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  May the Best Man Win 
  A One-Round D&D Living Kingdoms of Kalamar Adventure 
  An Adventure for 1st- to 4th-Level Characters 
  By Brian Patterson 
   
   
   
   
  With the merriment of the annual festival in Bet Rogala looming on the horizon, a student of Evocation 
  named Elis Lamir hopes to hire the PCs to retrieve a magic relic from an abandoned estate on the 
  named Elis Lamir hopes to hire the PCs to retrieve a magic relic from an abandoned estate on the  
  ruined estate, locate the item, and return to Bet Rogala before the scheduled competition. 
   
   
   
   
   
   
   
   
   
  May the Best Man Win, Paved with Good Intentions, 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 2003, 
  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. © 2003 Wizards of the Coast, Inc. 
  
   
  - 2 -
  May the Best Man Win Module Notes 
   
  This is a stand-alone module for use in the 
  Living™ Kingdoms of Kalamar campaign setting. 
  It is designed for 4 to 6 characters ranging from 
  1st- to 4th-level. It is advised that PCs go through 
  this module 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 Player's Handbook (3.5), 
  Dungeon Master's Guide, and Monster Manual 
  for these events. 
   
  All the adventures take place in the 
  Kingdoms of Kalamar setting in the Principality 
  of Pekal. Therefore, the DM should also have 
  the Kingdoms of Kalamar® Core Sourcebook 
  and the Kingdoms of Kalamar Player’s Guide. 
  Since the adventure begins in areas surrounding 
  Bet Rogala and the Udo Bog, the DM should 
  also make sure to have the Pekal Gazetteer for 
  reference. 
   
  Each encounter presented includes 
  abbreviated 
  monster 
  and 
  NPC 
  statistics. 
  Specific statistics for key Non-Player Characters 
  (NPCs) and other material are included in the 
  appendices at the back of this module as well as 
  throughout the module text itself. Certificates 
  that may be photocopied are also included. The 
  DM should read this adventure entirely no fewer 
  than one time before playing in order to ensure a 
  precise flow of movement, 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. 
   
  DM NOTE: The looting of a crypt enters into 
  morally gray areas for many characters, 
  including paladins and the like. Please take this 
  into consideration when gauging table 
  composition. 
   
  Also, there are many opportunities for 
  combat and role playing, so keep a close eye on 
  the time, encouraging PCs to move on if they’re 
  lingering too long on any one particular 
  encounter. 
   
   
  BACKGROUND 
   
  The true past of the Haran family and, more 
  specifically, Ilinar Haran is shrouded in 
  mysteries and extravagant rumors. On the 
  surface, Ilinar was once a shrewd but fair 
  businessman who worked to provide for his 
  family and secure a comfortable future for all of 
  his loved ones. Educated, kind and driven, Ilinar 
  was an upstanding member of the local 
  community. 
   
  Beneath the surface, something far 
  darker dwelled. Ilinar—an experienced student 
  of the magic arts—worked incantations and 
  rituals to ensure his families future, no matter 
  the risks involved. Occasional “business trips” to 
  Bet Rogala became more frequent and Ilinar’s 
  demeanor slowly changed. Many of the servants 
  associated the change in Ilinar with a strange 
  set of bracers that returned with him from his 
  last journey to the city. Soon after, rumors spoke 
  of a once kind-hearted and intelligent man 
  becoming violent and irrational. A family once 
  beloved is now feared because of the violent 
  mood swings and paranoid behavior of a man 
  spiraling into darkness. The final fate of Ilinar’s 
  decent into madness would never see its’ 
  conclusion, as a mysterious disease struck the 
  entire family that year and resulted in the end of 
  the Haran family bloodline. The bracers, in death 
  as in life, remain attached to Ilinar in his eternal 
  resting place. 
   
  Decades passed and the current year arrived 
  with the knowledge of the Haran family and the 
  mysterious bracers falling into the vastness of 
  rumor and legend. This legend, once known by 
  many bards and sages, now rests in forgotten 
  tomes of history and arcane lore within the 
  expansive libraries of the College of Magic. 
   
  Discovered by a young student of 
  evocation, Elis Lamir, the legend of the Haran 
  family once again surfaces. With the College of 
  Magic’s annual festival approaching in the 
  coming weeks, Elis is scheduled to compete in 
  the Tournament of Evocational prowess. To 
  ensure his edge in the contest, Elis studied the 
  forgotten tomes within the library for any 
  knowledge that may aid his efforts. During that 
  period of extensive research, Elis discovered the 
  Haran legend and the hearsay of the bracers of 
  Haran. As Ilinar was reputed to have an 
  uncanny talent with Evocational magic, Elis is 
  convinced that the legendary bracers must be 
  the source of such power. 
   
  With the aid of his father, Volis Lamir, Elis 
  contacts the PCs to locate the ruined Haran 
  estate and retrieve the bracers before the 
  festival arrives. 
   
   
  
   
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  ADVENTURE SYNOPSIS 
   
  —Introduction—One week before the annual 
  festival held by the College of Magic the group is 
  approached by Elis Lamir; a student scheduled 
  to compete in the Tournament of Evocational 
  Prowess and his father Volis Lamir; a successful 
  cloth merchant from Bet Rogala. Elis is in need 
  of an item to aid his efforts in the tournament 
  and he requests that the group meet with him 
  and his father later to discuss the specifics of the 
  task and agree upon a form of payment. 
   
  —Encounter 1—Elis meets the PCs and 
  introduces his father Volis Lamir; a successful 
  clothing merchant from Bet Rogala. With 
  introductions conducted, the PCs are asked to 
  journey to the Haran estate located in the Udo 
  Bog southwest of Bet Rogala to retrieve the 
  bracers of Haran, a set of enchanted bracers 
  rumored to greatly increase the potential of the 
  wearer’s Evocational spellcasting abilities. 
  However, time is against the group as the 
  tournament and festival are scheduled to begin 
  in one week. 
   
  —Encounter 2—After the PCs agree to the 
  terms offered by Elis and Volis, the two urge the 
  group to depart for the Haran estate as time is 
  now working against their goal. As the PCs 
  depart from Bet Rogala, they are stopped by the 
  Watchers of Twilight. The watchers hope to find 
  a wanted band of criminals known as the Bloody 
  Cudgels. If any of the PCs resemble the 
  members of the Bloody Cudgels there are 
  difficulties in leaving the city. 
   
  —Encounter 3—The PCs enter the Haran 
  Estate. During this encounter, the PCs approach 
  the ruins of the Haran estate and encounter a 
  feature common to the isolation and dangers of 
  Udo Bog, criminals in hiding. The Bloody 
  Cudgels (mentioned in encounter #2) are a 
  small time gang responsible for random acts of 
  thievery and senseless brutality in many towns, 
  thorps and communities across Pekal. 
  Recognizable by their trademark weapons 
  (cudgels) and deep-maroon sashes, the Bloody 
  Cudgels have taken up a necessary residence in 
  the Haran estate ruins to avoid the military 
  patrols near the edge of bog until an opportune 
  time to escape becomes available. The PCs 
  encounter the Bloody Cudgels near the main 
  house of the estate (which is located above the 
  family crypts) and must resolve the situation 
  either through role play or combat. 
   
  —Encounter 4—The entrance to the crypt is 
  blocked by a puzzle-door, allowing the PCs to 
  flex their intelligence and puzzle-solving skills. 
  The crypt door uses a complex puzzle linked to 
  placing the appropriate icons on the door in the 
  appropriate order to open the lock (much like a 
  combination lock) and enter the Haran family 
  crypt. 
   
  —Encounter 5—Inside the Haran family crypt, 
  the PCs must search the sarcophagi for the 
  bracers of Haran. During the search, there is a 
  chance for the PCs to release and contract a 
  disease from the exposure to the decades old 
  carcasses. Once the bracers of Haran are 
  located in the sarcophagus of Elnyna Haran, the 
  restless dead in the area of the estate 
  mysteriously awaken. Zombies (including the 
  slain Bloody Cudgels) converge onto the estate, 
  attacking any living creatures. The PCs must 
  escape from the estate before they are overrun. 
   
  — Encounter 6—The PCs must battle the 
  immediate undead to create a clear path for 
  escape as the zombies converge onto the Haran 
  estate. PCs who stubbornly remain to fight 
  ultimately face death as the number of undead 
  becomes too much to handle. Escape is the best 
  and only true solution for this encounter. 
   
  —Encounter 7—The mission ends when the 
  PCs deliver the bracers of Haran to Elis Lamir at 
  the festival, before the Tournament of 
  Evocational Prowess begins. With the bracers 
  delivered, the PCs receive their payment and 
  gratitude from both Elis and Volis Lamir. 
   
  —Conclusion—With the trials and troubles of 
  their mission completed, the PCs may attend the 
  festival and participate in several of the activities 
  presented. Among these activities, members of 
  the College of Magic can compete in various 
  tests of magic. 
   
  Appendix I: Treasure Summary 
  Appendix II: Experience Point Summary 
  Appendix III: NPCs 
  Appendix IV: Bracers of Haran 
  Appendix V: Map of the Haran Estate 
  Appendix VI: Map of the Haran Family Crypt 
  Appendix VII: Festival Contest Guidelines 
  Appendix VIII: Festival Activities 
  
   
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  INTRODUCTION 
   
  SUMMARY: While enjoying the diversity and 
  culture of the Bet Rogala marketplace, the PCs 
  are approached by Elis Lamir, an enrolled 
  student of Evocation at the College of Magic. 
  Elis requests that the PCs join him for a drink at 
  the Wayward Inn to discuss a business 
  proposition of great importance. 
   
  With a cool breeze blowing in the afternoon 
  air, the wide streets of Bet Rogala are alive 
  with the activities of merchants, performers 
  and citizens going about their daily routines. 
  Wagons roll through the crowded streets as 
  vendors call out to you in hopes of selling 
  their goods. The aroma of cooking meats 
  and exotic spices fills the air as a feeling of 
  anxious excitement for the approaching 
  Hokalas Faire Magica permeates the city. 
   
  Through a crowd of bustling city 
  goers, the voice of a young man cries out to 
  you, “Good friends! Might I have a word with 
  you?” He continues to approach through the 
  crowd, a young man of clearly Kalamaran 
  decent, noted by his long red hair and tall, 
  thin frame. The young man approaches and 
  with an exhausted gasp he speaks in the 
  Merchant’s Tongue, “Hello my friends, I have 
  searched for you all of this morning. I am 
  Elis Lamir, a student of Evocation for the 
  College of Magic. I have a matter of great 
  importance to speak with you about if you 
  would grant my father and me the time to 
  explain our offer to you properly over drinks 
  tonight at the Wayside Inn?” 
   
  —PCs Answer "No"?— 
  Elis produces a half-hearted smile and nods his 
  head in respect as he leaves. The module is 
  over. 
   
  —What time should we arrive?— 
  “We will wait for you tonight at the Wayward 
  Inn shortly after sunset. Time is of the 
  essence, so please do not be late.” 
   
  —PCs begin to ask other questions of Elis?— 
  “I feel that it would be safer to discuss such 
  details tonight, with a greater amount of 
  discretion. I trust that you understand.” 
   
  —PCs accept the offer— 
  “Splendid! I will await your arrival tonight so 
  that we may discuss our needs to you in 
  greater detail.” With a smile on his face, Elis 
  turns and strides  away from the PCs, 
  pushing through the crowd of people. 
   
  DM NOTE: The PCs may do as they wish until 
  they meet with Elis and his father at the 
  Wayward Inn. They have two bells before 
  sunset. 
   
   
  ENCOUNTER 1: The Wayward Inn 
   
  SUMMARY: After a day of activities the PCs 
  eventually make their way to the Wayward Inn 
  for the meeting with Elis Lamir and his father 
  Volis to discuss the details of the task placed 
  before them. After a brief introduction and an 
  overview of the requested task, the Lamirs make 
  an offer to the PCs to retrieve the forgotten 
  bracers of Haran. 
   
  DM NOTE: This encounter is full of PC/NPC 
  interaction. Make sure that you are familiar with 
  the personalities involved, Elis and Volis Lamir. 
  If a physical altercation should erupt, this would 
  be disastrous to the PCs as the city watch and 
  other patrons in the Wayward Inn would surely 
  step in to detain the PCs, thus ending the 
  adventure. 
   
  With the sun setting over the walls of Bet 
  Rogala, a warm glow of red and orange 
  bathes the city. Along the street merchants 
  and vendors secure their businesses as the 
  workday comes to an end and the nightlife of 
  the city begins to take shape. 
   
  Ahead, the exterior of the Wayward 
  Inn has come into view through the vivid 
  display of sunset. A modest two-story 
  structure constructed of sturdy stone and 
  amber stained wood, it appears to be both 
  welcoming and well kept. Patrons sit on the 
  front stoop of the inn and make friendly 
  conversation with passers by. 
   
  DM NOTE: On the inside of the inn there is a 
  light crowd of regular patrons. The 
  establishment is well lit and welcoming to all 
  who enter. Behind the bar is one male barkeep, 
  the owner of the Wayward Inn, Vilimir Tar’mir. 
   
  Just as the exterior suggests, the Wayward 
  Inn is both comfortable and welcoming, 
  projecting an aura of wealth and status. The 
  soft glow of torchlight reveals the interior of 
  
   
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  the inn to be constructed of dark, rich woods 
  and decorated with intricate tapestries of 
  battle and glory from Kalamaran history, 
  especially the ways of the old empire. 
  Several tables fill the common room and the 
  sounds of light laughter and dignified 
  merriment can be heard throughout the inn. 
   
  As you enter, a familiar voice calls 
  out to you, “Ah hello my friends, you have 
  made it.” The voice is that of Elis Lamir, who 
  is standing and gently waving to you from a 
  far corner table. “Please, join us.” 
   
  DM NOTE: When the PCs move to join Elis and 
  Volis, a barmaid asks if they would care for a 
  drink. The tab is covered by Volis so the PCs 
  need not worry about spending any coin for the 
  drinks. As his description says, Volis Lamir 
  speaks only in High Kalamaran. If the PCs do 
  not speak High Kalamaran, Elis must translate 
  for them (unless they specified, all characters 
  that speak “Kalamaran” speak “Low 
  Kalamaran”). 
   
  Elis stands to greet you and extends a hand 
  of welcome along with a hearty smile. “Hello 
  my friends, I am glad to see that you could 
  join us. Allow me to introduce my father, 
  Volis Lamir.” With a stern face, Volis leans 
  forward and gives welcome in high 
  Kalamaran, “Hello, I am to assume that you 
  are the group my son wishes to hire for this 
  task? You appear to be experienced. Shall I 
  tell you what is needed of you this night?” 
   
  —Have I heard of Volis Lamir?— 
  Have the PC make a Knowledge (Bet Rogala: 
  Local) check (DC 20). With a successful check, 
  the PC recognizes the name of Volis Lamir as a 
  successful cloth merchant in Bet Rogala with a 
  reputation for shrewd but fair business practices. 
   
  —PCs Answer "No."— 
  Elis and Volis appear confused and slightly 
  angered by this obvious attempt to waste their 
  precious time. The two men leave the inn 
  frustrated. The module is over. 
   
  —PCs Answer "Yes."— 
  “I assume you aware of the festival 
  scheduled for next week. The College of 
  Magic hosts the fair every year. My son is a 
  student of Evocation—one of the best the 
  school has to offer. He is scheduled to 
  compete in the Tournament of Evocational 
  Prowess, one of several competitions used 
  to enroll gifted students into a special class 
  with Headmaster Zenith himself. My son 
  requires an item, or more specifically, a 
  special tool to improve his chances for 
  success in the competition. Elis?” 
   
  Elis speaks: 
  “Yes father, after several months of study I 
  have located such an item within Pekal and 
  within a short distance of the city. The item 
  in question is a set of bracers known as the 
  bracers of Haran. According to the books in 
  the college library, the bracers were once the 
  property of the Haran family. The Haran’s 
  were once prominent spellcasters and 
  businessmen, known for honesty and good 
  business practices, much like my father. 
   
  According to the books, the entire 
  family died after contracting a terrible 
  disease and was buried by servants in the 
  family crypts located beneath the manor 
  home. The books also stated that the bracers 
  were never recovered from the house, lost 
  somewhere on the estate. I believe Ilinar 
  Haran sealed them somewhere within the 
  house for safekeeping. I need these bracers 
  for the competition. Will you retrieve them 
  for me? 
   
  —PCs Answer "No"?— 
  Elis appears disheartened but respects the PCs 
  wishes. He and his father leave the inn. The 
  module is over. 
   
  —How much are you paying us to do this?— 
  “I will pay each of you 60 Victories to retrieve 
  the bracers from the Haran estate. In addition 
  to this payment, you may keep any other 
  items of value that you find in the estate. We 
  only want the bracers. If you fail to retrieve 
  the bracers, I will still pay you one-quarter of 
  the agreed fee.” 
   
  —PCs bargain for more gold?— 
  Have the PC make a Diplomacy check (DC 20. 
  –2 penalty if the PC does not speak High 
  Kalamaran). If successful, Volis agrees to 70 
  Victories but appears to be frustrated in paying 
  the additional cost, as he is a shrewd 
  businessman. 
   
  —What do the bracers do?— 
  Elis says: 
  “The bracers of Haran are said to increase 
  the power of Evocational magic, which is my 
  
   
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  specialty. I will know more when I am able to 
  study the bracers more closely.” 
   
  —What is the prize for winning the 
  competition?— 
  “The archmage gives private lessons to the 
  winner of the competition, teaching the first 
  traditions of the Arcane Order. But only 
  advanced students may compete for the 
  prize.” 
   
  —Wouldn’t that be cheating?— 
  “No, the headmaster allows the competitor to 
  use any special tools he or she possesses to 
  increase his potential in the tournaments. A 
  student is only as good as his tools, he 
  always says.” 
   
  —Does Elis seem sincere?— 
  Have the PCs make a Sense Motive check (DC 
  10). If the check is successful, reveal to the PC 
  that Elis is completely sincere and appears to 
  have no ill intentions for the bracers. 
   
  —Where is the Haran estate?— 
  “If you follow the South Merchant Way due 
  south and journey west, you will reach the 
  edges of both Lake Eb’Sobet and the Udo 
  Bog. Resting on a hill near this point are the 
  remains of the Haran estate. 
   
  —Is there anyone guarding the estate?— 
  “The Haran family was known for their 
  secrecy and none of the books I’ve read 
  indicate any sort of protections in place on 
  the estate or the family crypt. However I 
  would recommend extreme caution as that 
  area is known for bandits and other perils.” 
   
  —We could go faster on horses— 
  “Then perhaps you should buy yourselves 
  horses. We wish to hire you for a service. 
  How you get there is your concern. Our 
  payment is our concern. You shall receive 
  your coin when you arrive on time and with 
  the bracers,” Volis says with an irritated 
  tone. 
   
  —PCs agree to terms?— 
  With a hearty smile, Elis extends his hand to 
  thank you and to seal the agreement. “I 
  cannot thank you enough. The bracers of 
  Haran will ensure my chances for victory and 
  my enrollment into Headmaster Zenith’s 
  class. But please hurry, the festival begins in 
  one week’s time and the tournament is 
  scheduled for the early morning hours.” 
   
  Volis speaks: 
  “It is imperative that you return with the 
  bracers before the day of the festival, to 
  allow my son time to study them before use. 
  If you fail to return before the festival our 
  contract is null and void, I will not pay the 
  full amount, only one-quarter of the amount. 
  Good luck to you.” 
   
  DM NOTE: With the meeting complete, the PCs 
  may prepare for the journey as they see fit. 
  When they are ready to leave the city proceed to 
  Encounter 2: Mistaken Identities. 
   
   
  ENCOUNTER 2: Mistaken Identities 
   
  SUMMARY: After the PCs agree to the terms 
  offered by Elis and Volis Lamir, they are urged 
  to depart for the Haran estate quickly, as time is 
  now working against their goal. As the PCs 
  attempt to depart from Bet Rogala, the Watchers 
  of Twilight at the city gate stops them. The 
  watchers hope to find a wanted band of 
  criminals known as the Bloody Cudgels who 
  have committed crimes in the city. If any of the 
  PCs resemble the members of the Bloody 
  Cudgels there are increased difficulties in 
  leaving the city. 
   
  DM NOTE: This encounter is full of PC/NPC 
  interaction. Make sure that you are familiar with 
  the personalities involved, each of the Watchers 
  of Twilight present as well as any personality 
  traits of the PCs that may result in a hostile 
  situation. If a physical altercation should erupt it 
  would be disastrous to the PCs and the 
  adventure, as the Watchers of Twilight certainly 
  attempt to detain the PCs, thus ending the 
  adventure. After the PCs have completed any 
  preparations for the journey to the Haran estate 
  and move toward the southern city gate read the 
  following if they depart during daytime hours: 
   
  The bustling streets of Bet Rogala are filled 
  with hurried travelers and merchants selling 
  their wares to any passers-by who offer a 
  curious glance. The flow of people and 
  wagons maintains, as always, a steady pace 
  southward toward the city gate until the 
  imposing structure itself comes into view. 
  
   
  - 7 -
   
  With the sounds of daily city life 
  behind you, the sounds of frustration, 
  confusion and anger dominates much of the 
  area surrounding the southern gate. 
  Wagons, horses and travelers anxious to 
  depart from the city are held at bay. The 
  source of the delay becomes apparent when 
  you see and hear several of the city’s 
  watchmen, the Watchers of Twilight, 
  conducting brief interrogations and 
  searching all travelers from the city. Within 
  moments, a squad turns to approach you as 
  a female lightfoot halfling calls forth, “Hold 
  there! What business takes you from the city 
  walls this day?” 
   
  If the PCs depart from Bet Rogala at night read 
  the following: 
   
  The once bustling streets of Bet Rogala are 
  now much quieter as the merchants of the 
  city and other workers have returned from a 
  day of labor. In the distance you hear the 
  sounds of merriment carried over the night 
  sky. The sound of this merriment is slowly 
  overpowered by the sounds of raised voices 
  and confusion as you approach the city gate. 
   
  The gate, usually quiet and vacant of 
  anyone but city guardsmen, is now crowded 
  with travelers departing from the city. 
  Wagons are stopped and travelers voice 
  frustrations over delayed journeys. The 
  source of the delay becomes apparent when 
  you see and hear several of the city’s 
  watchmen, the Watchers of Twilight, 
  conducting brief interrogations and 
  searching all travelers departing from the 
  city. Within moments a squad turns to 
  approach you as a female lightfoot halfling 
  calls forth, “Hold there! What business takes 
  you from the city walls this evening?” 
   
  DM NOTE: For the sake of preserving the flow 
  of this module the PCs should encounter the 
  Watchers of Twilight regardless of the time in 
  which they depart Bet Rogala and regardless of 
  which city gate is chosen to depart from (if they 
  choose to try another gate before speaking with 
  the watchers). They are more on edge if 
  encountered at night, but this does not change 
  their interaction with the PCs. 
   
  The squad of watchers approaches the group 
  quickly, but not as an act of aggression. Rather, 
  the watchers are searching for a group of 
  criminals known as the Blood Cudgels, a band 
  of thugs and cutthroats who have plagued the 
  city as of late with petty crimes and acts of 
  vandalism. Unknown to the watchers or the city 
  guard, the cudgels have already escaped from 
  Bet Rogala and are hiding from militia patrols in 
  the ruins of the Haran estate (see encounter 
  three). The Watchers of Twilight are conducting 
  interrogations and searches in an effort to locate 
  the Bloody Cudgels. 
   
  A squad of four watchers approaches you. 
  The squad consists of three Kalamaran men 
  and the female halfling. The woman 
  approaches first and speaks in a calm but 
  firm accented Low Kalamaran, “Good 
  evening. By order of the city of Bet Rogala in 
  an effort to locate the wanted criminals 
  known as the Bloody Cudgels, I must ask 
  what business takes you from the safety of 
  the city walls and ask to inspect each of the 
  possessions upon your person.” 
   
  —Who are the Bloody Cudgels?— 
  Some PCs may know of the Bloody Cudgels. 
  Have the PC make a Knowledge (Bet Rogala: 
  Local) (DC 20) check. If the PC asks this 
  question to Arenou, as this information is 
  somewhat delicate in nature have the PC make 
  either a Diplomacy or Charisma check (DC 
  20). If successful, Arenou leans forward and 
  speaks in a lowered tone: 
   
  “The Bloody Cudgels? They are a band of 
  cutthroats responsible for several acts of 
  violence, thievery, and vandalism within the 
  city walls in recent nights. Aside from the 
  crimes themselves, the cudgels are 
  particularly brutal in their methods in that 
  they all carry clubs of some kind or another 
  and find it necessary to bludgeon all of their 
  victims to death or near death. Such vermin 
  should be disposed of and the Watchers of 
  Twilight intend to find these criminals and 
  bring them to justice.” 
   
  —None of your business (or other forms of 
  disrespect)— 
  The watchers become unfriendly towards the 
  PCs and demand to know each of their names 
  and to search all of their belongings for illicit 
  materials and evidence that may link them to the 
  Blood Cudgels. If the PCs refuse to cooperate, 
  the watchers arrest the PCs for further 
  questioning. Regardless of this outcome (such 
  as the PCs fleeing, etc), the module is over as 
  the PCs are now wanted criminals (stats are not 
  
   
  - 8 -
  kept for the watchers if PCs choose to initiate 
  combat, but those present range from 2nd to 5th 
  level; there are 10 watchers at the gate). 
   
  Quick talking may defuse this situation. 
  Three successfully worded Diplomacy checks 
  (DC 25) calms the guards and allows the PCs to 
  begin the encounter with the watchers again. 
   
  —The PCs create a false (yet believable) reason 
  for leaving the city— 
  Have the PC make a Diplomacy check (DC 15) 
  with an opposed Sense Motive check (with a +5 
  to the die roll) from Arenou Kapran (the female 
  halfling). If successful, the watchers causally ask 
  a few non-invasive questions, perform a very 
  light search of the PCs, and send them on their 
  way. 
   
  —The PCs are discovered carrying illicit 
  materials (such as poison)— 
  The watchers immediately take the PCs into 
  custody for an extensive interrogation and 
  possible sentencing. Add 2 day units to the total 
  cost of the module. PCs must force march to 
  complete the task on time and suffer from 
  exhaustion penalties as defined in the DMG. 
   
  DM NOTE: Members of the military or its 
  affiliated organizations (such as the Gray 
  Legion) are allowed to carry poison. There is no 
  more delay once these credentials are 
  established. 
   
  Also, a good or lawful aligned cleric that 
  is a member in good standing in a local church 
  (meta-org) may reduce this delay to 1 DU with a 
  successful Diplomacy check (DC 20). 
   
  —One of the PCs is a member of a good-
  aligned and well-respected faith (such as the 
  Traveler, the Knight of the Gods, etc.)— 
  The presence of such a character of faith eases 
  the minds of the watchers and eases the 
  difficulty in passing through the city gate. As 
  long as the PCs conduct themselves 
  respectively and do not cause reason for 
  concern the watchers ask only a few questions, 
  conduct a very light search and send the PCs on 
  their way. 
   
  —One of the PCs resembles a member of the 
  Bloody Cudgels— 
  The Watchers of Twilight obtained loose 
  physical descriptions for each of the Bloody 
  Cudgels. If one (or several) of the PCs matches 
  these descriptions the watchers attempt to 
  detain the PCs for questioning. Described below 
  are the physical descriptions the watchers have 
  for each of the Bloody Cudgels: 
   
  “A Kalamaran male standing six heads high 
  with fiery red, shoulder length hair and 
  carrying a large cudgel. He answers to the 
  name Nalati.” 
   
  “A Kalamaran male known for wearing gray 
  and black armor with short reddish-brown 
  hair and also carries a large battle axe in 
  addition to the gangs trademark cudgel.” 
   
  “A tall, thin Kalamaran man who is 
  completely bald and carries the groups 
  signature cudgel.” 
   
  “A large sil’karg woman with long black hair, 
  reddish skin, and a pronounced under-bite. 
  She wears black armor and carries an 
  exquisite cudgel.”  
   
  In this situation, the PCs must convince the 
  watchers otherwise either with the truth (Sense 
  Motive check from Arenou (DC 10) or a 
  believable lie from the scenario described 
  above. 
   
   
  ENCOUNTER 3: Entering the Estate 
   
  SUMMARY: During this encounter the PCs 
  approach the ruins of the Haran estate and 
  encounter a common feature to the isolation and 
  dangers of Udo Bog, criminals in hiding. The 
  Bloody Cudgels (mentioned by the Watchers of 
  Twilight in encounter #2) are a small gang 
  responsible for random acts of thievery and 
  senseless brutality in many towns, thorps and 
  communities across Pekal. Recognizable by 
  their trademark cudgels and deep-maroon 
  sashes, the Bloody Cudgels have taken up a 
  necessary residence in the Haran estate ruins to 
  avoid the military patrols near the edge of the 
  Udo Bog until an opportune time to escape 
  becomes available. The PCs encounter the 
  Bloody Cudgels near the main house of the 
  estate (which is located above the family crypts). 
   
  DM NOTE: The trip to the Haran estate is 
  uneventful for the PCs. Allow adequate time for 
  role-playing and character interaction until the 
  PCs are ready to continue forward and read the 
  following aloud regardless of the time of day or 
  night the PCs arrive at the Haran estate: 
  
   
  - 9 -
   
  The beautiful scenery of the Pekalese 
  countryside slowly begins to fade into a 
  plain of rolling hills and damp foliage that 
  comprised the outskirts of the Udo Bog. To 
  the north, Lake Eb’Sobet dominates the 
  horizon, and to the west, the hills continue to 
  roll forward revealing a small stone pathway 
  ascending up the eastern face of a steep hill 
  covered in dense foliage. With the pathway 
  in a state of neglect and disrepair, the 
  silhouette of an abandoned manor home 
  looms on the top of the hill surrounded by 
  the dense overgrowth. 
   
  DM NOTE: With the elevated perch of the Haran 
  estate, the Bloody Cudgels are out of sight of 
  most travelers. Having enjoyed a few days of 
  solitude, they’ve become lax with their guard 
  duty (see Appendix VI: The Haran Estate). The 
  Bloody Cudgels are hidden by the rise, but none 
  of the villains are making efforts to conceal 
  themselves. 
   
  —Do I see or hear anything unusual?— 
  Have the PC make a Listen or Spot check (DC 
  10+APL). If successful, the PC notices the 
  presence of the Bloody Cudgels. 
   
  —Enemy Tactics— 
  Surprise Round: The Bloody Cudgels are 
  unaware that anyone is in the bog. They’re 
  gathered around a cook fire and sharing 
  conversation of previous adventures. Any PC 
  succeeding at an opposed Move Silently check 
  (vs. their Listen check at –5 penalty) may 
  successfully advance on the camp. 
   
  Although they all own armor, no one is 
  wearing it at the time. This has been their safe 
  haven for some time. 
   
  First Round and Beyond: If they are not 
  surprised, Takaran makes a Knowledge 
  (Military Tactics) (KPG p. 73) check (DC 20) to 
  grant his allies a +2 morale bonus to all attack 
  rolls as he has surveyed the effective strengths 
  and weaknesses of the PCs. In the meantime 
  the rest of the Bloody Cudgels press the attack 
  to the PCs. Jathal uses her Eyes of Fury (KPG 
  p. 85)—APLs 3 and 4 only—ability as a free 
  action first and then makes use of her Power 
  Attack feat, Sunder, and Undying feat (KPG p. 
  92) if necessary. Natali utilizes his Expertise 
  feat, while Rimal positions himself to use his 
  Point Blank Shot feat until pressed at which time 
  he resorts to using his light mace in melee 
  combat. 
   
  If they are surprised, they grab their 
  weapons and move into combat as quickly as 
  possible, trying to compose themselves and 
  eventually utilize tactics. 
   
  Natali, Jathal, and Rimal all fight to the death to 
  avoid defeat or capture. Takaran however 
  attempts to escape if the PCs gain a decisive 
  advantage (such as with the death of one or 
  more of the Bloody Cudgels). 
   
  APL 2 
  The Bloody Cudgels 
  Natali Bolomo Male, Human (Kalamaran), 
  Warrior 1/Brigand 1; 
  Medium-Size Humanoid; HD 2d8+4; Hp 17; Init -
  1; Spd 30 ft; AC 9; At light mace +3 Melee 
  (1d6+2); Al CE; SV Fort +5, Ref +0, Wil +0; Str 
  15, Dex 9, Con 14, Int 14, Wis 10, Cha 8; SA: 
  Improved Bluff; Skills: Climb +6, Handle Animal 
  +3, Hide +3, Intimidate +2, Jump +4, Move 
  silently +3, Ride +1; Feats: Blind-fight, Expertise; 
  Possessions: light mace, dagger, small wooden 
  shield, leather armor, backpack, hourglass, light 
  horse (w/ riding saddle, bit and bridle), potion of 
  love, 5 gp. 
   
  Languages: Low Kalamaran, Merchant’s Tongue 
   
  Rimal P’Nare Male, Human (Mixed 
  Kalamaran), Warrior 1/Brigand 2; 
  Medium-Size Humanoid; HD 3d8+3; Hp 21; Init 
  +1; Spd 30 ft; AC 11; At light mace +4 (1d6+2) 
  or short bow +3(4) (1d6); Al CE; SV Fort +7, Ref 
  +2, Wil +0; Str 14, Dex 12, Con 12, Int 14, Wis 
  10, Cha 12; SA: Improved Bluff, Sneak Attack 
  +1d6; Skills Appraise +3, Climb +6, Handle 
  Animal +2, Hide +5, Intimidate +6, Jump +6, 
  Move silently +5, Swim +6; Feats: Great 
  fortitude, Point blank shot; Possessions: light 
  mace, dagger, short bow, 20 arrows, leather 
  armor, backpack, light horse (w/ riding saddle, 
  bit and bridle), rope (50 ft. hemp), oil of 
  timelessness, 5 gp. 
   
  Languages: Low Kalamaran, Merchant’s 
  Tongue, Hobgoblin, and Orcish 
   
  Takaran Jorisok Male, Human (Mixed 
  Kalamaran), Warrior 1/Brigand 1; 
  Medium-Size Humanoid; HD 2d8; Hp 13; Init +5; 
  Spd 30 ft.; AC 11; At light mace +5 (1d6+4) or 
  light crossbow +2 (1d8); Al CE; SV Fort +3, Ref 
  +2, Wil -2; Str 18, Dex 13, Con 11, Int 10, Wis 7, 
  
   
  - 10 -
  Cha 11; SA: Improved Bluff; Skills: Hide +5, 
  Jump +8, Knowledge (Military Tactics) +2, Listen 
  -2, Move silently +2, Spot -2; Feats: Improved 
  initiative, Quick draw; Possessions: light mace, 
  dagger, light crossbow, 10 bolts, padded armor, 
  backpack, light horse (w/ riding saddle, bit and 
  bridle), potion of blur, 5 gp. 
   
  Languages: Low Kalamaran 
   
  Jathal Krelovok Female, Half Hobgoblin 
  (Krangi), Warrior 1/Brigand 2 
  Medium-Size Humanoid; HD 3d8+6; Hp 24; Init 
  +1; Spd 30 ft.; AC 11; At +6 light mace (1d6+3); 
  Al CE; SV Fort +6, Ref +5, Wil +0; Str 16, Dex 
  13, Con 15, Int 14, Wis 9, Cha 10; SA: Improved 
  Bluff, Sneak Attack +1d6, ; Skills: Bluff +5, Climb 
  +6, Disable device +3, Handle animal +3, Hide 
  +4, Jump +5, Intimidate +2, Listen +0, Move 
  silently +2, Search +3, Spot +0; Feats: Power 
  Attack, Sunder, Undying (KPG p. 92); 
  Possessions light mace, dagger, chain shirt, 
  buckler, backpack, hooded lantern, 5 flasks of 
  oil, potion of bull’s strength, 10 gp. 
   
  Languages: Low Kalamaran, Merchant’s 
  Tongue, and Hobgoblin 
   
  APL 1 
  Remove Jathal Krelovok from the party and 
  continue the encounter as written. If an 
  explanation is necessary, the remaining Bloody 
  Cudgels grew tired of her overbearing attitude 
  and betrayed her on the road to the Haran 
  estate. 
   
  APL 3 
  *Same as APL 2, with the following changes: 
  1. Change Jathal Krelovok to the following: 
  Jathal Krelovok Female, Half Hobgoblin 
  (Krangi), Warrior 1/Brigand 3 
  Medium-Size Humanoid; HD 4d8+8; Hp 31; Init 
  +1; Spd 30 ft.; AC 11; At +6 light mace (1d6+3); 
  Al CE; SV Fort +6, Ref +5, Wil +0; Str 17, Dex 
  13, Con 15, Int 14, Wis 9, Cha 10; SA: Improved 
  Bluff, Sneak Attack +1d6, Evasion, Eyes of Fury; 
  Skills: Bluff + +6, Climb +7, Disable device +3, 
  Handle animal +3, Hide +5, Jump +7, Intimidate 
  +2, Listen +0, Move silently +2, Search +4, Spot 
  +0; Feats: Power Attack, Sunder, Undying (KPG 
  p. 92); Possessions light mace, dagger, chain 
  shirt, buckler, backpack, hooded lantern, 5 
  flasks of oil, potion of bull’s strength, 10 gp. 
   
  Languages: Low Kalamaran, Merchant’s 
  Tongue, and Hobgoblin 
   
  APL 4 
  *Same as APL 3, with the following changes: 
  1. Change Jathal Krelovok to the following: 
  Jathal Krelovok Female, Half Hobgoblin 
  (Krangi), Warrior 1/Brigand 4; 
  Medium-Size Humanoid; HD 5d8+10; Hp 38; Init 
  +1; Spd 30 ft.; AC 16; At +7 light mace (1d6+3); 
  Al CE; SV Fort +7, Ref +5, Wil +0; Str 17, Dex 
  13, Con 15, Int 14, Wis 9, Cha 10; SA: Improved 
  Bluff, Sneak Attack +1d6, Evasion, Eyes of Fury, 
  Uncanny Dodge; Skills: Bluff +6, Climb +7, 
  Disable device +3, Handle animal +3, Hide +7, 
  Jump +7, Intimidate +2, Listen +0, Move silently 
  +5, Search +4, Spot +0; Feats: Power Attack, 
  Undying (KPG p. 92); Possessions light mace, 
  dagger, chain shirt, buckler, backpack, hooded 
  lantern, 5 flasks of oil, potion of bull’s strength, 
  10 gp. 
   
  Takaran Jorisok Male, Human (Mixed 
  Kalamaran), Warrior 1/Brigand 2; 
  Medium-Size Humanoid; HD 3d8; Hp 18; Init +5; 
  Spd 30 ft.; AC 12; At light mace +6 (1d6+4) or 
  light crossbow +3 (1d8); Al CE; SV Fort +4, Ref 
  +3, Wil -2; Str 18, Dex 13, Con 11, Int 10, Wis 7, 
  Cha 11; SA: Improved Bluff, Sneak Attack +1d6; 
  Skills: Bluff +5, Hide +5, Jump +8, Knowledge 
  (Military Tactics) +2, Listen -2, Move silently +2, 
  Spot -2; Feats: Improved initiative, Quick draw; 
  Possessions: light mace, dagger, light crossbow, 
  10 bolts, padded armor, backpack, light horse 
  (w/ riding saddle, bit and bridle), potion of blur, 5 
  gp. 
   
  Languages: Low Kalamaran 
   
   
  —Post Combat— 
  The results of the post-combat encounter 
  depend greatly on the outcome of the combat 
  with the Bloody Cudgels itself. If the PCs slay all 
  of the Bloody Cudgels and are unable to prevent 
  Takaran from escaping, continue forward into 
  the estate to discover the crypt entrance and 
  Encounter 4: The Crypt Entrance after the PCs 
  survey the damage and value of any 
  possessions left behind by the Bloody Cudgels. 
   
  If the PCs manage to capture any of the Bloody 
  Cudgels for interrogation allow the players to 
  conduct the interrogation. This interrogation is 
  free form at the DM’s discretion. Feel free to 
  consult the descriptions of the Bloody Cudgels in 
  Appendix III: NPCs and role-play their reactions 
  accordingly. Despite the methods used, none of 
  
   
  - 11 -
  the Bloody Cudgels have been able to open the 
  crypt door and are too frightened by the intricacy 
  of the door to attempt to do so for fear of dire 
  repercussions, nor do they possess knowledge 
  of the Haran family (aside from the old painting 
  in the foyer of the manor ruins in Encounter 4). 
   
  DM NOTE: It becomes obvious to the PCs that 
  there are only three light horses accounted for 
  near the estate. The reason for this is simple; 
  the Bloody Cudgels have been forced to eat one 
  horse, as they have been too afraid of nearby 
  militia patrols to leave the Haran estate for 
  supplies. 
   
   
  ENCOUNTER 4: The Crypt Entrance 
   
  SUMMARY: The entrance to the crypts is 
  blocked by an intricate puzzle-door, allowing the 
  PCs to flex their intelligence and puzzle-solving 
  skills. The crypt door uses a complex puzzle 
  linked to pushing the appropriate icons on the 
  door in the appropriate order to open the lock 
  (much like a combination lock) and enter the 
  Haran family crypt, the location of the bracers of 
  Haran. 
   
  DM NOTE: After the battle with the Bloody 
  Cudgels the PCs must enter into the decaying 
  remains of the Haran family manor home. When 
  the PCs are ready to enter the manor home read 
  the following aloud: 
   
  What once was a magnificent home has 
  since decayed into a mere shadow of its 
  former glory. A combination of strong 
  masonry and exquisite woodwork has rotted, 
  leaving a once two-story a now collapsed 
  one-story home, with much of the second 
  floor and roof piled into the first floor. Walls 
  that were once whitewashed and vibrant are 
  now yellowed by the harmful effects of the 
  elements. Windows are shattered and the 
  litter of countless squatters can be seen 
  lying about the grounds of the estate. 
  Weeping willows of the surrounding grounds 
  now hang over the top of the ruins, 
  appearing as the grim hand of the harvester, 
  clawing the life from land and the estate 
  itself. 
   
  DM NOTE: As the text suggests, the Haran 
  family manor has become nothing more than a 
  condemned ruin for passing brigands and 
  squatters to use as a refuge from militia patrols. 
  There is nothing of value on the ground level of 
  the estate or on the outside of the manor home. 
  When the PCs move into the foyer of the manor 
  read the following aloud: 
   
  The main foyer of the Haran manor home 
  shows the signs of decay and disrespect 
  displayed on the ruin’s exterior. The smell of 
  decay and waste fills the air as the remains 
  of campfires, broken furniture and discarded 
  trash covers the foyer floor. A faded piece of 
  canvas with the blurred remains of a family 
  portrait hangs over the remains of the 
  fireplace with various curses and 
  defacements scrawled onto the remnants of 
  the portrait. To the east, through the debris 
  of the rotten wood and collapsed ceiling, a 
  narrow path leads to a set of stone stairs 
  descending into the ground. 
   
  DM NOTE: The portrait over the fireplace is that 
  of the Haran family during the height of their 
  prosperity. While it is difficult to make out the 
  images on the defaced canvas, a successful 
  Search check (DC 15) allows the PC to discern 
  the family members from the right to the left: 
   
  • 
  Oralen (the youngest Haran son) 
  • 
  Elener (the second daughter) 
  • 
  Malako (the oldest daughter) 
  • 
  Vilinesa (mother) 
  • 
  Ilinar (father) 
   
  The name of the each family member is written 
  in High Kalamaran below them on the portrait, 
  along with their title, as described above. This is 
  of great importance to opening the puzzle-door 
  to the family crypt located at the bottom of the 
  stone stairwell to the east of the foyer. This is 
  the order in which the buttons on the puzzle-
  door must be pressed to successfully open the 
  door to the crypt without activating the trap left 
  behind by Ilinar and his aids. Once the PCs 
  move toward the stone stairwell to the east of 
  the foyer read the following aloud: 
   
  Through the extensive wreckage of the 
  ruined Haran manor home a narrow stairwell 
  descends toward a large stone door. Like the 
  rest of the home, pieces of debris litters the 
  stairwell and the stone doorway has 
  yellowed by the effects of time. Unlike other 
  doors, this stone door bears a large 
  engraving upon the front of it written in the 
  Kalamaran tongue. The engraving is that of a 
  
   
  - 12 -
  large circle with five smaller circles placed 
  upon it. Each of the smaller circles bears a 
  small symbol upon it and appears to be inset 
  in the stonework of the door, as if they could 
  be pressed inward. 
   
  DM NOTE: This is the puzzle-door that leads to 
  the Haran family crypt. To open the door 
  successfully, the PC must press the smaller 
  buttons counterclockwise, beginning with the 
  symbol at the bottom of the circle in the “six 
  o’clock” position and each button thereafter. 
  Each of the symbols on the smaller circles is 
  letters of the Kalamaran alphabet (PCs must be 
  literate in either High or Low Kalamaran to 
  discern this fact) and represents the first letter of 
  each family members name (beginning with 
  Oralen). If the buttons are pressed in this order 
  the door opens without incident and the PCs 
  may proceed to Encounter 5: The Crypts. 
  Failure to press the buttons in the proper 
  sequence activates the magical trap placed 
  upon the door. 
   
  DM NOTE: Although the portrait names are 
  written in High Kalamaran, the alphabet for the 
  two dialects is the same. PCs literate in either 
  Kalamaran language may make an Intelligence 
  check (DC 14) to associate the two. A Decipher 
  Script check (DC 7) discerns the same relation 
  between the letters and the portrait (increase the 
  DC of this check if the character is not literate in 
  either Kalamaran language). 
   
  APL 2 
  Haran Puzzle Door 
  Lightning Blast: 5-ft. wide x 15-ft. wide spray 
  (2d6); Reflex save (DC 13) avoids; Search (DC 
  26); Disable Device (DC 25). The trap resets 
  itself after each discharge and must be 
  successfully opened through the proper button 
  sequence, disarmed by a rogue PC, or dispelled 
  with dispel magic. 
   
   
  APL 1 
  *Same as APL 2 with the following change: 
  1. Reduce the damage to 1d6. 
   
  APL 3 
  *Same as APL 2 with the following change: 
  1. Increase the damage to 3d6. 
   
  APL 4 
  *Same as APL 2 with the following change: 
  1. Increase the damage to 4d6. 
   
   
  ENCOUNTER 5: The Crypt 
   
  SUMMARY: Inside the Haran family crypt, the 
  PCs must search the sarcophagi of each family 
  member for the bracers of Haran. During the 
  search, there are chances for the PCs to release 
  and contract a series of diseases from the 
  exposure to the decades old carcasses. Once 
  the bracers of Haran are located in the 
  sarcophagus of Ilinar Haran, a mysterious force 
  awakes the dead in the area of the Haran estate 
  as zombies (including any slain Bloody Cudgels) 
  and skeletons (Haran family members) who 
  converge onto the estate, attacking any living 
  creatures. 
   
  DM NOTE: With the puzzle-door opened, the 
  Haran family crypt is now open for the PCs to 
  search. 
   
  With a slow grind of stone against stone 
  subsiding, the decay of decades of dead and 
  rancid moisture creates a putrid stench that 
  escapes from the family crypt and attacks 
  your senses. Within the small family crypt 
  the silhouettes of five stone sarcophagi are 
  visible from within the darkness. Two 
  sarcophagi lay horizontally in the center of 
  the room, with the each of the remaining 
  three standing on the eastern, southern, and 
  northern walls. The sarcophagi bear no 
  special markings and no manner of 
  identification is present. 
   
  DM NOTE: The five sarcophagi within the family 
  crypt each hold one member of the Haran 
  family. The bracers of Haran are located in the 
  sarcophagi of Ilinar Haran, however he has been 
  placed into the sarcophagi of his wife, Vilinesa. 
  The sarcophagi are locked and require either a 
  successful Open Lock check (DC 15) or a 
  successful Strength check (DC 20) to break the 
  lock itself and open the heavy stone lids. 
   
  —After a closer look are there any markings on 
  the sarcophagi?— 
  Have the PC make a Search Check (DC 15). If 
  successful, the PC finds the name of a family 
  member etched onto the side of the sarcophagi 
  in Low Kalamaran. If the PC is literate in this 
  language, she may identify all of the Haran 
  family members. Except for Ilinar and Vilinesa 
  
   
  - 13 -
  who have been switched in one last attempt to 
  fool and potential grave robbers. 
   
  DM NOTE: Described below are the contents of 
  the sarcophagi and the dangers involved with 
  opening each of them: 
   
  1. Oralen (the youngest son)—When the 
  sarcophagus of Oralen opens, read the 
  following: 
   
  A putrid stench billows forth from the stone 
  sarcophagus to reveal the skeletal remains 
  of Oralen Haran. His clothes once vibrant 
  robes are now faded and mildewed by 
  decades of moisture and decay. Tufts of long 
  red hair spot the top of the boy’s skeletal 
  head as his withered hands clasp a small 
  leather pouch. 
   
  DM NOTE: The small leather pouch Oralen 
  holds is filled with 10 gold pieces (the boy’s life 
  savings). Taking anything out of the 
  sarcophagus exposes the offending PC to a 
  strain of the Rotting Death (KPG p. 131) 
  disease. For every sarcophagus looted by the 
  same PC, increase the DC for the disease’s 
  Fortitude saving throw by 1. 
   
  2. Elener (the second daughter)—When the 
  sarcophagus of Elener opens, read the 
  following: 
   
  A mildewed stench escapes from the stone 
  sarcophagus to reveal the decaying remains 
  of Elener Haran. Her clothes have nearly 
  disintegrated after decades of entombment. 
  Within her withered hands, Elener clasps a 
  small metal box. 
   
  DM NOTE: The small metal box Elener carries 
  holds a small gold necklace (value: 5 gp). 
  Taking anything out of the sarcophagus exposes 
  the offending PC to a strain of The Rotting 
  Death (KPG p. 131) disease. For every 
  sarcophagus looted by the same PC, increase 
  the DC for the disease’s Fortitude saving throw 
  by 1. 
   
  3. Malako (the oldest daughter)—When the 
  sarcophagus of Malako opens, read the 
  following: 
   
  The shocking contents of Malako Haran’s 
  sarcophagus reveal her decaying remains to 
  be half eaten and festering with thousands of 
  flesh-eating maggots. Virtually nothing is left 
  of Malako, except for a small jewel that rests 
  within the remains of her open and infested 
  chest cavity. 
   
  DM NOTE: The small jewel is an emerald 
  (value: 20 gp). Taking anything from the 
  sarcophagus exposes the offending PC to a 
  strain of The Rotting Death (KPG p. 131) 
  disease. For every sarcophagus looted by the 
  same PC, increase the DC for the disease’s 
  Fortitude saving throw by 1. 
   
  4. Ilinar (Father) (with Vilinesa actually 
  placed inside)—When the sarcophagus of Ilinar 
  opens, read the following: 
   
  With the grind of stone against stone, the lid 
  of Ilinar’s sarcophagus opens to reveal the 
  placed remains of his wife, Vilinesa. Decayed 
  by decades of mildew and the ravages of 
  time, her fragile remains clutch a scepter, 
  adorned with small jewels and finely crafted 
  gold. 
   
  DM NOTE: The scepter is an antique art item 
  (value: 30 gp). Unlike the sarcophagus lids of 
  Oralen, Elener, and Malako, the lock mechanism 
  of this lid is covered with Lamish Berry Juice 
  poison (KPG p. 117). Lamish Berry Juice, 
  Contact (DC 14); 1d3 initial temporary Con 
  damage and 1d3 secondary temporary Con 
  damage. 
   
  Taking anything from the sarcophagus 
  exposes the offending PC to a strain of The 
  Rotting Death (KPG p. 131) disease. For every 
  sarcophagus looted by the same PC, increase 
  the DC for the disease’s Fortitude saving throw 
  by 1. 
   
  5. Vilinesa (Mother) (with Ilinar actually 
  placed inside)—When the sarcophagi of Ilinar 
  opens, read the following: 
   
  With the grind of stone against stone, the lid 
  of Vilinesa’s sarcophagus opens to reveal 
  the placed remains of her husband, Ilinar 
  Haran. Withered by the effects of time and 
  decay, the robes of Ilinar are faded and 
  tattered. His arms lay folded across his 
  chest, adorned with a set of exotic bracers 
  crafted from fine leather and two simple ruby 
  stones, inset with rings of gold. Oddly, the 
  bracers show no signs of aging or decay. 
   
  
   
  - 14 -
  DM NOTE: The bracers placed upon Ilinar are 
  indeed the bracers of Haran. Also placed to the 
  side of Ilinar’s corpse is a small, decaying 
  rawhide sack filled with 100 gp (the remains of 
  the Haran fortune). Unlike the sarcophagi lids of 
  Oralen, Elener, and Malako, the lock mechanism 
  of this lid is covered with Lamish Berry Juice 
  poison (KPG p. 117). Lamish Berry Juice, 
  Contact (DC 14); 1d3 initial temporary Con 
  damage and 1d3 secondary temporary Con 
  damage. 
   
  Also note that grave robbing is illegal in 
  Pekal and this may cause issues with some 
  PCs. They are encouraged to role play this 
  decision among the group, deciding what, if 
  anything, should be taken from the crypt and 
  returned to Bet Rogala. 
   
  Taking anything from the sarcophagus exposes 
  the offending PC to a strain of The Rotting 
  Death (KPG p. 131) disease. For every 
  sarcophagus looted by the same PC, increase 
  the DC for the disease’s Fortitude saving throw 
  by 1. 
   
  DM NOTE: When the bracers are removed read 
  the following aloud: 
   
  With the final buckle of the tightly fastened 
  bracers opened, a flash of brilliant green 
  light bursts from the entire crypt and for the 
  briefest of moments the sound of a man’s 
  laughter can be heard in the wind. As the 
  brilliant flash dissipates, the sounds of 
  movement can be heard coming from the 
  sarcophagi of the Haran family members as 
  the long dead struggle to rise and feed…. 
   
  DM NOTE: By removing the bracers of Haran, a 
  mysterious force affects all of the dead within a 
  half-mile radius of the Haran estate. The force 
  acts as the animate dead spell and raises all 
  dead in the half-mile area (including any slain 
  Bloody Cudgels) with the understood mission of 
  converging on the Haran estate and destroying 
  any living creature present. 
   
  Within the Haran family crypt, any open 
  sarcophagus allows the particular Haran family 
  member inside to stand and attack the PCs as 
  an animated skeleton. If the PCs flee to the 
  surface and attempt to escape proceeds into 
  Encounter 6: Escaping from the Haran Estate. 
   
  —Enemy Tactics— 
  For the Haran family skeletons the objective is 
  clear, destroy any living creature within one-mile 
  of the Haran estate. 
   
  APL 2 
  Haran Family Skeletons x5 
  Medium-Size Undead; HD 1d12; Hp 6; Init +5; 
  Spd 30 ft; AC 13; 2 claws +0 Melee (1d4); Al N; 
  SV Fort +0, Ref +1, Wil +2; Str 10, Dex 12, Con 
  —, Int —, Wis 10, Cha 1; SQ: Undead, 
  immunities; Feats: Improved Initiative. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, 
  ability damage, energy drain, or death from 
  massive damage. 
   
  Immunities (Ex): Skeletons have cold immunity. 
  Because they lack flesh or internal organs, they 
  take only half damage from piercing or slashing 
  weapons. 
   
   
   
  APL 1 
  The same as APL 2 with the following change: 
  *Malako’s corpse is damaged and cannot be 
  raised as an undead, reducing the number of 
  potential skeletons to four. 
   
  APL 3 
  The same as APL 2 with the following change: 
  *Increase the number of hit points for each 
  Haran family skeleton to 12. 
   
  APL 4 
  The same as APL 3 with the following change: 
  *Every Haran family skeleton possesses a 
  disease attack that duplicates the effects of The 
  Rotting Death (KPG p. 131). With a successful 
  melee attack from a Haran skeleton, PCs struck 
  must make a successful Fortitude save or 
  become infected with the disease. 
   
   
  —Post Combat— 
  Assuming that the PCs remain within the Haran 
  family crypt to dispatch the newly animated 
  skeletons, the only option left is to move to the 
  surface, collect any mounts and treasure and 
  begin the journey back to Bet Rogala and the 
  College of Magic’s festival to deliver the bracers 
  of Haran to Elis Lamir (leading to Encounter 6: 
  Escaping from the Haran Estate). 
   
  
   
  - 15 -
   
  ENCOUNTER 6: Escape the Estate 
   
  SUMMARY: The PCs must battle the immediate 
  undead in the area to create a clear path for 
  escape as hordes of additional undead converge 
  onto the Haran estate. PCs who stubbornly 
  remain to fight the good fight ultimately face a 
  most painful death as the number of undead in 
  the area becomes too much to handle. Escape 
  is the best and only true resolution for this 
  encounter. 
   
  DM NOTE: With the situation in the Haran family 
  crypt resolved and the bracers of Haran in their 
  possession (hopefully), the PCs must now fight 
  to escape from the Haran estate before the 
  rising undead in the area converge on the estate 
  and overwhelm them. When the PCs reach the 
  surface, read the following aloud: 
   
  The once quiet skies surrounding the Haran 
  estate are now filled with the echoes of low 
  moans, grunts, shuffling and otherwise 
  disturbing movement. Flowing across the air 
  like a morbid choir, the sounds of the 
  undead soon become reality as you see 
  several silhouettes stumbling through the 
  foliage towards the manor home. Decayed 
  and broken, the walking dead represent an 
  eclectic range of nationality and heritage, 
  Kalamarans, Brandobians, Elves, and 
  Hobgoblins alike all stagger forward with the 
  look of hunger etched upon their faces. 
   
  DM NOTE: The Haran estate has severed as a 
  safe haven for cutthroats and brigands for 
  several years as the amount of immediate dead 
  in the area suggests. Betrayed partners and 
  foolhardy villains now rise to feed as the walking 
  dead. Initially, there are six zombies in the area 
  (this includes any of the slain Bloody Cudgels 
  from encounter #3). 
   
  —Enemy Tactics— 
  Like most zombies, these undead rely on gang 
  tactics and swarming maneuvers to hinder the 
  movement of the PCs. If the PCs have mounts 
  in the immediate area, the zombies attack them 
  as well, thus further slowing the PCs escape. 
  The zombies are feeding on the horses of the 
  Bloody Cudgels when the PCs emerge from the 
  crypt. This allows the PCs a one round head 
  start if they choose to flee, or automatic initiative 
  for the first round of combat if they choose to 
  fight. 1d4 rounds after the PCs arrive, the dead 
  horses stand as zombies as well. It should 
  become clear to the PCs that ALL dead within 
  the area are becoming risen. 
   
  APL 2 
  Zombies x6 
  Medium-Size Undead; HD 2d12+3; Hp 16; Init -
  1; Spd 30 ft; AC 11; Slam +2 Melee (1d6+1); Al 
  N; SV Fort +0, Ref -1, Wil +3; Str 13, Dex 8, Con 
  —, Int —, Wis 10, Cha 1; SQ: Undead, partial 
  actions only; Feats: Toughness. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, 
  ability damage, energy drain, or death from 
  massive damage. 
   
  Partial Actions Only (Ex): Zombies have poor 
  reflexes and can perform only partial actions. 
  Thus they can move or attack, but can only do 
  both if they charge (a partial charge). 
   
   
  APL 1 
  The same as APL 2 with the following change: 
  *Reduce the number of zombies to four (this 
  includes any of the slain Bloody Cudgels). 
   
  APL 3 
  The same as APL 2 with the following change: 
  *Increase the number of hit points for each 
  zombie to 21. 
   
  APL 4 
  The same as APL 2 with the following change: 
  * Every zombie in the immediate area 
  possesses a disease attack that duplicates the 
  effects of The Rotting Death (KPG p. 131). With 
  a successful melee attack from such a zombie, 
  PCs struck must make a successful Fortitude 
  save of become infected with the disease. 
   
   
  —Post Combat— 
  If the initial six zombies are defeated it should be 
  stressed that in this situation, escape is the best 
  and only option for survival. While the PCs may 
  attack and defeat the initial wave of zombies in 
  the area there are many more on the way, too 
  many for the PCs to deal with this day. PCs that 
  stubbornly remain to confront the zombies do 
  not receive experience for doing so. Additionally, 
  
   
  - 16 -
  if the PCs remain, they are overwhelmed by the 
  hordes of undead that converge on the Haran 
  estate. 
   
   
  ENCOUNTER 7: The Delivery is Made 
   
  SUMMARY: With the bracers of Haran in hand, 
  the PCs return to Bet Rogala to deliver the hard 
  fought prize to the Lamir’s and receive the 
  rewards for a job well done. With victory comes 
  the invitation to partake of the merriment and 
  activities that the annual festival brings. Among 
  these events, the PCs are welcomed as special 
  guests during the Tournament of Evocational 
  Prowess to watch Elis in his quest for victory. 
   
  DM NOTE: The journey to Bet Rogala from the 
  Haran estate is uneventful. The PCs arrive the 
  day prior to the festival and the tournament. 
  They may drop off the bracers of Haran and 
  receive payment from Volis as soon as they 
  arrive, as he’s waiting for them. He waits with a 
  Kalamaran dressed in the vestments of Golidirin, 
  the Land Lord. Before Volis allows the 
  conversation to begin, the cleric casts a spell (a 
  successful Spellcraft check (DC 17) reveals 
  that he cast zone of truth). If the PCs have 
  recovered the bracers and attempt to lie and 
  keep them, they earn the Hatred of Volis. 
   
  With a hearty and uncharacteristic smile, 
  Volis Lamir chuckles to himself in disbelief. 
  In a gesture foreign to the snobbish 
  merchant, he speaks in the Merchant’s 
  Tongue. “You have done well. I am surprised 
  by your efficiency in this matter and such 
  quality will not be forgotten. I insist that you 
  return as my guests for the tournament and 
  the festival.” 
   
  With this scenario the PCs are welcomed to the 
  festival as guests of Elis and Volis, with all 
  expenses paid (food and drink only). If this is 
  accepted by the PCs, continue on to the 
  conclusion of the module. If not, Volis extends 
  his well wishes and thanks. The PCs may attend 
  the festival and participate in the games, but 
  may not sit in Volis’ box to watch Elis compete. 
  Skip over the relevant box text and allow the 
  PCs to participate in the fair. 
   
  —Did you know about the traps?— 
  “Of course not! I read no mentioning of such 
  devices or protections. I apologize for the 
  difficulties whole-heartedly. Were any of you 
  injured?” 
   
  —Did you know about the Bloody Cudgels?— 
  “That band of thugs? What were they doing 
  there? I had no idea that they would be 
  hiding in the Haran estate. That is an odd 
  coincidence.” 
   
  —These bracers are cursed. They awoke the 
  dead!— 
  “Nothing in our studies made reference to a 
  curse, certainly not one that would cause the 
  dead to wake. Rest assured, the bracers will 
  be given to the Assembly of Light as soon as 
  possible. 
   
  An attempted Sense Motive check (DC 10) 
  reveals that he is being honest. Neither Volis nor 
  Elis knew about the specifics of the estate. 
  Although a 15 or better tells that “as soon as 
  possible” is after the competition. 
   
  If the PCs fail to retrieve the bracers of Haran 
  and/or return to the Lamir home after the 
  tournament takes place, read the following 
  aloud: 
   
  Volis shakes his head slowly with a look of 
  visible disappointment. He turns and leaves 
  the room, unwilling to speak to you. Elis 
  Lamir is also disappointed, but speaks; “I am 
  regretful that you suffered such difficulties in 
  attempting to retrieve the bracers. As agreed, 
  we will pay you one-quarter of the agreed 
  fee. 
   
  With this scenario the PCs receive only 15 
  Victories (gp) (or 17 if they haggled for more 
  gold during the first meeting). If the PCs 
  returned on time but without the bracers, they 
  may attend the festival and participate in the 
  games, but may not sit in Volis’ box to watch Elis 
  compete. Skip over the relevant box text and 
  allow the PCs to participate in the fair. 
   
  If they returned late, the tournament and 
  fair are over. The module is over (add any 
  relevant DUs to the total cost of the module). 
   
  CONCLUSION 
   
  SUMMARY: With the bracers delivered and their 
  payment received, the PCs may now participate 
  
   
  - 17 -
  in the merriment of the annual festival. For PCs 
  who are members of the College of Magic, some 
  competitions are open and the bazaar is 
  welcoming to all who wish to browse and enjoy 
  the festivities. The highlight of the module 
  comes with the Tournament of Evocational 
  Prowess, where the PCs are welcomed as 
  special guests to watch Elis compete. 
   
  DM NOTE: The festival is a time of relaxation 
  and merriment after a long journey and a hard 
  fought victory. If the PCs returned from the 
  Haran estate early, allow them to rest and enjoy 
  the leisure of the different booths and activities. 
  When the PCs feel they have participated 
  enough. Allow them to move toward the Lamir’s 
  private box. 
   
  With a cool breeze on the morning air, the 
  city of Bet Rogala is alive with the sounds of 
  activity and filled with a sense of merriment. 
  Today is a day of relaxation and peace. 
  Colorful banners hang from the building 
  walls, crossing the crowded streets. 
  Merchants from distant lands fill the streets 
  of the city bazaar, peddling exotic wares 
  rarely seen within the city walls. The smell of 
  freshly baked honey-breads and spiced 
  meats fills the air, along with the sound of 
  children running through the crowds of 
  otherwise joyful people. 
   
  Through the barrage of sights and sounds, a 
  familiar voice cries out to you once again; 
  “Hello my friends! I am honored that you 
  could attend. After all, I would hate for you 
  miss my upcoming victory, as you are very 
  much a part of it.” Elis Lamir stands before 
  you wearing the ceremonial robes of a 
  second year student of evocation. The fine 
  red silk robes shimmer with a touch of 
  orange and silver flaking that adorns the 
  exotic symbols woven around the robes 
  collar and cuffs. “Please follow me. The 
  tournament is about to begin and my father 
  has arranged for you to sit with him in the 
  family viewing area as our special guests.” 
   
  Through the hustle and bustle of the festival 
  crowds, Elis leads you to a larger area of the 
  festival. As you break through a line of 
  spectators you catch your first real glimpse 
  of the majesty and tradition that is present 
  during this festival. 
   
  A large circular stage, measuring no smaller 
  than 60 feet in diameter sits slightly elevated. 
  Two sets of small stairs (one on each end of 
  the stage) lead up to the circular combat 
  area. Arcane glyphs and markings cover the 
  outer ring of the stage and a bright red, 
  circular carpet rest in the center of the 
  circular arena.  
   
  Dozens of spectators sit and stand eagerly at 
  a safe distance from the stage. A buzz of 
  conversation and eager anticipation hovers 
  over the scene. To the left of the combat 
  stage, a small, boxed area awaits, where 
  Volis Lamir sits alone, studying the scene 
  himself. To the far right of the combat stage, 
  another box sits, filled with several gnomish 
  men and women, dressed in lavish robes and 
  conversing proudly with a young gnomish 
  man wearing robes very similar to Elis’s. 
  Standing on the combat stage, a group of 
  three Kalamaran men in wizardly robes 
  converse with a Kalamaran woman dressed 
  in long robes of her own, adorned with a 
  black and white checkered pattern. 
   
  As Elis leads you toward the box, Volis 
  stands; “Hello again. I am glad that you 
  could join us today. Despite your station, I 
  felt that you should attend today and witness 
  the fruits of your labor. As expected, Elis has 
  made it to the finals of his school’s 
  competition. Please sit and watch him win.” 
   
  DM NOTE: If the PCs attempt idle conversation 
  with Volis, he is stern, short and direct. As a 
  reward for a job well done, he converses in the 
  Merchant’s Tongue, but seems unhappy or at 
  the very least, uncomfortable in doing so. 
   
  —Who are the three men?— 
  They represent the College of Magic. I do not 
  know their names. 
   
  —Who is that woman?— 
  She is Enala Sarati, a servant of Hokalas, The 
  Gatekeeper here in the city. She is 
  overseeing today’s activities in the name of 
  her god and his beliefs in the use of magic. If 
  I am not mistaken, she has expressed 
  several concerns for today’s events, but has 
  allowed such to continue. 
   
  —Who are they (the gnomes)?— 
  They are the family of my son’s opponent in 
  this competition. He is unworthy to compete 
  
   
  - 18 -
  against my son, as Elis is the best evoker 
  this college has ever seen. His opponent will 
  fall, as will all the others who oppose my 
  son. 
   
  DM NOTE: While the rules for participating in a 
  contest during the annual festival are described 
  in Appendix VII: Festival Contest Guidelines, 
  the contest between Elis and his opponent, 
  Treslin Harit should be described below from the 
  spectators role. Once the PCs have settled, read 
  the following: 
   
  After a few moments, two of the three men 
  on the stage and the young woman exit to 
  the right and take their places near the edge 
  of the center of the stage, in what appears to 
  be a judges area. One man remains on the 
  combat stage. He is an older Kalamaran 
  gentleman with short, strawberry blonde hair 
  and a well-groomed beard. His robes flow 
  with the same reds and silvers that adorn the 
  robes of the two young competitors. From 
  above, a single gong tolls, and the 
  spectators fall silent, with all attention fixed 
  onto the man in the center. 
   
  “Welcome! In the tradition of years past, this 
  festival serves as both a time for merriment 
  to enjoy the gifts that Hokalas brings us and 
  to serve as a time of testing for those who 
  would choose to use his blessings in life. 
  The study of Evocation, the arts of creation 
  and destruction, is a  gift not to be taken 
  lightly. To use these blessings, to use this 
  art is to undertake an awesome 
  responsibility and discipline. It is an art of 
  control and self-awareness. For he who 
  creates, may also destroy, but to know at 
  what time to do each is the true mastery of 
  Evocation. Bring forth the competitors!” 
   
  With his words, Elis and Treslin ascend onto 
  the combat stage and take a position at 
  opposite ends of the circle. 
   
  “Today you compete for the right to study 
  with the lost arts of the arcane order. You 
  will learn the secrets to becoming a more 
  powerful and yet wiser practitioner of the 
  Evocational arts. Use what you have learned 
  thus far and may your words flow with 
  precision.” 
   
  With that said, the robed figure leaves the 
  circle and takes his place with the other 
  judges. Clearly, he speaks a series of words 
  and a soft glow emanates from the arcane 
  glyphs that surround the combat stage. 
   
  As the glow begins to dim, Treslin stands to 
  attention and begins to swirl his arms and 
  chant arcane incantations, his voice echoing 
  loudly and clearly in the gnomish tongue. His 
  robes lift as if cought in a slight breeze and 
  his long hair lifts in the glow of his growing 
  arcane power. Elis stands defensively, 
  studying his opponents movements and 
  words for the briefest of moments and 
  begins to chant slowly himself. For what only 
  takes a matter of seconds, it seems to be an 
  eternity as the hum of Evocational power 
  grows louder with each word uttered by the 
  young gnome, until finally his last word 
  echoes explosively and his arms lunge 
  forward like the powerful stroke of a 
  symphony conductor. A flash of lighting 
  crackles from his arms and rolls down his 
  fingertips, spraying forward toward the 
  awaiting Elis. Suddenly, with a final shout 
  Elis too rolls forward his arms and unleashes 
  a volley of pure arcane lightning. The two 
  bolts collide in the center of the combat 
  stage, creating a flash of brilliant and violent 
  white light. Thunder echoes across the city 
  skyline and the two young wizards stand 
  firm, each breathing deeply and glistening 
  from droplets of sweat upon their brow, none 
  the worse for ware. Arching light is quelled 
  by the glow of the arcane glyphs as the 
  crowd of spectators gasps in delight and 
  terror at the sight of such magnificent 
  wizardry. 
   
  With a quick step, Elis plants his feet and 
  places his outstretched arms above his 
  head, chanting louder than before. The air 
  grows hot around his body as the heat 
  begins to do distort his visage to the 
  spectators. Across the way, Treslin looks on 
  in a moment of study as a look of restrained 
  fear sweeps across his brow as his face 
  becomes pale in the morning sun. With a 
  fevered pace, the young gnome begins to 
  perform intricate gestures with his hands, 
  uttering the words of a school not too 
  familiar. His words stumble as he visibly 
  struggles to perform the proper incantation. 
  His family members look on with worry as 
  Elis’s words become louder with each 
  moment. Finally, with a guttural scream, the 
  young Kalamaran waves his arms forward 
  
   
  - 19 -
  and sends a large glowing bead of flame 
  toward the shaken gnome. With his lunge, 
  his sleeves fall back to reveal the bracers of 
  Haran firmly attached to his forearms, with 
  every exotic jewel upon them ablaze with 
  color, producing an intimidating red glow. 
  The glow of the bracers closely resembles 
  the glow in the eyes of Elis as the bead 
  streaks forward. Treslin quickly steps 
  forward and shouts the last word of his 
  incantation. A wave of soft blue energy spills 
  forward from his hands and strikes the 
  glowing bead of fire directly. A gasp of terror 
  comes from the spectators’ area as the bead 
  of fire easily pushes through the waves of 
  energy and strikes Treslin in the chest. A low 
  roar is heard, followed by a sudden in-rush 
  of air that moves the robes and hair of the 
  judges as an eruption of fire explodes 
  around the gnome. Billowing forward, the fire 
  engulfs Treslin as he screams in defeat and 
  falls to the ground, his hair and robes singed 
  by the fire that already dissipates as quickly 
  as it arrived. 
   
  As Treslin stirs on the ground disheartened, 
  the spectators erupt in cheers as the judges 
  stand point approvingly, proclaiming Elis the 
  winner of the contest. 
   
  “Elis Lamir, you shall be inducted into the 
  lessons necessary to join an order rich in 
  tradition and steeped in the intricacies of the 
  arcane arts. Congratulations.” 
   
  As Elis stands on the combat stage, he 
  breathes deeply, the glow from his eyes and 
  the bracers subsiding slowly as his father 
  embraces him in approval. 
   
  DM NOTE: If there is time permitted, allow the 
  PCs to explore the fair some more. All kinds of 
  wizardry abound. Illusionists stand on every 
  corner, creating every kind of demon and devilry 
  while transmuters fly above the city buildings. 
  Although these displays of arcane prowess 
  seem excessive, the entirety of the Temple of 
  Enchantment patrols the city and clerics of the 
  Riftmaster are ever-present. 
   
  Feel free to extrapolate on the 
  sensationalism and grandeur of the Hokalas 
  Faire Magica for as long as time permits. 
   
   
  THE END
  
   
  - 20 -
  APPENDIX I: TREASURE SUMMARY 
   
  Encounter 3 (4 day units): 
  Rusted daggers x4 (can be sold for 2gp each) 
  Battered light mace x4 (can be sold for 10 gp each) 
  Rimal’s Shortbow (can be sold for 15 gp) 
  Cracked small wooden shield x1 (can be sold for 1 gp) 
  Buckler x1 (can be sold for 7 gp) 
  Slightly battered light Crossbow x1 (can be sold for 12 gp) 
  Used leather armor x2 (can be sold for 8 gp each) 
  Padded Armor x1 (can be sold for 3 gp) 
  Chain shirt x1 (can be sold for 50 gp) 
  Hooded lantern x1 (w/ 5 flasks of oil) (can be sold for 6 gp) 
  Slightly cracked hourglass x1 (can be sold for 10 gp) 
  Potion of bull’s strength x1 (can be sold for 150 gp) 
  Potion of blur x1 (can be sold for 150 gp) 
  Potion of love x1 (can be sold for 75 gp) 
  Oil of timelessness x1 (can be sold for 75 gp) 
  25 gp 
   
   
  Looted gold this encounter: 160gp + 4 various potions 
   
   
   
  Total possible gold (with value of potions included) is 610gp 
   
  Encounter 5 (1 day units): 
  Gold necklace x1 (can be sold for 3 gp) 
  Blemished emerald x1 (can be sold for 10 gp) 
  Antique scepter x1 (can be sold for 25 gp) 
  110 gp 
   
   
  Looted gold this encounter: 148gp 
   
   
   
  Total possible gold is 148gp 
   
   
  Conclusion (4 day units): 
  60gp (or 70gp) each character for finding and delivering the bracers of Haran successfully. 
   
  Total treasure this module: 
   
  308gp + (60 gp (70gp if the PCs haggled) per player) 
   
   
   
   
   
  Potion of bull’s strength x1 
   
   
   
   
   
  Potion of blur x1 
   
   
   
   
   
  Potion of love x1 
   
   
   
   
   
  Oil of timelessness x1 
   
   
   
  THESE REWARDS COME AT THE EXPENSE OF 9* DAY UNITS 
   
  *This number increases equally to any days spent resting or for any other delays in the PCs progress. If 
  the module ends early, modify the expenditure of day units accordingly. 
  
   
  21
  APPENDIX II: EXPERIENCE POINT SUMMARY 
   
  —Encounter 3: Defeating the Bloody Cudgels  
   
   
   
  50 experience points 
   
  —Encounter 4: Opening the Haran puzzle-door to enter the family crypt  
  25 experience points 
   
  —Encounter 6: Defeating the raised zombies in the immediate area 
   
  25 experience points 
  Escaping from the Haran estate  
   
   
    
  25 experience points 
   
  —Conclusion: Delivering the bracers of Haran to Elis and Volis Lamir 
   
  50 experience points  
   
   
  *Discretionary Experience for Role Playing 
   
   
   
   
  0-125 experience points 
   
   
   
   
   
   
   
   
   
   
   
  300 experience points 
   
  
   
  APPENDIX III: NPCs 
   
  —Elis Lamir (Kalamaran), student of evocation at the College of Magic— 
  Elis Lamir is a handsome young Kalamaran man in his early twenties. Typically wearing his long red hair 
  in a tight knot on the back of his head, Elis carries himself with a calm, yet stern grace. His thin frame 
  should not be used as a judge for the potential of this young student of evocation from the College of 
  Magic. In terms of dress, Elis prefers the classic robes of a wizard accented with vibrant tones of red and 
  silver. 
  *Role-playing Tips—Elis presents himself in a friendly fashion, yet like his father maintains a tone 
  of seriousness and discipline. 
   
  *Wizard 4; AL N; STR 10, DEX 10, CON 10, INT 19, WIS 14, CHA 12; hp 13 
   
  —Volis Lamir (Kalamaran), father of Elis and successful clothing merchant in Bet Rogala— 
  Volis Lamir is an aging Kalamaran man with short, thinning red hair that is highlighted with touches of 
  silver and gray. A fiercely serious man, Volis’s facial expression rarely changes from that of total 
  concentration on the subject at hand and his cold stare leaves many people cold. Unlike his son, Elis, 
  Volis has gained weight in his later years yet carries it well for a man of his shorter stature. This weight 
  gain could be the result of several years of comfort created through several decades of hard work as a 
  simple clothing merchant. Today, Volis is very successful and may finally be allowing himself the luxury of 
  enjoying the fruits of his labor. Perhaps. 
  *Role-playing Tips—Volis is a cold man who rarely displays outward emotion. He remains 
  focused on the business at hand and is rarely distracted during a negotiation. He is fierce, yet fair in 
  business dealings and this reflects in his methods. But unlike his son, Volis clings to the regal status and 
  old ways of the empire by refusing to speak any language other than high Kalamaran while discussing 
  business. He is presented as stern and slightly snobbish. 
   
  *Expert 5/Aristocrat 3; AL N; STR 10, DEX 10, CON 11, INT 15, WIS 14, CHA 18; hp 37 
   
  —The Watchers of Twilight— 
  The Watchers of Twilight are responsible for the city watch groups in various cities and towns across 
  Pekal and in Bet Rogala. Unlike many groups or organizations in Pekal the Watchers of Twilight are 
  dominated primarily by demi-human races. More information on the Watchers of Twilight is located in the 
  Living Kalamar Gazetteer (page 29). In this adventure the PCs are introduced to four members of this 
  organization, who are described briefly below: 
   
  —Arenou Kapran (Lightfoot Halfling); Leader of the Watcher of Twilight patrol— 
  Arenou is an attractive, young halfling woman who wears her extremely long, dark hair in an intricately 
  braided bun on the top of her head. In addition to the blue and white tabard of the watchers, Arenou also 
  favors the use of light armors and carries only a small club as her weapon. 
  *Role-playing Tips—Arenou is a stern woman who believes in the law and has vowed to protect 
  “her city” with her dying breath if necessary. Her small size is no indication of her ability to protect the 
  city’s laws and maintain order in a chaotic situation. 
   
  —The Bloody Cudgels— 
  This small band of thugs has gained a small amount of infamy in recent weeks within the walls of Bet 
  Rogala for acts of thievery and brutality. Recognized by their blood red sashes and trademark cudgels, 
  this band of villains is quickly gaining the attention of Bet Rogala’s Honorable, the Watchers of Twilight in 
  particular. Led by a sil’karg woman known as Jathal, the Bloody Cudgels have assaulted more than three 
  merchants in so many days, two of which did not survive through the night due to the sinister brutality in 
  which they were beaten. This sort of behavior has continued without provocation and without 
  consequence as the city watch has yet to even identify the gang, much less apprehend them. It is said in 
  whispers that the Bloody Cudgels attacks are not as random as one would think and that the group 
  serves a greater purpose in Bet Rogala. These rumors however have yet to be confirmed. Described 
  below in general detail is each member of the Bloody Cudgels: 
   
  
   
   —Jathal Krelovok (Kalamran/Krangi Half-Hobgoblin); Leader of the Bloody 
  Cudgels — 
  Jathal is a wretch of a sil’karg. Unusually large for her race (standing 6’7 in height), Jathal has learned 
  through bitter experience how to use her sil’karg size and strength in combat. She wears her long, oily 
  black hair out and typically over her face in a futile attempt to disguise her prominent under-bite and 
  misshapen teeth. In dress Jathal wears the clothing of a man and proudly wears the chain shirt of her 
  former master, whom she claims to have slain during a night of passion. Her cudgel is also the property of 
  her former master, stained with the blood of countless victims of Jathal’s bloodlust and sadism. 
  *Role-playing Tips—Jathal is a disgusting woman and her mannerisms should reflect this. She 
  constantly snorts with the congestion of a cold sufferer and shows no qualms about wiping herself with 
  the sleeve of her undershirt. Despite this, Jathal fancies herself to be a beautiful woman and the object of 
  men’s desires. In combat, Jathal uses her strength and hereditary mean-streak to overpower her 
  opponents, resorting to any methods necessary to win. 
   
  —Rimal P’Nare (Mixed Kalamaran)— 
  Much like his fellow Bloody Cudgels, Rimal’s exact origins are a mystery to everyone but himself. What is 
  known is his love for violence and archery. For most villains, the rewards of villainy are coin and infamy. 
  For Rimal however, the ultimate reward is the thrill of the kill itself as he enjoys the pain of others and 
  loves to act as the distributor of such pain. Rimal is a man of average height and weight with a trim build. 
  He wears his reddish-brown hair long and in a ponytail to prevent any distractions from his archery. 
  Rimal’s most distinct feature is not Rimal himself but his shortbow. His care for the bow could be 
  considered unhealthy, as well as his habit of speaking to the bow as if it were a living person. 
  *Role-playing Tips—Rimal is reaching a point of dementia that even the Bloody Cudgels are 
  having a tough time dealing with. He speaks to himself in mutters and rarely speaks in the singular form, 
  always referring to himself and his bow. In a word, Rimal is insane. 
   
  —Takaran Jorisok (Mixed Kalamaran)— 
  This soft-spoken Kalamaran is renowned for his skill with a crossbow and cunning combat tactics. A man 
  of considerable size (weighing nearly 300 pounds) Takaran is surprisingly nimble and evasive for a man 
  so large. His baldhead is scarred with several years of the villains’ lifestyle and his trimmed goatee is 
  beginning to show signs of graying. 
  *Role-playing Tips—Takaran is soft-spoken but fierce in combat. During battle, Takaran is known 
  for studying the field of battle and devising expert tactics on a moments notice and barking orders to such 
  a degree. 
   
  —Nalati Bolomo (Kalamaran)— 
  A one-time potential for the College of Magic, Nalati rejected the ways of the arts after an unexplained 
  accident that claimed most of the skin on the right side of his face. With scars that would not heal, Nalati 
  turned to a life of crime and brutality. It was he who found Jathal and devised the role of the Bloody 
  Cudgels, though he is content to allow Jathal to act as the gang’s “leader”. A Kalamaran man of average 
  build, Nalati keeps his fiery red hair very short and well groomed. In dress Nalati favors loose-fitting and 
  comfortable clothes that do not hinder his actions in combat, such as loose shirts and breeches. 
  *Role-playing Tips—Nalati is the backbone of the Bloody Cudgels. In times of trouble he rallies 
  around the planning of Takaran, the strength of Jathal, and the sinister skills of Rimal. He is the first to 
  enter combat and typically the last to leave. Despite the recent success of the Bloody Cudgels, Nalati still 
  resents his failure to join the College of Magic and hopes to one day exact his revenge against the 
  college for his failure. 
   
  —Fomore Dilemos (Kalamaran)— 
  Fomore is a sample student provided for competitions during the annual festival for PCs eligible for the 
  competition. She is a striking young Kalamaran woman of exceptional skill. Her hair is long and deep red 
  in color, typically worn in a braided ponytail. In dress, Fomore favors robes of purple, with white accents. 
   
  *Role-playing Tips— As a student of abjuration, Fomore utilizes the strengths of a good defense 
  and patience to wear her opponents down. 
   
  
   
  APPENDIX IV: The Bracers of Haran 
   
   
  DM NOTE: Locating and retrieving the bracers of Haran is the ultimate goal for the PCs during this 
  adventure. While the bracers of Haran are an extremely useful magic item for wizards and sorcerers, the 
  end result of this module should see the bracers of Haran in the possession of Elis Lamir. However, if a 
  PC chooses to keep the bracers of Haran she should be made aware of the consequences of such an 
  action. For example, keeping the bracers of Haran rather than returning them earns the hatred of Volis 
  Lamir, a well respected and financially secure merchant in Bet Rogala. To be on the opposite side of such 
  a man as Volis could be very troublesome for a PC, as he most certainly would hire other mercenaries to 
  locate the PC and the bracers of Haran for his son Elis. 
   
  Several decades prior to the tragic disease and death of the Haran family, Ilinar Haran prospered as a 
  businessman in the local community. Ilinar was both respected and well liked by all in the community and 
  revered for his stern, yet fair business practices in exotic spice trading. Unbeknownst to the community at 
  large, Ilinar also excelled as a student of the arts, more specifically in the school of evocation. Of course, 
  Ilinar never used his talents with the arts for personal gain. Among his family members Ilinar was always 
  secretive of his studies and often journeyed to the city of Bet Rogala for business matters and personal 
  matters (none of which he discussed with his family members). In the summer prior to his family’s disease 
  and death, Ilinar returned from Bet Rogala with a pair of exquisite bracers. Unwilling to discuss the nature 
  or origin of the exotic bracers, Ilinar became increasingly erratic and short-tempered with everyone close 
  to him. On his deathbed Ilinar requested that his servants bury him with the bracers and to never speak of 
  them to anyone. When the harvester finally arrived for Ilinar, his servants followed his final wish to the 
  letter, burying him in the family crypt and abandoning the Haran estate. 
   
  While worn by a wizard or sorcerer the bracers of Haran grant the wearer the ability to treat all of her 
  arcane, evocation-based spells as one caster level higher than her current level. For example, Okuto a 
  2nd-level wizard prepares his magic missile spell for the day as he normally would. When he casts the 
  spell, it is considered prepared and cast as by a 3rd-level wizard, rather than a 2nd-level wizard. Under 
  these conditions Okuto’s magic missile spell would produce two missiles rather than the standard of one 
  missile for a character of his level. It also grants the caster the Spell Focus (Evocation) feat. If this feat 
  has already been taken, then it provides the Greater Spell Focus (Evocation) feat. 
   
  Specific repercussions of keeping the bracers are also defined on the cert. All purchases made within Bet 
  Rogala have their costs effectively tripled. Also, Volis has hired help to retrieve the bracers, which is dealt 
  with in a later module. 
   
  
   
  Appendix V: Haran Estate 
   
  Judge’s Map #1 
   
   
   
   
   
   
   
   
   
   
  
   
  Appendix VI: Haran Family Crypt 
   
  Judge’s Map #2 
   
   
   
   
   
   
   
   
   
   
  
   
  Appendix VII: Festival Contest Guidelines 
   
   
  This appendix is used in situations when PCs registered with the College of Magic (as allowed in the 
  module, Hurry Up and Wait) wish to compete in the contests held during the annual festival. Listed below 
  are the headers and rules that the judge needs to be familiar with if a PC elects to enter such a contest 
  during the conclusion of the festival. All contestants must be registered with the College of Magic. No 
  exceptions are made: 
   
  Level: 
  There are several levels of expertise contested during the annual festival. This header 
  describes which character levels are appropriate for the described contest. 
  School: 
  Some contests are centered on one school of magic such as evocation. To enter a 
  contest, the PC must choose one school of magic to represent. She may only choose 
  one school of magic annually, however she may choose a different school of competition 
  each year. 
  Fee: 
  All contestants must provide a fee for entrance into a contest. As there are several 
  degrees of expertise, the fees increase with each level as well (to provide safety 
  measures, components, seating areas, and clean up afterwards.) 
  Rules: 
  These are the rules for the contest and the conditions for victory. 
  Magic Items: 
  This specifies the allowance of magical items permitted during a contest (if any) and 
  describes any restrictions to such. 
  Special Rules: If any spells are restricted during a contest, they are listed here. 
  Rewards: 
  The possible rewards for winning a contest are described here, along with any necessary 
  restrictions. 
   
  As the PCs are only eligible for entry-level contests, only this type is described at this time. 
   
  Level: 
  Entry-level contest (PC levels 1-4) 
  Schools: 
  All 
  Fee: 
  100 gp. 
  Rules: 
  Contestants must enter the 60-ft. arena and compete against another spellcaster. All 
  schools of magic are permitted and the battle continues until either one contestant is 
  incapacitated or until both contestants are depleted of spells (resulting in a tie). In the 
  event of a tie, both contestants lose and do not receive any rewards. This contest 
  teaches the value of spell selection and proper placement. 
  Magic Items: 
  None 
  Special Rules: No melee. This is a spell battle only. 
  Rewards: 
  One of the following potions (chosen by the winner): Alter self, blur, darkvision, 
  endurance, detect thoughts, or bull’s strength. 
   
   
  APL 1 
  Fomore Dilemos Female, Kalamaran Wizard 1 
  Medium-Size Humanoid; HD 1d4+1; Hp 5; Init +2; Spd 30 ft.; AC 12; At +0; Al NG; SV Fort +1, Ref +2, 
  Wil +5; Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 8; SA: Summon Familiar; Skills: Alchemy +4, 
  Concentration +5, Knowledge (arcana) +4, Listen +3, Spellcraft +6; Feats: Scribe Scroll, Iron Will. 
  Possessions: Robes, component pouch. 
  Spells per day: (3/2) 
  Spells Known: 0—Resistance, ray of frost, detect poison, daze, dancing lights, flare, light, ghost sound, 
  disrupt undead, mage hand, mending, open/close, arcane mark, detect magic, prestidigitation, read 
  magic. 1—Alarm, protection from chaos, shield, magic missile, color spray. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, and Draconic 
   
  APL 2 
  
   
  Fomore Dilemos Female, Kalamaran Wizard 2 
  Medium-Size Humanoid; HD 2d4+1; Hp 9; Init +2; Spd 30 ft.; AC 12; At +1; Al NG; SV Fort +1, Ref +2, 
  Wil +6; Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 8; SA: Summon Familiar; Skills: Alchemy +4, 
  Concentration +5, Knowledge (arcana) +5, Listen +4, Spellcraft +7; Feats: Scribe Scroll, Iron Will. 
  Possessions: Robes, component pouch. 
  Spells per day: (4/3) 
  Spells Known: 0—Resistance, ray of frost, detect poison, daze, dancing lights, flare, light, ghost sound, 
  disrupt undead, mage hand, mending, open/close, arcane mark, detect magic, prestidigitation, read 
  magic. 1—Alarm, protection from chaos, shield, magic missile, color spray, hypnotism, mage armor. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, and Draconic 
   
  APL 3 
  Fomore Dilemos Female, Kalamaran Wizard 3 
  Medium-Size Humanoid; HD 3d4+1; Hp 13; Init +2; Spd 30 ft.; AC 12; At +1; Al NG; SV Fort +2, Ref +5, 
  Wil +6; Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 8; SA: Summon Familiar; Skills: Alchemy +5, 
  Concentration +6, Knowledge (arcana) +6, Listen +4, Spellcraft +8; Feats: Scribe Scroll, Iron Will, 
  Lightning Reflexes. Possessions: Robes, component pouch. 
  Spells per day: (4/3/2) 
  Spells Known: 0—Resistance, ray of frost, detect poison, daze, dancing lights, flare, light, ghost sound, 
  disrupt undead, mage hand, mending, open/close, arcane mark, detect magic, prestidigitation, read 
  magic. 1—Alarm, protection from chaos, shield, magic missile, color spray, hypnotism, mage armor. 2—
  blur, mirror image. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, and Draconic 
   
  APL 4 
  Fomore Dilemos Female, Kalamaran Wizard 3 
  Medium-Size Humanoid; HD 4d4+1; Hp 18; Init +2; Spd 30 ft.; AC 12; At +2; Al NG; SV Fort +2, Ref +5, 
  Wil +7; Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 9; SA: Summon Familiar; Skills: Alchemy +6, 
  Concentration +7, Knowledge (arcana) +7, Listen +4, Spellcraft +9; Feats: Scribe Scroll, Iron Will, 
  Lightning Reflexes. Possessions: Robes, component pouch. 
  Spells per day: (4/4/3) 
  Spells Known: 0—Resistance, ray of frost, detect poison, daze, dancing lights, flare, light, ghost sound, 
  disrupt undead, mage hand, mending, open/close, arcane mark, detect magic, prestidigitation, read 
  magic. 1—Alarm, protection from chaos, shield, magic missile, color spray, hypnotism, mage armor. 2—
  blur, mirror image, resist elements, glitterdust. 
   
  Languages: Low Kalamaran, Merchant’s Tongue, and Draconic 
  
   
  Appendix VIII: Festival Activities 
   
  This appendix is used if the PCs elect to wander around during the annual festival in search of exotic 
  food, spirits, or merchandise. You (as the judge) may choose freely from the descriptions below or roll 
  randomly to determine in which order these vendors are encountered. 
   
  The Asarian Spirit 
   
  The sounds of bravado and loud conversation can be heard from several feet away as you 
  approach this ramshackle wagon. Sitting on top of several unmarked barrels you see a stout 
  Reanaarian fellow who carries the look of a sailor. His long black hair is kept on a ponytail and he 
  wears a loose-fitting shirt with breeches and high boots. He speaks in the merchants tongue; “Ah. 
  Hello fellow travelers! Could I interest you in some fine Asarian brandy today? It is the finest you 
  will find in these lands! 
  DM NOTE: Vaxaa sells his brandy by the bottle from a tap on the barrels he rides upon. It is a 
  stout brandy and though Vaxaa may appear to be less than eloquent, the brandy is not, as it may be the 
  finest the PCs have tasted. Vaxaa sells the brandy for 3 gp per bottle. 
   
  The Feathered Bow 
   
  Resting with the shade of a small booth surrounded by the equipment of a bow maker, an 
  older Kalamaran woman sits quietly working away on a set of fine hunting arrows. He red hair 
  streaked with grey highlights, she works intricately on the tip of an arrow as she looks up to greet 
  you in the low Kalamaran tongue. “Hello there, how can I help you today?” 
  DM NOTE: Dilo is a fine craftsperson that sells many types of bows (non-masterwork) and 
  several varieties of specialty arrows (KPG p. 123). She carries the specialty arrows described for market 
  price as well as standard shortbows and longbows. 
   
  Shanka’s Exotic Spices 
   
  With a small wooden cart, this elderly Dejy man sits under the shade of an animal skin 
  canopy. His face is tan and cracked from decades of travel and exposure to the elements, but he 
  sits quietly with a smile upon his face. Lining his small cart is several (10-20) jars and clay mugs 
  filled with exotic spices and odd herbs. Crushed, powered, or still whole, Shanka’s selection is 
  staggering and would leave any aspiring cook in a state of bliss. In a heavily accented merchant’s 
  tongue he speaks; “Hello young ones, would you care to sample my spices this fine day? 
  DM NOTE: Shanka sells his spices in a sampler-bundle to those who have not purchased from 
  him before. If purchased (for 5 gp), the use of his spices grants the PC a +2 circumstance bonus to all 
  Craft: Cooking skill checks. 
   
  
   
  After Action Report 
   
  Based on the decisions the players made during the course of this module, it will affect 
  the actions and possibilities of future modules. Please take a moment to respond to the 
  following questions so that we may better determine the course of the campaign. 
   
   
  • Did the PCs accept the job from the Lamirs? 
  • Did the Watchers of Twilight delay the PCs? 
  • Did the PCs kill all the Bloody Cudgels? 
  • Did they capture any Bloody Cudgels? 
  • If they took captives, did they remand them to the authorities? 
  • Did any of the Bloody Cudgels escape? 
  • Did the PCs take the bracers and awaken the undead? 
  • Did the PCs return the bracers to Volis or did they earn his hatred? 
  • Did any of the PCs participate in the festival? 
  • Did any of the participating PCs win an event? 
   
  Please return this form to the Living Kingdoms of Kalamar representative at your 
  convention or email the results to joe@kenzerco.com with “May the Best Man Win AAR” 
  in the subject line. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK08 May the Best Man Win.pdf