TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
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  KET5-05 
   
   
   
   
   
  Redemption 
  A One-Round D&D® LIVING GREYHAWK™  
  Regional Adventure set in Ket 
  by Stephen Baker  
  Triad edit: Telquenariel 
  Circle Edit: Tim Sech 
   
  The foothills of the Yatils are a dangerous place to be right now.  For some reason the most exposed communities and 
  mines are being evacuated but one Government Copper Mine has not complied. Have they already faced whatever is 
  the cause of the threat?  Are they just late in replying?  Is there anything that can be done to find out?  Part 2 of the 
  Foundations Series.  An adventure for character levels 1 to 14. (APLs 2 to 12). 
  
  Ket 5-05 Redemption 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  Ket 5-05 Redemption 
   
  Page 2 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one round Regional adventure, set in 
  Ket.  Characters native to Ket pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
   
  Adventure Background 
   
  Asudan, the Miner’s Dream 
  Asudan is a drug concocted by the Temple of Al’Akbar 
  (True Faith) to keep the Qashari docile in their 
  punishment. It is composed entirely of herbal drugs 
  available in Ket and mixed in secret in a set of three 
  temples in Ket (Lopolla, Polvar and Askandea). A craft 
  (herbalism) or Knowledge (nature) check [DC 25] can 
  identify many of the herbs, but a few go through a 
  magical treatment to render them harder to identify and 
  so not all can be ascertained properly.  It would take 
  months, if not years, to work out an antidote for the drug 
  and has not been attempted to this point. 
  The simple passage of time, however, works very well in 
  having the effects wear off – and there are no known side 
  effects to the drug or going cold-turkey.  For each day on 
  the drug, one day is needed to wear off the effects, to a 
  maximum of seven days. While under the effects, a 
  character has a -10 Will save modifier and cannot run or 
  charge (they are too lethargic). Commands from anyone, 
  even a person to whom they are usually violently 
  opposed, are accepted as if they were under a charm 
  person spell with that person as the caster. While under 
  the effects of Asudan a spellcaster of any persuasion may 
  not cast spells as their control of the somatic and verbal 
  components is not precise enough, nor do they have the 
  mental capacity to access any metamagic feats. 
  Asudan itself is an ingested poison with a Fortitude save 
  [DC 30, above effects, secondary DC 30, identical effects] 
  to resist. Prisoners for the mines have Asudan added to 
  their meals and water before they reach the area, and 
  each day for both lunch and dinner (not breakfast). All 
  prisoners must be under the effects of the drug before 
  they reach the mines – those with Fortitude saves that are 
  too high have different conditions imposed upon them 
  (and are sent to a pair of special mines which are not the 
  focus of this module). 
  Commandant Dar of the Bloody Axe 
  Commandant Dar is insane.  There really is no other way 
  to describe it.  He believes that he is assigned to the army 
  of Perrenland and needs to have a forward defense in the 
  Yatils against both the creatures that are threatening Ket 
  from that direction, and the forces of Iuz.  Indeed, in his 
  mind, he views them as one. 
  Commandant Dar was not always insane, or even close to 
  it.  A few months ago, however, a doppelganger assassin 
  tried to kill him.  The assassin was sent by an old enemy 
  of the Commandant from his adventuring days in 
  Greyhawk city.  Instead of killing the Commandant with 
  a surprise attack, however, the doppelganger was 
  captured.  With Asudan at his disposal (the drug) and a 
  helm of obedience (a helm allowing a permanent charm 
  person effect to take place, with the person placing on 
  the helm being the beneficiary of the spell), Dar had a 
  controlled 
  doppelganger 
  at 
  his 
  disposal. 
   
  The 
  doppelganger had arrived in a matching disguise, with 
  the plan of leaving looking exactly like the Commandant. 
   He was even trained in the various feats of the 
  Commandant to perfect his disguise. 
  The unfortunate result of the helm, however, was a 
  feedback with the detect thoughts that was continuously 
  active with the doppelganger.  Both people received 
  additional thoughts at all times, especially when they 
  slept.  The inevitable result, in a short period of time, was 
  
  Ket 5-05 Redemption 
   
  Page 3 
  almost no sleep and then a quick trip into dementia.  The 
  Commandant was insane within a week as was the 
  doppelganger.  They cannot even tell themselves apart 
  anymore, it has grown so bad.  For a period of time one 
  slept while the other ran the mine, giving the impression 
  that the Commandant was up 24 hours at a time. 
  Now, however, they both walk around together, with the 
  same pace and voice.  It is uncanny and the troops do not 
  know what to think – the Doppelganger has long since 
  been weaned off Asudan but he now firmly believes he is 
  the mystical twin of the Commandant and does not plan 
  to leave. 
  When the command came in to evacuate the Liqari mine, 
  the Commandant took this as a sign to enact his real goal 
  – a forward base of operations in the mountains against 
  the forces threatening Ket.  He has taken the Qashari to 
  build his encampment and defenses and the troops to 
  man the position and fully expects to be reinforced by 
  the army of Ket almost immediately. 
  Commandant Dar has the nickname of “the Bloody Axe”. 
   It goes back to his adventuring days – each and every 
  one of his companions wanted him to use a Dwarven Axe 
  or Great Axe. His insistence on the warhammer as the 
  weapon of Moradin never did seem to hold much weight 
  – until the day he picked up an axe after too much 
  badgering and nearly cleaved through a companion 
  during the next combat (see the Elusive Target feat).  
  That ended his brief abortive association with the weapon 
  type but the nickname stuck.  It is a Bardic Knowledge 
  check [DC 30] or Knowledge (nobility and royalty) [DC 
  35] to know this fact. 
  Indentured Servitude in Ket 
  There are two forms of indentured servitude in Ket.  Civil 
  Indentured servitude, common to the Middle Ages, is 
  practiced, but for set terms and only for the payment of 
  debts.  Such service must conform to all of the practices 
  of the Four Feet of the Dragon and is, by the demands of 
  society, a dignified position. The designation for such 
  people is Ushdar (plural: Ushdari) and they are afforded 
  all of the protections of the law and must be treated as 
  family (albeit poor and impoverished relatives) by their 
  patrons. 
  Hard labor is restricted to those working in the copper 
  mines and is permanent.  This is considered punishment, 
  not rehabilitation, with no apologies on the part of Ket 
  society.  All people sentenced to the mines are 
  considered beyond redemption, having committed acts 
  any civilized person would abhor.  They are given the 
  name Qashari (plural: Qashari) although many curse 
  words and similar feelings are vented when discussing 
  them.  The designation is not hereditary, despite the 
  impressions of some, and children born to Qashari are 
  delivered to churches to be raised as citizens/immigrants. 
   There is no enjoyment in the use of the Qashari nor is it 
  defended as anything other than the punishment that is 
  intended. 
  Knights of the Watch 
  The Knights of the Watch were a Bissel organization that 
  actively watched the Ket border during the Greyhawk 
  Wars. Before any word or even rumor of an alliance with 
  Iuz existed the Knights were suspicious of the 
  motivations of the people of Ket.  And rightly so, for Ket 
  had long harbored a grudge against The Sheldomar 
  Valley and against Bissel for continuing to hold land 
  taken during the Keoish Occupation.  The Knights made 
  every effort to keep informed of what was taking place in 
  Ket.  They were the best suited to provide advance 
  warning for any possible invasion.   
  Then, those who were on the Ket side of the border were 
  rounded up.  The exact means of the identification was 
  never made public but the intelligence network of the 
  Knights of the Watch was eradicated in a single 
  fortnight.  A few months later, Ket invaded Bissel as part 
  of the Greyhawk Wars, with no advance warning at all. 
  Those who were brought to the mines were drugged 
  before the invasion of Bissel and so know nothing of it. 
  More information about the Knights is found in 
  Encounter 4. 
  Military Law in Ket   
  The military has laws which mirror those of the general 
  laws of Ket very closely.  They do, however, make a series 
  of exceptions for anything that fall under their 
  jurisdiction that are different from the typical laws (and 
  can sometimes be a cause of much aggravation with 
  Jurats and Threshers).  In particular, people deemed to be 
  enemies of Ket are considered “monsters” for the 
  purposes of the application of the law.  This means, in 
  essence, that a citizen of Ket could be considered a 
  “monster” if he or she is operating as an enemy of Ket.  
  Anyone who is a member of the military and is acting to 
  the detriment of the military is likewise considered a 
  “monster”, whether or not a citizen.  Again, though, this 
  only applies in circumstances where military law applies. 
   Outside of strict military installations, these locales are 
  few and far between and regular law applies throughout 
  the remainder of the land.  Although the military would 
  like to claim otherwise, the mere presence of a member 
  of the military does not make a particular crime “military” 
  in nature and so subject to their laws.  Monsters have 
  absolutely no rights under the law. 
  
  Ket 5-05 Redemption 
   
  Page 4 
  Unlike the regular law, however, military law is even 
  stricter in sentencing.  There are no options for a 
  reduction of the sentence available to the regular 
  citizenry for a good presentation of reasoning and legal 
  considerations.  If a crime is committed and a person(s) 
  found guilty, the sentence is that mandated by law with 
  no reductions.  Influence points spent in military cases 
  must be deemed by the DM to be sufficient to exonerate 
  the individual(s) or they are not redeemed – as there are 
  no half-measures. 
  Scarred Spikes 
  In Ket1-04 Search for the Lost, PCs followed the tracks 
  of escaped mine slaves into the Yatils (not from this 
  mine).  There, they encountered a band of gnolls that had 
  captured and re-inslaved some Qashari.  In the end the 
  Qashari in question were all returned to the authorities at 
  the time and the gnolls were allowed to leave peacefully 
  by the PCs.  As a result, the gnolls have an appreciation 
  for the greater strength of adventurers and tell tales of 
  their exploits over their camp fires. They have had the 
  loss some four years ago ingrained into their psyche and 
  their reaction to anyone with evidence of that visit will 
  garner much respect (and fear, which may serve to 
  modify the response as much as respect). 
  In this adventure the gnolls have been on the move from 
  their original camp, and have come across the abandoned 
  Liqari mine. As of when the PCs reach the mine only the 
  gnoll scouts have been able to inhabit the abandoned 
  living quarters. They are waiting for their tribe to fully 
  catch up and guard against any insistence of their 
  removal. 
  Timeline for Events in Redemption 
  Introduction minus two months, two weeks – 
  Commandant Dar is attacked by a doppelganger assassin 
  but successfully subdues and captures it. 
  Introduction minus two months – Commandant Dar 
  becomes clinically insane and loses touch with the reality 
  of his position. 
  Introduction minus one month – The government of 
  Ket orders the evacuation of all installations and some 
  villages on the northern Molvar border with the Yatils.  
  Commandant Dar takes this as a sign that he needs to 
  become more active 
  Introduction minus two weeks – A pair of archons 
  looking to reinforce the orders of Ket visit the mine.  
  Commandant Dar refuses to obey their commands, not 
  trusting their orders and insists on receiving commands 
  only from the Military.  The Archons had come by the 
  request of the Graf, who does not have the authority to 
  command or interfere with the military.  
  Introduction minus one week – The Commandant 
  orders the assembly of the entire mine, Qashari and 
  troops together.  Once assembled, he marches them into 
  the Yatil Mountains to build a forward base. 
  Introduction minus two days – the gnoll scouts 
  discover the recently abandoned mine.  They take the old 
  barracks as a new resting spot and await the arrival of the 
  rest of their tribe. 
  Introduction – Simultaneously to the introduction, an 
  Ogre tribe reaches the edges of the military installation 
  and realizes it has to do something about the defenses the 
  humans are building, or they will become too formidable. 
  Early scouting leads to their conclusion that the humans 
  are well-equipped with missile weapons. 
  Weather in the Yatils 
  The average temperature during the day in the foothills 
  in late spring is approximately 22 degrees Celsius and 
  dips down to low double-digits during the night.  It is 
  colder in the mountains themselves, by approximately 3 
  degrees during either time. 
  There are no clouds or cloudy days expected during the 
  one week that this adventure is set. At night, the 
  moonlight is weak (it is a waxing moon) and sufficient (in 
  game terms) to only provide torch light to those who 
  have adapted their vision for nighttime. 
  Adventure Summary 
   
  Introduction – The PCs are approached to undertake a 
  mission to the Liqari Mine in the Yatil foothills.  There 
  are three different possibilities for motivations that can 
  be explored, depending on the characters themselves 
  Encounter One – This encounter occurs in the mine in 
  the Yatils. Information can be garnered along the way 
  depending on the abilities of the characters, and they can 
  prepare for their time at the mine. 
  Encounter Two – Once the PCs reach the Liqari mine 
  they are free to explore it as they see fit.  Encounter Two 
  contains information about the Guard Barracks. The 
  barracks have been reinhabited by gnolls of the Scarred 
  Spikes clan.   PCs can either fight the gnolls or talk with 
  them.  
  Encounter Three – The Qashari living quarters (and 
  stables) have been neatly evacuated.  Here, the PCs can 
  garner information about where and when the mine was 
  
  Ket 5-05 Redemption 
   
  Page 5 
  left.  Important information garnered includes clues to 
  the mindset of the Commander and some of his plans for 
  the future.  
  Encounter Four – The last place for the PCs to explore 
  in the area are the mines.  Here, they discover some 
  forgotten slaves who have chosen to take up residence in 
  the mine to protect themselves from the arriving gnolls. 
  Encounter Five – Out in the mountains, the PCs find 
  the forward position of the Mine Commandant (Dar of 
  the Bloody Axe). They can either negotiate with the 
  Commandant or try to fight him.  PCs that negotiate 
  likely need to protect the slaves from an encroaching 
  ogre tribe (Encounter Six) 
  Encounter Six – Should the PCs successfully stop the 
  encroaching ogre tribe, the Commandant complies with 
  the wishes of the PCs. PCs that fought Commander Dar 
  in Encounter Five do not participate in this encounter. 
  Encounter Seven – As the party escorts the Qashari out 
  of the mountains they are intercepted by a group that 
  either wish to ensure the safe return of the Qashari to the 
  Ket government, or by a group that wishes to free them.  
  This encounter depends heavily on the choices made 
  during the Introduction. 
  Conclusion – The fate of the Qashari and possible 
  payment received concludes this adventure.  Success or 
  failure depends heavily on the choices the PCs make as 
  well as their success in combat. 
   
  Introduction: Molvar Itself 
   
  There are three plot hooks that are based heavily on the 
  motivations of the party, or individuals. As well, these 
  motivations will determine how the adventure unfolds, 
  tension within the party should there be different 
  motivations, and the nature of some of the following 
  encounters (ex. Encounter Seven).  Therefore, the 
  motivations of the PCs should be assessed by the 
  following criteria: 
  • 
  Good and hero types are approached by Sarifa and 
  Jex, two individuals concerned with the individual 
  good over the law in Ket. (Note: these characters 
  first appeared in KET4-04 Water the Meadows). If 
  this is the case proceed to “Good to be done” 
  • 
  The lawful types or strict Ketite loyalists are 
  summoned to the Hall of Jurats in Molvar by either a 
  messenger or a brief note. Proceed to “On Behalf of 
  Ket”; 
  • 
  The mercenary types hear the word out on the 
  street.  A man is looking for strong arms and discreet 
  help to recover some lost merchandise. Proceed to 
  “Big Money”. 
  PCs should not feel pressured in agreeing to embark on a 
  mission their morals do not agree with. 
  Good to be done 
  PCs that like to work for good are contacted by Sarifa and 
  Jex. PCs may remember them from KET4-04, Water the 
  Meadows.  Contact is in the form of a letter which the 
  PCs received. Provide players whose characters are 
  interested in doing good Player Handout #1. Once the 
  PCs have agreed to meet with Sarifa and Jex read the 
  following: 
  The bazaar in Molvar is already bustling when the sun 
  rises into the sky, with the many vendors hawking 
  their wares to the interested shoppers and bored 
  guards. A keen-eyed attendant from the Temple of 
  Mouqol watches over everything from his central 
  position in the market.  He is elevated on a solid 
  wooden scaffolding and is protected by a rich awning 
  above his head. As the sights and sounds overwhelm 
  the senses for a brief second a young man dressed in 
  the typical robes of the Baklunish West approaches 
  politely, bowing his head in acknowledgement. 
  “You are here about the letter?” he asks careful to 
  pitch his voice low in the crowd so that only a few 
  such as yourselves and those immediately nearby 
  might possibly hear. 
  Sarifa and Jex have obtained the assistance of Klir ibn 
  Doral; the young man speaking to the PC(s). He is just a 
  front man used by the duo to ascertain that in fact the 
  PCs are interested and reasonable.  If the PCs are good for 
  the job he will escort them to another part of the Bazaar 
  to meet the duo. 
  In order to determine the position of the PCs on how 
  they perceive law and good he will tell them the (true) 
  story about his father and gauge their reactions.  If he 
  does sense anything untoward (Sense Motive +9) such as 
  malice towards Sarifa and Jex, or potential objection to 
  the requests they will make, he directs the characters 
  away from the Bazaar towards a Temple of Al’Akbar. This 
  includes characters that are too lawful to accept the 
  suggestions from Sarifa and Jex. Within the safety of the 
  watchful eyes of the Mullahs of the Temple, he will tell 
  the PCs that the meeting is off due to his suspicions.  The 
  watchful eyes of the Mullah will ensure that the PCs do 
  nothing that breaks any of the laws of Ket (such as harm 
  him). 
  
  Ket 5-05 Redemption 
   
  Page 6 
  Klir’s Story 
  “My father was sentenced quite some time ago to the 
  mines for killing our neighbor.  The sentence was 
  guided by the light of the Restorer, for alas – he was 
  guilty of the crime. 
  But his life is soon to be at an end, and he has spent 
  the last 14 years in the mines.  You see, he is suffering 
  from a wasting disease and has very little time left.  It 
  has been estimated that he has not but a few weeks 
  left in his life. Should it not be allowed to die with 
  some modicum of comfort? 
  He has paid his debt for murder. He has spent 14 
  years working hard in the mines. He has never yet 
  been able to meet his grandchild – my daughter – 
  Zaeera.  I wish he could see her, just once, before he 
  dies.  But the mines are no place to take a child that 
  young, even should they allow me to visit him.” 
  Klir’s father is named Doral ibn Zahmut. If pressed, Klir 
  admits to having doubts about the opinion of “serving 
  enough time” particularly if the circumstances of the 
  murder or the impressions of the victim are mentioned.  
  It was never hidden that Doral had killed in 
  premeditated cold blood for the simple reason of sheer 
  hatred.  
  �Klir ibn Doral: Rogr3/Ftr1; male human Baklunish); 
  hp 26; See Appendix One. 
  Once Klir is satisfied that the PCs will be okay with this 
  mission, he leads them to meet Sarifa and Jex at a booth 
  deeper in the Bazaar.  
  Sarifa and Jex 
  Sarifa and Jex are wanted fugitives from KET4-04, Water 
  the Meadows. They are fully aware that being anywhere 
  near a Ket authority is a dangerous place to be and are 
  thus very nervous. Nevertheless, both are committed to 
  righting wrongs in the world.  The following is the 
  information the two impart to the PCs once 
  introductions are done. 
  Sarifa’s Tale 
  “Two tales have reached their ears which bring them 
  cause for concern. One is of an allegedly corrupt 
  Mullah at an orphanage and the other is of a series of 
  slaves who are supposedly slated to being sacrificed. 
  Our contact insists that these are both dangers and 
  we find ourselves in the unpleasant position that we 
  only have time to react to one of these situations. 
  Given our “situation” we would ask that you consider 
  assisting us and head to the mine.  The orphanage has 
  less immediate security – while I would like to think 
  we can easily outwit the idiot Threshers, Jex has 
  rightly pointed out that there is no need to risk this if 
  you are willing to help.” 
  Sarifa’s eyes dart around the Bazaar, scanning the 
  crowd rapidly. 
  “Even this is a danger, but one we feel is needed.  If 
  we can stop both these evils, the High Cleric will be 
  served.  Please, can you help us and go to the mine to 
  free the Qashari before their fate is sealed in such a 
  terrible manner?” 
  It is a Knowledge (local – VTF) check [DC 15] to know 
  that the situation whereof Sarifa and Jex speak is their 
  status as wanted criminals. 
  Sarifa insists on the urgency of the safety of the slaves to 
  be sacrificed.  She and Jex are better suited for the 
  investigation of the orphanage.  Time is a sensitive matter 
  when people’s lives hang in the balance, so they wish to 
  persuade the PCs to help.  
  If, for some reason, the PCs still want to go to the 
  orphanage, it is an entirely benign matter with a local 
  woman who was jealous of the attention the Mullah had 
  given another. He is strict and authoritarian, but not a 
  bad person and certainly not corrupt. The village he is 
  located in is called Rashal and it is some two days south-
  west of Molvar. This encounter is not within the mandate 
  of the adventure and thus is not scripted.  The DM may 
  ad lib as (s)he sees fit. 
  If the PCs do peruse this course the adventure is over as 
  the time taken to investigate and confirm this 
  information takes the PCs past the critical moments of 
  this adventure.  
  If, on the other hand, the characters are persuaded or 
  considering going to the mine, Sarifa and Jex can impart 
  the following knowledge: 
  The Liqari mine is located about two days north-east of 
  Molvar (more east than north) in the foothills of the Yatil 
  Mountains, about 50 miles away from what they have 
  been able to determine. 
  The Liqari mine is a government copper mine, where 
  hardened criminals are sentenced for the rest of their 
  lives (in most cases).  These criminals are called Qashari 
  by the Ketites.  
  Different institutions / clusters / fortifications/ etc. near 
  the Yatils have been evacuated by the government in the 
  last three weeks.   However, this one has been left 
  untouched. There is some sort of problem of which the 
  government is aware (see KET5-02 Recruitment Drive 
  for more details – if this is not available, it is enough to 
  
  Ket 5-05 Redemption 
   
  Page 7 
  know that that there is a significant threat that has  
  arisen) but has not yet shared with the public;  
  • 
  If the Qashari are simply being abandoned, not only 
  is this a perfect time to free them from their 
  servitude but they must also be rescued from 
  whatever is threatening the area. There are also 
  rumors the Qashari are being sacrificed in the area, 
  but to what or whom is not known. 
  This is the extent of information possessed by the 
  duo. If the PCs ask for false papers of introduction 
  for the authorities at the mine they can be provided. 
  However, they will not be offered. (These 
  documents are superb forgeries – it is a Forgery 
  check [DC 35] to see anything wrong or forged in 
  them)  
  • 
  The duo do not promise protection or additional 
  payment beyond whatever loot the PCs can find.  
  They invite the PCs to take whatever is not marked 
  with the stamp of Ket.  They hope that the PCs feel 
  rewarded by the good they get from going a good 
  deed for others. 
  Time is pressing, but the PCs have enough time to gather 
  information should they wish to do so.  Proceed to 
  “Information Sources”. 
  If the PCs are unsatisfied with this introduction, they 
  may be hooked via another one within this Introduction. 
  Refer to the start of this introduction for the different 
  motivations that may interest the PCs.  
  On Behalf of Ket 
  An official looking messenger had found you within the 
  past day.  In official speech he summoned you to the Hall 
  of Jurats as Ket is honoring you with trust (work).  Your 
  name had been selected from many names for a chance to 
  prove yourself an ally of Ket (lower levels or foreigners 
  who have not adventured in Ket before), or as a trusted 
  ally of Ket, that once again needs your help (characters 
  which have played within Ket). 
  If pressed (Diplomacy, Intimidate, Gather Information, 
  or Bluff check [DC 18) PCs can learn that Ket keeps 
  records of everyone within its borders and the deeds 
  they’ve done.  A Bardic Lore check [DC 22], or a 
  Knowledge (local – VTF) check [DC 18] confirms that in 
  fact Ket does keep records of this nature. 
  PCs who wish to accept this ‘invitation’ are requested to 
  present themselves at the Office of Oppar ibn Opp, in the 
  Hall of Jurats.  
  The office to which you are directed is of middling 
  size, with neatly stacked papers on a desk to one side 
  of the room.  A man sits behind a second desk, 
  reviewing more papers which are arranged in front of 
  him. 
  The  
  walls of the office is covered in motivational 
  parchments such as “If you do it the Exalted way first, 
  when 
  will 
  you 
  find 
  the  
  time to do it right?”  Two chairs are visible in front of 
  the desk but there are no other places to sit in the 
  room. 
  Oppar ibn Opp is the man behind the desk.  He is a 
  fervent believer of the True Faith who is thrilled that the 
  laws of Ket have been coming down harsher in recent 
  times.  He decries some of the “loosening” of the laws and 
  morals that had become prevalent in recent years.  
  He waves in the PCs gesturing for them to take a seat 
  while he gets up to pour his guests some tea. He politely 
  deals with everyone except elves and declared members 
  of the Exalted Faith.  Those he directs to wait outside 
  with ill-concealed disgust. If he is presented with 
  credible information and substantiation that the elf in 
  question or Exalted Faith character is a respected citizen 
  of Ket he blanches but allows them to remain in the 
  room.  The war regalia obtained in KET5-01 Choices of 
  the Dragon (verifiable on the AR) is sufficient to be 
  allowed to stay.   Social and legal necessities make it 
  impossible for Oppar to do anything less for these 
  characters.  
  Otherwise, the individuals in question must simply wait 
  outside. 
  �Oppar ibn Opp: Exp7; male human (Baklunish-
  Oeridian mix); hp 30; See Appendix One. 
   
  Oppar is a mid-ranked bureaucrat responsible for the 
  enforcement of government decisions in institutions 
  directly overseen by the Jurats of Molvar. In this case, 
  that specifically means the Copper Mines. There are two 
  things concerning Oppar in this affair.  
  The first is that he received very strange orders from his 
  superiors. He is not one to question them, but it is 
  without explanation or precedent that he has been asked 
  for the order of transport for all the Qashari from three 
  mines (one of them being the Liqari Mine) to a series of 
  mines along the Veluna Border. 
  The mines themselves are a long way from being 
  completely tapped, and he has to move them without 
  compensation for the loss of revenue to his province.  
  But, who is he to question orders. 
  The second concern is that there has been no response 
  from the Liqari Mine. Oppar is very law abiding and for 
  
  Ket 5-05 Redemption 
   
  Page 8 
  whatever the reason is concerned that the orders are not 
  being followed. 
  As a corollary to his adherence to the law, Oppar would 
  like to know the condition of the Qashari. If something 
  has happened to them he loses his bargaining chip for 
  compensation from the Beygraf or Falwur Province. 
  “The Liqari Mine was sent an order of evacuation four 
  weeks ago.  There has been no response from them. 
  Two weeks ago I began to gather a patrol of Threshers 
  to investigate the area, to ensure compliance by 
  Commander 
  Dar, 
  and…” 
  he 
  hesitates 
  only 
  momentarily before continuing “to make sure 
  nothing disastrous occurred, which would explain 
  their disobedience. 
  “However, my command of the Threshers and the 
  military that resides here has been momentarily 
  trumped by the Beygraf, or maybe just the Graf of 
  Lopolla Province.” He muses the second part to 
  himself, his mind obviously somewhere else and 
  trying to make sense of things. “But where was I, yes! 
  My enforcers have been called to Lopolla province to 
  help reinforce something big going on there, and I 
  have been left with the bare bones of a crew and can 
  spare none. I have been told, after many days of 
  inquiry that the situation won’t change for several 
  seasons. 
  “So, this is where you fine, um, [insert either Citizens 
  of Ket, or Good Foreigners] come into play. I have been 
  given permission to allow you to help your beloved 
  nation and investigate these matters which normally 
  are privy to only those officially registered to the 
  military or threshers.”  A look of genuine surprise 
  passes over his face as he finishes his rehearsed 
  speech. 
  Oppar is honestly surprised at this attitude of his 
  superiors for suggesting, even in the off hand way that 
  they did, the use of citizens or foreigners for this matter.  
  But he knows better than to question orders; hence the 
  summoning of the PCs to his office. 
  Oppar has reviewed the law and found that he can 
  authorize Ket citizens or even foreigners to carry a 
  message 
  for 
  the 
  Jurats. 
  This 
  is 
  a 
  surprise  
  to him but it appears to be a recent change to allow 
  foreign mercenaries of questionable efficiency to be used 
  as couriers rather than front-line troops. In this case, 
  though, Oppar wants the characters to do the following, 
  on behalf of Ket: 
  • 
  Visit the Liqari mine, with an official note that sets 
  out the details for the transfer of the slaves and all 
  troops to the Veluna border mines. 
  • 
  Determine why the order has not yet been followed, 
  and, if it is simply being ignored, charge the 
  commander with the breaking of the law and bring 
  him in. Specifically, the Commandant is to be 
  charged with treason (for not obeying the 
  commands of a direct superior) and high treason (for 
  betraying the nation of Ket in a time of emergency).  
  Both of the charges need to be proven, of course, but 
  these are the basis for which the Commandant can 
  be charged and brought in. 
  • 
  Report back to Oppar and, by extension, the Ket 
  government, about the reasons for any delays and a 
  full report on the current condition of the mine (this 
  latter is being seen as a bonus part of the assignment 
  by the government). 
  Information is available from Oppar, but only if asked. 
  He is efficient and rigid and usually does not volunteer 
  information. 
  • 
  The commander of the mine is called Dar of the 
  Bloody Axe. 
  • 
  Dar is a hill dwarf originally from Furyondy who 
  became a citizen of Ket some 20 years ago.  He was 
  assigned as Mine Commander of the Liqari mine 
  three years ago. 
  • 
  The last caravan from Liqari, which returned 21 days 
  ago, brought back the expected amount of ore but 
  the caravan master spoke of a strange conversation 
  he had with the Mine Commander.  The subject of 
  the conversation was not strange, it was just the 
  impression he was left with.  He could not specify 
  what was wrong. A follow-up investigation was 
  ordered as a precaution but the lack of any caravan 
  scheduled in be in the area for a while, coupled with 
  the lack of enforcer resources has precluded any 
  investigation from taking place. 
  • 
  The prisoners in the mine are composed of some 
  Knights of the Watch who committed crimes during 
  the Greyhawk wars on Ket soil (about 10% of the 
  mine population) and hardened criminals from the 
  Molvar area (the other 90%), for a total of just under 
  200 prisoners. 
  • 
  The guard population at the camp is roughly 60 
  soldiers and 10 Threshers. No problems, with either 
  with morale or law-breaking within the mines, have 
  ever been reported. 
  • 
  If asked about the Knights of the Watch and the 
  amnesties granted after the war, he notes that the 
  Amnesty only extended to those in Bissel and 
  involved in the conflict. All of the Knights of the 
  
  Ket 5-05 Redemption 
   
  Page 9 
  Watch incarcerated in Liqari were found before the 
  Bissel conflict and were therefore not covered under 
  the agreement. 
   
  Oppar will offer 50 gp to anyone agreeing to this task for 
  it is a dangerous mission. The Yatil Foothills have 
  recently been declared a military zone, for reasons he 
  does not know).  He can likewise offer a further bonus of 
  1 gp per slave from the Liqari mine successfully sent to 
  the Veluna Border. Finally, any declared members of Ket 
  meta-organizations (they can declare themselves now if 
  they want this benefit) can expect a favorable report to 
  their superiors. If none of this is sufficient to the PCs, he 
  cannot  
  offer anything further save the gratitude of the 
  government of Ket which, in these times, does not have a 
  monetary form. 
  If the PCs accept he requests that they proceed as soon as 
  possible.   
  Time is pressing, but the PCs have enough time to gather 
  information should they wish to do so.  Proceed to 
  “Information Sources”. 
  If the PCs are unsatisfied with this introduction, they 
  may be hooked via another one within this Introduction. 
  Refer to the start of this introduction for the different 
  motivations that may interest the PCs.  
  Big Money 
  The PCs are mercenaries and are looking for adventure 
  and payment. Through the network of those interested in 
  such things word has come to the PCs on how to apply 
  for this position. They are to present themselves to the 
  Street of Knives near the Bazaar, wearing a purple sash.  
  Any that wish to do so are encountered by Dri. 
  The Street of Knives is a bustling laneway and not 
  really a street. Merchants yell loudly, displaying 
  knives and other weapons, most likely crafted in 
  Tusmit, from a dozen different storefronts. A young 
  Rhennee woman with a shield bearing an image of a 
  cluster of swords pointing outward balances a bastard 
  sword without paying further attention to the 
  merchant who continues to talk to her. She looks 
  over and smiles faintly, handing back the weapon 
  properly to the merchant, accepting payment for the 
  tune-up, and stepping forward to greet you. 
  The young woman is Dri, a follower of Kelanen (the 
  Prince of Swords, a Neutral PC-God devoted to the cause 
  of swordsmanship and maintaining an alignment balance 
  on Oerth).  
  She has no particular feelings toward anyone beyond a 
  certain loyalty to other professed worshippers of 
  Kelanen.  Although aware of the Razor’s Edge (Kelanen 
  Meta-organization in Ket) she has yet to join because she 
  does not know the Battle Tongue (one of the 
  requirements). Dri is blunt and to the point, rarely doing 
  anything less than speaking her mind. 
  She will pretend that she was hired by someone else to be 
  the front-man to determine if the PCs are acceptable for 
  the job.  She wants to confirm that the PCs are not just 
  threshers in disguise.  As recent military activity in the 
  area has increase inexplicably people of her profession 
  can never be sure. 
  “Greetings, adventurers.” She says the last word 
  cautiously waiting to see your reaction.  “How about a 
  fine sword to go with your lovely purple sash?”  She 
  handles a large key that hangs at her belt, and glances 
  to a lockbox under the stall.  She stares at the box for 
  a moment, before looking back up at you.  She smiles 
  deeply and knowingly, her eyes almost hidden by her 
  rosy cheeks. 
  The key she holds is the key to the strongbox 
  underneath. Inside the box are a few papers and items 
  that are of no importance to common thieves. It is the 
  key that is important. Upon it is a hidden charm that 
  allows her to cast (silently) detect law. She scans the PCs 
  to ensure they are not threshers or others of the military. 
  It requires a successful Will Save [DC 12] to resist.  
  If Dri is convinced the party members are not just 
  Thresher spies or something of the sort, she leads them 
  halfway down the Street of Knives. There, she stops and 
  in the security between two noisy stalls she starts to 
  discuss a plan she has had. To PCs that are surprised, as 
  most should have been expecting a man, she explains that 
  it is easier for her to screen potential ‘employees’ from 
  thresher spies if she acts as front man.  She is simply not 
  rich enough to pay someone else.  
  Turning to those who are most lawful (after the 
  detection), she makes small talk to ensure they are simply 
  adventurers. Once she is satisfied (and note she does not 
  have a lot of skills at this but is your typical paranoid 
  adventurer type who is out for her own good and values 
  her life), she continues on: 
  “It is good to meet you.  I have a plan, one that 
  requires additional help.  First, a bit of background. 
  Ket has good reasons for what it does, so I am told 
  every time the Threshers arrest me, so who am I to 
  question this action? Sometimes, however, their 
  actions seem…strange.  Now, I have something 
  interesting that has come to my attention.” 
  
  Ket 5-05 Redemption 
   
  Page 10 
  “Rumors of money have come to my ears.  A copper 
  mine has been abandoned. It is only a matter of time 
  before others will get wind of it and pillage it. But it 
  has been abandoned and out of the attention of the 
  Graf of Molvar.  Now is the time to make some 
  money.”  She eyes the PCs to gauge them. 
  “If I could, I would lead you there myself. And backed 
  up by our collective might we would be able to 
  overcome the beasts in the area that might have taken 
  refuge in the abandoned tunnels. But unfortunately 
  in order to earn a living I have promised my arm in 
  duels on behalf of some of the Beys in the area. As I 
  said, time is of the essence.” 
  �Dri: Ftr8; female human (Rhennee); hp 94; See 
  Appendix One.  
  Depending on the number of PCs, and how greedy they 
  look modify the following: 
  So, how about a finder’s fee of one share equal to that 
  of each of you? Would such a payment of 1/7
  th of the 
  treasure found satisfy you? 
  If the PCs agree she gives them the details of the copper 
  mine and what she expects to find. 
  • 
  This is a government-run Copper mine in north-east 
  of Molvar province.  It has stopped reporting to the 
  authorities and has likely been overrun by monsters. 
   This sometimes happens in the Yatil Foothills.  
  • 
  If that is the case, then the mine is likely abandoned 
  and there could be some good loot there to be had.  
  • 
  If it is not the case, she will pay the PCs 50 gp per 
  APL for their troubles.  Dri will then arrange for a 
  sale of any loot back in Molvar.  
  • 
  She is either naive enough to believe that the PCs 
  will honor their agreement and share part of the loot 
  with her, or she is secure enough that they will not 
  be able to sell the loot without her knowing. Either 
  way, she has adopted an easy-come–easy-go towards 
  them and the mission.  If anything, word of the 
  status of the mine – without associating her to the 
  inquiry - would allow her to return to it at a later date 
  and collect what else she can.  
  • 
  She 
  does 
  not 
  have 
  much 
  else 
  to 
  add,  
  save that the mine is called the Liqari mine and 
  directions on how to reach it.  
  • 
  Should she asked why the military or Threshers have 
  not checked in on the mine, she does not know but 
  her noble contact did say nothing was planned. 
  Time is pressing, but the PCs have enough time to gather 
  information should they wish to do so.  Proceed to 
  “Information Sources”. 
  If the PCs are unsatisfied with this introduction, they 
  may be hooked via another one within this Introduction. 
  Refer to the start of this introduction for the different 
  motivations that may interest the PCs.  
  Information Sources 
  Gather Information checks in Molvar at this time can 
  reveal more information on the mine and the situation as 
  follows (remember that each is a 1d4+1 hours to gather. 
  PCs may assist each other in the gathering of 
  information. If PCs wish to take 20 on this check, it takes 
  72 hours (3 days) per check.  Be sure to tell the PCs this 
  when they ask for multiple checks. 
   
  DC 5 – The military has recently rebuilt the military 
  camp outside Molvar that was used to stage the army for 
  the 
  Alliance 
  of 
  Faiths 
  into  
  Perrenland.  The Alliance of Faiths is the term for the 
  military alliance formed between Ket and Perrenland to 
  defend 
  against 
  the 
  incursions 
  of 
  Iuz. 
   
  DC 10 – Sixteen border posts in the Yatil foothills north 
  of Molvar have been evacuated in the past two weeks, 
  with their troops placed into the garrison. Each member 
  of the troops has been received with some ceremony in 
  the 
  Graf’s 
  Residence. 
   
  DC 12 – All criminals sentenced in the past three weeks 
  have been detained in Molvar rather than sent to the 
  mines 
  as 
  usual. 
  The 
  caravans  
  from the mines have only traveled once in that time 
  period, as opposed to the usual weekly trips. 
   
  DC 15 – The people from at least three villages nestled in 
  the foothills have been moved into temporary quarters in 
  military 
  camps 
  outside 
  of  
  Molvar. They are providing services to the troops but 
  there is no explanation why the entire population was 
  removed. 
  DC 18 – The commander of the Liqari Copper mine was 
  in town last month but visited the abandoned Temple of 
  Hextor rather than something more usual like a Temple 
  of Al’Akbar or Moradin. This seemed strange until he 
  publicly ground a holy symbol of the Herald of Hell into 
  a fine powder in the Bazaar one morning, which seemed 
  to imply a hatred of Hextor that was in keeping with the 
  current political climate in which the Hextorites are not 
  at 
  all 
  well-liked 
  or 
  respected. 
   
  
  Ket 5-05 Redemption 
   
  Page 11 
  DC 20 – The local mines in the foothills have stopped 
  producing metal ore and their garrisons and work forces 
  have been moved to a location just north of Molvar 
  (about two kilometers north). What they are building 
  there is a secret and the military is patrolling the area 
  tightly. All flying creatures are intercepted by Air 
  Elementals if they attempt to bypass this force. This does 
  not include the three mines to the east of Molvar itself – 
  all of them were ordered to relocate to the Veluna border; 
  DC 23 – Two Archons visited the Liqari mine in the past 
  few weeks and returned displeased. They then traveled to 
  Lopolla 
  on 
  other 
  business 
  and  
  did not have a chance to report to the Graf. 
  DC 25 – A gigantic bastion is being constructed and it is 
  laced with metal rods that go deep into the earth, in the 
  mountains near Molvar. Some sort of magical field 
  deadens sound in the area as well. People from the Liqari 
  mine – who would have been used on the construction 
  site – have not arrived at this worksite. 
  DC 30 – At least five patrols have returned in recent days 
  with missing members and gnoll heads. Reinforcements 
  are arriving from Lopolla each day and being equipped 
  for extended stays in the Foothills. 
  Once all attempts at information gathering in Molvar are 
  complete, PCs can continue. The above information is 
  also available from divination of any normal means. 
  NOTE:  If the party agrees with any or all of the 
  proposals and wishes to head toward the Liqari Mine, 
  proceed to Encounter One “The Road to Liqari”. 
  If the party has chosen, despite arguments to the 
  contrary, to go elsewhere other than the mine, proceed to 
  the 
  Conclusion 
  and 
  paraphrase  
  matters. 
  It is against the law to attack any and all of the various 
  people the PCs meet in the Introduction (even Sarifa and 
  Jex – although they will later face their own trials over 
  previous crimes they have committed).  Any attempt to 
  profit further from the crimes results in no gp gain and 
  should be punished to the extent of Ket law. 
  Encounter One: In the Foothills 
   
  Up the long road from Molvar, the road on which the 
  PCs were ushered, twists and turns around the 
  southern edges of the Yatil Foothills.  The sun beats 
  down as the warmth of summer is just around the 
  next rainstorm.  The skies are clear and crisp these 
  days. 
  Local herders move their cattle along the road at a 
  slow pace, and smile courteously as you pass. They are 
  friendly, but quiet, simply hoping to make it to the 
  safe winter refuge without any loss. 
  The trip to the Mine itself is very much a time for PCs to 
  get to know one another, question locals as they are 
  passed and generally prepare themselves for the events at 
  the Liqari mine. 
  As a specific reference, it is late spring/early summer.  
  There are very few edible berries available for such spells 
  as goodberry but they can be found with a superb 
  Survival check [DC 30] – the majority of berries are not 
  yet ripe and those that are generally eaten by the wildlife 
  in the area.  
  A successful Knowledge (history) or Knowledge (local-
  VTF) can make a check [DC 12] to understand that this 
  road was the only original path between the cities at one 
  point, but it was long replaced by a much larger and 
  wider road in the early 500’s. The road the PCs are 
  walking along is a well-maintained road but not a 
  highway – it is now known as the Old Molvar-Polvar 
  highway but it was never anything as grand.   
  The old highway was predominantly used by the mines 
  of the Yatils to supply and move equipment along it.  A 
  few villages popped up along it as it facilitated 
  transportation to and from the communities. There are 
  crossroads very infrequently, and all effectively head 
  south toward the more major highway that runs between 
  Molvar and Polvar.   There are also no inns along the 
  road, but a lot of clearings and well-maintained camp 
  sites can be easily found on the side. The Ket military is 
  responsible for keeping these in good condition and does 
  an excellent job.  Water supplies can be found near each 
  camp site and usually supplies of fresh firewood when 
  the weather permits. There is currently enough firewood 
  to keep a low burning fire lit through the night.  It is 
  expected that anyone using the campsite will replace the 
  expended wood but there is no enforcement mechanism. 
  Distance to the Liqari mine: The mine is east of Molvar, 
  toward Polvar province.  The majority of mines are in 
  Polvar province.  The Liqari mine is some 45 miles along 
  the road from Molvar, and then another five miles north 
  from the main road.  On a light riding horse, this will 
  take a day and a half and the timing can be modified 
  depending on the transport of the characters.  The road 
  itself is dry now, the spring run-off having come and 
  gone. Though the mine is five miles north of the road, 
  into the hills, travel over that terrain is still normal. 
  
  Ket 5-05 Redemption 
   
  Page 12 
  Camping overnight 
  The PCs have to camp at least one night, unless they have 
  extraordinary means of reaching the mine.  While 
  nothing happens in this night, they are being watched by 
  one of the factions in Encounter Seven, and sleeping / 
  watch habits should be established early. The Spot check 
  to find the “spies” is [DC 75] thanks to distance, size, 
  Hide check and magic.  The “spies” are all over 200 feet 
  from the party and there should be no means whereby a 
  party at any of these APLs can locate them.  If, however, 
  they do, use the stats for the final Encounter and run the 
  combat early – the terrain and combat are then dictated 
  by the campsite and so on. 
  Information from locals en route 
  The party might pass some locals traveling along the 
  road.  These would generally be herdsmen who move 
  their herds from winter safe spots in the farms to the hills 
  at this time of the year. They are polite with all 
  adventurers, incredibly polite and courteous with any 
  mullahs and quite stand-offish with any elves.  Anyone 
  may get information from them as follows (by just 
  asking) – even elves: 
  • 
  The local Bey has summoned the herders to the 
  southern highway in one week.  As soon as the herds 
  are in place, they will head down that way.  They 
  have no idea what the Bey wants to discuss. 
  • 
  The Liqari mine is a known government copper 
  mine.  There have never been any Qashari escapes as 
  far as the herders know. 
  • 
  The military patrols in the area have increased 
  recently, but that is likely just the coming of 
  summer waking them up 
  The locals do pass along other mundane information 
  which the DM can ad lib.   
  Information from the Military en route 
  The Ket military has regular mounted patrols going up 
  and down the road.  They are all Kaman units (light 
  cavalry archers) in groups of 10.  Kaman units slow each 
  time they see the PCs and assess them at a distance, with 
  half of the soldiers knocking arrows while their 
  counterparts just watch closely.  If there are no hostile 
  acts from the PCs, the patrols approach and greet the PCs 
  guardedly.  Unlike patrols in the Gryphon Strike Pass 
  (the pass between Molvar and Krestible, or Ket and 
  Perrenland) there is no established reporting mechanism 
  between patrolling groups. 
  The military units question who the characters might be 
  and what they are doing.  So long as they are not 
  obviously criminal, they are allowed to proceed.  
  Warnings to not remain in the area are consistent every 
  time a patrol speaks with the PCs.   Yet no reason is given. 
   If, for some reason, the PCs admit to a criminal act they 
  are planning, the military unit is more than willing to 
  uphold the law and arrest the PC(s).   
  The military can impart the following information to 
  anyone who is a declared member (to them) of a Ket or 
  Perrenland Military metaorg (including the Pax Mercuri, 
  these latter thanks to the Alliance of Faiths).  This 
  information is given freely to those who belong in a 
  military meta-organization: 
  • 
  There are gnoll incursions in all parts of the Yatil 
  foothills.  Normally the gnolls are not this aggressive 
  but with troops being drawn off to Molvar for some 
  military action, the incursions have increased in 
  boldness. 
  • 
  All government institutions in this area are supposed 
  to be evacuated. Rumor has it that the Liqari mine 
  has not yet reported that it has complied, but that is 
  not their problem.  Some members of the patrols do 
  wonder (and worry) why the evacuation had not 
  taken place. (As a note, this information is not 
  entirely accurate but is the best the military has) 
  • 
  There have been no reported gnoll incursions near 
  the Liqari mine, which is strange since they are 
  everywhere else.  Either the mine has dealt with 
  them without needing outside assistance, or the 
  silence from the commander there is even more 
  ominous; 
  • 
  There are at least 60 troops posted at the mine, all 
  Neyze (heavy pikemen) and Gele (crossbowmen).  
  There is a very small contingent of Threshers (10 or 
  so) as well, and everyone reports to the Mine 
  Commander. 
  �Kaman Patrol (10): Rgr2/Ft1; Medium Baklunish 
  human; hp 22 each; See Appendix One. 
  NOTE 
  The trip to the mine should be uneventful. There are no 
  threats and the circumstances of the trip should likewise 
  not be any great cause for disasters or the like.  
  The distance along the Molvar-Polvar road is 45 miles 
  before a cut-off (marked by a stone sign in Common and 
  Baklunish) and a smaller, less-traveled road some five 
  miles up into the foothills to the Liqari mine. 
  
  Ket 5-05 Redemption 
   
  Page 13 
  Unless something very strange has happened, proceed to 
  Encounter Two through Four, being the Liqari mine 
  itself.  
   
  Interlude: The Liqari Mine 
   
  The Liqari mine is a typical government-run mine. It was 
  constructed with two purposes in mind, one being to 
  produce copper (and other metals, but that is the basic 
  metal of choice for the mines) and the other to act as a 
  hard labor site for Qashari. The design of the installation 
  takes security into account far more than a regular mine 
  site might consider necessary. 
  The barracks for the Liqari mine are located directly at 
  the top of a bowl-like depression, this depression housing 
  the entrances to the mine shafts themselves.  At the 
  bottom of the depression is the housing for the Qashari 
  themselves – very Spartan, with no amenities. 
  On all sides of the depression, save the cut in the hills 
  where the barracks is located, the cliffs of the early part of 
  the Yatil mountains rise.  They are some 200’ above the 
  edges of the depression and are hard to climb [DC 20] the 
  sheerness of the cliffs is another reason the location was 
  chosen. 
  The barracks themselves also double as the defensive 
  installation for the military – it is built entirely out of 
  stone and is very solid.  There are stables attached, also 
  built out of stone, which are only accessible from the 
  barracks courtyard.  The walls that overlook the mine 
  itself have copious well-situated arrow slits allowing good 
  visibility to all parts of the depression.  The walls looking 
  out onto the road and up to the mine through the 
  foothills are well-constructed, but have fewer arrow slits 
  and are obviously not designed to be the main focus.  
  This is a prison installation and the focus is on 
  preventing escapes, not protecting against some outside 
  military threat. See Map One for more details on 
  dimensions and the like. 
  There is a very obvious trail leading out of the mine itself 
  and into the mountains, past the guard barracks.  It is a 
  Search check or Survival check with the tracking feat 
  [DC 0] to pick up this trail. The trail can be assessed by 
  the tracking feat with a Survival check [DC 12] to 
  determine that at least 200 people passed this way, with a 
  number at the rear who were better equipped (their 
  tracks are deeper and there are other hints) – these were 
  30 of the guards on rear patrol. 
  It is possible to follow this trail immediately and bypass 
  the entire mine site.  If so, proceed to Encounter Five. 
   
  Encounter Two: The Barracks 
   
  At the crest of a small rise in the hills, dwarfed by two 
  towering cliffs on either side, is a squat stone building 
  that stands well-situated to take defensible advantage 
  of the terrain. There are no lights visible from your 
  location, although it is doubtful that any would be 
  visible due to the construction of the mine itself.  
  The barracks (see DM Map #1 for a layout) has been 
  taken over by a small band of gnolls, forward scouts for 
  their tribe; the Scarred Spikes.  They are being forced out 
  of their typical habitat by the events occurring in the 
  Yatil Mountains and chanced upon the abandoned mine. 
   When they arrived they have the mine almost entirely 
  deserted. 
  Conflict with the Gnolls 
  The gnolls are holed up in the barracks themselves. 
  Generally lazy, they have one member on scout duty, 
  watching away from the mine (position A on the map). If 
  the PCs can reach the barracks without this scout 
  noticing (see Appendix One for Spot and Listen checks 
  for the scout), they can try to enter the barracks 
  unnoticed as well.  Otherwise, if the PCs are either very 
  obvious, or noticed, they are ordered to stop by the scout 
  at a distance of 120 feet from the barracks (this also wakes 
  or alerts the other scouts (position B, roughly, on the map 
  and they reach the first Scout in 2 rounds). Of course, 
  this order comes in gnoll and may not be understood… 
  If the PCs do take the time to stop and try to 
  communicate, proceed to “Diplomacy with the Gnolls”. 
   Note that the gnolls do not allow anyone to enter the 
  Barracks during negotiations, preferring them at a 
  distance.  If the PCs simply move straight to combat, 
  move to “Tactics”. 
  Diplomacy with the Gnolls 
  The gnolls are from the same tribe (Scarred Spike) as 
  encountered in Ket1-04 Search fro the Lost.  If any 
  character has record of having played the original 
  module, the gnolls offer to diplomacize with them rather 
  than start combat.  They know that adventurers are 
  powerful – as they remember their fathers being cut 
  down by powerful adventurers back in the day - and 
  would rather not have that happen to them. If the PCs 
  
  Ket 5-05 Redemption 
   
  Page 14 
  succeed at entering the barracks before any blood has 
  been spilt and they show a superior display of force, the 
  DC for the Diplomacy check is reduced by 4. 
  Otherwise, the gnolls are only willing to engage in 
  Diplomacy if the party displays obvious might towards 
  the gnolls.  A successful Bardic Lore [DC 25] encourages 
  the PC to know that gnolls respond positively to might.  
  The Diplomacy difficulty is DC 25 (Unfriendly to 
  Friendly) at APL 2 and 4, and DC 35 (Hostile to Friendly) 
  at APLs 6+, with circumstance modifiers as follows: 
  • 
  Having any cert from Ket1-04 Search for the Lost 
  provides a +10 circumstance modifier to the check; 
  • 
  Any Dwarves in the group result in a cumulative –4 
  circumstance modifier per Dwarf.  The gnolls of the 
  Scarred Spike tribe simply do not trust dwarves at 
  all; 
  • 
  A declared follower of Al’Akbar is treated with 
  respect and receives a +2 circumstance modifier.  
  This is applied only once no matter how many 
  devout followers might be present; 
  • 
  The gnolls are very hungry but not completely 
  unreasonable. They judge how much they think the 
  PCs can provide (collectively) and ask for an 
  appropriate amount. They refuse anything less, 
  however. Therefore, anyone offering to provide the 
  tribe with food for at least a one month period (this 
  costs 50 x APL gp and must be marked under 
  expenditures on this AR) is provided with a +2 
  circumstance modifier.  Should they renege (not buy 
  the food on this AR), apply the AR Award “Empty 
  Mouths”; 
  • 
  Any person at the table may spend an influence 
  point with anyone in Ket for a +4 circumstance 
  modifier or another attempt at the Diplomacy; 
  The DM can assign other modifiers or penalties to a 
  maximum of +2 or –2 if anything else appropriate is 
  attempted (for instance, Bluffing at the same DC that the 
  party is but one of three in the area for the Scarred Spikes 
  to face); 
   
  Otherwise, the gnolls are holed up in the guard barracks 
  and intend to stay and defend it.  They are well-situated 
  for a fight and prepared to hold as long as possible – they 
  need this new defensible location now and are rather 
  desperate.  They also view this is just compensation for a 
  mine in which they lived four years ago (part of Ket1-04 
  Search for the Lost). 
  If the PCs successfully diplomacies with the gnolls, they 
  are allowed to investigate unhindered. 
  APL 2 (EL 4) 
  �Gnoll Rangers (2): Rgr1; hp 18 each; See Appendix 
  One. 
  APL 4 (EL 6) 
  �Gnoll Rangers (4): Rgr1; hp 18 each; See Appendix 
  One. 
  APL 6 (EL 8) 
  �Gnoll Rangers (4): Rgr2/Ftr1; hp 33 each; See 
  Appendix One. 
  APL 8 (EL 10) 
  �Gnoll Rangers (4): Rgr2/Ftr3; hp 49 each; See 
  Appendix One. 
  APL 10 (EL 12) 
  �Gnoll Rangers (4): Rgr3/Ftr4; hp 64 each; See 
  Appendix One. 
  APL 12 (EL 14) 
  �Gnoll Rangers (4): Rgr3/Ftr6; hp 80 each; See 
  Appendix One. 
  Tactics:  The gnolls know they have a good thing with 
  this stone barracks and the arrows slits. They are not 
  coming out unless forced. The arrow slits also have good 
  downward views and a nice field of view for all aspects of 
  the barracks. Of course, after a while there might not be 
  enough of them to occupy all necessary vantage points. 
  There is one section of the roof that is protected from fire 
  from the arrow slits from the barracks. Unfortunately, 
  there is no easy access to the inside of the barracks from 
  that point either.  It is well-protected with a slanted roof, 
  slate and random spikes (to keep birds and griffons 
  distant). 
  The entrance into the barracks is located on the side but 
  should be very obvious to anyone approaching the mine 
  – the main road leads directly there, after all.  This door is 
  constructed as follows: 
  �Stone door: hardness 8; hp 90, break DC 28. Open lock 
  DC 30 (excellent lock); 
  At APL 2, 4 and 6, the gnolls have been lazy and left the 
  door slightly ajar.  As a result, entry is very easy and just 
  involves a move action to open the door itself.  
  Remember that the PCs do not know the layout of the 
  barracks and may have to guess at how to best reach the 
  gnolls – of course, if all the PCs have slipped to the side, 
  the gnolls are going to come looking. 
  
  Ket 5-05 Redemption 
   
  Page 15 
  At APL 8, 10 and 12, the gnolls have secured themselves 
  and the door is locked.  
  The roof is a Balance check [DC 15] to move over. It is 
  likewise considered all Difficult Terrain. If Tumbling or 
  similar acrobatics are attempted, they are all at +8 
  circumstance modifier to DC because of the loose roofing 
  and deliberate construction of the defenses. The roof is 
  made of stone as well (hardness 8) and one foot thick 
  (180 hp). 
  Otherwise, the gnolls fight as best they can with missile 
  weapons, resorting to melee only if the barracks are 
  breached. 
  The Interior of the Barracks 
  The barracks themselves, although a bit messed from the 
  habitation of the gnolls, is actually in very good 
  condition.  All of the chests containing personal 
  belongings and clothes of the troops have been removed 
  in an orderly manner and it should be apparent to anyone 
  searching that this was a calm and methodical 
  abandonment.  Some small items remain, but they are all 
  trivial and likely just overlooked.  The gnoll scouts have 
  dragged in three sets of the bunk beds together to make 
  large sleeping beds for their lanky bodies, but have done 
  nothing further to change the place. 
  The central room of the barracks is a steel door. The inner 
  room (stone lined with a thin sheet of lead) was the 
  storage place for the drugs used to keep the Qashari 
  docile and obedient.  There are one or two small pouches 
  left but the entirety of the 10 by 10 space has been 
  cleaned out and dusted. 
  Upon each wall is mounted a stone tablet with the Cup 
  and Talisman on it.  The words “Restorer of 
  Righteousness” in bold Baklunish letters are beneath 
  them.  Any resident of the Baklunish West recognizes 
  the combination of symbols and anyone who speaks 
  Baklunish will automatically know what it says.   
  Recognizing the holy symbol is automatic to anyone 
  from the Baklunish West.  Anyone who worships a 
  Baklunish deity or anyone else who makes a Knowledge 
  (religion) check [DC 5] likewise knows the information.  
  Knowledge checks under [DC 10] can be done untrained. 
  There is nothing particularly important about these 
  tablets but they are clearly part of heritage of the room.  It 
  is a Knowledge (history) check [DC 25] to note that the 
  True Faith was the one responsible for rooting out 
  corruption and law-breaking that was prevalent in society 
  back in the day.   The calm and orderly acceptance by 
  mine slaves, packaged as Ushdari, was a key element of 
  the lawful ethos and mindset.  The drugs used to keep 
  them docile quickly became part of the culture and were 
  (still are) likely provided by the Temple of Al’Akbar (True 
  Faith) under contract to the government of Ket. 
  There are five private rooms in the barracks.  One of 
  these is for the Commander and is entirely cleaned out.  
  The second and third are for the top officers in the 
  guards, two to a room.  They are likewise cleaned out.  
  The fourth and fifth rooms are for the senior NCOs (non 
  commissioned officers) with the guards.  They were also 
  housed two to a room.   
  In one of these rooms is a desk in which there are some 
  papers that were inadvertently left behind during the 
  evacuation.  These are discovered automatically if the 
  characters say they are looking through the rooms 
  carefully (otherwise Search [DC 15]). 
  The papers are just orders of a couple of days during the 
  time of the abandonment. The mine was abandoned 
  approximately 1 week to 10 days ago. These papers 
  indicate that all of the personnel in the mine were being 
  gathered for a march into the Yatils itself.  While 
  Knowledge (local-VTF) [DC 12] will determine this as a 
  strange order, a successful Sense Motive [DC 15] 
  determines that it was only partially compliant with 
  Commander Dar’s orders to evacuate.   
  There is also a statement that the Commander Dar, 
  Commander of the garrison is now standing a 24 hour 
  watch.  Rosters have been adjusted accordingly.  This is 
  very strange.  
  Finally there is a list of supplies that reveal the 
  Commander was planning a longer stay up in the 
  mountains.  All portable equipment was scheduled to be 
  (and was) taken. This was not consistent with the orders 
  to evacuate.  
  Treasure 
  APL 2: Loot: 123 gp; Coin: 0 gp; Magic: 0 gp. 
  APL 4: Loot: 246 gp; Coin: 0 gp; Magic: 0 gp. 
  APL 6: Loot: 425 gp; Coin: 0 gp; Magic: +1 chain shirt x 4 
  (96 gp per character x 4). 
  APL 8: Loot: 425 gp; Coin: 0 gp; Magic: +1 chain shirt x 4 
  (96 gp per character x 4), +1 ring of protection x 4 (166 gp 
  per character x 4). 
  APL 10: Loot: 491 gp; Coin: 0 gp; Magic: +1 mithral chain 
  shirt x 4 (175 gp per character x 4), +1 ring of protection x 
  4 (166 gp per character x 4), gauntlets of ogre power x 4 
  (333 gp per character x 4). 
  APL 12: Loot: 271 gp; Coin: 0 gp; Magic: +1 mithral chain 
  shirt x 4 (175 gp per character x 4), +1 ring of protection x 
  4 (166 gp per character x 4), gauntlets of ogre power x 4 
  
  Ket 5-05 Redemption 
   
  Page 16 
  (333 gp per character x 4), +1 battle axe x 8 (193 gp per 
  character x 8). 
  NOTE:  The characters may proceed to either Encounter 
  Three or Four or can go after the Commandant 
  immediately and head to Encounter Five.  If the 
  characters wish to retreat at this point, proceed to the 
  Conclusion. 
   
  Encounter Three: The Qashari 
  Quarters 
   
  At the bottom of the depression some four hundred 
  feet down a shallow slope stand a series of sturdy but 
  plain-looking stone buildings.  They are nothing 
  remarkable, built simply to withstand the weather of 
  the Yatil Mountains with no thought for their 
  outward appearance. Standing to one side of them is a 
  pair of stables, also made of stone but built with far 
  more care for their appearance. 
  The Qashari Quarters is a smaller building than the 
  stables – neither of these types of building are mapped 
  but dimensions are provided if they prove necessary.  It is 
  65 feet long by 30 feet wide. Each Qashari Quarter (they 
  are numbered 1-4, with the numbers above the entrances 
  into the quarter) has two major rooms – one room is 
  comprised of a series of stone bunk beds (no mattresses 
  here) up and down the square on either side of the room. 
  The beds are only 5’ long and people who are taller just 
  have to either sleep bunched up or dangle off the end of 
  the bed. 
  There are large fireplaces in the main rooms, taking up 
  one corner of each room, to provide heat in the winter (as 
  there is otherwise no source of heat for these Qashari). 
  The second room with the same dimensions acts as the 
  collective closet, latrine, and bathing area.  The water is 
  not heated and is quite cold but fresh. 
  In Quarter 3, should it be searched thoroughly – Search 
  check [DC 20] – there is a small chiseled insignia on one 
  wall.  This has obviously been found and there have been 
  attempts made to deface it, but it looks continuously 
  repaired.  Anyone with stone cunning or Knowledge 
  (architecture and engineering) can attempt a check [DC 
  22] to note that it was repaired two to three weeks ago for 
  the last time and abandoned since that point.  It is a 
  Knowledge (nobility) or (local – Sheldomar valley or 
  VTF) to note that it is the symbol of the Knights of the 
  Watch (an owl over a background that is hard to make 
  out). 
  The first of the two stables, 100 feet long by 50 feet wide, 
  housed both horses and other equipment needed to haul 
  the ore from the mine.  It is easy to determine that the 
  ore deposit site is just to the back of one of the stables.  
  A second stable, identical in size to the other one, has the 
  front end cleaned out of farm equipment and stone tables 
  inserted – this is where the Qashari eat their meals and 
  perform repairs to the mining equipment. 
  Again, much as in the barracks, it is clear that the Qashari 
  quarters were cleaned out in an organized and 
  methodical manner.  There are no personal effects 
  remaining behind (which is actually hard to tell since the 
  Qashari are forbidden from having personal possessions 
  in any event).  All of the quarters have been cleaned and 
  are spotless. 
  The stables are likewise empty of horses and equipment.  
  The few exceptions are a few ore carts that remained 
  behind in the second stable. Strangely they are still full of 
  unloaded ore. Anyone with the Tracking feat can use 
  Survival to attempt a check [DC 28] to note that it has 
  been at least ten days since the ore was left here. 
  There are small birds and other animals that live in the 
  area that PCs could communicate with about the missing 
  Qashari if they have the means – the animals know little 
  save that the Qashari all left in one big group some time 
  ago (time has little meaning for the animals).   
  Standard divination is likewise not protected against in 
  any fashion, although the exact answers and direction of 
  the PCs depends, as always, on what they ask… 
  NOTE:  The characters may proceed to either Encounter 
  Two or Four or can go after the Commandant 
  immediately and head to Encounter Five.  If the 
  characters wish to retreat at this point, proceed to the 
  Conclusion. 
   
  Encounter Four: The Mine 
  Shafts 
   
  NOTE: 
  ***This is intended as a role-playing encounter – 
  although combat stats are provided, these Qashari are not 
  in any shape to fight and surrender at the first 
  opportunity. This encounter is to illustrate to the PCs the 
  
  Ket 5-05 Redemption 
   
  Page 17 
  ‘good’ side of liberating the Qashari. It is here to present 
  the more law abiding types with a moral dilemma, as well 
  as explain some of the history of the region.*** 
  The main mine shaft for the Liqari mine is obvious, a 
  short distance away from the stone buildings that are 
  located at the base of the depression.  There are no 
  ore cart tracks laid here; it appears that the mine uses 
  hand-drawn carts or just brute force to move the ore. 
  The only way into the mine is clear. The other 
  openings in the hard rock face are merely air shafts. 
  Light can barely find its way in.  The main entrance 
  twists and turns and descends deep into the mine. 
  Levels branch off as they chase veins deep with in the 
  rock.   
  Along one wall, the silhouette of four lanky bodies is 
  easily missed.  
  Inside the mine shafts, hiding back in the darkness, are a 
  small band of miners.  These four Qashari were left 
  behind by mistake and if the commander noticed them it 
  was only when he was too far away to come back for 
  them.   
  The effects of the Asudan drug have worn off.  The 
  miners have spent the last three days wondering where 
  they are and how long they have been here. They are 
  reluctant to leave the area, as they are unequipped and 
  unprotected. Hunger, desperation, and determination to 
  survive may bring them forth from this cave.   
  Four of them were, and still are, soldiers in the Bissel 
  army.  They are also members of the Knights of the 
  Watch. They are exhausted as per the condition in the 
  Dungeon Masters Guide. They have found themselves 
  some small clubs but otherwise have no equipment. 
  Above being confused and disoriented they are extra 
  cautious of anyone in a Ket military uniform.  They have 
  no idea if war with Ket is still a possibility.  
  The four Knights of the watch try to enter into 
  discussions with the PCs. They have enough presence of 
  mind to realize they are completely outmatched. 
  However, the commander of the four, The Imperious 
  Imp, believes that if they can isolate one of the PCs, gang 
  up on them, they could equip themselves better and 
  ensure their escape. This plan is only followed if there is a 
  reasonable chance of success. 
  To that end, the Imperious Imp negotiates with the PCs 
  and tries to comply with their wishes, all the while with 
  the goal to separate the one they wish to overpower. 
  If the PCs succeed at a Diplomacy check [DC 20] the 
  Knights realize that the PCs are not trying to kill them, 
  nor harm them (should that be true). They become 
  overwhelmed with emotion (not the Imp) as they are 
  brought up to speed on recent history. 
  If the PCs gain the confidence of the Knights, they make 
  a plea with them to free their 11 other companions who 
  have been taken with the exodus.  
  Because of the effects of the drug they have no idea 
  where the group went, or why they left, or really where 
  they are. 
  Knights of the Watch 
  The Knights of the Watch were a Bissel organization that 
  actively watched the Ket border during the Greyhawk 
  Wars. Before any word or even rumor of an alliance with 
  Iuz existed the Knights were suspicious of the 
  motivations of the people of Ket.  And rightly so, for Ket 
  had long harbored a grudge against The Sheldomar 
  Valley and against Bissel for continuing to hold land 
  taken during the Keoish Occupation.  The Knights made 
  every effort to keep informed of what was taking place in 
  Ket.  They were the best suited to provide advance 
  warning for any possible invasion.   
  Then, those who were on the Ket side of the border were 
  rounded up.  The exact means of the identification was 
  never made public but the intelligence network of the 
  Knights of the Watch was eradicated in a single 
  fortnight.  A few months later, Ket invaded Bissel as part 
  of the Greyhawk Wars, with no advance warning at all. 
  Those who were brought to the mines were drugged 
  before the invasion of Bissel and so know nothing of it. 
  The Qashari Knights of the Watch 
  For these four Knights, the Greyhawk wars are still in full 
  swing.  They do not realize it is ten years later. Their aged 
  bodies have been attributed to foul magic from Iuz, and 
  their lack of military uniforms is due to being in a prison 
  camp. They can remember that they were captured, but 
  nothing of that evening, or since.  
  All they have been able to determine is that they have 
  been here for at least a period of weeks.  Without 
  reference, it is hard to tell if it has been longer than that.  
  They were initially up at the barracks but retreated when 
  they saw the gnolls in the distance approaching, not 
  having any weapons.  They have hoped to catch a gnoll or 
  two unaware and get some equipment, but have not had 
  any chances yet.  The gnolls are careful and patrol in at 
  least pairs, always on the alert – as far as the Knights can 
  see, the gnolls are paranoid and ready for combat at the 
  drop of a hat. 
  The Knights remember that there were fifteen of them in 
  the group. Should the PCs gain the trust of the knights 
  
  Ket 5-05 Redemption 
   
  Page 18 
  and inform them of where they are and what has 
  happened, they immediately give up hope of escaping 
  armed and plead for their freedom.  They will also ask for 
  the freedom of their eleven other comrades (if not all the 
  slaves) trying to appeal to the goodness within the PCs.  
  If the knights have to separate the party in order to 
  appeal to only those in the party who will be sympathetic 
  to their cause, they will do so. 
  Imperious Imp Sanrious 
  One of the four is the Imperious Imp.  He is a low-level 
  Knight of the Watch, but the highest of the four present. 
   He is an honorable man who was assigned to the 
  intelligence network in Ket because of his earlier travels 
  in the Baklunish West (and his Baklunish heritage).  His 
  grasp of Baklunish as a language is impeccable and he has 
  far less prejudice against the Bakluni than a typical 
  Knight of the Watch today. The aftermath of the Bissel 
  invasion and occupation has understandably colored 
  their perspective.   
  Of course, his incarceration has not made him terribly 
  happy, although as a reasonable man he does recognize 
  the problems with what he was doing in Ket at the time. 
  The Imperious Imp believes that he and all his men 
  should be allowed to go free, no matter who asks. He 
  offers the cessation of hostilities with Ket, quite 
  regardless of reality, on his part for now and in the future, 
  unless Ket invades his land (again, as it turns out).  If the 
  PCs try to explain history to him, without a successful 
  Diplomacy check [DC 20] he simply thinks they are 
  trying to confuse him.  He is completely convinced that 
  the war is still on, and believes that his offer to cease 
  hostilities is a genuine one. He follows along, 
  unbelieving, in the hopes of drawing one of the group off 
  so the can make his escape. If the PCs agree to his request 
  the Diplomacy check is reduced by 10.  
  Cessation of hostilities is, in his opinion, a fair offer and 
  one he makes gladly.  Should this option not be feasible, 
  he at least wants to notify his superiors of his 
  imprisonment – it is a Knowledge (local – VTF) or 
  Profession (Lawyer) check [DC 12] to realize that this is 
  actually his right under Ket law and the authorities are 
  obliged to allow it, given that Ket is now no longer at war 
  with Bissel.  Any member of the Mullahs or a military 
  meta-organization (including those of Perrenland as they 
  have been briefed with the Alliance of Faiths) 
  automatically knows this fact as well – it is a piece of 
  information that is common knowledge in those 
  organizations. In order to make this take place for the 
  Imperious Imp, a PC simply needs to notify any military 
  patrol or leader of the request – there are sufficient on 
  the roads to ensure this can be done easily, or those at the 
  end of this module are more than sufficient. 
  The Imperious Imp is a very rigid and honorable man 
  and remembers giving his word to not lift arms after 
  being captured. As a result, his only obligation is to 
  escape – he cannot assist the PCs in any way in their 
  mission, save to come along and try to persuade anyone 
  of the rightness of his cause.  All of the remaining 
  Knights are under the same obligations. 
  All APLs 
  �Imperious Imp Sanrious: Ftr4; hp 44; see Appendix 
  One.  
  �Knights of the Watch (3): Ftr4; hp 28 each; see 
  Appendix One. 
  Treasure 
  None – the Qashari Knights of the Watch have found 
  nothing of value and were allowed no personal 
  possessions during their imprisonment. 
  NOTE 
  If the PCs were hired by Dri to investigate the mine and 
  the knights of the watch have not persuaded them to save 
  the Qashari, proceed to Conclusion. 
  If the PCs have not explored the rest of the mine and 
  wish to, proceed to either Encounter Two or Three.  
  If the PCs wish to find the Commandant, or free the 
  Qashari proceed to Encounter Five.   
  If the PCs wish to retreat at this point, proceed to the 
  Conclusion. 
   
  Encounter Five: A Forward 
  Base 
   
  In this encounter the PCs can choose to meet with the 
  Commandant. They either fight him or negotiate with 
  him. Freeing of the slaves can only occur upon successful 
  negotiations with the Commandant.  If the PCs try to 
  sneak in and free the Qashari, they will insist that it is 
  done in a proper manner so they do not live a fugitive’s 
  life. 
  It is with some surprise that the trail leading from the 
  Liqari mine leads further into the Yatil Mountains.  
  Even more surprising is a partially built fortification 
  some three miles from the abandoned mine.  
  
  Ket 5-05 Redemption 
   
  Page 19 
  However, what is most surprising is to see the 
  Qashari – the slaves of the mines - hard at work 
  completing a wall across the mountain pass into 
  which the trail leads.  A large empty section in the 
  middle attests to the work that yet remains.  The 
  Qashari have been diligent and a strongly fortified 
  defensible wall is likely soon to be finished. 
  The wall has troops located on either side watching the 
  area and it is quite likely that the party is intercepted by a 
  small group of them as they approach.  Unless things get 
  really out of hand, the PCs are escorted to the tents near 
  the wall where the Commandant(s) is (are) located. 
  Threshers are visible to characters amongst the Qashari, 
  moving around and keeping the construction pace up.  A 
  series of tents have been constructed near the walls 
  where the Qashari, troops and Threshers are obviously 
  living. 
  Troops are providing covering fire should the Qashari try 
  to escape, while the Threshers keep the workers in line 
  and working on a consistent fortification strategy.  So far 
  this arrangement is working because it is simple and 
  involves just manual labor for the most part.   
  However, two days ago the outlying scouts saw an 
  approaching band of ogres and a hill giant or two reach 
  the area.  Fortunately neither has approached the camp 
  yet.  It is the firepower that may be scaring them off, it is 
  believed, or perhaps what was seen was also just a 
  scouting force for a larger band of giants.  The 
  information was, as always, passed on to Commandant 
  Dar in the daily briefing. He is mulling this information 
  over when the PCs are brought to him. 
  Commandant Dar is busy building himself a forward 
  military position in the Yatil Mountains.  His troops 
  think this is entirely insane (little do they know how 
  right they are) but are following orders as good Ketites do 
  when instructed. The Qashari are still drugged with 
  Asudan (the quantity taken from the mine can keep them 
  this way for months) and building what is instructed in a 
  slow but inexorable way. 
  The Commandant is sticking to the interior of his tent 
  while out here, reluctant to be seen in public as his 
  enemies (imagined) might seek to assassinate him 
  (again…).  There are standing orders that anyone from 
  the outside should be taken to see him immediately, 
  without delay. 
  His most senior subordinate, Captain Ishtaqua, finds the 
  Commandant’s behavior peculiar, to say the least, but has 
  not had a chance to send out any messages asking for 
  outside intervention (although he certainly wants this).  
  Captain Ishtaqua does attend whenever there are any 
  outsiders, however, in the hopes of making further 
  headway about the strangeness around his commander. 
  You are quickly escorted to a tent in which an older 
  looking gentleman sits, pouring over papers. As he 
  looks up there is a look of surprise, delight, and 
  cynicism that passes over his face.  He stands as is the 
  proper etiquette and greets you, introducing himself. 
  “I am Captain Ishtaqua. Who are you and why are you 
  here?” 
  The captain is thrilled that there are new people here. He 
  speaks 
  with 
  respect 
  but 
  contempt 
  about 
  the 
  Commandant. He does not betray his station, but lately 
  the Captain has been having some serious doubts about 
  the Commandant’s sanity. He escorts the PCs to see the 
  Commandant, regardless of if they want to or not.  He 
  does warn the PCs that the Commandant has decided 
  that he will only acknowledge those who speak in rhyme, 
  and indeed may become violent if anything is said that is 
  not at least an attempt at poetry. 
  Interacting with the Commandant is a role-playing 
  encounter, although it can quickly devolve into combat. 
  He is insane (and attempts to resist all spells cast on him, 
  including a heal spell) and hard to reason with at the best 
  of times.  His logic is twisted and tortured and really only 
  makes sense to him. Beside him at all times is his double, 
  the doppelganger and they frequently talk as one (thanks 
  to the helm and detect thoughts).  
  Present in the tent are his four bodyguards (who are just 
  assigned the task).  None of them are really fervent 
  believers in the role they have been assigned, nor do they 
  really believe that the Commandant is in any real danger. 
  Captain Ishtaqua remains present in the room during the 
  discussions.  The presence of these five people is not 
  meant to encourage their participation in any combat, but 
  rather so that they might bear witness to any events that 
  transpire.  
  If the bodyguards or Captain Ishtaqua become seriously 
  engaged (and PCs should be reminded that these people 
  are not participating in any way, before they attack), they 
  defend themselves and start to call for assistance from the 
  70 additional guards in the encampment.   
  For APL 2-8, it is automatic that the PCs lose and are 
  incarcerated until the appearance of the Emir. At APL 10 
  and 12, given the power level of the characters, the 
  guards pull back immediately, aware of their danger – in 
  this case, have Encounter Six take place immediately 
  and merge with this one, as Lagrt (and his warriors) 
  manages to get into the camp in the confusion and try to 
  end the matter.  Should the PCs still win (quite possible) 
  the DM may have to modify the outcome – the PCs are 
  
  Ket 5-05 Redemption 
   
  Page 20 
  now all outlaws in Ket and subject to permanent 
  sentences to the mine if they return or turn themselves 
  in. 
  Note:  If the party somehow does manage to cure the 
  Commandant of his insanity, they automatically receive 
  the AR Award “The Bloody Axe”.  They likewise avoid 
  any possible combat with the Commandant and he asks 
  them to head out and keep up a strong rearguard while 
  he evacuates all of the Qashari and the troops. Similarly, 
  remind the party that the presence of witnesses makes it 
  a strongly advisable course of action to stick to non-lethal 
  damage if any violence does break out. 
  Negotiations with the Commandant. 
  The commandant is insane, and lives in an unreal world.   
  To continue negotiations with him the following 
  conditions must be met. He has decided that he will try 
  to purge the nation of all ‘unnatural’ influences, starting 
  with language.  Anyone who speaks to him without 
  rhyming will be met with a hostile correction the first 
  time, and will be arrested as ‘traitors’ the second.  
  Individuals who have at least 5 ranks of Perform 
  (Oratory) can use their skill to increase that grace to three 
  non rhyming utterances.  All others must adhere at the 
  game table. Should the PCs fail to adhere to his 
  conditions he attacks immediately without warning. 
  The Commandant’s aims:  Get the characters out of the 
  camp (he suspects them of being traitors, spies or even 
  worse, but does not want them to know that) 
  • 
  Stop the attack by the forces of Iuz up ahead (this is 
  entirely imagined but it can work in well with the 
  ogres); 
  • 
  Ensure that his reinforcements have a comfortable 
  place to stay when they arrive (he is expecting 
  upwards of 500 troops to reinforce him); 
  • 
  Eradicate the use of orange in all aspects of daily life 
  – it is a secret sign for Iuz; 
  As insane as he is, the Commandant has a very active 
  appreciation for his own survival instinct.  At the 
  slightest indication that something might be going on 
  (such as spellcasting of any type or a weapon drawn) he 
  takes offense and attacks.  
  The officers and troops under his command do not 
  intervene at any time, but stand a silent witness.  Note 
  that it is very difficult, if not impossible, to tell the 
  difference 
  between 
  the 
  Commandant 
  and 
  his 
  doppelganger twin. As a result, any actions taken directly 
  against the Commandant are subject to the full extent of 
  the law in Ket (or at least it should appear that way – the 
  military makes an exception for the mentally unbalanced 
  and defines them as monsters). Actions taken against the 
  doppelganger are likewise prosecuted as if it were the 
  Commandant, unless the characters can attest, in a zone 
  of truth that they knew the difference.  If this is the case 
  they still get charged with attacking a foreigner, for the 
  doppelganger is a citizen of Greyhawk and therefore has 
  protection under the law and all that implies. 
  It requires a Knowledge (local – VTF) or Profession 
  (lawyer) check [DC 20], with a +5 circumstance modifier 
  for anyone claiming Ket as a home region, to identify this 
  fact about military law.  Bardic knowledge, specifically, 
  does not apply. 
  In order to complete negotiations with the Commandant, 
  the party must be willing to go out and stop the incursion 
  of the ogres first (see Encounter Six).  If they do that, he 
  is willing to listen to the requests/demands of the party 
  as long as they continue to rhyme. 
  Indeed, if they come back having successfully defeated 
  the ogres, he considers them to be direct messengers 
  from the military of Ket, no matter what they say they 
  are, and obeys.  In this manner, PCs can make the 
  Commandant do whatever it is that they find to be best 
  in this situation.  In this case his insanity works for the 
  PCs. 
  Through all of this it should be very clear that the 
  Commandant is entirely insane. He (well, they) may 
  make demands based on the stated goals, and then retract 
  them a moment later.  His demeanor changes every few 
  seconds, as the many voices in his head change his train 
  of thought. 
  Laws in the Camp 
  Now that they are out in the Mountains, the entire 
  mining camp crew is operating under military law – 
  while they were at the mine, they were nominally under 
  military law but the Threshers and the mine site itself 
  were under civilian rule.  In practice, there is very little 
  conflict between the two sets of laws.  The only 
  difference is that under complete military law the word 
  of the Commandant may not be gainsaid by anyone, even 
  the Threshers, and this has stifled, if not entirely 
  eliminated, obvious dissent against his now-insane 
  commands. 
  Military Law in Ket   
  The military has laws which mirror those of the general 
  laws of Ket very closely.  They do, however, make a series 
  of exceptions for anything that fall under their 
  jurisdiction that are different from the typical laws (and 
  can sometimes be a cause of much aggravation with 
  
  Ket 5-05 Redemption 
   
  Page 21 
  Jurats and Threshers).  In particular, people deemed to be 
  enemies of Ket are considered “monsters” for the 
  purposes of the application of the law.  This means, in 
  essence, that a citizen of Ket could be considered a 
  “monster” if he or she is operating as an enemy of Ket.  
  Anyone who is a member of the military and is acting to 
  the detriment of the military is likewise considered a 
  “monster”, whether or not a citizen.  Again, though, this 
  only applies in circumstances where military law applies. 
   Outside of strict military installations, these locales are 
  few and far between and regular law applies throughout 
  the remainder of the land.  Although the military would 
  like to claim otherwise, the mere presence of a member 
  of the military does not make a particular crime “military” 
  in nature and so subject to their laws. 
  Unlike the regular law, however, military law is even 
  stricter in sentencing.  There are no options for a 
  reduction of the sentence available to the regular 
  citizenry for a good presentation of reasoning and legal 
  considerations.  If a crime is committed and a person(s) 
  found guilty, the sentence is that mandated by law with 
  no reductions.  Influence points spent in military cases 
  must be deemed by the DM to be sufficient to exonerate 
  the individual(s) or they are not redeemed – as there are 
  no half-measures. 
  The Commandant’s Nickname 
  Commandant Dar has the nickname of “The Bloody Axe”. 
   It goes back to his adventuring days – each and every 
  one of his companions wanted him to use a Dwarven Axe 
  or Great Axe. His insistence on the warhammer as the 
  weapon of Moradin never did seem to hold much weight 
  – until the day he picked up an axe after too much 
  badgering and nearly cleaved through a companion 
  during the next combat (see the Elusive Target feat 
  described in Appendix Two).  That ended his brief 
  abortive association with the weapon type but the 
  nickname stuck. It is a Bardic Knowledge check [DC 30] 
  or Knowledge (nobility and royalty) [DC 35] to know this 
  fact. 
  NOTE: The encounter is at a +1 to the EL for the use of 
  non-lethal combat making it harder for the PCs. 
  All APLs 
  �Captain Ishtaqua: Ftr6; Human (Baklunish); hp 60; 
  See Appendix One 
  APL 2 (EL 5) 
  �Commandant Dar: Ftr3/War1/Clr1 (Moradin); Dwarf; 
  hp 52; See Appendix One 
  APL 4 (EL 7) 
  �Commandant Dar: Ftr5/War1/Clr1 (Moradin); Dwarf; 
  hp 72; See Appendix One. 
   
   
  APL 6 (EL 9) 
  �Commandant Dar: Ftr6/War1/Clr1 (Moradin); Dwarf; 
  hp 82; See Appendix One. 
  �Dar II: Ftr2/War1; Doppelganger; hp 64; See 
  Appendix One. 
  APL 8 (EL 11) 
  �Commandant 
  Dar: 
  Ftr6/War1/BatSmth2*/Clr1 
  (Moradin); Dwarf; hp 102; See Appendix One. 
  �Dar II: Ftr4/War1; Doppelganger; hp 84; See 
  Appendix One. 
  APL 10 (EL 13) 
  �Commandant 
  Dar: 
  Ftr6/War1/BatSmth4*/Clr1 
  (Moradin); Dwarf; hp 122; See Appendix One. 
  �Dar II: Ftr6/War1; Doppelganger; hp 104; See 
  Appendix One. 
  APL 12 (EL 15) 
  �Commandant 
  Dar: 
  Ftr7/War1/BatSmth5*/Clr1 
  (Moradin); Dwarf; hp 142; See Appendix One. 
  �Dar II: Ftr8/War1; Doppelganger; hp 124; See 
  Appendix One. 
  Tactics:  The Commandant is a smart opponent, 
  although insane, and a veteran. In a fight he goes for the 
  weakest opponents first, attempting to remove them 
  from combat.  Until he has done at least 30 points of non-
  lethal damage to each opponent, he does not switch to 
  anything else. Unlike most (sane) Ket citizens, he is more 
  than willing to swing with lethal force, however, 
  reasoning (if it can be called such in his insane mind) that 
  any who attack him are attacking Ket, and therefore 
  monsters.  On the other hand, some part of him stills 
  knows it is against the law, thus his limits as noted above. 
  At APL 2-8, the Commandant is not fully in control of his 
  faculties (well, this is true at all APLs but particularly so at 
  the lower APLs).  As a result, he rolls on the confusion 
  table every second round to determine his action 
  (attacking nearest, attacking caster or acting normally all 
  mean he can do as he sees fit).  Every other round he is 
  entirely lucid (this just means he fights lucidly…). 
  If the Commandant is successful in taking out the entire 
  party, he does nothing further to them.  They awake in 
  
  Ket 5-05 Redemption 
   
  Page 22 
  due course, drugged by Asudan (make the Fortitude 
  saves, both primary and secondary).  See NOTE for more. 
  Treasure   
  APL 2: L: 61 gp; C: 25 gp; M: +1 heavy plate (262 gp per 
  character). 
  APL 4: L: 59 gp; C: 25 gp; M: +1 heavy plate (262 gp per 
  character), +1 extreme steel shield (98 gp per character). 
  APL 6: L: 120 gp; C: 25 gp; M: +1 heavy plate x 2 (262 gp 
  per character x 2), +1 extreme steel shield (98 gp per 
  character), +1 ring of protection (166 gp per character). 
  APL 8: L: 120 gp; C: 25 gp; M: +1 heavy plate (262 gp per 
  character), +2 heavy plate (512 gp per character), +1 
  extreme steel shield (98 gp per character), +2 extreme 
  steel shield (348 gp per character), +1 ring of protection 
  (166 gp per character), +1 cloak of resistance x 2 (83 gp 
  per character x 2), gauntlets of ogre power (333 gp per 
  character). 
  APL 10: L: 19 gp; C: 25 gp; M: +1 warhammer x 2 (192 gp 
  per character x 2), +1 heavy plate (262 gp per character), 
  +3 heavy plate (929 gp per character), +1 extreme steel 
  shield (98 gp per character), +2 extreme steel shield (348 
  gp per character), +1 ring of protection (166 gp per 
  character), +2 cloak of resistance x 2 (333 gp per character 
  x 2), gauntlets of ogre power (333 gp per character), +2 
  periapt of wisdom (333 gp per character). 
  APL 12: L: 19 gp; C: 25 gp; M: +1 warhammer (192 gp per 
  character), +2 warhammer (692 gp per character), +2 
  heavy plate (512 gp per character), +4 heavy plate (1512 
  gp per character), +1 extreme steel shield (98 gp per 
  character), +3 extreme steel shield (764 gp per character), 
  +1 ring of protection (166 gp per character), +2 cloak of 
  resistance x 2 (333 gp per character x 2), gauntlets of ogre 
  power x 2 (333 gp per character x 2), +2 periapt of wisdom 
  (333 gp per character). 
  NOTE 
  If the party agrees to deal with the ogres for the 
  Commandant, proceed to Encounter Six. 
  If the party defeats Commandant Dar and/or he orders 
  an immediate evacuation of the camp, proceed directly to 
  Encounter Seven.  Largt, the Ogre in Encounter Six 
  sees the Qashari getting ready to evacuate and therefore 
  no longer feel the need to pressure the humans. 
  If Commandant Dar is cured of his insanity, he asks the 
  PCs to do him (and Ket) a favor and guard the rear of the 
  column as he readies the Qashari and troops for 
  evacuation.  In this case, proceed to Encounter Six.   
  If the party does not make a quick decision, they are 
  informed of incoming hostile humanoids, possibly 
  giants. They should then move to Encounter Six but 
  they are to start the combat in the Commandant’s tent.  
  Troops are spread out on all sides guarding the Qashari 
  and thus cannot aid the PCs directly. They are engaged in 
  their own fight. 
  If the party is defeated by the Commandant, they are all 
  drugged by Asudan (the results are not automatic, make 
  the saving throws – but all equipment is confiscated and 
  escape in the short time available is unlikely) and they are 
  put to work on the wall.  The attack by the ogres comes 
  soon and is fought off as a descriptive narration, but with 
  heavy losses to the Ketite side and the Qashari workers.  
  Proceed to the Conclusion where Emir Zulir relieves the 
  Commandant of his command and rescues the 
  characters. 
  Note:  It is important to note that if the heroes fight the 
  Commandant, they have no way of knowing about Largt. 
  Since the heroes have defeated the commandant and the 
  Qashari are being moved out, Largt does not feel he 
  needs to engage the party and Encounter 6 does not 
  happen. 
   
  Encounter Six: Incoming! 
   
  There is only one condition under which the heroes will 
  fight Largt. The commandant will request the heroes' aid 
  against him. Commander Dar believes Largt is a threat to 
  his security wall.  
  Meanwhile, Largt is observing the group to evaluate if he 
  should initiate an attack on behalf of his people. So, if the 
  PCs persuade Commander Dar to evacuate the Qashari, 
  Largt will not feel it necessary to attack.  This encounter 
  will only happen if the PCs did not fight Commander 
  Dar. 
  This encounter is the combat encounter between the PCs 
  and the ogres.  Since there are many ways in which this 
  encounter can unfold read or paraphrase the following to 
  remain consistent with these choices. There is no map 
  provided given the variability of the conflict, but details 
  are included as needed. 
  The terrain in front of the new fortifications is 
  cleared, as if at some point the area was victim to a 
  landslide which moved aside all trees and other 
  scenery.  In the distance, maybe 100 feet away, just 
  over a slight rise, there is movement as a small 
  boulder pitches forward, landing some thirty feet in 
  front of you with a dull thud on the ground. 
  
  Ket 5-05 Redemption 
   
  Page 23 
  TIMING NOTE: This Encounter takes place within 
  minutes of Encounter Five. 
  The movement and rock throwing is obvious to all as it is 
  Lagrt, the leader of the ogre tribe, moving around visibly 
  and trying to draw the attention of the PCs. Once the 
  rock has been thrown he makes no attempt to hide. If, 
  however, the PCs had approached the Qashari camp 
  seeking the Commandant in secret (and specifically 
  made efforts to conceal themselves) then Largt does not 
  know they are there.   In this case, the box text needs to 
  be modified.  
  Lagrt is here because he realizes that time is running out 
  on him and his tribe.  The construction of the military 
  defenses in the valley below is proceeding must faster 
  than he anticipated and he cannot expect much more in 
  the way of help. The humans are keeping cover 
  effectively and have a lot of archers (over 40 as far as he 
  can tell).  He does not have any overwhelming desire to 
  advance at this stage but may be forced into pre-emptive 
  action soon. If the characters advance, he views them as a 
  bargaining chip and attacks immediately. 
  As a result, Lagrt wants to talk first, but plans to back up 
  his words with actions. He sets out his goals to the PCs in 
  blunt, rapid sentences and watches their reactions. 
  Delaying tactics just make him mad and he is ready to 
  attack at a moment’s notice – he also has determined that 
  hostages may get him the results he needs as much as 
  words. 
  If at any time Lagrt sees anything suspicious, including 
  spellcasting or other activity that might turn out to be 
  dangerous, he takes the offensive and combat begins.   
  It is a Diplomacy check [DC 30+APL – he really does not 
  think he has much to fear or obtain from weaker parties, 
  but stronger ones need more influencing…] to get Lagrt 
  to agree to talk at any length. All that this check means is 
  that the PCs have the chance to hear him present his 
  goals.  If they do not pass this check, he deems them to 
  be meaningless wastes of time and useful only as hostages 
  – ex. He attacks them. If, however, the check is 
  successful, then the party should be made aware of his 
  goals and given a chance to see if they can be met. 
  Lagrt’s goals: Lagrt wants to be allowed free passage 
  through this section of the Yatils.  He actually wants to 
  approach the government of Ket for a mercenary position 
  for his tribe (something they will actually consider – his 
  muscle is what they need right now). 
  Solution: It is likely not within the authority of any of 
  the characters to make a deal such as Lagrt wants, but 
  they can use Influence points (possibly from within their 
  meta-organizations) to ensure it takes place (and they 
  should be so advised).  It will take six Influence points 
  from Ket authorities to make the deal a viable option – if 
  that is expended there is no combat here. A PC may 
  expend more than one influence point to reach the 
  collective goal of six for the party. 
  Note:  Only the expenditure of this Influence can 
  avoid the combat, and then only after the Diplomacy 
  check. The expenditure of influence points can come 
  from any number of participants. 
  APL 2 (EL 5) 
  �Lagrt: Skullcrusher Ogre; hp 60; See Appendix One. 
  APL 4 (EL 7) 
  �Lagrt: Ftr2; Skullcrusher Ogre; hp 88; See Appendix 
  One. 
  APL 6 (EL 9) 
  �Lagrt: Ftr4; Skullcrusher Ogre; hp 106; See Appendix 
  One. 
  APL 8 (EL 11) 
  �Lagrt: Ftr4; Skullcrusher Ogre; hp 106; See Appendix 
  One. 
  �Tribal Warriors (2): Ftr2; Skullcrusher Ogre; hp 88 
  each; See Appendix One. 
  APL 10 (EL 13) 
  �Lagrt: Ftr6; Skullcrusher Ogre; hp 138; See Appendix 
  One. 
  �Tribal Warriors (2): Ftr4; Skullcrusher Ogre; hp 106 
  each; See Appendix One. 
  APL 12 (EL 15) 
  �Lagrt: Ftr8; Skullcrusher Ogre; hp 176; See Appendix 
  One. 
  �Tribal Warriors (2): Ftr6; Skullcrusher Ogre; hp 138 
  each; See Appendix One. 
  Tactics: 
  Combat starts differently for each APL. Please refer to the 
  correct APL for Largt’s starting tactics. 
  Once combat has begun Largt approaches the party using 
  a double move until he is within range of grabbing a PC 
  for a hostage. He prefers to move without throwing rocks 
  unless faced with a flying opponent.   He will also 
  therefore initially use non lethal attacks so as to keep 
  everyone alive. 
  Since Largt wishes to hire his services to Ket, he has done 
  is research and attacks what he can see as non-citizens 
  
  Ket 5-05 Redemption 
   
  Page 24 
  first.  This means he attacks elves and animals first.  He 
  shows a great deal of respect towards horses and will only 
  attack them if they attack him. 
  Generally Largt will hammer a PC down and then 
  threaten to coup-de-grace the character if the others do 
  not back off. If he is severely threatened, Lagrt freely 
  surrenders, preferring to somehow get free some other 
  day.  He is a brutal but honorable opponent, even if he 
  considers dirty tricks a fair part of honor in combat. 
  When Lagrt has tribal warriors with him, he uses them to 
  come out on flanks and to threaten spellcasters with an 
  approach by armored ogres.  Whenever possible they 
  leave the leader to engage the toughest of the opposition, 
  thinking that with a leader-type taken out the enemy will 
  be easier to cow to their will. 
  Terrain 
  The battle will typically take place over a field of rocks.  
  The rock field is considered uneven footing and so while 
  movement is done as per normal, charges and such are 
  not possible.  A successful Balance check [DC 15] 
  provides those who step onto jutting rocks the equivalent 
  of higher ground. The opponent must be adjacent to and 
  engaged in melee combat with the PC.  The plethora of 
  rocks available on the field allows characters of Large or 
  smaller size to easily find cover. 
  Tactics - APL 2 and 4 
  Largt starts at 180 feet from the closest PC before he 
  announces his presence with a thrown rock. This rock is 
  not intended to hit anyone. This is the start of the 
  surprise round.  PCs that make their Spot check (DC 27) 
  can act in the surprise round.  
  This total includes distance and + 12 circumstance 
  modifier due to cover and the extensive scouting.  He 
  previously spent time looking for the ideal rock strewn 
  area for ideal cover.  This +12 does not apply to PCs with 
  blindsight or blindsense. 
  Since Largt is looking for prisoners to exchange he uses 
  non lethal damage exclusively in his attack. This limits 
  his attacking ability with the usual -4 penalty for non-
  lethal damage.  The thrown rocks, however, cannot do 
  non-lethal damage. 
  Tactics - APL 6 and 8 
  Largt starts 120 feet from the closest PC before he 
  announces his presence with a thrown rock. This rock is 
  not intended to hit anyone.  This is the start of the 
  surprise round. PCs that make their Spot check (DC 24) 
  can act in the surprise round.  
  This total includes distance and + 12 circumstance 
  modifier due to cover and the extensive scouting.  He 
  previously spent time looking for the ideal rock strewn 
  area for ideal cover.  This +12 does not apply to PCs with 
  blindsight or blindsense. 
  Since Largt is looking for prisoners to exchange he uses 
  non lethal damage interspersed in his regular attacks.  
  This is because he does not wish to suffer the usual -4 
  penalty for non-lethal damage on ever attack, yet wishes 
  to keep his opponents alive.  The thrown rocks, however, 
  cannot do non-lethal damage. 
  Tactics - APL 10 and 12 
  Largt starts 30 feet from the closest PC before he 
  announces his presence with a thrown rock. This rock is 
  not intended to hit anyone. This is the start of the 
  surprise round. In cases where he has accompanying 
  warriors, they are spread out some 30 feet to either side of 
  him, in a rough line. PCs that make their Spot check (DC 
  21) can act in the surprise round.  
  This total includes distance and + 12 circumstance 
  modifier due to cover and the extensive scouting.  He 
  previously spent time looking for the ideal rock strewn 
  area for ideal cover.  This +12 does not apply to PCs with 
  blindsight or blindsense. 
  Treasure 
  NOTE: (Lagrt provides the PCs with 100 gp per APL if 
  they negotiate successfully with him, as recognition of 
  their strength and honor, rather than the following) 
  APL 2: L: 116 gp; C: 10 gp; M: 0 gp. 
  APL 4: L: 267 gp; C: 10 gp; M: 0 gp. 
  APL 6: L: 38 gp; C: 10 gp; M: +1 spiked large full plate 
  (350 gp per character), +1 large spiked steel shield (102 gp 
  per character), +1 cloak of resistance (83 gp per 
  character). 
  APL 8: L: 270 gp; C: 30 gp; M: +1 spiked large full plate 
  (350 gp per character), +1 large spiked steel shield (102 gp 
  per character), +1 cloak of resistance (83 gp per 
  character). 
  APL 10: L: 572 gp; C: 30 gp; M: +1 spiked large full plate 
  (350 gp per character), +1 large spiked steel shield (102 gp 
  per character), +1 cloak of resistance (83 gp per 
  character), +1 ring of protection (166 gp per character), +1 
  amulet of natural armor (166 gp per character). 
  APL 12: L:  89 gp; C: 30 gp; M: +1 spiked large full plate x 
  2 (350 gp per character x 2), +1 large spiked steel shield x 
  2 (102 gp per character x 2), +1 cloak of resistance x 3 (83 
  gp per character x 3), +1 ring of protection (166 gp per 
  
  Ket 5-05 Redemption 
   
  Page 25 
  character), +1 amulet of natural armor (166 gp per 
  character), +2 spiked full plate (602 gp per character), +2 
  spiked heavy steel shield (354 per character), +1 large 
  morningstar (192 gp per character). 
   
  Encounter Seven: Qashari 
  Obligations 
   
  This encounter takes place on the night immediately 
  following after Encounters Five or Six (ex. that 
  evening). At night the encampment is attacked.  The 
  following Encounter presumes that the characters are in 
  the area at the time – if the PCs have left, for whatever 
  reason (which includes teleporting back to a city, using a 
  windwalk to return somewhere else fast or so on), this 
  Encounter is avoided entirely but the raid still takes place 
  without 
  the 
  PCs. 
   
  For 
  the 
  purposes 
  of 
  the 
  conclusion/critical events the results of the raid are 
  considered to be an automatic success for the 
  organization that launched it. 
  In 
  this 
  Encounter 
  either 
  the 
  Knights 
  of the 
  Bramblewood or the Black Daggers intervene, to either 
  rescue or return the Qashari to the authorities of Ket.  
  Deciding which organization attacks depends on the 
  motivations that encouraged the PCs to embark on this 
  quest in the introduction. 
  If the PCs went on behalf of Oppar (On Behalf of Ket), 
  the Knights of the Bramblewood attack. The Knights 
  want to see the Qashari freed, since the PCs are working 
  to return them to the Ket authorities. 
  If the PCs went with Sarifa and Jex (Good to be done) it is 
  the Black Daggers who attack.  The black daggers want to 
  see the Qashari returned to the Ket authorities, since the 
  PCs are working to free them. 
  If there were no clear motivations that encouraged the 
  PCs, as a group, to engage in the adventure, it is the 
  Knights of the Bramblewood who attack. 
  Knights of the Bramblewood 
  The Knights of the Bramblewood are an organization 
  dedicated to the freedom of all, especially those 
  downtrodden by the laws of Ket. They are an 
  organization based in the Bramblewood.  They are 
  predominantly chaotic and, indeed, are probably one of 
  the only organizations in Ket that not only welcomes 
  those of chaotic alignment but also encourages that 
  alignment. The Knights are not particularly liked by the 
  government of Ket but they generally do not worry much 
  about them as the power base for this organization is 
  weak and based in the forest.  Beys near the 
  Bramblewood have far more antipathy toward them and 
  react very poorly if faced with any. 
  The Black Daggers 
  The Black Daggers are also primarily based in the 
  Bramblewood forest but they have far different goals and 
  motivations than the Knights. Black Daggers consider 
  themselves first and foremost an extension of the 
  government of Ket, dedicated to expanding the influence 
  of the region by any means possible.  However, they are 
  not sanctioned or supported by the government. 
  If the government knows about them, one could say they 
  are tolerated to the extent that they are deemed to be 
  loyalists to Ket. That being said, the government of Ket 
  has always reacted poorly to the activities of the Black 
  Daggers, because the organization acts solely to promote 
  Ket, with no regard for the law. 
  This encounter is considered a microcosm of an overall 
  attack on the camp itself. A direct conflict with the PCs is 
  a good indicator of how the entire camp would fare, and 
  thus the success / failure of the PCs can be applied to the 
  entirety of the camp. 
  Negotiations 
  It is not possible to negotiate with the attacking forces 
  unless there is a reasonable break in the action – the 
  characters have to choose to miss their actions in combat 
  (not just ready) to make negotiations possible. In such 
  cases, the attackers are willing to pull back and call of the 
  assault, providing they are given the Qashari (as their 
  motivations entail).  Negotiations, brilliant diplomacy or 
  other concepts do not fly under these circumstances – 
  the attackers have a specific goal and only allowing them 
  to complete it can mean the negotiations are a success.  If 
  they are not a success, the attack begins again. 
  This is not to say that negotiations would never work 
  with these organizations, but only that in this case the 
  specific nature of the attack and the goal of the 
  organization is making it an all or nothing deal. 
  Setting and Circumstances of the attack 
  This is a good time to use all the information garnered 
  when the characters first made camp in this module, in 
  Encounter One. Since the retreat of the Qashari forces 
  the entire group to stay in undefended areas over at least 
  one night, it is important to know their guard routines 
  and the type of armor they sleep in, along with how they 
  are set up in camp.  Any other pertinent details for a 
  
  Ket 5-05 Redemption 
   
  Page 26 
  night time attack can be used to assist in the attack. The 
  attacking party observes the group as best they can for 
  several hours before engaging in an attack, and are thus 
  ready to counter whatever visible defenses might have 
  been put in place. 
  APL 2 (EL 3) 
  �Infiltrators (2): War1; Humanoid (Baklunish); hp 8 
  each; see Appendix One. 
  �Smooth Talker: Brd2/War1: halfling; hp 21; see 
  Appendix One. 
  APL 4 (EL 5) 
  �Infiltrators (2): War1/Rgr2; Humanoid (Baklunish); 
  hp 20 each; see Appendix One. 
  �Smooth Talker: Brd4/War1: halfling; hp 33; see 
  Appendix One. 
  APL 6 (EL 7) 
  �Infiltrators 
  (2): 
  War1/Rgr2/Ftr1; 
  Humanoid 
  (Baklunish); hp 27 each; see Appendix One. 
  �Smooth Talker: Brd4/War1/Rgr1: halfling; hp 40; see 
  Appendix One. 
  APL 8 (EL 9) 
  �Infiltrators (2): War1/Rgr2/Ftr2/Bbn1; Humanoid 
  (Baklunish); hp 42 each; see Appendix One. 
  �Smooth Talker: Brd4/War1/Rgr2/Ftr1: halfling; hp 
  55; see Appendix One. 
  APL 10 (EL 11) 
  �Infiltrators (2): War1/Rgr2/Ftr4/Bbn1; Humanoid 
  (Baklunish); hp 64 each; see Appendix One. 
  �Smooth Talker: Brd4/War1/Rgr3/Ftr2: halfling; hp 
  70; see Appendix One. 
  APL 12 (EL 13) 
  �Infiltrators (2): War1/Rgr2/Ftr6/Bbn1; Humanoid 
  (Baklunish); hp 80 each; see Appendix One. 
  �Smooth Talker: Brd4/War1/Rgr3/Ftr4: halfling; hp 
  86; see Appendix One. 
  Tactics: The encounter is designed to be run at night – 
  the timing during the night is at the discretion of the 
  DM.  At some 200 feet out the bard uses his inspirational 
  boost spell to increase the power of his songs.  If he has 
  the harmonize spell available, he then casts that.  This 
  changes his songs from standard actions to move-
  equivalents. The attacking party approaches in the 
  darkness, moving slowly and cautiously up to 70 feet 
  away from the PCs.  This takes one minute. At this 
  distance, they drink potions of low-light vision which last 
  for three minutes and prepare for the assault.   
  Two of them stay close together (one of whom is the 
  Smooth Talker) while the third moves some 60 feet to the 
  right. After a predetermined three rounds, the bard casts 
  a light spell under the cover of a thick cloth onto an 
  arrow.  When he is ready, he sings a low song (inspire 
  courage, +2/+2) and the archer beside him then takes it 
  and fires it into the ground near the PCs, to illuminate 
  the area.  
  This latter tactic is not needed if the PCs have lit up their 
  own guard area for some reason.  As soon as the arrow is 
  shot in the general direction of the PCs in order to 
  illuminate them, the Smooth talker and his companion 
  begin to take five foot steps each turn during the combat 
  to keep themselves separated.  They are smart enough to 
  spread out to guard against area effect spells as much as 
  possible. 
  It requires a Spot check [DC 7] to note an approximate 15 
  foot area where the light spell was cast on the arrow.  This 
  check is available only to those who could have actually 
  spotted it, i.e. those who were awake at the time.  A Spot 
  check [DC 27] identifies the exact square from which the 
  arrow was fired.  Only one roll is made. 
  Likewise, a Listen check [DC 17] for those who are awake 
  at the time allows the PC to hear the bard start his song 
  during the attack. Sleeping PCs have a -20 penalty on this 
  roll. Anyone who makes either Spot check or the Listen 
  check may act in the surprise round – otherwise they are 
  caught unaware. 
  Missile fire is the primary choice of attack and the 
  infiltrators and bard aim for their favored enemies if at all 
  possible.  They also target anything that is an obvious 
  threat to find them in the darkness, including all animals 
  and animal companions.  Familiars are left alone, for the 
  most part, unless they are actively involved in finding the 
  attackers.  
  Objectives: The objectives of the attacking party are 
  simple.  Disable the party.  Do not kill them. These 
  groups realize that the law is harsh and they are not 
  interested in being subjected to the full extent of Ket law. 
  Once the PCs are disabled they move in to the main 
  camp for their objective with the Qashari i.e. to free them 
  or bring them to the authorities.  
  Because there is no surprise round and it is easy to spot 
  the there is no EL modifier for this combat as a result of 
  the night time or the good plans.  If, however, this is 
  proving to be far too difficult for the party to survive the 
  DM should start the attackers moving around in the 
  darkness while only taking single attacks (this will lessen 
  
  Ket 5-05 Redemption 
   
  Page 27 
  the number of attacks), as well as using a philosophy for 
  the attackers that their mission is all well and good, but 
  survival is best (ex. They retreat after taking 50% or more 
  hp in wounds). 
  Treasure 
  APL 2: L: 163 gp; C: 10 gp; M: cloak of elvenkind (208 gp 
  per character), wand of cure light wounds (63 gp per 
  character). 
  APL 4: L: 301 gp; C: 10 gp; M: cloak of elvenkind (208 gp 
  per character), wand of cure light wounds (63 gp per 
  character), +1 vest of resistance (83 gp per character), 
  boots of elvenkind (208 gp per character). 
  APL 6: L: 260 gp; C: 10 gp; M: cloak of elvenkind (208 gp 
  per character), wand of cure light wounds (63 gp per 
  character), +1 chain shirt x 3 (96 gp per character x 3), +1 
  vest of resistance (83 gp per character), boots of 
  elvenkind (208 gp per character), +1 composite (+1 str) 
  longbow (208 gp per character). 
  APL 8: L: 260 gp; C: 10 gp; M: cloak of elvenkind (208 gp 
  per character), wand of cure light wounds (63 gp per 
  character), +1 chain shirt x 3 (96 gp per character x 3), +1 
  vest of resistance (83 gp per character), +1 ring of 
  protection (166 gp per character), boots of elvenkind (208 
  gp per character), +1 composite (+5 str) longbow x 2 (241 
  gp per character x 2) +1 frost composite (+1 str) longbow 
  (708 gp per character). 
  APL 10: L: 260 gp; C: 10 gp; M: cloak of elvenkind (208 gp 
  per character), wand of cure light wounds (63 gp per 
  character), +1 mithral chain shirt x 3 (175 gp per 
  character x 3), +1 vest of resistance (83 gp per character), 
  +1 cloak of resistance x 2 (83 gp per character x 2), +1 ring 
  of protection (166 gp per character), boots of elvenkind 
  (208 gp per character), +1 composite (+5 str) longbow x 2 
  (241 gp per character x 2) +1 frost composite (+1 str) 
  longbow (708 gp per character), +2 gloves of dexterity x 3 
  (333 gp per character x 3). 
  APL 12 L: 260 gp; C: 10 gp; M: cloak of elvenkind (208 gp 
  per character), wand of cure light wounds (63 gp per 
  character), +1 mithral chain shirt x 3 (175 gp per 
  character x 3), +2 vest of resistance (333 gp per character), 
  +1 cloak of resistance x 2 (83 gp per character x 2), +1 ring 
  of protection (166 gp per character), boots of elvenkind 
  (208 gp per character), +1 composite (+6 str) longbow x 2 
  (250 gp per character x 2) +1 frost composite (+2 str) 
  longbow (720 gp per character), +2 gloves of dexterity x 3 
  (333 gp per character x 3), pale blue rhomboid ioun stone 
  x 3 (666 gp per character x 3). 
  Proceed to the Conclusion. 
   
  Conclusion 
   
  The PCs can succeed at their mission in three ways: 
  • 
  The PCs were sent to free the Qashari and they do. 
  • 
  The PCs were sent to return the Qashari to the Ket 
  officials (Oppar) and they did. 
  • 
  The PCs had a change of heart, and whichever moral 
  decision they made they successfully enacted 
  through. 
   
  The PCs can fail at their mission in three ways: 
  • 
  The PCs were sent to free the Qashari, but instead 
  they were brought to Oppar, against the will of the 
  PCs. 
  • 
  The PCs were sent to return the Qashari to the Ket 
  officials (Oppar) but instead they were freed, against 
  the moral will of the PCs. 
  • 
  The PCs had a change of heart, and whichever moral 
  decision they made they failed to ensure.  
   
  If the PCs embarked on this mission purely for self gain, 
  i.e. they followed the money chasing of Dri, it is assumed 
  that the Knights of the Bramblewood attacked the camp 
  and freed the Qashari.  Please conclude with the ‘failure’ 
  box text. 
  Success 
  The Yatil Mountains and all that they contain are now 
  in the past, at least for a few weeks.  The Qashari have 
  been dealt with as is correct and, although there are 
  those who would object, it is moral conviction that 
  carried the day.  
  If there are any declared members of military meta-
  organizations from Ket or Perrenland, their upkeep is 
  paid for in this module. If they were a Success, they also 
  gain the AR Award “Notice” 
  At this juncture, the AR Award “The Bloody Axe” is 
  provided to the characters (if not already awarded) if they 
  are considered a Success and have the Commandant 
  alive. 
  If the commandant is dead then Emir also automatically 
  confiscates all items from the Commandant and the 
  doppelganger.  Coin equal to its value is provided as 
  compensation to the PCs.  The only exception is for the 
  
  Ket 5-05 Redemption 
   
  Page 28 
  helm of obedience, as this is the possession of the 
  government of Ket and is confiscated without 
  compensation 
  If the Commandant is alive he insists on keeping his 
  possessions and those of the Doppelganger as they both 
  belong to him. However, he makes his equipment 
  available to the adventurers for purchase to help pay for 
  his heal spell.  This is on the condition that they have not 
  gone out of their way to be spiteful or resentful toward 
  him (he was, after all, insane). Otherwise, it is not 
  possible to gain access to his equipment. 
  Failure 
  The Yatil Mountains and all that they contain are now 
  in the past, at least for a few weeks.  The disaster with 
  the Qashari has been dealt with, at least in some 
  fashion and, although there are those who would 
  object, that is something for others to concern 
  themselves with.  
  If the PCs have failed there is no award given at this 
  juncture. However, if the AR Award “The Bloody Axe” 
  was previously given it is not retracted 
  For all 
  It comes to your ears that Emir Zulir has been sent to 
  enforce the orders of the Graf in the area.  His arrival 
  is, of course, late and he deals with the aftermath of 
  what transpired. 
  If the commandant was killed and his body not returned, 
  it is Emir Zulir who returns the body. 
  Emir Zulir is a Bey of some prominence in KET4-04 
  Water the Meadows Commander Dar has set aside 
  money for a raise dead and presumably he is to be healed 
  afterward. The Emir has with him a contingent of Kaman 
  and Archons with him and is prepared to remove the 
  Commandant by force if needed. He is quite pleased that 
  the characters have solved the problem for him (or 
  displeased if they have not). 
  If the Commandant was killed then he cannot provide #2 
  Access on the AR Award “The Bloody Axe” as he has to 
  fund his raise dead spell somehow.  
  Oppar, or Sarifa and Jex, call in a few favors to help the 
  PCs in their daily lives. The AR Award “In Times of 
  Need” may be awarded to the PCs who worked for either. 
  Those who helped Dri get only their cash.  
  The Thanks of the Imp AR Award is granted to anyone 
  who dealt with the Qashari Knights of the Watch in good 
  faith and did not denigrate or otherwise treat them 
  poorly. It is also important to note this does not depend 
  on the above Success or Failure but rather the attitude 
  towards these individuals. This award should be assigned 
  by the DM based on overall performance of individual 
  characters, not a single interaction. 
  After Everything − Gift of the 
  Gnomes 
   
  At the conclusion of the adventure, after the PCs have 
  rested up and spent a night or two in a warm bed, each 
  PC is visited individually by a gnome hailing from the 
  Yatil Mountains. The gnome knows the identity of the 
  PC, and the read-aloud text below can be paraphrased to 
  include that information. Read the following to the 
  players: 
  Your last adventure complete, you spend a few days 
  resting and relaxing, enjoying what comforts 
  civilization offers. One day, as you are out walking 
  about, a well-worn gnome traveler dressed in an 
  earthen robe with stitchings of gold waves you down. 
  As he approaches, his face beams with the delight of 
  your attention. 
  “Good adventurer, I thank you for a moment of your 
  precious time. Allow me to introduce myself. My 
  name is Clegin, Master Illusionist of Gnome Vale. 
  The Laird Gwaylar, our headman, has sent me to 
  search for worthies that may be willing to aid our 
  cause. Having heard of your recent exploits, I must 
  say, I am quite impressed by your actions. You must 
  be one of the stalwarts spoke of in the foretellings of 
  our Chief Cleric. Thus, I have this gift for you, if you 
  will accept it.” 
  Clegin pulls a polished gemstone from one of his 
  robe pockets. The gem has a symbol of arcane power 
  etched in its face. “Please, take this. It is now but an 
  interesting bauble, but I have the power to enchant it 
  into something that would be of greater use than 
  exchange for mere coin. When the time is right, you 
  might find yourself on the path to my home, and 
  then, as is foretold, you will aid my people who have 
  been beset upon by evils thought vanquished. If you 
  are successful in your task to be, I shall reward you by 
  awakening the arcane power within the gem I offer. I 
  and my people thank you for all you’ve done, and all 
  you’ve yet to accomplish.” 
  If the PC accepts the gemstone: 
  Clegin hands you the gemstone. The same smile plays 
  upon his face as when he first greeted you. “I have 
  others to seek out. Soon, our paths shall cross again, 
  
  Ket 5-05 Redemption 
   
  Page 29 
  brave one.” He turns from you, and walks down the 
  street, disappearing in the crowd. 
  If the PC does not accept the gemstone: 
  A look of confusion furrows Clegin’s brow. “I am 
  certain you are the one spoken of, yet you do not 
  accept my gift? Are you sure you would not 
  reconsider?” 
  Give the player another chance to think it over. If they 
  accept, read the acceptance text above. If they continue to 
  decline, read the following: 
  Clegin resigns himself to a slow smile. “Gift or no, our 
  paths shall meet again. I am certain that something 
  can be arranged at a later time. I must leave now; I 
  have others to seek out. Good day to you, brave one.” 
  He turns from you, and walks down the street, 
  disappearing in the crowd. 
  PCs with Knowledge (geography) can make a skill check 
  (DC 20) to know that Gnome Vale is a very isolated 
  community of gnomes located deep within the Yatil 
  Mountains.  
  Clegin has more errands to run, and can’t sit and chat any 
  longer with the PC. If pressed for more information, he 
  simply says that all will be revealed in due time. 
  If a PC accepts the gift, they receive the Gnome Vale 
  gemstone listed on the Adventure Record. If they refuse, 
  cross this item off the Adventure Record. Its purpose will 
  become known at a later time. 
   
  If a PC already has a gemstone, they may receive a 
  second (or third) gemstone if it is of a different color than 
  the ones already possessed by the character. A character 
  may not possess more than one of the same color 
  gemstone. 
   
  The End 
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  role-playing) to each character. 
  Encounter Two 
  Defeat the gnoll rangers or use Diplomacy to bypass 
  them 
   
  APL 2  
   
  120 xp 
   
  APL 4  
   
  180 xp 
   
  APL 6  
   
  240 xp 
   
  APL 8  
   
  300 xp 
   
  APL 10  
   
  360 xp 
   
  APL 12  
   
  420 xp 
  Encounter Five 
  Defeat or appease the Commandant 
   
  APL 2  
   
  150 xp 
   
  APL 4  
   
  210 xp 
   
  APL 6  
   
  270 xp 
   
  APL 8  
   
  330 xp 
   
  APL 10  
   
  390 xp 
   
  APL 12  
   
  450 xp 
  Encounter Six 
  Defeat or appease Lagrt and the Skullcrusher Ogres 
   
  APL 2  
   
  150 xp 
   
  APL 4  
   
  210 xp 
   
  APL 6  
   
  270 xp 
   
  APL 8  
   
  330 xp 
   
  APL 10  
   
  390 xp 
   
  APL 12  
   
  450 xp 
  Encounter Seven 
  Defeat the organization trying to prevent or ensure the 
  return of the Qashari and the troops 
   
  APL 2  
   
  120 xp 
   
  APL 4    
   
  180 xp 
   
  APL 6  
   
  240 xp 
   
  APL 8  
   
  300 xp 
   
  APL 10  
   
  360 xp 
   
  APL 12  
   
  420 xp 
  Story Award 
  Fulfilled the objective of the character as provided in the 
  Introduction (either doing this for cash, for the 
  government of Ket to return the Qashari, or for Sarifa 
  and Jex to free the Qashari) 
  
  Ket 5-05 Redemption 
   
  Page 30 
   
  APL 2  
   
  15 xp 
   
  APL 4  
   
  30 xp 
   
  APL 6  
   
  30 xp 
   
  APL 8  
   
  30 xp 
   
  APL 10  
   
  45 xp 
   
  APL 12  
   
  60 xp 
  Story Award 
  Arranged for help for the Commandant so that he can 
  recover from his mental illness (not provided if he is 
  killed)  
   
  APL 2  
   
  15 xp 
   
  APL 4  
   
  30 xp 
   
  APL 6  
   
  30 xp 
   
  APL 8  
   
  30 xp 
   
  APL 10  
   
  45 xp 
   
  APL 12  
   
  60 xp 
  Discretionary role-playing award 
   
  APL 2  
   
  60 xp 
   
  APL 4  
   
  75 xp 
   
  APL 6  
   
  120 xp 
   
  APL 8  
   
  165 xp 
   
  APL 10  
   
  180 xp 
   
  APL 12  
   
  195 xp 
  Total possible experience 
   
  APL 2 
   
  450 xp 
   
  APL 4  
   
  675 xp 
   
  APL 6  
   
  900 xp 
   
  APL 8  
   
  1,125 xp 
   
  APL 10  
   
  1,375 xp 
   
  APL 12 
   
  1,525 xp 
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.   
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Two 
   
  APL 2: Loot: 123 gp; Coin: 0 gp; Magic: 0 gp. 
   
  APL 4: Loot: 246 gp; Coin: 0 gp; Magic: 0 gp. 
   
  APL 6: Loot: 425 gp; Coin: 0 gp; Magic: +1 chain shirt 
  x 4 (96 gp per character x 4). 
   
  APL 8: Loot: 425 gp; Coin: 0 gp; Magic: +1 chain shirt 
  x 4 (96 gp per character x 4), +1 ring of protection x 4 (166 
  gp per character x 4). 
  
  Ket 5-05 Redemption 
   
  Page 31 
   
  APL 10: Loot: 491 gp; Coin: 0 gp; Magic: +1 mithral 
  chain shirt x 4 (175 gp per character x 4), +1 ring of 
  protection x 4 (166 gp per character x 4), gauntlets of ogre 
  power x 4 (333 gp per character x 4). 
   
  APL 12: Loot: 271 gp; Coin: 0 gp; Magic: +1 mithral 
  chain shirt x 4 (175 gp per character x 4), +1 ring of 
  protection x 4 (166 gp per character x 4), gauntlets of ogre 
  power x 4 (333 gp per character x 4), +1 battle axe x 8 (193 
  gp per character x 8). 
  Encounter Five  
   
  APL 2: L: 61 gp; C: 25 gp; M: +1 heavy plate (262 gp 
  per character). 
   
  APL 4: L: 59 gp; C: 25 gp; M: +1 heavy plate (262 gp 
  per character), +1 extreme steel shield (98 gp per 
  character). 
   
  APL 6: L: 120 gp; C: 25 gp; M: +1 heavy plate x 2 (262 
  gp per character x 2), +1 extreme steel shield (98 gp per 
  character), +1 ring of protection (166 gp per character). 
   
  APL 8: L: 120 gp; C: 25 gp; M: +1 heavy plate (262 gp 
  per character), +2 heavy plate (512 gp per character), +1 
  extreme steel shield (98 gp per character), +2 extreme 
  steel shield (348 gp per character), +1 ring of protection 
  (166 gp per character), +1 cloak of resistance x 2 (83 gp 
  per character x 2), gauntlets of ogre power (333 gp per 
  character). 
   
  APL 10: L: 19 gp; C: 25 gp; M: +1 warhammer x 2 (192 
  gp per character x 2), +1 heavy plate (262 gp per 
  character), +3 heavy plate (929 gp per character), +1 
  extreme steel shield (98 gp per character), +2 extreme 
  steel shield (348 gp per character), +1 ring of protection 
  (166 gp per character), +2 cloak of resistance x 2 (333 gp 
  per character x 2), gauntlets of ogre power (333 gp per 
  character), +2 periapt of wisdom (333 gp per character). 
   
  APL 12: L: 19 gp; C: 25 gp; M: +1 warhammer (192 gp 
  per character), +2 warhammer (692 gp per character), +2 
  heavy plate (512 gp per character), +4 heavy plate (1512 
  gp per character), +1 extreme steel shield (98 gp per 
  character), +3 extreme steel shield (764 gp per character), 
  +1 ring of protection (166 gp per character), +2 cloak of 
  resistance x 2 (333 gp per character x 2), gauntlets of ogre 
  power x 2 (333 gp per character x 2), +2 periapt of wisdom 
  (333 gp per character). 
  Encounter Six 
   
  APL 2: L: 116 gp; C: 10 gp; M: 0 gp. 
   
  APL 4: L: 267 gp; C: 10 gp; M: 0 gp. 
   
  APL 6: L: 38 gp; C: 10 gp; M: +1 spiked large full plate 
  (350 gp per character), +1 large spiked steel shield (102 gp 
  per character), +1 cloak of resistance (83 gp per 
  character). 
   
  APL 8: L: 270 gp; C: 30 gp; M: +1 spiked large full 
  plate (350 gp per character), +1 large spiked steel shield 
  (102 gp per character), +1 cloak of resistance (83 gp per 
  character). 
   
  APL 10: L: 572 gp; C: 30 gp; M: +1 spiked large full 
  plate (350 gp per character), +1 large spiked steel shield 
  (102 gp per character), +1 cloak of resistance (83 gp per 
  character), +1 ring of protection (166 gp per character), +1 
  amulet of natural armor (166 gp per character). 
   
  APL 12: L:  89 gp; C: 30 gp; M: +1 spiked large full 
  plate x 2 (350 gp per character x 2), +1 large spiked steel 
  shield x 2 (102 gp per character x 2), +1 cloak of resistance 
  x 3 (83 gp per character x 3), +1 ring of protection (166 gp 
  per character), +1 amulet of natural armor (166 gp per 
  character), +2 spiked full plate (602 gp per character), +2 
  spiked heavy steel shield (354 per character), +1 large 
  morningstar (192 gp per character). 
  Encounter Seven 
   
  APL 2: L: 163 gp; C: 10 gp; M: cloak of elvenkind 
  (208 gp per character), wand of cure light wounds (63 gp 
  per character). 
   
  APL 4: L: 301 gp; C: 10 gp; M: cloak of elvenkind 
  (208 gp per character), wand of cure light wounds (63 gp 
  per character), +1 vest of resistance (83 gp per character), 
  boots of elvenkind (208 gp per character). 
   
  APL 6: L: 260 gp; C: 10 gp; M: cloak of elvenkind 
  (208 gp per character), wand of cure light wounds (63 gp 
  per character), +1 chain shirt x 3 (96 gp per character x 3), 
  +1 vest of resistance (83 gp per character), boots of 
  elvenkind (208 gp per character), +1 composite (+1 str) 
  longbow (208 gp per character). 
   
  APL 8: L: 260 gp; C: 10 gp; M: cloak of elvenkind 
  (208 gp per character), wand of cure light wounds (63 gp 
  per character), +1 chain shirt x 3 (96 gp per character x 3), 
  +1 vest of resistance (83 gp per character), +1 ring of 
  protection (166 gp per character), boots of elvenkind (208 
  gp per character), +1 composite (+5 str) longbow x 2 (241 
  gp per character x 2) +1 frost composite (+1 str) longbow 
  (708 gp per character). 
   
  APL 10: L: 260 gp; C: 10 gp; M: cloak of elvenkind 
  (208 gp per character), wand of cure light wounds (63 gp 
  per character), +1 mithral chain shirt x 3 (175 gp per 
  character x 3), +1 vest of resistance (83 gp per character), 
  +1 cloak of resistance x 2 (83 gp per character x 2), +1 ring 
  of protection (166 gp per character), boots of elvenkind 
  (208 gp per character), +1 composite (+5 str) longbow x 2 
  (241 gp per character x 2) +1 frost composite (+1 str) 
  
  Ket 5-05 Redemption 
   
  Page 32 
  longbow (708 gp per character), +2 gloves of dexterity x 3 
  (333 gp per character x 3). 
   
  APL 12 L: 260 gp; C: 10 gp; M: cloak of elvenkind 
  (208 gp per character), wand of cure light wounds (63 gp 
  per character), +1 mithral chain shirt x 3 (175 gp per 
  character x 3), +2 vest of resistance (333 gp per character), 
  +1 cloak of resistance x 2 (83 gp per character x 2), +1 ring 
  of protection (166 gp per character), boots of elvenkind 
  (208 gp per character), +1 composite (+6 str) longbow x 2 
  (250 gp per character x 2) +1 frost composite (+2 str) 
  longbow (720 gp per character), +2 gloves of dexterity x 3 
  (333 gp per character x 3), pale blue rhomboid ioun stone 
  x 3 (666 gp per character x 3). 
  Total Possible Treasure  
  (Note that the maximum listed here should not be 
  possible under normal circumstances as not all battles 
  will be fought) 
  APL 2   
   
  450 gp 
  APL 4   
   
  650 gp 
  APL 6 
   
   
  900 gp 
  APL 8   
   
  1,300 gp 
  APL 10   
   
  2,300 gp 
  APL 12   
   
  3,300 gp 
   
    
   
  
  Ket 5-05 Redemption 
   
  Page 33 
  Appendix One: NPCs 
  All APLs 
   
  Introduction  
  Dri: Ftr8; CR 8; female human (Rhennee); medium 
  humanoid (5’ 11” tall); HD 8d10+24; hp 94; Init +2; Spd 
  30 ft; AC 22, Touch 12, Flatfooted 20 (+6 for +2 mithral 
  chain shirt, +4 for +2 steel shield, +2 dexterity); Base 
  Atk +8; Grp +13; Atk +15 melee (1d10+8, +1 cold iron 
  bastard sword) or +10 ranged (1d8, light crossbow); 
  Full Atk +15/+10 melee (1d10+8, +1 cold iron bastard 
  sword) or +10 ranged (1d8, light crossbow); AL N; SV 
  Fort +10, Ref +5, Will +2. Str 20, Dex 14, Con 16, Int 13, 
  Wis 8, Cha 8. 
   
  Skills and Feats: Climb +15, Intimidate +10, Jump 
  +15, Ride +13; Combat Expertise, Combat Reflexes, 
  Exotic Weapon (bastard sword), Greater Weapon Focus 
  (bastard sword), Hold the Line*, Improved Trip, Power 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Possessions: +1 cold iron bastard sword, +2 
  gauntlets of ogre power, +1 vest of resistance, +2 
  amulet of heath, +2 mithral chain shirt, +2 steel shield, 
  masterwork kukri, daggers (2), kukris (6), masterwork 
  alchemical silver bastard sword, masterwork bastard 
  sword, light crossbow, 20 cold iron bolts, 5 silver bolts, 
  backpack, waterskin, flint & steel.  
  Note: that all weapons and armor, save daggers/kukris, 
  are not on the character inside the city limits of Molvar 
  – these are confiscated and held for the person at the 
  entrance to the city in which they arrive. 
  * See Appendix Two: New Rules Items 
  Oppar ibn Opp: Exp7; CR 6; male human (Baklunish-
  Oeridian mix); medium humanoid (5’ 3” tall); HD 7d6; 
  hp 30; Init +1; Spd 30 ft; AC 11, Touch 11, Flatfooted 10 
  (+1 Dex); Base Atk +5; Grp +5; Atk +5 melee (1d4, 
  dagger) or +6 ranged (1d4, dagger); Full Atk +5 melee 
  (1d4,  
  dagger) or +6 ranged (1d4, dagger); AL LN; SV Fort +2, 
  Ref +3, Will +8. Str 10, Dex 12, Con 10, Int 12, Wis 2, 
  Cha 8. 
   
  Skills and Feats: Bluff +9, Diplomacy +17, Forgery 
  +11, Gather Information +13, Knowledge (local – VTF) 
  +6, Knowledge (royalty and nobility) +6, Profession 
  (bureaucrat) +11, Search +13, Sense Motive +16; 
  Investigator, Iron Will, Negotiator, Skill Focus: Sense 
  Motive. 
   
  Possessions: daggers (4), silver holy symbol of 
  Al’Akbar (Cup & Talisman).  
  Note: that all weapons and armor, save daggers, are not 
  on the character inside the city limits of Molvar – these 
  are confiscated and held for the person at the entrance 
  to the city in which they arrive. 
  Klir ibn Doral: Rogr3/Ftr1; CR 4; male human 
  (Baklunish);medium humanoid (5’ 9” tall); HD 
  3d6+3+1d10+1; hp 26; Init +3; Spd 30 ft; AC  
  19, Touch 14, Flatfooted 16 (+5 for +1 chain shirt, +1 
  ring of protection, +3 dexterity); Base Atk +3; Grp +3; 
  Atk 
  +6 
  melee 
  (1d6+1, 
  +1  
  short sword) or +6 ranged (1d6, composite longbow); 
  Full Atk +6 melee (1d6+1, +1 short sword) or +6 ranged 
  (1d6, 
  composite 
  longbow);  
   SA: Sneak Attack +2d6; SQ evasion, trap sense +1; AL 
  NG; SV Fort +4, Ref +6, Will +3. Str 10, Dex 16, Con 12, 
  Int 
  12,  
  Wis 14, Cha 12. 
   
  Skills and Feats: Climb +7, Gather Information +8, 
  Intimidate +8, Knowledge (local – VTF) +8, Ride +10, 
  Search +3, Sense Motive +9; Combat Reflexes, Dodge, 
  Elusive Target*, Mobility, Weapon Finesse. 
   
  Possessions: +1 short sword, +1 ring of protection, 
  +1 chain shirt, kukri (6), composite short bow, 20 cold 
  iron arrows, backpack, waterskin, flint & steel.  
  Note: that all weapons and armor, save daggers/kukris, 
  are not on the character inside the city limits of Molvar 
  – these are confiscated and held for the person at the 
  entrance to the city in which they arrive. 
  * See Appendix Two: New Rules Items 
  Encounter Four 
  Imperious Imp Sanrious: Ftr4; CR 4; male human 
  (Baklunish); medium humanoid (5’ 8” tall); HD 
  4d10+12+4; hp 44; Init +5; Spd 30 ft; AC 11, Touch 11, 
  Flatfooted 10 (+1 dexterity); Base Atk +4; Grp +7; Atk 
  +7 melee (1d6+3, club); Full Atk +7 melee (1d6+3, 
  club);  
   AL LG; SV Fort +7, Ref +2, Will +2. Str 16, Dex 12, Con 
  16, Int 12, Wis 8, Cha 10. 
  
  Ket 5-05 Redemption 
   
  Page 34 
   
  Skills and Feats: Gather Information +4, Handle 
  Animal +7, Intimidate +7, Ride +10; Cleave, Improved 
  Initiative, Improved Toughness*, Iron Will, Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). Languages: Baklunish, 
  Common. 
   
  Possessions: club (2), Qashari clothing 
  * See Appendix Two: New Rules Items 
  Knights of the Watch (3): Ftr4; CR 4; male human 
  (Baklunish); medium humanoid (5’ 8” tall); HD 4d10; 
  hp 28; Init +7; Spd 30 ft; AC 13, Touch 13, Flatfooted 10 
  (+3 dexterity); Base Atk +4; Grp +7; Atk +7 melee 
  (1d6+3, club); Full Atk +7 melee (1d6+3, club); AL LG; 
  SV Fort +4, Ref +4, Will +2. Str 16, Dex 16, Con 10, Int 
  12, Wis 8, Cha 12. 
   
  Skills and Feats: Gather Information +5, Handle 
  Animal +8, Intimidate +8, Ride +12; Cleave, Improved 
  Initiative, Improved Toughness*, Iron Will, Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). Languages: Baklunish, 
  Common. 
   
  Possessions: club (2), Qashari clothing 
  * See Appendix Two: New Rules Items 
  Encounter Four 
  Captain 
  Ishtaqua: 
  Ftr6; CR 6; male human 
  (Baklunish); medium humanoid (5’ 7” tall); HD 
  6d10+20; hp 60; Init +2; Spd 30 ft; AC 21, Touch 12, 
  Flatfooted 19 (+6 for +2 chain shirt, +3 for +1 steel 
  shield, +2 dexterity); Base Atk +6; Grp +8; Atk +10 
  melee (1d6+5, +1 cold iron scimitar) or +8 ranged (1d8, 
  light crossbow); Full Atk +10/+5 melee (1d6+5, +1 cold 
  iron scimitar) or +8 ranged (1d8, light crossbow); AL 
  LN; SV Fort +8, Ref +3, Will +3. Str 14, Dex 15, Con 14, 
  Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +9, Intimidate +10, 
  Profession (soldier) +9, Ride +11; Close-Quarters 
  Fighting*, Combat Reflexes, Dodge, Elusive Target*, 
  Hold the Line*, Mobility, Weapon Focus (scimitar), 
  Weapon Specialization (scimitar). 
   
  Possessions: +1 cold iron scimitar, +1 vest of 
  resistance, +2 chain shirt, +1 steel shield, masterwork 
  kukri, daggers (2), kukris (6), masterwork alchemical 
  silver scimitar, masterwork scimitar, light crossbow, 20 
  cold iron bolts, 5 silver bolts, backpack, waterskin, flint 
  & steel.  
  * See Appendix Two: New Rules Items 
  
  Ket 5-05 Redemption 
   
  Page 35 
  APL 2 
   
  Encounter Four 
  Gnoll Ranger: Rgr1; CR 2; Medium Humanoid (7’ 2”); 
  HD 3d8+6; 18 hp; Init +2; Move 30 ft; AC 19, touch 12, 
  Flat-footed 17 (+2 dexterity, +1 natural, +2 heavy 
  wooden shield, +4 chain shirt); Base Atk +2; Grp +6; 
  Atk +6 melee (1d8+4, battleaxe) or +5 ranged (1d6+2, 
  composite (+2 str) shortbow); Full Atk +6 melee 
  (1d8+4, battleaxe) or +5 ranged (1d6+2, composite (+2 
  str) shortbow); SQ wild empathy, favored enemy 
  (dwarf), darkvision 60’; AL CE; Fort +7, Reflex +4, Will 
  +1; Str 19, Dex 14, Con 15, Int 8, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5; Cleave, Power 
  Attack, Tracking. Language - Gnoll  
   
  Possessions: Masterwork composite (+2 str) 
  shortbow, 40 arrows, battleaxe, cold iron battleaxe, 
  dagger (2), chain shirt, heavy wooden shield, grappling 
  hook, 50’ hemp rope, backpack, bedroll. 
  Encounter Five 
  Commandant Dar: Ftr3/War1/Clr1 (Moradin); CR 4; 
  Medium Humanoid (Dwarf); HD 3d10+12+2d8+8; hp 
  52; Init +0; Spd 20 ft; AC 23, touch 10, flat-footed 23 
  (+10 for +1 heavy plate, +3 extreme steel shield); Base 
  Atk +4; Grp: +7; Atk +9 melee (1d8+3, dwarvencraft 
  warhammer); Full Atk +9 melee (1d8+3, dwarvencraft 
  warhammer); SQ Darkvision 60 ft., dwarven traits, 
  clerical domains not applicable (needs atonement); AL 
  CE (insane); SV Fort +11, Ref +1, Will +5; Str 16, Dex 
  10, Con 18, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Craft (armorsmith) +8, Craft 
  (weaponsmith) +8; Die-Hard, Endurance, Exotic Shield 
  Proficiency (Extreme Steel Shield)*, Weapon Focus 
  (warhammer). 
   
  Spells – none, needs atonement. 
   
  Possessions: Heavy crossbow, 20 cold iron bolts, 
  10 alchemical silver bolts, 2 daggers, dwarvencraft 
  warhammer, cold iron warhammer, +1 heavy plate, 
  extreme steel shield. 
  *See Appendix Two: New Rules Items 
  Encounter Six 
  Lagrt: Skullcrusher Ogre; Large Giant; CR 5; HD 
  8d8+24; 60 hp; Init +0; Move 30 ft.; AC 20, touch 9, flat-
  footed 20 (+7 spiked half-plate, +2 natural armor, -1 
  size, +2 spiked heavy shield); Base Atk +6; Grp +21; Atk 
  +12 melee (2d6+7, cold iron morningstar) or +12 melee 
  (1d8+3, shield spike) or +6 ranged (2d6+7, rock); Full 
  Atk +8/+3 melee (2d6+7, cold iron morningstar) and +8 
  melee (1d8+3, shield spike) or +6 ranged (2d6+7, rock); 
  Space/Reach: 10 ft./10 ft.; SA rock throwing; SQ 
  darkvision 60’, low-light vision; AL: NE; Fort +9 Ref +2 
  Will +2; Str 25 Dex 11 Con 17 Int 10 Wis 10 Cha 9. 
   
  Skills and Feats: Craft (weaponsmith) +5, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +7, Search +0 (+2 for secret 
  doors); Improved Grapple, Improved Shield Bash, 
  Mounted 
  Combat, 
  Power 
  Attack, 
  Two-Weapon 
  Fighting. Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks.  A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments.  The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: Spiked half-plate, Spiked heavy steel 
  shield, large morningstar, large cold iron morningstar, 
  daggers (2), light crossbow, 40 bolts, 5 cold iron bolts, 5 
  silver bolts, backpack, sleeping roll, waterskin, 5 rocks. 
  Encounter Seven 
  Infiltrators (2): War1; Humanoid (Baklunish); CR 1/2; 
  HD 1d8; 8 hp; Init +1; Move 30 ft.; AC 17, touch 11, 
  flat-footed 16 (+4 chain shirt, +1 dexterity, +2 heavy 
  wooden shield); Base Atk +1; Grp +2; Atk +3 melee 
  (1d6+1, masterwork scimitar) or +3 ranged (1d8, 
  composite longbow); Full Atk +3 melee (1d6+1, 
  masterwork scimitar) or +2 ranged (1d8, composite 
  longbow); AL CG; Fort +2 Ref +1 Will +0; Str 12 Dex 12 
  Con 11 Int 9 Wis 10 Cha 8. 
   
  Skills and Feats: Hide -1, Move Silently -1; Point 
  Blank Shot, Weapon Focus (composite longbow). 
  Language: Common. 
   
  Possessions: chain shirt, masterwork scimitar, cold 
  iron scimitar, kukri (2), composite longbow, 20 arrows, 
  bedroll, backpack, waterskin, flint and steel. 
  Smooth Talker: Brd2/War1: halfling; CR 2; HD 
  2d6+4+1d8+2; 21 hp; Init +3; Move 20 ft.; AC 18, touch 
  14, flat-footed 15 (+4 for chain shirt, +3 dex, +1 size); 
  Base Atk +2; Grp –1; Atk +4 melee (1d10+1, 
  masterwork greatsword) or +6 ranged (1d6+1, 
  composite (+1 str) longbow); Full Atk +4 melee 
  (1d10+1, masterwork greatsword) or +6 ranged or 
  +4/+4 ranged (1d6+1, composite (+1 str) longbow); SQ 
  
  Ket 5-05 Redemption 
   
  Page 36 
  bardic knowledge, bardic songs; AL CG; Fort +5 Ref +7 
  Will +4; Str 12 Dex 16 Con 14 Int 12 Wis 10 Cha 14. 
   
  Skills and Feats: Bluff +6, Concentration +8, Hide 
  +14, Knowledge (history) +6, Knowledge (local – VTF) 
  +6, Move Silently +7, Perform (song) +8; Lingering 
  Song*, Point Blank Shot, Rapid Shot. Languages: 
  Common, Baklunish, Halfling. 
   
  Spells Known (3/1; DC = 11 + Spell Level): 0 – 
  [daze, detect magic, ghost sound, mage hand, 
  prestidigitation]; 1st – [harmonize*, inspirational 
  boost*]. 
   
  Possessions: cloak of elvenkind, wand of cure light 
  wounds, 
  chain 
  shirt, 
  masterwork 
  greatsword, 
  greatsword, daggers (2), composite (+1 str) longbow, 40 
  arrows, bedroll, flint & steel, backpack. 
  * See Appendix Two: New Rules Items 
  . 
  
  Ket 5-05 Redemption 
   
  Page 37 
  APL 4 
   
  Encounter Two 
  Gnoll Ranger: Rgr1; CR 2; Medium Humanoid (7’ 2”); 
  HD 3d8+6; 18 hp; Init +2; Move 30 ft; AC 19, touch 12, 
  Flat-footed 17 (+2 dexterity, +1 natural, +2 heavy 
  wooden shield, +4 chain shirt); Base Atk +2; Grp +6; 
  Atk +6 melee (1d8+4, battleaxe) or +5 ranged (1d6+2, 
  composite (+2 str) shortbow); Full Atk +6 melee 
  (1d8+4, battleaxe) or +5 ranged (1d6+2, composite (+2 
  str) shortbow); SQ wild empathy, favored enemy 
  (dwarf), darkvision 60’; AL CE; Fort +7, Reflex +4, Will 
  +1; Str 19, Dex 14, Con 15, Int 8, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5; Cleave, Power 
  Attack, Tracking. Language - Gnoll  
   
  Possessions: Masterwork composite (+2 str) 
  shortbow, 40 arrows, battleaxe, cold iron battleaxe, 
  dagger (2), chain shirt, heavy wooden shield, grappling 
  hook, 50’ hemp rope, backpack, bedroll. 
  Encounter Five 
  Commandant Dar: Ftr5/War1/Clr1 (Moradin); CR 6; 
  Medium Humanoid (Dwarf); HD 5d10+20+2d8+8; hp 
  72; Init +0; Spd 20 ft; AC 25, touch 10, flat-footed 25 
  (+11 for +1 heavy plate, +4 for +1 extreme steel shield); 
  Base Atk +6; Grp: +9; Atk +11 melee (1d8+5, 
  dwarvencraft warhammer); Full Atk +11/+6 melee 
  (1d8+5, dwarvencraft warhammer); SQ Darkvision 60 
  ft., dwarven traits, clerical domains not applicable 
  (needs atonement); AL CE (insane); SV Fort +12, Ref 
  +1, Will +5; Str 16, Dex 10, Con 18, Int 10, Wis 14, Cha 
  6. 
   
  Skills and Feats: Craft (armorsmith) +10, Craft 
  (weaponsmith) +10; Die-Hard, Endurance, Exotic 
  Shield Proficiency (Extreme Steel Shield)*, Heavy 
  Armor Optimization*, Weapon Focus (warhammer), 
  Weapon Specialization (warhammer). 
   
  Spells – none, needs atonement. 
   
  Possessions: Heavy crossbow, 20 cold iron bolts, 
  10 alchemical silver bolts, 2 daggers, dwarvencraft 
  warhammer, cold iron warhammer, +1 heavy plate, +1 
  extreme steel shield, potion of cure moderate wounds 
  (3). 
  *See Appendix Two: New Rules 
  Encounter Six 
  Lagrt: Ftr2; Skullcrusher Ogre; Large Giant; CR 7; HD 
  8d8+32+2d10+8; 88 hp; Init +1; Move 30 ft.; AC 22, 
  touch 10, flat-footed 21 (+8 spiked full plate, +1 
  dexterity, -1 size, +2 natural armor, +2 spiked heavy 
  shield); Base Atk +8; Grp +25; Atk +17 melee (2d6+9, 
  masterwork morningstar) or +16 melee (1d8+4, shield 
  spike) or +9 ranged (2d6+9, rock); Full Atk +15/+10 
  melee (2d6+9, masterwork morningstar) and +14 melee 
  (1d8+4, shield spike) or +9 ranged (2d6+9, rock); 
  Space/Reach 10ft./10 ft.; SA rock throwing; SQ 
  darkvision 60’, low-light vision; AL: NE; Fort +13 Ref 
  +3 Will +2; Str 29 Dex 13 Con 19 Int 14 Wis 10 Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +7, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +9, Search +0 (+2 for secret 
  doors); Combat Expertise, Combat Reflexes, Improved 
  Grapple, Improved Shield Bash, Mounted Combat, 
  Over-Sized Two Weapon Fighting*, Power Attack, 
  Two-Weapon Fighting. Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks.  A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments.  The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: Spiked full plate, Spiked heavy steel 
  shield, masterwork large morningstar, large cold iron 
  morningstar, daggers (2), light crossbow, 40 bolts, 5 
  cold iron bolts, 5 silver bolts, backpack, sleeping roll, 
  waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
  Encounter Seven 
  Infiltrators (2): War1/Rgr2; Humanoid (Baklunish); 
  CR 2; HD 3d8+3; 20 hp; Init +3; Move 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+4 masterwork chain shirt, +3 
  dexterity); Base Atk +3; Grp +6; Atk +7 melee (1d6+3, 
  masterwork scimitar) or +8 ranged (1d8+3, masterwork 
  composite (+3 str) longbow); Full Atk +7 melee (1d6+3, 
  masterwork scimitar) or +8 or +6/+6 ranged (1d8+3, 
  masterwork composite (+3 str) longbow); SQ combat 
  style (archery), favored enemy (human), wild empathy; 
  AL CG; Fort +6 Ref +6 Will +1; Str 16 Dex 16 Con 13 
  Int 9 Wis 12 Cha 6. 
  
  Ket 5-05 Redemption 
   
  Page 38 
   
  Skills and Feats: Hide +8, Move Silently +8, 
  Survival +5; Point Blank Shot, Precise Shot, Rapid Shot, 
  Tracking, Weapon Focus (composite longbow). 
  Language: Common. 
   
  Possessions: masterwork chain shirt, masterwork 
  scimitar, cold iron scimitar, kukri (2), masterwork 
  composite (+3 str) longbow, 20 arrows, bedroll, 
  backpack, waterskin, flint and steel. 
  Smooth Talker: Brd4/War1; halfling; CR 4; HD 
  4d6+8+1d8+2; 33 hp; Init +3; Move 20 ft.; AC 18, touch 
  14, flat-footed 15 (+4 for chain shirt, +3 dex, +1 size); 
  Base Atk +4; Grp +1; Atk +6 melee (1d10+1, 
  masterwork greatsword) or +8 ranged (1d6+1, 
  composite (+1 str) longbow); Full Atk +6 melee 
  (1d10+1, masterwork greatsword) or +8 or +6/+6 
  ranged 
  (1d6+1, 
  composite 
  (+1 
  str) 
  longbow); 
  Space/Reach; 5 ft./ 5 ft.; SA n/a; SQ bardic lore, bardic 
  songs; AL: CG; Fort +7 Ref +9 Will +6; Str 12 Dex 17 
  Con 14 Int 12 Wis 10 Cha 14. 
   
  Skills and Feats: Bluff +8, Concentration +10, Hide 
  +16, Knowledge (history) +8, Knowledge (local – VTF) 
  +8, Move Silently +14, Perform (song) +10; Lingering 
  Song*, Point Blank Shot, Rapid Shot. Languages: 
  Common, Baklunish, Halfling. 
   
  Spells Known (3/3/1; DC = 12 + Spell Level): 0 – 
  daze, detect magic, ghost sound, light, mage hand, 
  prestidigitation; 1st – cure light wounds, inspirational 
  boost*, sleep; - 2
  nd harmonize*. 
   
  Possessions: boots of elvenkind, +1 vest of 
  resistance, cloak of elvenkind, wand of cure light 
  wounds, 
  masterwork 
  chain 
  shirt, 
  masterwork 
  greatsword, greatsword, daggers (2), composite (+1 str) 
  longbow, 40 arrows, bedroll, flint & steel, backpack. 
  * See Appendix Two: New Rules Items 
   
   
   
   
  
  Ket 5-05 Redemption 
   
  Page 39 
  APL 6 
   
  Encounter Two 
  Gnoll Ranger: Rgr2/Ftr1; CR 4; Medium Humanoid (7’ 
  2”); HD 4d8+8+1d10+2; 33 hp; Init +2; Move 30 ft; AC 
  18, touch 12, Flat-footed 16 (+2 dexterity, +1 natural, +5 
  for +1 chain shirt); Base Atk +4; Grp +8; Atk +10 melee 
  (1d8+4, masterwork battleaxe) or +7 ranged (1d6+2, 
  composite (+2 str) shortbow); Full Atk +10 melee or 
  +8/+8 melee (1d8+4, masterwork battleaxe) or +7 
  ranged (1d6+2, composite (+2 str) shortbow); SQ wild 
  empathy, favored enemy (dwarf), darkvision 60’; AL 
  CE; Fort +10, Reflex +5, Will +1; Str 19, Dex 14, Con 15, 
  Int 8, Wis 13, Cha 6. 
   
  Skills and Feats: Climb +3, Listen +7, Spot +8; 
  Cleave, Oversized Two-Weapon Fighting*, Power 
  Attack, Tracking, Two-Weapon Fighting. Language - 
  Gnoll  
   
  Possessions: Masterwork composite (+2 str) 
  shortbow, 40 arrows, masterwork battleaxe (2), cold 
  iron battleaxe (2), dagger (2), +1 chain shirt, grappling 
  hook, 50’ hemp rope, backpack, bedroll. 
  * See Appendix Two: New Rules Items 
  Encounter Five 
   
  Commandant Dar: Ftr6/War1/Clr1 (Moradin); CR 7; 
  Medium Humanoid (Dwarf); HD 6d10+24+2d8+8; hp 
  82; Init +0; Spd 20 ft; AC 26, touch 11, flat-footed 26 
  (+11 for +1 heavy plate, +4 for +1 extreme steel shield, 
  +1 ring of protection); Base Atk +7; Grp: +10; Atk +12 
  melee (1d8+5, dwarvencraft warhammer); Full Atk 
  +12/+7 melee (1d8+5, dwarvencraft warhammer); SQ 
  Darkvision 60 ft., dwarven traits, clerical domains not 
  applicable (needs atonement); AL CE (insane); SV Fort 
  +13, Ref +2, Will +6; Str 17, Dex 10, Con 18, Int 10, Wis 
  14, Cha 6. 
   
  Skills and Feats: Craft (armorsmith) +11, Craft 
  (weaponsmith) +11; Die-Hard, Endurance, Exotic 
  Shield Proficiency (Extreme Steel Shield)*, Heavy 
  Armor Optimization*, Power Attack, Weapon Focus 
  (warhammer), Weapon Specialization (warhammer). 
   
  Spells – none, needs atonement. 
   
  Possessions: Heavy crossbow, 20 cold iron bolts, 
  10 alchemical silver bolts, 2 daggers, dwarvencraft 
  warhammer, cold iron warhammer, +1 heavy plate, +1 
  ring of protection, +1 extreme steel shield. 
  *See Appendix Two: New Rules Items 
  Dar II: Ftr2/War1; CR 5; Medium Monstrous 
  Humanoid (Shapechanger); HD 5d8+20+ 2d10+8; hp 
  64; Init +0; Spd 20 ft; AC 28, touch 10, flat-footed 28 
  (+11 for +1 heavy plate, +4 natural armor, +3 for 
  extreme steel shield); Base Atk +7; Grp: +11; Atk +13 
  melee (1d8+4, dwarvencraft warhammer); Full Atk 
  +13/+8 melee (1d8+4, dwarvencraft warhammer); SQ 
  darkvision 60’, detect thoughts, change shape, immune 
  to sleep and charm effects; AL N; SV Fort +10, Ref +4, 
  Will +7; Str 19, Dex 10, Con 18, Int 14, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +10, Disguise +4, Intimidate 
  +10, Sense Motive +10, Spot +13; Die-Hard, Endurance, 
  Exotic Shield Proficiency (Extreme Steel Shield)*, 
  Heavy 
  Armor 
  Optimization*, 
  Weapon 
  Focus 
  (warhammer). Languages: Common, Dwarven. 
   
  Possessions: Heavy crossbow, 20 cold iron bolts, 
  10 alchemical silver bolts, 2 daggers, dwarvencraft 
  warhammer, cold iron warhammer, +1 heavy plate, 
  extreme steel shield, helm of obedience*. 
  *See Appendix Two: New Rules Items 
  Encounter Six 
  Lagrt: Ftr4; Skullcrusher Ogre; Large Giant; CR 9; HD 
  8d8+32+4d10+16; 106 hp; Init +1; Move 30 ft.; AC 24, 
  touch 10, flat-footed 23 (+9 for +1 spiked full plate, +1 
  dexterity, -1 size, +2 natural armor, +3 for +1 spiked 
  heavy shield); Base Atk +10; Grp +28; Atk +20 melee 
  (2d6+10, masterwork morningstar) or +19 melee 
  (1d8+5, shield spike) or +11 ranged (2d6+10, rock); Full 
  Atk +18/+13 melee (2d6+10, masterwork morningstar) 
  and +17 melee (1d8+5, shield spike) or +11 ranged 
  (2d6+9, rock); Space/Reach: 10 ft./10 ft.; SA rock 
  throwing; SQ darkvision 60’, low-light vision; AL: NE; 
  Fort +15, Ref +5, Will +4; Str 30 Dex 13 Con 19 Int 14 
  Wis 10 Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +9, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +11, Search +0 (+2 for secret 
  doors); Combat Expertise, Close Quarters Fighting*, 
  Combat Reflexes, Improved Combat Expertise*, 
  Improved Grapple, Improved Shield Bash, Mounted 
  Combat, Over-Sized Two Weapon Fighting*, Power 
  Attack, Two-Weapon Fighting. Languages – Common, 
  Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  
  Ket 5-05 Redemption 
   
  Page 40 
  racial bonus on attack rolls when throwing rocks.  A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments.  The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: +1 Spiked full plate, +1 spiked heavy 
  steel shield, +1 cloak of resistance, masterwork large 
  morningstar, large cold iron morningstar, daggers (2), 
  light crossbow, 40 bolts, 5 cold iron bolts, 5 silver bolts, 
  backpack, sleeping roll, waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
  Encounter Seven 
  Infiltrators 
  (2): 
  War1/Rgr2/Ftr1; 
  Humanoid 
  (Baklunish); CR 3; HD 3d8+3+1d10+1; 27 hp; Init +3; 
  Move 30 ft.; AC 18, touch 13, flat-footed 15 (+5 for +1 
  chain shirt, +3 dexterity); Base Atk +4; Grp +7; Atk +8 
  melee (1d6+3, masterwork scimitar) or +9 ranged 
  (1d8+3, masterwork composite (+3 str) longbow); Full 
  Atk +8 melee (1d6+3, masterwork scimitar) or +9 or 
  +7/+7 ranged (1d8+3, masterwork composite (+3 str) 
  longbow); SQ combat style (archery), favored enemy 
  (human), wild empathy; AL CG; Fort +8 Ref +6 Will +1; 
  Str 16 Dex 17 Con 13 Int 9 Wis 12 Cha 6. 
   
  Skills and Feats: Hide +8, Move Silently +9, 
  Survival +5; Improved Favored Enemy*, Point Blank 
  Shot, Precise Shot, Rapid Shot (R2), Tracking (R1), 
  Weapon Focus (composite longbow). Language: 
  Common. 
   
  Possessions: +1 chain shirt, masterwork scimitar, 
  cold iron scimitar, kukri (2), masterwork composite (+3 
  str) longbow, 20 arrows, bedroll, backpack, waterskin, 
  flint and steel. 
  Smooth Talker: Brd4/War1/Rgr1; halfling; CR 5; HD 
  4d6+8+2d8+4; 40 hp; Init +3; Move 20 ft.; AC 19, touch 
  14, flat-footed 16 (+5 for +1 chain shirt, +3 dex, +1 size); 
  Base Atk +5; Grp +2; Atk +8 melee (1d10+1, 
  masterwork greatsword) or +9 ranged (1d6+2, +1 
  composite (+1 str) longbow); Full Atk +8 melee 
  (1d10+1, masterwork greatsword) or +9 or +7/+7 
  ranged (1d6+2, +1 composite (+1 str) longbow); SQ 
  bardic lore, bardic songs, wild empathy, favored enemy 
  (half-orcs); AL CG; Fort +9 Ref +11 Will +6; Str 12 Dex 
  17 Con 14 Int 12 Wis 10 Cha 14. 
   
  Skills and Feats: Bluff +8, Concentration +10, Hide 
  +16, Knowledge (history) +8, Knowledge (local – VTF) 
  +8, Move Silently +14, Perform (song) +10, Survival +7; 
  Lingering Song*, Point Blank Shot, Precise Shot, Rapid 
  Shot, Tracking. Languages: Common, Baklunish, 
  Halfling. 
   
  Spells Known (3/3/1; DC = 12 + Spell Level): 0 – 
  daze, detect magic, ghost sound, light, mage hand, 
  prestidigitation; 1st – cure light wounds, inspirational 
  boost*, sleep; 2
  nd –harmonize*. 
   
  Possessions: boots of elvenkind, +1 vest of 
  resistance, cloak of elvenkind, wand of cure light 
  wounds, +1 chain shirt, masterwork greatsword, 
  greatsword, daggers (2), +1 composite (+1 str) longbow, 
  40 arrows, bedroll, flint & steel, backpack. 
  * See Appendix Two: New Rules Items 
  . 
   
   
  
  Ket 5-05 Redemption 
   
  Page 41 
  APL 8 
   
  Encounter Two 
  Gnoll Ranger: Rgr2/Ftr3; CR 6; Medium Humanoid (7’ 
  2”); HD 4d8+8+3d10+6; 49 hp; Init +2; Move 30 ft; AC 
  19, touch 13, Flat-footed 17 (+2 Dex, +1 natural, +1 ring 
  of protection, +5 for +1 chain shirt); Base Atk +6; Grp 
  +10; Atk +13 melee (1d8+4, masterwork battleaxe) or +9 
  ranged (1d6+2, composite (+2 str) shortbow); Full Atk 
  +13/+8 melee or +11/+6 and +11 melee (1d8+4, 
  masterwork battleaxe) or +9/+4 ranged (1d6+2, 
  composite (+2 str) shortbow); SQ wild empathy, 
  favored enemy (dwarf), darkvision 60’; AL CE; Fort +11, 
  Reflex +6, Will +2; Str 19, Dex 14, Con 15, Int 8, Wis 
  13, Cha 6. 
   
  Skills and Feats: Climb +5, Listen +7, Spot +8; 
  Cleave, Dodge, Oversized Two-Weapon Fighting*, 
  Power Attack, Tracking, Two-Weapon Fighting, 
  Weapon Focus (battleaxe). Language - Gnoll  
   
  Possessions: Masterwork composite (+2 str) 
  shortbow, 40 arrows, masterwork battleaxe (2), cold 
  iron battleaxe (2), dagger (2), +1 ring of protection, +1 
  chain shirt, grappling hook, 50’ hemp rope, backpack, 
  bedroll. 
  * See Appendix Two: New Rules Items 
  Encounter Five 
  Commandant 
  Dar: 
  Ftr6/War1/BatSmth2*/Clr1 
  (Moradin); CR 9; Medium Humanoid (Dwarf); HD 
  8d10+32+2d8+8; hp 102; Init +0; Spd 20 ft; AC 30, 
  touch 11, flat-footed 30 (+1 sacred, +13 for +2 heavy 
  plate, +5 for +2 extreme steel shield, +1 ring of 
  protection); Base Atk +9; Grp: +13; Atk +15 melee 
  (1d8+8, dwarvencraft warhammer); Full Atk +15/+10 
  melee 
  (1d8+8, 
  dwarvencraft 
  warhammer); 
  SQ 
  Darkvision 60 ft., dwarven traits, clerical domains not 
  applicable (needs atonement), one with the hammer, 
  secrets of the forge, flesh of my flesh +1; AL CE 
  (insane); SV Fort +15, Ref +2, Will +6; Str 19 Dex 10, 
  Con 18, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Craft (armorsmith) +13, Craft 
  (weaponsmith) +13; Die-Hard, Endurance, Exotic 
  Shield Proficiency (Extreme Steel Shield)*, Greater 
  Heavy 
  Armor 
  Optimization*, 
  Heavy 
  Armor 
  Optimization*, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (warhammer), Weapon Specialization (warhammer). 
   
  Spells – none, needs atonement. 
   
  One with The Hammer (Ex): A battlesmith’s 
  long hours at the forge grant her a special bond with a 
  hammer. When wielding a warhammer that she has 
  crafted herself, a battlesmith adds her Wisdom bonus 
  to the damage dealt by the weapon. 
   
  Secrets of the Forge (Ex): A battlesmith learns 
  some of the great dwarven secrets of forging weapons 
  and armor. A battlesmith receives Craft Magic Arms 
  and Armor as a bonus feat, regardless of her caster 
  level. Multiply the battlesmith’s class level by 3 to 
  determine her effective caster level for the purpose of 
  creating magic arms and armor (this benefit stacks 
  with any other caster levels the battlesmith might 
  have).  
  For example, a 7
  th-level fighter/1
  st-level battlesmith 
  would be treated as a 3
  rd-level caster for the purpose of 
  creating magic arms and armor. A 7
  th-level cleric/1
  st-
  level battlesmith would be rated as a 10
  th-level caster for 
  that purpose. 
  The battlesmith must still meet any other prerequisites 
  for the item’s creation. This stipulation might mean 
  that she needs the assistance of other characters to 
  complete the creation of any item. 
   
  Flesh of My Flesh (Ex): No armor fits so well as 
  that created by a battlesmith for her own use. When 
  wearing heavy armor that she has crafted herself, a 
  battlesmith of 2
  nd level or higher gains a +1 sacred 
  bonus to Armor Class. This bonus increased to +2 at 4
  th 
  level. 
   
  Possessions: Heavy crossbow, 20 cold iron bolts, 
  10 alchemical silver bolts, 2 daggers, dwarvencraft 
  warhammer, cold iron warhammer, +2 heavy plate, +1 
  cloak of resistance, +1 ring of protection, +2 extreme 
  steel shield, +2 gauntlets of ogre power. 
  *See Appendix Two: New Rules Items 
  Dar II: Ftr4/War1; CR 7; Medium Monstrous 
  Humanoid (Shapechanger); HD 5d8+20+ 4d10+16; hp 
  84; Init +0; Spd 20 ft; AC 30, touch 10, flat-footed 30 
  (+12 for +1 heavy plate, +4 natural armor, +4 for +1 
  extreme steel shield); Base Atk +9; Grp: +14; Atk +16 
  melee (1d8+5, dwarvencraft warhammer); Full Atk 
  +16/+11 melee (1d8+5, dwarvencraft warhammer); SQ 
  darkvision 60’, detect thoughts, change shape, immune 
  to sleep and charm effects; AL N; SV Fort +12, Ref +6, 
  Will +9; Str 20, Dex 10, Con 18, Int 14, Wis 16, Cha 10. 
  
  Ket 5-05 Redemption 
   
  Page 42 
   
  Skills and Feats: Bluff +10, Disguise +4, Intimidate 
  +10, Sense Motive +12, Spot +15; Combat Expertise, 
  Die-Hard, Endurance, Exotic Shield Proficiency 
  (Extreme Steel Shield)*, Greater Heavy Armor 
  Optimization, Heavy Armor Optimization*, Weapon 
  Focus (warhammer). Languages: Common, Dwarven. 
   
  Possessions: Heavy crossbow, 20 cold iron bolts, 
  10 alchemical silver bolts, 2 daggers, dwarvencraft 
  warhammer, cold iron warhammer, +1 heavy plate, +1 
  cloak of resistance, +1 extreme steel shield, helm of 
  obedience*. 
  *See Appendix Two: New Rules Items 
  Encounter Six 
  Lagrt: Ftr4; Skullcrusher Ogre; Large Giant; CR 9; HD 
  8d8+32+4d10+16; 106 hp; Init +1; Move 30 ft.; AC 24, 
  touch 10, flat-footed 23 (+9 for +1 spiked full plate, +1 
  dexterity, -1 size, +2 natural armor, +3 for +1 spiked 
  heavy shield); Base Atk +10; Grp +28; Atk +20 melee 
  (2d6+10, masterwork morningstar) or +19 melee 
  (1d8+5, shield spike) or +11 ranged (2d6+10, rock); Full 
  Atk +18/+13 melee (2d6+10, masterwork morningstar) 
  and +17 melee (1d8+5, shield spike) or +11 ranged 
  (2d6+9, rock); Space/Reach: 10 ft./10 ft.; SA rock 
  throwing; SQ darkvision 60’, low-light vision; AL: NE; 
  Fort +15 Ref +5 Will +4; Str 30 Dex 13 Con 19 Int 14 
  Wis 10 Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +9, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +11, Search +0 (+2 for secret 
  doors); Combat Expertise, Close Quarters Fighting*, 
  Combat Reflexes, Improved Combat Expertise*, 
  Improved Grapple, Improved Shield Bash, Mounted 
  Combat, Over-Sized Two Weapon Fighting*, Power 
  Attack, Two-Weapon Fighting. Languages – Common, 
  Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks.  A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments.  The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: +1 Spiked full plate, +1 spiked heavy 
  steel shield, +1 cloak of resistance, masterwork large 
  morningstar, large cold iron morningstar, daggers (2), 
  light crossbow, 40 bolts, 5 cold iron bolts, 5 silver bolts, 
  backpack, sleeping roll, waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
  Tribal Warriors: Skullcrusher Ogre; Large Giant; CR 
  5; HD 8d8+24; 60 hp; Init +0; Move 30 ft.; AC 20, touch 
  9, flat-footed 20 (+7 spiked half-plate, +2 natural armor, 
  -1 size, +2 spiked heavy shield); Base Atk +6; Grp +21; 
  Atk +12 melee (2d6+7, morningstar) or +12 melee 
  (1d8+3, shield spike) or +6 ranged (2d6+7, rock); Full 
  Atk +8/+3 melee (2d6+7, morningstar) and +8 melee 
  (1d8+3, shield spike) or +6 ranged (2d6+7, rock); 
  Space/Reach: 10 ft./10 ft.; SA rock throwing; SQ 
  darkvision 60’, low-light vision; AL NE; Fort +9 Ref +2 
  Will +2; Str 25 Dex 11 Con 17 Int 10 Wis 10 Cha 9. 
   
  Skills and Feats: Craft (weaponsmith) +5, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +7, Search +0 (+2 for secret 
  doors); Improved Grapple, Improved Shield Bash, 
  Mounted 
  Combat, 
  Power 
  Attack, 
  Two-Weapon 
  Fighting. Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks.  A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments.  The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: Spiked half-plate, Spiked heavy steel 
  shield, large morningstar, large cold iron morningstar, 
  daggers (2), light crossbow, 40 bolts, 5 cold iron bolts, 5 
  silver bolts, backpack, sleeping roll, waterskin, 5 rocks. 
  Encounter Seven 
  Infiltrators (2): War1/Rgr2/Ftr2/Bbn1; Humanoid 
  (Baklunish); CR 5; HD 3d8+6+2d10+4+1d12+2; 48 hp; 
  Init +3; Move 30 ft.; AC 18, touch 13, flat-footed 15 (+5 
  for +1 chain shirt, +3 dexterity); Base Atk +6; Grp +9; 
  Atk +10 melee (1d6+3, masterwork scimitar) or +11 (+9 
  when not raging) ranged (1d8+6 (+4 if not raging), +1 
  composite (+5 str) longbow); Full Atk +10/+5 melee 
  (1d6+3, masterwork scimitar) or +11 (+9 when not 
  raging) or +9/+9/+4 (+7/+7/+2 if not raging) ranged 
  (1d8+6 (+4 if not raging), +1 composite (+5 str) 
  longbow);  SQ combat style (archery), favored enemy 
  (human), wild empathy, rage 1/day, fast movement; 
  AL: CG; Fort +11 Ref +6 Will +1; Str 16 Dex 17 Con 14 
  Int 9 Wis 12 Cha 6. 
   
  Skills and Feats: Hide +8, Move Silently +10, 
  Survival +9; Extended Rage*, Improved Favored 
  Enemy*, Point Blank Shot, Precise Shot, Quickdraw, 
  Rapid Shot (R2), Tracking (R1), Weapon Focus 
  (composite longbow). Language: Common. 
   
  Possessions: +1 chain shirt, masterwork scimitar, 
  cold iron scimitar, kukri (2), +1 composite (+5 str) 
  
  Ket 5-05 Redemption 
   
  Page 43 
  longbow, 20 arrows, bedroll, backpack, waterskin, flint 
  and steel. 
  Smooth Talker: Brd4/War1/Rgr2/Ftr1; halfling; CR 7; 
  HD 4d6+8+3d8+6+1d10+2; 55 hp; Init +4; Move 20 ft.; 
  AC 21, touch 16, flat-footed 17 (+5 for +1 chain shirt, +1 
  ring of protection, +4 Dex, +1 size); Base Atk +7; Grp 
  +4; Atk +10 melee (1d10+1, masterwork greatsword) or 
  +13 ranged (1d6+2, +1 frost composite (+1 str) 
  longbow); Full Atk +10/+5 melee (1d10+1, masterwork 
  greatsword) or +13/+8 or +11/+11/+6 ranged (1d6+2, +1 
  frost composite (+1 str) longbow); SQ bardic lore, 
  bardic songs, wild empathy, favored enemy (half-orcs); 
  AL CG; Fort +12, Ref +13, Will +6; Str 12 Dex 18 Con 
  14 Int 12 Wis 10 Cha 14. 
   
  Skills and Feats: Bluff +8, Concentration +10, Hide 
  +18, Knowledge (history) +8, Knowledge (local – VTF) 
  +8, Move Silently +16, Perform (song) +10, Survival 
  +10; Lingering Song*, Point Blank Shot, Precise Shot, 
  Rapid Shot, Tracking, Weapon Focus (composite 
  longbow). Languages: Common, Baklunish, Halfling. 
   
  Spells Known (3/3/1; DC = 12 + Spell Level): 0 – 
  daze, detect magic, ghost sound, light, mage hand, 
  prestidigitation; 1st – cure light wounds,  inspirational 
  boost*, sleep; 2
  nd – harmonize*. 
   
  Possessions: boots of elvenkind, +1 vest of 
  resistance, cloak of elvenkind, wand of cure light 
  wounds, +1 chain shirt, +1 ring of protection, 
  masterwork greatsword, greatsword, daggers (2), +1 
  frost composite (+1 str) longbow, 40 arrows, bedroll, 
  flint & steel, backpack 
  * See Appendix Two: New Rules Items 
   
  
  Ket 5-05 Redemption 
   
  Page 44 
  APL 10 
   
  Encounter Two 
  Gnoll Ranger: Rgr3/Ftr4; CR 8; Medium Humanoid (7’ 
  2”); HD 5d8+10+4d10+8; 64 hp; Init +2; Move 30 ft; AC 
  19, touch 13, Flat-footed 17 (+2 dexterity, +1 natural, +1 
  ring of protection +5 for +1 mithral chain shirt); Base 
  Atk +8; Grp +14; Atk +17 melee (1d8+8, masterwork 
  battleaxe) or +11 ranged (1d6+4, composite (+4 str) 
  shortbow); Full Atk +17/+12 melee or +15/+10 and +15 
  melee (1d8+8, masterwork battleaxe) or +11/+6 ranged 
  (1d6+4, composite (+4 str) shortbow); SQ wild 
  empathy, favored enemy (dwarf), darkvision 60’; AL 
  CE; Fort +12, Reflex +5, Will +3; Str 22, Dex 14, Con 15, 
  Int 8, Wis 13, Cha 6. 
   
  Skills and Feats: Climb +10, Listen +8, Spot +10; 
  Cleave, Dodge, Endurance, Mobility, Oversized Two-
  Weapon Fighting*, Power Attack, Tracking, Two-
  Weapon Fighting, Weapon Focus (battleaxe), Weapon 
  Specialization (battleaxe). Language - Gnoll  
   
  Possessions: Masterwork composite (+4 str) 
  shortbow, 40 arrows, +2 gauntlets of ogre power, 
  masterwork battleaxe (2), cold iron battleaxe (2), dagger 
  (2), +1 ring of protection, +1 mithral chain shirt, 
  grappling hook, 50’ hemp rope, backpack, bedroll. 
  * See Appendix Two: New Rules Items 
  Encounter Five 
  Commandant 
  Dar: 
  Ftr6/War1/BatSmth4*/Clr1 
  (Moradin); CR 11; Medium Humanoid (Dwarf); HD 
  10d10+40+2d8+8; hp 122; Init +0; Spd 20 ft; AC 32, 
  touch 11, flat-footed 32 (+2 sacred, +14 for +3 heavy 
  plate, +5 for +2 extreme steel shield, +1 ring of 
  protection); Base Atk +11 Grp: +16; Atk +18 melee 
  (1d8+11, +1 warhammer); Full Atk +18/+13/+8 melee 
  (1d8+11, +1 warhammer); SQ Darkvision 60 ft., 
  dwarven traits, clerical domains not applicable (needs 
  atonement), one with the hammer, secrets of the forge, 
  flesh of my flesh +2, forged in fire; AL CE (insane); SV 
  Fort +17, Ref +4, Will +9; Str 20 Dex 10, Con 18, Int 10, 
  Wis 16, Cha 6. 
   
  Skills and Feats: Craft (armorsmith) +15, Craft 
  (weaponsmith) +15; Die-Hard, Endurance, Exotic 
  Shield Proficiency (Extreme Steel Shield)*, Greater 
  Heavy 
  Armor 
  Optimization*, 
  Heavy 
  Armor 
  Optimization*, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (warhammer), Weapon Specialization (warhammer). 
   
  Spells – none, needs atonement. 
   
  One with The Hammer (Ex): A battlesmith’s 
  long hours at the forge grant her a special bond with a 
  hammer. When wielding a warhammer that she has 
  crafted herself, a battlesmith adds her Wisdom bonus 
  to the damage dealt by the weapon. 
   
  Secrets of the Forge (Ex): A battlesmith learns 
  some of the great dwarven secrets of forging weapons 
  and armor. A battlesmith receives Craft Magic Arms 
  and Armor as a bonus feat, regardless of her caster 
  level. Multiply the battlesmith’s class level by 3 to 
  determine her effective caster level for the purpose of 
  creating magic arms and armor (this benefit stacks 
  with any other caster levels the battlesmith might 
  have).  
  For example, a 7
  th-level fighter/1
  st-level battlesmith 
  would be treated as a 3
  rd-level caster for the purpose of 
  creating magic arms and armor. A 7
  th-level cleric/1
  st-
  level battlesmith would be rated as a 10
  th-level caster for 
  that purpose. 
  The battlesmith must still meet any other prerequisites 
  for the item’s creation. This stipulation might mean 
  that she needs the assistance of other characters to 
  complete the creation of any item. 
   
  Flesh of My Flesh (Ex): No armor fits so well as 
  that created by a battlesmith for her own use. When 
  wearing heavy armor that she has crafted herself, a 
  battlesmith of 2
  nd level or higher gains a +1 sacred 
  bonus to Armor Class. This bonus increased to +2 at 4
  th 
  level. 
   
  Forged in Fire (Ex): At 3
  rd level, a battlesmith 
  becomes inured to the effects of fatigue and 
  exhaustion, and can ignore their effects for a number 
  of hours equal to her class level. At the end of this time, 
  if the condition remains, the battlesmith succumbs to 
  the effects. 
   
  Possessions: Heavy crossbow, 20 cold iron bolts, 
  10 alchemical silver bolts, 2 daggers, +1 warhammer, 
  cold iron warhammer, +3 heavy plate, +2 cloak of 
  resistance, +1 ring of protection, +2 extreme steel 
  shield, +2 gauntlets of ogre power, +2 periapt of 
  wisdom. 
  *See Appendix Two: New Rules Items 
  Dar II: Ftr6/War1; CR 9; Medium Monstrous 
  Humanoid (Shapechanger); HD 5d8+20+ 6d10+24; hp 
  104; Init +0; Spd 20 ft; AC 30, touch 10, flat-footed 30 
  (+12 for +1 heavy plate, +4 natural armor, +4 for +1 
  
  Ket 5-05 Redemption 
   
  Page 45 
  extreme steel shield); Base Atk +11; Grp: +16; Atk +18 
  melee (1d8+6, +1 warhammer); Full Atk +18/+13/+8 
  melee (1d8+6, +1 warhammer); SQ darkvision 60’, 
  detect thoughts, change shape, immune to sleep and 
  charm effects; AL N; SV Fort +14, Ref +8, Will +11; Str 
  20, Dex 10, Con 18, Int 14, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +10, Disguise +4, Intimidate 
  +10, Sense Motive +14, Spot +17; Combat Expertise, 
  Die-Hard, Endurance, Exotic Shield Proficiency 
  (Extreme Steel Shield)*, Greater Heavy Armor 
  Optimization*, Heavy Armor Optimization*, Improved 
  Trip, 
  Weapon 
  Focus 
  (warhammer). 
  Languages: 
  Common, Dwarven. 
   
  Possessions: Heavy crossbow, 20 cold iron bolts, 
  10 alchemical silver bolts, 2 daggers, +1 warhammer, 
  cold iron warhammer, +1 heavy plate, +2 cloak of 
  resistance, +1 extreme steel shield, helm of obedience*. 
  *See Appendix Two: New Rules Items 
  Encounter Six 
  Lagrt: Ftr6; Skullcrusher Ogre; Large Giant; CR 11; 
  HD 8d8+32+6d10+24+14; 138 hp; Init +1; Move 30 ft.; 
  AC 26, touch 11, flat-footed 25 (+9 for +1 spiked full 
  plate, +1 ring of protection, +1 amulet of natural armor, 
  +1 Dex, -1 size, +2 natural armor, +3 for +1 spiked heavy 
  shield); Base Atk +12; Grp +30; Atk +22 melee (2d6+10, 
  masterwork morningstar) or +21 melee (1d8+5, shield 
  spike) or +13 ranged (2d6+10, rock); Full Atk 
  +20/+15/+10 melee (2d6+10, masterwork morningstar) 
  and +19 melee (1d8+5, shield spike) or +13 ranged 
  (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA rock 
  throwing; SQ darkvision 60’, low-light vision; AL NE; 
  Fort +16, Ref +6, Will +5; Str 30, Dex 13, Con 19, Int 14, 
  Wis 10, Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +11, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +13, Search +0 (+2 for secret 
  doors); Combat Expertise, Close Quarters Fighting*, 
  Combat Reflexes, Improved Combat Expertise*, 
  Improved Grapple, Improved Shield Bash, Improved 
  Toughness*, Mounted Combat, Over-Sized Two 
  Weapon Fighting*, Power Attack, Two-Weapon 
  Fighting. Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks.  A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments.  The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: +1 Spiked full plate, +1 spiked heavy 
  steel shield, +1 cloak of resistance, +1 ring of 
  protection, +1 amulet of natural armor, masterwork 
  large morningstar, large cold iron morningstar, daggers 
  (2), light crossbow, 40 bolts, 5 cold iron bolts, 5 silver 
  bolts, backpack, sleeping roll, waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
  Tribal Warriors: Ftr2; Skullcrusher Ogre; Large Giant; 
  CR 7; HD 8d8+32+2d10+8; 88 hp; Init +1; Move 30 ft.; 
  AC 22, touch 10, flat-footed 21 (+8 spiked full plate, +1 
  dexterity, -1 size, +2 natural armor, +2 spiked heavy 
  shield); Base Atk +8; Grp +25; Atk +17 melee (2d6+9, 
  masterwork morningstar) or +16 melee (1d8+4, shield 
  spike) or +9 ranged (2d6+9, rock); Full Atk +15/+10 
  melee (2d6+9, masterwork morningstar) and +14 melee 
  (1d8+4, shield spike) or +9 ranged (2d6+9, rock); 
  Space/Reach: 10 ft./10 ft.; SA rock throwing; SQ 
  darkvision 60’, low-light vision; AL NE; Fort +13, Ref 
  +3, Will +2; Str 29, Dex 13, Con 19, Int 14, Wis 10, Cha 
  7. 
   
  Skills and Feats: Craft (weaponsmith) +7, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +9, Search +0 (+2 for secret 
  doors); Combat Expertise, Combat Reflexes, Improved 
  Grapple, Improved Shield Bash, Mounted Combat, 
  Over-Sized Two Weapon Fighting*, Power Attack, 
  Two-Weapon Fighting. Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks.  A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments.  The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: Spiked full plate, Spiked heavy steel 
  shield, masterwork large morningstar, large cold iron 
  morningstar, daggers (2), light crossbow, 40 bolts, 5 
  cold iron bolts, 5 silver bolts, backpack, sleeping roll, 
  waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
  Encounter Seven 
  Infiltrators (2): War1/Rgr2/Ftr4/Bbn1; Humanoid 
  (Baklunish); CR 7; HD 3d8+6+4d10+8+1d12+2; 64 hp; 
  Init +5; Move 30 ft.; AC 20, touch 15, flat-footed 15 (+5 
  for +1 mithral chain shirt, +5 dexterity); Base Atk +8; 
  Grp +11; Atk +12 melee (1d6+3, masterwork scimitar) 
  or +15 (+13 when not raging) ranged (1d8+8 (+6 if not 
  raging), +1 composite (+5 str) longbow); Full Atk +12 
  melee (1d6+3, masterwork scimitar) or +15 (+13 when 
  
  Ket 5-05 Redemption 
   
  Page 46 
  not raging) or +13/+13/+8 (+11/+11/+6 if not raging) 
  ranged (1d8+8 (+6 if not raging), +1 composite (+5 str) 
  longbow);  SQ combat style (archery), favored enemy 
  (human), wild empathy, rage 1/day, fast movement; AL 
  CG; Fort +13, Ref +10, Will +3; Str 16, Dex 20, Con 14, 
  Int 9, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +8, Move Silently +10, 
  Survival +11; Extended Rage*, Improved Favored 
  Enemy*, Point Blank Shot, Precise Shot, Quickdraw, 
  Rapid Shot (R2), Tracking (R1), Weapon Focus 
  (composite 
  longbow), 
  Weapon 
  Specialization 
  (composite longbow). Language: Common. 
   
  Possessions: +1 mithral chain shirt, +2 gloves of 
  dexterity, +1 cloak of resistance, masterwork scimitar, 
  cold iron scimitar, kukri (2), +1 composite (+5 str) 
  longbow, 20 arrows, bedroll, backpack, waterskin, flint 
  and steel. 
  Smooth Talker: Brd4/War1/Rgr3/Ftr2: halfling; CR 9; 
  HD 4d6+8+4d8+8+2d10+4; 70 hp; Init +5; Move 20 ft.; 
  AC 22, touch 17, flat-footed 17 (+5 for +1 mithral chain 
  shirt, +1 ring of protection, +5 dex, +1 size); Base Atk 
  +9; Grp +6; Atk +12 melee (1d10+1, masterwork 
  greatsword) or +17 ranged (1d6+2, +1 frost composite 
  (+1 str) longbow); Full Atk +12/+7 melee (1d10+1, 
  masterwork greatsword) or +17/+12 or +15/+15/+10 
  ranged (1d6+2, +1 frost composite (+1 str) longbow); 
  SQ bardic lore, bardic songs, wild empathy, favored 
  enemy (half-orcs); AL CG; Fort +13, Ref +14, Will +7; 
  Str 12, Dex 20, Con 14, Int 12, Wis 10, Cha14. 
   
  Skills and Feats: Bluff +8, Concentration +10, Hide 
  +21, Knowledge (history) +8, Knowledge (local – VTF) 
  +8, Move Silently +19, Perform (song) +10, Survival 
  +13; Die-Hard, Endurance, Lingering Song*, Many 
  Shot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Tracking, Weapon Focus (composite longbow). 
  Languages: Common, Baklunish, Halfling. 
   
  Spells Known (3/3/1; DC = 12 + Spell Level): 0 – 
  daze, detect magic, ghost sound, light, mage hand, 
  prestidigitation; 1st – cure light wounds, inspirational 
  boost*, sleep; 2
  nd – harmonize*. 
   
  Possessions: boots of elvenkind, +2 gloves of 
  dexterity, +1 vest of resistance, cloak of elvenkind, 
  wand of cure light wounds, +1 mithral chain shirt, +1 
  ring of protection, masterwork greatsword, greatsword, 
  daggers (2), +1 frost composite (+1 str) longbow, 40 
  arrows, bedroll, flint & steel, backpack. 
  * See Appendix Two: New Rules Items 
  
  Ket 5-05 Redemption 
   
  Page 47 
  APL 12 
   
  Encounter Two 
  Gnoll Ranger: Rgr3/Ftr6; CR 10; Medium Humanoid 
  (7’ 2”); HD 5d8+10+6d10+12; 80 hp; Init +2; Move 30 ft; 
  AC 19, touch 13, Flat-footed 17 (+2 dexterity, +1 
  natural, +1 ring of protection +5 for +1 mithral chain 
  shirt); Base Atk +10; Grp +16; Atk +19 melee (1d8+9, +1 
  battleaxe) or +13 ranged (1d6+4, composite (+4 str) 
  shortbow); Full Atk +19/+14 melee or +17/+12 and +17 
  melee (1d8+9, +1 battleaxe) or +13/+8 ranged (1d6+4, 
  composite (+4 str) shortbow); SQ wild empathy, 
  favored enemy (dwarf), darkvision 60’; AL CE; Fort +13, 
  Reflex +6, Will +4; Str 22, Dex 14, Con 15, Int 8, Wis 
  13, Cha 6. 
   
  Skills and Feats: Climb +12, Listen +8, Spot +10; 
  Cleave, Dodge, Elusive Target*, Endurance, Mobility, 
  Oversized Two-Weapon Fighting*, Power Attack, 
  Tracking, Two-Weapon Fighting, Weapon Focus 
  (battleaxe), 
  Weapon 
  Specialization 
  (battleaxe). 
  Language - Gnoll  
   
  Possessions: Masterwork composite (+4 str) 
  shortbow, 40 arrows, +2 gauntlets of ogre power, +1 
  battleaxe (2), cold iron battleaxe (2), dagger (2), +1 ring 
  of protection, +1 mithral chain shirt, grappling hook, 
  50’ hemp rope, backpack, bedroll. 
  * See Appendix Two: New Rules Items 
  Encounter Five 
  Commandant 
  Dar: 
  Ftr7/War1/BatSmth5*/Clr1 
  (Moradin); CR 13; Medium Humanoid (Dwarf); HD 
  12d10+48+2d8+8; hp 142; Init +0; Spd 20 ft; AC 34, 
  touch 11, flat-footed 34 (+2 sacred, +15 for +4 heavy 
  plate, +6 for +3 extreme steel shield, +1 ring of 
  protection); Base Atk +13; Grp +18; Atk +21 melee 
  (1d8+12, +2 warhammer); Full Atk +21/+16/+11 melee 
  (1d8+12, +2 warhammer); SQ Darkvision 60 ft., 
  dwarven traits, clerical domains not applicable (needs 
  atonement), one with the hammer, secrets of the forge, 
  flesh of my flesh +2, forged in fire, tempered in blood; 
  AL CE (insane); SV Fort +18, Ref +4, Will +9; Str 20 
  Dex 10, Con 18, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Craft (armorsmith) +17, Craft 
  (weaponsmith) +17; Die-Hard, Endurance, Exotic 
  Shield Proficiency (Extreme Steel Shield)*, Greater 
  Heavy 
  Armor 
  Optimization*, 
  Heavy 
  Armor 
  Optimization*, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (warhammer), Weapon Specialization (warhammer). 
   
  Spells – none, needs atonement. 
   
  One with The Hammer (Ex): A battlesmith’s 
  long hours at the forge grant her a special bond with a 
  hammer. When wielding a warhammer that she has 
  crafted herself, a battlesmith adds her Wisdom bonus 
  to the damage dealt by the weapon. 
   
  Secrets of the Forge (Ex): A battlesmith learns 
  some of the great dwarven secrets of forging weapons 
  and armor. A battlesmith receives Craft Magic Arms 
  and Armor as a bonus feat, regardless of her caster 
  level. Multiply the battlesmith’s class level by 3 to 
  determine her effective caster level for the purpose of 
  creating magic arms and armor (this benefit stacks 
  with any other caster levels the battlesmith might 
  have).  
  For example, a 7
  th-level fighter/1
  st-level battlesmith 
  would be treated as a 3
  rd-level caster for the purpose of 
  creating magic arms and armor. A 7
  th-level cleric/1
  st-
  level battlesmith would be rated as a 10
  th-level caster for 
  that purpose. 
  The battlesmith must still meet any other prerequisites 
  for the item’s creation. This stipulation might mean 
  that she needs the assistance of other characters to 
  complete the creation of any item. 
   
  Flesh of My Flesh (Ex): No armor fits so well as 
  that created by a battlesmith for her own use. When 
  wearing heavy armor that she has crafted herself, a 
  battlesmith of 2
  nd level or higher gains a +1 sacred 
  bonus to Armor Class. This bonus increased to +2 at 4
  th 
  level. 
   
  Forged in Fire (Ex): At 3
  rd level, a battlesmith 
  becomes inured to the effects of fatigue and 
  exhaustion, and can ignore their effects for a number 
  of hours equal to her class level. At the end of this time, 
  if the condition remains, the battlesmith succumbs to 
  the effects. 
  Tempered in Blood (Ex): Once per day, a 5
  th-level 
  battlesmith can attempt to resist the damage from a 
  single blow. The battlesmith can attempt a Fortitude 
  save (DC 10 + damage dealt) when struck and damaged 
  by a melee attack with a weapon or natural attack (but 
  not by a spell or other effect). If the save succeeds, the 
  battlesmith takes only half damage from the blow; if it 
  fails, she takes normal damage.  The battlesmith must 
  be aware of the attack and able to react to use this 
  
  Ket 5-05 Redemption 
   
  Page 48 
  ability. If she is denied her Dexterity bonus to AC, she 
  can’t use this ability. 
   
  Possessions: Heavy crossbow, 20 cold iron bolts, 
  10 alchemical silver bolts, 2 daggers, +2 warhammer, 
  cold iron warhammer, +4 heavy plate, +2 cloak of 
  resistance, +1 ring of protection, +3 extreme steel 
  shield, +2 gauntlets of ogre power, +2 periapt of 
  wisdom, potion of cure moderate wounds (3). 
  *See Appendix Two: New Rules Items 
  Dar II: Ftr8/War1; CR 11; Medium Monstrous 
  Humanoid (Shapechanger); HD 5d8+20+ 8d10+32; hp 
  124; Init +0; Spd 20 ft; AC 31, touch 10, flat-footed 31 
  (+13 for +2 heavy plate, +4 natural armor, +4 for +1 
  extreme steel shield); Base Atk +13; Grp: +19; Atk +22 
  melee (1d8+7, +1 warhammer); Full Atk +22/+17/+12 
  melee (1d8+7, +1 warhammer); SQ darkvision 60’, 
  detect thoughts, change shape, immune to sleep and 
  charm effects; AL N; SV Fort +15, Ref +8, Will +11; Str 
  23, Dex 10, Con 18, Int 14, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +10, Disguise +4, Intimidate 
  +10, Sense Motive +16, Spot +19; Combat Expertise, 
  Die-Hard, Endurance, Exotic Shield Proficiency 
  (Extreme Steel Shield)*, Greater Heavy Armor 
  Optimization*, Greater Weapon Focus (warhammer), 
  Heavy Armor Optimization*, Improved Trip, Weapon 
  Focus (warhammer). Languages: Common, Dwarven. 
   
  Possessions: Heavy crossbow, 20 cold iron bolts, 
  10 alchemical silver bolts, 2 daggers, +1 warhammer, +2 
  gauntlets of ogre power, cold iron warhammer, +2 
  heavy plate, +2 cloak of resistance, +1 extreme steel 
  shield, helm of obedience*. 
  *See Appendix Two: New Rules Items 
   
  Encounter Six 
  Lagrt: Ftr8; Skullcrusher Ogre; Large Giant; CR 13; 
  HD 8d8+40+8d10+40+16; 176 hp; Init +1; Move 30 ft.; 
  AC 28, touch 11, flat-footed 27 (+10 for +2 spiked full 
  plate, +1 ring of protection, +1 amulet of natural armor, 
  +1 dexterity, -1 size, +2 natural armor, +4 for +2 spiked 
  heavy shield); Base Atk +14; Grp +32; Atk +24 melee 
  (2d6+11, +1 morningstar) or +23 melee (1d8+5, shield 
  spike) or +15 ranged (2d6+10, rock); Full Atk 
  +22/+17/+12 melee (2d6+11, +1 morningstar) and +19 
  melee (1d8+5, shield spike) or +13 ranged (2d6+9, 
  rock); Space/Reach: 10 ft./10 ft.; SA rock throwing; SQ 
  darkvision 60’, low-light vision; AL NE; Fort +17, Ref 
  +6, Will +5; Str 30, Dex 13, Con 20, Int 14, Wis 10, Cha 
  7. 
   
  Skills and Feats: Craft (weaponsmith) +11, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +13, Search +0 (+2 for secret 
  doors); Combat Expertise, Close Quarters Fighting*, 
  Combat Reflexes, Hold the Line*, Improved Combat 
  Expertise*, Improved Grapple, Improved Shield Bash, 
  Improved Toughness*, Improved Trip, Mounted 
  Combat, Over-Sized Two Weapon Fighting*, Power 
  Attack, Two-Weapon Fighting. Languages – Common, 
  Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks.  A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments.  The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: +2 Spiked full plate, +2 spiked heavy 
  steel shield, +1 cloak of resistance, +1 ring of 
  protection, +1 amulet of natural armor, +1 large 
  morningstar, large cold iron morningstar, daggers (2), 
  light crossbow, 40 bolts, 5 cold iron bolts, 5 silver bolts, 
  backpack, sleeping roll, waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
  Tribal Warriors: Ftr4; Skullcrusher Ogre; Large Giant; 
  CR 9; HD 8d8+32+4d10+16; 106 hp; Init +1; Move 30 
  ft.; AC 24, touch 10, flat-footed 23 (+9 for +1 spiked full 
  plate, +1 dexterity, -1 size, +2 natural armor, +3 for +1 
  spiked heavy shield); Base Atk +10; Grp +28; Atk +20 
  melee (2d6+10, masterwork morningstar) or +19 melee 
  (1d8+5, shield spike) or +11 ranged (2d6+10, rock); Full 
  Atk +18/+13 melee (2d6+10, masterwork morningstar) 
  and +17 melee (1d8+5, shield spike) or +11 ranged 
  (2d6+9, rock); Space/Reach: 10 ft./10 ft.; SA rock 
  throwing; SQ darkvision 60’, low-light vision; AL NE; 
  Fort +15, Ref +5, Will +4; Str 30, Dex 13, Con 19, Int 14, 
  Wis 10, Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +9, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +11, Search +0 (+2 for secret 
  doors); Combat Expertise, Close Quarters Fighting*, 
  Combat Reflexes, Improved Combat Expertise*, 
  Improved Grapple, Improved Shield Bash, Mounted 
  Combat, Over-Sized Two Weapon Fighting*, Power 
  Attack, Two-Weapon Fighting. Languages – Common, 
  Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks.  A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments.  The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
  
  Ket 5-05 Redemption 
   
  Page 49 
   
  Possessions: +1 Spiked full plate, +1 spiked heavy 
  steel shield, +1 cloak of resistance, masterwork large 
  morningstar, large cold iron morningstar, daggers (2), 
  light crossbow, 40 bolts, 5 cold iron bolts, 5 silver bolts, 
  backpack, sleeping roll, waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
  Encounter Seven 
  Infiltrators (2): War1/Rgr2/Ftr6/Bbn1; Humanoid 
  (Baklunish); CR 9; HD 3d8+6+6d10+12+1d12+2; 80 hp; 
  Init +5; Move 30 ft.; AC 20, touch 15, flat-footed 15 (+5 
  for +1 mithral chain shirt, +5 dexterity); Base Atk +10; 
  Grp +14; Atk +15 melee (1d6+4, masterwork scimitar) 
  or +17 (+15 when not raging) ranged (1d8+9 (+7 if not 
  raging), 19-20 crit, +1 composite (+7 str) longbow); Full 
  Atk +15/+10 melee (1d6+4, masterwork scimitar) or 
  +17 (+15 when not raging) or +15/+15/+10 (+13/+13/+8 
  if not raging) ranged (1d8+8 (+6 if not raging), 19-20 
  crit, +1 composite (+6 str) longbow);  SQ combat style 
  (archery), favored enemy (human), wild empathy, rage 
  1/day, fast movement; AL CG; Fort +14, Ref +11, Will 
  +6; Str 18, Dex 20, Con 14, Int 9, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +8, Move Silently +10, 
  Survival +13; Extended Rage*, Improved Critical 
  (composite longbow), Improved Favored Enemy*, Iron 
  Will, Point Blank Shot, Precise Shot, Quickdraw, Rapid 
  Shot, Tracking, Weapon Focus (composite longbow), 
  Weapon 
  Specialization 
  (composite 
  longbow). 
  Language: Common. 
   
  Possessions: +1 mithral chain shirt, pale blue 
  rhomboid ioun stone, +2 gloves of dexterity, +1 cloak 
  of resistance, masterwork scimitar, cold iron scimitar, 
  kukri (2), +1 composite (+6 str) longbow, 20 arrows, 
  bedroll, backpack, waterskin, flint and steel. 
  * See Appendix Two: New Rules Items 
   
  Smooth Talker: Brd4/War1/Rgr3/Ftr4; halfling; CR 
  11; HD 4d6+8+4d8+8+4d10+8; 86 hp; Init +5; Move 20 
  ft.; AC 22, touch 17, flat-footed 17 (+5 for +1 mithral 
  chain shirt, +1 ring of protection, +5 dex, +1 size); Base 
  Atk +11; Grp +9; Atk +15 melee (1d10+3, masterwork 
  greatsword) or +19 ranged (1d6+5, +1 frost composite 
  (+2 str) longbow); Full Atk +15/+10/+5 melee (1d10+3, 
  masterwork 
  greatsword) 
  or 
  +19/+14/+9 
  or 
  +17/+17/+12/+7 ranged (1d6+5, +1 frost composite (+2 
  str) longbow); SQ bardic lore, bardic songs, wild 
  empathy, favored enemy (half-orcs); AL CG; Fort +15, 
  Ref +16, Will +10; Str 14, Dex 21, Con 14, Int 12, Wis 
  10, Cha 14. 
   
  Skills and Feats: Bluff +8, Concentration +10, Hide 
  +21, Knowledge (history) +8, Knowledge (local – VTF) 
  +8, Move Silently +20, Perform (song) +10, Survival 
  +15; Die-Hard, Endurance, Iron Will, Lingering Song*, 
  Many Shot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Tracking, Weapon Focus (composite longbow), 
  Weapon 
  Specialization 
  (composite 
  longbow). 
  Languages: Common, Baklunish, Halfling. 
   
  Spells Known (3/3/1; DC = 12 + Spell Level): 0 – 
  daze, detect magic, ghost sound, light, mage hand, 
  prestidigitation; 1st – cure light wounds, inspirational 
  boost*, sleep; 2
  nd – harmonize*. 
   
  Possessions: boots of elvenkind, pale blue 
  rhomboid ioun stone, +2 gloves of dexterity, +2 vest of 
  resistance, cloak of elvenkind, wand of cure light 
  wounds, +1 mithral chain shirt, +1 ring of protection, 
  masterwork greatsword, greatsword, daggers (2), +1 
  frost composite (+2 str) longbow, 40 arrows, bedroll, 
  flint & steel, backpack. 
  * See Appendix Two: New Rules Items 
  
  Ket 5-05 Redemption 
   
  Page 50 
  Appendix Two – New Rules Items 
   
  Close-Quarters Fighting [General] as presented 
  in Complete Warrior 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3. 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack.  If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab.  If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity when you 
  would be denied one for being surprised, helpless or in 
  a similar situation. 
   
  For example, an ogre attempts to grapple Tordek.  
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple.  Then an ankheg – a creature with the 
  improved grab special ability – attempts to grapple 
  Tordek.  he takes an attack of opportunity, hits and 
  deals 10 points of damage to the creature.  Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
  Elusive Target [Tactical] as presented in 
  Complete Warrior 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foes gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed.  If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by move 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Exotic 
  Shield 
  Proficiency 
  [General] 
  as 
  presented in Races of Stone 
  Choose an exotic shield, such as a gauntlet shield or 
  battle cloak.  You are proficient with that type of exotic 
  shield. 
   
  Prerequisites: Shield Proficiency, base attack 
  bonus +1. 
   
  Benefit: You are proficient with a specific type of 
  exotic shield and take no shield non-proficiency 
  penalties when you wear it (see Table 7-2: Armor and 
  Shields, page 158).  
   
  Normal:  A character who is using a shield with 
  which she is not proficient applies its armor check 
  penalty on attack rolls and on all Strength- and 
  Dexterity-based ability checks and skill checks. 
   
  Special: A fighter may select Exotic Shield 
  Proficiency as one of her fighter bonus feats (see page 
  38 of the Player’s Handbook). 
  
  Ket 5-05 Redemption 
   
  Page 51 
   
  Greater Heavy Armor Optimization [General] 
  as presented in Races of Stone 
  You have mastered the use of heavy armor, maximizing 
  its protective qualities while moving more easily in it. 
   
  Prerequisites: Armor Proficiency (Heavy), Heavy 
  Armor Optimization, base attack bonus +8. 
   
  Benefit: When you are wearing heavy armor, 
  lessen the armor check penalty of the armor by 2 and 
  increase the armor bonus by 1. Both of these stack with 
  the benefit of the Heavy Armor Optimization feat, for a 
  total lessening of the armor check penalty by 3 and a 
  total increase of the armor bonus of 2. 
   
  Special: A fighter may select Greater Heavy 
  Armor Optimization as one of her fighter bonus feats 
  (see page 38 of the Player’s Handbook). 
   
  Heavy Armor Optimization [General] as 
  presented in Races of Stone 
  You have trained extensively in heavy armor, and you 
  have learned to take advantage of the protection it 
  offers. 
   
  Prerequisites: Armor Proficiency (Heavy), base 
  attack bonus +4. 
   
  Benefit: When you are wearing heavy armor, 
  lessen the armor check penalty of the armor by 1 and 
  increase the armor bonus by 1.  
   
  Special: A fighter may select Heavy Armor 
  Optimization as one of her fighter bonus feats (see 
  page 38 of the Player’s Handbook). 
   
  Hold the Line [General] as presented in 
  Complete Warrior 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Combat Reflexes, base attack bonus 
  +2. 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten.  Your attack of opportunity happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
  Improved Combat Expertise [General] as 
  presented in Complete Warrior 
  You have mastered the art of defense in combat. 
   
  Prerequisites: Int 13, Combat Expertise, base 
  attack bonus +6. 
   
  Benefit: When you use the Combat Expertise feat 
  to improve your Armor Class, the number you subtract 
  from your attack roll and add to your AC can be any 
  number that does not exceed your base attack bonus.  
   
  Normal: With Combat Expertise, the number can 
  be no greater than +5. 
   
  Special: A fighter may select Improved Combat 
  Expertise as one of his fighter bonus feats. 
   
  Improved Toughness [General] as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice.  Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point.  If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
  Lingering Song [General] as presented in 
  Complete Adventurer 
  Your inspirational bardic music stays with the listeners 
  long after the last note has died away. 
   
  Prerequisites: Bardic music 
   
  Benefit: If you use bardic music to inspire 
  courage, inspire greatness, or inspire PCs, the effect 
  lasts for 1 minute after an inspired ally stops hearing 
  you play 
  Normal:  Inspire courage, inspire greatness, and 
  inspire PCs last as long as an ally hears the bard 
  sing plus an additional 5 rounds thereafter 
  Oversized Two-Weapon Fighting [General] as 
  presented in Complete Adventurer 
  You are adept at wielding larger than normal weapons 
  in your off hand. 
   
  Prerequisites: Str 13, Two-Weapon Fighting. 
  
  Ket 5-05 Redemption 
   
  Page 52 
   
  Benefit: When wielding a one-handed weapon in 
  your off hand, you take penalties for fighting with two 
  weapons as if you were wielding a light weapon in your 
  off hand (see page 160 of the Player’s Handbook) 
   
  Special: A fighter may select Over-Sized Two-
  Weapon Fighting as one of his fighter bonus feats.  
  Harmonize as presented in Races of Stone  
  Transmutation 
  Level: Bard 2 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range: Personal 
  Target:  You 
  Duration:  1 minute/level (D) 
  You blend magic and music seamlessly.  While this 
  spell is in effect, starting a bardic music effect requires 
  only a move action. Concentrating on a bardic music 
  effect that requires concentration still requires a 
  standard action. 
  Inspirational Boost as presented in Complete 
  Adventurer 
  Enchantment (Compulsion) 
  Level: Bard 1 
  Components:  V, S 
  Casting Time:  1 swift action 
  Range: Personal 
  Target:  You 
  Duration:  1 round or special; see text 
  When you play your instrument, sing your song, recite 
  your 
  epic 
  poem, 
  or 
  speak 
  your 
  words 
  of 
  encouragement, you fill your allies with greater 
  confidence than normal.  While this spell is in effect, 
  the morale bonus granted by your inspire courage 
  bardic music increases by 1. 
  The effect lasts until your inspire courage effect ends. 
  If you don’t begin to use your inspire courage ability 
  before the beginning of your next turn, the spell’s 
  effect ends. 
  Helm of Obedience [New Item] 
  The Helm of Obedience is a Wondrous Item produced 
  in Ket for strict use in the mines with difficult or 
  impossible to control subjects.  The crafting of the item 
  is restricted to high-ranking members of the True Faith 
  in Ket and certain government workers.  The helm 
  reproduces the effects of both a mindfog and charm 
  person spell, the latter only when the former has 
  succeeded.  The helm requires a save each round it is 
  worn against a DC of 23 for both effects.  A pair of 
  green gemstones on the front of the helm light up 
  when, the one on the left when the mindfog is active, 
  the one on the right when the charm person is active.  
  The helm may not be reproduced and, in the context of 
  this module, only the charm person is currently 
  functioning to guide the actions of the doppelganger.  
  Wondrous Item, CL 11, must be Lawful Neutral, charm 
  person, 
  mindfog, 
  not 
  reproducible, 
  30,000 
  gp
  
  Ket5-05 Redemption 
   
  Page 53 
   
  Appendix Four – Player Handouts 
   
  Player Handout #1 
   
   
  Dear Friend, 
   
  We seek your assistance with an urgent matter and ask that you meet us at the Bazaar in Molvar at first light tomorrow. 
  The issue at hand goes to the good of all and your action is necessary – and this action may not be in strict accordance 
  with the unfeeling and uncaring laws of this country. 
  Your friends, 
  Sarifa and Jex 
   
  
  Ket5-05 Redemption 
   
  Page 54 
   
  Appendix Five – Maps 
   
  
  Ket5-05 Redemption 
   
  Page 55 
   
    
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/595/Normal Scenarios/KET5-05 - Redemption (APL 2-12)/KET5-05 - Redemption.pdf