 
   
  Ending the adventure without angering the Dejy tribe 
  50 xp 
  100 xp 
   
  Discretionary Experience for Role Playing 
  100 xp 
  100 xp  
   
  Total 
  400 xp 
  800 xp 
   
  Note: If the characters leave for the tomb after offending the Dejy tribe (and not receiving the 75 xp from 
  Encounter 1), they cannot gain the experience in Encounter 6 for “Ending the adventure without angering 
  the Dejy tribe. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  An Academic Excursion 
  Living Kingdoms of Kalamar 
  17
  
  Appendix I:  NPCs and Monsters 
   
  Izvan Zhamish, male human (Svimohz), Aristocrat 1/Expert 7: CR 8; Medium humanoid; HD 
  1d8+7d6-8 (21 hp); Init -2 (Dex); Spd 20 ft.; AC 10 (-2 Dex, +2 Ring of Protection); BAB/Grp +3/0; 
  Spa/Rch 5ft./5ft.; Atk kurj +0 melee (1d4-3); Full Atk kurj +0 melee (1d4-3); SA -; SQ -; AL N; SV Fort +1, 
  Ref 0, Will +10; Str 5. Dex 7, Con 9, Int 18, Wis 16, Cha 16. 
   
  Skills and Feats: Appraisal +8, Bluff +10, Decipher Script +15, Diplomacy +14, Disable Device +7, Gather 
  Information +14, Heal +7, Knowledge (Geography) +15, Knowledge (History) +16, Knowledge (Royalty 
  and Nobility) +5, Listen +7, Perform (Wind Instruments) +4, Ride +2, Search +8, Sense Motive +4, Spot 
  +8, Survival +16; Bazaar Veteran, Eidetic Memory, Scholar, Self-Sufficient. 
   
  Known Languages: Svimohzish, Dejy (all Elos dialects, Simay, Chors, and Ancient), Kalamaran, 
  Merchant’s Tongue. 
   
  Possessions: Kurj (see Appendix I), walking stick, ring of protection +2, Heward’s handy haversack, and a 
  great many personal items, books, and pieces of equipment stuffed into his bag, including the PCs 
  payment. It should be noted that the haversack is keyed specifically for him. Anyone else searching it 
  finds it empty. 
   
  Notes: 
  Izvan is the younger son of one of the merchant families of Zha-Nehzmish. He spent his early adult years 
  acting as his family’s agent in the eastern Vohven Jungle, trading with the Dejy there for rare herbs and 
  woods. He became fascinated with their culture and decided to dedicate his life to learning. Returning to 
  the University of Zha, he immersed himself in the study of history and culture until he felt himself 
  competent to take his learning into the field. He began to travel, first through the Vohven and then on the 
  continent. It was in the Elos where he began to hear stories and legends of the ancient Dejy kingdoms 
  that once ruled the region before the coming of the other races of men. He began to focus his studies on 
  these stories, eventually putting together the pieces of the puzzle he is attempting to complete now. 
   
  The sage has always been an active man and, though the years are sapping him of his strength and 
  health, he refuses to shut himself up in the University just yet. His pride and stubbornness makes it very 
  difficult to help him. Otherwise, however, he is very good company. He has a youthful vitality with belies 
  his age and a good sense of humor. He is skilled with the meznar, a double-reeded flute used by the Elos 
  tribes, and is an avid chess player (there is a fine set among the gear in his haversack). While not an 
  accomplished storyteller, he has had a colorful enough life that he can spin anecdotes with the best of 
  men and never tires of telling of his travels. His manners, speech, and tastes are colored by his journeys 
  as well, making him somewhat colorful and eccentric no matter where the PCs hail from. He does have 
  one vice that is quite Svimohzish, however, he carries with him a supply of coffee and cocoa which he 
  takes part of every morning. It is also worth noting that he is a follower of the Traveller (the star on his 
  turban is Amehz’s symbol) and prays every morning and evening. 
   
  Anecdotes: 
  Izvan removes a large map from his bag and unrolls it on a dry spot of ground. It is covered with 
  notes, stories, and parables. He says, reverently, “This is a copy of The Endless Journey, the holy 
  text of Amehz. It was given to me by one of the Journeymen when I came across him in the desert 
  during his final hours. As he died, we watched the stars in the sky and shared stories of our 
  travels and the people we’d met. He told me that he had been on the road for his entire life, seven 
  decades, and never in that time did he cease to find some new story or some wondrous sight at 
  every stop. He said every night under the stars renewed his faith in the Voyager, every sunrise 
  and sunset assured him he was on the right path.” 
   
  Izvan taps the sickle-shaped dagger on his belt and says, “This is called a kurj. It is the knife worn 
  by members of the Murs tribe in the great salt desert. It belonged to one of their warriors who felt 
  that I could not be trusted and so challenged me to single combat. It was only by luck and the 
  favor of the gods, of course, that I prevailed though I assure you I was badly wounded. The leader 
  An Academic Excursion 
  Living Kingdoms of Kalamar 
  18
  
  of that tribe gave the knife to me, still covered in my own blood, and told me that all that the 
  warrior owned was now mine. Of course, I knew something of this but I was a bit taken aback to 
  learn that he had a wife and son. As it happened, I ended up spending several years with these 
  people and they became a family to me.” 
   
  Rojen, male human (Chors Dejy), Fighter 5: CR 5; Medium humanoid; HD 5d10 (27 hp); Init +2 (Dex); 
  Spd 30 ft.; AC 16 (+2 Dex, +4 masterwork bezainted leather), touch 12, flat-footed 14; BAB +5/+8; 
  Spa/Rch 5ft./5ft.; Atk masterwork korsha +10 melee (1d8+5) or masterwork thakylo +9 melee (1d4+3); 
  Full Atk masterwork korsha +10 melee (1d8+5) or masterwork thakylo +9 melee (1d4+3); SA -; SQ -; AL 
  LN; SV Fort +5, Ref +4, Will +5; Str 16, Dex 14, Con 10, Int 8, Wis 13, Cha 12. 
   
  Skills and Feats: Climb +7, Ride +4, Swim +7, Intimidate +3; Athletic, Combat Reflexes, Iron Will, Quick 
  Draw, Weapon Focus (Korsha), Weapon Specialization (Korsha). 
   
  Known Languages: Dejy (Chors), Kalamaran, Merchant’s Tongue. 
   
  Possessions: Masterwork bezainted leather armor, masterwork korsha (see Appendix I), masterwork 
  thakylo (see Appendix I), shamanic fetish (+1 divine bonus to saves, +1 resistance bonus towards fire) 
  and a potion of cure moderate wounds 
   
  Notes: 
  Rojen is not the most intelligent man in his tribe and he is a superb swordsman, which might give the 
  wrong impression about what sort of individual he is. The reason he has risen to leadership of his tribe is 
  not just because he was nephew of the previous chieftain but because his wisdom, patience, and 
  willingness to listen have earned him considerable respect among even the elder members of the tribe. 
  Always a quiet man, he is aware of his shortcomings and is willing to accept the counsel of others. He 
  has struggled with a lack of talent for languages in order to learn at least the basic tongues necessary to 
  be a diplomat in order to better serve his tribe. 
   
  Among the cynical members of his tribe, his reliance on the advice of others has cause some to whisper 
  that he is merely a pawn of the shaman, Shajen. Part of his willingness to allow Izvan access to the tribal 
  burial grounds (other than the fact that he truly trusts the sage) is that Shajen disapproves of it and he 
  understands that it helps to make a point to both the shaman and those who speculate on his ability to 
  lead independently. He is also aware of the risk he takes, should the party or Izvan prove to be 
  untrustworthy. Also note that Rojen is not yet married and might show interest in a strong, intelligent 
  female PC, should she seem receptive. His brother, Adako, married a Kalamaran woman and he bears 
  no prejudice towards those outside of his tribe (which is part of how Izvan was able to convince him to 
  allow him access to the tomb). 
   
  Shajen, male human (Chors Dejy), Shaman 5: CR 5; Medium humanoid; HD 5d8 (22 hp); Init +1 (Dex); 
  Spd 30 ft.; AC 12 (+1 Dex, +1 masterwork bearskin), touch 11, flat-footed 11; BAB +2/+4; Spa/Rch 
  5ft./5ft.; Atk masterwork yershar +5 melee (1d8+2) or masterwork thakylo +5 melee (1d4+2); Full Atk 
  masterwork yershar +5 melee (1d8+2) or masterwork thakylo +5 melee (1d4+2); SA -; SQ Wild shape, 
  woodland stride, trackless step; AL N; SV Fort +2, Ref +3, Will +8; Str 14, Dex 12, Con 10, Int 14, Wis 16, 
  Cha 8. 
   
  Skills and Feats: Concentration +8, Diplomacy +7, Heal +11, Knowledge (nature) +10, Listen +5, 
  Profession (herbalist) +11, Spellcraft +10, Spot +5, Survival +11; Alertness, Brew Potion, Combat 
  Casting. 
   
  Known Languages: Dejy (Chors), Kalamaran, Merchant’s Tongue. 
   
  Spells Known (5/5/4/3): 0th – Create Water, Detect Poison, Know Direction, Light, Mending; 1st – Calm 
  Animals, Cure Light Wounds, Endure Elements, Hide from Animals, Shillelagh; 2nd – Animal Messengar, 
  Barkskin, Bear’s Endurance, Bull’s Strength; 3rd – Call Lightning, Plant Growth, Remove Disease. 
   
  An Academic Excursion 
  Living Kingdoms of Kalamar 
  19
  
  Possessions: Masterwork bearskin armor, masterwork thakylo (see Appendix I), masterwork yershar (see 
  Appendix I), shamanic fetish (+1 divine bonus to saves, +1 resistance bonus towards fire), potion of cure 
  moderate wounds, potion of bull’s strength, potion of bear’s endurance, potion of remove disease. 
   
  Notes: 
  Shajen is a jealous man. He envies Rojen the influence he has in the tribe, he is jealous of his own power 
  and influence, and he is protective of the role he plays in the village. His opposition to Izvan’s request has 
  gone past him thinking that the man can’t be trusted and into a spiteful struggle to prove that he is right 
  and that the chieftain should follow his counsel without question. He is not so stubborn, however, to allow 
  harm to come to the tribe because of his irritation nor is he wicked enough to manufacture evidence to 
  prove he was correct. He’s simply a man who doesn’t like to be wrong, fearful that any mistake may be 
  construed as ineptitude. 
   
  Otherwise, the shaman is a compassionate man who tends well to the spiritual and medical needs of the 
  tribe. He is an accomplished herbalist and brewer of potions whose elixirs and ministrations have saved 
  many lives since he took over for his father, the previous tribal shaman. He is properly respectful of the 
  spirits and sees to it that the proper rites and offerings are made to ensure prosperity. He is very 
  dedicated to his work and to the people he tends to and this should be apparent to anyone who sees him 
  in action. 
   
  Shajen currently has no animal companion. He is in mourning for his previous companion, a bear which 
  he had raised from a cub, who recently got caught in quicksand in the bog and drowned. Much of his 
  current disposition is a result of this accident. Any tale of a similar loss gives the PC a +5 DC on Bluff or 
  Diplomacy rolls with him, as he’ll be predisposed towards them. 
   
  Tribesman, male human (Chors Dejy), Warrior 1: CR ½; Medium humanoid; HD 1d8 (4 hp); Init +1 
  (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather armor), 11 touch, 12 flat-footed; BAB +1/+1; Spa/Rch 
  5ft./5ft.; Atk joshaja +1 melee (2d4), jorosh +1 melee (2d4), thakylo +1 melee (1d4), or tribal shortbow +2 
  ranged (1d6); Full Atk same as Atk; SA --; SQ --; AL N; SV Fort +2, Ref +1, Will +1; Str 11, Dex 13, Con 
  10, Int 8, Wis 12, Cha 9. 
   
  Skills and Feats: Handle Animal +3, Ride +5; Mounted Combat, Mounted Archery. 
   
  Known Languages: Dejy (Chors) 
   
  Possessions: Leather armor, tribal shortbow (see Appendix I), thakylo (see Appendix I), and either a 
  joshaja or jorosh (see Appendix I). 
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  Living Kingdoms of Kalamar 
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  Encounter 2 
  A three foot tall, five foot long black boar with an extremely bad temper. It just recently had a painful 
  encounter with a lizardman shaman and is looking for someone to hurt. It tends to focus on weaker 
  members of the party, so Izvan is a likely target as are any wizards or sorcerers in the group. If the 
  creature retreats, it almost certainly attacks them again on the return trip, once it has healed up some of 
  the damage it took. 
   
  ATL 1 
  Weakened Plague Boar:  CR 2; Medium magical beast; HD 3d10+15 (23 hp) [29 rage]; Init +5 (+1 Dex, 
  +4 Improved Initiative); Spd 40 ft; AC 13 (+1 Dex, +2 natural) [11 rage], touch 11, flat-footed 12; BAB/Grp 
  +3/+6 [+3/+8 rage]; Spa/Rch 5ft./5ft.; Atk Gore +6 melee [+8 rage] (2d4+3 plus disease) [2d4+5 rage]; SA 
  Disease, ferocity, rage; SQ Darkvision 60 ft., scent; AL N; SV Fort +8 [+10 rage], Ref +4, Will +0 [+2 
  rage]; Str 16 [20 rage], Dex 12, Con 20 [24 rage], Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Listen +1, Spot -1; Improved Initiative. 
   
  Disease (Su): The plague boar’s fur is infested with fleas that carry the Black Plague (KPG pg 131). 
  Coming in contact with the creature, either physically or by touching it with a weapon or other object 
  causes the fleas to leap from the plague board to the new host. The opponent contracts the Black Plague 
  (Infection Contact; DC 16; Incubation 1d6 days; Damage 1d6 Str, 1d6 Con, 1d2 Int). The victim must 
  make three successful Fortitude saves in a row to recover from the Black Plague (details on the plague 
  may be found in the Kalamar Player’s Guide, page 131). 
   
  Ferocity (Ex): A plague boar is such a tenacious combatant that it continues to fight without penalty even 
  while disabled or dying. 
   
  Rage (Ex): A plague boar is capable of raging as a barbarian of equivalent level. 
   
  ATL 3 
  Plague Boar:  CR 3; Medium magical beast; HD 6d10+30 (63 hp) [75 rage]; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 40 ft; AC 17 (+1 Dex, +6 natural) [15 rage], touch 11, flat-footed 16; BAB/Grp +6/+11 
  [+6/+13 rage]; Spa/Rch 5ft./5ft.; Atk Gore +11 melee [+13 rage] (2d6+5 plus disease) [2d6+7 rage]; Full 
  Atk Gore +11 melee [+13 rage] (2d6+5 plus disease) [2d6+7 rage], bite +6 melee [+8 rage] (1d4+2 plus 
  disease) [1d4+3 rage]; SA Disease, ferocity, rage; SQ Darkvision 60 ft., scent; AL N; SV Fort +10 [+12 
  rage], Ref +6, Will +3 [+5 rage]; Str 20 [24 rage], Dex 12, Con 20 [24 rage], Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +3; Improved Initiative, Iron Will, Power Attack. 
   
  Disease (Su): As above. 
   
  Ferocity (Ex): As above. 
   
  Rage (Ex): As above. 
   
  ATL 5 
  Advanced Plague Boar:  CR 7; Medium magical beast; HD 9d10+45 (90 hp) [108 rage]; Init +5 (+1 Dex, 
  +4 Improved Initiative); Spd 40 ft; AC 17 (+1 Dex, +6 natural) [15 rage], touch 11, flat-footed 16; BAB/Grp 
  +9/+14 [+9/+16 rage]; Spa/Rch 5ft./5ft.; Atk Gore +14 melee [+16 rage] (2d6+5 plus disease) [2d6+7 
  rage]; Full Atk Gore +14 melee [+16 rage] (2d6+5 plus disease) [2d6+7 rage], bite +9 melee [+11 rage] 
  (1d4+2 plus disease) [1d4+3 rage]; SA Disease, ferocity, rage; SQ Darkvision 60 ft., scent; AL N; SV Fort 
  +11 [+13 rage], Ref +7, Will +4 [+6 rage]; Str 20 [24 rage], Dex 12, Con 20 [24 rage], Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5; Improved Initiative, Iron Will, Power Attack, Cleave. 
   
  Disease (Su): Same as above. 
   
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  Ferocity (Ex): Same as above. 
   
  Rage (Ex): Same as above. 
   
  ATL 7 
  Elder Plague Boar:  CR 10; Large magical beast; HD 12d10+60 (120 hp) [144 rage]; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 40 ft; AC 17 (+1 Dex, +6 natural) [15 rage], touch 11, flat-footed 16; BAB/Grp 
  +12/+17 [+6/+19 rage]; Spa/Rch 5ft./5ft.; Atk Gore +17 melee [+19 rage] (2d6+5 plus disease) [2d6+7 
  rage]; Full Atk Gore +17 melee [+19 rage] (2d6+5 plus disease) [2d6+7 rage], bite +12 melee [+14 rage] 
  (1d4+2 plus disease) [1d4+3 rage]; SA Disease, ferocity, rage; SQ Darkvision 60 ft., scent; AL N; SV Fort 
  +13 [+15 rage], Ref +9, Will +5 [+7 rage]; Str 20 [24 rage], Dex 12, Con 20 [24 rage], Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +6; Improved Initiative, Iron Will, Power Attack, Cleave, Great Cleave. 
   
  Disease (Su): Same as above. 
   
  Ferocity (Ex): Same as above. 
   
  Rage (Ex): Same as above. 
   
  ATL 9 
  Advanced Elder Plague Boar:  CR 12; Large magical beast; HD 15d10+75 (145 hp) [175 rage]; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 40 ft; AC 22 (+1 Dex, +11 natural) [20 rage], touch 11, flat-footed 
  21; BAB/Grp +15/+20 [+6/+22 rage]; Spa/Rch 5ft./5ft.; Atk Gore +20 melee [+22 rage] (3d6+5 plus 
  disease) [3d6+7 rage]; Full Atk Gore +20 melee [+22 rage] (3d6+5 plus disease) [3d6+7 rage], bite +15 
  melee [+17 rage] (1d4+2 plus disease) [1d4+3 rage]; SA Disease, ferocity, rage; SQ Darkvision 60 ft., 
  scent; AL N; SV Fort +14 [+16 rage], Ref +10, Will +6 [+8 rage]; Str 20 [24 rage], Dex 12, Con 20 [24 
  rage], Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Listen +9, Spot +9; Improved Initiative, Iron Will, Power Attack, Cleave, Great Cleave, 
  Improved Natural Attack. 
   
  Disease (Su): Same as above. 
   
  Ferocity (Ex): Same as above. 
   
  Rage (Ex): Same as above. 
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  Encounter 4 
  ATL 1 
  Lesser Bog Mummy (Noble Mummy variant): CR 1; Medium undead; HD 2d12+3 (15 hp); Init -1 (-1 
  Dex); Spd 20 ft.; AC 14 (-1 Dex, +5 natural), touch 9, flat-footed 15; BAB/Grp +1/+4; Spa/Rch 5ft./5ft.; Atk 
  Slam +4 melee (1d6+3 plus mummy rot); Full Atk 2 slams +4 melee (1d6+3 plus mummy rot); SA 
  Despair, mummy rot; SQ Damage reduction 5/magic, darkvision 60 ft., undead traits; AL LE; SV Fort +2, 
  Ref -1, Will +3; Str 16, Dex 8, Con -, Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +2, Listen +2, Move Silently +2, Spot +3; Toughness. 
   
  Despair (Su): At the mere sight of a mummy, the viewer must succeed on a Will DC 14 save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be 
  affected again by the same mummy’s despair ability for 24 hours. 
   
  Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 12, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. Unlike normal diseases, mummy rot continues until the victim reaches 
  Constitution 0 (and dies) or is cured as described below.  
   
  Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the 
  spell has no effect. 
   
  To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer 
  necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal 
  disease. 
   
  An afflicted creature that dies of the mummy rot of a bog mummy decomposes into peat. 
   
  ATL 3 
  Bog Mummy (Noble Mummy variant): CR 4; Medium undead; HD 6d12+3 (42 hp); Init +3 (-1 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 16 (-1 Dex, +7 natural), touch 9, flat-footed 16; BAB/Grp +3/+6; 
  Spa/Rch 5ft./5ft.; Atk Slam +6 melee (1d6+4 plus mummy rot); Full Atk 2 slams +6 melee (1d6+4 plus 
  mummy rot); SA Despair, mummy rot; SQ Damage reduction 5/+1, darkvision 60 ft., undead traits; AL LE; 
  SV Fort +4, Ref +1, Will +6; Str 16, Dex 8, Con -, Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +4, Listen +5, Move Silently +4, Spot +5; Great Fortitude, Improved Initiative, 
  Toughness. 
   
  Despair (Su): Same as above. 
   
  Mummy Rot (Su): Same as above, with Fortitude DC 13 save.  
   
  ATL 5 
  Advanced Bog Mummy (Noble Mummy variant): CR 5; Medium undead; HD 6d12+3 (50 hp); Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 18 (+1 Dex, +7 natural), touch 11, flat-footed 16; BAB/Grp 
  +3/+6; Spa/Rch 5ft./5ft.; Atk Slam +6 melee (1d6+4 plus mummy rot); Full Atk 2 slams +6 melee (1d6+4 
  plus mummy rot); SA Despair, mummy rot; SQ Damage reduction 5/magic, darkvision 60 ft., undead 
  traits; AL LE; SV Fort +4, Ref +1, Will +6; Str 16, Dex 12, Con -, Int 6, Wis 12, Cha 14. 
   
  Skills and Feats: Hide +5, Listen +5, Move Silently +4, Spot +6; Great Fortitude, Improved Initiative, 
  Toughness. 
   
  Despair (Su): Same as above, with Will DC 15 save.  
   
  Mummy Rot (Su): Same as above, with Fortitude DC 15 save. 
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  ATL 7 
  Greater Bog Mummy (Noble Mummy variant): CR 9; Medium undead; HD 14d12+3 (91 hp); Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 20 (+1 Dex, +9 natural), touch 11, flat-footed 19; BAB/Grp 
  +7/+12; Spa/Rch 5ft./5ft.; Atk Slam +12 melee (1d6+7 plus mummy rot); Full Atk 2 slams +12 melee 
  (1d6+7 plus mummy rot); SA Despair, mummy rot; SQ Damage reduction 5/silver and magic, darkvision 
  60 ft., undead traits; AL LE; SV Fort +4, Ref +7, Will +10; Str 21, Dex 12, Con -, Int 6, Wis 12, Cha 14. 
   
  Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Great Fortitude, Improved Initiative, 
  Toughness, Combat Expertise, Dodge. 
   
  Despair (Su): Same as above, with Will DC 15 save.  
   
  Mummy Rot (Su): Same as above, with Fortitude DC 15 save. 
   
  ATL 9 
  Ancient  Bog Mummy (Noble Mummy variant): CR 12; Medium undead; HD 14d12+3 (91 hp); Init +7 
  (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 22 (+3 Dex, +9 natural), touch 13, flat-footed 19; BAB/Grp 
  +7/+12; Spa/Rch 5ft./5ft.; Atk Slam +12 melee (1d6+7 plus mummy rot); Full Atk 2 slams +12 melee 
  (1d6+7 plus mummy rot); SA Despair, mummy rot; SQ Damage reduction 10/silver and magic, darkvision 
  60 ft., undead traits; AL LE; SV Fort +4, Ref +9, Will +10; Str 21, Dex 16, Con -, Int 6, Wis 12, Cha 14. 
   
  Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Great Fortitude, Improved Initiative, 
  Toughness, Combat Expertise, Dodge. 
   
  Despair (Su): Same as above, with Will DC 17 save.  
   
  Mummy Rot (Su): Same as above, with Fortitude DC 18 save. 
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  Encounter 5 
   
  All ATLs 
  Will-o’-Wisp: CR 6; Small aberration (air); HD 9d8 (40 hp); Init +13 (+9 Dex, +4 Improved Initiative); Spd 
  Fly 50 ft. (perfect); AC 29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20; BAB/Grp +6/-3; 
  Spa/Rch 5ft./5ft.; Atk Shock +16 melee touch (2d8 electricity); Full Atk Shock +16 melee touch (2d8 
  electricity); SA --; SQ Darkvision 60 ft., immunity to magic, natural invisibility; AL CE; SV Fort +3, Ref +12, 
  Will +9; Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12. 
   
  Skills and Feats: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, 
  Spot +17, Survival +3 (+5 following tracks); Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon 
  Finesse. 
   
  Immunity to Magic (Ex): A will-o’-wisp is immune to most spells or spell-like abilities that allow spell 
  resistance, except magic missile and maze. 
   
  Natural Invisibility (Ex): A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming 
  invisible as the spell.
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  Appendix II: Additional Rules 
   
  Bezainted Leather (light armor): Studded leather armor with circular metal disks fastened beneath the 
  studs for added protection. Cost 50 gp; AB +4; Max Dex +4; ACP -3; SF 15%; Wt 25 lbs. 
   
  Cotanen (two-handed martial): This is a slightly curved, single-edged steel blade with a small, circular 
  guard. The cotanen (as it is incorrectly called) is a foreign weapon that originally comes from the Elos 
  Desert ruins, but is now being made is Cosolen and the surrounding area. The name “cotanen” is said to 
  be a Brandobian corruption of the true pronunciation. Cost 24 gp; Dmg (S) 1d6, Dmg (M) 2d4; Crit 18-20; 
  Wt 3lbs.; Type S&P. 
   
  Jorosh (two-handed martial): This two-handed, wooden Chors (Dejy) staff gradually becomes thicker 
  towards its tip. This thick upper half is also shod with iron strips. There is sometimes a hook at the tip, but 
  other times it is left bare. There is no blade or cutting edge on a jorosh. Cost 12 gp; Dmg (S) 1d6, Dmg 
  (M) 2d4; Crit x2; Wt 6 lbs.; Type B. 
   
  Joshaja (two-handed martial): The Chors (Dejy) use this two-handed battleaxe. Though those axes 
  vary widely in shape, they generally consist of a wooden shaft and a wide-bladed (quarter moon-shaped) 
  iron head. Occasionally, there may be a spike fitted to the top of the shaft for thrusting and piercing 
  attacks. Cost 6 gp; Dmg (S) 1d6, Dmg (M) 2d4; Crit x3; Wt 4 lbs.; Type S. 
   
  Korsha (one-handed martial): The Chors (Dejy) use this thin, single-edged sword whose blade is 
  double-edged only at the tip. The hilt of the korsha is a half-crossbar, leaving the back of the hand 
  unguarded. Cost 18 gp; Dmg (S) 1d6, Dmg (M) 1d8; Crit 18-20; Wt 2lbs; Type S&P. 
   
  Kurj (light simple): This double-edged Murs (Dejy) dagger is shaped like a sickle. Cost 3 sp; Dmg (S) 
  1d3, Dmg (M) 1d4; Crit 19-20; Rng 20 ft.; Wt 1 lb.; Type S. 
   
  Thakylo (light simple): This Chors (Dejy) dagger features a curved, double-edged blade. They are worn 
  on a cord around the neck, and are always elaborately decorated and inlaid with precious metals. Cost 2 
  gp; Dmg (S) 1d3, Dmg (M) 1d4; Crit 19-20; Rng 10 ft.; Wt 1 lb.; Type S&P. 
   
  Tribal Shortbow (tanged martial): The Dejy tribes of the north and Wild Lands favor this self shortbow 
  just over 3 feet tall. It is a common missile weapon among many tribes, including the Defohy, Fitonshir, 
  Chors, Ridijo, Shan-Gyr, Chinotan, Anyth, Byth, Thondehe, Evony, Tharay, and Narhino. Like the 
  standard shortbow, it requires two hands to use. A tribal shortbow can be used while mounted, provided 
  that the wielder is of at least Medium size. Cost 35 gp; Dmg (S) 1d4, Dmg (M) 1d6; Crit x3; Rng 45 ft.; Wt 
  1 lb.; Type P. 
   
  Yershar (one-handed simple): Only a shaman of the Chors (Dejy) possesses this ironwood club. The 
  head is often fitted with a round stone for extra bludgeoning power, or a stone spike for piercing attacks. 
  Cost 4 gp; Dmg (S) 1d4, Dmg (M) 1d6; Crit 19-20; Rng 10 ft.; Wt 3 lbs.; Type P&B. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Living Kingdoms of Kalamar 
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  Rules on Quicksand: 
  Patches of quicksand present a deceptively solid appearance (appearing as undergrowth or open land) 
  that may trap careless characters. A character approaching a patch of quicksand at a normal pace is 
  entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running 
  characters don’t have a chance to detect a hidden bog before blundering in. A typical patch of quicksand 
  is 20 feet in diameter; the momentum of a charging or running character carries him or her 1d2×5 feet into 
  the quicksand. 
   
  Effects of Quicksand: Characters in quicksand must make a DC 10 Swim check every round to simply 
  tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped 
  character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can 
  no longer hold his breath (see the Swim skill description). 
  Characters below the surface of a bog may swim back to the surface with a successful Swim check (DC 
  15, +1 per consecutive round of being under the surface). 
   
  Rescue: Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear 
  haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 
  15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to 
  hold onto the branch, pole, or rope. If the victim fails to hold on, he must make a DC 15 Swim check 
  immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety. 
   
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/RPGA/Living Kalamar Organised Play/Adventures/LKOK34 An Academic Excursion.pdf