TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
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  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission 
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  or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
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  KET6-06 
   
   
  The Patriot’s Post 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Regional Adventure set in Ket 
  by Stephen Baker  
  Triad edit: Alan Brown 
  Circle Edit: Tim Sech 
   
   
  A missing tower… an abandoned post. Rary, supposedly the Archmage of Ket, has not been seen for many years. The 
  Beygraf and Archons of Ket have finally had enough—it is time replace Rary. Are you up to the task? This adventure is 
  not suitable for PCs deemed “monsters” in Ket, including Elves, Asherati and Centaurs. Part 1 of the Positions of Power 
  series. An adventure for PC levels 1 to 14. (APLs 2-12) 
  
  Ket6-06 The Patriot’s Post  
   
  Page 1 
  RPGA Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK PC. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a PC with the Mounted Combat feat, 
  use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  
  Ket6-06 The Patriot’s Post  
   
  Page 2 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player PC is 
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  receives only one-half of the experience points and gold 
  for the adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or relied on 
  help by higher-level PCs to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one round Regional adventure, set in 
  Ket.  PCs native to Ket pay one Time Unit per round, all 
  others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per round.  Rich Upkeep 
  costs 50gp per round.  Luxury Upkeep costs 100gp per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC will heal temporary ability damage as if he or she paid 
  for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
  Adventure Background 
  Council of Last Resort 
  The Council of Last Resort acts within the borders of Ket 
  to keep the country safe and the Beygraf in power (in that 
  order). It considers itself above the law (although the 
  High Jurat Council would disagree) and concerns itself 
  only with the political survival of the nation. There are 
  rumors it has been responsible for such diverse events as 
  the assassination of the previous Beygraf, the removal of 
  the prior High Priest of Hextor and other dark acts. 
  There is no verification or denial from the Council, as it 
  makes no effort to respond to such things. 
  There are five permanent members of the Council and 
  five alternates. Members include representatives from all 
  of the citizen races (human, dwarf and halfling). 
  The Four Feet of the Dragon 
  The Council of Last Resort employs four very special 
  operatives called the Four Feet of the Dragon, a name 
  that also recalls the similarly named code of ideals that 
  form the basis of Baklunish culture. Each operative is 
  numbered (and named) One to Four, and they act upon 
  the orders of the Council. They can and should be 
  considered assassins, although their actual capabilities are 
  quite varied. Currently only two of the Four Feet are 
  active, with two more in training. 
  Now the move of the Council to become known (for 
  whatever reason) has required a shift in the focus of the 
  Four Feet of the Dragon. Now there are to be four 
  Champions as well, each representing a facet of life in the 
  Baklunish West that the nation of Ket wishes to 
  represent. 
  Fervent Faction and Balance Trust 
  The Fervent Faction is a political alliance of hard-line 
  mullahs, older bureaucrats and some of the more isolated 
  Beys that has recently come to the forefront in Ket. They 
  are concerned that the laws of the country are being 
  weakened and allowed to become lax, which historically 
  (according to them) resulted in the corruption now 
  known the Exalted Faith. The Faction is determined to 
  reassert traditional conservative values and return Ket to 
  the “good old days”. Whether or not they are correct, 
  their values are strictly lawful neutrality, with strict 
  interpretation of the law held up as the only path for true 
  Ketites. They have succeeded in rolling back some of the 
  
  Ket6-06 The Patriot’s Post  
   
  Page 3 
  victories recently won by more moderate voices, as seen 
  in the recent decision to enforce the “no arms or armor in 
  towns and cities” law, and the new edict concerning 
  Travel Papers.  
  The Balance Trust represents more moderate political 
  forces. They view the modification of the laws recently as 
  a positive development. They wish to maintain a strong 
  underpinning of law, but to allow some moderation in 
  order to prevent total despair in the face of an uncaring 
  legal system. However, this is Ket, and even the 
  moderates are far more lawful, more absolute and less 
  sympathetic than many from Good nations.  
  The Balance Trust is primarily composed of more 
  powerful Beys from the cities and younger, more liberal 
  bureaucrats, along with a smattering of clergy from 
  Baklunish religions other than the True Faith. 
  Both factions have strong political connections and the 
  Beygraf has acted in this adventure to keep them out of 
  the equation. As a result, having the favor or disfavor of 
  either is irrelevant (and it is entirely irrelevant to Rary, 
  who cares nothing about them). 
  Forts of the Irafa Road 
  Several centuries ago, during an invasion by the army of 
  Keoland, the Keoish soldiers discovered that travelling 
  around the perimeter of the Bramblewood Forest to 
  reach the main cities of Ket was a very long journey.  In 
  order to facilitate the quick transfer of soldiers directly 
  into the heart of Ket, they hacked a path straight through 
  the Forest and called it the Irafa Road. However, attacks 
  by the “monsters” and elves of the forest quickly 
  convinced the Keoish soldiers that staying outside at 
  night in the forest was very unhealthy, so they 
  constructed seven forts along the road, each spaced nine 
  hours apart. When the Suel invaders were finally forced 
  out of Ket, down the Irafa Road and back through the 
  Bramblewood Gap, Ket took control of the forts. They 
  have since become legendary in Ket as the last bastions of 
  civilization holding back the encroaching “monsters” of 
  the Bramblewood Forest.  
  The forts of the Irafa Road (from south to north) are 
  Avernand, 
  Daris, 
  Minochehr, 
  Stivang, 
  Mahboud, 
  Maldonius, and Nesser. Fort Avernand and Fort Nesser 
  are fortified towns with huge defensive walls and large 
  garrisons as well as Archon and Mullah support. The 
  remaining forts are smaller keeps with high walls and 
  roofs. Military patrols frequently move up and down the 
  Irafa Road at all times of the year when road conditions 
  permit, ensuring that it is kept free of obstacles and 
  “monsters” (a category into which elves of the 
  Bramblewood fall). 
  All efforts have been made to keep the forts strong and 
  impenetrable. Even the smaller forts are massive affairs, 
  complete roofed over to guard against aerial attack. Four 
  towers, squat and powerful, rise 10 feet above the roof to 
  provide for overview of the roof, and numerous well-
  protected and guarded arrow slits allow the fort 
  occupants to survey the surrounding area. A kill zone of 
  750 feet in all directions keeps the Bramblewood Forest 
  from blocking any defenses.  
  Various further defenses permeating the forts are 
  considered state secrets not known to the general public, 
  but members of any Ket metaorganization should be 
  advised that the forts have substantial magical defenses, 
  particularly against easy entry via instant transport magic.  
  Because the forts are spaced 9 hours apart, caravans and 
  regular travellers must push for one hour in order to 
  reach safe haven before nightfall.  
  Rary the Traitor 
  Rary’s Tower was for years located in Lopolla, as he 
  fulfilled his duties as Archmage of Ket, and as a trusted 
  member of the Circle of Eight. Then in CY 584, on the 
  day of the signing of the Treaty of Greyhawk, Rary 
  apparently betrayed the Circle, killing two members. For 
  that act, he is now reviled across the Flanaess as “Rary the 
  Traitor”. On that same day, his tower in Lopolla was 
  ripped from its foundations by extra-planar creatures and 
  transported far away, likely to the Bright Lands where 
  Rary now styles himself “Emperor” of those dry and 
  barren sands.  
  Many people of Ket still believe his actions on the 
  infamous Treaty Day were misunderstood, and even now 
  consider him a native son of Ket, calling him the Great 
  Patriot. They point to his other actions and note that 
  judgment of the mage has come much faster than 
  understanding of his deeds. 
  Nevertheless, Rary has not openly set foot in Ket since 
  his tower was removed. Although he is nominally still 
  the Archmage of Ket, the office has effectively been 
  empty since that day. 
  The time has finally come when the Archons and the 
  Beygraf admit that Rary will not be returning and that it 
  is time to move on and find someone new for the post. 
  The PC that looks like Rary in this adventure is not 
  specifically Rary. It is a simulacrum and could be just 
  about any high-ranking mage of Baklunish descent in 
  terms of power level. Nevertheless, for the purposes of 
  the module, it talks and acts as if it were Rary himself – 
  there is no effective means of telling the difference. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 4 
  “Rary” in the Adventure 
  There appears to be an appearance by Rary the Traitor in 
  this adventure. However, the Archmage Rary is far above 
  the petty concerns of the nation of Ket now. Wherever it 
  is noted that Rary appears in the module, this is not, in 
  fact, the Great Patriot.  It is, instead, a high-level member 
  of the Archons using a superb disguise (Spot check DC 
  55 to penetrate) to represent the Archmage for the 
  purposes of ensuring that the legitimacy of the contest is 
  ensured. Any references to Rary and his powers or 
  abilities should be taken in this light, and the 
  summoning of the devils takes place in the same context 
  (yes, the Archons are well aware that Rary would cheat...). 
  For any who can see through the disguise, note that it is 
  possible the person standing is a simulacrum (as per the 
  spell), that there is likely to be a good reason for this, and 
  continue the charade.  
  “Rary” may not, under any circumstances, be engaged 
  outside of the boxed text here in order to be engaged in 
  conversation, employed for Favours or the like. 
  The tu' Vashda: Staff of the Archmage 
  The tu’Vashda (Old Oeridian: Staff of the Dragon) is an 
  obsidian staff rumored to have been carved from a much 
  larger statue brought by the refugees from the Baklunish 
  Empire in the aftermath of the Twin Cataclysms.  It is 
  about one and a half feet long, of polished obsidian, with 
  the head of a dragon carved into the top.  There are no 
  jewels or other ornamentation but the staff is of 
  incalculable value to any Ketite—it, and its owners, the 
  Archmages of Ket, have been the focus of many bardic 
  tales, puppet shows and songs, as well as children’s 
  bedtime stories—the staff known as the tu’Vashda would 
  be recognized on sight by almost all residents and 
  citizens, although few have actually seen it.  
  Cirquor the New Rider 
  PCs may have previously encountered Cirquor al’Lakshi 
  in Ket4-06 At the Feet of the Dragon or Ket6-01 The 
  Prize. Lakshi is a name for a gardener or groundskeeper, 
  and he has now taken the name of Cirquor the New 
  Rider (obviously styled after Rary’s nickname in Ket—
  “the Rider”). When he was young, Cirquor spent a 
  number of years tending to the grounds of the Rary’s 
  abandoned tower foundations in Lopolla all that 
  remained after the tower was transported away. After 
  having dreams, he headed to the Plains of the Paynim to 
  follow them to their conclusion (and was assisted by 
  adventurers). He spent a year on the Plains learning all 
  that he could and then traveled the length and breadth of 
  the Velverdyva-Tuflik-Fals trade route and the Sheldomar 
  Valley, showing an uncanny ability as a wizard. Now he 
  views himself as the obvious successor to Rary and 
  intends to enter the contest for High Mage. 
  Season and Weather 
  It is late fall—the month of Ready’reat—and the average 
  temperature has dropped to 3º Celsius in the heartland of 
  Ket as the chilling winds of winter approach. The first 
  snowfall is expected one week into the adventure. Note 
  that the weather during Encounter Five changes 
  dramatically as a result of magical interference.  
  There are full moon(s) for the 18
  th, 19
  th and 20
  th day of the 
  month. The adventure begins on the 17
  th day of the 
  month, being the date the adventurers are expected to be 
  in attendance at the Copper Palace (The town crier makes 
  his appearance on the 7
  th). 
  Selection Process 
  The selection process will take at least one year (real 
  time) culminating in selections and appointments 
  around the time of Weekend In Ket, CY597 (in order to 
  allow the entire region an opportunity to participate, the 
  process is to be extended to other conventions around 
  that time as well). This particular adventure is only the 
  beginning of the selection process and has been designed 
  by the selection arbiters to simply weed out those with 
  little or no drive. The arbiters believe a large percentage 
  of those applying will be able to qualify for the basic 
  process. This should ensure that the largest possible pool 
  of candidates is available. 
  The selection committee, headed by Emir Zulir (from 
  Ket4-02 Water the Meadows), has no budget for 
  expenditures of any type; therefore all tests and activities 
  during this adventure are the voluntary actions of the 
  adventurers. However, there is always the favor of the 
  committee and the access it can grant that can be 
  considered compensation enough. 
  Since it is Ket, the arbiters expect that the lawful 
  members of the nation will do their best to comply with 
  rules of the contest. They contemplate little or no 
  cheating and do not put any particular conditions on the 
  contest. Although the contest is not barred to those from 
  outside the Region, there is likely a substantial bonus for 
  being a resident or citizen of Ket (there is a part on the 
  AR that reflects this fact). 
  AR Reward: Four Feet of the Dragon 
  This adventure is the first of several that will culminate 
  in the choosing of four Champions of Ket. Receiving the 
  AR Reward Four Feet of the Dragon is the sign that the 
  adventurer has qualified to continue in the competition 
  for one of these positions. In order to get as many 
  adventurers to qualify to continue (and thus retain 
  
  Ket6-06 The Patriot’s Post  
   
  Page 5 
  continued interest in this story arc over the next year by 
  as many players as possible), there are many paths to this 
  AR Reward. The adventurer can qualify: 
  1. 
  Through the actual formal competitions, 
  specifically: 
  a. 
  Participating in the Grand Melee. 
  b. 
  Qualifying via the various tests for 
  High Mage, High Divinity or High 
  Diplomat 
  2. 
  By successfully recovering the tu’Vashda (Staff 
  of the Archmage) from the roof of Fort 
  Minochehr, then fighting off both the devils 
  and the air creature. The adventurer does not 
  have to have even participated in the 
  competitions to qualify through this route. 
  3. 
  By successfully recovering the tu’Vashda from 
  the roof of Fort Minochehr, then fighting off 
  the devils, although losing to the air creature. 
  Losing to the air creature means the adventurer 
  must also have participated in the formal 
  competitions, although the adventurer may not 
  have qualified to continue via that route—just 
  participating in the competition is the key here, 
  not qualification.  
  4. 
  Even if the adventurer did not participate in the 
  competitions or recover the tu’Vashda, (or even 
  attempt 
  to 
  recover 
  the 
  tu’Vashda), 
  the 
  adventurer can qualify for Four Feet of the 
  Dragon by simply belonging to any of the 
  following 
  metaorgs: 
  Veterans 
  of 
  Ket, 
  Stouthearts, Razor’s Edge, Brotherhood of 
  Perfect Forms, Archons of Ket, Brotherhood of 
  Sorcery, Mullahs, Clergy of Istus, Clergy of 
  Geshtai, Clergy of Azor’Alq, The Halfling 
  Family, Dwarven Clanmember, Puppeteers. 
  If the adventurer did not take part in the competitions, or 
  failed to advance via the competitions and failed to 
  recover the tu’Vashda, then the adventurer can still 
  qualify for Four Feet of the Dragon if the adventurer 
  has received Emir Zulir’s favor in the past (either The 
  Emir’s Grace from KET4-04 Water the Meadows or The 
  Bloody Axe from KET5-05 Redemption). 
  Obviously these various paths to this AR reward will only 
  be revealed at the end of the adventure—the players 
  should believe that the only path to further play is 
  through the formal competitions 
  Every adventurer that earns Four Feet of the Dragon 
  must also then choose one of the four Championships to 
  focus on in later adventures. Note that there are two 
  circumstances in which the player does not have a choice 
  of focuses: 
  a. 
  If the PC qualified for Four Feet of the Dragon 
  through the competitions for High Mage, High 
  Divine or High Diplomat, then the focus will 
  automatically be on the position they qualified 
  for. For instance, a bard who qualified through 
  the Diplomacy competition must focus on High 
  Diplomat. 
  b. 
  If the adventurer only qualified for Four Feet 
  of the Dragon due to membership in one of the 
  qualifying metaorgs, then their focus must be 
  the one listed for their metaorg: 
  Stouthearts, Brotherhood of Perfect Forms, 
  Veterans 
  of 
  Ket, 
  Razor’s 
  Edge: 
  High 
  Champion 
  Archons of Ket, Brotherhood of Sorcery: 
  High Mage 
  Mullahs, Clergy of Istus, Clergy of Geshtai, Clergy of 
  Azor’Alq, any divine caster who belongs to Halfling 
  Family Member or Dwarven Clanmember:  High 
  Divine 
  Puppeteers: High Diplomat  
  Note that elves, asherati, centaurs and other races 
  considered “monsters” in Ket cannot qualify for Four 
  Feet of the Dragon, regardless of their actions. (Note 
  that half-elves are not included in this “forbidden” list.) 
  This is stated in the blurb in a very straight-forward 
  manner. If players still choose to play a PC of one of these 
  races, read the blurb again, emphasizing this sentence 
  (without revealing anything else, of course). If the player 
  chooses to continue along this path after hearing the 
  warning in the blurb twice, so be it. 
  Adventure Summary 
  Synopsis: The Beygraf declares the post of Archmage, 
  currently held by the absent Rary, to be vacant. His place 
  will be taken by four champions (of combat, magic, 
  divinity and diplomacy), and all adventurers are 
  encouraged to apply. Various challenges follow, but as 
  these end, Rary himself appears and challenges the 
  adventurers to retrieve his staff of office from the roof of 
  a fort on the Irafa Road. The adventurers are transported 
  there, and recover the staff, having to fight off a number 
  of challenges to do so. 
  Introduction – Openings: The “retirement” of Rary and 
  the opening of a new post in Ket is announced.  
  
  Ket6-06 The Patriot’s Post  
   
  Page 6 
  Encounter One – A Challenger: Cirquor al’Lakshi (the 
  New Rider) makes a case to become the new Archmage 
  of Ket. Others are presented and it is decided that four 
  people are needed to best represent the country.  
  Encounter Two – Selections: The PCs interested in 
  participating must convince the Selection Committee 
  that they are positive and beneficial candidates. Monsters 
  are automatically excluded.  
  Encounter Three – Amphitheatre: Anyone choosing 
  combat as a path to the Four Feet is invited to fight in the 
  Amphitheatre to make their case.  
  Encounter Four – Testing: The other three elements of 
  the Four Feet are tested in a cerebral fashion.  
  Encounter Five – The Great Patriot Speaks: Rary 
  himself appears to advise that his staff of office awaits the 
  PCs in the Bramblewood, atop one of the Forts 
  (Minochehr). They have but to retrieve it to convince 
  him they are worthy successors.  
  Encounter Six – Enter the Woods: The adventurers 
  must venture to the Bramblewood and Fort Minochehr 
  to retrieve the tu’Vashda if they want to continue with 
  their goal. 
  Encounter Seven – Atop the World: On the roof of 
  Fort Minochehr, the tu’Vashda stands unguarded. Or is 
  it? 
  Encounter Eight – Winds of Change: Tortured air 
  creatures, seeing the arrival of an Archon, seek vengeance 
  on those he would assist. They misinterpret this to be the 
  party and attack.  
  Conclusion: If the adventurers have been successful, 
  they may consider becoming contenders for the roles of 
  the Four Feet of the Dragon (this transpires over the 
  course of the year to WiKet in CY597).  
  Preparation for Play 
  Check to see if adventurers have previously played: 
  KET 4-04 Water the Meadows: They will recognize Emir 
  Zulir, who hired them and who may have rewarded them 
  for their work in the adventure, depending on the 
  outcome of the adventure. 
  KET 4-06 At the Feet of the Dragon or KET 6-01 The 
  Prize: Adventurers will recognize Cirquor al’Lakshi, and 
  he will recognize them. 
  KET 4-07 The Darkeye Hour: Members of the Beygraf’s 
  Retinue (AR Award from Ket4-07 The Darkeye Hour) 
  gain the benefit for Luxury lifestyle – normally applicable 
  to Cha-based checks – on ALL skill checks for 
  Encounters One through Four – this is a benefit derived 
  from overhearing and being consulted on aspects of the 
  testing procedures. 
   
  Introduction: Openings 
  “…and it is with a heavy heart that the Beygraf of Ket 
  and the Archons of Ket announce that the position of 
  Archmage is now considered vacant. The Great 
  Patriot Rary is thanked for his contributions but his 
  continued absence from Ket makes such a decision 
  unavoidable. Anyone wishing to entertain such a 
  position should apply in person to the Copper Palace 
  by noon in ten days time.”  
  In the shocked silence following the announcement, 
  the town crier bows and moves on, escorted by the 
  pair of Threshers who watch the crowd closely. 
  Another moment passes, and then there is a tidal 
  wave of sound as everyone turns to a neighbour to 
  discuss the news… 
  The Copper Palace is the home of the Beygraf (leader) of 
  Ket and center of the government.  
  A successful DC 15 Knowledge (local – VTF) check 
  determines that any Archon office can also take 
  applications. Archons are the well-organized wizards of 
  Ket, and their offices can easily be found in any large 
  town or city.  
  Adventurers who are Archons automatically know that 
  they cannot accept any applications but they can choose 
  to automatically be included without the formalities of 
  reporting. 
  A successful Gather Information check can discover the 
  following: 
  DC 5 – The Archons are said to have approached the 
  Beygraf with this idea years ago and only now has it 
  actually been enacted. There is no real news as to 
  whether it was the Beygraf or the Archons who decided 
  this was the right time to act; 
  DC 10 – The Beygraf has involved the mullahs (clerics) of 
  the True Faith in the selection process and this speaks to 
  other concerns than just replacing Rary the Great Patriot; 
  DC 15 – There are many preparations being undertaken 
  at the Copper Palace, the grounds of the Beygraf’s palace 
  itself. There are many more than might be needed to 
  simply interview new candidates; 
  DC 20 – The tu’Vashda—the Staff of the Archmage—has 
  not been returned by Rary. There is a lot of discussion as 
  
  Ket6-06 The Patriot’s Post  
   
  Page 7 
  to what will be done to replace this item. It is rumored to 
  have potent magical abilities, not the least is that the Staff 
  is keyed to many of the defenses of the Copper Palace 
  and Lopolla. (Astute PCs with some sense of history can 
  realize this is both unlikely and improbable – The Copper 
  Palace was only built in the aftermath of the destruction 
  of Lopolla in CY594, and Rary had been gone for some 
  time by that point). 
  DC 23 – The Beygraf has obtained special dispensation 
  from the Jurats that the laws of the country with respect 
  to assault and killing are to be waived on the grounds of 
  the Copper Palace for the entire week of the Selection 
  Committee (not true, only for the duration of the combat 
  challenge). 
  DC 25 – Warriors dedicated to Kelanen from outside Ket 
  have gathered in Lopolla and have been outfitted in the 
  regalia of the Beygraf’s guards. Two members of the 
  military and a high-ranking mullah, all reputed to have 
  objected to this assignment, are now on a diplomatic 
  mission to Tenh… 
  DC 30 – A new Staff of Office for the post of High Mage 
  was commissioned by the head of the Archons some time 
  ago but worked stopped for unknown reasons. Rumors 
  from the Archons indicate that a missive was received 
  from the Great Patriot himself that indicated he might be 
  present for the selection ceremony.  
  Travel Time to the Copper Palace 
  Ten days is enough time for anyone to reach Lopolla 
  from the various parts of Ket. Allow the adventurers, 
  with this limited information, to decide if they are 
  participating or not before moving on. Standard 
  preparations are allowed in this time period, including 
  long-duration spells and the like. Given the time 
  involved, PCs may make up to 10 Gather Information 
  checks if they desire to check on details – note down all 
  gp expended, however, as the module does not provide 
  for over-cap gold. 
  Further Adventure Hooks: 
  For those claiming Ket as a Home Region  
  For any PCs claiming Ket as a home region and being of 
  lawful 
  or 
  neutral 
  alignments 
  (not 
  chaotic), 
  a 
  representative of the Council of Last Resort (see 
  Adventure Background for more details) approaches 
  them. He offers to provide a favorable word with the 
  authorities for the PCs if they go the selection ceremony 
  and participate as best they can. If the representative is 
  questioned, they honestly just want the widest and best 
  range of candidates available for selection. 
  For the those from Out of Region 
  Sira, a merchant from the House of Al’Zarif, sends them 
  an invitation to attend the selection ceremony. How he 
  obtains their name is not explained, but he notes that the 
  House of Al’Zarif is interested in all details on the event 
  and the people who are participating. Should they do so, 
  Sira indicates they can make certain benefits available to 
  them from the House and its contacts (although they are 
  no more specific than this). 
  The House of Al’Zarif is a powerful member of the 
  Mouqollad Consortium in Ket. It has numerous 
  warehouses and stores throughout the country and is 
  reputed to deal in both rare and unusual goods much of 
  the time. 
  Development 
  PCs may choose to participate in the adventure or not. 
  For those that do not wish to proceed, move to 
  Conclusion. For all others, move to Encounter One: A 
  Challenger. 
   
  Encounter One: A Challenger 
  It is a glorious day in the wide courtyard that marks 
  the entry to the Copper Palace. The typical 
  supplicants have all been waved away this morning – 
  only those with the intention of applying for the 
  position, or merely interested in the outcome, have 
  been allowed entry. 
  A young man dressed in blue robes sits on a nearby 
  heavy warhorse, deep in thought. He glances up to 
  see the new arrivals, smiles briefly, and goes back to 
  his train of thought. 
  In the courtyard near you, a man dressed in bright 
  silver armor bears the device of nine swords circled, 
  hilts inward. The man is obviously in charge of 
  preparations, 
  and 
  occasionally 
  confers 
  with 
  subordinates and sends them scurrying to their tasks. 
  Despite these distractions, it is obvious that he is 
  carefully assessing every person who steps into the 
  palace courtyard.  
  It is a DC 11 Knowledge (Religion) check or DC 15 
  Knowledge (Local—VTF) to know that the device of nine 
  swords marks a follower of Kelanen. 
  Travel Papers 
  The guards at the entrance to the Copper Palace request 
  travel papers of everyone entering. These are new 
  requirements in Ket, the enforcement of an older law 
  
  Ket6-06 The Patriot’s Post  
   
  Page 8 
  that was little used until recently (the Fervent Faction, 
  noted in the Adventure Background, is responsible for 
  the resurrection of the practice). Any PC able to show 
  Travel Papers (a Ket AR Award from various adventures) 
  is provided with a single re-roll for Encounters Three 
  and Four because the authorities view them favorably 
  and give them extra chances (in the case of the combat, 
  some sort of additional unspecified advantage). 
  Introductions 
  PCs may have arrived at this point separately and this is a 
  good time to make introductions as needed. Also collect 
  information at this time on racial types, deities 
  worshipped (whether openly or not), magical items in 
  evidence, any obvious weaponry that is magical, animal 
  companions and such details.  
  Cirquor the New Rider 
  The man upon the horse is Cirquor al’Lakshi (see 
  Adventure Background for details). 
  If any PCs have met him before, he greets them warmly 
  and acknowledges their presence. Any elves, asherati or 
  centaurs get the same greeting but a DC 15 Sense Motive 
  can tell he is worried for them on some level. Cirquor is 
  very open to all races and cultures, partially from his 
  modest upbringing, partially from the travels he has 
  undertaken for the past few years, and he has few, if any, 
  of the typical cultural prejudices of most in Ket. 
  The New Archmage (or so he believes) 
  At some point during this Encounter, Cirquor makes it 
  very clear, through a brash statement that he intends to 
  become the new Archmage of Ket. He is happy for 
  competition but he believes that his choice is a foregone 
  conclusion since he is the heir to Rary. 
  Dar Singleslash 
  Dar Singleslash is the Fighter/Templar of Kelanen 
  dressed in bright silver armor. He has been assigned the 
  duty of overseeing the challenges in the Arena. When 
  introductions are complete, players can note his presence 
  when he steps into the courtyard to view all the 
  attending PCs. He is most deliberately assessing each and 
  everyone for threat and taking careful note of all openly 
  displayed holy symbols. 
  Dar talks gruffly but without any animosity to all PCs 
  approaching him. He is actually friendly to members of 
  the Razor’s Edge metaorg, but all others are just 
  contestants in the ceremony to him, with few redeeming 
  features. If the PCs display a proper appreciation of the 
  sword (no other weapons on display and no obvious 
  displays of other martial prowess) he indicates that the 
  combat selection is to take place in an hour or two and 
  that only one potion may be consumed before the combat 
  – but no other buff spells. This allows PCs the time to 
  return to Lopolla and purchase potions as they desire. 
  Members of the Beygraf’s Retinue 
  Members of the Beygraf’s Retinue (AR Award from Ket4-
  07 The Darkeye Hour) gain the benefit for Luxury 
  lifestyle – normally applicable to Cha-based checks – on 
  all skill checks for Encounters One through Four – this 
  is a benefit derived from overhearing and being 
  consulted on aspects of the testing procedures. 
  Opponents 
  Cirquor 
  the 
  New 
  Rider: 
  Baklunish 
  Human; 
  Rog1/Wiz13; hp 101; See Appendix One. 
  Dar 
  Singleslash; 
  Ftr4/Rgr2/PiousTemplar4 
  of 
  Kelanen/War1: Baklunish Human; hp 89; See 
  Appendix One. 
  Development 
  The PCs may choose to not participate in the Selection 
  Process. Either they choose to return at a later time or the 
  adventure is over for them (and they can proceed to the 
  Conclusion). If they do wish to participate, proceed to 
  Encounter Two: Selections. 
   
  Encounter Two: Selections 
  The crowd of people grows in the Copper Palace’s 
  forecourt. Your patience is finally rewarded when a 
  solid rank of soldiers, all bearing the device of nine 
  swords, form up before a small platform, creating a 
  buffer between the platform and the crowd. 
  A small but ornate door opens, and three men and 
  two women in the black and red robes of the True 
  Faith step out onto the platform. Two more men, 
  dressed in elaborate court garb, follow the mullahs. 
  The second of these men— handsome, middle-aged, 
  noble of bearing— walks to the front of the small 
  platform and clears his throat. The effect of this small 
  sound is remarkable—silence instantly falls across 
  the courtyard.   
   “Good morning, and welcome to an event that is 
  unique in the annals of Ket history. My name is Emir 
  Zulir.” 
  The 
  emir 
  bows 
  his 
  head 
  slightly, 
  acknowledging the presence of everyone. “I am 
  charged by the Beygraf and the Archons of Ket with 
  making the following two announcements. Please 
  listen closely.” 
  
  Ket6-06 The Patriot’s Post  
   
  Page 9 
  “First of all, let me thank all of you for having the 
  courage and confidence to offer your many and varied 
  talents in the service of Ket. Our thanks also go out to 
  the current Archmage of Ket, Rary, the Great Patriot. 
  His efforts in protecting the honor and position of 
  Ket are much appreciated and we only wish he were 
  here to accept our thanks in person. Nevertheless, as 
  indicated by the Beygraf in his recent proclamation, 
  the continued absence of the Archmage from Ket is a 
  sign that Rary’s new responsibilities and challenges 
  leave him unable to fulfill the duties that are 
  associated with the post of Archmage. Therefore, the 
  Beygraf, with a heavy heart, has taken Rary’s 
  continued absence as a sign that Rary has resigned as 
  Archmage of Ket.” 
  “Further to that, our second announcement: The 
  Beygraf has determined that a single replacement for 
  Archmage is insufficient for the needs of the country. 
  Therefore, I, and the rest of the Selection 
  Committee…”—here he indicates the six other 
  people standing on the platform with him—“…have 
  been charged by the Beygraf with the responsibility 
  of finding four Champions of Ket: High Champion, 
  High Mage, High Divinity and High Diplomat. The 
  selection will take some time—today is only the first 
  step 
  of 
  the 
  process—and 
  undoubtedly 
  the 
  competition for each of these posts will be fierce. 
  However, when we are finished making our 
  selections some months from now, all Ketites will 
  rest assured that the four Champions will be the best 
  that Ket has to offer in the service of the Beygraf.” 
  “The first step along this road begins today with 
  interviews. You will be called individually before us 
  to make your best presentation as to why we should 
  consider you for this post.” 
  A DC 15 Knowledge (religion) check (or automatic for 
  anyone worshipping Kelanen) allows the PCs to note that 
  the guards, who are openly wearing the symbol of 
  Kelanen, are worshippers of Kelanen. Anyone native to 
  Ket recognizes this as unusual and anyone from outside 
  the region can recognize the same thing with a DC 10 
  Knowledge (local/VTF) check.  
  Anyone who inquires further of the guards (they share 
  this information willingly) or makes a further DC 15 
  Knowledge (local—VTF) check is aware that the Beygraf 
  specifically asked worshippers of Kelanen—known for 
  their neutrality—from outside Ket to guard this 
  competition. This is highly unusual since the usual faiths 
  of Ket are Baklunish and the vast majority of Ketites are 
  of the True Faith of Al’Akbar. 
  Note that Ketite worshippers of Kelanen may take part in 
  all competitions—this is specifically why neutral guards 
  from outside of Ket were hired, so that all Ketites have a 
  chance to prove their mettle. 
  Interviews 
  It is time for the PCs to decide if they wish to actually put 
  themselves forward for a position – if they do not, they 
  can still discuss the entire situation but they are not 
  called by the committee. 
  Encourage everyone to apply—“the greatest talents are 
  the hidden ones”, “still waters run deep”, “others may see 
  in you what you yourself do not see”, etc.  
  Tell the adventurers as clearly as possible that this is only 
  the first step in what is going to be a long, multi-step 
  (multi-adventure) process.  
  Once the adventurers are ready, the selection committee 
  has a pair of guards call the PCs forward individually.  
  The selection committee is led by Emir Zulir, as noted 
  above (from Ket 4-02 Water the Meadows). He is a very 
  astute noble (Bey) from Ket who holds the favor of the 
  Beygraf (the ruler of Ket). The other five on the 
  committee are:  
  • Veliq, a male Mullah of the True Faith of Al’Akbar  
  • Borta al’Toprak, a female dwarven wizard of the 
  Toprak Raste (the Earth-based wing) of the Archons 
  of Ket.  
  • Tigran ibn’Taronish, a male Baklunish Puppeteer 
  • Laila Ghobad, a female sorcerer and member of the 
  Brotherhood of Sorcery 
  • General Javeed Kanbar, an officer of the Ket military 
  The six Committee members question the candidates 
  jointly. 
  Note: This is a role-playing encounter and people 
  should be encouraged to participate and voice their 
  opinions. 
  In essence, the committee wants to know why the PCs 
  are fit for the position they want – they do have to choose 
  one of the four posts listed, not two or more. What 
  experience do they bring to the contest, what are their 
  respective backgrounds, how would they benefit the 
  nation of Ket? All these questions should be asked, but at 
  the very least the following (think of this as a job 
  interview, since that is what it is): 
  Why do you want the position? 
  What qualifications do you bring to the job? 
  
  Ket6-06 The Patriot’s Post  
   
  Page 10 
  What sacrifices have you made for Ket? 
  How do you view Rary the Archmage? 
  What adventures have you had that would highlight your 
  abilities and qualities? 
  Choose another of your companions and list their good 
  qualities. Now do the same of another companion and list 
  their bad qualities. 
  There is, in essence, no right or wrong answers. It is at 
  the discretion of the DM to decide if the PCs portray 
  themselves in a positive light and are generally 
  acceptable.  
  Monsters of all kinds (elves, centaurs, asherati and the 
  like) are immediately—but courteously—dismissed; 
  although tolerance has grown in Ket over the past few 
  years, the political establishment cannot possibly accept 
  any of these for such a sensitive position. 
  PCs are encouraged to make a persuasive case for their 
  admission to this process. They are warned that the 
  position is not going to be awarded overnight – the 
  Beygraf and counsellors are going to take months to mull 
  over the candidates, and there will be other tests to 
  perform before a final decision is made. 
  It is a Sense Motive check or Knowledge (Local/VTF) 
  check of 25 or more to realize that there is probably also a 
  lot of political maneuvering going on and that anything 
  this different requires the approval (or, at the least, the 
  lack of opposition) of many different parts of the 
  government and the nobles.  
  Using Influence Points 
  It is possible at this point to use a single influence point 
  with any official organization in Ket to bypass the 
  Selection Committee decision process, or automatically 
  render a positive decision about the adventurer and the 
  contest (entering it). The Influence point is marked as 
  used. 
  Development  
  If the PCs convince Emir Zulir that they might be 
  acceptable, he allows them to pass through to the combat 
  challenge. All adventurers must participate in the 
  Combat Challenge, no matter which Championship they 
  are vying for, since physical danger remains a constant in 
  Ket. It is not anticipated or required that the PCs all win, 
  but participation itself is mandatory. Proceed to 
  Encounter Three: Amphitheatre next or Conclusion if 
  the PCs wish to withdraw. 
   
  Encounter Three: 
  Amphitheatre 
  As the sun slowly sets, a loud fanfare summons the 
  assembled crowd to the new Amphitheatre for the 
  Combat Challenge. 
  Built from solid rock transported from a nearby 
  quarry in the Yatils, the new open-air Amphitheatre is 
  a state-of-the-art combat arena designed especially for 
  an event never before seen in Ket. Its forty-foot by 
  forty-foot combat floor is covered with several inches 
  of hard-packed sand to provide excellent footing 
  while soaking up some of the blood that may spill. 
  Around the perimeter of the sanded combat floor is a 
  five-foot-wide stone “warning track” that not only 
  provides a buffer space between the combat floor and 
  the walls, but also tells a combatant by feel alone 
  when he has left the combat floor. Around the 
  perimeter of the “warning track” is a ten-foot high 
  wall with several entranceways to allow combatants 
  and officials to enter and exit the floor. The seating 
  for spectators around the amphitheatre runs back 
  twenty rows or more, and is high enough to provide 
  an excellent view of the action while protecting the 
  crowd from errant spells and arrows. 
  A man in bright silver armor, seen previously in the 
  courtyard of the Copper Palace, steps to the center of 
  the combat arena. His voice, hardened by years of 
  yelling orders during combat, needs no amplification 
  to carry to the furthest corners of the building.  
  “Challengers, I am Dar Singleslash, Blade of Kelanen, 
  and I have been tasked by the Beygraf with 
  overseeing the Challenge of Combat. All who vie to 
  replace Rary, former Archmage of Ket, must undergo 
  trial by combat to prove yourselves worthy.  
  “Taking on any of the positions as Champions of Ket, 
  be it High Champion, High Divinity, High Diplomat 
  or High Mage, will require the successful candidates 
  to lay their very lives at the feet of the Beygraf in the 
  service of Ket. For that reason, the Beygraf, in 
  consultation with the High Jurat council and 
  respected mullahs, has proclaimed that within the 
  bounds of this arena floor, for the duration of each 
  combat, the laws of Ket regarding lethal assault, yea 
  even unto death, are laid aside this night.”   
  Dar waits patiently as a buzz of conversation rises. 
  Curiosity and concern mingle in the expressions of 
  those present upon hearing that the laws of Ket with 
  respect to assault and lethal force have been officially 
  
  Ket6-06 The Patriot’s Post  
   
  Page 11 
  suspended for the contest. Once people have fallen 
  silent again, Dar continues. 
  “The process will be as follows: A series of one-on-one 
  elimination test bouts will be held to determine the 
  final challengers. Once the final challengers have 
  been determined, they will all face each other 
  simultaneously in the final Grand Melee. Combat will 
  continue until there is only one challenger left 
  standing on the combat floor. 
   “It is important that you understand that although 
  mullahs will be standing by to heal injuries at the end 
  of each combat, death is a very real possibility. 
  Kelanen, the Prince of Swords, tells us that death 
  during combat is the highest honor, and I myself will 
  proudly lead the funeral procession of any who fall 
  tonight. Nevertheless, if anyone wishes to withdraw 
  from the contest at this stage, you may do so.” 
  Dar leaves the arena, and the heralds step forward to 
  supervise the drawing of lots. 
  This contest is unheard of in Ket – a direct duel between 
  an unknown number of contestants to determine the 
  overall champion.  
  Note that ALL participants who have been vying for any 
  of the High Championships are to take part. Although 
  the fighters may seem more suited to this combat, 
  everyone is expected to participate to just show their 
  mettle. 
  The preliminary bouts are not actually fought in this 
  Encounter—it is assumed that the adventurers are skilled 
  enough to defeat all their opponents during the 
  preliminary bouts in order to become one of the finalists 
  in the Grand Melee.  
  Laws of Ket
   
  The Laws of Ket are suspended for the duration of the 
  contest within the confines of the Amphitheatre for the 
  purposes of the Combat Selection only. If the PC in any 
  way attempts to abuse this, the law is returned and the 
  full force of it used against them. Despite this suspension, 
  there is still a distinct emphasis on all present that this 
  opportunity is an aberration and that the laws are 
  generally the only thing keeping Ket safe. 
  Bowing Out before the Combat 
  Any PC may declare at this point that they have no desire 
  to fight in the Grand Melee; in effect, they surrender 
  sometime during the test bouts. This is entirely 
  acceptable and they have proven their worth already. 
  They cannot participate in the Grand Melee but they still 
  gain full xp for the Encounter if one of the PCs ends up 
  fulfilling the conditions of the Encounter in the xp 
  section (one or more members of the party defeat the 
  Harssaf or one person wins the Grand Melee). However, 
  if no PC fulfills the conditions of the Encounter for 
  gaining xp, none of the adventurers gains xp for this 
  Encounter. (Conditions for earning xps should not be 
  revealed to the players at this time.) 
  Note that players who “surrender” during the Test Bouts 
  still count as having competed, and thus still retain the 
  possibility of qualification for Four Feet of the Dragon 
  (further competition in future adventures) depending on 
  their actions later in the adventure. See Adventure 
  Background for further details. 
  Spellcasters in the contest 
  Spellcasters have a unique restriction that being their 
  spell complements. If a spellcaster wishes to fight in the 
  Grand Melee, they will have to fight a number of contests 
  in the preliminary bouts (which are not fought in this 
  Encounter since it’s assumed that each adventurer wins 
  all of their preliminary bouts). As a result, their spell list 
  is going to be severely or possibly even completely 
  depleted by these actions by the time they get to the 
  Grand Melee. THE SPELLCASTERS MUST BE 
  ADVISED OF THIS POTENTIAL LOSS OF SPELLS 
  BEFOREHAND—THEY ARE ALLOWED TO BACK 
  OUT BEFORE THE GRAND MELEE TAKES PLACE. 
  To randomly determine the missing spells, roll 2d6 and 
  add twice the APL of the adventure. This is the spell level 
  (a cumulative total) the PC must remove from their spell 
  list prior to the final combat commencing – yes, low level 
  PCs are almost entirely certain to be out of spells. PCs 
  may employ pearls of power, draconis memento, spells 
  on scrolls and similar items to counter this impact. 
  Empty spells slots can be employed for the purpose of 
  meeting the total above (and may have to be if there are 
  insufficient other spells levels available). 0-level spells 
  count as ½ a spell level for this purpose. 
  There is no opportunity to rest or recover spells for 
  anyone praying at different times. Casters with empty 
  spell slots can use the copious time to fill them with 
  spells. 
  Limited Use Spellcasters 
  Certain classes are not primary spellcasters—for 
  example, paladins and rangers—and have a very limited 
  list spell list. It is at the DM’s discretion as to whether to 
  remove the above spell depletion requirement for such 
  PCs. Alternatively, if the DM feels they would indeed use 
  some of their potential during preliminary bouts, such as 
  in the case of bards, require them to deplete spell levels 
  equal to APL. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 12 
  The Test Bouts 
  Standard scoring rules that will be used in the Grand 
  Melee are also used during the Test Bouts. These are not 
  revealed to the participants, but it’s obvious that some 
  sort of scoring system is used, for officials seated on a 
  special bench in the arena scribble notes during each 
  bout, and consult with each other at the end of each fight. 
  Sometimes the fighter who is knocked down is still 
  declared the winner. 
  Each PC may make a DC 10 Intelligence check + BAB to 
  determine the rules of the contest – if they succeed, 
  provide the scoring and combat rules to them. 
  Anyone watching can make a DC 5 Spot check for the 
  duration to realize that most of the participants are using 
  non-lethal combat even though that is not required. The 
  use of non-lethal attacks in the competition certainly has 
  an impact on scoring, but it is by no means mandatory 
  and at least two participants are not using it at all. If 
  anyone is an open member of any Ket metaorgs, this 
  information is shared by a visiting member of their 
  organization – this is an important fact for the cash 
  available in the adventure. 
  Likewise, there is actually little in the case of real rules 
  for the combats – the arbiters watching are really there to 
  keep things from escalating. They do, however, watch a 
  pair of paladins and the entry from the church of Hextor 
  very closely. It is a DC 15 Knowledge (religion) check to 
  determine that the cult of Kelanen deems the followers 
  of extreme gods (those with multiple non-neutral 
  alignments) to be the most dangerous and in need of 
  removal. 
  Moving to the Grand Melee 
  It takes three hours to finish the test bouts.  
  Through skill, verve, daring, and a little bit of luck, 
  each member of your party who took part in the 
  preliminary bouts has defeated opponent after 
  opponent, and has made it through to the final Grand 
  Melee. You are escorted to the center of the 
  Amphitheatre, where you are joined by Dar 
  Singleslash and a strange-looking humanoid wearing 
  a long sand-coloured robe that completely hides his 
  gaunt form. His long sinewy fingers and vaguely 
  reptilian face look like they are carved from desert 
  sandstone, and his slitted eyes glow red as he glances 
  at each of you with intelligent appraisal. 
  APL 2: 
  A pair of kukris hang from his belt. The leather-
  bound hilts show great wear from hard use. 
  APLs 4-12 
   He does not seem to be equipped with any weapon. 
  All APL’s: 
  Dar congratulates each of you on making it this far. 
  He then introduces the humanoid to you. “This is 
  Zinj, a harssaf warrior from the Plains of the Paynim 
  who has survived rigourous competition in order to 
  be chosen for this task. Several of you know each 
  other, and although you have all shown yourselves to 
  be honorable warriors, the decision has been made 
  that we need to ensure that there is no hint of 
  collusion during the final combat. So we have added 
  Zinj to the Grand Melee as a wild card. Zinj has 
  agreed to this, knowing all of the risks involved. In 
  return, the Beygraf has made a special dispensation 
  that if Zinj wins this part of the competition, he will 
  be eligible to continue in the competition for the 
  position of Grand Champion of Ket.” Zinj inclines his 
  head briefly to you.  
  Dar turns to the spectators, and immediately the buzz 
  of noise dies out.  
  “People of Ket, these are the final challengers in this 
  first competition for the Champions of Ket. They 
  have laid their lives on the line for love of Ket several 
  times today—now they will fight in the Grand 
  Melee!” 
  The audience erupts with applause as everyone 
  salutes your bravery and skill. Dar holds his hand up 
  for silence.  
  “Up until this point, each of the finalists has fought 
  one-on-one with a single opponent. In this, the Grand 
  Melee, the finalists will fight amongst themselves 
  until only one is left standing on the combat floor.” 
  There is an indrawn breath from the crowd—a 
  sanctioned multi-person free-for-all is unknown in 
  Ket. 
  “The general rules are that everyone must fight for 
  themselves. Everyone is always considered a threat to 
  everyone 
  else. 
  Defending 
  another 
  person 
  is 
  forbidden, and casting magic for someone else’s 
  benefit is strictly forbidden unless it is a healing spell 
  that is cast in order to save someone’s life.  
  “During the Grand Melee, anyone voluntarily 
  stepping off the sanded combat floor onto the stone 
  boundary is deemed to have withdrawn from combat. 
  Anyone who is forced off the sanded combat floor has 
  six seconds to return to the floor, or they will be 
  deemed to have withdrawn from combat. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 13 
   “There are other rules concerning the use of magic 
  and potions—the heralds will inform you of these 
  before the combat begins. 
   “Mullahs are standing by to help those who are dealt 
  a lethal blow, but we must remind all the finalists 
  again that death is a very real possibility. For that 
  reason, it would not be considered dishonorable for 
  any finalist to withdraw from the Grand Melee at this 
  time. You have fought well and with honor through 
  the preliminary bouts. Nevertheless, the defense of 
  the nation is paramount, and perhaps will require the 
  four Champions to offer their lives in the service of 
  the Beygraf.  
   Dar salutes you with his sword. “May the Prince of 
  Swords grant you a fair combat and an honorable 
  death.” He salutes again and strides to the sidelines as 
  heralds come out to announce the exact rules of 
  combat.  
  The Rules of the contest are as follows: 
  a) 
  No buff magic may be cast prior to the 
  beginning of the combat, nor may any buff 
  magic be cast during combat for the benefit of 
  anyone other than the PC casting the spell; 
  b) A single potion can be consumed prior to the 
  combat (this can certainly be a buff potion). 
  Bonded mounts and animal companions that 
  are class features may participate in the combat 
  but must be retrieved as desired – for the 
  purposes of animal companions, the PC must 
  succeed at a DC 20 Handle Animal check as a 
  standard action and the animal is in the arena 
  confines at the end of the round. Bonded 
  mounts cannot begin the combat present but 
  may be called. For the purposes of the adventure 
  it is presumed that there is sufficient detection 
  capabilities to ensure all of the above is enforced 
  – disqualify anyone who attempts to bypass 
  these restrictions; 
  c) Spells may be cast for the benefit of animal 
  companions or bonded mounts within the 
  above restrictions but they are considered one 
  with the PC. Spells may indeed be shared; 
  d) Since buff potions and the like can be 
  consumed, an assembly of merchants has been 
  invited to attend the palace. All regular 
  purchase regulations for the RPGA are in place 
  but PCs may take this time to make allowable 
  purchases before combat (most likely potions, 
  but other items within the rules may be 
  purchased.) The specific maximums in Lopolla 
  are 40,000 gp for one item and spells cast by a 
  13
  th level spellcaster. This does not grant access 
  or anything else and all normal costs must be 
  incurred. TU expenditure is not possible at this 
  time for special items from ARs. 
  e) The Combat takes place in a 40-foot by 40-foot 
  square area on the floor of the Amphitheatre. It 
  is covered by hard-packed sand. However, the 
  sand is only a foot or so deep, so any burrowing 
  or sand travel capabilities are impossible. Leave 
  the area during the combat of your own accord 
  and you are considered to have withdrawn. Be 
  forced out and you have one round (until the 
  end of your next round) to return to the area or 
  also be considered to have withdrawn. 
  The assembled persons are then advised that they are 
  about to commence a lethal combat. Anyone who wishes 
  to withdraw at this point is still granted high respect – 
  but the defense of the nation is serious and only those 
  with a lethal perspective are deemed appropriate. 
  At this juncture a herald steps into the sand of the 
  amphitheatre indicates that exiting the lines of the field 
  of combat is considered to be withdrawing from the 
  competition. It is permissible to fly during the combat, 
  but only to a maximum of five feet in height (although 
  the PC can avoid tripping by this method). Missile 
  weapons are quite permissible, as is non-lethal damage 
  should the participants so desire. 
  Mullahs (clerics of Al’Akbar who follow the True Faith or 
  LN version of the faith) stand on the sidelines during the 
  combat, ready to cast cure light wounds on any downed 
  combatants and keep them from dying (presuming they 
  did not reach -10 or beyond). Any PCs who are spectators 
  and who wish to cast or otherwise help downed 
  participants are welcomed. 
  PC vs. PC 
  This is one area where PC may oppose PC. The DM must 
  make it clear that only non-lethal damage is to be 
  employed. Regardless of the suspension of Ketite law as 
  mentioned above, there is absolutely no bypassing of the 
  standard RPGA rules regarding lethal damage against 
  another player PC—specifically, any lethal attack or 
  damage to a PC by another PC in this contest requires the 
  immediate removal of the offending PC from the 
  campaign and notification of the relevant Triad. 
  Grand Melee 
  The combat has been simplified to account for the time 
  constraints of the adventure. As DM, review the PCs. Any 
  who are obvious fighters or with good staying power 
  
  Ket6-06 The Patriot’s Post  
   
  Page 14 
  (clerics with good armor, for instance) are deemed to 
  have lasted to this point. Anyone else is thanked and they 
  can watch – if the PC objects strenuously, allow their 
  participation as the willpower to participate counts for a 
  lot! The adventurers and one combatant begin the 
  combat on the Amphitheatre map provided. 
  Merely participating in the Grand Melee is sufficient to 
  convince the Selection Committee of the conviction of 
  the adventurer and they may choose the High Champion 
  path now if awarded the Four Feet of the Dragon at the 
  conclusion of this adventure. 
  Combat Differences 
  This combat is different from many. No PCs are 
  considered allied, despite whatever else they might want 
  to undertake. Everyone threatens all others. It is 
  permissible to assist another in remaining alive but only 
  to the extent that this does not interfere with the combat 
  of others (in other words, you can heal somebody else but 
  you cannot aid an attack on a third and so on). PCs may 
  not delay on their initiative or they are deemed to be 
  “holding back” and removed from the contest. PCs may 
  ready actions, however (as it is clear they are doing 
  something). 
  Winning 
  The point of the contest is not to be the last person 
  standing (although that is beneficial) but rather to defeat 
  the most opponents. The point system below is not 
  revealed beforehand although much of it can be 
  predicted. The Mullahs are keeping track! Points are 
  awarded as follows: 
   
  Situation 
  Points 
  Doing Majority of Damage to opponent 
  1 
  Knocking opponent unconscious/killing 
  2 
  Last person standing 
  1 
  Critical Hit (awarded only once overall) 
  1 
  Using Non-Lethal Damage (awarded only 
  once, must never use lethal damage) 
  3 
   
  The adventurer or Harssaf with the most points wins – if 
  there is a tie, both are declared the winners. Note that xp 
  in this Encounter is provided not only in the event of 
  defeating the Harssaf but also in the event that a PC wins 
  the contest (and these are not mutually exclusive). 
  Harssaf Tactics 
  The Harssaf targets poorly armored individuals first, then 
  lightly armored and finally heavily armored. It prefers to 
  engage targets by itself, but gladly joins in if there is no 
  other choice. Any spellcasters receive top priority only 
  once it has seen them cast a spell. 
  Although it would appreciate receiving the bonus for 
  doing non-lethal damage at all times (the Harssaf predicts 
  this is part of the scoring), it is more concerned about 
  lasting to the end. On the other hand, it has no desire to 
  kill opponents because it is unsure of the political 
  ramifications (it realizes it can do it but is not sure it is a 
  good idea). As a result, it does not use the Sand Pulse 
  Ability at APL 2 or 4, nor does it seek to put in extra hits 
  when an opponent is down. It always ensures that the 
  first successful hit on an opponent is non-lethal (yes, it 
  still has to decide before it swings, but it takes the penalty 
  until the first hit) and then switches to lethal. 
  Unaware of some western cultural values, the Harssaf 
  delays once for an entire round after striking down the 
  first opponent (in other words, if it knocks someone into 
  negative hp). It does not do this for any animal 
  companions or other creatures, only PC’s. This limitation 
  and restriction is removed after it has seen the reactions 
  of the PCs for the first time. 
  Defeating the Harssaf 
  PCs may not take any of the possessions of the Harssaf. 
  He is removed from the Amphitheatre and dealt with as 
  he left instructions (although the Conclusion has awards 
  for what is done or compensation if otherwise not 
  possible).  
  Opponents (The EL is reduced by one for restrictions 
  on the Harssaf) 
  APL 2 (EL 4) 
  Harssaf Mercenary: Medium Monstrous Humanoid 
  (fire); hp 45; See Appendix One. 
  APL 4 (EL 6) 
  Harssaf Elite Mercenary: Mnk2; Medium Monstrous 
  Humanoid (fire); hp 60; See Appendix One. 
  APL 6 (EL 8) 
  Harssaf 
  Elite 
  Mercenary 
  Leader: 
  Mnk2/Ftr2; 
  Medium Monstrous Humanoid (fire); hp 78; See 
  Appendix One. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 15 
  APL 8 (EL 10) 
  Harssaf Elite Mercenary Commander: Mnk2/Ftr4; 
  Medium Monstrous Humanoid (fire); hp 96; See 
  Appendix One. 
  APL 10 (EL 12) 
  Harssaf Elder Mercenary; Mnk2/Ftr4/Sor4: Medium 
  Monstrous Humanoid (fire); hp 136; See Appendix 
  One. 
  APL 12 (EL 14) 
  Harssaf 
  Master 
  Mercenary; 
  Mnk2/Ftr4/Sor6/ 
  FavoredSoul1 
  (Xan 
  Yae): 
  Medium 
  Monstrous 
  Humanoid (fire); hp 159; See Appendix One. 
  Development  
  All adventurers who participate in the Grand Melee earn 
  the AR reward Four Feet of the Dragon (with no 
  specific focus).  
  At the conclusion of the combat, move to Encounter 
  Four: Testing.  
  If none of the PCs participated in the arena (even in the 
  test bouts) and have no desire to continue to participate, 
  move to Conclusion.  
   
  Encounter Four: Testing 
  With the combat of the Amphitheatre done, the way 
  is opened for the more cerebral or social contests to 
  take place. The Archons, Brotherhood of Sorcery, 
  Puppeteers and assembled clergy of Ket have made 
  their preparations – are any of them of interest?  
  The three tests that take place at this point determine if 
  the PC may choose to participate in the category 
  stipulated.  Each of the tests is conducted in a 
  comfortable room on the premises of the grounds of the 
  Copper Palace. 
  During the course of the tests, each individual contestant 
  has an opportunity to also size up the competition for the 
  next year, although there is no conflict possible at this 
  stage (beyond verbal sparring). 
  Magical assistance and the like is entirely permissible in 
  these contests – this is all about the PCs and their 
  abilities, without placing artificial restrictions on them. If 
  the PC can get others to assist them, so much the better. 
  High Mage 
  Archon – Alishtar Kilar (Bey) 
  Brotherhood of Sorcery – Yvia the Golden 
  Puppeteer – Samay ibn Qarish 
  The Archons of Ket and the Brotherhood of Sorcery 
  have two representatives present, with a neutral third 
  party in the being of Ashif, a Puppeteer. All three bid 
  you to seat yourself on the cushions provided. 
  Small round crystal balls hang suspended with 
  nothing visible before the cushions. The Archon 
  representative stands and sweeps his hand toward the 
  ball. “This is your challenge. Place your hand upon 
  the crystal and identify the creature you see before 
  you. Although the Archons wish a single attempt to 
  suffice, the Brotherhood of Sorcery has…convinced 
  us that a second attempt is allowed if the first fails.” 
  PCs may have met Alishtar in Ket6-03 Closing the Deal. 
  If so, he is distant and does not wish to talk about the 
  situation in that adventure.  
  The crystal ball is the conduit for a number of pre-
  programmed illusions of magical beasts and dragon types. 
  The type of creature is chosen by the experience of the 
  contestant and ends up with a DC 20+APL Knowledge 
  (arcane) check. For the purposes of this check, 
  experience in the broader world counts – half the level of 
  the PC involved can be added as a circumstance bonus, 
  rounding up. 
  As the Archon indicated, a second attempt is permitted if 
  the first fails. Success at either allows the adventurer to 
  progress to the second part of the High Mage selection 
  process. If both are failed, the adventurer is politely asked 
  to leave and is informed that they have not been 
  successful. 
  “Congratulations, your identification was accurate. 
  Now then, how might one improve upon the standard 
  spell for summoning such a creature?” 
  The answer calls for a DC 20+APL Spellcraft check – as 
  the creatures got harder to identify, the spell got higher. 
  As the answer given must be both accurate and 
  convincing, the PC may add to this any ranks of Bluff, 
  Diplomacy or Perform (Oratory) (whichever is higher). 
  Adventurers making a distinct role-playing effort in this 
  instance should be awarded a +2 circumstance bonus to 
  the check. 
  There is no second chance in this instance. 
  If the PC succeeds at the second question, they now 
  qualify for the High Mage path of the AR Award Four 
  Feet of the Dragon. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 16 
  High Divinity 
  Mullah – Yqar ibn Zoltar 
  Waterbearer – Sofia 
  Fatespinner – Zhia Darkwatcher 
  The mullah who pulls back the curtain on the room is 
  severe, dressed in the austere red and black of the 
  True Faith. A priestess of Geshtai, the Waterbearer, 
  smiles warmly and bids you take a seat on the 
  cushions provided. A third, a priestess of Istus from 
  her black garb with spiderweb motifs, stares intently 
  into the distance. 
  “Be seated,” instructs the mullah as he too takes a 
  place on the cushions. “You come before us as a 
  contender for the divine faiths. Convince us you are 
  worthy of this task. List the tenets of the Faith of the 
  Lady of Our Fates, and the errors of the treatise by 
  Izar of Greyhawk when analyzing them. You may 
  begin now…” 
  This is a DC 15+APL Knowledge (Religion) check. The 
  increase per APL comes from questioning that grows 
  more intense with greater PC levels being represented by 
  the adventurer. Any worshipper of a Baklunish deity 
  gains a +4 circumstance modifier to this check and any 
  worshipper of Istus gains a further +2 circumstance 
  modifier. Those with 5 or more ranks in Perform 
  (oratory) can add a synergy bonus of +2 to this check. 
  If the PC asks for a second check (should they fail the 
  first) they are accorded this chance as recognition of their 
  drive. Otherwise, they are advised they have failed and 
  asked to leave. 
  The priestess of Istus suddenly turns her gaze toward 
  you. “The words were spoken and comprehension was 
  greater than when they were first heard. Gaze upon 
  me, worshipper of the divine, and let me see within 
  you that which cannot be denied.” 
  The priestess has a very potent personality and is 
  attempting a DC 18+APL Intimidate check. She is 
  receiving circumstance bonuses as a result of the setting 
  and pressure. Note that this is opposed by a Wisdom 
  check plus hit dice, plus bonuses against fear. Anyone 
  succeeding receives a faint smile from her and a nod of 
  her head – failure causes her to close her eyes and bow 
  her head, obviously disappointed. 
  If the PC succeeds at this second test, they now qualify 
  for the High Divinity path of the AR Award Four Feet of 
  the Dragon. 
  High Diplomat 
  Venther Blackhammer – Dwarven Clanmember 
  Falqa ibn’Qarif – Puppeteers of Ket 
  Ovar al’Su – Archons of Ket 
  The room to which you are shown is carefully 
  decorated, 
  with 
  symbols 
  of 
  various 
  different 
  organizations of Ket and the more established Beys 
  and Grafs. A service of sweetmeats and other edibles 
  graces a side table carved from darkwood. Two men in 
  formal robes—one dwarf and one human—bow 
  before you and smile. A woman in superbly appointed 
  greens and blues likewise smiles and sweeps an arm 
  graciously toward the cushions in the room  
  “I and my companions greet you. We are to test your 
  diplomatic skills and cunning. First of all, however, 
  we must be sure that you can remain convincing 
  and…persuasive, when presented with the unusual or 
  questionable.” 
  “Before you is a small knife. You can see it on the 
  cushions. Explain to us how this knife, although 
  clearly an artifact of chaos used to kill a pair of mares, 
  can be best used to benefit Ket. The more convincing 
  your story, the better we shall all feel.” 
  The goal of this particular test is to ensure that the PC can 
  Bluff with exceptional skill, a noted feature of many 
  accomplished diplomats. The three present in the room 
  all represent different elements of the government (and 
  associated powers, such as the Blackhammer clan). They 
  know the story that they are about to hear will be entirely 
  false, but expect a good showing. 
  The DC for this challenge is DC 28. Anyone from Ket 
  (claiming it as a home region) receives a +2 circumstance 
  bonus on the check, knowing how best to appeal to the 
  sensibilities of people from the area. If the adventurer 
  fails this test on the first occasion, it is only polite to 
  allow them a second attempt to succeed. Should they fail 
  this as well, they are asked to leave (there is no second 
  attempt allowed in this case), although the politeness and 
  grace shown is rather astounding. Success at either check 
  allows the PC to proceed to the next section below. 
  “You have shown poise and a quick wit. Now show us 
  what you have learned of the art of diplomacy and the 
  skills it requires. One of the banners in this room is 
  poorly hung. Locate it and tell us how better to 
  present it.” 
  This is a DC 30 Diplomacy check. It is a fixed check since 
  the banner in question does not change with the 
  applicant. The answer is somewhat complex: the banner 
  
  Ket6-06 The Patriot’s Post  
   
  Page 17 
  is hung by darkwood and the Bey in question has sworn 
  an oath never to have that wood touch his possessions 
  again (something about an unfortunate experience in the 
  Bramblewood Forest). The banner should also have been 
  placed slightly higher in the room, since one of the Beys 
  that hangs at an equal height is a son-in-law and, in this 
  case, of lesser rank. PCs with Knowledge (history) gain a 
  +2 circumstance bonus on this check (to know the 
  backgrounds of the banners involved). [This is in 
  addition to the usual synergy bonus gained by having five 
  ranks in Knowledge (History).]  
  If the PC succeeds at this second test, they now qualify 
  for the High Diplomat path of the AR Award Four Feet 
  of the Dragon. 
  Development 
  The end of the Tests sees the PCs invited to join the 
  Archons and others performing the testing in the 
  Amphitheatre to announce the outcomes. Proceed to 
  Encounter Five – The Great Patriot Speaks.  
   
  Encounter Five: The Great 
  Patriot Speaks 
  “Rary” in the Adventure 
  The Archmage Rary is far above the petty concerns of the 
  nation of Ket now. Wherever it is noted that Rary appears 
  in the module, this is not, in fact, the Great Patriot.  It is, 
  instead, a high-level member of the Archons using a 
  superb disguise (Spot check DC 55 to penetrate) to 
  represent the Archmage for the purposes of ensuring that 
  the legitimacy of the contest is ensured. Any references 
  to Rary and his powers or abilities should be taken in this 
  light, and the summoning of the devils takes place in the 
  same context (yes, the Archons are well aware that Rary 
  would cheat...). 
  For any who can see through the disguise, note that it is 
  possible the person standing is a simulacrum (as per the 
  spell), that there is likely to be a good reason for this, and 
  continue the charade.  
  “Rary” may not, under any circumstances, be engaged 
  outside of the boxed text here in order to be engaged in 
  conversation, employed for Favours or the like. 
  The committee work is now done and the crowds 
  move restlessly in their seats in the Amphitheatre, 
  anxious to hear the results. Finally the Selection 
  Committee appears and starts to move onto the floor 
  of the Amphitheatre. 
  Suddenly, lightning flashes across the sky as dark 
  clouds move in with frightening speed. What was 
  moments earlier a clear autumn evening is now a 
  maelstrom of winds and darkness. 
  A great shaft of lightning spikes into the center of the 
  Amphitheatre. The shockwave of thunder stuns 
  everyone and knocks out every light source. Utter 
  darkness reigns for a moment until the assembled 
  Archons cast a bevy of multiple light spells into the 
  amphitheatre.  
  Revealed in the arcane light, standing where the 
  lightning struck, are two men—an older-looking 
  Baklunish man dressed in rich robes, and an armored 
  companion just to his right. The robed man smiles 
  slightly and tilts his head to Emir Zulir. The Emir’s 
  eyes widen somewhat, but after a moment, he 
  graciously inclines his head to the newcomer.  
  It is a DC 20 Knowledge (Local—VTF) or Knowledge 
  (Local—Core) to recognize the man in the center as Rary 
  the Traitor, (known as the Great Patriot in Ket.) The self-
  styled Emperor of the Bright Lands is a powerful former 
  member of the Circle of Eight and an epic-level mage. 
  The armored companion with him is not Robilar but 
  another bodyguard. 
  As a simple matter, any adventurer attacking or otherwise 
  attempting to impede “Rary” is considered dead. There is 
  no point in developing any methodry for this – the high-
  level Archon is a supremely intelligent and experienced 
  mage who is prepared for all eventualities. Warn anyone 
  before they attempt anything but if they persist, then kill 
  them.  
   “Really, you would think that this sort of thing would 
  receive some sort of discussion, my good Emir,” 
  begins the man at the center of the amphitheatre. He 
  glances around, and then continues, “However, I 
  suppose that my absence has been unacceptable to 
  our good Beygraf. And given my current position as a 
  fellow ruler of a sovereign nation, it WOULD be a 
  conflict of interest to also work in the Beygraf’s 
  service. 
  “Very well, then, I tender my resignation at this time 
  and presume by your actions today that you have 
  accepted.” He glances at the crowd of contenders 
  gathered in the amphitheatre. “I am surprised that 
  you choose my replacement from such as these.” 
  Emir Zulir inclines his head again. “Rary, Archmage 
  of…  former Archmage of Ket—our actions today 
  intend no disrespect. Indeed, a person of your vast 
  abilities will be difficult to replace, as demonstrated 
  by our decision that your post will no longer to be 
  
  Ket6-06 The Patriot’s Post  
   
  Page 18 
  held alone, for four are to be chosen. Here before you 
  are those who would follow in your footsteps.” 
  “Bah! These?” The Emperor of the Bright Lands scoffs, 
  glancing around again. “I suppose you take what you 
  can. Very well, I have no objections that would be 
  accepted in any event. Instead, I will say this – the 
  tu’Vashda—the staff of the Archmage of Ket—is not 
  something that should be simply handed to the 
  successful candidates. Instead, the tu’Vashda awaits 
  atop Fort Minochehr in the Bramblewood for the first 
  person who dares to claim it. I myself will arrange for 
  a suitable test…” 
  The Emir frowns and narrows his eyes, but before he 
  can say anything further, the man and his armored 
  companion disappear. 
  There is a further moment of silence, and then the 
  sound of babble fills the arena as everyone turns to a 
  neighbor, “Rary” on their lips. 
  A loud “SILENCE!” stops the conversations in mid-
  stream. Dar Singleslash, having gained everyone’s 
  attention, turns to Emir Zulir. 
  The Emir nods to Dar, and turns to those gathered. 
  “Although the tu’Vashda possesses no magic, it is an 
  ancient symbol of Ket that belongs to all Ket Citizens. 
  Rary has laid down a challenge, but he has done so 
  using something that no longer belongs to him. It is 
  not a challenge of our devising, and as such, it falls 
  outside of the process we have planned to select Ket’s 
  Champions. We are therefore not concerned with 
  who will recover the staff, but that the staff is 
  recovered quickly. We will accept all offers of 
  assistance, even from those who are no longer 
  candidates. Therefore, ALL those who wish to attempt 
  to recover the tu’Vashda, please come forward and 
  speak to me at once.”  
  It is a Spellcraft check [DC 20] to identify a teleport spell.  
  Anyone specifically looking in the direction of Cirquor 
  can make a Sense Motive check [DC 10] to realize that he 
  is both awed and saddened. If asked, he is willing to share 
  with anyone that he thinks Rary was his father—or at 
  least adopted father—and he wants to do well by him. 
  The comment about the assembled people not being 
  good enough is a direct blow to his ego. 
  Emir Zulir offers no cash reward (and does not do so at 
  any point) since he has more than enough Archons 
  present to do this deed should the PCs turn him down. 
  He prefers volunteers (they have more incentive, from 
  his perspective) but he will do his duty and assign 
  Archons if given no other choice. It is a Sense Motive 
  check [DC 20] to realize he is also hiding another fact – 
  but he does reveal what that is (essentially, the Archons, 
  in preparing for this day of testing and trials, did not 
  prepare combat spells such as might be needed. The Emir 
  has no desire to show a weakness in the Ket system and 
  refuses to discuss this any further.) 
  The location of the Fort is in the Bramblewood Forest 
  itself, along the Irafa Road. (See Adventure Background 
  for a description of the typical fort.) 
  The Emir immediately advises, after asking for 
  volunteers, that he expects the Archons present to 
  arrange for the instant travel of the “adventurers” to the 
  location in question. He has more than enough high level 
  mages available for this task and there is no need to assess 
  total PC numbers, animal companions and the like. 
  This is a role-playing opportunity for the party to discuss 
  this matter and the potential ramifications. Discussion 
  should be allowed and commentary provided by Emir 
  Zulir as required. 
  Trouble-Shooting and Questions 
  What if the PCs do not want to use the teleport 
  services provided? If they can provide their own instant 
  transport magic, they are fine. Otherwise, every effort 
  should be made to convince them to take this option, as 
  any other will be entirely too long. If they still insist on 
  walking or otherwise taking more than a few hours to 
  reach the Fort, all combatants are gone and the tu’Vashda 
  is missing. This is considered a defeat and the 
  adventurers should move to Conclusion. 
  What if the PCs insist on being paid? The Emir has no 
  cash to offer and does not have any desire to do so – 
  while he does prefer volunteers, as noted earlier he still 
  has a large number of Archons answering to him and can 
  easily use them. He does, however, act diplomatically and 
  attempts to convince the adventurers to join in without 
  payment, noting that the favor of the Selections 
  Committee might be worth a lot more than mere gp. 
  Will the adventurers be monitored? The answer is yes but 
  this is only stated if asked. Scrying sensors are being 
  established even as the adventurers and others speak 
  (and, off the record as well, defenses in the Fort against 
  this are being temporarily disabled). 
  Do the adventurers have to return? There is no 
  obligation but the Selection Committee would prefer a 
  report in person. The Archons will return with sufficient 
  mages for the adventurers one hour after teleporting 
  them near the Fort, if they want to travel rapidly. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 19 
  Development  
  If the party chooses to retrieve the tu’Vashda, Emir Zulir 
  orders sufficient Archons present to teleport the 
  adventurers (and any companions or bonded mounts, as 
  well as animals they bring with the party normally) to 
  Fort Minochehr immediately. He does warn the party 
  not to attempt a direct teleport themselves (the forts of 
  the Irafa Road are protected from such spells). Other 
  means of transportation can be considered, but Emir 
  Zulir does attempt to impress upon the adventurers the 
  concept of speed and timeliness. He is most insistent that 
  they arrive as soon as they can and that regular travel is 
  insufficient. 
  Should the adventurers accept or transport themselves 
  quickly (such as a wind walk), Proceed to Encounter Six 
  – Enter the Woods. If the adventurers do not wish to 
  take this option or attempt to travel overland, proceed to 
  Conclusion. 
   
  Interlude – Monitoring 
  The Archons of Ket immediately raise scrying sensors on 
  the roof of the fort. (The fort usually has anti-scrying 
  defenses but they disable these for the duration of the 
  Encounters below). There are four of them and they are 
  located evenly atop the roof. Caster level for all is 11 – 
  dispelling more than one causes another to form (the 
  Archons have more resources at their disposal than the 
  PCs likely have spells). 
   
  Encounter Six: Enter the 
  Woods 
  The adventurers reach the Fort in this Encounter. 
  Although it is presumed they take the teleports offered, 
  they may arrive on their own and this, of necessity, needs 
  to be paraphrased.  
  The world fades out and then back in again. The 
  storm that lashed at the area around Lopolla extends 
  this far to the southeast at least, for it is raging here. 
  Winds die as you arrive however, although the sky 
  remains dark and foreboding. 
  The fort is nowhere to be seen, but the Archons 
  simply point down the wide road upon which 
  everyone now stands. 
  “That way about five minutes. This is the closest we 
  can arrive without prior dispensation. Good luck!” 
  With that, the Archons who brought you here 
  disappear, 
  presumably 
  back 
  to 
  Lopolla. 
  The 
  Bramblewood Forest looms dark on either side of the 
  road… 
  The magic that summoned this storm is fading and the 
  storm is dissipating. It should take some time but the 
  winds are the first things to falter – there is a light breeze 
  during the remaining Encounters (save the Conclusion) 
  but it has no impact on things (specifically no impact on 
  archery or movement). 
  The rains of late fall have made the road muddy and 
  almost impassable. Caravans stopped moving down the 
  road at least a month ago and there are renewed calls for a 
  stone road (as there have been every year since the 
  construction of the road by Keoish occupiers over two 
  centuries ago). Anyone forced to walk on the ground 
  must spend two squares for each one of progress, and 
  cannot run or charge. 
  It is indeed only five minutes to the Fort in regular 
  weather but it will take at least 10 minutes in this 
  weather. The darkened clouds and stormy weather 
  provide a -4 circumstance penalty to all Spot checks for 
  the remaining Encounters and a   -8 circumstance penalty 
  to all Listen checks for the remaining Encounters. 
  The Bramblewood is loud in the midst of the weather but 
  a DC 20 Knowledge (Nature) check indicates that the 
  creatures have fled more than just an oncoming storm 
  front. A DC 35 Knowledge (Nature) check determines 
  that the departure is so abrupt and panicked that 
  potential extraplanar nastiness can be the only reason 
  (after all, the Bramblewood is a tough place and most of 
  its inhabitants are inured to horrible creatures). Any 
  animal that can be tracked down and questioned has no 
  concept of what it is fleeing, only that it is bad and not 
  from here (here being the Oerth). 
  The fort is apparently intact when the PCs eventually 
  arrive. It is surrounded by a wide circular kill zone 750 
  feet in radius from its edges to the center of the fort. (See 
  Adventure Background for a description of the fort.) The 
  Irafa Road runs right through the fort, through huge 
  double doors on the north and south ends that are the 
  only portals into the fort. 
  Entering the Fort 
  Soldiers of the Fort welcome all save declared enemies of 
  Ket (yes, they check all identification at the doors – 
  anyone who is noted to have problems with the 
  authorities of Ket, from being wanted to having the 
  Warrant of Ket is caught by this diligence – their skill 
  check to penetrate disguises, Bluff and so on is deemed to 
  
  Ket6-06 The Patriot’s Post  
   
  Page 20 
  be 25 if there is any attempt at hiding these facts by the 
  adventurers). 
  The Commander of the Fort is Kifir ibn Kurath, a proud 
  Bey (noble) from Falwur who is content to run this Fort 
  on the Irafa Road. He personally meets any adventurers 
  that enter into the Fort, having been appraised of their 
  imminent arrival by magical means. He tells the 
  adventurers that the tu’Vashda is hovering mere inches 
  above the flat stone roof. No one saw anyone put it there, 
  it just appeared. They were just going to investigate when 
  a warning came from Lopolla. Although happy to see the 
  adventurers, Kifir does want an explanation as to what is 
  happening – he accepts any amount of detail from the 
  adventurers, since he generally has no expectation of 
  actually getting particulars in the normal course of 
  events. (He is an experienced military man and pragmatic 
  at that). 
  Retrieving the Staff 
  To get to the roof requires some degree of planning. The 
  towers that oversee the roof have no exit onto the roof 
  save for narrow arrow slits. Even a Small PC will be 
  squeezed moving through an arrow slit, and any creature 
  larger than Small will not be able to get through it at all.  
  Kifir does not allow the PCs to damage the walls in any 
  fashion—he warns the PCs first that this is punishable as 
  if 
  it 
  were 
  Lethal 
  Assault 
  with 
  no 
  mitigating 
  circumstances.  
  The roof itself is solid stone, slightly sloped from the 
  center out to each wall to facilitate water run-off. (This 
  slight slope will not have any effect on combat.) The roof 
  has many defenses which are likely not relevant here. For 
  instance, earth elementals and other beings with the 
  earthglide ability may not earthglide through the roof, 
  nor may incorporeal beings pass through it. However, the 
  point is that short of blowing a hole through the roof, the 
  adventurers are unlikely to have magical means of 
  moving through the roof from the inside.  
  That means that the only means of reaching the roof is 
  from outside the walls. Kifir offers the adventurers use of 
  ladders, which are used to reach the roof for inspection 
  and maintenance. It is two stories or 30 feet to the roof. 
  Should the PCs want to climb the walls, it is a DC 27 
  climb check to go up the outside walls (they are 
  deliberately sheer, slick and well-built). 
  Development 
  The tu’Vashda can only be moved by a person touching it. 
  Magical means cannot move the Staff from the current 
  location. There are two (2) alarm spells active on the staff 
  and small creatures do not approach this area willingly 
  (thus they are unlikely to set it off). The alarm spells are 
  at CL 26 and are a mental alarm for Rary. Proceed to 
  Encounter Seven: Atop the World if the PCs move to 
  retrieve the staff, or Conclusion if they do not want to do 
  so at this point. 
    
  Encounter Seven: Atop the 
  World 
  As you gain the roof, you see a strange sight—the 
  tu’Vashda, an obsidian staff perhaps a foot and a half 
  long, stands before you, floating six inches above the 
  very center of the roof. The breeze of the storm is a 
  bit stronger up here but not by much. Flashes of 
  lightning crash down in the distance, followed by the 
  distant rumble of thunder. It is time to prove your 
  worth to Rary!  
  When the PCs get within 20 feet of the tu’Vashda, a 
  magic mouth is activated that indicates the following 
  (note that PCs can act in this period and you should allow 
  them to do so if they request it): 
  “So, you have made it to the Staff. Your speed is 
  admirable and I find myself curious about you. If 
  your qualifications are what the Archons deem them 
  to be, you will have little trouble overcoming my 
  challengers. I leave the exact timing of the 
  engagement to you. Discuss this, and when you are 
  ready, take the Staff and raise it in the air.” 
  In reality, “Rary” has no intention of allowing a fair fight 
  (since one rarely encounters a fair fight in life). He cast 
  the magic mouth to slow down the PCs and prepare the 
  devils at the edge of the forest. The above statement takes 
  some 18 seconds, and includes enough time for the 
  various prep spells to be cast and the devils to teleport 
  into the area – the key to the defenses of the area have 
  been disabled by “Rary” for their entry into combat (but 
  returned to service immediately thereafter). They stay out 
  of range of any potential interference spells, starting at a 
  height of 40 feet and 50 feet away from the party. They 
  are relying upon a surprise round to partial charge 
  victims. Note – all summoned devils do not have any buff 
  spells and start on the surface of the roof.  
  Anyone who can detect the presence of the devils prior 
  to their arrival gets an action in the surprise round. 
  Otherwise, there is surprise and the standard sequence of 
  events.  
  It certainly could appear to anyone picking up the staff 
  immediately that Rary upheld his word. For anyone 
  
  Ket6-06 The Patriot’s Post  
   
  Page 21 
  choosing to wait, it should also be obvious that he 
  attacked without warning.  
  Why use devils? 
  The archon disguised as Rary has used devils for a very 
  specific reason – they are lawful and follow orders to the 
  letter, particularly so when they recognize the raw power 
  the summoner holds. This does not mean that the devils 
  are stupid, however – they can and will amend their 
  tactics as stipulated below if faced with some sort of truly 
  unusual situation. They do, however, attempt at all times 
  to act within the spirit of their orders (although they put 
  a distinctly evil bent to them and have no compunctions 
  about going out of their way to cause a bit of extra 
  damage). 
  Initiating Combat 
  The devil(s) use their teleport ability to get close to the 
  combat area first, which should normally trigger 
  initiative.  They then move toward their targets with the 
  action available (not charging or the like to avoid such 
  feats as Hold the Line). This could potentially grant their 
  enemies a further action against them (if they have 
  noticed them as above) but there is nothing to be done.   
  Tactics and Directions (if no elves, asherati, 
  centaurs or other “monsters” are present) 
  The devil Hammer seeks to kill his opponents but he has 
  no particular desire to waste a potential attack on a coup 
  de grace or the like. He acts intelligently and will attempt 
  to gate in additional bearded devil first (prior to 
  teleporting in). Once that is determined, he uses his new 
  allies (if any) to close with enemies and force them into 
  melee combat , as well as blocking access to him.  
  Since “Rary” is an arcane spellcaster, he has some affinity 
  and sympathy for other spellcasters. He has instructed 
  the devil(s) to attack lightly armored fighters first but 
  stay away from arcane spellcasters until others have been 
  dealt with appropriately. This restriction is removed the 
  moment the devils are beneath 1/2 hp. 
  At higher APLs, when Hammer is accompanied by Tong, 
  they engage different targets, using the above guidelines. 
  In other words, they will not gang up on any one PC.  It 
  is their goal to impress Rary with their individual 
  abilities, not to act as a team for his benefit. 
  Tactics and Directions (if elves, asherati, centaurs 
  or other “monsters” are present) 
  All above guidelines are cancelled if there are any elves, 
  centaurs or asherati present in the party. These racial 
  types oppose “Rary” (the centaurs and asherati) or 
  represent an old prejudice (elves) and he orders the devils 
  to do all in their power to eliminate them. The Archon 
  representing Rary is keen to maintain the deception and 
  therefore enacts these tactics even if they do not 
  necessarily represent the goals of the Archons.  These 
  include ganging up on one PC, and attempting to inflict a 
  coup de grace attack if the PC in question has fallen, 
  either unconscious or dead (the devils cannot tell the 
  difference). 
  Note that additional spells are cast to assist the attack if 
  there are elves, centaurs or asherati in the party (which 
  can make things exciting for everyone). When the 
  offending “monsters” are dead, the devils revert to their 
  regular orders. 
  Spell-casting 
  The archon disguised as Rary is using Ioun stones, 
  quickened spells, contingency spells and the like to get 
  the casting done within 3 rounds. 
  He has also imbued a contingency: holy word in 
  Hammer and a contingency: dictum in Tong. These are to 
  cast as a counterspell against the respective spells, at 26
  th 
  level of ability. 
  There are specific spells added if there are “monsters” in 
  the party. These are not on the creatures if no “monsters” 
  (elves, asherati, centaurs) are present. 
  Surprising “Rary” 
  If the party or a PC does something warranting special 
  consideration, they may surprise “Rary”. This is entirely 
  at the discretion of the DM. If so, note that the spells 
  listed in bold for the creatures are not cast as he rushes 
  his “challengers” into combat early. Under no 
  circumstances does he neglect to provide the extra spells 
  against “monsters” should any be present, however. 
  Reaching the Roof Detected or Undetected 
  The roof of the fort is being watched by the devil(s) that 
  “Rary” summoned. The mental trigger of the alarm spell 
  linked to the magic mouth tells the him that the PCs are 
  close and he moves his plan into action – the devils have 
  pre-existing orders to attack the party and challenge their 
  apparent claim to the tu’Vashda. For the purposes of 
  detection and disarming, the alarm spell is a DC 35 to 
  disable. “Rary” still gets warning if the magic mouth is 
  activated but cannot cast the spells listed in bold.  
  As soon as the Staff is approached (through whatever 
  means is possible), “Rary” is notified by the alarm spell, 
  the magic mouth spell or merely the devils seeing the 
  party approach and he buffs up the devils he has gated in. 
  The next round, they teleport in to attack – this is a 
  Surprise Round action. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 22 
  If the party takes precautions, he has few means of 
  knowing anything is wrong until the Staff moves or is 
  taken. He orders the devils forward at this point, without 
  the last buff spell listed (the spells in effect list this 
  separately). 
  Teleporting and Instant Transport Magic 
  The use of instant transport magic within 500 feet of the 
  fort is usually subject to heavy interference. On the 
  round that the devils appear, there is no such protection 
  in place the archon disguised as Rary removes it. 
  Thereafter, anyone attempting an instant transport spell 
  must make a substantial DC 30+spell level Concentration 
  check to succeed, or the spell is lost and does not work. 
  This is a specific defense of the forts. The devils are aware 
  of this aspect and refrain from teleporting after the first 
  round.  
  Trouble Shooting 
  Some parties will just want to retrieve the Staff and 
  depart. The blockage of instant transport magic should 
  serve to slow them down somewhat. If they do get away, 
  however, credit them with having defeated this 
  Encounter (but not the next) and move on. The objective, 
  as defined by Emir Zulir, is to retrieve the tu’Vashda, not 
  to defeat the challengers. 
  APL 2 (EL 5) 
  Hammer: Bearded Devil; hp 45; See Appendix One. 
  APL 4 (EL 7) 
  Hammer and Tong: Bearded Devils; hp 45 each; See 
  Appendix One. 
  APL 6 (EL 9) 
  Hammer and Tong: Mnk1; Advanced Bearded Devils; 
  hp 85 each; See Appendix One. 
  APL 8 (EL 11) 
  Hammer and Tong: Mnk1; Advanced Bearded Devils; 
  hp 148 each; See Appendix One. 
  APL 10 (EL 13) 
  Hammer and Tong: Mnk1/Ftr2; Advanced Bearded 
  Devils; hp 178 each; See Appendix One. 
  APL 12 (EL 15) 
  Hammer and Tong: Mnk2/Ftr2; Advanced Bearded 
  Devils; hp 219 each; See Appendix One. 
  Treasure (The tu’Vashda is not worth cash in this 
  context) 
  APL 2: L: 1 gp; C: 0 gp; M: 0 gp. 
  All other APL: L: 2 gp; C: 0 gp; M: 0 gp. 
  Development 
  If the party defeats the Devils, the Air creatures move in 
  to attack them, giving the PCs one minute of rest before 
  they engage. If the adventurers defeated or somehow 
  circumvented the devils, proceed to Encounter Eight: 
  Winds of Change. If the party was defeated by the 
  devils, proceed to Conclusion.  
  Encounter Eight: Winds of 
  Change 
  The battle concluded, there is space to rest and 
  recover. The tu’Vashda gleams in the light of the 
  moon once more as the storm dissipates as fast as it 
  appeared. Without warning, there is a blur of 
  movement on the edges of vision… 
  The air creature was present in the Bramblewood and has 
  been keeping away from civilization for some time now. 
  It was only happenstance that it stumbled upon the 
  Archon as he gated in the devils for the previous combat. 
  Watching him, the creature recognized one of the 
  Archons of Ket responsible for its torment. 
  During the Greyhawk Wars, the Air Archons of Ket (the 
  Vay Raste) were infiltrated and corrupted by the forces of 
  Iuz. As Archmage of Ket, Rary studied the Archons at 
  that time, although he was not corrupted (or at least not 
  in the same manner, if anyone contends he did actually 
  become corrupted). These same corrupted Archons—
  who called themselves the Vaste—caused many creatures 
  of Air to be enslaved for a variety of fell purposes. With 
  the discovery and destruction of the Vaste, many of those 
  creatures were left bound but without purpose, tied to a 
  singular task they could no longer complete. Inevitably, 
  insanity eventually allowed them a freedom of sorts. 
  Now one of these creatures seeks revenge. It does not 
  care who the actual target is, but it reacts to power – if the 
  devils are victorious, the air creature rushes in to force 
  them away. If the PCs win, the air creature wants to 
  attack them. This was all sparked by the appearance of 
  the archon (whom it recalls) but the creature is so insane 
  that it cannot give any further explanations.  
  Approach of the Air Creature 
  The air creature approaches without any sound (it flies 
  with perfect maneuverability). At APL 2 and 4, it has no 
  ability to hide. Instead, it rushes the party from the edges 
  of the trees. It is at a distance of 350 feet from the party 
  after its first move (which is a DC 25 Spot check, 
  presuming a -10 for its high speed). If not spotted, it 
  
  Ket6-06 The Patriot’s Post  
   
  Page 23 
  moves to within 100 feet of the party on the next round 
  and a DC 0 Spot check. Combat then takes place as 
  normal (no surprise round). 
  At APL 6+, the will-o’ wisp is insane but smart enough to 
  stay invisible and low on the approach. Unless there is 
  some mitigating circumstance (and that is actually quite 
  possible), the will-o’ wisp approaches at a double speed 
  (100 feet) per round. When it gets to the edge of the roof, 
  it gets ready to move in with conviction (in other words, 
  ready for combat). In the normal course of events, this 
  would be on the 7
  th round. 
  The one-minute between combats previously indicated 
  does not include the above times. 
  APL 2 (EL 3) 
  Insane Elemental: Medium Air Elemental (Air, 
  Extraplanar); hp 26; See Appendix One. 
  APL 4 (EL 5) 
  Advanced 
  Insane 
  Elemental: 
  Advanced 
  Elite 
  Medium Air Elemental (Air, Extraplanar); hp 52; See 
  Appendix One. 
  APL 6 (EL 7) 
  Insane Will o’ Wisp: Advanced Will o’ Wisp; Small 
  Aberration (Air); hp 59; See Appendix One. 
  APL 8 (EL 9) 
  Insane Will o’ Wisp: Advanced Will o’ Wisp; Small 
  Aberration (Air); Ftr1; hp 119; See Appendix One. 
  APL 10 (EL 11) 
  Insane Will o’ Wisp: Advanced Will o’ Wisp; Small 
  Aberration (Air); Ftr3; hp 155; See Appendix One. 
  APL 12 (EL 13) 
  Insane Will o’ Wisp: Advanced Will o’ Wisp; Small 
  Aberration (Air); Ftr4/Rgr1; hp 169; See Appendix 
  One. 
  Development 
  If the party defeats the air creature, they may move back 
  to their exit point in the Bramblewood and be retrieved 
  by Archons. If the air creature kills the PCs, the troops 
  from the fort retrieve their bodies and ensure they can be 
  returned to life. 
   
  Conclusion 
  If the Adventurers defeated their opponents and 
  retrieved the tu’Vashda (also if they escaped with 
  the Staff, as this counts as defeating the devils) 
  You have returned with the tu’Vashda and the Emir is 
  most pleased. The Selection Committee is unanimous 
  in allowing the members of your party to participate 
  fully in the selection process as if they were granted a 
  spot previously, and thanks those that were not for 
  their assistance.  
  The members of the Selection committee are pleased 
  and indicate they have called in favors with the 
  House of Al’Zarif to make certain items available to 
  you for purchase as well.  
  The Committee does actually thank “monsters”. 
  All items on the AR are available to all PCs (including 
  “monsters”), based on their APL. 
  The PCs all receive the AR Award Four Feet of the 
  Dragon (except any elves, asherati and centaurs – 
  however, half-elves are allowed), even if they did not 
  participate in the previous competitions, since they have 
  acquitted themselves well in this combat with the devils. 
  In addition, anyone who took damage in the combat with 
  the devils receives the AR Award The Great Patriot 
  Smiles. 
  Any PC who did actually participate in the competitions 
  earlier and also chooses to accept continued participation 
  in the contest (Four Feet of the Dragon AR Award) is 
  also provided with the AR Award Staff of the Archmage.  
  If the adventurers were defeated by the air 
  creature but defeated the devils (or escaped with 
  the Staff and then were defeated by the air 
  creature) 
  Your defeat by air creature while retrieving the Staff 
  is a blow to the faith the Selection Committee and 
  Emir Zulir placed in you. They are somewhat 
  disappointed but indicate that your efforts are at least 
  noted and respected. 
  The members of the committee confer for a long time 
  and eventually announce that the actions taken were 
  enough to warrant special consideration – items are 
  being made available for the PCs through the auspices of 
  the House of Al’Zarif. The PCs (including “monsters”) get 
  access to all items for their APL on the AR.  
  The PC who earlier participated in the competitions 
  successfully receive the AR Award Four Feet of the 
  Dragon (excepting any elves, asherati and centaurs – 
  
  Ket6-06 The Patriot’s Post  
   
  Page 24 
  however, half-elves are allowed). In addition, anyone who 
  took damage in the combat with the devils receives the 
  AR Award The Great Patriot Smiles. 
  If the adventurers were defeated by the devils 
  Your failure to meet the challenge of the Great Patriot 
  does not go unnoticed. At least you tried, unlike 
  certain others, but there is a distinct undertone of 
  unhappiness with the Selection Committee as they 
  thank you for your efforts and then dismiss you. 
  The PCs did, at least, make an effort and that is eventually 
  recognized by the Selection Committee. The PCs are 
  provided with access to items marked with a * for their 
  APL or below by the House of Al’Zarif. This is the only 
  Item Access for them. 
  If the adventurers did not go after the tu’Vashda 
  (i.e. did not head to the fort as required) 
  Your participation in the selection of a new series of 
  defenders for Ket is noted but was not sufficient. The 
  Selections Committee and the Emir thank you for 
  your time and efforts and wish you luck in the future.  
  There is no Item Access granted on the AR since the 
  Selection Committee is not impressed or pleased. 
   
  AR Award: Four Feet of the Dragon— Choosing 
  a Focus 
  PCs may have been awarded the AR item Four Feet of 
  the Dragon. See Adventure Background for further 
  clarification, and note the emphasis that as many players 
  as possible should be allowed to qualify. The various 
  paths to qualification can now be revealed to the players.  
  Those that do qualify for this AR reward must now select 
  one of the positions as their focus for future 
  adventures—High Champion, High Mage, High 
  Divinity or High Diplomat.  
  As mentioned in Adventure Background, those that 
  qualified through the competitions must choose the 
  focus for which they qualified. In addition, any member 
  of the Ket metaorgs listed below can declare focus for the 
  position associated with their metaorg even if they did 
  not earn Four Feet of the Dragon. They must choose the 
  position associated with their organization as their focus 
  if they did not earn Four Feet of the Dragon any other 
  way. 
  High Champion – Veterans of Ket, Stouthearts, 
  Brotherhood of Perfect Forms, Razor’s Edge 
  High Mage – Archons of Ket, Brotherhood of Sorcery 
  High Divine – Mullahs, Clergy of Istus, Clergy of 
  Geshtai, Clergy of Azor’Alq, any clergy who is a 
  member of The Halfling Family or Dwarven 
  Clanmembers. 
  High Diplomat – Puppeteers  
  Once the focus has been chosen, during any adventure, 
  including this one, the player should have the DM circle 
  and initial any conditions in the chosen section that were 
  met during the adventure. 
  AR Reward: General  
  Any adventurer earning Four Feet of the Dragon also 
  earns the AR reward General. At the end of each 
  adventure, including this one, the player should have the 
  DM circle and initial any conditions in this section that 
  were met during the adventure.   
  Cash Awards and the Grand Melee in Encounter 
  Three 
  If the adventurers did not kill the Harssaf opponent in 
  Encounter Three in the combat (in other words, did non-
  lethal or did not end up killing him, whether by 
  stabilizing him or by luck), he provides his already 
  committed wealth that he had set aside for a raise dead or 
  healing spells to the adventurers. This is an award to 
  those who fight the combat in acceptable Baklunish 
  fashion, seeking to avoid killing the subject (even luck is 
  accepted for this). 
  Should the adventurers kill the Harssaf, his money is 
  used to return him to life (in some cases, with a new 
  debt). There is a small amount left over because he was 
  provided with a discount of which he was unaware – this 
  amount is awarded to those who do not get the main 
  award above. 
  If the Harssaf won, he is still impressed by the 
  adventurers and provides them with the amount listed 
  below, in order to make their loss more palatable (he has 
  no desire to make long-term enemies). 
  Aside from a very minor amount of treasure on the 
  devils, this is the only treasure available from the 
  adventure. 
  Emir Zulir 
  The Emir is grateful to any he has met in the past who 
  have assisted him or his goals. To that end, anyone who 
  has the AR award The Emir’s Grace (from Ket4-04 
  Water the Meadows) or The Bloody Axe (from Ket5-05 
  Redemption) may request that he still allow them to 
  participate in the contest, even if they have not 
  succeeded above. Note that The Emir’s Grace or The 
  Bloody Axe can already be marked as Used on the 
  
  Ket6-06 The Patriot’s Post  
   
  Page 25 
  relevant AR; the important thing is that one or the other 
  (or both) must have been awarded at some point in the 
  past.  
  If this is used, also award the AR Award Emir Zulir Acts. 
  The PC in question may then choose to participate and 
  circle the appropriate sections of the Four Feet of the 
  Dragon AR Award. 
  Ket Metaorg Benefits 
  Open membership in certain Ket metaorgs in this 
  adventure has further tangible benefits. Any PCs 
  belonging to the following metaorgs in this 
  adventure and were awarded AR Item Access are 
  provided with the AR Award Benefits: 
  Razor’s Edge 
  Mullahs of Ket 
  Archons of Ket 
  Brotherhood of Sorcery 
  Veterans of Ket 
  Puppeteers 
  This award is not granted if the PCs joined the metaorg in 
  question during this adventure. 
  Treasure (full if they defeat or are defeated by the 
  Harssaf, Coin only if they kill the Harssaf, all 
  from Encounter Three but paid at this point) 
   
  APL 2: Loot: 300 gp; Coin: 75 gp; Magic: 0 gp. 
   
  APL 4: Loot: 450 gp; Coin: 75 gp; Magic: 0 gp. 
   
  APL 6: Loot: 600 gp; Coin: 75 gp; Magic: 0 gp. 
   
  APL 8: Loot: 800 gp; Coin: 150 gp; Magic: 0 gp. 
   
  APL 10: Loot: 1400 gp; Coin: 300 gp; Magic: 0 gp. 
   
  APL 12: Loot: 1900 gp; Coin: 600 gp; Magic: 0 gp. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each PC. 
  Encounter Two 
  Persuade the Selections Committee to allow the PC to 
  participate in the Testing 
   
  APL 2  
   
  30 xp 
   
  APL 4  
   
  30 xp 
   
  APL 6  
   
  60 xp 
   
  APL 8  
   
  60 xp 
   
  APL 10  
   
  90 xp 
   
  APL 12  
   
  90 xp 
  Encounter Three 
  One or more members of the party defeat the Harssaf or 
  one person wins the Combat Challenge 
   
  APL 2  
   
  120 xp 
   
  APL 4  
   
  180 xp 
   
  APL 6  
   
  240 xp 
   
  APL 8  
   
  300 xp 
   
  APL 10  
   
  360 xp 
   
  APL 12  
   
  420 xp 
  Encounter Seven 
  Defeat the devils or escape with the tu’Vashda 
   
  APL 2  
   
  150 xp 
   
  APL 4  
   
  210 xp 
   
  APL 6  
   
  270 xp 
   
  APL 8  
   
  330 xp 
   
  APL 10  
   
  390 xp 
   
  APL 12  
   
  450 xp 
  Encounter Eight 
  Defeat the insane air creature 
   
  APL 2  
   
  90 xp 
   
  APL 4  
   
  150 xp 
   
  APL 6  
   
  210 xp 
   
  APL 8  
   
  270 xp 
   
  APL 10  
   
  330 xp 
   
  APL 12  
   
  390 xp 
  Story Award 
  Participate fully in the contest and become involved in 
  the Selection of Champions, even if not choosing to do it 
  oneself 
   
  APL 2  
   
  15 xp 
   
  APL 4  
   
  15 xp 
   
  APL 6  
   
  30 xp 
  
  Ket6-06 The Patriot’s Post  
   
  Page 26 
   
  APL 8  
   
  30 xp 
   
  APL 10  
   
  45 xp 
   
  APL 12  
   
  45 xp 
  Story Award 
  Make no disparaging remarks about Rary in the course of 
  the adventure 
   
  APL 2  
   
  15 xp 
   
  APL 4  
   
  15 xp 
   
  APL 6  
   
  30 xp 
   
  APL 8  
   
  30 xp 
   
  APL 10  
   
  45 xp 
   
  APL 12  
   
  45 xp 
  Discretionary roleplaying award 
   
  APL 2  
   
  30 xp 
   
  APL 4  
   
  30 xp 
   
  APL 6  
   
  60 xp 
   
  APL 8  
   
  60 xp 
   
  APL 10  
   
  90 xp 
   
  APL 12  
   
  90 xp 
  Total possible experience: 
   
  APL 2  
   
  450 xp 
   
  APL 4 
   
  675 xp 
   
  APL 6  
   
  900 xp 
   
  APL 8  
   
  1,125 xp 
   
  APL 10  
   
  1,375 xp 
   
  APL 12  
   
  1,525 xp 
  Treasure Summary 
  During an adventure, PCs encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s 
  treasure. 
   
  The loot total is the number of gold pieces each PC 
  gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the PCs cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that PCs can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), PCs may return to retrieve loot. If the PCs do 
  not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each PC 
  gains if they take the coin available. A normal adventuring 
  party can usually gather this wealth in a round or so. If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because PCs may want to use them during the adventure. 
  Many times PCs must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a PCs total and coin value increase at 
  the end of the adventure. Write the total in the GP Gained 
  field of the adventure certificate.  
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Seven:  
   
  APL 2: Loot: 1 gp; Coin: 0 gp; Magic: 0 gp. 
   
  APL 4: Loot: 2 gp; Coin: 0 gp; Magic: 0 gp. 
   
  APL 6: Loot: 2 gp; Coin: 0 gp; Magic: 0 gp. 
   
  APL 8: Loot: 2 gp; Coin: 0 gp; Magic: 0 gp. 
   
  APL 10: Loot: 2 gp; Coin: 0 gp; Magic: 0 gp. 
   
  APL 12: Loot: 2 gp; Coin: 0 gp; Magic: 0 gp. 
  Conclusion:  
   
  APL 2: Loot: 300 gp; Coin: 75 gp; Magic: 0 gp. 
   
  APL 4: Loot: 450 gp; Coin: 75 gp; Magic: 0 gp. 
   
  APL 6: Loot: 600 gp; Coin: 75 gp; Magic: 0 gp. 
   
  APL 8: Loot: 800 gp; Coin: 150 gp; Magic: 0 gp. 
   
  APL 10: Loot: 1400 gp; Coin: 300 gp; Magic: 0 gp. 
   
  APL 12: Loot: 1900 gp; Coin: 600 gp; Magic: 0 gp. 
  Total Possible Treasure  
  APL 2: L: 301 gp; C: 75 gp; M: 0 gp - Total: 376 gp 
  
  Ket6-06 The Patriot’s Post  
   
  Page 27 
  APL 4: L: 452 gp; C: 75 gp; M: 0 gp - Total: 527 gp 
  APL 6: L: 602 gp; C: 75 gp; M: 0 gp - Total: 677 gp 
  APL 8: L: 802 gp; C: 150 gp; M: 0 gp - Total: 952 gp 
  APL 10: L: 1402 gp; C: 300 gp; M: 0 gp - Total: 1,702 gp 
  APL 12: L: 1902 gp; C: 600 gp; M: 0 gp - Total: 2,502 gp 
  
  Ket6-06 The Patriot’s Post  
   
  Page 28 
   
  Appendix One – All APLs
  Encounter One 
   
   
   
   
  Cirquor the New Rider: Rog1/Wiz13; CR 14; 
  Medium Humanoid (Human); HD 1d6+13d4+56; hp 
  101; Init +5; Spd 30 ft; AC 22, touch 18, flat-footed 17 
  (+4 mage armor, +5 dexterity, +3 ring of protection); 
  Base Atk +6; Grp +6; Atk +7 melee (1d4, masterwork 
  dagger) or +11 ranged (spells); Full Atk +7/+2 melee 
  (1d4, masterwork dagger) or +11 ranged (spells); SA 
  Sneak attack +1d6; SQ Transmuter, no Illusion or 
  Enchantment, trapfinding; AL LN; SV Fort +11, Ref 
  +14, Will +13; Str 10, Dex 20, Con 18, Int 24, Wis 10, 
  Cha 10. 
  Skills and Feats: Balance +12, Concentration 
  +21, Decipher Script +12, Disable Device +13, Gather 
  Information +4, Knowledge (arcane) +24, Knowledge 
  (architecture 
  and 
  engineering) 
  +8, 
  Knowledge 
  (dungeoneering) +12, Knowledge (history) +12, 
  Knowledge (nature) +12, Knowledge (nobility) +12, 
  Knowledge (religion) +12, Knowledge (local – VTF) 
  +12, Knowledge (local – core) +12, Knowledge (planes) 
  +12, Open Lock +11, Ride +9, Search +11, Sleight of 
  Hand +9, Spellcraft +26, Spot +9, Tumble +11, Use 
  Magic Device +4; Extend Spell, Empower Spell, 
  Maximize Spell, Scribe Scrolls, Spell Focus: Evocation, 
  Spell Penetration, Craft Wondrous Items, Quicken 
  Spell. 
   
  Spells 
  Prepared: 
  (4+1/10+1/6+1/6+1/6+1/4+1/3+1/2+1, DC = 17+Spell 
  Level or 18+Spell Level for Evocation) 0
  th– mage hand*, 
  detect magic (4); 1
  st– burning hands, expeditious 
  retreat*, feather fal1, mount, shield (2), true strike (3), 
  [empty slot]; 2
  nd – extended mage armor, false life, 
  glitterdust (2), scorching ray (2), [empty spell slot*]; 3
  rd 
  – empowered magic missile, fireball, fly*, haste (2), 
  slow, [empty spell slot]; 4
  th – dimension door (2), 
  empowered scorching ray, fire shield (2), polymorph*, 
  [empty spell slot]; 5
  th – cone of cold, disintegrate, 
  quickened magic missile, teleport; 6
  th – dispel magic 
  (greater), maximized fireball, quickened scorching ray, 
  [empty spell slot*]; 7
  th – maximized enervation, 
  quickened dimension door,[empty spell slot*].  
   
  Possessions: +3 vest of resistance, +4 gloves of 
  dexterity, +3 ring of protection, +4 amulet of health, +4 
  headband of intellect, rod of quicken (lesser), pearls of 
  power (1
  st*5, 2
  nd*5, 3
  rd), potions of cure critical wounds 
  (2), eyes of the eagle, ring of wizardry I, wand of 
  fireballs (10
  th level), wand of magic missiles (9
  th level), 
  bag of holding type II, masterwork daggers (4), 
  masterwork thieves tools, backpack. 
  Languages: Common, Baklunish, Dwarven, Draconic. 
  Dar 
  Singleslash: 
  Ftr4/Rgr2/PiousTemplar4 
  of 
  Kelanen/War1; CR 10; male human (Baklunish); 
  medium humanoid; HD 8d10+16+3d8+6; hp 89; Init 
  +4; Spd 30 ft; AC 21, Touch 14, flatfooted 17 (+7 for +2 
  mithral breastplate, +4 dexterity); Base Atk +10; Grp 
  +15; Atk +17 melee (1d10+8+1d6 electricity, +1 
  shocking burst bastard sword) or +15 ranged (1d8, 
  masterwork light crossbow); Full Atk +17/+12 or 
  +15/+10 and +15/+10 melee (1d10+8+1d6 electricity, +1 
  shocking burst bastard sword) (secondary is 1d8+4, +1 
  bastard sword) or +15 ranged (1d8, masterwork light 
  crossbow); SQ wild empathy, combat style (melee), 
  favored enemy (elves), mettle, smite 1/day, damage 
  reduction 1/-; AL N; SV Fort +17, Ref +11 Will +9; Str 
  20, Dex 19, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Knowledge (Religion) +4, Ride 
  +13, Spot +15, Swim +7; Dodge, Combat Reflexes, 
  Elusive Target*, Exotic Weapon Proficiency (bastard 
  sword), Improved Two-Weapon Fighting, Mobility, 
  Oversized Two-Weapon Fighting, Track
  b, Two Weapon 
  Fighting
  b, True Believer*, Weapon Focus (bastard 
  sword), Weapon Specialization
  b (bastard sword). 
   
  Spells Prepared (2/2; DC = 12+Spell Level): 1
  st - 
  restoration (lesser) (2); 2
  nd – [open slots * 2]. 
   
  Possessions (many items do not actually belong to 
  him but he is so equipped by the cult for this job): 
  daggers (4 – hidden sheaths), dagger, masterwork light 
  crossbow, heavy steel shield (slung), masterwork 
  bastard sword (2), cold iron bastard sword, +2 mithral 
  breastplate, +4 belt of giant strength, +4 gloves of 
  dexterity, +2 vest of resistance, +2 amulet of health, +1 
  bastard sword, +1 shocking burst bastard sword.  
  Mettle (Su): A pious templar’s special blessing allow 
  her to shrug off magical effects that would otherwise 
  harm her. If a pious templar makes a successful Will or 
  Fortitude saving throw that would normally reduce the 
  spell’s effect, she suffers no effect from the spell at all. 
  Only those spells with a Saving Throw entry of “Will 
  partial,” “Fortitude half,” or similar entries can be 
  negated through this ability.  
   
  Smite (Su): Once per day, a pious templar of 2
  nd 
  level or higher may make a single melee attack with a 
  +4 attack bonus and a damage bonus equal to her pious 
  
  Ket6-06 The Patriot’s Post  
   
  Page 29 
  templar level (if she hits). The pious templar must 
  declare the smite before making the attack. Starting at 
  6
  th level, pious templar can smite twice per day and at 
  10
  th level, three times per day. 
   
  If a pious templar has a smite evil or smite ability 
  (for being a paladin or a cleric with the Destruction 
  domain) already, she can use the ability one extra time 
  per day (two extra times at 7
  th level). The attack bonus 
  does not increase, but the damage bonus is based on 
  the PC’s combined level (pious templar level plus cleric 
  or paladin level). 
    
   
  Languages: Baklunish, Common, Velondi 
  (Battletongue). 
  * see Appendix 2: New Rules Items 
  
  Ket6-06 The Patriot’s Post  
   
  Page 30 
  APL 2 
  Encounter Three 
   
   
   
   
  Harssaf* Mercenary: CR 5; Medium Monstrous 
  Humanoid (fire); HD 6d8+18; hp 45; Init +3; Spd 30 ft, 
  10 ft burrow; AC 20 (+3 dexterity, +3 natural, +4 chain 
  shirt) touch 13, flat-footed 17; Base Atk +6; Grp +8; Atk 
  +11 melee (1d4+2+1d6 fire, masterwork cold iron 
  kukri) or +9 ranged (1d6+2, javelin); Full Atk +11/+6 or 
  +9/+4 and +9 melee (1d4+2+1d6 fire, masterwork cold 
  iron kukri) or +9 ranged (1d6+2, javelin); SA Flaming 
  aura, sand pulse; SQ blindsense 30 ft., damage 
  reduction 5/bludgeoning, fast healing 3, immunity to 
  blindness and fire, sand from, spell resistance 17, 
  vulnerability to cold; AL LE; SV Fort +5, Ref +10, Will 
  +5; Str 14, Dex 16, Con 16, Int 11, Wis 11, Cha 13.  
      Skills and Feats: Climb +1, Hide +5, Jump +4, 
  Knowledge (nature) +1, Listen +4, Move Silently +5, 
  Spot +4; Alertness
  b, Lightning Reflexes
  b, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (kukri). 
   
  Possessions: chain shirt, masterwork cold iron 
  kukri (2), cold iron kukri (2), kukri (2), daggers (3), 
  javelins (6). 
   
  Flaming Aura (Su): At will as a free action, a 
  harssaf can generate an intense fiery heat. This aura 
  takes the form of a mirage like shimmering around a 
  harssaf’s body. Any creature that comes within 5 feet of 
  a harssaf automatically takes 1d6 points of fire damage 
  per round, and any creature struck by a harssaf’s melee 
  attacks takes an extra 1d6 points of fire damage. Only 
  metallic weapons conduct this heat, but harssafs rarely 
  wield wooden weapons when they use this ability, 
  since doing so typically renders the weapons useless 
  after a few rounds. 
   
  Sand Pulse (Su): Once per day as a standard 
  action, a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures within 
  the area must make a DC 15 Reflex save or take 3d6 
  points of damage from the high-powered blast of sand 
  and be blinded for 5 rounds. Success negates the 
  blindness and halves the damage. The save DC is 
  Constitution based. 
   
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile sand. 
  This ability works as the gaseous form spell, except the 
  harssaf is composed of sand instead of vapor and it 
  cannot fly; harssafs in sand form slither along the 
  ground and can fit through gaps or crevices less than 
  one-quarter inch wide. 
  * See Appendix Two: New Rules Items 
  Encounter Seven 
   
   
   
   
  Hammer: 
  Medium 
  Outsider 
  (Baatezu, 
  Evil, 
  Extraplanar, Lawful); CR 5; HD 6d8+18; 45 hp; Init +6; 
  Move 40 ft, fly 60 ft (perfect); AC 19, touch 12, flat-
  footed 17 (+2 dexterity, +7 natural); Base Atk +6; Grp 
  +8; Atk +9 melee (1d10+3+infernal wound, glaive) or +8 
  melee 
  (1d6+2, 
  claw); 
  Full 
  Atk 
  +9/+4 
  melee 
  (1d10+3+infernal wound, glaive) or two +8 melee 
  (1d6+2, claw); Space/Reach: 5 ft./ 5 ft. (10 ft. with 
  glaive); SA Infernal wound, beard, battle frenzy, 
  summon baatezu; SQ damage reduction 5/silver or 
  good, darkvision 60’, immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in darkness, spell 
  resistance 17, telepathy 100 ft.; AL: LE; Fort +8, Reflex 
  +7, Will +5; Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +11, Diplomacy +2, Hide 
  +11, Listen +9, Move Silently +9, Sense Motive +9, Spot 
  +9; Improved Initiative, Power Attack, Weapon Focus 
  (glaive). 
   
  Possessions: glaive. 
  Frenzy Stats 57 hp; AC 17, touch 10, flat-footed 15 (-2 
  frenzy, +2 dexterity, +7 natural); Grp +10; Atk +11 
  melee (1d10+6+infernal wound, glaive) or +10 melee 
  (1d6+4, claw); Full Atk +11/+6 melee (1d10+6+infernal 
  wound, glaive) or two +10 melee (1d6+4, claw); Fort 
  +10, Will +7; Str 19, Dex 15, Con 21, Int 6, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +13. 
   
  Spell-Like Abilities (Sp): At will – greater 
  teleport (self plus 50 pounds of objects only). CL 12
  th. 
   
  Infernal Wound (Su): The damage a bearded 
  devil deals with its glaive causes a persistent wound. 
  An injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 16 Heal check, a cure spell, or a heal 
  spell. However, a PC attempting to cast a cure spell or a 
  heal spell on a creature damaged by a bearded devil’s 
  glaive must succeed on a DC 16 caster level check, or 
  the spell has no effect on the injured PC. A successful 
  Heal check automatically stops the continuing hit 
  
  Ket6-06 The Patriot’s Post  
   
  Page 31 
  point loss as well as restoring hit points. The infernal 
  wound is a supernatural ability of the bearded devil, 
  not of the weapon. The check DC is Constitution-
  based. 
   
  Beard (Ex): If a bearded devil hits a single 
  opponent with both claw attacks, it automatically hits 
  with its beard. The affected creatures takes 1d8+2 
  points of damage and must succeed on a DC 16 
  Fortitude save or be infected with a vile disease known 
  as devil chills (incubation period 1d4 days, damage 1d4 
  Str). Damage is dealt each day until the afflicted 
  creature succeeds on three consecutive Fortitude saves, 
  the disease is cured magically or the creature dies. The 
  save DC is Constitution-based. 
   
  Battle Frenzy (Ex): Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to a 
  barbarian’s rage (+4 Str, +4 Constitution, +2 Morale 
  bonus on Will saves, -2 AC penalty). The frenzy lasts 
  for 6 rounds, and the bearded devil suffers no ill effects 
  afterward. 
   
  Summon Baatezu (Sp): Once per day a bearded 
  devil can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 3
  rd-
  level spell. 
   
  Spells in Effect (bold is not taken into account, 
  does not get cast if Rary is surprised): fly (Cl 26), false 
  life (CL 26, 16 hp, not included above) 
   
  Monster Additional Spells (added if there are 
  any elves, asherati or centaur in the party): bull’s 
  strength (CL 26) 
  Encounter Eight 
   
   
   
   
  Insane Elemental: Medium Air Elemental (Air, 
  Extraplanar); CR 3; HD 4d8+8; 26 hp; Init +10; Move 
  100 ft fly (perfect).; AC 19, touch 16, flat-footed 13 (+3 
  natural, +6 dexterity); Base Atk +3; Grp +4; Atk +9 
  melee (1d6+1, slam); Full Atk +9 melee (1d6+1, slam); 
  Space/Reach 5 ft./ 5 ft.; SA Air mastery, whirlwind; SQ 
  darkvision, elemental traits; AL: NE; Fort +3, Refl +10, 
  Will +1; Str 12, Dex 22, Con 14, Int 4, Wis 10, Cha 11. 
   
  Skills and Feats: Listen +3, Spot +4; Dodge, Flyby 
  Attack, Improved Initiative
  b, Weapon Finesse
  b. 
   
  Languages: Auran, Common. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 32 
  APL 4
  Encounter Two 
   
   
   
   
  Harssaf* Elite Mercenary: Mnk2; CR 7; Medium 
  Monstrous Humanoid (fire); HD 8d8+24; hp 60; Init 
  +5; Spd 30 ft, 10 ft burrow; AC 21 (+5 dexterity, +3 
  natural, +3 wisdom) touch 18, flat-footed 16; Base Atk 
  +7; Grp +14; Atk +12 melee (1d6+3+1d6 fire, unarmed) 
  or +12 ranged (1d6+3, javelin); Full Atk +12/+7 or 
  +10/+10/+5 (1d6+3+1d6 fire, unarmed) or +12/+7 
  ranged (1d6+2, javelin); SA Flaming aura, sand pulse, 
  flurry of blows; SQ blindsense 30 ft., damage reduction 
  5/bludgeoning, fast healing 3, immunity to blindness 
  and fire, sand from, spell resistance 19, vulnerability to 
  cold, improved unarmed strike, evasion; AL LE; SV 
  Fort +8, Ref +15, Will +11; Str 16, Dex 20, Con 16, Int 
  13, Wis 16, Cha 11.  
      Skills and Feats: Climb +4, Hide +9, Jump +7, 
  Knowledge (nature) +2, Listen +7, Move Silently +9, 
  Spot +16, Tumble +11; Alertness
  b, Deflect Arrows, 
  Dodge, Improved Grapple, Lightning Reflexes
  b, 
  Quickdraw, Weapon Finesse. 
   
  Possessions: cold iron javelins (metal shafts) (2), 
  cold iron kukri (2), daggers (3), javelins (6) (metal 
  shafts). 
   
  Flaming Aura (Su): At will as a free action, a 
  harssaf can generate an intense fiery heat. This aura 
  takes the form of a mirage like shimmering around a 
  harssaf’s body. Any creature that comes within 5 feet of 
  a harssaf automatically takes 1d6 points of fire damage 
  per round, and any creature struck by a harssaf’s melee 
  attacks takes an extra 1d6 points of fire damage. Only 
  metallic weapons conduct this heat, but harssafs rarely 
  wield wooden weapons when they use this ability, 
  since doing so typically renders the weapons useless 
  after a few rounds. 
   
  Sand Pulse (Su): Once per day as a standard 
  action, a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures within 
  the area must make a DC 17 Reflex save or take 3d6 
  points of damage from the high-powered blast of sand 
  and be blinded for 5 rounds. Success negates the 
  blindness and halves the damage. The save DC is 
  Constitution based. 
   
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile sand. 
  This ability works as the gaseous form spell, except the 
  harssaf is composed of sand instead of vapor and it 
  cannot fly; harssafs in sand form slither along the 
  ground and can fit through gaps or crevices less than 
  one-quarter inch wide. 
  * See Appendix Two: New Rules Items 
  Encounter Seven 
   
   
   
   
  Hammer and Tong: Medium Outsiders (Baatezu, Evil, 
  Extraplanar, Lawful); CR 5; HD 6d8+18; 45 hp; Init +6; 
  Move 40 ft, fly 60 ft (perfect); AC 19, touch 12, flat-
  footed 17 (+2 dexterity, +7 natural); Base Atk +6; Grp 
  +8; Atk +9 melee (1d10+3+infernal wound, glaive) or +8 
  melee 
  (1d6+2, 
  claw); 
  Full 
  Atk 
  +9/+4 
  melee 
  (1d10+3+infernal wound, glaive) or two +8 melee 
  (1d6+2, claw); Space/Reach 5 ft./ 5 ft. (10 ft. with 
  glaive); SA Infernal wound, beard, battle frenzy, 
  summon baatezu; SQ damage reduction 5/silver or 
  good, darkvision 60’, immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in darkness, spell 
  resistance 17, telepathy 100 ft.; AL: LE; Fort +8, Reflex 
  +7, Will +5; Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +11, Diplomacy +2, Hide 
  +11, Listen +9, Move Silently +9, Sense Motive +9, Spot 
  +9; Improved Initiative, Power Attack, Weapon Focus 
  (glaive). 
   
  Possessions: glaive. 
  Frenzy Stats 57 hp; AC 17, touch 10, flat-footed 15 (-2 
  frenzy, +2 dexterity, +7 natural); Grp +10; Atk +11 
  melee (1d10+6+infernal wound, glaive) or +10 melee 
  (1d6+4, claw); Full Atk +11/+6 melee (1d10+6+infernal 
  wound, glaive) or two +10 melee (1d6+4, claw); Fort 
  +10, Will +7; Str 19, Dex 15, Con 21, Int 6, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +13. 
   
  Spell-Like Abilities (Sp): At will – greater 
  teleport (self plus 50 pounds of objects only). CL 12
  th. 
   
  Infernal Wound (Su): The damage a bearded 
  devil deals with its glaive causes a persistent wound. 
  An injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 16 Heal check, a cure spell, or a heal 
  spell. However, a PC attempting to cast a cure spell or a 
  heal spell on a creature damaged by a bearded devil’s 
  glaive must succeed on a DC 16 caster level check, or 
  the spell has no effect on the injured PC. A successful 
  Heal check automatically stops the continuing hit 
  point loss as well as restoring hit points. The infernal 
  
  Ket6-06 The Patriot’s Post  
   
  Page 33 
  wound is a supernatural ability of the bearded devil, 
  not of the weapon. The check DC is Constitution-
  based. 
   
  Beard (Ex): If a bearded devil hits a single 
  opponent with both claw attacks, it automatically hits 
  with its beard. The affected creatures takes 1d8+2 
  points of damage and must succeed on a DC 16 
  Fortitude save or be infected with a vile disease known 
  as devil chills (incubation period 1d4 days, damage 1d4 
  Str). Damage is dealt each day until the afflicted 
  creature succeeds on three consecutive Fortitude saves, 
  the disease is cured magically or the creature dies. The 
  save DC is Constitution-based. 
   
  Battle Frenzy (Ex): Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to a 
  barbardian’s rage (+4 Str, +4 Constitution, +2 Morale 
  bonus on Will saves, -2 AC penalty). The frenzy lasts 
  for 6 rounds, and the bearded devil suffers no ill effects 
  afterward. 
   
  Summon Baatezu (Sp): Once per day a bearded 
  devil can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 3
  rd-
  level spell. 
   
  Spells in Effect (bold is not taken into account, 
  does not get cast if Rary is surprised): fly (Cl 26), false 
  life (CL 26, 16 hp, not included above) 
   
  Monster Additional Spells (added if there are 
  any elves, asherati or centaur in the party): bull’s 
  strength (CL 26) 
  Encounter Eight 
   
   
   
   
  Advanced 
  Insane 
  Elemental: 
  Advanced 
  Elite 
  Medium Air Elemental (Air, Extraplanar); CR 5; HD 
  7d8+21; 52 hp; Init +12; Move 100 ft fly perfect).; AC 
  21, touch 18, flat-footed 13 (+3 natural, +8 dexterity); 
  Base Atk +5; Grp +8; Atk +13 melee (1d6+3, slam); Full 
  Atk two +13 melee (1d6+3, slam); Space/Reach 5 ft./ 5 
  ft.; SA Air mastery, whirlwind; SQ darkvision, 
  elemental traits; AL: NE; Fort +4, Refl +13, Will +2; Str 
  16, Dex 26, Con 16, Int 4, Wis 10, Cha 9. 
   
  Skills and Feats: Listen +3, Spot +7; Dodge, Flyby 
  Attack, Improved Initiative
  b, Mobility, Weapon 
  Finesse
  b. 
   
  Languages: Auran, Common. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 34 
  APL 6
  Encounter Two 
   
   
   
   
  Harssaf* Elite Mercenary Leader: Mnk2/Ftr2; CR 9; 
  Medium 
  Monstrous 
  Humanoid 
  (fire); 
  HD 
  2d10+6+8d8+24; hp 78; Init +5; Spd 30 ft, 10 ft burrow; 
  AC 22 (+5 dexterity, +3 natural, +4 wisdom) touch 19, 
  flat-footed 17; Base Atk +9; Grp +16; Atk +14 melee 
  (1d6+3+1d6 fire, unarmed) or +14 ranged (1d6+3, 
  javelin); Full Atk +14/+9 or +12/+12/+7 (1d6+3+1d6 
  fire, unarmed) or +14/+9 ranged (1d6+2, javelin); SA 
  Flaming aura, sand pulse, flurry of blows; SQ 
  blindsense 30 ft., damage reduction 5/bludgeoning, 
  fast healing 3, immunity to blindness and fire, sand 
  from, spell resistance 21, vulnerability to cold, 
  improved unarmed strike, evasion; AL LE; SV Fort +11, 
  Ref +16, Will +13; Str 16, Dex 20, Con 16, Int 13, Wis 
  18, Cha 11.  
      Skills and Feats: Climb +10, Hide +9, Jump +7, 
  Knowledge (nature) +2, Listen +8, Move Silently +9, 
  Spot +17, Tumble +11; Alertness
  b, Combat Reflexes, 
  Deflect Arrows, Dodge, Elusive Target*, Improved 
  Grapple, Lightning Reflexes
  b, Mobility, Quickdraw, 
  Weapon Finesse. 
   
  Possessions: +2 periapt of wisdom, +1 cloak of 
  resistance, cold iron javelins (metal shafts) (2), cold 
  iron kukri (2), daggers (3), javelins (6) (metal shafts). 
   
  Flaming Aura (Su): At will as a free action, a 
  harssaf can generate an intense fiery heat. This aura 
  takes the form of a mirage like shimmering around a 
  harssaf’s body. Any creature that comes within 5 feet of 
  a harssaf automatically takes 1d6 points of fire damage 
  per round, and any creature struck by a harssaf’s melee 
  attacks takes an extra 1d6 points of fire damage. Only 
  metallic weapons conduct this heat, but harssafs rarely 
  wield wooden weapons when they use this ability, 
  since doing so typically renders the weapons useless 
  after a few rounds. 
   
  Sand Pulse (Su): Once per day as a standard 
  action, a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures within 
  the area must make a DC 18 Reflex save or take 3d6 
  points of damage from the high-powered blast of sand 
  and be blinded for 5 rounds. Success negates the 
  blindness and halves the damage. The save DC is 
  Constitution based. 
   
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile sand. 
  This ability works as the gaseous form spell, except the 
  harssaf is composed of sand instead of vapor and it 
  cannot fly; harssafs in sand form slither along the 
  ground and can fit through gaps or crevices less than 
  one-quarter inch wide. 
  * See Appendix Two: New Rules Items 
  Encounter Six  
   
   
   
  Hammer and Tong; Medium Outsider (Baatezu, Evil, 
  Extraplanar, Lawful); Mnk1; CR 7; HD 9d8+45; 85 hp; 
  Init +8; Move 40 ft, fly 60 ft (perfect); AC 23, touch 16, 
  flat-footed 19 (+4 dexterity, +2 Wisdom, +7 natural); 
  Base Atk +8; Grp +15; Atk +12 melee (1d10+4+infernal 
  wound, glaive) or +11 melee (1d6+3, claw); Full Atk 
  +12/+7 melee (1d10+4+infernal wound, glaive) or two 
  +11 melee (1d6+3, claw); Space/Reach 5 ft./ 5 ft. (10 ft. 
  with glaive); SA Infernal wound, beard, battle frenzy, 
  summon baatezu; SQ damage reduction 5/silver or 
  good, darkvision 60’, immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in darkness, spell 
  resistance 19, telepathy 100 ft., flurry of blows, 
  improved unarmed strike; AL LE; Fort +13, Reflex +12, 
  Will +10; Str 17, Dex 18, Con 21, Int 6, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +14, Diplomacy +2, Hide 
  +15, Listen +13, Move Silently +13, Sense Motive +13, 
  Spot +13, Tumble +6; Cleave, Improved Grapple, 
  Improved Initiative, Power Attack, Weapon Focus 
  (glaive). 
   
  Possessions: glaive. 
   
  Frenzy Stats: 103 hp; AC 21, touch 14, flat-footed 
  17 (-2 frenzy, +4 dexterity, +2 wisdom, +7 natural); Grp 
  +17; Atk +14 melee (1d10+7+infernal wound, glaive) or 
  +13 melee (1d6+5, claw); Full Atk +14/+9 melee 
  (1d10+7+infernal wound, glaive) or two +13 melee 
  (1d6+5, claw); Fort +15, Will +12; Str 21, Dex 19, Con 
  25, Int 6, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +16. 
   
  Spell-Like Abilities (Sp): At will – greater 
  teleport (self plus 50 pounds of objects only). CL 12
  th. 
   
  Infernal Wound (Su): The damage a bearded 
  devil deals with its glaive causes a persistent wound. 
  An injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 19 Heal check, a cure spell, or a heal 
  spell. However, a PC attempting to cast a cure spell or a 
  heal spell on a creature damaged by a bearded devil’s 
  glaive must succeed on a DC 19 caster level check, or 
  
  Ket6-06 The Patriot’s Post  
   
  Page 35 
  the spell has no effect on the injured PC. A successful 
  Heal check automatically stops the continuing hit 
  point loss as well as restoring hit points. The infernal 
  wound is a supernatural ability of the bearded devil, 
  not of the weapon. The check DC is Constitution-
  based. 
   
  Beard (Ex): If a bearded devil hits a single 
  opponent with both claw attacks, it automatically hits 
  with its beard. The affected creatures takes 1d8+2 
  points of damage and must succeed on a DC 16 
  Fortitude save or be infected with a vile disease known 
  as devil chills (incubation period 1d4 days, damage 1d4 
  Str). Damage is dealt each day until the afflicted 
  creature succeeds on three consecutive Fortitude saves, 
  the disease is cured magically or the creature dies. The 
  save DC is Constitution-based. 
   
  Battle Frenzy (Ex): Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to a 
  barbarian’s rage (+4 Str, +4 Constitution, +2 Morale 
  bonus on Will saves, -2 AC penalty). The frenzy lasts 
  for 6 rounds, and the bearded devil suffers no ill effects 
  afterward. 
   
  Summon Baatezu (Sp): Once per day a bearded 
  devil can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 3
  rd-
  level spell. 
   
  Spells in Effect (bold is not taken into account, 
  does not get cast if Rary is surprised): fly (Cl 26), false 
  life (CL 26, 16 hp, not included above) 
   
  Monster Additional Spells (added if there are 
  any elves, asherati or centaur in the party): bull’s 
  strength (CL 26), haste (CL 26) 
  Encounter Eight 
   
   
   
   
  Insane Will o’ Wisp: Advanced Will o’ Wisp; Small 
  Aberration (Air); CR 7; HD 13d8; 59 hp; Init +10; Move 
  50 ft fly perfect).; AC 30, touch 30, flat-footed 20 (+1 
  size, +10 dexterity, +9 deflection); Base Atk +9; Grp +0; 
  Atk +20 melee touch (2d8, shock); Full Atk +20 melee 
  touch (2d8, shock); Space/Reach 5 ft./ 5 ft.; SQ 
  darkvision 60’, immunity to magic, natural invisibility; 
  AL CE; Fort +4, Ref +15, Will +11; Str 1, Dex 30, Con 
  10, Int 15, Wis 16, Cha 12. 
   
  Skills and Feats: Bluff +17, Diplomacy +3, Disguise 
  +1 (+3 when acting), Intimidate +3, Listen +21, Search 
  +18, Spot +21, Survival +3 (+5 following tracks); 
  Alertness, 
  Blind-Fight, 
  Dodge, 
  Elusive 
  Target*, 
  Mobility, Weapon Finesse
  b. 
   
  Languages: Auran, Common. 
   
  Immunity to Magic (Ex): A will-o’ wisp is 
  immune to most spells and 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. 
  * See Appendix Two: New Rules Items 
   
  
  Ket6-06 The Patriot’s Post  
   
  Page 36 
   
  APL 8 
  Encounter Two 
   
   
   
   
  Harssaf Elite Mercenary Commander: Mnk2/Ftr4; 
  CR 11; Medium Monstrous Humanoid (fire); HD 
  4d10+12+8d8+24; hp 96; Init +7; Spd 30 ft, 10 ft burrow; 
  AC 25 (+7 dexterity, +3 natural, +1 ring of protection, 
  +4 wisdom) touch 22, flat-footed 18; Base Atk +11; Grp 
  +18; Atk +18 melee (1d6+3+1d6 fire, unarmed) or +18 
  ranged (1d6+3, javelin); Full Atk +18/+13/+8 or 
  +16/+16/+11/+6 
  (1d6+3+1d6 
  fire, 
  unarmed) 
  or 
  +18/+13/+8 ranged (1d6+2, javelin); SA Flaming aura, 
  sand pulse, flurry of blows; SQ blindsense 30 ft., 
  damage reduction 5/bludgeoning, fast healing 3, 
  immunity to blindness and fire, sand from, spell 
  resistance 23, vulnerability to cold, improved unarmed 
  strike, evasion; AL LE; SV Fort +12, Ref +19, Will +14; 
  Str 16, Dex 24, Con 17, Int 13, Wis 18, Cha 11.  
      Skills and Feats: Climb +10, Hide +11, Jump +7, 
  Knowledge (nature) +2, Listen +8, Move Silently +11, 
  Spot +17, Tumble +16; Alertness
  b, Combat Reflexes, 
  Deflect Arrows, Dodge, Elusive Target*, Improved 
  Grapple, Lightning Reflexes
  b, Mobility, Quickdraw, 
  Weapon Finesse, Weapon Focus (unarmed), Weapon 
  Specialization (unarmed). 
   
  Possessions: +2 periapt of wisdom, potion of cat’s 
  grace, +1 cloak of resistance, +1 ring of protection, cold 
  iron javelins (metal shafts) (2), cold iron kukri (2), 
  daggers (3), javelins (6) (metal shafts). 
   
  Flaming Aura (Su): At will as a free action, a 
  harssaf can generate an intense fiery heat. This aura 
  takes the form of a mirage like shimmering around a 
  harssaf’s body. Any creature that comes within 5 feet of 
  a harssaf automatically takes 1d6 points of fire damage 
  per round, and any creature struck by a harssaf’s melee 
  attacks takes an extra 1d6 points of fire damage. Only 
  metallic weapons conduct this heat, but harssafs rarely 
  wield wooden weapons when they use this ability, 
  since doing so typically renders the weapons useless 
  after a few rounds. 
   
  Sand Pulse (Su): Once per day as a standard 
  action, a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures within 
  the area must make a DC 19 Reflex save or take 3d6 
  points of damage from the high-powered blast of sand 
  and be blinded for 5 rounds. Success negates the 
  blindness and halves the damage. The save DC is 
  Constitution based. 
   
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile sand. 
  This ability works as the gaseous form spell, except the 
  harssaf is composed of sand instead of vapor and it 
  cannot fly; harssafs in sand form slither along the 
  ground and can fit through gaps or crevices less than 
  one-quarter inch wide. 
  * See Appendix Two: New Rules Items 
  Encounter Seven 
   
   
   
   
  Hammer and Tong: Large Advanced Outsider 
  (Baatezu, Evil, Extraplanar, Lawful); Mnk1; CR 9; HD 
  11d8+88+11; 148 hp; Init +7; Move 50 ft, fly 60 ft 
  (perfect); AC 29, touch 16, flat-footed 26 (-1 size, +3 
  dexterity, +4 wisdom, +4 mage armor, +9 natural); Base 
  Atk +10; Grp +25; Atk +17 melee (2d8+10+infernal 
  wound, glaive) or +16 melee (1d8+7, claw); Full Atk 
  +17/+12 melee (2d8+10+infernal wound, glaive) or two 
  +16 melee (1d8+7, claw); Space/Reach 10 ft./ 10 ft. (20 
  ft. with glaive); SA Infernal wound, beard, battle 
  frenzy, summon baatezu; SQ damage reduction 
  5/silver or good, darkvision 60’, immunity to fire and 
  poison, resistance to acid 10 and cold 10, see in 
  darkness, spell resistance 20, telepathy 100 ft., flurry of 
  blows, improved unarmed strike; AL LE; Fort +16, Ref 
  +11, Will +12; Str 25, Dex 16, Con 26, Int 6, Wis 18, 
  Cha 8. 
   
  Skills and Feats: Climb +20, Diplomacy +2, Hide 
  +12, Listen +15, Move Silently +14, Sense Motive +15, 
  Spot +15, Tumble +5; Improved Grapple, Improved 
  Initiative, Improved Toughness*, Power Attack, 
  Weapon Focus (glaive). 
   
  Possessions: glaive. 
   
  Frenzy Stats: 170 hp; AC 27, touch 16, flat-footed 
  23 (-2 frenzy, -1 size, +3 dexterity, +4 mage armor, +4 
  wisdom, +9 natural); Grp +29; Atk +19 melee 
  (2d8+13+infernal wound, glaive) or +18 melee (1d8+9, 
  claw);Full Atk +19/+14 melee (2d8+13+infernal wound, 
  glaive) or two +18 melee (1d8+9, claw); Fort +18, Will 
  +14; Str 29, Dex 16, Con 30, Int 6, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +22. 
   
  Spell-Like Abilities (Sp): At will – greater 
  teleport (self plus 50 pounds of objects only). CL 12
  th. 
   
  Infernal Wound (Su): The damage a bearded 
  devil deals with its glaive causes a persistent wound. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 37 
  An injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 21 Heal check, a cure spell, or a heal 
  spell. However, a PC attempting to cast a cure spell or a 
  heal spell on a creature damaged by a bearded devil’s 
  glaive must succeed on a DC 21 caster level check, or 
  the spell has no effect on the injured PC. A successful 
  Heal check automatically stops the continuing hit 
  point loss as well as restoring hit points. The infernal 
  wound is a supernatural ability of the bearded devil, 
  not of the weapon. The check DC is Constitution-
  based. 
   
  Beard (Ex): If a bearded devil hits a single 
  opponent with both claw attacks, it automatically hits 
  with its beard. The affected creatures takes 1d8+2 
  points of damage and must succeed on a DC 16 
  Fortitude save or be infected with a vile disease known 
  as devil chills (incubation period 1d4 days, damage 1d4 
  Str). Damage is dealt each day until the afflicted 
  creature succeeds on three consecutive Fortitude saves, 
  the disease is cured magically or the creature dies. The 
  save DC is Constitution-based. 
   
  Battle Frenzy (Ex): Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to a 
  barbarian’s rage (+4 Str, +4 Constitution, +2 Morale 
  bonus on Will saves, -2 AC penalty). The frenzy lasts 
  for 6 rounds, and the bearded devil suffers no ill effects 
  afterward. 
   
  Summon Baatezu (Sp): Once per day a bearded 
  devil can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 3
  rd-
  level spell. 
  * See Appendix Two: New Rules Items 
  Spells in Effect (bold is not taken into account, does 
  not get cast if Rary is surprised): fly (Cl 26), mage 
  armor (CL 26), owl’s wisdom (CL 26), maximized false 
  life (CL 26, 20 hp, not included above) 
  Monster Additional Spells (added if there are any 
  elves, asherati or centaur in the party): cat’s grace (CL 
  26), bull’s strength (CL 26), haste (CL 26) 
  Encounter Eight 
   
   
   
   
  Insane Will o’ Wisp: Advanced Will o’ Wisp; Small 
  Aberration (Air); Ftr1; CR 9; HD 17d8+34+1d10+2; 119 
  hp; Init +12; Move 50 ft fly perfect).; AC 32, touch 32, 
  flat-footed 20 (+1 size, +12 dexterity, +9 deflection); 
  Base Atk +13; Grp +5; Atk +26 melee touch (3d8, 19-20, 
  *2, shock); Full Atk +26 melee touch (3d8, 19-20, *2, 
  shock); Space/Reach 5 ft./ 5 ft.; SQ darkvision 60’, 
  immunity to magic, natural invisibility; AL CE; Fort +9, 
  Ref +19, Will +13; Str 3, Dex 35, Con 14, Int 17, Wis 16, 
  Cha 10. 
   
  Skills and Feats: Bluff +20, Diplomacy +2, Disguise 
  +0 (+2 when acting), Intimidate +8, Listen +25, Search 
  +23, Spot +25, Survival +3 (+5 following tracks); 
  Alertness, 
  Blind-Fight, 
  Dodge, 
  Elusive 
  Target*, 
  Improved Critical (shock), Improved Natural Attack 
  (shock), Mobility, Spring Attack, Weapon Finesse
  b. 
   
  Languages: Auran, Common. 
   
  Immunity to Magic (Ex): A will-o’ wisp is 
  immune to most spells and 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. 
  * See Appendix Two: New Rules Items 
   
   
   
   
  
  Ket6-06 The Patriot’s Post  
   
  Page 38 
  APL 10 
  Encounter Two 
   
   
   
   
  Harssaf Elder Mercenary: Mnk2/Ftr4/Sor4; CR 13; 
  Medium 
  Monstrous 
  Humanoid 
  (fire); 
  HD 
  4d10+16+8d8+32+4d4+16; hp 136; Init +6; Spd 30 ft, 10 
  ft burrow; AC 29 (+6 dexterity, +3 natural, +1 ring of 
  protection, +4 wisdom, +4 mage armor, +1 monk) 
  touch 22, flat-footed 23; Base Atk +13; Grp +20; Atk +19 
  melee (1d6+3+1d6 fire, unarmed) or +19 ranged 
  (1d6+3, 
  javelin); 
  Full 
  Atk 
  +19/+14/+9 
  or 
  +17/+17/+12/+7 
  (1d6+3+1d6 
  fire, 
  unarmed) 
  or 
  +19/+14/+9 ranged (1d6+2, javelin); SA Flaming aura, 
  sand pulse, flurry of blows; SQ blindsense 30 ft., 
  damage reduction 5/bludgeoning, fast healing 3, 
  immunity to blindness and fire, sand from, spell 
  resistance 25, vulnerability to cold, improved unarmed 
  strike, evasion; AL LE; SV Fort +14, Ref +19, Will +18; 
  Str 16, Dex 22, Con 18, Int 13, Wis 18, Cha 13.  
      Skills and Feats: Climb +10, Hide +10, Jump +7, 
  Knowledge (nature) +2, Listen +8, Move Silently +10, 
  Spot +17, Spellcraft +13, Tumble +15; Alertness
  b, 
  Aesthetic Mage*, Combat Reflexes, Deflect Arrows, 
  Dodge, Elusive Target*, Improved Grapple, Lightning 
  Reflexes
  b, Mobility, Quickdraw, Weapon Finesse, 
  Weapon Focus (unarmed), Weapon Specialization 
  (unarmed). 
   
  Spells Known (6/6/4; DC = 11 + Spell level). 0 – 
  daze, detect magic, mage hand, prestidigitation, -1
  st – 
  mage armor, shield, magic weapon; 2
  nd – false life. CL 4 
   
  Possessions: +2 cloak of charisma, +2 periapt of 
  wisdom, +2 gloves of dexterity, +1 vest of resistance, +1 
  ring of protection, cold iron javelins (metal shafts) (2), 
  cold iron kukri (2), daggers (3), javelins (6) (metal 
  shafts). 
   
  Flaming Aura (Su): At will as a free action, a 
  harssaf can generate an intense fiery heat. This aura 
  takes the form of a mirage like shimmering around a 
  harssaf’s body. Any creature that comes within 5 feet of 
  a harssaf automatically takes 1d6 points of fire damage 
  per round, and any creature struck by a harssaf’s melee 
  attacks takes an extra 1d6 points of fire damage. Only 
  metallic weapons conduct this heat, but harssafs rarely 
  wield wooden weapons when they use this ability, 
  since doing so typically renders the weapons useless 
  after a few rounds. 
   
  Sand Pulse (Su): Once per day as a standard 
  action, a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures within 
  the area must make a DC 22 Reflex save or take 3d6 
  points of damage from the high-powered blast of sand 
  and be blinded for 5 rounds. Success negates the 
  blindness and halves the damage. The save DC is 
  Constitution based. 
   
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile sand. 
  This ability works as the gaseous form spell, except the 
  harssaf is composed of sand instead of vapor and it 
  cannot fly; harssafs in sand form slither along the 
  ground and can fit through gaps or crevices less than 
  one-quarter inch wide. 
  * See Appendix Two: New Rules Items 
  Encounter Six  
   
   
   
  Hammer and Tong: Large Advanced Outsider 
  (Baatezu, Evil, Extraplanar, Lawful); Mnk1/Ftr2; CR 11; 
  HD 11d8+88+2d10+16+13; 178 hp; Init +7; Move 50 ft, 
  fly 60 ft (perfect); AC 29, touch 16, flat-footed 26 (-1 
  size, +3 dexterity, +4 wisdom, +4 mage armor, +9 
  natural); Base Atk +12; Grp +28; Atk +20 melee 
  (2d8+13+infernal wound, glaive) or +19 melee (1d8+8, 
  claw); Full Atk +20/+15/+10 melee (2d8+13+infernal 
  wound, glaive) or two +19 melee (1d8+8, claw); 
  Space/Reach 10 ft./ 10 ft. (20 ft. with glaive); SA 
  Infernal wound, beard, battle frenzy, summon baatezu; 
  SQ damage reduction 5/silver or good, darkvision 60’, 
  immunity to fire and poison, resistance to acid 10 and 
  cold 10, see in darkness, spell resistance 20, telepathy 
  100 ft., flurry of blows, improved unarmed strike; AL 
  LE; Fort +19, Ref +11, Will +12; Str 26, Dex 16, Con 26, 
  Int 6, Wis 18, Cha 8. 
   
  Skills and Feats: Climb +23, Diplomacy +2, Hide 
  +12, Listen +15, Move Silently +14, Sense Motive +15, 
  Spot +15, Tumble +5; Dodge, Elusive Target*, Mobility, 
  Improved Grapple, Improved Initiative, Improved 
  Toughness*, Power Attack, Weapon Focus (glaive). 
   
  Possessions: glaive. 
   
  Frenzy Stats: 196 hp; AC 27, touch 16, flat-footed 
  23 (-2 frenzy, -1 size, +3 dexterity, +4 mage armor, +4 
  wisdom, +9 natural); Grp +32; Atk +22 melee 
  (2d8+15+infernal wound, glaive) or +21 melee (1d8+10, 
  claw); Full Atk +22/+17/+15 melee (2d8+15+infernal 
  wound, glaive) or two +21 melee (1d8+10, claw); Fort 
  +21, Will +14; Str 30, Dex 16, Con 30, Int 6, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +24. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 39 
   
  Spell-Like Abilities (Sp): At will – greater 
  teleport (self plus 50 pounds of objects only). CL 12
  th. 
   
  Infernal Wound (Su): The damage a bearded 
  devil deals with its glaive causes a persistent wound. 
  An injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 22 Heal check, a cure spell, or a heal 
  spell. However, a PC attempting to cast a cure spell or a 
  heal spell on a creature damaged by a bearded devil’s 
  glaive must succeed on a DC 22 caster level check, or 
  the spell has no effect on the injured PC. A successful 
  Heal check automatically stops the continuing hit 
  point loss as well as restoring hit points. The infernal 
  wound is a supernatural ability of the bearded devil, 
  not of the weapon. The check DC is Constitution-
  based. 
   
  Beard (Ex): If a bearded devil hits a single 
  opponent with both claw attacks, it automatically hits 
  with its beard. The affected creatures takes 1d8+2 
  points of damage and must succeed on a DC 16 
  Fortitude save or be infected with a vile disease known 
  as devil chills (incubation period 1d4 days, damage 1d4 
  Str). Damage is dealt each day until the afflicted 
  creature succeeds on three consecutive Fortitude saves, 
  the disease is cured magically or the creature dies. The 
  save DC is Constitution-based. 
   
  Battle Frenzy (Ex): Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to a 
  barbarian’s rage (+4 Str, +4 Constitution, +2 Morale 
  bonus on Will saves, -2 AC penalty). The frenzy lasts 
  for 6 rounds, and the bearded devil suffers no ill effects 
  afterward. 
   
  Summon Baatezu (Sp): Once per day a bearded 
  devil can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 3
  rd-
  level spell. 
  * See Appendix Two: New Rules Items 
   
  Spells in Effect (bold is not taken into account, 
  does not get cast if Rary is surprised): fly (Cl 26), mage 
  armor (CL 26), owl’s wisdom (CL 26), shield (CL 26), 
  maximized false life (CL 26, 20 hp, not included 
  above) 
  Monster Additional Spells (added if there 
  are any elves, asherati or centaur in the party): cat’s 
  grace (CL 26), bull’s strength (CL 26), acid fireshield 
  (substituted for acid damage instead of fire, base is fire 
  so reflex save for half or no damage against cold 
  attacks, CL 26), haste (CL 26) 
  Encounter Eight 
   
   
   
   
  Insane Will o’ Wisp: Advanced Will o’ Wisp; Small 
  Aberration (Air); Ftr3; CR 11; HD 17d8+34+3d10+6+20; 
  155 hp; Init +13; Move 50 ft fly perfect).; AC 33, touch 
  33, flat-footed 20 (+1 size, +13 dexterity, +9 deflection); 
  Base Atk +15; Grp +7; Atk +29 melee touch (3d8, 
  shock); Full Atk +29 melee touch (3d8, shock); 
  Space/Reach 5 ft./ 5 ft.; SQ darkvision 60’, immunity to 
  magic, natural invisibility; AL CE; Fort +10, Ref +21, 
  Will +16; Str 3, Dex 36, Con 14, Int 17, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +20, Diplomacy +2, Disguise 
  +0 (+2 when acting), Intimidate +18, Listen +25, Search 
  +23, Spot +25, Survival +3 (+5 following tracks); 
  Alertness, 
  Blind-Fight, 
  Dodge, 
  Elusive 
  Target*, 
  Improved 
  Natural 
  Attack 
  (shock), 
  Improved 
  Toughness*, Iron Will, Mobility, Spring Attack, 
  Weapon Finesse
  b, Weapon Focus (shock). 
   
  Languages: Auran, Common. 
   
  Immunity to Magic (Ex): A will-o’ wisp is 
  immune to most spells and 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. 
  * See Appendix Two: New Rules Items 
  
  Ket6-06 The Patriot’s Post  
   
  Page 40 
  APL 12 
  Encounter Two 
   
   
   
   
  Harssaf 
  Master 
  Mercenary: 
  Mnk2/Ftr4/Sor6/ 
  FavoredSoul1 (Xan Yae); CR 15; Medium Monstrous 
  Humanoid (fire); HD 4d10+16+9d8+36+8d4+32; hp 
  159; Init +6; Spd 30 ft, 10 ft burrow; AC 30 (+6 
  dexterity, +3 natural, +1 ring of protection, +5 wisdom, 
  +4 mage armor, +1 monk) touch 23, flat-footed 24; Base 
  Atk +14; Grp +21; Atk +20 melee (1d6+3+1d6 fire, 
  unarmed) or +20 ranged (1d6+3, javelin); Full Atk 
  +20/+15/+10 or +18/+18/+13/+8 (1d6+3+1d6 fire, 
  unarmed) or +20/+15/+10 ranged (1d6+2, javelin); SA 
  Flaming aura, sand pulse, flurry of blows; SQ 
  blindsense 30 ft., damage reduction 5/bludgeoning, 
  fast healing 3, immunity to blindness and fire, sand 
  from, spell resistance 25, vulnerability to cold, 
  improved unarmed strike, evasion; AL LE; SV Fort +17, 
  Ref +22, Will +22; Str 16, Dex 22, Con 18, Int 13, Wis 
  20, Cha 14.  
      Skills and Feats: Climb +10, Concentration +13, Hide 
  +10, Jump +7, Knowledge (nature) +2, Listen +8, Move 
  Silently +10, Spot +17, Spellcraft +13, Tumble +15; 
  Alertness
  b, Arcane Strike*, Aesthetic Mage*, Combat 
  Reflexes, Deflect Arrows, Dodge, Elusive Target*, 
  Improved Grapple, Lightning Reflexes
  b, Mobility, 
  Quickdraw, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (unarmed), Weapon Specialization (unarmed). 
   
  Spells Known (6/6/6/4; DC is 12 + Spell level). 0 – 
  daze, detect magic, mage hand, prestidigitation, -1
  st – 
  grease, mage armor, shield, magic weapon; 2
  nd – false 
  life, levitate; - 3
  rd haste. CL 6 
   
  Spells Prepared (5/4; DC = 15+ Spell level) 0 – 
  create water cure minor wounds, light, mending; 1
  st – 
  cure light wounds, obscuring mist, resurgence*, shield 
  of faith. CL 1. 
   
  Possessions: +2 cloak of charisma, +4 periapt of 
  wisdom, +2 gloves of dexterity, +2 vest of resistance, +1 
  ring of protection, cold iron javelins (metal shafts) (2), 
  cold iron kukri (2), daggers (3), javelins (6) (metal 
  shafts). 
   
  Flaming Aura (Su): At will as a free action, a 
  harssaf can generate an intense fiery heat. This aura 
  takes the form of a mirage like shimmering around a 
  harssaf’s body. Any creature that comes within 5 feet of 
  a harssaf automatically takes 1d6 points of fire damage 
  per round, and any creature struck by a harssaf’s melee 
  attacks takes an extra 1d6 points of fire damage. Only 
  metallic weapons conduct this heat, but harssafs rarely 
  wield wooden weapons when they use this ability, 
  since doing so typically renders the weapons useless 
  after a few rounds. 
   
  Sand Pulse (Su): Once per day as a standard 
  action, a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures within 
  the area must make a DC 22 Reflex save or take 3d6 
  points of damage from the high-powered blast of sand 
  and be blinded for 5 rounds. Success negates the 
  blindness and halves the damage. The save DC is 
  Constitution based. 
   
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile sand. 
  This ability works as the gaseous form spell, except the 
  harssaf is composed of sand instead of vapor and it 
  cannot fly; harssafs in sand form slither along the 
  ground and can fit through gaps or crevices less than 
  one-quarter inch wide. 
  * See Appendix Two: New Rules Items 
  Encounter Six  
   
   
   
  Hammer and Tong: Large Advanced Outsider 
  (Baatezu, Evil, Extraplanar, Lawful); Mnk2/Ftr2; CR 13; 
  HD 14d8+112+2d10+16+16; 219 hp; Init +7; Move 50 ft, 
  fly 60 ft (perfect); AC 33, touch 16, flat-footed 30 (+4 
  shield, -1 size, +3 dexterity, +4 wisdom, +4 mage armor, 
  +9 natural); Base Atk +15; Grp +31; Atk +23 melee 
  (2d8+13+infernal wound, glaive) or +22 melee (1d8+8, 
  claw); Full Atk +23/+18/+13 melee (2d8+13+infernal 
  wound, glaive) or two +22 melee (1d8+8, claw); 
  Space/Reach 10 ft./ 10 ft. (20 ft. with glaive); SA 
  Infernal wound, beard, battle frenzy, summon baatezu; 
  SQ damage reduction 5/silver or good, darkvision 60’, 
  immunity to fire and poison, resistance to acid 10 and 
  cold 10, see in darkness, spell resistance 22, telepathy 
  100 ft., flurry of blows, improved unarmed strike; AL 
  LE; Fort +21, Ref +13, Will +14; Str 26, Dex 16, Con 26, 
  Int 6, Wis 19, Cha 8. 
   
  Skills and Feats: Climb +25, Diplomacy +2, Hide 
  +14, Listen +17, Move Silently +16, Sense Motive +17, 
  Spot +17, Tumble +7; Combat Reflexes, Dodge, Elusive 
  Target*, Hold the Line*, Mobility, Improved Grapple, 
  Improved Initiative, Improved Toughness*, Power 
  Attack, Weapon Focus (glaive). 
   
  Possessions: glaive. 
  Frenzy Stats 251 hp; AC 31, touch 16, flat-footed 27 (+4 
  shield, -2 frenzy, -1 size, +3 dexterity, +4 mage armor, 
  
  Ket6-06 The Patriot’s Post  
   
  Page 41 
  +4 wisdom, +9 natural); Grp +33; Atk +25 melee 
  (2d8+15+infernal wound, glaive) or +24 melee (1d8+10, 
  claw); Full Atk +25/+20/+15 melee (2d8+15+infernal 
  wound, glaive) or two +24 melee (1d8+10, claw);Fort 
  +18, Will +14; Str 30, Dex 16, Con 30, Int 6, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +27. 
  Spell-Like Abilities (Sp): At will – greater teleport 
  (self plus 50 pounds of objects only). CL 12
  th. 
   
  Infernal Wound (Su): The damage a bearded 
  devil deals with its glaive causes a persistent wound. 
  An injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 24 Heal check, a cure spell, or a heal 
  spell. However, a PC attempting to cast a cure spell or a 
  heal spell on a creature damaged by a bearded devil’s 
  glaive must succeed on a DC 24 caster level check, or 
  the spell has no effect on the injured PC. A successful 
  Heal check automatically stops the continuing hit 
  point loss as well as restoring hit points. The infernal 
  wound is a supernatural ability of the bearded devil, 
  not of the weapon. The check DC is Constitution-
  based. 
   
  Beard (Ex): If a bearded devil hits a single 
  opponent with both claw attacks, it automatically hits 
  with its beard. The affected creatures takes 1d8+2 
  points of damage and must succeed on a DC 16 
  Fortitude save or be infected with a vile disease known 
  as devil chills (incubation period 1d4 days, damage 1d4 
  Str). Damage is dealt each day until the afflicted 
  creature succeeds on three consecutive Fortitude saves, 
  the disease is cured magically or the creature dies. The 
  save DC is Constitution-based. 
   
  Battle Frenzy (Ex): Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to a 
  barbarian’s rage (+4 Str, +4 Constitution, +2 Morale 
  bonus on Will saves, -2 AC penalty). The frenzy lasts 
  for 6 rounds, and the bearded devil suffers no ill effects 
  afterward. 
   
  Summon Baatezu (Sp): Once per day a bearded 
  devil can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 3
  rd-
  level spell. 
   
  Spells in Effect (bold is not taken into account, 
  does not get cast if Rary is surprised): fly (Cl 26), mage 
  armor (CL 26), owl’s wisdom (CL 26), shield (CL 26), 
  displacement (CL 26), maximized false life (CL 26, 20 
  hp, not included above) 
   
  Monster Additional Spells (added if there are 
  any elves, asherati or centaur in the party): cat’s grace 
  (CL 26), bull’s strength (CL 26), acid fireshield 
  (substituted for acid damage instead of fire, base is fire 
  so reflex save for half or no damage against cold 
  attacks, CL 26), death armor* (CL 26), haste (CL 26). 
  * See Appendix Two: New Rules Items 
  Encounter Eight 
   
   
   
   
  Insane Will o’ Wisp: Advanced Will o’ Wisp; Small 
  Aberration 
  (Air); 
  Ftr4/Rgr1; 
  CR 
  13; 
  HD 
  18d8+36+4d10+6+22; 169 hp; Init +13; Move 50 ft fly 
  perfect).; AC 33, touch 33, flat-footed 20 (+1 size, +13 
  dexterity, +9 deflection); Base Atk +17; Grp +9; Atk +31 
  melee touch (3d8, shock); Full Atk +31 melee touch 
  (3d8, shock); Space/Reach 5 ft./ 5 ft.; SQ darkvision 60’, 
  immunity to magic, natural invisibility, wild empathy 
  (cannot employ), favored enemy (humans +2); AL CE; 
  Fort +13, Ref +23, Will +16; Str 3, Dex 36, Con 14, Int 
  17, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +20, Diplomacy +2, Disguise 
  +0 (+2 when acting), Intimidate +18, Listen +25, Search 
  +23, Spot +28, Survival +18 (+20 following tracks); 
  Alertness, 
  Blind-Fight, 
  Dodge, 
  Elusive 
  Target*, 
  Improved 
  Natural 
  Attack 
  (shock), 
  Improved 
  Toughness*, Iron Will, Mobility, Spring Attack, 
  Tracking
  b, Weapon Finesse
  b, Weapon Focus (shock), 
  Weapon Specialization (shock). 
   
  Languages: Auran, Common. 
   
  Immunity to Magic (Ex): A will-o’ wisp is 
  immune to most spells and 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. 
  * See Appendix Two: New Rules Items 
  
  Ket6-06 The Patriot’s Post  
   
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  Appendix Two – New Rules Items 
  Harssaf  
  Monster Manual III 
  Medium Monstrous Humanoid (Fire) 
  Hit Dice: 6d8+18 (45 hp) 
  Initiative: +3 
  Speed: 30 ft., burrow 10 ft. 
  Armor Class: 20 (+3 dex, +3 natural, +4 chain shirt) 
  touch 13, flat-footed 17 
  Base Attack/Grapple: +6/+8 
  Attack: Kukri +10 melee (1d4+2 plus 1d6 fire) 
  Full Attack: Kukri +8/+3 melee (1d4+2 plus 1d6 fire) 
  and +8 melee (1d4+1 plus 1d6 fire) 
  Space/Reach: 5ft./5ft. 
  Special Attacks: flaming aura, sand pulse 
  Special Qualities: blindsense 30 ft, damage reduction 
  5/bludgeoning, fast healing 3, immunity to blindness 
  and fire, sand form, spell resistance 17, vulnerability to 
  cold 
  Saves: Fort +5, Ref +10, Will +5 
  Abilities: Str 14, Dex 16, Con 16, Int 11, Wis 11, Cha 
  13 
  Skills: Climb +1, Hide +5, Jump +4, Knowledge 
  (nature) +1, Listen +4, Move Silently +5, Spot +5 
  Feats: Alertness
  b, Lightning Reflexes
  b, Two-Weapon 
  Fighting, Weapon Finesse, Weapon focus (kukri)
   
  Environment: Warm Deserts 
  Organization: Solitary, squad (2-5 plus 1 3
  rd-level 
  sergeant) or band (30-60 plus 50% noncombatants plus 
  1 3
  rd-level sergeant per 10 adults, 3 5
  th-level lieutenants, 
  3 7
  th-level captains, and 1 9
  th-level chieftain) 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Usually lawful evil 
  Advancement: By PC class 
  Level Adjustment: +4 
  Armed with a pair of curved kukris, this armored 
  humanoid’s long-fingered hands and its vaguely 
  reptilian face are the only parts of its body not covered 
  in sand-colored desert clothes.  Its reddish-brown skin 
  is rough and grainy like sand, and its slitted eyes glow a 
  fiery red. 
  As harsh and unyielding as their desert homes (also the 
  Plains of the Paynim and Dry Steppes), harssafs don’t 
  typically deal congenially with others.  Harssafs live in 
  and wander the great deserts and barren places of the 
  world.  Seemingly composed of the fire and sand of 
  their home terrain, they live in nomadic bands and 
  frequently raid settlements within or near their desert 
  homes. 
  Harssafs live mostly insular lives, traveling and raiding 
  throughout a massive section of desert.  Harssafs have 
  no compunction about killing when necessary, but 
  they take no particular pride in it.  Killing to harssafs is 
  a necessary skill to survive the coming sandstorms that 
  will carry the great desert to the far reaches of the 
  world. 
  Both male and female harssafs stand about 6 feet tall 
  and weigh about 190 pounds. 
  Harssafs speak Ignan and Common. 
  Arcane Strike  
  Complete Warrior 
  You can channel arcane energy into your melee 
  attacks. 
   
  Prerequisites: Ability to cast 3rd level spells, base 
  attack bonus +4. 
   
  Benefit: When you activate this feat (a free action 
  that does not provoke an attack of opportunity), you 
  can channel arcane energy into a melee weapon, your 
  unarmed strike, or natural weapons. You must sacrifice 
  one of your spells of the day (of 1
  st level or higher) to 
  do this, but you gain a bonus on all your attack rolls for 
  one round equal to the level of the spell sacrificed, as 
  well as extra damage equal to 1d4 points x the level of 
  the spell sacrificed. The bonus you add to your attack 
  rolls from this feat cannot be greater than your base 
  attack bonus. 
  Ascetic Mage  
  Complete Adventurer 
  You practice an unusual martial art that mixes self-
  taught spellcasting and melee attacks to great effect. 
   
  Prerequisites: Improved Unarmed Strike, ability 
  to spontaneously cast 2
  nd-level arcane spells. 
  
  Ket6-06 The Patriot’s Post  
   
  Page 43 
   
  Benefit: As a swift action that doesn’t provoke 
  attacks of opportunity, you can sacrifice one of your 
  daily allotment of spells to add a bonus to your 
  unarmed strike attack rolls and damage rolls for 1 
  round. The bonus is equal to the level of the spell 
  sacrificed. The spell is lost as if you had cast it. 
    If you have levels in sorcerer and monk, those levels 
  stack for the purpose of determining your AC bonus. 
  For example, a human 4
  th level sorcerer/1
  st-level monk 
  would have a +1 bonus to AC as if she were a 5
  th level 
  monk. If you would normally be allowed to add your 
  Wisdom bonus to AC (such as for an unarmored, 
  unencumbered monk), you can instead add your 
  Charisma (if any) to your AC. 
    In addition you can multiclass freely between the 
  monk and sorcerer classes. You must still remain 
  lawful in order to continue advancing as a monk. You 
  still face the normal XP penalties for having multiple 
  classes more than one level apart. 
  Elusive Target  
  Complete Warrior 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foes gains no bonus on the damage roll 
  but still takes the corresponding penatly on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by move 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Hold the Line  
  Complete Warrior 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Combat Reflexes, base attack bonus 
  +2. 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a PC that exits a square you threaten. 
  Improved Toughness  
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
  True Believer  
  Complete Divine 
  Your deity rewards your unquestioning faith and 
  dedication. 
   
  Prerequisites: Must choose a single deity to 
  worship. Must be within one step of that god’s 
  alignment. 
   
  Benefit: Once per day when you are about to 
  make a saving throw you may declare that you are 
  using this feat to gain a +2 insight bonus on that saving 
  throw. This feat also allows you to use a relic of the 
  deity that you worship.  
  
  Ket6-06 The Patriot’s Post  
   
  Page 44 
  Map # 1 
  The Arena 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scale: 1 square = 5 feet. 
  Map # 2 
  Access Aisles (4)
  Amphitheatre Style 
  Seating 
  Random Starting 
  Locations (1 – 7) 
  1
  2
  3
  4
  5
  6
  7
  
  Ket6-06 The Patriot’s Post  
   
  Page 45 
   
  Fort Minochehr 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Walls are 300 feet long
  Each tower roof is 
  30’ square.
  Walls are 
  30 feet tall.
  Towers are 
  40 feet tall.
  The fort roof is 
  featureless stone.
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/596/Normal Scenarios/KET6-06 - The Patriots Post (APL 2-12)/KET6-06 - The Patriots Post.pdf