TEXT: a one page adventure
  for a party of four players of levels 3-6
  
  kumari nights a one page adventure
  CREDITS
  Credits
  AUTHOR
  Georgia L. Moody
  GAME MECHANICS EDITOR AND DESIGNERS
  J.C. Stearns and Sean “the Heavy Metal GM” Clark
  DEVELOPERS
  Josh Heath and Quinn C. Moerike
  FORMATTING, DESIGN, AND LAYOUT
  Nick Riley
  COVER ART
  Stanislav Istratov
  https://500px.com/flexdreams
  HIGH LEVEL GAMES EDITORIAL TEAM
  Sean “The Heavy Metal GM” Clark, Georgia L. Moody, David Horwitz, Josh Heath, 
  and Quinn C. Moerike
  EDITOR-IN-CHIEF
  Quinn C. Moerike
  © High Level Games
  All rights reserved, including but not limited to the right to reproduce this book or 
  portions thereof in any form whatsoever. For more information, contact the publisher at  
  highlevelgames.ca.
  High Level Games and its Upper Management and Board of Directors take no responsibility 
  for dark forces unleashed from a cosmic miasma of non-euclidian geometry that leaves the 
  user of any High Level Games product bereft of their sanity. Not that that would happen. You 
  know, just sayin’. 
  
  ADVENTURE
  Setting
  In the kingdom of Kumari, death stalks in the daylight. When 
  pressed about the kingdom, passersby will only say that the 
  nocturnal ways of Kumari aren’t the only things that are back-
  ward. Silent figures perform all manner of manual labors- fig-
  ures that are recognizable as mummified humans, referred to 
  as the Fallen. Living humans emerge when the heat breaks  
  at dusk and go about their lives. The party will hear living 
  guards discussing their Queen’s frustration with the city-state 
  across the bay. Conversation with a guard will lead to news 
  that the Queen is looking for outsiders to do what Kumari’s  
  people cannot. 
  Key Elements
  The Queen will grant an audience to the party with minimal 
  bureaucratic interference. She is young, moderately attrac-
  tive, and receives the party attended by her consorts. With-
  out ceremony, she will tell them that she will provide trans-
  portation and a handsome reward (currency + a gem that will  
  allow a corpse to speak for a brief time) to any group who  
  can return her cousin’s head (the king of the aforementioned 
  city state) in a sack. Magic users can detect that the young queen  
  is a powerful necromancer and necromantic energy swirls 
  around the palace. 
  Her male consort provides information detailing his brother’s 
  madness, especially his lack of trust but also his inclination to 
  listen to outsiders over natives. The Queen’s female consort 
  will note that the moon is in a (favorable/non-favorable) phase 
  and suggest that the travelers leave with the midnight tide.  
  For non-favorable, increase all stealth difficulties performed 
  outdoors.
  The trip across the bay is performed in a ship that is made of 
  bones from various beasts and crewed by a ship of animated 
  skeletons. It crosses the bay and grounds itself just to the south 
  of the rival city, Khaziik. Guards in Khaziik welcome bribes, 
  and they will lead the party to a hidden entrance in the wall 
  that opens into the garden of the palace, twin to the one across 
  the bay. The madness of the king is evident, as severed human 
  heads adorn the borders of the garden beds. 
  The Palace of Nadere 
  Entry into the palace is easy, as the mad king (Nadere) has or-
  dered all doors within the palace itself removed, presumably to 
  prevent ambushes. What few servants the party encounters will 
  be either helpful or not a hindrance, as it is evident that they 
  are all terrified - with one exception. The herald that announces 
  the party into the royal presence is calm and poised, and in far 
  better physical condition than one would expect for a house 
  servant. He will announce the party and bow out, making brief 
  eye contact with the spokesman of the group. 
  Nadere is surrounded by living guards on Herculanean lines, 
  chosen for muscle rather than brains, as he attempts (and fails) 
  to lounge on his throne. Guards are stock low level (lvl 2-4) 
  NPCs, wearing light “mortal” armor - the downside of hot cli-
  mates. All of them are idiotically loyal to the King. Even when 
  given the chance to leave, they raise swords and attack. When 
  the guards are dispatched, a “Fallen” will re-enter the room, 
  which causes the king to start screaming that the king-consort 
  from Kumari (his brother) has come to take his throne. If the 
  party turns to look, they will see an obviously alive “mummy” 
  with an ornate golden mask approaching the king as he shrieks 
  and falls back against his throne, completely unhinged. After 
  the king is killed and his head retrieved, the “mummy” removes 
  his mask to reveal the herald, and asks the party to give him 
  a ride back to Kumari, promising them the full reward in ex-
  change for a chance to tell his story to the Queen, in hopes that 
  she will recognize his claim to the throne of Khaziik.
  Kumari Nights
  kumari nights a one page adventure
  XP 3,200
  CE Medium Humanoid
  Init +7; Perception +1
  Aura Lawful
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 Mage Armor, +3 Dex)
  hp 33 (6d6+12)
  Fort +4, Ref +5, Will +6
  OFFENSE
  Speed 30 ft.
  Melee viperous kris +7 (1d4+1+1d6 acid 19-20/x2)
  Special Attacks dazing touch
  Spells Prepared (CL 6th)
  3rd - dispel magic, hold person (DC18), stinking cloud (DC 17), sug-
  gestion (DC 18)
  2nd - glitterdust (DC 16), hideous laughter (DC 17) x2, protection 
  from arrows, touch of idiocy (DC 17)
  1st - cause fear (DC 15), charm person (DC 16), disguise self, grease 
  (DC 15), mage armor
  0 - daze (DC 15), detect magic, read magic, prestidigitation
  STATISTICS
  Str 10, Dex 16, Con 14, Int 19, Wis 12, Cha 14
  Base Atk +3; CMB +3; CMD 16
  Feats Improved Initiative, Combat Casting, Spell Focus (Enchant-
  ment), Weapon Finesse, Scribe Scroll, Brew Potion
  Skills Bluff +8, Diplomacy +8, Intimidate +8, Spellcraft +10
  Languages Common, Elven, Infernal
  SPECIAL ABILITIES
  Dazing Touch (Sp) Seven times per day, the King can cause a liv-
  ing creature to become dazed for 1 round as a melee touch attack. 
  Creatures with more than 6 Hit Dice are unaffected. 
  NADERE, THE MAD KING OF KHAZIIK 
  CR 7
  VIPEROUS KRIS
  Aura moderate evocation; CL 8th
  Slot none; Price 8302 gp;  Weight 1 lb.
  Description This +1 kris adds +1d6 acid damage to a successful melee 
  attack.
  Requirements Craft Magic Arms and Armor, acid splash; Cost 4151 gp
  TOMB STONE
  Aura moderate necromancy; CL 5th
  Slot none; Price 18,000 gp;  Weight -
  Description This crimson pearl can be used to cast speak with dead 
  3/day.
  Requirements Craft Wondrous Item, speak with dead; Cost 9000 gp
  
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  kumari nights a one page adventure
  
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