TEXT: LKOK29 
   
   
   
   
   
   
   
   
  Full Disclosure 
   
  A 1-Round D&D Living Kingdoms of Kalamar® Adventure 
   
  by Andrew Garbade 
   
  The treaty between Pekal and Cosdol is in tatters, but one last push by Prince Kafen may save the 
  alliance, and ensure the presence of another ally in the war with Kalamar. But the pending arrangement is 
  not without peril, as many others with their own agendas try to manipulate both sides. Bet Rogala is 
  awash in rumor and suspicion, and the characters must find a way to save the Prince, and all of Pekal.  
  This adventure closes the story arc which began in The Rub, then continued in A Simple Detail and A Bit 
  of Truth. 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 2004, 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. © 2004 Wizards of 
  the Coast, Inc. 
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  1
  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 9th 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 weather in Bet Rogala is mild for this time of 
  year, though winter is just around the corner. 
  Slight traces of frost rim the edge of Lake 
  Eb’Sobet, and the fields have been harvested.  
  The streets of the capital seem to capture the 
  wind, making certain alleys and lanes seem 
  much colder than others. Many common folk 
  spend time indoors, and only those with 
  important business leave their hearths and 
  mead. 
   
  MODULE NOTES 
  Due to its nature, this adventure has many 
  instances where the players may decide to 
  venture away from the presented encounters. 
  The judge should be prepared to try and draw 
  them back as swiftly as possible, while still 
  encouraging role-play opportunities. Specifically, 
  the players may want to inform the Town Watch 
  or their contacts at several points during the 
  adventure. These are absolutely acceptable, 
  though any help should be received “off-screen” 
  and not directly influence anything in the 
  encounters.  
   
  For example, one encounter assumes the PCs 
  stake out a warehouse for a meeting. The judge 
  should be prepared to prompt the players if 
  necessary by various means; perhaps a 
  member of the Grey Legion is tailing them “just 
  in case” at the request of Captain Balinor. He 
  can help out by suggesting a few of them 
  infiltrate the warehouse while he and other party 
  members watch the outside. There are any 
  number 
  of 
  possibilities 
  for 
  this 
  kind 
  of 
  assistance, though the judge needs to consider 
  options depending on the group of players and 
  their characters.  
   
  All of the above sort of goes without saying in 
  the realm of RPGA gaming, but it always pays to 
  repeat sound advice. ☺ 
   
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  2
  Cosdol and Eldor are featured in the adventure 
  somewhat 
  in 
  the 
  background 
  (though 
  importantly, NPC information is not always 
  precise according to canon – they are biased). 
  Information on these two countries can be found 
  in 
  the 
  Kingdoms 
  of 
  Kalamar 
  Campaign 
  Sourcebook.  
   
  Finally, several spells from the Kingdoms of 
  Kalamar 
  Player’s 
  Guide 
  are 
  included 
  in 
  Appendix II: NPCs and Monsters. The judge 
  should be familiar with these spells prior to 
  running the adventure.   
   
   
  BACKGROUND 
   
  In The Rub, the PCs saved the life of Welstern 
  Vrindolvus, Ambassador of Cosdol, sent to 
  begin diplomatic relations with Pekal. During A 
  Simple Detail, information was discovered that 
  Cosdol and Pekal had entered into a secret 
  military alliance. In A Bit of Truth, the PCs 
  discovered that the military alliance was in fact 
  part of a larger plot whereby Cosdol was moving 
  their forces into place for an attempt to 
  overthrow Prince Kafen, and take over rulership 
  of Pekal. All of these events are the direct result 
  of PC actions in these adventures – none of 
  these were pre-ordained, so what follows in 
  these pages is the culmination of this part of the 
  story.  
   
  Doppelgangers working 
  for 
  Kalamar have 
  entered into 
  an 
  alliance 
  with 
  agents 
  of 
  Brandobia to try and salvage their basic plans – 
  the overthrow of Prince Kafen, and assumption 
  of rulership over Pekal. With Kalamar now in the 
  picture, the two different sides have agreed in 
  principle to split Pekal between the countries, 
  though the exact division is still contested.  
   
  Unfortunately, many of the doppelgangers in 
  Pekal have been killed in the past year in freak 
  accidents, usually involving nosy adventurers. 
  As a result, their ranks are thin, and they are 
  relying on some of the less talented members of 
  the group to carry out missions. One of these 
  made the mistake of appearing as a high-
  ranking Pekal general in the wrong place at the 
  wrong time. He was caught and killed when he 
  tried to order some of the real General’s men to 
  undertake some irrational actions. The General 
  – Dravlin Balenir – decided to try and track down 
  these creatures. On the advice of Captain 
  Balinor (commander of the Grey Legion), the 
  General sends for adventurers to accomplish the 
  mission. 
   
  The enemies in this adventure are using 
  merchant terms of typical cloth goods to 
  represent various stages of their plot. “Cotton” is 
  the word used for the present state – 
  preparation 
  and 
  planning. 
  “Velvet” 
  means 
  everything is according to plan, and everyone 
  should be ready to act on a moment’s notice.  
   
  The Brandobians also have another word – 
  “Silk.” This word is code for ending relations with 
  the doppelgangers, and the entire scope of the 
  operation has changed.  
   
  ADVENTURE SYNOPSIS 
   
  Introduction: 
  This introduction allows the judge time to get 
  comfortable with the characters, as well as 
  provide a suitable hook for drawing them into the 
  adventure. 
   
  Encounter 1:  
  The characters meet General Dravlin  Balenir, a 
  commander in the Pekal Army. His men have 
  killed a doppelganger, and he wants adventurers 
  to try and track down and kill or capture any 
  others they find. Character introductions take 
  place in Encounter 1. 
   
  Encounter 2: 
  The PCs meet Welstern Vrindolvus, former 
  Cosdol Ambassador to Pekal, now exiled from 
  his country, and current advisor to Prince Kafen.  
   
  Encounter 3: 
  The characters enter the warehouse where the 
  doppelganger was found and journey through 
  the maze-like tunnels of an old culvert – the 
  precursor to the more modern sewer system of 
  Beg Rogala. 
   
  Encounter 3a:  
  The PCs must explore several tunnels to find the 
  correct path. 
   
  Encounter 3b:  
  This encounter is the correct way through the 
  culvert to the doppelgangers’ lair. A trap waits 
  for the unwary. 
   
  Encounter 4: 
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  3
  The characters continue to explore the old 
  sewer system, encountering a trap, then the lair 
  of the doppelgangers. 
   
  Encounter 5: 
  The PCs stake out a warehouse near Lake 
  Eb’Sobet in the hopes of learning more about 
  the plot against the Prince. 
   
  Encounter 6: 
  The PCs must get a code word to Brandobian 
  agents before the situation deteriorates into 
  chaos. 
   
  Awards 
  Experience Points 
  Appendix I: NPCs and Monsters 
  Appendix II: Additional Rules 
  Appendix III: Player Handouts 
   
  INTRODUCTION 
   
  Summary: This introduction allows the judge 
  time to get comfortable with the characters, as 
  well as provide a suitable hook for drawing them 
  into the adventure. 
   
  The weather has turned foul in Bet Rogala, 
  and the normally cool winter has instead 
  turned frigid and wet. Snow blankets the city; 
  according to gossip, the most in over a 
  decade. Only those with pressing business 
  are outside this dismal morning.  
   
  Suddenly, the door bursts open, and snow 
  flies in. Just as quickly, the door closes, and 
  a man in a heavy wool cloak brushes snow 
  off his clothes. He appears to be a 
  Kalamaran human with short black hair, and 
  a neatly trimmed beard.  
   
  Pausing a moment to survey the room, his 
  eyes come to rest on you. Walking briskly 
  toward you, his cloak shifts around, allowing 
  a glimpse of his sword and chainmail.  
   
  Arriving in front of you, he snaps to 
  attention, “Sir (or Madam), I have an 
  invitation 
  for 
  you 
  to 
  meet 
  with 
  a 
  representative of the Pekal Military forces 
  about a potential threat to the country. 
  Would you please accompany me?” 
   
  The soldier answers questions if asked, but 
  insists they leave as soon as possible. The 
  soldier is undeniably polite, but also firm and to 
  the point. For reference, he is essentially a 
  lieutenant – a lower-tier officer. Some possible 
  questions and answers are below: 
   
  What kind of threat is it? 
  Sir/Madam, I was not given that information. 
   
  Who are we going to meet? 
  Sir/Madam, I am not sure. My orders came 
  from my superior, Captain Balinor. (Yes, the 
  same Captain Balinor who is in charge of the 
  Grey Legion). 
   
  Will I be paid for my time? 
  The Captain did not mention anything about 
  compensation. 
   
  Where are we going? 
  I was asked to take you to Headquarters for 
  the Pekal Army.  
  Answer other questions as needed, though the 
  man knows little else about the assignment. 
  More general questions (where do we stand on 
  Tokis right now?) are met with “I’m sorry, but I 
  am not at liberty to discuss that information” 
  type answers.   
   
  Allow the PCs time to grab their gear, then 
  continue to Encounter 1.  
   
   
  ENCOUNTER 1 
  Midnight Rendezvous 
   
  Summary: The characters meet General Dravlin  
  Balenir, a commander in the Pekal Army. His 
  men have killed a doppelganger, and he wants 
  adventurers to try and track down and kill any 
  others they may find. 
   
  Led into a small room, you see several other 
  people around a circular table. An older man 
  stands in the far corner, “Welcome,” he says. 
  “Be seated.” 
   
  Allow the players time to introduce their 
  characters.  
   
  “First, thank you for coming. Forgive my 
  blunt nature, but I have little time. I am 
  General Balenir, one of the Pekal Army 
  commanders stationed in Bet Rogala.  
   
  In two days there is to be a meeting between 
  representatives of the Prince and those of 
  Cosdol. As some of you may know, there 
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  4
  was recently some turmoil between the two 
  nations. Further investigation revealed that 
  certain factions within the government of 
  Cosdol were behind the situation, and they 
  have been dealt with by their King.  
   
  This meeting was scheduled at the request 
  of the King to try and mend the alliance. The 
  Prince agreed. Here is where you come in. 
  Please follow me.” 
   
  The man walks briskly out of the room and 
  down the hall to a door guarded by two 
  heavily armed and armored soldiers. One of 
  the guards knocks two times on the door. As 
  your group gets closer, the door swings 
  open into a large chamber, with only a 
  wooden table in the center.  There is 
  something on the table, stretching nearly six-
  feet, and seeming oddly humanoid in shape. 
  The details are obscured by a gray cloth 
  covering the entire top of the table. Six more 
  guards are standing at attention around the 
  perimeter of the room, all clad as the ones 
  outside.  
   
  The man walks up to the table and pulls the 
  cloth to the floor. “Who recognizes this?” 
   
  The form on the table is a gaunt, gray-
  skinned humanoid with long spindly limbs 
  and a distorted head. It seems to have 
  glassy, black eyes, but the rest of its face is 
  blank. Several wounds are on the body.  
   
  This is a doppelganger, and the General wants 
  to know if anyone has seen them before. 
   
  “This one was found impersonating me 
  yesterday in Old Town. Luckily, some of my 
  men discovered it before any damage could 
  be done. We are not sure of its motives, or 
  how long it has been in the city, but once its 
  true identity was revealed, it did its best to 
  escape. When cornered, it attacked my men, 
  and was killed.  
   
  What concerns me, however, is the fact that 
  it had several sealed envelopes. We opened 
  them an examined them to find what 
  appeared to be orders for cloth of some kind, 
  though that is not the oddest thing. They 
  were 
  all 
  written 
  in 
  Brandobian. 
  Coincidentally, 
  everyone 
  from 
  Cosdol 
  speaks 
  Brandobian. 
  With 
  the 
  meeting 
  coming up so soon, and the recent rumors 
  about military movements from the Cosdol 
  soldiers, I and others in the government are 
  very concerned. 
   
  I need some people to investigate the area 
  where we found this creature and see if they 
  can find anything that would help us 
  determine its motives. 
   
  Let’s go back to the room, and we can 
  discuss the job further. Turning to one of the 
  guards, “cover this thing up.” 
   
  The general returns to the meeting room with 
  the PCs. Some sample questions and answers 
  are below: 
   
  Where did you find the creature? 
  At an abandoned warehouse in Old Town. 
  Normally it houses miscreants or homeless. 
  My men were aiding the Watch in the 
  investigation of some murders down there, 
  and they saw the creature emerge from the 
  building.  
   
  What did it say/do? 
  Not too much, really. My men had just 
  received their orders from me in this very 
  room, so when the creature showed up out 
  of nowhere and began giving countering 
  orders, they thought it suspicious. My men 
  asked a few questions, and apparently hit 
  some nerves because the creature tried to 
  flee back into the warehouse.  
   
  May we examine the creature? 
  Of course. I’ll make sure you are allowed 
  inside the room.  
   
  Examining the creature reveals nothing exciting, 
  save that it appears rather young on a Heal 
  check DC 20. It died from multiple sword 
  wounds, and has been dead only about 20 
  hours. 
   
  What do you expect us to find? 
  I’m not sure. It’s obvious that this creature 
  had an agenda, but we don’t yet know what 
  that was. Unfortunately, none of the priests 
  we sent for to speak with its corpse were 
  able to gain any information (rendering any 
  more speak with dead spells useless for six 
  more days). 
   
  So what is our job? 
  
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  Living Kingdoms of Kalamar 
  5
  Just investigate the warehouse where we 
  found the doppelganger. Act on whatever 
  you deem worthwhile, but report back to me 
  if and when you find something important 
  (i.e. any evidence that points to a direct threat 
  on the Prince or Pekal). If I am unavailable, 
  any of the men in this office are able to hear 
  about this investigation.   
   
  What can you tell us about the warehouse? 
  Well, it appears the doppelganger came from 
  the old culvert system – the precursor to the 
  more modern sewer system. The culverts are 
  little more than ditches underground near 
  the edges of the streets to collect excess 
  rain water. That system extends throughout 
  Old Town, and runs into the Lake in several 
  places. My men are now guarding the 
  building, in case more come out. 
   
  Do we get paid? 
  That is outside my jurisdiction. I was only 
  asked to give you the mission. 
   
  The messenger said he was sent by Captain 
  Balinor? Who is he, why is he sending for us? 
  Etc. 
  Captain Balinor is a member of the military 
  who is very familiar with using adventurers 
  to solve problems like this – namely those 
  where a troop of soldiers may not be as 
  successful as a group of resourceful people 
  such as yourself. I confess he had to 
  convince me, but I trust his judgment in the 
  matter.  
   
  Why not send the Gray Legion?  
  Certain people are unable to break away 
  from their duties at the moment. These 
  people don’t just sit around looking for 
  things like this to happen you know; they are 
  deeply involved for months at a time on an 
  assignment, so resources aren’t always 
  available.  
   
  What happened to the envelopes and their 
  contents? 
  They were forwarded to the College of Magic 
  for examination, though your contact at the 
  palace should know something of them.  
   
  Answer other questions as appropriate, though 
  the General doesn’t know much more. He is 
  telling the truth, and PC Sense Motive checks 
  reveal as much.  
   
  After all the questions are finished, continue 
  below: 
   
  “Well, you are working for Pekal, so you 
  must have authorization. One of the Prince’s 
  Advisors 
  has 
  drawn 
  up 
  paperwork 
  authorizing you to investigate. One of my 
  men is ready to lead you there right now. 
  Good luck.” 
   
  Continue to Encounter 2. 
   
  ENCOUNTER 2 
  Another Option 
   
  Summary: The PCs meet Welstern Vrindolvus, 
  former Cosdol Ambassador to Pekal, now exiled 
  from his country, and current advisor to Prince 
  Kafen. 
   
  The man quickly leads you through the main 
  streets of Pekal, seemingly ignoring the 
  weather. Several guards move to stop you as 
  your group reaches the palace, but after a 
  brief look at the servant, quickly move back 
  into their towers.  
   
  Reaching the palace, the servant barks 
  orders as many others come to relieve you of 
  winter clothing. He turns to you: 
   
  “Please, weapons larger than a dagger must 
  remain here.” 
   
  Arguments in favor of keeping weapons are 
  useless – NO exceptions. There are extenuating 
  circumstances in the palace right now, and 
  nobody is exactly sure how the PCs will respond 
  to seeing Welstern Vrindolvus. Anyone who 
  refuses to relinquish their weapon is allowed to 
  wait in the foyer, but may not accompany their 
  fellow adventurers to the meeting.  
   
  Once all weapons (medium one-handed and 
  larger) are turned over to the servants, continue 
  below: 
   
  Magical warmth rises from the floor, making 
  the palace warm on this cold winter day. 
  Moving briskly through the wide corridors, 
  the servant eventually stops at one of the 
  numerous oak doors. Knocking twice, he 
  waits a moment before opening the door. 
  Standing aside in the hall, he motions for 
  you to enter. 
  
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  Living Kingdoms of Kalamar 
  6
  Inside is a large room with a square table 
  and chairs for eight. A wood desk rests 
  against the far wall, and several shelves line 
  the wall. Books and papers of all shapes and 
  sizes rest on the shelves.  
   
  Standing beside the desk is a tall gray-haired 
  Brandobian man. Dressed in the robes of an 
  Instructor, he also wears a large chain 
  indicating his status as a Senior Advisor to 
  the Prince.   
   
  If the players have met Welstern Vrindolvus 
  before, they recognize him. If no players have 
  met him, he introduces himself as a recent 
  addition to the Prince’s staff. 
   
  “Ah, you have arrived. I wish to thank you for 
  agreeing to go on this mission, no doubt the 
  General has filled you in on the details.” 
   
  Walking toward you,  he nods his thanks to 
  the servant in the hall. The servant takes his 
  cue and pulls the heavy door closed. 
   
  “I have your papers all ready, however, I also 
  have some intimate knowledge of Cosdol 
  and its inhabitants should you have any 
  questions.” 
   
  The papers he gives the PCs name them 
  Officials of the Crown, which basically gives 
  them status as members of the Town Watch. 
  They 
  can 
  basically 
  investigate 
  the 
  doppelgangers, and request help if necessary, 
  though they are not free to take any means they 
  wish to solve the problems (for example, wizards 
  are still bound by the Code of Conduct for the 
  College of Magic).  
   
  Welstern is being very honest in everything 
  stated – he is speaking for the Prince in this 
  matter, and he believes everything he says. 
  Sense Motive checks from PCs should indicate 
  this, although the judge may keep the exact truth 
  a bit gray to add to the suspense. 
   
  The PCs should have questions. Some sample 
  questions and answers are below: 
   
  How is it you know so much about Cosdol? 
  Yes, well, I used to be a Royal nephew of 
  King Welren of Cosdol. My former position in 
  this city was Ambassador to Pekal. To make 
  this short, through a set of circumstances a 
  bit beyond my control, my family disowned 
  me, and I was exiled. The Prince and I had 
  become friends, so I swore myself to his 
  service, and gained this position.  
   
  How do we know you aren’t still working for 
  Cosdol? 
  Aside from the facts that I swore an oath to 
  serve Prince Kafen, convinced him to give 
  me this position, and have joined the College 
  of Magic as an Instructor, I really have no 
  other proof. But consider this, would you 
  want to go back to a family that thinks you a 
  greedy incompetent traitor? One whose very 
  name has been stricken from the Royal 
  Family history? Would you want to go back 
  to them, or take some small measure of 
  satisfaction by gaining vengeance? Perhaps 
  justice is a better word, but I think you get 
  my meaning.   
   
  When we last saw you, there was some very 
  questionable information that was apparently 
  some kind of plot to overthrow the Prince… 
  Yes, I am sorry to say that much of it was 
  true. 
  I 
  was 
  banished 
  for 
  letting 
  the 
  information fall into the wrong hands. 
  Fortunately, I proved my innocence to the 
  Prince, and was asked to join his Court.  
   
  What can you tell us about Cosdol? 
  Everyone there is fairly hard-working and 
  tolerant of one another. I have a hard time 
  believing that the current plot is any of their 
  doing. Unfortunately, the previous attempt to 
  sneak troops into Pekal was also conceived 
  and carried out by high-ranking members of 
  the Cosdol military, so I guess anything is 
  possible.  
   
  Could this be the work of a group who hate the 
  King? (or cult, etc) 
  I guess it could, though the only enemies 
  Cosdol really has are the inhabitants of 
  Eldor, the country to the south. But that is a 
  long-standing feud that has little to do with 
  international politics.  
   
  How are you all so different?  
  Cosdol as I said is a very tolerant nation – 
  any who are willing may enter and exit the 
  country freely. As a people we do not 
  discriminate based on race or religion, 
  though 
  there 
  are 
  always 
  the 
  random 
  miscreants. 
  Eldor, 
  however, 
  practices 
  institutionalized racism – only Brandobian 
  humans have their place in that country’s 
  
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  Living Kingdoms of Kalamar 
  7
  society; other humans are regarded as lesser 
  cousins, while demi-humans are little more 
  than monsters.  
   
  What caused all this? 
  Who knows – misperceived slights, jealousy, 
  sheer stupidity. As I said, it has been that 
  way for decades.  
   
  What happened to the envelopes? 
  They were sent to the College of Magic for 
  examination. If it helps, it seems that the 
  creature carrying them is the one who wrote 
  them, and he did it early yesterday.  
  What was on them? 
  There were 
  two 
  separate 
  orders. 
  One 
  contained a request for velvet, while another 
  was an arrangement to transport cotton west 
  to Lebolegido. Others are investigating in 
  that city as we speak.  
   
  Should we contact you if we discover anything?  
  If you contact the General, or any of his men, 
  that should suffice. If you feel the need for 
  urgency, use the writ I gave you to 
  encourage the Town Watch to give you what 
  help you require. 
   
  The General said you were arranging payment 
  for our services.  
  Yes, 
  when 
  you 
  have 
  finished 
  your 
  investigation, I shall indeed reward you. The 
  exact nature of which has yet to be 
  determined, but I think you shall appreciate 
  the Prince’s generosity. 
   
  What can you tell us about the warehouse? 
  The culverts under the warehouse appear to 
  be the place where the doppelganger 
  emerged. They are old and crumbling, so be 
  careful, but they shouldn’t be too dangerous. 
  The sewer system in Old Town has taken 
  much of the water out of them, so only heavy 
  downpours really affect the culverts very 
  much.  
   
   
  ENCOUNTER 3 
  On the Trail 
   
  Summary: The characters enter the warehouse 
  where the doppelganger was found and journey 
  through the maze-like tunnels of an old culvert – 
  the precursor to the more modern sewer system 
  of Beg Rogala. 
   
  The warehouse is easy to find, and several 
  poorly-disguised guards obviously watch the 
  place while trying to remain inconspicuous. 
  Inside, a portion of the floor has fallen away 
  near the door, leading down into an old 
  drainage system. 
   
  It is dark inside the culvert, with only small 
  amounts of light filtering through the snow from 
  above. The PCs can easily climb down the 
  crumbled floor to enter the culverts, though they 
  require light sources to see once inside.  
   
  The culvert is cramped, wet, and dark. The 
  bricks that form the narrow passage are 
  obviously old, but seem to be stable. Very 
  little sunlight reaches into this gulley from 
  the street overhead, and a small river of fetid 
  water runs down the center. The stench of 
  the place is revolting, and odd fungi and 
  lichen covers the floor and lower portions of 
  the walls. Shadows play along the walls 
  ahead, and strange echoes surround you.  
   
  Important Rules about the Culvert 
  The walls are brick masonry. It takes a DC 20 
  Climb check to travel along a masonry wall. 
   
  The floors are slippery and made of hewn stone. 
  A DC 15 Balance check is required to run or 
  charge across such a floor. Failure means the 
  character can still act, but can’t run or charge in 
  this round. 
   
  Rules about the italicized terms are taken 
  directly from Core Rulebook II. 
   
  Additionally, the scent special ability does not 
  function in this network of tunnels, due to the 
  overwhelming 
  stench. 
  If 
  any 
  creature/PC 
  attempts to use scent to track creatures, they 
  must make a Fort save DC 15 or become 
  shaken. 
   
  The culvert is 5’ wide through the entire system.  
   
  When the PCs have descended into the culvert 
  system, continue to Encounter 3A and 3B.  
   
   
  ENCOUNTER 3A: 
  Unexplored tunnels 1, 2, and 3 
   
  Summary: The PCs must explore several 
  tunnels to find the correct path. 
   
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  8
  After a few minutes, the PCs come to a large 
  intersection. Allow them to search the area, but 
  this entire network has received very meticulous 
  attention, including multiple pass without trace 
  spells and several hours of work by skilled 
  rangers. Higher level spells or psionics may 
  allow the PCs to avoid this encounter entirely, 
  though the judge should try to run it if possible. 
   
  Most of the passages are dead ends, all ending 
  at curved brick walls. The culvert network was 
  only built for a portion of the old city, and never 
  expanded. When the PCs go into one of these 
  tunnels, the judge should roll on the random 
  encounter table below. Descriptions of the 
  different encounters are located immediately 
  after the table. The PCs should NOT get the 
  same encounter twice. 
   
  The judge is encouraged to run all the random 
  encounters as time allows. The characters 
  should at least encounter “Undead,” “Dead mind 
  flayer,” and “Treasure.”  
   
  d100 Random Encounter Table 
  Roll 
  Result 
  0-30 
  Nothing 
  31-50 Undead 
  51-70 Black mold 
  71-90 Feral dogs 
  91-99 Dead mind flayer 
  100 
  Treasure! 
   
  Nothing 
  This is just a dead end. There is nothing of any 
  interest here, though the judge is encouraged to 
  allow the PCs to search through the mold and 
  fungus at the end of the tunnel for as long as 
  they want.  
   
  Undead 
  At the end of this tunnel, a large grate takes up 
  the entire floor. The water flowing into the grate 
  enters a natural fissure leading deep into the 
  ground. Oddly, there seems to be a sturdy chain 
  attached to the brick wall, reaching down 
  through the grate into the darkness below (but 
  the chain is not attached to the grate).  
   
  Some years ago, a band of thieves discovered 
  that one of their band named Krina was stealing 
  from other members. To discourage others from 
  such behavior, the leaders decided to make an 
  example of this female thief. First they branded 
  her forehead with a large hand-shaped iron – 
  signifying her being found guilty of theft. They 
  then cut off her arms at the elbow, and killed 
  her. As a final insult, one of the thieves (a 
  wizard) raised her as a zombie. The thieves then 
  chained the zombie to the wall, and threw the 
  body into the fissure. The zombie dangles there 
  to this day, unable to act, but unable to finally 
  find rest.  
   
  The characters are able to raise the chain with a 
  DC 15 Strength check. The grate can be 
  opened (one side is hinged) with a DC 10 
  Strength check. At the end of the 30’ chain is 
  the zombie. The chain is wrapped around its 
  body multiple times, then locked. The zombie is 
  in horrible shape, as it has been hanging in this 
  disgusting morass of waste and filth for 
  decades. The little flesh it has remaining is 
  bloated and diseased, and it’s clothes are slimy 
  tatters. Since it was never given any instructions 
  by its creator, it doesn’t take any actions, even if 
  attacked. It simply wanders around if allowed, 
  though it does not willingly fall down into the 
  fissure. The fissure narrows to only a few inches 
  wide about 40’ down.  
   
  Zombie: medium undead; hp 5, AC 11. 
   
   
  Black mold 
  This patch of black mold actually grows as a 
  parasite within the lichen and other mold in the 
  area. It is located in the 5-foot square at the end 
  of the tunnel. If disturbed (i.e. if PCs move into 
  the square, or search it), a cloud of spores is 
  ejected into the air. Anyone within 15’ of the 
  black mold must attempt a Fort save DC 13. 
  Failure 
  means 
  the 
  character 
  loses 
  1d2 
  temporary Constitution, and is sickened for 1 
  minute. Success means the character is only 
  sickened for 1 round. Fire destroys black mold.  
   
  PCs within 10’ of the black mold should receive  
  an attempt to make a Spot DC 15 to notice it. 
  Success reveals the lichen and mold seems 
  unusually thick here, and is a darker shade of 
  green/gray than in other areas of the tunnels.  
   
  A 
  Knowledge 
  (dungeoneering) 
  DC 
  20 
  correctly identifies black mold, and its qualities 
  (the spores, their damage, what destroys it).  
   
  Feral dogs 
  A pack of feral dogs has claimed this part of the 
  network as a lair. There are a half-dozen 
  canines here, all apparently come from typical 
  small house breeds (think Boston Terrier, 
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  9
  Chihuahua, Shih-Tzu, and Dachshund, not 
  Retriever, Great Danes, Dalmatians, etc.). None 
  of these dogs is a threat to the PCs, and though 
  they do growl menacingly, they do not attack. 
  This encounter is just for some minor comic 
  relief – and to mess with some of the more 
  paranoid PCs’ minds.   
   
  Any characters that offer the dogs food are 
  received with a bit less hostility, but the dogs do 
  not follow the PCs out of their lair, and attempt 
  to run away if attacked. They appear healthy, if a 
  bit unkempt. 
  Feral Dog: small animal; hp 4; spd 20 ft; AC 12.   
   
  Dead mind flayer 
  There is a dead and decaying mind flayer 
  dumped in the corner. Heal DC 20 reveals it has 
  probably been dead a few months, but is badly 
  decomposed due to the humidity. Fungi and 
  moss have already started to grow on the 
  remains, and the clothing is in tatters.  
   
  Most characters probably have never seen a 
  mind flayer, so the judge is encouraged to make 
  this creature seem as alien as possible.  
   
  However, ALL psionic PCs know exactly what 
  this creature is, and that it possessed many 
  powerful mental abilities. That it would be on the 
  surface, so far away from its underground 
  domain, is very troubling. Depending on the 
  table, the judge may want to take the player of 
  the psionic character away from the others to 
  reveal this information. 
   
  The mind flayer is wearing an amulet with a 
  shattered blue crystal. This was a Lesser Amulet 
  of the Salamander, and any PC with a Ring of 
  the Salamander recognizes the same type of 
  blue crystal on the amulet as their ring. The 
  amulet is broken, so it does not glow when in the 
  presence of psionic power. It is not certed, 
  though some characters may wish to retrieve 
  and keep it. It has no value if sold. 
   
  Treasure 
  Search DC 25 or Spot DC 20 notices a small 
  wooden chest partially hidden among the fungi 
  and lichen on the floor. It appears very old, and 
  has a very old and bulky lock that by today’s 
  standards wouldn’t even be considered “poor.” 
   
  The chest is locked, but the wood has nearly 
  rotted away, and the lock is rusted out. Attempts 
  to pick the lock fail as the rust has fused the 
  inside together. Of course, a Strength check 
  DC 5 is all that is required to yank the lock off 
  the rotted chest.  
   
  The chest contains 6 pp, 18 gp, 42 sp, 85 cp, 2 
  sapphires with a market value of 20 each, and a 
  pearl necklace with a market value of 120 gp 
  (the gems and necklace may be sold for ½ 
  market value). PCs who examine the sapphires 
  notice they appear to be cut so as to fit in a 
  pommel or hilt.  
   
  It costs 15 gp to have a sapphire added to a 
  pommel in Bet Rogala, and increases the 
  market value of the weapon by 30 gp. A 
  sapphire may be added to any hilted weapon 
  (battleaxe, mace, rapier, dagger, etc), mundane, 
  masterwork, or magical. Simply make a note on 
  the character sheet, log sheet, or cert about the 
  addition of a sapphire to a weapon. 
   
   
  ENCOUNTER 3B: 
  The Right Way 
   
  Summary: This encounter is the correct way 
  through the culvert to the doppelgangers’ lair. A 
  trap waits for the unwary. 
   
  After 
  the 
  judge 
  exhausts 
  the 
  potential 
  encounters in Encounter 3A, the final passage 
  leads to a series of traps, then on to the main 
  lair of the enemy. The traps are located 50’ past 
  the intersection.  
   
  These traps are built to first discourage, then kill 
  intruders. The first trap is the Crumbling Wall 
  Trap. It is designed so that a portion of the 
  culvert wall collapses in a particular area, 
  partially covering up the passage. Several 
  minutes are required to clear the passage by 
  strength, though spells may make this easier. 
  When it springs, the second trap becomes 
  active, though it is set off according to its own 
  trigger. If the PCs manage to disable the 
  Crumbling Wall Trap, the second trap is still 
  there, but is not set to activate.  
   
  Brief details about the traps: 
  Crumbling Wall Trap – blocks of stone and brick 
  fall out of the wall into the designated area. 
   
  Alchemist’s Fire Trap – several full jugs of 
  alchemist’s fire are hidden near the ceiling. 
  When it is set off, these jugs tip over, pouring 
  their contents on the affected area.  
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  10
   
  Fireball Trap – A fireball erupts in the culvert, 
  forcing saving throws from all in the radius. 
   
  Empowered Fireball Trap – see above, except 
  the spell has been empowered through the feat. 
  At 
  ATL 
  9, 
  there 
  are 
  two 
  simultaneous 
  empowered fireballs, requiring separate damage 
  rolls and saving throws.  
   
  ATL 1 
  Crumbling Wall Trap; CR 1, mechanical; 
  location trigger; no reset; Atk +10 (2d6, rocks); 
  Search DC 18; Disable Device DC 18. 
   
  Alchemist’s Fire Trap; CR 1, mechanical; 
  location trigger (activated by Crumbling Wall 
  Trap); no reset; Atk +10 (1d6, fire); multiple 
  targets (all targets within a 5 ft. x 15 ft. area); 
  Search DC 18; Disable Device DC 18. 
   
  ATL 3 
  Crumbling Wall Trap; CR 3, mechanical; 
  location trigger; no reset; Atk +15 (2d6, rocks); 
  Search DC 20; Disable Device DC 20. 
   
  Alchemist’s Fire Trap; CR 3, mechanical; 
  proximity trigger (activated by Crumbling Wall 
  Trap); no reset; Atk +15 (2d6, fire); multiple 
  targets (all targets in 5 ft. x 15 ft. area); Search 
  DC 20; Disable Device DC 20. 
   
  ATL 5 
  Crumbling Wall Trap; CR 5, mechanical; 
  location trigger; no reset; Atk +19 (4d6, rocks); 
  Search DC 21; Disable Device DC 21. 
   
  Fireball Trap; CR 5; spell; location trigger 
  (activated by Crumbling Wall Trap); no reset; 
  spell effect (fireball, 8th-level wizard, 8d6 fire, DC 
  15 Reflex save half damage); Search DC 28; 
  Disable Device DC 28. 
   
  ATL 7 
  Crumbling Wall Trap; CR 6, mechanical; 
  proximity trigger; no reset; Atk +25 (8d6, rocks); 
  multiple targets (all targets in 5 ft. x 10 ft. area); 
  Search DC 22; Disable Device DC 22. 
   
  Empowered Fireball Trap; CR 7; spell; location 
  trigger (activated by Crumbling Wall Trap); no 
  reset; spell effect (empowered fireball, 9th-level 
  wizard, 9d6 + half fire, DC 17 Reflex save half 
  damage); Search DC 30; Disable Device DC 30. 
   
  ATL 9 
  Crumbling Wall Trap; CR 9, mechanical; 
  proximity trigger; no reset; Atk +25 (10d6, 
  rocks); multiple targets (all targets in 5 ft. x 15 ft. 
  area); Search DC 22; Disable Device DC 22. 
   
  2x Empowered Fireball Trap; CR 9; spell; 
  location trigger (activated by Crumbling Wall 
  Trap); no reset; spell effect (empowered fireball, 
  9th-level wizard, 10d6 + half fire, DC 17 Reflex 
  save half damage); Search DC 30; Disable 
  Device DC 30. 
   
  ENCOUNTER 4 
  Enemy Mine 
   
  Summary: The characters continue to explore 
  the old sewer system, encountering a trap, then 
  the lair of the doppelgangers. 
   
  The tunnel continues into the darkness for 
  some time. The distant echo of dripping 
  water and the constant smell of rotting 
  plants threatens to overwhelm your senses.  
   
  In the distance ahead, a dim light comes into 
  view.  
   
  The tunnel ahead curves, providing the reason 
  the PCs could not make out the light before now. 
  They first see the light when they are 20’ away.  
   
  It is a standard everburning torch set into the 
  bricks of the wall, with a metal plate partially 
  covering its illumination. Characters may keep 
  this item, though it is not certed. 
   
  The torch is set into the wall next to a locked 
  iron gate reaching from the floor to the ceiling. 
  Behind the gate is a small room with a wooden 
  door on the far side. The gate may be opened 
  with DC 15 Open Locks check.  
   
  The simple wooden door is also locked. A DC 15 
  Listen check reveals there are sounds of talking 
  and movement inside. DC 20 recognizes Low 
  Kalamar inflection and pronunciations, and 
  several male voices. DC 25 indicates there are 
  three different voices. There are no cracks by 
  which characters may spy into the room. DC 20 
  Open Locks unlocks the door. 
   
  If the characters are unnecessarily loud (i.e. 
  destroying either the gate or the door), or must 
  attempt more than two Open Locks checks on 
  the wooden door, the doppelgangers inside hear 
  them and prepare for combat. 
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  11
   
  If the PCs manage to get the wooden door open 
  without revealing themselves, read the boxtext 
  below. If the doppelgangers heard the PCs, 
  modify the text below accordingly.  
   
  Prince Kafen stands on a small box, looking 
  himself over in a mirror. He is dressed in the 
  latest court finery, with a slender rapier at 
  one side, and a broad dagger at the other. On 
  his left and right stand two gangly creatures 
  with gray skin and spindly limbs. As one, all 
  turn to the open door.  
   
  Tactics 
  The 
  PCs 
  have 
  interrupted 
  one 
  of 
  the 
  doppelgangers training to impersonate Prince 
  Kafen. He and his two companions immediately 
  engage the PCs, trying to bottle them up in the 
  narrow doorway.  
   
  Even though one of the doppelgangers has 
  weapons, it does not use them – it uses the 
  slam attack as per the stat block in Appendix I: 
  NPCs and Monsters. 
   
  ATL 1 (EL 4) 
  3x Doppelganger  
  Change hit points to “12” for all three creatures. 
   
  ATL 3 (EL 6) 
  2x Doppelganger  
  Doppelganger Wiz3 
   
  ATL 5 (EL 8)  
  2x Doppelganger Bri2 
  Doppelganger Wiz3 
   
  ATL 7 (EL 10) 
  2x Doppelganger Bri4 
  Doppelganger Wiz5 
   
  ATL 9 (EL 12) 
  2x Doppelganger Bri4 
  Doppelganger Wiz8 
   
  After combat, the PCs should find several pieces 
  of paper on the table and some  inside a leather 
  sack. All are written in Low Kalamaran. 
   
  These are available in Appendix III: Player 
  Handout #1. A Decipher Script DC 20 allows 
  them to determine the order of the notes. Here is 
  the chronological order: Note 5, 3, 2, 6, 1, 5. An 
  Intelligence check DC 10 allows the PCs to 
  conclude that Note #4 was the only one on the 
  table – all the others were in the sack. 
   
  The players now some decisions to make. They 
  should notify the authorities; if so, the Town 
  Guard agrees to back them up as necessary, 
  though they do not accompany the PCs into the 
  warehouse. When the PCs are ready to find to 
  go, continue to Encounter 5. 
   
   
  ENCOUNTER 5 
  Smuggling for Fun and Profit 
   
  Summary: The PCs stake out a warehouse 
  near Lake Eb’Sobet in the hopes of learning 
  more about the plot against the Prince.  
   
  The docks are busy as members of the 
  Porters and Longshoremans Guilds move 
  through 
  the 
  streets 
  going 
  about 
  their 
  business. All wear heavy wool clothing, 
  likely offering ample protection against the 
  chill in the air. Unlike other areas of the city, 
  it seems the streets here have been cleared 
  to ensure the business of the district 
  continues unabated.  
   
  Ahead, the warehouse described in the letter 
  rests under a blanket of snow. Unlike other 
  warehouses, the large delivery doors of this 
  warehouse are closed. In fact, while several 
  other buildings have cleared areas around 
  their perimeters, it seems like nobody has 
  disturbed this warehouse since the storms 
  hit the city (4 days ago). 
   
  There are numerous ways into the building, but 
  any blatantly obvious breaking and entering 
  results in the Town Watch coming to investigate. 
  The easiest are one of two doors – one on the 
  back, one on the side. Both are large wooden 
  doors that require Open Locks DC 15 to open. If 
  none of the PCs has access to this skill, the 
  Harbor Master, members of the Longshoremen 
  or Porters guilds, or even the Town Watch may 
  assist if requested. Some PCs may even know 
  Peer Steeltumbler who owns Peer More Locks 
  in Old Town. Though the dwarf is surly, he 
  agrees to help for 25 gp.  
   
  Additionally, PCs may choose to Gather 
  Information about the building if they choose. 
  And if any of the PCs are members of the 
  Porters or Longshoremen, they may Gather 
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  12
  Information with a +15 circumstance bonus if 
  asking about the building.  
   
  DC 5 
  “I don’t know anything.” 
   
  DC 10 “Yeah, nobody’s been around there for a 
  few days.” 
   
  DC 15 “There was a big shipment a couple 
  days ago, almost two ships full. Don’t 
  know what was carried, but I know the 
  boys who did it say it was heavy.” 
   
  DC 20 “The warehouse is owned by a foreign 
  company that just came to Bet Rogala. 
  They’re 
  from 
  across 
  the 
  western 
  mountains in Cossel, or Condel or 
  something.” (it is in fact Cosdol, but the 
  NPC just isn’t entirely sure). 
   
  DC 25 “Well, I tell you, those men on the ships 
  weren’t all Lake sailors. Some of the 
  terms they used are only for open water 
  shipping. And come to think of it, they 
  had funny accents. I did hear one of 
  them insult one of the Porters, he’s 
  lucky Blutt didn’t hear it. That half-orc is 
  a decent fellow, but he’s got a temper.” 
  (if any of the PCs speaks Brandobian, 
  the NPC confirms that was what he 
  heard) 
   
  DC 30  “Those guys weren’t just weird, there 
  was something really strange about how 
  they moved – almost like they had all 
  been in the army or something – you 
  know, stiff, turning on their heels, stuff 
  like that.” 
   
  Once the PCs gain entrance, they may become 
  concerned because several of the boxes that 
  were obviously full are now empty. Other boxes 
  contain weapons of all sorts, mainly spears, 
  swords, and crossbows.   
   
  Once in the warehouse, the PCs should decide 
  how to handle the upcoming meeting with the 
  agents. There are three choices presented 
  herein, but the judge should be open to creative 
  options. In any case, the military and town guard 
  are willing to secretly have men stationed 
  nearby outside the warehouse, but desperately 
  want to find out the details of the operation 
  before moving. In any event, it is somewhat up 
  to the PCs to discover the details before the 
  deus ex machina NPCs come to spoil the fun.  
  The judge is encouraged to be familiar with this 
  encounter to adapt to creative solutions outside 
  the scope of this adventure. 
   
  When the PCs have a plan, continue below. This 
  assumes that at least one of the PCs is inside 
  the warehouse, and normal speech is possible. 
  The judge should modify this box-text as needed 
  (keeping in mind the importance of the code 
  words). Also, everyone speaks Merchant’s 
  Tongue during this scene. 
   
  The silence of the warehouse is broken by a 
  door opening near the back of the building. 
  Light flashes through the opening, quickly 
  cut off as the door closes. Two figures 
  emerge from the shadows, both wearing 
  heavy winter clothes. Removing their hoods 
  confirms their origins – Brandobian humans. 
   
  “Are we early?” one of the men asks.  
   
  “We must be,” mutters the other. 
   
  Pulling off his gloves and holding them at his 
  side, the older man stares at the ceiling, “So 
  do you prefer velvet or silk?” 
   
  The younger man replies in a harsh tone, 
  “Silk, of course. I do not enjoy dealing with 
  animals. We can deliver velvet without 
  them.”  
   
  Still staring into the rafters, “You doubt the 
  wisdom of this venture?” 
   
  “Of course not, but we do not want to have 
  excessive inventory.” 
   
  Lowering his head to look at the younger 
  man, he smirks, “Agreed. Velvet is fine for 
  now, but we must consider silk as our 
  market expands.” 
   
  Both of them continue to look around the 
  warehouse absently. The younger man 
  eventually pulls a small dagger from his boot 
  and begins examining the blade in the dim 
  light.  
   
  A creak from the side door draws their 
  attention, and both whip around to face the 
  noise. The dagger is quickly sheathed, 
  though in the streaming light, it is clear both 
  men carry several other weapons. 
   
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  13
  Light again intrudes inside the warehouse as 
  the side door opens. Two more figures enter, 
  closing the door behind them. Like the 
  original pair, these also wear winter gear. 
   
  Pulling their hoods back, a man and a 
  woman, both 
  Kalamaran, 
  approach 
  the 
  Brandobians. 
   
  “We have come as instructed. What is the 
  word?” asks the Kalamaran man. 
   
   “Cotton” replies a Brandobian. 
   
  Nodding, the Kalamaran man continues, “We 
  need to decide tonight if we change the 
  word. Any later and our allies cannot act in 
  time.” 
   
  “Forces cross the border in two months. The 
  army has orders to defend the eastern 
  border, including Baneta. Lebolegido and 
  Bet Rogala expect to have token forces, 
  primarily 
  from 
  veterans 
  and 
  hired 
  mercenaries.” 
   
  One of the Brandobians grimaces, “Will your 
  people be ready?” 
   
  The woman speaks, “Yes. Our brother has 
  been preparing for several weeks, and even 
  our most gifted have difficulty choosing 
  between the original and the copy.”  
   
  “Good. How does Kabori propose to settle 
  our concerns?” 
   
  Both the Kalamaran remain silent for a 
  moment. Turning slightly to the woman, the 
  man 
  looks 
  back 
  at 
  the 
  Brandobians,  
  “Emperor” he stresses, “Kabori offers the 
  land from Lebolegido, along the western 
  edge of the Lake, north to Paru’Bor.” 
   
  Both 
  Brandobians 
  stare 
  at 
  the 
  two 
  Kalamarans. One says quietly, “We need 
  access to the Kalokopeli – that was our 
  request. You can keep the north.” 
   
  “Emperor Kabori believes this is a generous 
  offer.” 
   
  The younger Brandobian begins to speak, 
  but is cut off by the woman, “AND he is 
  willing to aid your countrymen when they 
  claim their rightful lands. After all, is not the 
  reunification of a sundered Brandobia more 
  important than a claim to some scrub forest? 
  Why should the Empires of Eldor and 
  Kalamar co-exist as friends?” 
   
  “Besides,” continues the Kalamaran man, 
  “you shall have access to the forest, just no 
  claim to settle there.” 
   
  Both Brandobians look intently at one 
  another for a long moment. Finally, one turns 
  to the Kalamarans, “Agreed. Tell Emperor 
  Kabori that the King of Eldor consents to his 
  offer.” 
   
  Both Kalamarans smile as they begin putting 
  their winter clothes back on. As she 
  straightens her heavy coat, the woman 
  replies, “Excellent. We give the orders 
  tonight.” 
   
  The 
  Brandobians 
  also 
  begin 
  preparing 
  themselves to venture outside, “Then you 
  deliver velvet tonight?”  
   
  Pulling up his hood, the Kalamaran man 
  answers, “Yes, we shall tell our brothers. 
  You tell your friends. We shall deliver 
  velvet.” 
   
  If the PCs do not act, the Kalamarans (really 
  doppelgangers) leave the warehouse, followed a 
  moment later by the Brandobians.  
   
  In case the PCs desperately want to fight these 
  individuals, their statistics can be found in 
  Appendix I: NPCs and Monsters.  
   
  If allowed to leave, the doppelgangers return to 
  the culvert tunnels to contact their “brother” 
  agents. The Brandobians move through the city 
  to a tavern where they can contact their agents. 
   
  If any officials are notified (General Balenir or 
  Advisor Vrindolvus), the Town Guard is ready to 
  arrest anyone leaving the meeting. If officials are 
  not notified, allow the PCs the opportunity to 
  capture one of the groups – either the 
  Kalamarans/doppelgangers or the Brandobians.  
  After this is completed, continue to Conclusion 
  A.  
   
  If the PCs have made some effort to notify 
  officials have been notified, continue to the box-
  text below. 
   
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  14
  One of the Guards comes over to your 
  group. “We got everyone, though those 
  Brandobians put up quite a fight. We found 
  these on their bodies.” 
   
  He hands you matching keys attached to 
  small wooden tokens. Engraved on each is a 
  small oak leaf. These appear to be keys one 
  might 
  find 
  in 
  a 
  inn 
  or 
  large 
  tavern 
  somewhere in the city.  
   
  Knowledge (local – Bet Rogala) DC 15 
  identifies the keys belonging to The Elder Oak, a 
  small tavern and inn located on the south side of 
  Bet Rogala.  
   
  Gather Information DC 20, or 20 gp in 
  “information bribes” also reveals the same.  
   
  The PCs may choose to “stake out” the Inn 
  before entering, though that is up to them. At 
  some point, they should have the idea to 
  impersonate the Brandobians, or at least try to 
  deliver a code word.  
   
  Continue to Encounter 6 as appropriate. 
   
  ENCOUNTER 6 
  Word of the Day 
   
  Summary: The PCs must get a code word to 
  Brandobian 
  agents 
  before 
  the 
  situation 
  deteriorates into chaos. 
   
  The small tavern contains several large 
  lamps and a roaring fire. A large Fhokki man 
  jumps off a stool next to the door and slams 
  it as soon as you enter. Grabbing a mop, he  
  swiftly cleans the floor of the snow that 
  followed you inside. Hanging on the wall 
  next to his stool is a hefty wooden club, 
  about the size of a dwarf’s forearm (about 14 
  inches long, with a head 8 inches in diameter). 
   
  The interior is smoky, though the light wood 
  of the furniture and walls seems in good 
  repair. The room is busy, but not crowded; 
  perhaps two dozen people in total. The bar is 
  short, and several servers move around the 
  room – it appears this establishment does its 
  business by serving patrons at their tables 
  rather than having them come to the bar. A 
  thick stew seems to be the meal of choice, 
  with a side of mead or ale – varying by table.  
   
  Glancing 
  over 
  the 
  crowd, 
  something 
  becomes apparent; all of the people in this 
  tavern appear to of human descent. 
   
  If the PCs are not disguised as the Brandobians, 
  then no matter what they say or do, they do not 
  get anything important out of anyone. Searching 
  the Brandobians’ rooms turns up nothing of 
  importance.  
   
  If the PCs are disguised as the Brandobians – 
  and only two of them enter as such - continue 
  below. The other agents are smart enough to 
  know that when two Brandobians contacts 
  suddenly become four Brandobian contacts, 
  something is wrong.  
   
  In the back of the room, three men stand up 
  and look directly at you. They nod quickly, 
  then move through a door at the other end of 
  the common room. Before the last moves 
  through the door, he waits at the door, and 
  looks back at you. 
   
  The Brandobian agents expect the PCs to follow 
  them immediately. The last is waiting for the 
  PCs to enter the room before he closes the 
  door.  
   
  Though the agents know the two who were at 
  the meeting, they don’t know them very well. 
  This works in the PCs’ favor for detecting their 
  ruse. 
   
  When the PCs move into the meeting room, 
  read the following:  
   
  The man at the door closes it behind you and 
  bolts it. The other two men are seated at a 
  table. One of them says, “So you made it 
  back. I assume our ‘friends’ are still as 
  difficult to deal with as ever?” 
   
  The other laughs and continues, “What is the 
  word, sir?” 
   
  The PCs are expected to give one of the 
  following words: cotton, velvet, or silk. If not, the 
  agents become suspicious.  
   
  If the PCs give one of those words, the men 
  accept without question, though silk obviously 
  pleases them with comments like, “It sure will be 
  good to rid ourselves of those scum.” 
   
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  15
  After that, the men leave the room and depart 
  the inn, eager to meet with other agents. Much 
  more discussion on the topic arouses their 
  suspicion. 
   
  Any actions by the PCs that causes the 
  Brandobian agents to become suspicious has 
  one definite effect. The agents (as a group) get 
  Spot, Listen, and Sense Motive checks at 
  +(3+ATL) against the PCs. If any of these 
  checks beat the characters’ results, they have 
  been discovered.  
   
  The agents do not, however, reveal that they 
  have discovered the ruse, and act normally 
  under all circumstances.  
   
  When this encounter is finished, proceed to 
  Conclusion B.  
   
  CONCLUSION A 
   
  It has been a few days since you last spoke 
  with military officials about the assignment 
  you completed. Further investigation of the 
  culvert turned up little you did not discover, 
  though the warehouse contained many 
  interesting items – most of them weapons of 
  some kind or another. 
   
  One afternoon, a messenger finds you and 
  hands you a note. Wearing the livery of 
  Prince Kafen, he wait patiently for you to 
  read it.  
   
  “My friends, I know you did everything in 
  your power to end the threat to the Prince, 
  and for that he thanks you. He has allowed 
  me to reward you, so I shall. Use what I give 
  you in good health, and know that your 
  service shall not be soon forgotten.” 
   
  All the characters receive the Favor of Advisor 
  Welstern Vrindolvus.  
   
  CONCLUSION B 
   
  It has been a few days since you last spoke 
  with military officials about the assignment 
  you completed. Further investigation of the 
  culvert turned up little you did not discover, 
  though the warehouse contained many 
  interesting items – most of them weapons of 
  some kind or another. 
   
  One afternoon, a messenger finds you and 
  hands you a note. Wearing the livery of 
  Prince Kafen, he wait patiently for you to 
  read it.  
   
  “My friends, I know you did everything in 
  your power to end the threat to the Prince, 
  and for that he thanks you. From what we 
  can tell, your service went beyond the 
  requirements of your instructions, and so 
  everyone in the government is very 
  impressed with your work. The Prince has 
  allowed me to reward you, so I shall. Use 
  what I give you in good health, and know that 
  your service shall not be soon forgotten.” 
   
  All the characters receive a Favor of Advisor 
  Welstern Vrindolvus cert.  
   
  All the characters also receive a Ring of Minor 
  Curing cert. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  16
  Awards 
   
  TREASURE 
   
  Encounter 3A: 6 pp, 18 gp, 42 sp, 85 cp; 2 sapphires (sale 10 gp each); pearl necklace (sale 60 gp)  
  Encounter 3B: rapier (sale 10 gp); dagger (sale 1 gp); royal outfit (sale 100 gp)  
  Conclusion: Favor of Advisor Welstern Vrindolvus; Ring of Minor Curing 
   
  Total Possible Gold: 274 gp 
   
   
  OTHER AWARDS 
   
  Favor of Advisor Welstern Vrindolvus 
  Advisor Welstern Vrindolvus appreciates your work in discovering more about the ring of Brandobian 
  agents infiltrating Pekal. This cert may be combined with two Appreciation of Welstern Vrindolvus certs  
  (from A Simple Detail or A Bit of Truth) for ONE of the following benefits: +1 enhancement to a suit of 
  armor OR a shield. This favor only enables the character to  enchant a masterwork item. Items that have 
  magical enchantments (i.e. already +1 items) may not be further enchanted. This favor is only good for 
  one such enhancement. 
   
  Ring of Minor Curing 
  This ring allows the wearer to cast cure minor wounds one time per day. If used, it recharges itself at 
  sunrise the following morning. 
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  17
  Experience Points 
   
  EXPERIENCE  
   
   
   
   
   
   
  CHARACTER LEVEL 
   
   
   
   
   
   
   
   
   
  1-4 
   
  5-9 
  Encounter 3B: Avoiding the Crumbling Wall trap 
  20 xp 
  40 xp 
   
  Avoiding the secondary trap 
  20 xp 
  40 xp 
  Encounter 4: 
  Entering the lair without alerting the doppelgangers 
  30 xp 
  60 xp 
   
  Defeating the doppelgangers 
  50 xp 
  100 xp 
  Encounter 5:  Gaining access to the warehouse without help 
  30 xp 
  60 xp 
  Encounter 6:  Not arousing suspicion in the Brandobian agents 
  50 xp 
  100 xp 
   
  Giving the Brandobian agents either “cotton” or “silk” 
  50 xp 
  100 xp 
  Conclusion A or B: 
  50 xp 
  100 xp 
   
  Discretionary Experience for Role Playing 
  100 xp 
  100 xp  
   
  Total 
  400 xp 
  800 xp 
   
  Experience in Living Kingdoms of Kalamar is gained depending on the level of the PC. Regardless of 
  ATL, experience should be awarded by character level, even if some PCs at the table receive different 
  amounts.  
   
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  18
  Appendix I:  NPCs and Monsters 
   
  Doppelganger 
  All doppelgangers in this adventure have the following traits: 
   
  Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 
  18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger 
  reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. 
   
  Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks. When using its change shape 
  ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an 
  opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks. 
   
  ENCOUNTER 4 
   
  ATL 1 
  Doppelganger (CR 3): Medium Monstrous Humanoid (Shapechanger); HD 4d8+4 (12 hp); Init +1; Spd 
  30 ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB/Grp +4/+5; Atk Slam +5 
  melee (1d6+1); SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects; SV Fort +4, 
  Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13; AL CN.  
   
  Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense 
  Motive +6, Spot +6; Dodge, Great Fortitude. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, Undercommon, Brandobian. 
   
  ATL 3 
  Doppelganger (CR 3): Medium Monstrous Humanoid (Shapechanger); HD 4d8+4 (22 hp); Init +1; Spd 
  30 ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB/Grp +4/+5; Atk Slam +5 
  melee (1d6+1); SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects; SV Fort +4, 
  Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13; AL CN. 
   
  Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense 
  Motive +6, Spot +6; Dodge, Great Fortitude. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, Undercommon, Brandobian. 
   
  Doppelganger Wiz3 (CR 6): Medium Monstrous Humanoid (Shapechanger); HD 4d8+3d4+7 (30 hp); Init 
  +1; Spd 30 ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB/Grp +4/+6; Atk Slam 
  +6 melee (1d6+1); SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects; SV Fort 
  +5, Ref +5, Will +9; Str 12, Dex 13, Con 12, Int 14, Wis 14, Cha 13; AL CN.  
   
  Skills and Feats: Bluff +12*, Concentration +4, Craft (alchemy) +5, Diplomacy +3, Disguise +9* (+11 
  acting), Intimidate +3, Knowledge (arcana) +5, Listen +6, Sense Motive +6, Spellcraft +5, Spot +6; 
  Combat Casting, Dodge, Great Fortitude, Scribe Scroll. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, Undercommon, Brandobian. 
   
  Spells Memorized (4/3/2; DC 12+spell level): 0-level: jolt, mage hand, ray of frost, unnerve; 1-level: 
  burning hands, magic missile, pounding stones; 2-level: glitterdust, scare.   
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  19
  ATL 5 
  Doppelganger Bri2 (CR 5): Medium Monstrous Humanoid (Shapechanger); HD 4d8+2d8+6 (30 hp); Init 
  +1; Spd 30 ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB/Grp +5/+6; Atk Slam 
  +6 melee (1d6+1); SA Detect thoughts, sneak attack +1d6; SQ Change shape, immunity to sleep and 
  charm effects, improved bluff; SV Fort +6, Ref +6, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13; 
  AL CN. 
   
  Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +7, Listen +6, Move 
  Silently +3, Sense Motive +6, Spot +6; Dodge, Great Fortitude. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, Undercommon, Brandobian. 
   
  Doppelganger Wiz3 (CR 6): Medium Monstrous Humanoid (Shapechanger); HD 4d8+3d4+7 (30 hp); Init 
  +1; Spd 30 ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB/Grp +4/+6; Atk Slam 
  +6 melee (1d6+1); SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects; SV Fort 
  +5, Ref +5, Will +9; Str 12, Dex 13, Con 12, Int 14, Wis 14, Cha 13; AL CN.  
   
  Skills and Feats: Bluff +12*, Concentration +4, Craft (alchemy) +5, Diplomacy +3, Disguise +9* (+11 
  acting), Intimidate +3, Knowledge (arcana) +5, Listen +6, Sense Motive +6, Spellcraft +5, Spot +6; 
  Combat Casting, Dodge, Great Fortitude, Scribe Scroll. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, Undercommon, Brandobian. 
   
  Spells Memorized (4/3/2; DC 12+spell level): 0-level: jolt, mage hand, ray of frost, unnerve; 1-level: 
  burning hands, magic missile, pounding stones; 2-level: glitterdust, scare. 
   
  ATL 7 
  Doppelganger Bri4 (CR 7): Medium Monstrous Humanoid (Shapechanger); HD 4d8+4d8+6 (39 hp); Init 
  +1; Spd 30 ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB/Grp +7/+8; Atk Slam 
  +8 melee (1d6+1); SA Detect thoughts, sneak attack +1d6, eyes of fury; SQ Change shape, evasion, 
  immunity to sleep and charm effects, improved bluff, uncanny dodge; SV Fort +7, Ref +7, Will +7; Str 12, 
  Dex 13, Con 12, Int 13, Wis 14, Cha 14; AL CN. 
   
  Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +9, Listen +6, Move 
  Silently +6, Sense Motive +6, Spot +7; Dodge, Great Fortitude. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, Undercommon, Brandobian. 
   
  Doppelganger Wiz5 (CR 8): Medium Monstrous Humanoid (Shapechanger); HD 4d8+5d4+9 (36 hp); Init 
  +1; Spd 30 ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB/Grp +6/+7; Atk Slam 
  +7 melee (1d6+1); Full Atk Slam +7/+2 (1d6+1); SA Detect thoughts; SQ Change shape, immunity to 
  sleep and charm effects; SV Fort +5, Ref +6, Will +10; Str 12, Dex 13, Con 12, Int 15, Wis 14, Cha 13; AL 
  CN. 
   
  Skills and Feats: Bluff +12*, Concentration +7, Craft (alchemy) +6, Diplomacy +5, Disguise +9* (+11 
  acting), Intimidate +3, Knowledge (arcana) +6, Listen +6, Sense Motive +6, Spellcraft +7, Spot +6; 
  Combat Casting, Dodge, Great Fortitude, Scribe Scroll, Spell Penetration. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, Undercommon, Brandobian 
   
  Spells Memorized (4/4/3/1; DC 12+spell level): 0-level: jolt, mage hand, ray of frost, unnerve; 1-level: 
  burning hands, grease, magic missile, pounding stones; 2-level: glitterdust, scare, scorching ray; 3-level: 
  fireball.    
   
   
   
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  20
   
   
  ATL 9 
  Doppelganger Bri4 (CR 7): Medium Monstrous Humanoid (Shapechanger); HD 4d8+4d8+6 (39 hp); Init 
  +1; Spd 30 ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB/Grp +7/+8; Atk Slam 
  +8 melee (1d6+1); SA Detect thoughts, sneak attack +1d6, eyes of fury; SQ Change shape, evasion, 
  immunity to sleep and charm effects, improved bluff, uncanny dodge; SV Fort +7, Ref +7, Will +7; Str 12, 
  Dex 13, Con 12, Int 13, Wis 14, Cha 14; AL CN. 
   
  Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +9, Listen +6, Move 
  Silently +6, Sense Motive +6, Spot +7; Dodge, Great Fortitude. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, Undercommon, Brandobian. 
   
  Doppelganger Wiz8 (CR 11): Medium Monstrous Humanoid (Shapechanger); HD 4d8+8d4+11 (43 hp); 
  Init +1; Spd 30 ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB/Grp +8/+9; Atk 
  Slam +10 melee (1d6+1); Full Atk Slam +10/+5 (1d6+1); SA Detect thoughts; SQ Change shape, 
  immunity to sleep and charm effects; SV Fort +6, Ref +7, Will +12; Str 12, Dex 13, Con 12, Int 16, Wis 14, 
  Cha 13; AL CN. 
   
  Skills and Feats: Bluff +12*, Concentration +7, Craft (alchemy) +6, Diplomacy +5, Disguise +9* (+11 
  acting), Intimidate +3, Knowledge (arcana) +6, Listen +6, Sense Motive +6, Spellcraft +7, Spot +6; 
  Combat Casting, Dodge, Great Fortitude, Scribe Scroll, Spell Penetration, Pyro. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, Undercommon, Brandobian 
   
  Spells Memorized (4/5/4/4/2; DC 13+spell level): 0-level: jolt, mage hand, ray of frost, unnerve; 1-level: 
  burning hands, burning hands, grease, magic missile, pounding stones; 2-level: glitterdust, scare, 
  scorching ray, scorching ray;  3-level: fireball, fireball, haste, slow; 4-level: greater invisibility, enervation.    
   
   
  ENCOUNTER 5 
   
  All ATLS 
  Doppelganger (CR 3): Medium Monstrous Humanoid (Shapechanger); HD 4d8+4 (22 hp); Init +1; Spd 
  30 ft. (6 squares); AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB/Grp +4/+5; Atk Slam +5 
  melee (1d6+1); SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects; SV Fort +4, 
  Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13; AL CN. 
   
  Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense 
  Motive +6, Spot +6; Dodge, Great Fortitude. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, Undercommon, Brandobian. 
   
  Brandobian Rog2 (CR2): Medium humanoid (human); HD 2d6+2 (10 hp); Init +3; Spd 30 ft. (6 squares); 
  AC 13 (+3 Dex), touch 13, flat-footed 10; BAB/Grp +1/+2; Atk Rapier +3 (1d6+1/18-20) or dagger +3 
  melee (1d4+1/19-20); SA Sneak attack +1d6; SQ Evasion, trapfinding; Sv Fort +1, Ref +6, Will +0; Str 12, 
  Dex 16, Con 12, Int 13, Wis 10, Cha 10; AL LN. 
   
  Skills and Feats: Bluff +4, Climb +4, Escape Artist +8, Hide +8, Intimidate +5, Move Silently +8, Tumble 
  +8; Weapon Finesse, Run. 
   
  Languages: Brandobian, Low Kalamaran, Merchant’s Tongue.  
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  21
  Appendix II: Additional Rules 
   
   
   
  Culvert detail 
   
   
   
   
   
   
  Overhead map of doppelganger lair 
   
   
   
  3” wide grate 
  to street level 
  10’ high 
  5’ wide 
  Culver dead 
  ends 
  Iron gate room: 
  15’ x 15’ 
  Doppelganger lair:
  25’ x 20’ 
  These rooms appear to be old 
  storage areas for brick and 
  mortar; possibly as a central 
  depository for reparign the 
  culverts. 
  The culvert system is old and 
  decrepit. In several areas, the 
  bricks on the walls are falling into 
  the tunnel. The more recent 
  sewer system is much wider, with
  several different safety features 
  to ensure proper flood control 
  and waste-water drainage. 
  The first trap is located 100’ 
  away from the iron gate. The 
  second trap is located 75’ 
  away from the gate. Because 
  of the gate and the door, the 
  doppelgangers do not hear 
  the traps if they are tripped. 
  
  Full Disclosure 
  Living Kingdoms of Kalamar 
  22
  APPENDIX III: Player Handout 1 
   
  Note #1 
  … they are becoming more and more cautious in our dealings. We have offered them several parcels of 
  land in exchange for their help, but they insist on the forest south of Pekal. Our scouts have not found 
  anything of note, but they continue searching. 
   
   
  Note #2 
  Some Guild members came around asking questions the other day. We stalled them for the time, but we 
  may have to start using them to avoid suspicion.  
   
   
  Note #3 
  The shipment arrived from Lebolegido. Our men got everything inside without difficulty. Our partners 
  came by that night to inspect the cargo. They left well-pleased.  
   
   
  Note #4 
  The cotton trade is going well, but our buyers are more interested in velvet for the coming months. Expect 
  velvet to hit the market in early spring. There are also rumors of silk traders moving around our partners’ 
  business operations. Apparently, these silk traders are very insular, and do not accept any who do not do 
  business under their yoke. Obviously, the silk trade could adversely affect our market share in Bet 
  Rogala, and the rest of the Young Kingdoms. The decision is scheduled for tonight. 
   
   
  Note #5 
  A new storage facility was acquired the other day through some mutual friends. You should have no 
  trouble finding it – south of the Harbor Master’s Office, near the Lake, with blue doors.  
   
  Note #6 
  Several guild men helped with the cargo today. Everything is going well, and they have been satisfied.  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK29 Full Disclosure.pdf