TEXT: LKOK 61 
   
   
   
   
   
   
  The Black Night 
   
  A D&D Living Kingdoms of Kalamar® Adventure 
   
  by Tom Abbott and Andre Green 
  Edited By Troy E. Daniels 
   
   
  The Port of Loona seethes with more danger than usual. In the dark of the night, when the moon is 
  shrouded, someone is leaving object lessons behind, and no one knows why. Can the PCs find the 
  perpetrator? 
   
   
   
  The title, series name if there is one, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living 
  Kingdoms of Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and 
  Company. Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and 
  Company. © Copyright 2004, Kenzer and Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, 
  D&D, RPGA, Living, the d20 system logo and the Wizards of the Coast logo are all trademarks owned by Wizards of 
  the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company under license. © 2004 Wizards of 
  the Coast, Inc. 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  1
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
   
  LKoK uses ATL rather than Average Party Level 
  (APL) in an effort to offer challenging adventures 
  without massacring smaller or imbalanced 
  tables. What this means is that, to calculate the 
  ATL for a table, the levels of all the player-
  characters are added together. That number is 
  divided by six regardless of how many player-
  characters there actually are. This number 
  constitutes the party’s ATL (rounded to the 
  closest integer). If that number is not offered in 
  the adventure, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players should play in 2 tables 
  of 6 not 3 tables of four. 
   
  Once you calculate the ATL write it down here 
  as you will need it later or setting the DC of 
  certain skill checks. 
   
  __________ 
   
   
  ADVENTURE NOTES 
  This module is an official supplement to the 
  Living Kingdoms of Kalamar campaign. It is 
  designed for 4 to 6 characters ranging from 1st 
  to 13th level. It is advised that PCs go through 
  this adventure with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   
  You, the Judge (the authority figure of the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event. The 
  adventure takes place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the Judge should also have the 
  Kingdoms of Kalamar® Core Sourcebook and 
  the Kingdoms of Kalamar Player’s Guide. 
   
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge should read this adventure entirely no 
  less than once before playing in order to ensure 
  a precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
   
  It is mid-Harvest, and the constellation of the 
  Keeper is ever watchful of the Harvester, bringer 
  of both plenty and death. Loona’s perpetual 
  onshore westerly is bringing the usual mists and 
  fog, and is dropping in temperature. Days are 
  cool and cloudy, and nights are raw and 
  unpleasant. 
   
   
  MODULE NOTES 
  This module is structured slightly differently than 
  normal LKoK mods. There are 5 encounters and 
  three events. Encounters 1 through 5 can be 
  done in any order, but after any two are done, 
  Event A happens. After Event A is the third 
  encounter. If there is time, run a 4th encounter 
  here, then Event B. Event B is followed by the 
  fourth (or fifth) encounter, followed by Event C, 
  and then the conclusion. At least 4 of the 
  encounters must be used, but it does not matter 
  which 4. 
   
  This module is set in Loona, the port town of the 
  city-state of Geanavue, on the west coast of 
  Reanaaria 
  Bay. 
  Geanavue 
  holds 
  one 
  of 
  Tellene’s greatest architectural marvels, Castle 
  Geana, but Loona is a festering sinkhole of 
  smuggling, piracy, poverty, and danger.  
   
  Loona also has near-omnipresent fog. All 
  outdoor combats take place in the fog, granting 
  concealment (20% miss chance) to anyone 
  outside 5 feet. 
   
  If the GM has the chance, Loona, Port of 
  Intrigue is recommended but not required 
  reading for this module. Hopefully, all necessary 
  information has been included. 
   
   
   
  
  The Black Night 
  Living Kingdoms of Kalamar 
  2
  BACKGROUND 
   
  When she was an elven teenager in Loona, Pala 
  Forlan was one of the rioting commoners in the 
  mob that set the fires on what became known as 
  the Night of Terror. After it penetrated the mob 
  consciousness that the entire city would burn if 
  the fires burned unchecked, Pala helped to stop 
  the fire. After the long night of rage, adrenaline, 
  and fear, she tried to find her way home, only to 
  stumble across her father in one of the newly 
  emerging refugee camps. Her father had been 
  badly burned, but her mother had been unable 
  to flee their home at all, and had died in the 
  flames.  
   
  A worse fate awaited Pala’s father, however. 
  During the fire, a secret alchemical cache had 
  been burned and had leaked into the water 
  supply of the Low Town. After the fires had 
  burned themselves out, Pala’s father, like so 
  many others, unknowingly used the water to 
  drink and clean his wounds. He died from the 
  poison, but only after suffering for weeks on end. 
  His screams ring loud in Pala’s ears to this day. 
   
  Crazed with guilt over her part in the fire and 
  subsequent deaths, Pala ran away from Loona, 
  and came across a tribe of Dejy barbarians. She 
  lived with them for a year, learning their ways, 
  but during a raid upon a fishing village, she 
  stopped just short of murdering a child. 
  Realizing that if she continued down this path 
  there would be no hope for her, she chose to 
  seek a chance at redemption.  
   
  Pala returned to Loona, a dual mission in mind. 
  Atonement for her part in the Night of Terror was 
  her 
  motivation, 
  and 
  she 
  recognized 
  the 
  outpouring of emotion that lead to the Night of 
  Terror came about as a direct reaction to the 
  casual attitude toward crime in Loona. Pala 
  trained herself over several decades to become 
  a crime fighter, dedicated to helping the 
  helpless, so that they never needed to suffer the 
  loss of family due to fire, negligence, or crime 
  again. 
   
  Having recently deemed herself ready, Pala has 
  taken on the name Black Fox and embarked on 
  a crusade to clean up the city. She does not kill 
  her opponents if possible.  
   
  However, the Black Fox’s campaign against the 
  criminal classes has provoked the Master of 
  Loona, Rasibur Halaagh, who has refused to 
  come down harder on the crime in the streets, 
  claiming that a little grease makes the wheels of 
  profit run smoothly. Halaagh wants “him” 
  arrested and hung, but is getting less than 
  enthusiastic support from the Fists, the regular 
  patrols sent from Geanavue to support the 
  Master of Loona. The Fists as a group wish to 
  more aggressively punish crime, and so a firm 
  hand is respected, even if it is unofficial. 
   
  The Black Fox has focused on Torunemora 
  “Lady Death-by-Night” as her current target. 
  Tornemora is the most infamous assassin in 
  Loona, but Black Fox is really trying to work 
  back from Torunemora to find her employers 
  and so remove the source of the problems. 
  Torunemora, 
  a 
  CE 
  human 
  rogue 
  9/ 
  shadowdancer 6 is, needless to say, not pleased 
  to be Black Fox’s target. 
   
   
  ADVENTURE SYNOPSIS 
   
  Introduction: 
  The PCs enter Loona to see three men, tied and 
  hung upside down from a lamp post, gently 
  swaying in the breeze as a Fist patrol tries to cut 
  them down. The Master of Loona is watching 
  and offers the PCs the job of finding who did 
  this. Several options of places to investigate are 
  given. Only 4 of the encounters must be 
  completed, but 5 are available should time 
  permit. 
   
  Encounter 1:  
  The first place the Black Fox was seen was on 
  the roof of Saravel’s Castle in the Bowery. The 
  PCs can Gather Information, Search, and 
  attempt to Track the events that happened. 
   
  Encounter 2: 
  The PCs can go speak with the owner of the 
  Wandering 
  Wheels, 
  Gildirar 
  Muspeelar. 
  Mulspeelar was held up at knife point by the 
  Black Fox, but nothing was taken. He was 
  simply asked some questions. His assistant saw 
  little, but thought the person was short. 
   
  Encounter 3: 
  The PCs can travel to Imlaad’s Mission to speak 
  with two young women who were accosted last 
  night by a group of thugs leaving the Old 
  Cheese Tavern. Out of nowhere came a “man” 
  who 
  assaulted 
  the 
  thugs, 
  leaving 
  them 
  senseless. They never saw “his” face, and 
  scrambled to Imlaad’s Mission for safety. The 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  3
  thugs were found strung upside down from a 
  mast at the Crow’s Eye View Salvage, almost a 
  quarter mile away. 
   
  Encounter 4: 
  The Quester of Hunaav (the Traveler), Worlder 
  Raatilaar Felavaar, at the Fallingstar Temple, 
  was approached by a masked woman, asking 
  for healing and detoxification. Felavaar had seen 
  wounds similar to what the woman had before.  
   
  Encounter 5:  
  Esmuuras Hargisaar and his wife Aliciira were 
  accosted and threatened on their way to a party 
  at the Wildlance House, home of the party-
  happy Hostiraan family. Esumuuras claims that 
  he heard bells when the lone shape accosted 
  them, but his wife thinks he’s stupid and 
  misheard the hour bells. 
   
  Event A: 
  After any two Encounters, as the PCs are 
  crossing town, they hear sounds of combat 
  ahead. As they come around a corner, they see 
  someone being dragged up a building in a net, 
  and have the opportunity to try and “save” this 
  person. The Black Fox flees almost immediately. 
   
  Event B: 
  The Black Fox requests a meeting with the PCs, 
  under controlled circumstances. Some of the 
  Black Fox’s history comes out, who she is 
  chasing and why, and she encourages the PCs 
  to stop chasing her. 
   
  Event C: 
  The moment of truth: Do the PCs help the Black 
  Fox take down the assassin Torunemora and 
  her employers, or do they turn on the Black 
  Fox? 
   
  Conclusion: 
  A) The PCs attempt to subdue the Black Fox 
  and fail, leaving Loona with empty purses and 
  half healed bruises. 
   
  B) The PCs manage to subdue the Black Fox 
  and turn her in to the Master of Loona. 
   
  C) The PCs help the Black Fox and have the 
  option to try and clear her name with the Master 
  of Loona. 
   
   
   
   
  INTRODUCTION 
   
  Summary: The PCs enter Loona to see three 
  men, tied and hung upside down from a lamp 
  post, gently swaying in the breeze as a Fist 
  patrol tries to cut them down. The Master of 
  Loona is watching and offers the PCs the job of 
  finding who did this. Several options of places to 
  investigate are given. Only 4 of the encounters 
  must be completed, but 5 are available should 
  time permit. 
   
  The city-state of Geanavue, on Reanaaria 
  Bay, boasts one of the architectural marvels 
  of Tellene, Castle Geana. In the dirty little 
  port town before you, however, the only 
  marvel most people experience is getting 
  through a single day both alive and with 
  purse intact. Loona has a reputation that 
  belies its size, and it is almost impossible to 
  believe that the well ruled city of Geanavue 
  has a main port that is such a festering sore 
  on the face of the world. 
   
  Fog covers the city, obscuring the sight from 
  innocent eyes. The smell of rotting fish, 
  urine, and alcohol tells its own tale. Upon 
  entering the town you pass a sign demarking 
  the limits of the Merchant District. You can 
  hear raucous voices hawking wares, selling 
  wines, 
  and 
  complaining 
  about 
  ropes. 
  Masters call for caravans, caravan guards 
  look for work. The occasional curse, shout, 
  and chase that denotes a pickpocket at work 
  echoes through the fog. 
   
  Suddenly, a different cry breaks the air. “Cut 
  them down! Who did this? I demand 
  answers!” 
   
  Ahead, through the mist, it appears that a 
  spider has caught an unusual fly.  Three men 
  are tied together and swinging upside down 
  from a lamp post. Five men, wearing the 
  uniforms of Geanavue’s Fist patrols, are in 
  the process of cutting them down. A sixth 
  man stands nearby, his ornately carved cane 
  gripped firmly in his right hand, his left toe 
  tapping the ground. Spotting you, he strides 
  across the street. 
   
  “Speak up! Did you do it? What did you 
  see?” 
   
  Allow the PCs to make their introductions or 
  excuses. 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  4
  “Fine fine, my apologies. My name is 
  Rasibuur Halaagh, and I am the Master of 
  Loona. That means that the lord of Geanavue 
  has appointed me to administer this city. 
  And I’m running into something of a problem 
  that perhaps could use some outside eyes 
  and hands. We’ve recently had a plethora of 
  events similar to what you see here. Honest 
  citizens, low life scum, even a noble once, 
  hanging upside down from a pole or window 
  or fence. The rumors speak of some 
  malcontent, a man, masked in black, called 
  the Black Fox, but nobody knows who he is.  
  I’m 
  getting 
  less 
  than 
  wholehearted 
  cooperation from the Fists, who seem to 
  actually respect the odious ruffian. Can you 
  help me?” 
   
  Allow the PCs to answer. Here are some 
  answers to anticipated questions: 
   
  How much are we getting paid? 
  “Well, this is Loona, and all services demand 
  payment. Say, 200 gold each? 
   
  A single, DC 37 Diplomacy, Bluff, or Intimidate 
  check can get this bumped to 300 gold each. 
  The entire party can attempt to aid. 
   
  Where can we find the Black Fox/what do you 
  know/where do we go from here? 
  “I know very little, but there are witnesses. 
  Since you’re here, you might as well ask my 
  guardsmen why they’re so gushingly eager 
  to help the man. Elsewhere, there are rumors 
  he was seen on the roof of Saravel’s Castle 
  in the Bowery District. Here in the Merchant’s 
  district, the owner of the Wandering Wheels 
  transportation 
  outfitters 
  was 
  robbed 
  at 
  knifepoint. At Imlaad’s Mission 
  in the 
  Common District you can find two women 
  who were harried by the vile man just last 
  night, according to the Fists. Uhm, what 
  else? Oh, yes, both the priest at the 
  Fallingstar Temple, in the Common District, 
  and the noble Esmuuras Hargisaar have had 
  minor problems of some such. I try to ignore 
  both priests and whining nobles.” 
   
  Almost any other question to the Master of 
  Loona gains the following answer: 
  “I don’t know. That’s why I want to hire you 
  to find out." He mutters the word, "Idiot…" 
  under his breath. 
   
  If the PCs ask any of the five guards what they 
  know: 
  “We don’t know much, but the Master’s 
  wrong about summat. Black Fox hain’t 
  attacked nobody innocent. E’ery man we’ve 
  done cut down be a criminal, greater or 
  lesser. We don’ wanna catch’im because we 
  think crooks need a harsher hand than the 
  Master do. But dat’s all we knows.”  
   
   
  ENCOUNTER 1 
  Saravel’s Castle 
   
  Summary: The first place the Black Fox was 
  seen was on the roof of Saravel’s Castle in the 
  Bowery. The PCs can Gather Information, 
  Search, and attempt to Track the events that 
  happened. 
   
  Of all the taverns in the Bowery, Saravel’s 
  Castle alone is known as a place of 
  refinement and culture. Actually, it sticks out 
  like a Fhokki at a halfling clambake. 
  Commoners play at being nobles, listening 
  to high tales from talented bards while 
  surrounded by bar wenches dressed as fine 
  ladies. Saravel himself sits in the tavern this 
  day, wearing a silver coronet, black velvet 
  doublet, and ermine cape. Rings on his right 
  hand glitter as he beckons you inside.  
   
  “Welcome, welcome, my fellow nobles! 
  Welcome to my magnificent abode. Surely 
  you are tired, and, to all appearances, in 
  need of a bath. Come, let us fete you. There 
  are baths and changing rooms off to the 
  right, and for a modest fee we can deck you 
  in such finery as is not seen outside blessed 
  Geanavue itself.” 
   
  Saravel 
  speaks 
  in 
  flowery, 
  overwrought 
  sentences as long as he thinks he might get a 
  sale out of it. The DM is encouraged to role play 
  all of the following information, in an extremely 
  welcoming but equally false French or Spanish 
  accent (think the “Be Our Guest” song from 
  Disney’s Beauty and the Beast). If the PCs do 
  not express any interest in his services and 
  immediately ask about the Black Fox, his 
  manner shifts from welcoming to unpleasant, 
  and he drops his affected speech for plain 
  words. This gives the PCs a -15 penalty to any 
  Diplomacy, 
  Bluff, 
  Gather 
  Information, 
  or 
  Intimidate checks. 
   
  
  The Black Night 
  Living Kingdoms of Kalamar 
  5
  If the PCs do buy any of his services in the 
  process of inquiring about the Black Fox, his 
  attitude stays cordial, or returns to it, removing 
  the penalty.  
   
  Services include: 
  • 
  What? A meal? Of course! Be our guest! 
  We have a chef par excellence, who will 
  create for you the most amazing repast 
  for only 5 gp: including miavadoor, or 
  appetizers. Appetizers include keaftao 
  (meatballs), dolmaadaa (vine leaves 
  stuffed with minced meat and served 
  with 
  an 
  egg 
  sauce), 
  meliazanoo 
  (eggplant dip), tilatabi (curdled cream 
  dip with garlic and cucumber). The main 
  course is giouvsiari (baked macaroni 
  with minced meat and a butter and milk 
  sauce), peesaso (veal or lamb with 
  pastry), or koorazix (layers of eggplant, 
  minced meat, and potatoes topped with 
  cheese sauce and baked). Drinks 
  include watered ouzo and watered wine. 
  It is considered polite to drink alcohol 
  watered, and to not entirely empty your 
  glass. 
  • 
  To conclude your repast, may we offer 
  an excellent dessert, 2 gp: kaataifis 
  (barley or rye cakes soaked in honey), 
  loukou (fritters with honey or syrup), 
  paasesti (very sweet cakes with cream) 
  • 
  Orluian brandy (5gp/mug), Fort save DC 
  13, Initial damage 1 Wis, secondary 1d3 
  Wis. 
  • 
  Orluian mead (18 gp/mug), Fort save 
  DC 11, Initial damage 1 Wis, secondary 
  1 Dex. 
  • 
  Bajdar Wine (white) (40 gp/bottle), Fort 
  save DC 11, Initial damage 1 Wis, 
  secondary 1 Dex 
  • 
  Dopromond Dry Wine (dry, fruity) (11 
  gp/bottle) Fort save DC 11, Initial 
  damage none, secondary damage 1 
  Wis+1 Dex  
  • 
  Malvasia Wine (fine, strong, sweet elven 
  white) (18 gp/bottle) Fort save DC 13, 
  Initial none, secondary damage 1d3 Int 
  +1 Dex 
  • 
  Noerataal Wine (fine, rough, sweet red 
  Reanaarian) (12 gp/bottle) Fort save DC 
  12, Initial 1 Dex, secondary 1 Wis + 1 
  Dex 
  • 
  Sir, you would look most excellent in a 
  royal purple surcoat. May I suggest 
  clothing 
  rental: 
  Noble’s 
  outfit, 
  15 
  gp/night. 
  • 
  And to relax after your repast, may I 
  recommend 
  our 
  famous 
  massage, 
  including pedicure and bath, 1 gold 9 
  copper, not including tip. 
   
  Gather Information checks DC 15+ATL convince 
  Saravel to part with the following information. 
  The PCs may have a -15 penalty if they did not 
  express interest in having a night on the town. 
  • 
  The scoundrel known as the Black Fox 
  was first seen in the city here, on my 
  very roof, six weeks ago (true). 
  • 
  The Black Fox seemed to have no fear 
  of falling, and he made no attempt to 
  hide himself from the people entering 
  the tavern (true). 
  • 
  He was intently staring across the street 
  at Eliiak’s Tavern (true).  
  • 
  When he left, he disappeared. He did 
  not drop to the ground, jump to another 
  building, or fly away (true). 
  • 
  Gather Information DC 25+ATL has 
  Saravel mention that early the following 
  morning, a man was found dead in 
  Eliiak’s Tavern. He had been stabbed 
  with a poisoned rapier. Nobody can 
  remember what weapon the Black Fox 
  was carrying (true, they were all too 
  drunk to notice) 
  • 
  If the PCs have done Encounter 2, 
  Saravel gets scared at the name 
  Torunemora, and whispers that she’s 
  the deadliest assassin in Loona. 
   
  A Diplomacy check DC 20 convinces Saravel to 
  allow the PCs to Search his roof and grounds.   
   
  A Note about the roof - The only way that the 
  PCs even have a chance to find any type of 
  tracks is because the tiles on the roof have a 
  fine grit of colored sand glued to them.  This 
  makes the roof self cleaning to some extent.  
  Fortunately for the PCs, other than a light 
  misting, there has not been enough rain to 
  remove tracks, or trace. 
  • 
  Search 
  DC 
  10 
  on 
  the 
  grounds 
  determines that the lawn and road have 
  been heavily trampled in the six weeks 
  since the Black Fox was seen and no 
  tracks remain. 
  • 
  Search DC 20 on the roof finds a spot 
  where the Black Fox stood for several 
  minutes at least. 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  6
  • 
  Characters with the Track feat can make 
  a 
  DC 
  20+ATL 
  Survival 
  check 
  to 
  determine that the Black Fox stood at 
  the spot for between 3 and 4 hours, 
  without moving. 
  • 
  Characters with the Track feat can make 
  a DC 25+ATL Survival check can find 
  tracks leading back to the opposite side 
  of the building where the Black Fox 
  came up, but no tracks leading away 
  from the spot where "he" watched 
  Eliiak’s Tavern. 
  • 
  Characters with the Track feat can make 
  a DC 27+ATL Survival check to estimate 
  that the Black Fox stands about 5’3” 
  from the length of his stride. 
  • 
  Search DC 30+ATL finds marks in the 
  roof where a grappling hook dug in.  
  • 
  Search DC 35+ATL determines that 
  about 115 lbs was put on the grappling 
  hook, by the indents in the roof. 
   
  ENCOUNTER 2 
  The Wandering Wheels 
   
  Summary: The PCs can go speak with the 
  owner of the Wandering Wheels, Gildirar 
  Muspeelar. Mulspeelar was held up at knife 
  point by the Black Fox, but nothing was taken. 
  He was simply asked some questions. His 
  assistant saw little, but thought the person was 
  short. 
   
  The Wandering Wheels stands right at the 
  edge of town in the Merchant’s District, right 
  on Geanavue Road. Wagons move in and out 
  of a large holding area, and there is to be a 
  repair 
  shop 
  inside 
  the 
  main 
  building. 
  Mercenaries looking for work or reporting 
  back in from a job form a line inside a side 
  entrance, where clerks check them in and 
  out. The owner stands outside the main 
  entrance, inviting customers in, greeting old 
  friends, and reminiscing about old journeys. 
   
  Seeing you approach, he smiles and reaches 
  to shake your hands. “Welcome to the 
  Wandering Wheels. I’m Gildirar Muspeelar, 
  the owner. If you’re here to hire us, this is the 
  right place. If you’re looking for guard work, 
  please just step on down to the next door.” 
   
  Let the PCs introduce themselves, and state 
  their business. 
   
  “Oh! You’re after the Black Fox, eh? Well, I 
  wish you a degree of luck, because never 
  have I been so scared as that night. I was 
  locking up outside after having done some 
  paperwork. Suddenly, I’m pressed face-first 
  against the door, with a hand in my hair and 
  a blade pricking through my shirt at my 
  kidneys. I could have sworn I’d be robbed 
  and my body left for my assistant to find the 
  next morning. But, funnily enough, he never 
  hurt me. Just asked some questions. My 
  assistant, Teeri, saw him as he ran off.” 
   
  The master of Loona said you were robbed. 
  “Robbed? No. Believe me I was surprised, 
  but he didn’t take nothin’. Only some 
  information, and that’s free! 
   
  What can you tell us about him? 
  I didn't see him at all, what with my face 
  pressed against the wall. My assistant did, 
  though.  
   
  If asked about the questions, Muspeelar 
  recounts the discussion as follows. All Sense 
  Motive checks determine that he is telling the 
  truth. 
   
  “He spoke real quiet, in a harsh whisper. He 
  asked me where Torunemora lives. I told him 
  I don’t know any Torunemora. He thought I 
  was lying, and said ‘I know you hired out a 
  wagon that went downtown carrying a box of 
  gold and several vials of ooraau, and I know 
  that Torunemora’s favorite poison is ooraau. 
  So you know at the very least where she got 
  paid. Where is it?’ I told him the only wagon 
  I’d sent into town was carrying ale to the Mad 
  Sail Inn, and I knew nothin’ about any poison 
  or gold. He said ‘I know you don’t. You’re 
  just a pawn. I’m after the king, by way of the 
  queen. Who hired you to send that ale?’ And 
  I told him that I’d only had a note and 
  payment from one of the owners, the one 
  known as Haaperitan. Never saw him face to 
  face. And I ne’er saw the Black Fox, either. 
  Teeri may’ve. TEERI! Come talk to these 
  folk.” 
   
  Teeri is an attractive woman in her mid-twenties, 
  red haired, but slightly squint eyed from staring 
  at the Wandering Wheel’s books. 
   
  Teeri says: “Sure, I saw him. I was walking 
  home after closing, with Mr. Muspeelar right 
  behind me locking up. I was around the 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  7
  corner when I heard a thump, which must 
  have been when the ruffian pressed Gildirar 
  against the door. When I hurried back, the 
  Black Fox spun his head to face me, and 
  then ran off. He’s short for a human, no more 
  than 5’3”, and wears a black mask and wide 
  brimmed hat.” 
   
  If and ONLY if the PCs press for further details, 
  particularly about the Black Fox’s weapons, 
  Teeri has a flash of memory. 
  “Uhm…Oh! I remember being surprised that 
  he wasn’t carrying a sword, and I thought I 
  heard clinking as he ran off to the east.” 
   
  Gather Information checks DC 20 in the area of 
  the Merchant’s District: 
  • 
  Haaperitan represents a silent ring of 
  investors who own the Mad Sail Inn. 
  • 
  The Mad Sail Inn is frequented primarily 
  by sailors, possibly spying for pirates. 
  • 
  Ooraau is an injury poison that causes 
  unconsciousness. 
  PCs 
  with 
  Craft 
  (Posionmaking) or Heal can make a DC 
  20 check to recognize the name of the 
  poison as well. 
   
  Characters with the Track feat can make 
  Survival checks to attempt to find is traces. 
  • 
  Survival DC 10 says that there are 
  dozens of men and horses through here 
  daily, and no useful tracks can be found. 
   
   
  ENCOUNTER 3 
  Imlaad’s Mission 
   
  Summary: The PCs can travel to Imlaad’s 
  Mission to speak with two young women who 
  were accosted last night by a group of thugs 
  upon leaving the Old Cheese Tavern. Out of 
  nowhere came a “man” who assaulted the 
  thugs, leaving them senseless. They never saw 
  “his” face, and scrambled to Imlaad’s Mission for 
  safety. The thugs were found strung upside 
  down from a mast at the Crow’s Eye View 
  Salvage, almost a quarter mile away. 
   
  If the PCs have done Encounter 4 before 
  Encounter 3 and know that the Black Fox is a 
  woman, neither of the girls believes the PCs, too 
  caught up in their adolescent fantasies. 
   
  Imlaad’s Mission is a beacon of hope and 
  kindness in this wretched town. A sign over 
  the door shows a welcoming hand, and an 
  old woman sits on a chair outside, smoking a 
  pipe and waving the fortunate souls inside. 
  “Welcome to Imlaad’s Mission? Would ye’ 
  care to make a donation? We’re the shelter 
  of last resort fer those in desperate times, 
  an’ the donations of the kindly keep us 
  goin’.” 
   
  Let the PCs decide if they want to donate or not. 
  When they state their business about the two 
  girls and the Black Fox, give out the following 
  information. 
  • 
  Maisy and Daneel are the two girls who 
  were accosted.  
  • 
  The girls are in the back left corner of 
  the building.  
  • 
  Be a might careful, as they were very 
  scared. 
   
  Both of these girls are impressionable, ditzy 
  flirts, and develop instant crushes on any male 
  PCs with a Cha of 13+ or a Str of 15+.  If at all 
  possible, they totally ignore any women in the 
  party, and try to encourage any attractive men to 
  sit (but only sit) on their pallets. The girls are 
  flirts, not prostitutes. 
   
  The two girls are sitting on a pallet, heads 
  together chatting, as you approach them. 
  Maisy, a blonde of about fourteen years, and 
  Daneel, a redhead of about sixteen, giggle as 
  you near.  
   
  Daneel says, “Can we help you, kind sirs?” 
   
  Maisy pushes Daneel and says, “Bold 
  adventurers such as these need no help from 
  you or I, Daneel. Why, what could we poor 
  lasses 
  possibly 
  offer 
  such 
  capable, 
  admirable men?” 
   
  Let the PCs ask about the Black Fox, then 
  proceed with the following? 
   
  Maisy simpers, “Oh, he’s so dashing, that 
  Black 
  Fox. 
  He 
  saved 
  our 
  lives, 
  our 
  reputations, our…uhm…good names.” 
   
  Daneel murmurs, “He could HAVE my good 
  name.” 
   
  “Oh, you stop that,” Maisy squeals, laughing. 
  “We were on our way home from the Old 
  Cheese Tavern. I wash dishes, and Daneel 
  looks after customers. It was late, and some 
  drunken ruffians were hassling us as we left. 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  8
  I got a few pinches, in some rather tender 
  parts, and one of them pulled Daneel into his 
  lap and tried to kiss her.” 
   
  “Ugh, please, don’t remind me. He stank, and 
  his whiskers itched,” Daneel shudders. 
  Looking at you, she says, “I like my men 
  clean-shaven….” 
   
  “Heehee. Anyway, as we left, a few of them 
  followed us out. We tried to walk away, but 
  they got in front of us and started to push us 
  down an alley. Then…he came,” Maisy sighs, 
  fanning her face. 
   
  Daneel’s eyes go soft and distant as she 
  remembers, “He swooped down behind 
  them, from the east, coming right off the 
  roof. He used some sort of chain thing to 
  grab one and yank him off his feet. Then he 
  said, ‘Don’t touch these fair flowers, you foul 
  miscreants. Such beauty is beyond you.’” 
   
  Sense Motive DC 5 lets the PCs realize that 
  Daneel is coloring her recollections a bit. 
   
  Maisy tosses an amused glance at her friend. 
  “Ah, yes, I’d forgotten that. Anyway, he 
  tossed a net at one of them, lashed out with 
  his chain at the others, and they were 
  suddenly all on the ground. You could barely 
  see him move!” 
   
  “We thanked him profusely, of course. He 
  told us to get along here to the shelter and 
  heal our bruises. This morning, we were 
  interviewed by the Fists, and taken all the 
  way to the Crow’s Eye View Salvage, where 
  all four of the thugs were hanging upside 
  down from a mast. Each was in a net, and the 
  net had been stuck to them with some sort of 
  glue or tar. They didn’t react well when we 
  laughed at them, but then they should have 
  been honorable men like yourselves.” 
   
  If questioned further, the girls have the following 
  information: 
  • 
  Yes, they’re sure he used a large chain 
  as a weapon, but it didn’t seem to cause 
  bloody injuries. (true) 
  • 
  The Black Fox spoke in a light voiced 
  whisper.(true) 
  • 
  He must be at least 6 feet tall. (false, 
  these girls are coloring the mental 
  image) 
  • 
  The net seemed to stick to the man it 
  hit. (true) 
  • 
  The Black Fox wore a chain shirt of 
  some dark or painted metal.(true) 
  • 
  If the PCs have done Encounter 2, they 
  know nothing about Torunemora. (true) 
   
   
  ENCOUNTER 4 
  Fallingstar Temple 
   
  Summary: 
  The 
  Quester 
  of 
  Hunaav 
  (the 
  Traveler), Worlder Raatilaar Felavaar, at the 
  Fallingstar Temple, was approached by a 
  masked 
  woman, 
  asking 
  for 
  healing 
  and 
  detoxification. Felavaar had seen wounds similar 
  to what the woman had before. 
   
  The Fallingstar Temple is a small building 
  with uncountable windows near the docks. 
  The grounds are studded with both cleats 
  and hitching posts to tie up worshippers’ 
  boats or horses, while the inside has several 
  paintings of roads in foreign lands between 
  panes of stained glass. The paintings are 
  nice, but inexpensive. This is Loona, after all. 
   
  As you enter, a man in the robes is kneeling 
  at the altar. Upon hearing you, he turns, 
  smiles, and rises. “May the wind that brought 
  you here take you wherever you wish. 
  Welcome to the Fallingstar Temple to 
  Hunaav. I am Worlder Raatilaar Felavaar. Are 
  you looking for rest from the road, or can I 
  help you in some way?” 
   
  Allow the PCs to respond.  
   
  “The Black Fox? Well, I may have seen her. 
  There was an elf woman in a mask in here 
  two nights back, full of holes.” 
   
  Wait a gosh darn minute! HER? 
  “Yes, HER.” 
   
  Wait a gosh darn minute! Elf? 
  "Yes, Elf." 
   
  Are you sure? 
  “Pardon me, my child, but yes. There are 
  certain differences between men and women, 
  you know, and when you are up close and 
  healing someone, you can see them. And 
  then there's the pointy ears.” 
   
  She was injured? 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  9
  “Yes, quite badly. She’d been stabbed 
  repeatedly with a rapier, had at least one 
  arrow in her, and she’d been poisoned as 
  well. I’ve seen wounds like these before, but 
  only on corpses. It looks like Lady-Death-By-
  Night’s work.” 
   
   
  Who is Lady-Death-By-Night? 
  “I’ve heard her real name is Torunemora. 
  Rumor 
  has 
  it 
  that 
  she’s 
  the 
  most 
  accomplished assassin in town. Her name 
  has always been associated with the bodies 
  people have brought me for last rites.”  
   
  What else do you know about Lady-Death-by-
  Night? 
  “Nothing else. I make it a point to NOT go 
  looking for trouble. The road is long, my 
  children, and I want to see as much of it as 
  possible. 
   
  What kind of poison was the Black Fox poisoned 
  with? 
  “Ooraau. It causes unconsciousness. When 
  she got here she was barely on her feet.” 
   
  Other information that Worlder Felavaar may 
  have: 
  • 
  The Black Fox staggered in at about 
  2:00 in the morning, two nights ago. 
  • 
  When she was healed, she thanked him 
  politely, and left the building through a 
  skylight. She climbed up to it, but 
  unusually quickly. 
  • 
  The following morning a saddlebag was 
  delivered to the Temple that contained 
  several 
  hundred 
  gold 
  pieces 
  in 
  Geanavue’s coinage, with a simple note 
  saying, “Thanks.” 
  • 
  Worlder Felavaar never saw the Black 
  Fox’s face, it was always behind the 
  mask. 
   
  ENCOUNTER 5 
  The Noble’s District 
   
  Summary: Esmuuras Hargisaar and his wife 
  Aliciira were accosted and threatened on their 
  way to a party at the Wildlance House, home of 
  the party-happy Hostiraan family. Esumuuras 
  claims that he heard bells when the lone shape 
  accosted them, but his wife thinks he’s stupid 
  and misheard the hour bells. 
   
  Esmuuras Hargisaar and his wife live in 
  Iiathington House, in the Master's District, on 
  the corner of North Terrace and Highbridge 
  Street. Upon knocking, the butler opens the 
  door and peers down his nose at you. In an 
  insultingly superior tone, he asks, "May I 
  help you?" 
   
  Let the PCs ask for the Hargisaars. 
   
  The butler leads you into the foyer and bids 
  you wait while he sees if his masters are 
  available. Ten, twenty, thirty minutes later, a 
  well dressed couple descends a staircase. 
  The lady has long blonde hair spilling down 
  her back, and she twirls a lock around her 
  finger, drawing attention to her low cut 
  bodice. The gentleman, a step behind her, 
  looks at her with barely concealed contempt. 
   
  Condescension dripping from his words, the 
  lord of the house says, "I am Esmuuras 
  Hargisaar, and this is my wife. Why are you 
  here?" 
   
  His wife gushes, "Dear, be polite. My name is 
  Aliciira. May we know what your errand with 
  us is?" 
   
  Let the PCs respond and ask questions. 
  Esmuuras, 
  the 
  husband, 
  always 
  acts 
  condescendingly to them, while Aliciira always 
  appears slightly flighty and considers her 
  husband stuffy and not too bright. The PCs can 
  gain 
  the 
  following 
  information 
  through 
  appropriate role play or a DC 22 Diplomacy 
  check: 
   
  • 
  The Black Fox stopped them on their 
  way to a party by very pointedly 
  wrapping 
  a 
  spiked 
  chain 
  around 
  Esmuuras's feet and NOT tripping him. 
  • 
  The Black Fox threatened them with 
  exposure: Aliciira's gambling winnings 
  are due to the fact that she's a very 
  good cheat at cards, and Esmuuras's 
  shipping holdings have a standing 
  agreement with at least four pirate 
  captains. 
  • 
  Esmuuras was quite certain that the 
  Black Fox was a woman. He's rather 
  gifted in getting women to do what he 
  wants, so his instincts told him right 
  away that this was a woman. Aliciira 
  agrees, but gives her husband a dirty 
  look for his philandering. 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  10
  • 
  The Black Fox asked questions about 
  who would hire Torunemora in town. 
  Esmuuras replied that he hadn't hired 
  her, but that some of his shipping 
  people had wound up dead, so he 
  assumes a rival shipping company has 
  hired her. Sense Motive DC 20 says this 
  is true. 
  • 
  When she left, the Black Fox dropped 
  some sort of smoke powder on the 
  ground and disappeared. Esmuuras 
  could have worn he saw a flash of blue 
  and heard bells. Aliciira says he's 
  absolutely making it up. Sense Motive 
  DC 30 says that both are telling what 
  they believe to be the truth. 
   
   
  EVENT A 
  Danger? 
   
  Summary: After any two Encounters, as the 
  PCs are crossing town, they hear sounds of 
  combat ahead. As they come around a corner, 
  they see someone being dragged up a building 
  in a net, and have the opportunity to try and 
  “save” this person. The Black Fox flees almost 
  immediately. 
   
  Crossing town through the thick fog, it's 
  almost possible to forget how ugly and dirty 
  the town is. The smells, however, continue to 
  penetrate your senses, carrying a delectable 
  odor of rotting fish, vomit, and spilled… 
   
  "HEEELP!!!!" rings through the fog. 
   
  DC 12 Listen checks determine the direction that 
  the cry came from. 
   
  The voice continues to cry, "What do you 
  want? Let me go!"  
   
  Let the PCs run further and make a DC 10 
  Listen check, then allow those who pass to hear 
  the following. 
   
  Two blocks further you run, and you hear a 
  man screaming, "I'm just a delivery boy! I 
  brought gold to a caravan at the edge of 
  town and left it in a wagon! Haaperitan told 
  me to! Nobody crosses him! Please!"  
   
  Assuming the PCs continue on toward the noise, 
  they encounter the following: 
   
  As you round a corner, you see a young man 
  in a net being dragged up the side of a large 
  grain silo. A figure, short for a human, is 
  standing on the roof and is barely visible 
  through the fog. The apparition is easily 
  pulling the net up, and is shaking the net to 
  ensure 
  it 
  bounces 
  against 
  the 
  wall 
  frequently. 
   
  It should be made clear to the players that 
  should they attack the Black Fox, (the one 
  pulling up the net), he/she will drop the net and 
  the person in it. The person in the net is 60 feet 
  up the side of a building that is 80 feet tall. 
   
  The PCs have 2 likely goals. 
  1) Save the person in the net from falling or 
  being taken away. 
  2) Stopping the Black Fox from escaping. 
   
  Goal 1 is possible. Goal 2 should be impossible 
  no matter how creative the PCs are. The Black 
  Fox has the advantages of concealment, range, 
  freedom of movement, expeditious retreat, and, 
  as soon as she is back from the edge of the 
  roof, casts dimension door from her ring of spell 
  storing. It should not be possible to catch her. 
   
  As soon as the PCs intervene, or approach 
  within 100 feet of the Black Fox, read the 
  following, 
   
  Through the fog you hear a voice calling 
  from the roof. "This doesn't concern you, 
  newcomers, and what you do aids both the 
  assassin and her employers. Another time, 
  perhaps."  And with that, the figure tosses 
  the line over and disappears into the fog as 
  the man begins to fall, screaming in terror. 
  Through chance, divine intervention, or 
  extraordinary skill, the line of the net catches 
  on a gutter, stopping the man's fall. But you 
  can hear the gutter creak as it starts to give 
  way. 
   
  Have the PCs roll initiative. This is something of 
  a freeform encounter: There are a number of 
  ways to save the man, but it must be done 
  inside of 3 rounds or the gutter breaks. Any 
  number of spells, including mixed uses of 
  animate rope, featherfall, telekinesis, fly, etc…, 
  can be used. Any that require touch must make 
  a ranged (or melee) touch attack against AC 10.  
   
  For those characters that climb the building, 
  climbing a building while slippery from fog is a 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  11
  DC 10+ATL (the Player’s Handbook says DC 
  15, which would be hard at low ATLs and easier 
  at higher ATLs). The net is flapping about 40 
  feet in the air (it dropped 20 feet from its earlier 
  position, and the building is 80 feet tall). 
  Climbing there should take an unarmored 
  human 2 rounds, using a full move action. 
  Catching hold of a falling person is a melee 
  touch attack, AC 10, followed immediately by a 
  Climb check DC 10+ATL to catch them. If the 
  PC fails by 4 or less, they don’t grab the man but 
  don’t fall themselves. If they fail by 5 or more, 
  they also fall.  
   
  [Rope: 1 in. thick; hardness 0; 2 hp; AC 15; 
  Break DC 23)]  
   
  The net can also be cut, but the man is stuck in 
  it with sovereign glue. 
   
  If the PCs are directly beneath the net, they can 
  also make a Reflex save DC 19 to catch the 
  man at the end of Round 3 as he falls, or if their 
  actions cause him to fall. If any of them make 
  their saves, they and the person all take 4d6 
  nonlethal damage, but no one dies. If they all 
  fail, the man falls to his death. 
   
  If the PCs save the man's life, read the following. 
   
  The 
  terrified 
  young 
  man 
  clutches 
  compulsively at your clothing, trying to get 
  free of the net. "PLEASE! My name is Taran! 
  Take me to the Fists! Put me in jail! I'm a 
  criminal! I did it! I've picked pockets, burgled 
  houses, and I beat up an old man on a dare! 
  Just don't let the Fox get me again! 
  PLEASE!" 
   
  • 
  Search DC 15 finds that the net was 
  coated with sovereign glue, making it 
  much harder to escape. 
  • 
  If the PCs go to the roof to follow the 
  Black Fox, characters with the Track 
  feat can make a DC 25 check to see 
  that someone waited on the roof for 
  several minutes, took a few steps back 
  from the edge, then disappeared.  
  • 
  Detect Magic reveals a dim aura of 
  Conjuration (Teleportation) magic. 
  • 
  Diplomacy 
  or 
  Intimidate 
  DC 
  25 
  determines that the young man is a 
  criminal, and is telling the truth about his 
  crimes. 
  • 
  Sense Motive 25 determines that he is 
  not telling the whole truth about his 
  crimes. 
  • 
  If, and only if, the PCs made the Sense 
  Motive DC 25, they can make an 
  Intimidate or Bluff check (not Diplomacy) 
  DC 30+ATL to get him to admit that he 
  is a low ranking member of an 
  organized crime group. The group is 
  headed by Haaperitan, and specializes 
  in smuggling, piracy, and slavery. 
  • 
  If they make the Intimidate or Bluff 
  checks, he also mentions that he has 
  delivered payments and poison to an 
  assassin whose name he does not 
  know. 
   
  Let the PCs deal with the young in any way they 
  see fit. Be aware that their choices can affect 
  their alignment, and feel free to warn the players 
  that this is a possibility. 
   
  EVENT B 
  Discussion 
   
  Summary: After three or four Encounters, the 
  Black Fox requests a meeting with the PCs, 
  under controlled circumstances. Some of the 
  Black Fox’s history comes out, who she is 
  chasing and why, and she encourages the PCs 
  to stop chasing her. 
   
  The grime of the streets sticks to your boots 
  and makes slogging through the fog an 
  exhausting experience. Could the world 
  possibly 
  cut 
  you 
  a 
  break 
  in 
  this 
  investigation? 
   
  In fact, good fortune decides to smile upon 
  you. As you cross an alley, a dog gives a 
  muffled bark. Trotting over to you, he drops 
  a heavily slobbered scroll at your feet. 
   
  Pass out Player Handout 1. Allow the players to 
  decide what they're going to do. If they go to the 
  meeting place, proceed with Event B. If they do 
  not, go to Encounter 4 or 5.  
   
  Find out what actions the players are taking, 
  including Hiding, turning invisible, disarming, 
  and laying down any magic items and spell 
  components.  
   
  If any of the players take pains to stay hidden 
  (however they do so), read the following, 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  12
  adjusting for how many characters are in the 
  party. 
   
  "There were six of you. Why don't the rest 
  come out now?" a voice seems to whisper 
  from the air. 
   
  This is sent by a message spell, and has a faint 
  aura of transmutation. The Black Fox has used a 
  clairvoyance spell to see the characters. They 
  can make a DC20 Intelligence check to notice 
  that someone is scrying on them. 
  Once all the characters are visible and 
  disarmed, read the following. 
   
  "Welcome to Loona," a voice comes from the 
  top of The Rathole Tavern. A figure in a black 
  cape rises from behind a gutter, calmly 
  swinging a spiked chain.  
   
  "I am the Black Fox. I serve as an arbiter of 
  justice in this crime ridden town. I kill none, 
  apprehend more scum in a night than the 
  Fists manage in a week, and leave them for 
  lawful authority. Why do you chase me?" 
   
  Allow the PCs to respond. Some possible 
  questions are below. 
   
  Who are you? 
  "My name I keep to myself for now. I grew up 
  here, and on the Night of Terror, many years 
  ago, 
  I 
  blackened 
  my 
  soul 
  and, 
  unintentionally, destroyed my family. I work 
  now to redeem myself in my own eyes."  
   
  Are you a man or a woman? 
  The Black Fox chuckles. "Ah, so I've been 
  THAT elusive? How droll. I could keep you in 
  suspense, but I will admit that I am a 
  woman." 
   
  Are you a psion/mind magic user? 
  "What? No. I know a few magic tricks and 
  have some skills, but no witchcraft." 
   
  Who are you chasing? 
  "I 
  currently 
  hunt 
  Lady-Death-By-Night, 
  Torunemora. She's the most dangerous 
  assassin for 200 miles in any direction, and 
  she's been freelancing for Haaperitan and his 
  crime syndicate. She's killed over sixty 
  people this year, including business rivals, 
  police spies, and random witnesses. If I can 
  capture Torunemora, I can link her to 
  Haaperitan, and the Master can provide fair 
  trials." 
   
  Why did you call us here? 
  "There is no need to chase me. I mean no 
  harm to this town or any of her innocent 
  people, however small a number that may be. 
  I was one of this city's victims, and villains, 
  many years ago. My search for redemption is 
  no mission of vengeance, only justice and 
  civil order." 
   
   
  What was the Night of Terror? 
  "Roughly sixty years ago, the poor of this 
  town rioted. They'd had too little to eat, too 
  much to drink, and too many years of being 
  the targets of criminal gangs. One man 
  triggered 
  it, 
  after 
  finding 
  his 
  mother 
  murdered on her way home from work. I was 
  young, and angry. We lynched every grafter, 
  every thug, every pirate, every two bit 
  criminal we could find. As well as almost 
  forty people nobody recognized, who may 
  have been innocent. And then someone 
  threw a torch. When we finally stopped the 
  blaze, most of the Common District and all of 
  Low 
  Town 
  had 
  burned. 
  A 
  supply 
  of 
  alchemical concoctions was destroyed, and 
  poisoned the wells. My mother died in the 
  fire, and my father cleaned his wounds with 
  the poisoned water. Days later he finally 
  died, hoarse from screaming in pain. I seek 
  redemption for my part, and to bring about 
  justice before the lynch mob. 
   
  What are your abilities? 
  "Now now, that would be telling. Suffice to 
  say I have some skill in investigation and the 
  martial prowess to back it up. 
   
  Why don't you work with the law? 
  "Because the law is slow, and if not corrupt, 
  at the very least selectively applied. The law 
  cannot do what I do, but the criminals I catch 
  all confess, and all survive. At least to the 
  gallows." 
   
  How can we trust you? 
  "Don't bother, yet.  All I ask is that you leave 
  me alone for now. Check on my story some 
  more, and you'll find that despite the 
  Master's opinions, I have hurt none of the 
  innocent." 
   
  Do you need any help/can we help you? 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  13
  "Perhaps in the future. I will find you if I need 
  you." 
   
  What evidence do you have? 
  "Torunemora uses a rapier coated in ooraau, 
  and I can match her blade against the 
  wounds in several bodies. As to Haaperitan, 
  I've recovered stolen shipping manifests to 
  link him to pirates, and have been tracking 
  his payments to Torunemora, so I can show 
  complicity to murder. Particularly if I can 
  capture Torunemora and get her to confess. 
   
  You'd better come with us. 
  "I think not."  
   
  No matter what happens, the Black Fox leaves, 
  either with the hope of having the PCs as friends 
  or as avowed enemies. Read the following when 
  the PCs are done. 
   
  "Check up on my story if you wish. Farewell 
  for now." 
   
  EVENT C 
  Decision 
   
  Summary: After 4 or 5 Encounters, proceed 
  with Event C. The moment of truth: Do the PCs 
  help the Black Fox take down the assassin 
  Torunemora and her employers, or do they turn 
  on the Black Fox? 
   
  A short figure coalesces in the nightime fog. 
  The Black Fox approaches you, with no 
  conditions, no prearranged meeting. 
   
  "We meet again. And I find myself in need of 
  assistance. The Fists will not help me, for 
  they will not violate the Master's word. But 
  you may possess the strength of character 
  to help right the wrongs of this town." 
   
  "I intercepted, and then passed on, a note to 
  Torunemora, 
  instructing 
  her 
  to 
  meet 
  Haaperitan tonight. If I can catch them 
  together, I can cage the assassin, fetter the 
  pirates, and secure the release of a shipment 
  of slaves being delivered tonight. But I need 
  your help, for they will be too many for me. 
  Will you help me?" 
   
  PCs answer no: 
  "Then may all the gods of justice and law 
  turn from you, cowards." And with that, the 
  Black Fox turns away. 
   
  Should the PCs attempt to capture the Black 
  Fox, she fights. She is NOT a tiered NPC, and 
  the single stat block for her is correct and 
  includes all her current bonuses. She only deals 
  nonlethal damage, with her +3 merciful spiked 
  chain. Because it's nonlethal, do not feel bad 
  about taking out the entire party—she cannot kill 
  them with a merciful weapon.  While the dice 
  may be fickle, she has been designed as 
  enough higher in level than any single player 
  that she should have a good chance of at least 
  escaping, if not beating her opponents handily.  
  She has a ring of counterspelling that has had 
  dispel magic cast into it.  
   
  If the PCs fail to defeat her, go to Conclusion A. 
   
  If the PCs capture her, go to Conclusion B. 
   
  If the PCs agree to help her, continue with Event 
  C, below. 
   
  Feel free to use whatever docks, ships, and 
  buildings you would like on the battlemap. 
  Remember that it is dark, and foggy, so every 
  character more than 5 feet away has 20% miss 
  chance from concealment. 
   
  ATLs 1-9 
   
  The 
  Black 
  Fox 
  leads 
  through 
  many 
  alleyways, down to the docks district. 
  Hushing you, she peers around the edge of a 
  building.  
   
  "They're here, at that ship. Torunemora is 
  standing with them, off to the left. Let me 
  take her. Haaperitan is standing in the 
  middle. Make sure to capture him.  You go 
  after the thugs, and make sure to keep them 
  from the slaves. They may kill them to keep 
  them quiet if it ever came to trial. Are you 
  ready?" With that, the Black Fox dashes out 
  toward Torunemora, moving with almost 
  dizzying speed. The slavers begin to raise a 
  cry of alarm. 
   
  Tactics: 
  Allow the PCs to make Move Silently and Hide 
  Checks versus the NPCs. If the PCs win, they 
  can gain a surprise round as they round the 
  building. The NPCs cannot gain a surprise 
  round.  
   
  ATL1: Slaver, Human Rogue 1, hp 8 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  14
             Slaver guard, Human Warrior 1, hp 10 
   
  ATL3: Slaver, Human Rogue 3, hp 20 
             Slaver guard Human Ftr 2, hp 20 
   
  ATL5: Slaver, Human Rogue 5, hp 32 
             2 Slaver Guards, Human Ftr 4, hp 36 
   
  ATL7: 2 Slavers, Human Rogue 5, hp 32 
             3 Slaver Guards, Human Ftr 4, hp 36 
   
  ATL9: 6 Slavers, Human Rogue 5, hp 32 
             6 Slaver Guards, Human Ftr 4, hp 36 
   
  ATLs 11-13 
  Same as ATL 9 plus Torunemora. 
   
  The 
  Black 
  Fox 
  leads 
  through 
  many 
  alleyways, down to the docks district. 
  Hushing you, she peers around the edge of a 
  building.  
   
  "They're here, at that ship. Torunemora is 
  standing with them, off to the left. Haaperitan 
  is standing in the middle. Make sure to 
  capture him.  Take them all fast, and beware 
  of poison. Make sure to keep them from the 
  slaves. They may kill them to keep them 
  quiet if it ever came to trial. Are you ready?" 
  WIth your nods, the Black Fox dashes out 
  toward the slavers, moving with almost 
  dizzying speed. The slavers begin to raise a 
  cry of alarm. 
   
   
  CONCLUSION A 
  The PCs attempt to subdue the Black Fox and 
  fail, leaving Loona with empty purses and half 
  healed bruises. 
   
  The bruises on your bodies hurt less than 
  the bruises on your egos. The Black Fox left 
  you like all her prey, upside down in a net. 
  As the Fists cut you down, snickering, the 
  Master of Loona snorts in contempt. "Ah, 
  hrm, let me see, that would be 200 gold a 
  person that the town doesn't owe you, 
  correct? For a job poorly done? Well, I hope 
  you continue to enjoy your stay in Loona. I'd 
  like to take down your names so that I can be 
  sure to not hire you on future government 
  jobs. Good day." 
   
  B) The PCs manage to subdue the Black Fox 
  and turn her in to the Master of Loona. 
   
  The Master of Loona smiles at your prisoner. 
  "Ah, my dear, your reign of terror is over. 
  Now the business of this city can get back to 
  normal. And you, outlanders. Thank you. Go 
  to the bursar downstairs, he has your 
  payment waiting. And give him your names. I 
  like working with competent folk. 
   
   
  C) The PCs help the Black Fox and have the 
  option to try and clear her name with the Master 
  of Loona. 
   
  After the battle, the Black Fox thanks you. 
  "Torunemora 
  is 
  captured, 
  Haaperitan's 
  slaving and piracy are over, and the slaves 
  have been freed. Your assistance has been 
  greatly appreciated. Here. Farewell, wherever 
  you fare." 
   
  Pass out the certs for the mod. 
   
  The Master of Loona stares at your prisoners 
  and the freed slaves. "You're telling me the 
  Black Fox did this? All of it? YOU HELPED 
  HER?? That hardly counts as fulfilling your 
  commission." 
   
  One of the Fists whispers in his ear. The 
  Master waves him away.  
   
  "Yes, yes, fine, fine, slavers are bad, we are 
  properly grateful, and so on and so forth. 
  You didn't capture the Black Fox, but you did 
  capture Torunemora. I shall not have it said 
  that Loona is ungrateful. Go, with my 
  thanks." 
   
  Money in your pocket, good deeds in your 
  memories, and an ally to admire. You've had 
  worse days. 
   
  
  The Black Night 
  Living Kingdoms of Kalamar 
  15
  Experience and Treasure 
   
  Experience is awarded to PCs based on the number of adventures the PCs have played. Tier 1 is 
  awarded to PCs who have played up to 25 adventures. Tier 2 is awarded to PCs who have played 
  between 26 and 74 adventures. Tier 3 is for PCs who have played 75+ adventures. 
   
  The Campaign Staff recommends that Discretionary Experience for Role Playing be rewarded in full to all 
  players who engage in appropriate and game enhancing role play over the course of the module. 
   
  EXPERIENCE 
   
  All characters who participate receive the following: 
  Tier 1 
  Tier 2 
  Tier 3 
  Encounter 1: Investigating Saravel's Castle 
  50 
  100 
  150 
  Encounter 2: Investigating Wandering Wheels 
  50 
  100 
  150 
  Encounter 3: Investigating Imlaad's Mission 
  50 
  100 
  150 
  Encounter 4: Investigating Fallingstar Temple 
  50 
  100 
  150 
  Encounter 5: Investigating the Hargisaars 
  50 
  100 
  150 
  Event A:       Saving the teen from falling to the street 
  75 
  150 
  225 
  Conclusion A: Getting a beating from the Black Fox 
                                             Or 
  Conclusion B: Catching the Black Fox 
                                             Or 
  Conclusion C: Helping the Black Fox and catching Torunemora 
  50 
   
  100 
   
  150 
  100 
   
  200 
   
  300 
  150 
   
  300 
   
  450 
   
   
   
   
  Discretionary Role Playing Experience 
  25 
  50 
  75 
  Total Possible 
  500 
  1000 
  1500 
   
   
  TREASURE 
  This is where treasure is listed. Items that have been stripped off bodies will be listed at prices for which 
  they may be sold. Treasure is broken down by Encounter to aid the judge in determining if characters are 
  awarded specific items. The amount may be more or less than what is listed in the PHB as the economy 
  may fluctuate. 
   
  Conclusion A: No treasure.  The PCs have failed in all of their missions. 
   
  Conclusion B: 600 Gp per person.  The Master of Loona likes such prompt work and doubles the 
  payment as a bonus. 
   
  Conclusion C: 450 Gp per person.  The Master of Loona didn't get the result he wanted but respects the 
  PCs hard work.   
   
   
  OTHER AWARDS 
   
  Six +1 Simple Weapon Certs. 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  16
   
  Appendix I: NPCs and Monsters 
   
  Un-tiered Combat Stats 
   
  GM, Remember that The Black Fox is not 
  tiered.  When ATL 1 parties or ATL 13 parties 
  decided to test their mettle, they are all going 
  to be meeting the same lady. 
   
  The Black Fox 
       Female 
  Loona, 
  Geanavue 
  High 
  Elf 
  Bbn2/Rogue3/Vigilante 10/Ftr4 
       AL CG Medium Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +9 
       Melee: +21 (+3 Large merciful spiked chain) 
  2d6+9 + 1d6 
       Ranged: +19 (net, coated with sovereign 
  glue) 
       Full Atk: +21/+16/+11 
       Base Atk: +15 Grp: +19 
       SA: rage 1/day, sneak attack +2d6, Smite the 
  Guilty 3/day, spells 
       Speed: 40 
  ---------------------------------------------------------- 
  Defense 
       hp: 143 
       AC: 25 (+2 mithral chainmail, +5 Dex, +3 ring 
  of protection), touch 18, flat-footed 20 
       Fort: +12, Ref: +16, Will: +11 
       SQ: detect evil at will, dimensional anchor 
  1/day, evasion, fast movement, mettle, quick 
  hide, quick search, speak with dead 1/day 
  streetwise +4 trapfinding, trap sense+1, uncanny 
  dodge,  
  ---------------------------------------------------------- 
  Spells 
  Spells/day : 4/4/3/3, spells known: 1-detect 
  magic, 
  disguise 
  self, 
  expeditious 
  retreat, 
  featherfall  2-blur, silence, swift fly, swift 
  invisibility, 3- clairvoyance/clairaudience, dispel 
  magic, gaseous form, see invisibility 4-freedom 
  of movement, greater invisibility, locate creature, 
  shadow conjuration 
  ---------------------------------------------------------- 
  Traits 
       Racial: Immune to magic sleep effects, and 
  +2 vs. enchantment.  Low-Light Vision.  +2 racial 
  bonus on Listen, Search, and Spot.   
       Abilities: Str 18, Dex 20, Con 14, Int 14, Wis 
  14, Cha 14 
       Skills: Balance +15, Climb +18, Disable 
  Device 
  +8, 
  Escape 
  Artist 
  +15, 
  Gather 
  Information +26, Hide +13, Intimidate +16, Jump 
  +14, Knowledge (local) +14, Listen +8, Move 
  Silently +15, Search +12, Sense Motive +10, 
  Spot +9, Survival +10, Tumble +15 
       Feats: Alertness,  Combat Expertise, Combat 
  Reflexes, Exotic Weapon Proficiency (spiked 
  chain) 
  Improved 
  Initiative, 
  Improved 
  Trip, 
  Monkey Grip Weapon Focus (spiked chain), 
  Weapon Specialization (spiked chain) 
       Languages: Low Elven, Merchant's Tongue, 
  Reanaarian, Low Kalamaran 
  Deity Worshiped:  
  ---------------------------------------------------------- 
  Equipment:  
  amulet of health +2, gloves of dexterity +2, +3 
  merciful spiked chain, +3 mithral chainmail, ring 
  of spell storing (Dimension Door, Shield), ring of 
  counterspelling (Dispel Magic), ring of protection 
  +3  
  ---------------------------------------------------------- 
  Description and Errata 
        
       Combat Text -  
  Dimensional Anchor (Sp): The Black Fox can 
  use dimensional anchor once per day. Her 
  caster level equals her class level. 
  Mettle (Ex): The Black Fox's grim determination 
  allows her to shrug off magical effects that would 
  otherwise harm her. If she makes a successful 
  Will or Fortitude saving throw that would 
  normally reduce the spell's effect (such as any 
  spell with a saving throw entry of Will partial or 
  Fortitude half), she instead negates the effect. 
  She does not gain the benefit of mettle while 
  sleeping or unconscious. 
  Quick Hide (Ex): The Black Fox can use Bluff to 
  create a diversion to hide as a move action, 
  rather than as a standard action. She gains a +4 
  bonus on Bluff checks made for this purpose. 
  Quick Search (Ex): The Black Fox can search a 
  5-foot-by-5-foot area or a volume of goods 5 feet 
  on a side as a move action, rather than as a full-
  round action. 
  Smite the Guilty (Su): Three times per day, the 
  Black Fox can attempt to smite someone whom 
  she has personally witnessed committing a 
  crime in Loona. She adds her Charisma Bonus 
  (+2) to her melee attack roll and deals 1 extra 
  point of damage per her vigilante level (10). The 
  smite attack must occur within three days of the 
  crime; otherwise, the benefits of this ability no 
  longer apply. Should the Black Fox mistakenly 
  try to punish someone who is not guilty of the 
  crime witnessed, the benefits do not apply, but 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  17
  the attempt still counts against the number 
  allowed per day. 
  Speak with Dead (Sp): The Black Fox can use 
  speak with dead once per day. Her caster level 
  equals her class level. 
  Streetwise (Ex): The Black Fox gains a +2 
  competence bonus on Gather Information and 
  Knowledge (local) checks. 
  Monkey Grip (Feat): The Black Fox can use 
  melee weapons one size category larger than 
  she is with a -2 penalty on the attack roll, but the 
  amount of effort it takes her to use the weapon 
  does not change (she is able to use her Large 
  merciful spiked chain). This penalty has been 
  included in her stat block. 
   
  Torunemora, Lady Death-By-Night 
       Female 
  Loona, 
  Geanavue 
  Human 
  Rog9/Shadowdancer 6 
       AL CE M Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +6 
       Melee: 
  mw 
  rapier 
  +12 
  (1d6+1, 
  plus 
  poison(DC 16 or 1d4+1 rounds unconscious)) 
       Ranged: mw Shortbow +13/+13/+8 (1d6, plus 
  poison (DC 16 or 1d4+1 rounds unconscious)) 
       Full Atk: mw rapier +12/+7 (1d6+1, plus 
  poison(DC 16 or 1d4+1 rounds unconscious)) 
       Base Atk: +10 Grp: +11 
       SA: Shadow Illusions, Sneak Attack +5d6, 
  Summon Shadow 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 63 
       AC: 21 (+5 Dex, +3 studded leather armor, 
  ring of protection +3), touch 14, flat-footed 13 
       Fort: +5, Ref: +17, Will: +5 
       SQ: Darkvision, Defensive Roll, Evasion, 
  Hide in Plain Sight, Improved Uncanny Dodge, 
  Shadow Jump 40ft, Trapfinding, Trapsense +3 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 12, Dex 22, Con 11, Int 13, Wis 
  10, Cha 14 
       Skills: Climb +8, Decipher Script +14, Disable 
  Device +11, Hid e+19, Listen +16, Move Silently 
  +19, Open Locks +17, Perform (Dance) +11, 
  Search +10, Sense Motive +8, Spot +15, 
  Tumble +10 
       Feats: Combat Reflexes, Dodge, Mobility, 
  Point Blank Shot, Rapid Shot, Shot on the Run, 
  Spring Attack 
       Languages: Merchant's Tongue, Reanaarese 
       Deity Worshiped:  
  ---------------------------------------------------------- 
  Equipment:  
  masterwork 
  rapier, 
  masterwork 
  shortbow, 
  studded leather armor, ring of spell storing 
  (greater invisiblity, shield), gloves of dexterity +4, 
  10 doses oorau (Injury, DC 16 or 1d4+1 rounds 
  unconsciousness), ring of protection +3 
  ---------------------------------------------------------- 
  Description and Errata 
        
       Combat Text -  
  Torunemora will use her ring of spell storing to 
  cast greater invisibility as soon as possible.  She 
  will then sneak to a place where she can shoot 
  poisoned arrows at as many people as possible, 
  beginning with the Black Fox. 
   
  Event C – Final Combat 
   
  ATL1 
  Slaver 
  Medium-size Male Human (Kalamaran) 
  Rogue1 
  Hit Dice: (1d6)+2 
  Hit Points: 8 
  Initiative: +3 
  Speed: Walk 30 ft. 
  AC: 15 (flatfooted 12, touch 13) 
  Base Attack/Grapple +0/+1 
  Attacks: Dagger +1;Dagger (Thrown) +3;Dart 
  (Masterwork) 
  +4;Shortspear 
  +1;Shortspear 
  (Thrown) +3; ; 
  Damage: Dagger 1d4+1 plus poison (DC 12, 
  1d6 Con, secondary 1d6 Con); Dagger (Thrown) 
  1d4+1 plus poison (DC 12, 1d6 Con, secondary 
  1d6 Con); Dart (Masterwork) 1d4+1 plus poison 
  (DC 12, 1d6 Con, secondary 1d6 Con); 
  Shortspear 1d6+1 plus poison (DC 12, 1d6 Con, 
  secondary 1d6 Con); Shortspear (Thrown) 
  1d6+1 plus poison (DC 12, 1d6 Con, secondary 
  1d6 Con) 
  Face / Reach: 5 ft. / 5 ft. 
  Special 
  Qualities: 
  Sneak 
  Attack 
  +1d6, 
  Trapfinding 
  Saves: Fortitude: +2, Reflex: +5, Will: +1 
  Abilities: STR 12 (+1), DEX 17 (+3), CON 14 
  (+2), INT 14 (+2), WIS 12 (+1), CHA 10 (+0) 
  Skills: Appraise 2; Balance 3; Bluff 0; Climb 5; 
  Concentration 2; Craft (Poisonmaking) 6; Craft 
  (Untrained) 2; Diplomacy 0; Disguise 4; Escape 
  Artist 7; Forgery 2; Gather Information 4; Heal 1; 
  Hide 12; Intimidate 0; Jump 1; Listen 5; Move 
  Silently 12; Ride 3; Search 6; Sense Motive 1; 
  Spot 5; Survival 1; Swim 1; Tumble 7; 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  18
  Feats: Armor Proficiency (Light), Point Blank 
  Shot, Rapid Shot, Simple Weapon Proficiency 
  Alignment: Neutral Evil 
  Possessions :Boots of Elvenkind; Poison 
  (Zeakue);Cloak of Elvenkind; Dagger; Dart 
  (Masterwork) x5; Leather; Outfit (Traveler's); 
  Shortspear 
   
  ATL1_Slaver Guard 
  Medium-size Male Human (Kalamaran) 
  Warrior1 
  Hit Dice: (1d8)+2 
  Hit Points: 10 
  Initiative: +2 
  Speed: Walk 20 ft. 
  AC: 19 (flatfooted 17, touch 12) 
  Base Attack/Grapple: +1/+4 
  Attacks: Javelin +3;Sword, Short +5; Shortbow 
  +3 
  Full Attacks: Javelin +3; Sword, Short +5, 
  Shortbow +3 
  Damage: Javelin 1d6+3;Sword, Short 1d6+3; 
  Shortbow 1d6; 
  Face / Reach: 5 ft. / 5 ft. 
  Special Qualities: 
  Saves: Fortitude: +4, Reflex: +2, Will: +1 
  Abilities: STR 16 (+3), DEX 14 (+2), CON 14 
  (+2), INT 12 (+1), WIS 12 (+1), CHA 10 (+0) 
  Skills: Appraise 1; Balance -2; Bluff 0; Climb 1; 
  Concentration 2; Craft (Untrained) 1; Diplomacy 
  0; Disguise 0; Escape Artist 4; Forgery 1; Gather 
  Information 0; Heal 1; Hide -4; Intimidate 4; 
  Jump -5; Listen 1; Move Silently -4; Ride 2; 
  Search 1; Sense Motive 1; Spot 1; Survival 1; 
  Swim -9; 
  Feats: 
  Armor 
  Proficiency 
  (Heavy), 
  Armor 
  Proficiency (Light), Armor Proficiency (Medium), 
  Martial Weapon Proficiency, Point Blank Shot, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Tower 
  Shield 
  Proficiency, 
  Weapon 
  Focus 
  (Sword (Short)) 
  Alignment: Lawful Neutral 
  Possessions: 
  Breastplate; 
  Shield, 
  Heavy; 
  Javelin; Outfit (Explorer's); Sword, Short; 
   
  ATL3 
  Slaver 
  Medium-size Male Human (Kalamaran) 
  Rogue3 
  Hit Dice: (3d6)+6 
  Hit Points: 20 
  Initiative: +3 
  Speed: Walk 30 ft. 
  AC: 16 (flatfooted 13, touch 14) 
  Base Attack/Grapple: +2/+3 
  Attacks: 
  Dart 
  (Masterwork) 
  +6; 
  Dagger 
  +3;Dagger 
  (Thrown) 
  +5;Shortspear 
  -
  7;Shortspear (Thrown) +5; ; 
  Full Attack: Dart +3 primary hand, +3 offhand. 
  Damage: Dart (Masterwork) 1d4+1 plus poison 
  (DC 12, 1d6 Con, secondary 1d6 Con); Dagger 
  1d4+1 plus poison (DC 12, 1d6 Con, secondary 
  1d6 Con); Dagger (Thrown) 1d4+1 plus poison 
  (DC 12, 1d6 Con, secondary 1d6 Con); 
  Shortspear 1d6+1 plus poison (DC 12, 1d6 Con, 
  secondary 1d6 Con) ;Shortspear (Thrown) 
  1d6+1 plus poison (DC 12, 1d6 Con, secondary 
  1d6 Con)  
  Face / Reach: 5 ft. / 5 ft. 
  Special Qualities: Evasion (Ex), Sneak Attack 
  +2d6, Trap Sense (Ex) +1, Trapfinding 
  Saves: Fortitude: +3, Reflex: +6, Will: +2 
  Abilities: STR 12 (+1), DEX 17 (+3), CON 14 
  (+2), INT 14 (+2), WIS 12 (+1), CHA 10 (+0) 
  Skills: Appraise 2; Balance 5; Bluff 2; Climb 7; 
  Concentration 2; Craft (Poisonmaking) 8; Craft 
  (Untrained) 2; Diplomacy 0; Disguise 6; Escape 
  Artist 9; Forgery 2; Gather Information 4; Heal 1; 
  Hide 14; Intimidate 0; Jump 3; Listen 7; Move 
  Silently 14; Ride 3; Search 8; Sense Motive 1; 
  Spot 7; Survival 1; Swim 1; Tumble 9; 
  Feats: Armor Proficiency (Light), Point Blank 
  Shot, Rapid Shot, Simple Weapon Proficiency, 
  Two-Weapon Fighting 
  Alignment: Neutral Evil 
  Possessions: Boots of Elvenkind; Ring of 
  Protection +1; Cloak of Elvenkind; Dagger; Dart 
  (Masterwork) x5; Leather; Outfit (Traveler's); 
  Poison (Zeakue); Shortspear 
   
  ATL3 Slaver Guard 
  Medium-size Male Human (Kalamaran) 
  Fighter2 
  Hit Dice: (2d10)+4 
  Hit Points: 20 
  Initiative: +2 
  Speed: Walk 20 ft. 
  AC: 19 (flatfooted 17, touch 12) 
  Base Attack/Grapple: +2/+5 
  Attacks: Javelin +4;Sword (Short/Masterwork) 
  +7; Shortbow +4 
  Full 
  Attack: 
  Javelin 
  +4, 
  Sword 
  (Short/Masterwork) +7; Shortbow +4 
  Damage: 
  Javelin 
  1d6+3;Sword 
  (Short/Masterwork) 1d6+3; Shortbow 1d6 
  Face / Reach: 5 ft. / 5 ft. 
  Special Qualities: 
  Saves: Fortitude: +5, Reflex: +2, Will: +1 
  Abilities: STR 16 (+3), DEX 14 (+2), CON 14 
  (+2), INT 12 (+1), WIS 12 (+1), CHA 10 (+0) 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  19
  Skills: Appraise 1; Balance -1; Bluff 0; Climb 3; 
  Concentration 2; Craft (Untrained) 1; Diplomacy 
  0; Disguise 0; Escape Artist 3; Forgery 1; Gather 
  Information 0; Heal 1; Hide -3; Intimidate 5; 
  Jump -3; Listen 1; Move Silently -3; Ride 2; 
  Search 1; Sense Motive 1; Spot 1; Survival 1; 
  Swim -7; 
  Feats: 
  Armor 
  Proficiency 
  (Heavy), 
  Armor 
  Proficiency (Light), Armor Proficiency (Medium), 
  Combat Reflexes, Dodge, Martial Weapon 
  Proficiency, 
  Point 
  Blank 
  Shot, 
  Shield 
  Proficiency, Simple Weapon Proficiency, Tower 
  Shield Proficiency, Weapon Focus (Sword 
  (Short)) 
  Alignment: Lawful Neutral 
  Possessions: 
  Breastplate 
  (Masterwork); 
  Javelin; Outfit (Explorer's); Shield, Heavy; Sword 
  (Short/Masterwork); 
   
  ATL5 
  Slaver 
  Medium-size Male Human (Kalamaran) 
  Rogue5 
  Hit Dice: (5d6)+10 
  Hit Points: 32 
  Initiative: +5 
  Speed: Walk 30 ft. 
  AC: 18 (flatfooted 18, touch 16) 
  Base Attack/Grapple: +3/+4 
  Attacks: 
  Dart 
  (Masterwork) 
  +9; 
  Dagger 
  +4;Dagger 
  (Thrown) +8;Shortspear +4;Shortspear 
  (Thrown) +8; ; 
  Full Attack: Dart +7 primary hand/+7 offhand 
  Damage: Dart (Masterwork) 1d4+1plus poison 
  (DC 12, 1d6 Con, secondary 1d6 Con); Dagger 
  1d4+1 plus poison (DC 12, 1d6 Con, secondary 
  1d6 Con); Dagger (Thrown) 1d4+1 plus poison 
  (DC 12, 1d6 Con, secondary 1d6 Con); 
  Shortspear 1d6+1 plus poison (DC 12, 1d6 Con, 
  secondary 1d6 Con); Shortspear (Thrown) 
  1d6+1 plus poison (DC 12, 1d6 Con, secondary 
  1d6 Con) 
  Face / Reach: 5 ft. / 5 ft. 
  Special Qualities: Evasion (Ex), Sneak Attack 
  +3d6, Trap Sense (Ex) +1, Trapfinding, Uncanny 
  Dodge (Dex bonus to AC) 
  Saves: Fortitude: +3, Reflex: +9, Will: +2 
  Abilities: STR 12 (+1), DEX 20 (+5), CON 14 
  (+2), INT 14 (+2), WIS 12 (+1), CHA 10 (+0) 
  Skills: Appraise 2; Balance 7; Bluff 4; Climb 9; 
  Concentration 2; Craft (Poisonmaking) 10; Craft 
  (Untrained) 2; Diplomacy 0; Disguise 8; Escape 
  Artist 13; Forgery 2; Gather Information 4; Heal 
  1; Hide 18; Intimidate 0; Jump 3; Listen 9; Move 
  Silently 18; Ride 5; Search 10; Sense Motive 1; 
  Spot 9; Survival 1; Swim 1; Tumble 13; 
  Feats: Armor Proficiency (Light), Point Blank 
  Shot, Rapid Shot, Simple Weapon Proficiency, 
  Two-Weapon Fighting 
  Alignment: Neutral Evil 
  Possessions: Boots of Elvenkind; Gloves of 
  Dexterity +2; Cloak of Elvenkind; Dagger; Dart 
  (Masterwork) x5; Leather; Traveler's Outfit; 
  Poison 
  (Zeakue); 
  Ring 
  of 
  Protection 
  +1; 
  Shortspear 
   
  ATL5 
  Slaver Guard 
  Medium-size Male Human (Kalamaran) 
  Fighter4 
  Hit Dice: (4d10)+8 
  Hit Points: 36 
  Initiative: +2 
  Speed: Walk 20 ft. 
  AC: 20 (flatfooted 18, touch 12) 
  Base Attack/Grapple: +4/+7 
  Attacks: 
  Javelin 
  (Masterwork) 
  +8;Sword 
  (Short/Masterwork) +9; Shortbow +6 
  Full Attack: Javelin (Masterwork) +8; Sword 
  (Short/Masterwork) +9; Shortbow +6 
  Damage: Javelin (Masterwork) 1d6+3;Sword 
  (Short/Masterwork) 1d6+5; Shortbow 
  1d6 
  Face / Reach: 5 ft. / 5 ft. 
  Special Qualities: 
  Saves: Fortitude: +6, Reflex: +3, Will: +2 
  Abilities: STR 16 (+3), DEX 14 (+2), CON 14 
  (+2), INT 13 (+1), WIS 12 (+1), CHA 10 (+0) 
  Skills: Appraise 1; Balance 1; Bluff 0; Climb 6; 
  Concentration 2; Craft (Untrained) 1; Diplomacy 
  0; Disguise 0; Escape Artist -2; Forgery 1; 
  Gather Information 0; Heal 1; Hide -2; Intimidate 
  7; Jump 0; Listen 1; Move Silently -2; Ride 2; 
  Search 1; Sense Motive 1; Spot 1; Survival 1; 
  Swim -5; 
  Feats: 
  Armor 
  Proficiency 
  (Heavy), 
  Armor 
  Proficiency (Light), Armor Proficiency (Medium), 
  Combat Reflexes, Dodge, Martial Weapon 
  Proficiency, 
  Point 
  Blank 
  Shot, 
  Shield 
  Proficiency, Simple Weapon Proficiency, Tower 
  Shield Proficiency, Weapon Focus (Sword 
  (Short), Javelin), Weapon Specialization (Sword 
  (Short))  
  Alignment: Lawful Neutral 
  Possessions: Breastplate (Masterwork); Javelin 
  (Masterwork); Outfit 
  (Explorer's); Shield +1 (Heavy/Metal); Sword 
  (Short/Masterwork); 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  20
  Appendix II: Additional Rules 
   
  Loona Map – From Loona, Port of Intrigue 
   
  
  The Black Night 
  Living Kingdoms of Kalamar 
  21
  Players Map to Loona 
  
  The Black Night 
  Living Kingdoms of Kalamar 
  22
  APPENDIX III: Player Handout 1 
   
  You hunt well, and begin to show the mark of true 
  investigators. I do not yet trust you, but we do not need to 
  be enemies.  
   
  If you wish for further information, come to the corner of 
  Sail Street and Anchor Lane. Lay aside your weapons, 
  offensive magic items, and sundry components, and walk 10 
  feet away from them, in any direction you choose.  
   
  I leave you close enough to allay your worries, but far 
  enough that I can make my escape if you prove yourselves 
  untrustworthy. If I do not see this act of faith on your part, 
  you will never see me. 
   
  Black Fox 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK61-TheBlackNight.pdf