TEXT: LKoK FX1 
   
   
   
   
   
   
  Evidence 
   
  A D&D Living Kingdoms of Kalamar® Adventure 
   
  by Tom and Alana Abbott 
  Edited By Troy Daniels 
   
  The heroes of Pekal have long been hoping for one thing--a call to return home. But on a visit to the 
  border of their homeland, a murder occurs, one for which they have been set up to take the fall. In order 
  to clear their good names, they must solve the murder, before anyone else is killed! 
   
   
   
   
  The title, series name if there is one, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living 
  Kingdoms of Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and 
  Company. Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and 
  Company. © Copyright 2004, Kenzer and Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, 
  D&D, RPGA, Living, the d20 system logo and the Wizards of the Coast logo are all trademarks owned by Wizards of 
  the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company under license. © 2004 Wizards of 
  the Coast, Inc 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  1
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
   
  LKoK uses ATL rather than Average Party Level 
  (APL) in an effort to offer challenging adventures 
  without massacring smaller or imbalanced 
  tables. What this means is that, to calculate the 
  ATL for a table, the levels of all the player-
  characters are added together. That number is 
  divided by six regardless of how many player-
  characters there actually are. This number 
  constitutes the party’s ATL (rounded to the 
  closest integer). If that number is not offered in 
  the adventure, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players should play in 2 tables 
  of 6 not 3 tables of four. 
   
  Once you calculate the ATL write it down here 
  as you will need it later or setting the DC of 
  certain skill checks. 
   
  __________ 
   
   
  ADVENTURE NOTES 
  This module is an official supplement to the 
  Living Kingdoms of Kalamar campaign. It is 
  designed for 4 to 6 characters ranging from 1st 
  to 13th level. It is advised that PCs go through 
  this adventure with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   
  You, the Judge (the authority figure of the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event. The 
  adventure takes place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the Judge should also have the 
  Kingdoms of Kalamar® Core Sourcebook and 
  the Kingdoms of Kalamar Player’s Guide. 
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge should read this adventure entirely no 
  less than once before playing in order to ensure 
  a precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
   
  It is mid-Snowfall, and the weather is miserable.  
  In addition to unusually nasty blizzards hitting 
  Pekal, a magnostorm has parked itself right over 
  the Inn of the Witch’s Cackle, making all 
  Conjuration (Teleportation) spells unreliable over 
  more than 30 or 40 feet.  Characters can only 
  know this if they have 10 ranks or more in 
  Knowledge (arcana).   
   
   
  MODULE NOTES 
  This module is structured slightly differently than 
  normal LKoK mods, in an attempt to be very 
  freeform and nonlinear. There are 3 Events that 
  happen in the order A, B, C.  There are 6 rooms, 
  each of which has 2 time points.  One time point 
  is marked as Before Event “X” and one is 
  marked After Event “X”.  After the Introduction, 
  the PCs can look at any 3 rooms.  Then Event A 
  happens.  After Event A, the PCs can look at 3 
  more rooms.  Then Event B happens.  The PCs 
  can go back to any of the rooms they wish at 
  any time.  After having checked all the rooms, 
  Event C happens, followed by the Conclusion.  If 
  the players solve one of the mysteries and go to 
  report it before the rest of the crimes have 
  happened, immediately proceed to the next 
  Event. 
   
  Evidence is patterned after the movie Clue, 
  although not quite so humorous or lighthearted.  
  It is a series of mysteries wrapped together, 
  three murders of totally unrelated people for 
  totally unrelated causes, all of which the PCs are 
  supposed to solve, including finding the murder 
  weapons and murderers.  Each murder has 
  several different clues given about it, so it should 
  not be necessary for any one class or skill to 
  solve the mysteries.  If none of the PCs can 
  make any of the options, feel free to try and give 
  some other hint.  Combat should not occur until 
  the very end of the module.  Maps have been 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  2
  provided for the 3 areas of the Inn of the Witch’s 
  Cackle. 
   
  This module is set entirely in the Inn of the 
  Witch’s Cackle, at the far western edge of Pekal, 
  on the Renador River, across from Kalokapeta.  
  The weather should be bad enough to 
  discourage leaving.  Feel free to have it thunder-
  snowing, with lightning striking the ground near 
  the inn.  Access to the stables is available, but 
  nobody should have the chance to leave the Inn. 
   
  DM Note: The authors have tried to provide 
  sufficient clues to solve all three murders. 
  However, this mod relies on some aspects of 
  Pekalese law.  It is illegal in Pekal to use 
  Enchantment magic on Pekalese citizens.  So 
  uses of charm person or dominate person or 
  similar magic may not be used by the PCs.  It is 
  possible that either Event A or Event B could be 
  stopped before it happens.  If this occurs, run 
  the module in a free form manner and award XP 
  as if the PCs solved the murder.  Feel free to 
  improvise any part of the module necessary. 
   
  BACKGROUND 
   
  The PCs have been asked to avoid Pekal for 
  their own safety following the events of the 2007 
  Battle Interactive, Symphony of Destruction.  
  This module has them returning to Pekal for the 
  first (and last) time.  An old friend of the 
  campaign, Captain Banilor of the Grey Legion, is 
  set to meet them at the Inn of the Witch’s 
  Cackle, to give them updates and thank them for 
  their return. 
   
  The vampire wizard Nalar has a score to settle 
  with Pekal, and arranges for a barely competent 
  rogue named Mikel to kill Captain Banilor.  Mikel 
  is unimportant, and is expected to get caught.  
  Nalar isn’t worried about retribution, but wants to 
  show he can strike anyone at any time. 
   
  Landin Starcatcher is an elf from Cilorealon sent 
  on a diplomatic mission to Prince Kafen, his 
  distant kinsman, with reports of Cilorealon’s 
  preparations and aid against Kalamar.  He is 
  killed by Grenor, a Kors hobgoblin who is spying 
  for Emperor Kabori and trying to disrupt any 
  alliances. 
   
  Ingarin Forna is a Brandobian woman, who is an 
  emissary from the King of Cosdol to Prince 
  Kafen. She is carrying a coded note describing 
  what preparations Cosdol is making before 
  launching an offensive against Kalamar.  She is 
  killed by the Halfling psion Shamhalf Sweetroot, 
  for discovering Shamhalf’s psionic abilities. 
   
  Groda Orecrusher is a dwarf from the Ka’Asa 
  Mountains seeking help for their resistance 
  movement against Emperor Kabori.  She is 
  innocent. 
   
  Zelnab the Subtle is a drow monk from the 
  Brotherhood of the Twilight Fist, in the Elos 
  Desert. Disguised as high elf, he is on a mission 
  to the Vast of which he will not speak.  He is 
  innocent. 
   
  Shelbi Lasipur is a scion of a Banetan 
  mercantile house that specializes in fish.  She 
  smells faintly fishy, but only in the literal sense.  
  She is innocent.  
   
  The innkeeper is a blunt mixed-race human 
  called Sal.  He is famous for his stew, and 
  because there is a mill attached to the inn, has 
  consistently fresh flour and excellent bread.  His 
  niece Sherry helps around the inn.  They are 
  both innocent. 
   
  Summary of Crimes: 
   
  Introduction:  Mikel kills Captain Banilor. 
  Event A: Grenor the hobgoblin kills Landin 
  Starcatcher the elf. 
  Event B: Shamhalf Sweetroot the halfling kills 
  Ingarin Forna. 
   
   
  ADVENTURE SYNOPSIS 
   
  Introduction: 
  The PCs are reintroduced to Pekal in true Grey 
  Legion fashion: They must solve a murder. 
  Unfortunately, the murder is that of their Grey 
  Legion contact, Captain Banilor.  When the 
  guards rush in, they suspect the PCs, and give 
  them one night to clear themselves.   
   
  Room 1:  
  The common room of the Inn is where the 
  guards are waiting.  The innkeeper, Sal, and his 
  niece, Sherry, have never had violence here 
  before, but can provide some information on 
  local history and goings on.  Ek’Kasel is just a 
  red herring. 
   
  Room 2: 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  3
  Room 2, on the second floor, at the top of the 
  stairs, houses a well muscled elf (Zelnab the 
  Subtle, a disguised drow) and a burly Kors 
  hobgoblin (Grenor).   
   
  Room 3: 
  Room 3, on the second floor, houses the elf 
  Landin 
  Starcatcher 
  (or 
  his 
  corpse) 
  from 
  Cilorealon.  In between Room 2 and Room 3 is a 
  secret passage, complete with spyholes and 
  treasure. 
   
  Room 4: 
  Room 4, on the second floor, houses the dwarf 
  Groda Orecrusher, a wizard on a mission for the 
  Ka’Asa 
  Mountain 
  dwarves, 
  and 
  Shamhalf 
  Sweetroot, a psion who is heading home to the 
  Mounds.   
   
  Room 5: 
  Room 5, on the third floor, is where Ingarin 
  Forna, a dumpy looking Brandobian woman is 
  staying (or her corpse is found).   
   
  Room 6:  
  Room 6, on the third floor, houses Mikel, the 
  rogue who killed Captain Banilor, and Shelbi 
  Lasipur, a fishy Banetan merchant.  
   
  Event A: 
  After any three rooms, proceed to Event A.  The 
  elf from Cilorealon, Landin Starcatcher, is found, 
  dead, by Sherry.  Killed by a bludgeoning 
  weapon, this murder is nothing like the one that 
  killed Captain Banilor.  After this, proceed with 3 
  more rooms. 
   
  Event B: 
  After all 6 rooms have been visited at least once, 
  proceed with Event B.  In Event B, Ingarin 
  Forna, the Cosdolan emissary to Prince Kafen, 
  screams and is found, dead, torn apart by what 
  looks like an animal.   
   
  Event C: 
  Event C is the finish up Event.  The PCs should 
  have the chance to check any room over again, 
  but should do so quickly.  They then need to 
  present their findings to the guards.  If the PCs 
  have identified the correct murderers, there is 
  ATL specific combat as some or all of them try 
  to escape. 
   
  Conclusion: 
  The PCs criminals are either taken into custody 
  or escape, or the PCs are arrested along with 
  everyone else in the Inn. 
   
   
  INTRODUCTION 
   
  Summary: The PCs are reintroduced to Pekal in 
  true Grey Legion fashion: They must solve a 
  murder. Unfortunately, the murder is that of their 
  Grey Legion contact, Captain Banilor.  When the 
  guards rush in, they suspect the PCs, and give 
  them one night to clear themselves. 
   
  Pass out Player Handout 1 to anyone who has 
  played “Symphony of Destruction.” Read the 
  following boxed text to characters who have 
  played “Symphony of Destruction.”    
   
  Pekal.  Home, at last.  Be it your adopted 
  homeland or place of birth, you have spilled 
  blood in her defense, and it’s good to be 
  back.  The call from the Grey Legion has you 
  here again in a time of need, and the slow 
  smile of anticipation that creeps across your 
  face is mirrored by your fellow travelers. 
   
  If no one has played “Symphony of Destruction” 
  start here.   
   
  The Inn of the Witch’s Cackle, on the border 
  with Ek’Kasel, serves many of the travelers 
  between the two countries, and has been 
  used as a meeting spot for the Grey Legion 
  before this.  A waterwheel sits in the 
  Renador River, quietly turning away as it 
  grinds the flour that provides the basis for 
  the Inn’s justifiably famous bread.  Snow 
  falls thick and fast, with thunder in the 
  distance, and foot long icicles hang from the 
  three story building and the stable.  
   
  The common room is reasonably full of 
  travelers.  A mountain dwarf sits at the bar, 
  guffawing at a joke told by a golden halfling. 
  Two high elves are talking at a table, warily 
  eyeing each other and everyone else in the 
  room.  A Kors hobgoblin dozes near the fire.  
  A Reanaarian cleric, a homely Brandobian 
  woman, and a woman of Kalamaran descent 
  who smells faintly of fish are playing a card 
  game for low stakes, while the barkeep and 
  his assistant bring drinks and stew to 
  everyone.   
   
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  4
  At the back of the room sits an old man who 
  is gently tugging on his lower lip while 
  reading a book.  He matches the description 
  of the contact you were given in the message 
  that requested your presence. 
   
  Let the PCs say what they are going to do. 
   
  The old man wheezes, “Welcome, welcome, 
  youngsters.  Bless my grey beard, but it 
  seems a right legion of ye be here.  Sit, sit, 
  take a load off yer legs.  May be we can talk 
  history and business after ye eat.” The 
  innkeeper brings over several loaves of 
  bread that smell heavenly and a stew that 
  warms you down to your toes.  After the 
  meal, the old man speaks again.   
   
  “Y’all jus’ ask the innkeep where yer room’s 
  at.  You’ll see an ol’ friend soon enough.”   
  The innkeeper directs you to the third floor 
  room at the far end of the hall.  Inside you 
  find six comfortable looking beds covered 
  with down comforters, pillows, and stout 
  wool blankets.   
   
  As you get comfortable and stow your gear, 
  an inky blackness suddenly fills the room. 
  You hear a scream from the first floor, 
  followed by a thump on second floor. 
   
  Mikel has used a deeper darkness spell stored 
  in a clay sphere that affected the entire inn (a 60 
  foot radius sphere would easily cover the entire 
  building).  The one change is that rather than 
  lasting one day/level, this spell is set to turn off 
  after 1 minute.  If someone makes a fuss, say 
  that it was right at the end of its duration and 
  had been cast previously and stored in a light 
  blocking container. This provides shadowy 
  illumination that neither darkvision nor low light 
  vision can pierce.  True seeing works to allow 
  sight.  However, an area dispel magic cast in the 
  player’s room will not work, as the center of the 
  deeper darkness spell is more than 20 feet from 
  the room.  Light does not function in the area, 
  but daylight counters the spell, leaving the 
  preceding illumination. 
   
  Let the PCs react.  Have them make Spot 
  checks on their floor if they can provide magical 
  light or vision in some manner.  They see 
  nothing and no one on the third floor.  It doesn’t 
  matter how long it takes them to get to the 2nd 
  floor, they do not get there in time to see the 
  murderer.   
   
  On the second floor they find the body of the old 
  man.  Give the PCs 4 rounds to search the area 
  and cast spells before continuing. 
   
  • 
  Search DC 10 on the body finds the old 
  man is wearing a disguise, and he isn’t 
  old at all.  Players who have played 
  “Hurry Up and Wait,” “Making a Name,” 
  “A Wrestling Good Time,” “Symphony of 
  Destruction,” “Accountability,” “House of 
  Nalar,” and possibly others recognize 
  Captain Banilor, one of the leaders of 
  the Grey Legion.  Players who know to 
  look for it do find the Grey Legion tattoo 
  on his inner lower lip. 
  • 
  Search DC 15+ATL on the body finds 
  Player Handout 2 
  • 
  Heal DC 10: Captain Banilor was 
  stabbed with a dagger. 
  • 
  Heal DC 18+ATL: The dagger didn’t kill 
  him.  The wound is too shallow and 
  hasn’t bled enough. 
  • 
  Heal DC 20+ATL: Something magical 
  seemed to steal his life force. 
  • 
  Detect Magic: reveals 3 dim auras.   
  • 
  Detect Magic plus Spellcraft DC 18 
  recognizes the quickly fading Evocation 
  aura (from the deeper darkness) 
  • 
  Detect Magic plus Spellcraft DC 20 
  recognizes 
  the 
  slowly 
  fading 
  (i.e., 
  stronger) aura of Necromancy (from the 
  slay living spell delivered by the dagger 
  thrust.) 
  • 
  Detect Magic plus Spellcraft DC 24 
  recognizes the very slowly fading aura 
  of Necromancy (from the soul bind spell 
  used to keep Captain Banilor’s soul from 
  providing information) 
  • 
  Search check DC 15+ATL find only the 
  pellet that had the deeper darkness 
  spell cast on it.  They do not find the 
  dagger, any footprints, or any way to 
  track the killer. 
   
  After 4 rounds, everybody from downstairs 
  comes running up in a group.  Read the 
  following. 
   
  “MURDERERS!  You killed the old man!” 
  cries the innkeeper.   
   
  The innkeeper is shouldered aside by three 
  men in armor who clank up the stairs. “Local 
  watch. Stand aside!” 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  5
   
  Turning to the PCs, the watch goes “You’re 
  under 
  arrest 
  for 
  murder, 
  pending 
  an 
  investigation.” 
   
  Let the PCs respond.  They should protest their 
  innocence, 
  make 
  whatever 
  Diplomacy/ 
  Bluff/Intimidate checks they want.  Try to keep 
  this from descending to combat.  Then proceed 
  with the following. 
   
  One of the guards waves the other back.  
  “Well, I see a dagger wound, and I guess 
  you’re not the only ones here carrying 
  daggers.  Tell you what.  You have 3 hours to 
  prove your innocence.  If you can catch the 
  killer, you can go free.  If not, we’ll arrest 
  everyone 
  in 
  the 
  building. 
   
  We’ll 
  be 
  downstairs.”  The guard turns to the other 
  guests.  “You all claim you were downstairs?  
  You will cooperate with the investigation and 
  return to your rooms now to be interviewed.” 
   
  The guard turns back to you.  “Better hurry, 
  mercenaries.  Murder is a hanging offense 
  and we don’t have a jail, so if you can’t give 
  me a better answer than you have so far, the 
  gallows will be busy tomorrow.  We hold you 
  responsible for all events that occur this 
  evening.  If you do find proof, bring it to us 
  and we’ll take care of it. Do NOT make an 
  arrest yourselves, understood?” 
   
  ROOM 1 
  The Common Room/The Red Room 
   
  Summary: The common room of the Inn is 
  where the guards are waiting.  The innkeeper, 
  Sal, and his niece, Sherry, have never had 
  violence here before, but can provide some 
  information on local history and goings on.  
  Ek’Kasel is just a red herring. 
   
  Time Point: Any time. 
  Sal is terrified almost to the edge of his sanity.  
  He doesn’t want to be hanged in the morning, 
  but he also doesn’t want to be left alone with the 
  PCs.  The PCs gain a +5 circumstance bonus on 
  Intimidate, but a -5 penalty on Diplomacy. 
   
  Clue Summary: 
  • 
  There is a hint that Mikel is not what he 
  claims to be. 
   
  Sal: Human (Kalamaran) Male, Exp 5, LG 
  Sherry: Human (Kalamaran) Female, Exp 3, LG 
   
  The common room has eight tables in it, a 
  large fireplace with a heavy stone mantel on 
  the east wall, and a bar on the north wall.  Off 
  to the right of the bar is the passage that 
  leads to both the stables and the stairs to the 
  second floor.   
   
  The innkeeper and his serving girl are sitting 
  in a private room.  Never have you seen more 
  stuffed animal heads staring down at you.  
  Moose, deer, elk, bighorn sheep, antelope, 
  krenshar, warg, dire bear, apes, and more 
  adorn the walls. 
    
  The innkeeper flinches from you in fear.  He 
  stammers out, “W-w-welcome to the Red 
  Room.  Please don’t hurt us.” 
   
  What is your name? 
  “Sal, milord, and this is my niece, Sherry.  I 
  own the inn and she helps me keep it 
  running.” 
   
  We didn’t kill Captain Banilor. 
  “Of course you didn’t, milord. And we 
  wouldn’t say anything if you had. Which, of 
  course, you didn’t.”  Sense Motive DC 5 
  determines that Sal will say anything to 
  ingratiate himself. 
   
  Did you know Captain Banilor? 
  “The old man? Not well. He came in every 
  few weeks for a meal.  He occasionally 
  chatted 
  with 
  people. 
  He 
  crossed 
  into 
  Ek’Kasel every once in a while, too.  I saw 
  him cross the bridge while I was in the mill. 
  But I never asked his business.” (True) 
   
  What can you tell us about other people in the 
  inn? 
  “Who are you interested in?” 
   
  Sherry: 
  Sherry responds, “You COULD ask me, you 
  know! I’m right here! You high and mighty 
  lords, so caught up in your noble titles that 
  you forget common courtesy. Well yes, it is 
  COMMON courtesy.  And it’s better than you 
  high falutin’ types ever show us or each 
  other, near as I can see.  Fighting over land, 
  women, wine, money, while we commoners 
  fund your wars and feed your gullets!  You 
  make me sick!  I work hard all day long to 
  help my uncle and what do you do? Scare 
  him half to death, you murderers!” At this, 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  6
  Sal goes white, wraps a hand around her 
  mouth to shut her up, and says, “Oh, she’s 
  just a sweet thing.  She’d never harm 
  nobody.  Anybody. Uhm…”(True) 
   
  The Elves. 
  “They didn’t come in together, and I don’t 
  think they knew each other before they got 
  here.  The well muscled one, Zelnab, was 
  slightly startled to see the other one, who 
  introduced himself as Landin Starcatcher.  
  Landin has the accent of Cilorealon, but 
  Zelnab’s I don’t recognize.  Maybe some 
  place up by Bet Kasel? (True as far as he 
  knows.  Ek’Kasel is just a red herring.)  
   
  The Dwarf 
  “Groda Orecrusher.  I think she’s a wizard or 
  some such. She’s apparently from the 
  Ka’Asa mountains, but she’s here from the 
  long way around, since she came across the 
  bridge from Ek’Kasel.” (True) 
   
  The Halfling 
  “Shamhalf Sweetroot. He’s an apothecary, 
  travels through here regularly.  He’s heading 
  home to the mounds.  He brews up a 
  wonderful headache medicine.”(True). 
   
  The Hobgoblin 
  “I think I heard his name as Grenor. My 
  hobgoblin isn’t that good.  He’s been here a 
  few days, and I don’t really know why.  He’s 
  been keeping a fairly close eye on all the 
  travelers.”(True) 
   
  The Humans 
  “The Brandobian woman is Ingarin Forna.  
  She got caught her by the blizzard.  Forna’s 
  from Cosdol, on her way to talks with the 
  Prince!  She’s got the best room in the 
  house, up on the third floor with you.  She 
  may not look like much, but she’s very 
  gracious and well spoken.” (True)  
  Knowledge (nobility and royalty) or Knowledge 
  (local: Brandobia) DC: 10 knows that the family 
  name is given first, and the personal name is the 
  second. 
   
  “The holy man from Reanaaria Bay is named 
  Mikel.  He’s very pious, a cleric of the 
  Traveler.  He didn’t mind being caught here 
  by the storm, though.  A break from walking, 
  he called it.  Besides, he likes the thunder 
  and snow.” (True, as far as he knows.) 
  Knowledge (religion) DC: 12+ATL knows that 
  this is highly unusual, even if the innkeeper 
  believes it.  The Traveler and the Storm Lord are 
  enemies and usually clerics of the Traveler don’t 
  like storms. 
   
  “The other woman is from Baneta, from a 
  Kalamaran family, the Lasipurs.  They’re a 
  well known merchant family, and Shelbi is 
  out making contacts for them.  She smells 
  slightly fishy, but I guess that’s normal for a 
  fishmonger family.  She’s headed into 
  Ek’Kasel when the weather clears up.”(True) 
   
  There is no further information to be had here, 
  and only one clue toward an actual murder, 
  regardless of when in the mod the players do 
  Room 1.  Feel free to make up local stories 
  (about the time Jimmy got caught in the mill and 
  when the dog fell in the river and whatnot). 
   
  ROOM 2 
   
  Summary: Room 2, on the second floor, at the 
  top of the stairs, houses a well muscled elf 
  (Zelnab the Subtle, a disguised drow) and a 
  burly Kors hobgoblin (Grenor). 
   
  Time Point: Before Event A.  Once Event A 
  happens, see below. 
   
  Clue Summary: 
  • 
  No clues about who killed Captain 
  Banilor.  
  • 
  Detect Magic finds Illusion (glamer) 
  magic on the high elf, from his ring of 
  chameleon power.  
  • 
  Detect Magic also finds magic on 
  Grenor's necklace, gloves, armor, and 
  mace. 
  • 
  Spot 
  Checks 
  DC 
  15+ATL: 
  The 
  hobgoblin and the “high elf” have the 
  same colored hair. 
  • 
  The hobgoblin’s bed is up against the 
  secret door, and the PCs cannot find it 
  with Search checks now.  Detect Secret 
  Doors will find the door as per the spell, 
  but would be very obvious if cast.  Elves 
  cannot get within 5 feet to gain their 
  search check. Yet. 
   
  Grenor: Male hobgoblin Ftr 7, LE 
  Zelnab: Male drow (masquerading as high elf) 
  Mnk 9, LN 
   
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  7
  Sitting in the room at the top of the stairs are 
  a Kors hobgoblin and a high elf.  The Kors is 
  seated on a bed, combing out the tangles in 
  his reddish brown fur, then putting it in 
  numerous small braids.  The occasional hair 
  gets caught in his plate armor, causing him 
  to grunt as he pulls them free. 
   
  The high elf displays impressive upper body 
  musculature as he sits in lotus position, 
  hands on his knees.  You can occasionally 
  see the play of muscles across his belly, 
  chest and arms, as sweat breaks out over his 
  body, soaking his red-tinged brunette locks.   
   
  Who are you? 
  The elf responds, “I am Zelnab, a student of 
  unarmed combat, passing through on my 
  way south.   My hirsute companion is 
  Grenor.”  The hobgoblin grunts. (True)  
  Knowledge (geography) DC: 10 knows that 
  Kalamar is south of Pekal. 
  Bardic Knowledge or Knowledge (geography): 
  DC 20+ATL knows that Zelnab’s accent is 
  similar to Dejy tribes of the Elos Desert. 
   
  Did you kill Captain Banilor? 
  Zelnab smiles sadly.  “No, I did not” (True) 
  Grenor sits up straight, gripping the mace 
  next to him.  “NO!  You accuse me because 
  of my race?” (True) 
   
  Why are you here? 
  The elf replies, “Here?  Why is here 
  important?  Let me pose you a question. If 
  you can answer it, I will answer you.  First 
  there is a mountain.  Then there is not.  Then 
  there is again. How? 
  Bardic Knowledge DC 30: This is an obscure 
  koan known to the Brotherhood of the Twilight 
  Fist, a drow monastic order. 
   
  The hobgoblin looks at the elf in disgust.  
  “All that to say ‘None of your business?’” He 
  turns to you. “Let me be more blunt.  None of 
  your business.” 
   
  Why are you rooming together/Are  
  you traveling together? 
  “Me, actually travel with a weakling elf?  I 
  tolerate his presence in this room because it 
  is affordable,” the hobgoblin grunts.  Zelnab 
  smiles.  “In truth we just met when we were 
  assigned the room.”(False for Grenor, true for 
  Zelnab.  Grenor wanted this particular room.) 
   
  Do you know any of the other patrons? 
  Zelnab shakes his head.  “I have spoken to 
  Landin Starcatcher here, but knew none of 
  them before I arrived.”(True) 
   
  Grenor ponders, and then says, “I think I saw 
  this Starcatcher elf once before, in Bet 
  Rogala. I know nothing more of him, 
  though.”(False). 
   
  Time Point: After Event A.  Anything above 
  can also be read. 
   
  Clue Summary: 
  • 
  No clues as to who killed Captain 
  Banilor 
  • 
  No clues about who killed Ingarin Forna 
  (Event B) 
  • 
  Detect Magic finds Illusion (glamer) 
  magic on the high elf, from his ring of 
  chameleon power. 
  • 
  Detect Magic also finds magic on 
  Grenor's necklace, gloves, armor, and 
  mace. 
  • 
  Spot 
  Checks 
  DC 
  15+ATL: 
  The 
  hobgoblin and the “high elf” have the 
  same colored hair, reddish-brown.  A 
  reddish brown hair was found on Landin 
  Starcatcher’s body. 
  • 
  If pressed, the “high elf” removes his 
  disguise and shows he doesn’t have 
  reddish brown hair. 
  • 
  The hobgoblin’s bed is up against the 
  secret door, but both the hobgoblin and 
  the elf are sitting on the far side of the 
  room, so it is possible to Search for the 
  door, or come into the room through the 
  secret door if found in Event A. 
  • 
  The coded note implicating Grenor. 
   
  After Starcatcher's murder, Grenor and 
  Zelnab are both standing in their room, 
  glaring at each other.  Grenor is fingering his 
  mace.  Zelnab is facing him, up on the balls 
  of his feet but hands at his sides.   
   
  “Ah, the investigators, welcome. I am sorry 
  to say that I was meditating and only came 
  out of my trance at the scream.  I saw 
  nothing, 
  and 
  know 
  nothing 
  of 
  my 
  companion’s actions,” Zelnab starts. 
   
  “Huh! You accuse me because I am a 
  hobgoblin!  All know that elves hate the 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  8
  hobgoblins, and that they have killed many 
  of us.  In fact, I was asleep.” 
   
  “Grenor, why don’t you and I step outside 
  and allow these fine detectives to examine 
  the room?  That way they can determine our 
  innocence.  The best thing we can do for the 
  deceased Landin is aide in his murderer’s 
  capture.” 
   
  Let the PCs search the room.  At this point, the 
  clues that point to both Zelnab and Grenor are: 
  The secret passage to their room, the red-brown 
  hair found on the body, and the bludgeoning 
  weapons (mace and unarmed strike).  The clues 
  that separate them are that Grenor lied about 
  knowing 
  Landin, 
  and 
  that 
  Zelnab 
  knew 
  something from a drow monastery (indicating he 
  doesn’t have red-brown hair). 
   
  • 
  Search DC: 20 finds the secret door that 
  leads to Landin’s room if they didn't 
  enter that way. 
  • 
  Search DC: 18+ATL finds both red-
  brown and white hairs.  Zelnab and 
  Grenor do not have obvious white hairs. 
  • 
  Search DC: 22+ATL finds a coded note 
  in Grenor’s bag.  
  • 
  If the note is found, Decipher Script DC: 
  15+ATL translates the note.  Pass out 
  Player Handout 3.  There isn't a code for 
  the players to break, this is supposed to 
  give a benefit to those players who took 
  Decipher Script as a skill. 
  • 
  Search DC: 22+ATL also finds the 
  papers that Grenor stole from Landin 
  Starcatcher's saddlebag, complete with 
  the match to the missing corner. 
   
  Ask the players who they currently suspect.  If 
  and only if the PCs haven’t been able to narrow 
  it down to Grenor, read the following boxed text. 
   
  As you leave the room, Grenor shoves past 
  you into the room.  Zelnab waits for the door 
  to shut.  “I have reasons such that I cannot 
  be detained.  It therefore behooves me to be 
  entirely truthful with you.”  With that, he 
  fiddles with a ring.  Color leaches out out of 
  his hair and stains his face and hands.  A 
  drow!  “I am drow, and hiding that would hurt 
  my credibility more than maintaining the 
  cover.  Please, I did not kill Landin.  If 
  possible, do not expose me, but if you must, 
  I will hold nothing against you.”  With that, 
  the drow puts his ring back on, regains his 
  high elven appearance, and steps into the 
  room. 
   
  ROOM 3 
   
  Summary: Room 3, on the second floor, houses 
  the elf Landin Starcatcher (or his corpse) from 
  Cilorealon.  In between Room 2 and Room 3 is a 
  secret passage, complete with spyholes and 
  treasure. 
   
  Time Point: Before Event A.  Once Event A 
  happens, see below. 
   
  Clue Summary: 
  • 
  Landin can narrow down who was out of 
  the room when Banilor died.  
  • 
  The secret door to room 2 can be 
  discovered, but won’t matter until after 
  Event A. 
  • 
  No clues about who killed Ingarin Forna 
  (Event B) 
   
  Landin Starcatcher: High Elf Male, Ari 8, CG. 
   
  Landin Starcatcher welcomes you into his 
  room. A bed, plush chair, and a table furnish 
  the room.  An oil painting of Prince Kafen 
  decorates the wall.  “Please, come in, come 
  in.  How can I help you?” 
   
  Did you kill Captain Banilor? 
  “No, I didn’t! I’m an ambassador from 
  Cilorealon, in Pekal to detail our support to 
  Prince Kafen.  I’ve met Captain Banilor 
  before, at official dinners, and I liked and 
  respected him.  This is a tragedy for Pekal!” 
  (True) 
   
  Can you tell us anything about Banilor’s death? 
  “Most of the occupants were still in the 
  common room.  I was sitting with Zelnab, 
  and just as the lights went out Sherry and 
  Sal had come over to serve us dinner.  The 
  halfling and the dwarf were at the next table 
  over.  Mikel, Shelbi, and Ingarin Forna were 
  out of the room, and I don’t know where 
  Grenor was.” (True) 
   
  • 
  Search DC: 20 can find the secret door 
  behind the painting to the passage to 
  room 2.  A latch hidden behind the bed 
  opens it. 
  • 
  In the passage between Room 3 and 
  Room 2, the PCs can find the holes 
  through the eyes of the painting into 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  9
  Room 3.  They also find the big treasure 
  of the mod (see the certs section).  
  These 
  certs 
  can 
  be 
  given 
  out 
  immediately. 
   
  Time Point: After Event A.  See Event A. 
   
  ROOM 4 
   
  Summary: Room 4, on the second floor, houses 
  the dwarf Groda Orecrusher, a wizard on a 
  mission for the Ka’Asa Mountain dwarves, and 
  Shamhalf Sweetroot, a psion who is heading 
  home to the Mounds.   
   
  Time Point: Before Event B.  Once Event B 
  happens, see below. 
   
  Clue Summary: 
  • 
  No clues to the death of Captain Banilor, 
  but some misleading statements. 
  • 
  No clues to the death of Landin 
  Starcatcher. 
  • 
  Hints of tension between Shamhalf 
  Sweetroot and Ingarin Forna. 
   
  Groda Orecrusher: Female mountain dwarf, 
  Wiz 9, LG 
  Shamhalf Sweetroot: Male golden halfling, 
  Psion 10, N. 
   
  Have the PCs make Listen checks.  Anyone who 
  beats a DC: 15 can hear the following.  If no one 
  beats it, skip down to the next boxed text. 
   
  As you approach the last room on the 
  second floor, you hear a dwarven voice say 
  “Why were you two talking so long?” 
   
  “Oh, nothing. Merely a philosophical 
  disagreement.  Brandobians can have a 
  problem with non-humans, and she felt the 
  need to make a disparaging comment.” 
   
  If the PC who hears this shares with the party, 
  the party can make Knowledge checks. 
  • 
  Knowledge (history, geography, nobility 
  and royalty) DC: 10 or Bardic 
  Knowledge DC: 15 knows that 
  Brandobia does in fact have a history of 
  mistreating nonhumans. 
  • 
  Knowledge (history, nobility and royalty, 
  bardic knowledge) DC: 15 or Diplomacy 
  DC: 10 knows that it would be HIGHLY 
  unusual for a diplomat to be openly 
  critical of non-humans when she is an 
  ambassador to a half-elven Prince. 
   
  Tucked in under the eaves, this room 
  appears custom built for the shorter races.  
  A steeply slanting ceiling is broken by a bay 
  window, with a bed on either side of it.  
  Potpourri sits in the bay window, giving the 
  room a pleasant, spicy scent.  
   
  Shamhalf Sweetroot is seated on a plush 
  stool at a low desk, stirring some herbs 
  together in a mortar.  Groda Orecrusher is 
  reading a book, sitting on her bed. 
   
  • 
  Knowledge (nature) DC: 15 recognizes 
  the herbs as willow bark. 
  • 
  Craft (poisonmaking) DC: 15 determines 
  that these herbs are not normal poison 
  ingredients. 
  • 
  Craft 
  (alchemy) 
  and 
  Profession 
  (apothecary) DC: 15 recognize that the 
  herbs would make a potent headache 
  medicine. 
   
  Did you kill Captain Banilor? 
  Shamhalf glares at you.  “No. I’m not even 
  carrying a dagger. But please, try ever so 
  much harder to insult us. We like being 
  oppressed.”   
   
  Groda snorts in agreement.  "Why would I 
  want to kill someone who I was hoping to 
  meet? My people need money, weapons, and 
  support, all the things the Grey Legion would 
  be good at getting to our lands.  There's no 
  reason for me to kill him. Far from it." (True, 
  they did not kill him.) 
   
  Did you know Captain Banilor? 
  Groda replies, “I’d heard of him through 
  contacts with the Grey Legion that support 
  our resistance movement in the Ka’Asa 
  Mountains. 
   
  I’d 
  never 
  met 
  the 
  man, 
  though.”(True) 
   
  Shamhalf also chimes in.  “I’d never even 
  heard of him.  Who was he? Why was he 
  important?”(False: he had heard of him 
  because the Grey Legion keeps an eye on the 
  Mounds for psionic activity). 
   
  Did you kill Landin Starcatcher? 
  Shamhalf sighs wearily. "Sir, I resent that. Do 
  you see any weapons on me at all?  I'm a 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  10
  healer, an apothecary.  I try and make people 
  better." (True) 
   
  Groda replies, "And as for me, sir, I'm a 
  wizard. If I kill someone, you'll hear it loud 
  and clear and you'll be putting out the fires 
  later.  I didn't know the elf, but seeing as I'm 
  here as an emissary asking for aid, what 
  possible logical reason could I have to kill 
  the ambassador of an ally to the nation I'm 
  dealing with?" (True) 
   
  Is there a problem with the Brandobian, Ingarin 
  Forna? 
  Shamhalf snorts. "Oh, she's just a typical 
  Brandobian.  The humans of Pekal tend to be 
  very good about accepting other races.  
  Brandobians have a special place in their 
  hearts for humans. They get a warm, fuzzy 
  feeling whenever they think they can control 
  or supplant the rest of us.  Usually, they fail, 
  but she is a wizard, as are many of the 
  nobility 
  in 
  Cosdol, 
  so 
  she 
  is 
  cause 
  for…concern… among those of us who live 
  in the Mounds." (True, but there are other 
  undertones of distrust.) 
   
  Time Point: After Event B. Once Event B 
  happens, see below. 
   
  Clue Summary: 
  • 
  No clues to the death of Captain Banilor, 
  but some misleading statements. 
  • 
  No clues to the death of Landin 
  Starcatcher. 
  • 
  Groda Orecrusher is the only surviving 
  wizard currently in the building, aside 
  from the PCs.  Ingarin Forna was killed 
  by magic. 
  • 
  Groda has no memory of killing anyone, 
  but admits that some of her prepared 
  spells are gone, and that she doesn't 
  feel as powerful as she had. 
  • 
  There were sounds of bells and blue 
  light before Ingarin Forna's death, 
  indicating psionic activity. 
  • 
  Searching the rooms finds nothing. 
  • 
  Detect psionics determines that psionics 
  were used in this room, of the Telepathy 
  discipline. 
   
  Shamhalf Sweetroot sits in the hall, hugging 
  his knees while tears leak down his face.  
  "Another murder.  Why is all this happening? 
  What did you people bring to this place?!"   
   
  Did you kill Captain Banilor or Landin 
  Starcatcher? 
  "No.  Go away and leave me alone." (True) 
   
  Did you know Captain Banilor or Landin 
  Starcatcher? 
  "No.  Go away and leave me alone." (True) 
   
  Did you kill Ingarin Forna? 
  "No.  Go away and leave me alone." (False, 
  Bluff +14) 
   
  You can kind of see the pattern to the answers.  
  Shamhalf will not talk.  When the PCs have 
  finished asking questions of Shamhalf, read the 
  following: 
   
  "Are you done yet? Fine. I'm going to go get 
  a drink downstairs.  And maybe get sick." 
   
  Groda Orecrusher is lying on her bed with a 
  hand on her head, shutting out the light.  
  "Please speak softly, I have a splitting 
  headache.  What's wrong now?" 
   
  Did you kill Captain Banilor or Landin 
  Starcatcher? 
  "No!  I'm not foolish enough to do that!  I'm 
  an ambassador and should have diplomatic 
  immunity, true.  But I want to gain allies!  
  Why would I kill people who could help my 
  cause?" 
   
  Did you kill Ingarin Forna? 
  "Uh, I don't think so?  I think I've been lying 
  here in bed, but like I said, my head wants to 
  burst." (Partially true.  Groda did kill Forna, but 
  was psionically dominated and mindwiped, so 
  does not remember doing so.) 
   
  She was killed by magic, and you're the only 
  wizard in the building. 
  "She was? I don't know.  I feel weak." She 
  lowers her hand, briefly, staring at the 
  ceiling.  "I am missing some spells.  They're 
  not in my memory!  Am I losing my mind? 
  Why would I have killed her?  Please, if I did, 
  I didn't mean to!  Help me!" (True) 
   
  What do you mean missing spells? What spells 
  are missing? 
  "I had prepared an advanced monster 
  summoning spell prepared, two  Dimension 
  Door spells, and a Stoneskin. I've lost them 
  all.   Why?" 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  11
   
  • 
  Knowledge (psionics) DC 18 would 
  know that the mindwipe power erases 
  memories and gives negative levels. 
   
  What do you remember? 
  "I was lying down to take a nap.  I thought I 
  heard some bells playing, pleasantly, in the 
  distance.  Then I woke up here, back in bed." 
  (True) 
  • 
  Knowledge (psionics) DC: 5, Knowledge 
  (arcana), DC: 10 and Bardic Knowledge 
  DC: 15,  The sound of bells frequently 
  accompanies psionics. 
  • 
  Knowledge (psionics) DC: 10, 
  Knowledge (arcana) DC: 18, Bardic 
  Knowledge DC: 23 knows that it is 
  possible to control someone's mind and 
  actions and possibly make them forget. 
  • 
  Knowledge (Local: Pekal) DC: 13 knows 
  that dwarves are not normally psionic, 
  but that golden halflings can be.  This 
  may be in player knowledge. 
   
  Where was Shamhalf? 
  "He was here, muttering to himself.  He 
  seemed upset, but I didn't want to disturb 
  him." 
   
  ROOM 5 
   
  Summary: Room 5, on the third floor, is where 
  Ingarin Forna, a dumpy looking Brandobian 
  woman is staying (or her corpse is found).   
   
  Time Point: Before Event B.  Anything later, 
  see Event B. 
   
  Clue Summary: 
  • 
  No clues to the death of Captain Banilor, 
  but some misleading statements. 
  • 
  No clues to the death of Landin 
  Starcatcher. 
  • 
  Hints of tension between Shamhalf 
  Sweetroot and Ingarin Forna. 
   
  Ingarin Forna is a statuesque woman.  Not 
  pretty by any means, she still radiates a 
  graciousness that belies her homely face.  
  "Please be welcome.  Come in, make 
  yourselves comfortable. I will endeavor to 
  aid your investigations in any manner 
  possible." 
   
  Did you kill Captain Banilor? 
  "No, I didn't.  I don't carry a dagger. I did, 
  however, check for some lingering magic 
  auras, 
  and 
  there 
  was 
  some 
  strong 
  necromantic magic around the body. Not my 
  area of specialty, but I recognize its rather 
  slimy aura.  I'm terribly sorry he is dead and 
  plan 
  to 
  offer 
  condolences 
  and 
  any 
  information I can to Prince Kafen upon my 
  arrival in Bet Rogala." (True) 
   
  Did you kill Landin Starcatcher? 
  "The elf? No.  Many in Mendarn and Eldor do 
  not like the elves, but we of Cosdol have 
  come to a better understanding of the world 
  and hope to make up for the errors of our 
  forefathers.  And it would be a foolish 
  ambassador who kills in his host country.  
  An ambassador may set up information 
  networks, but murder is a game best played 
  by those who are unknown, not those who 
  are directly under the sovereign's eye. (True) 
   
  What were you arguing about with Shamhalf 
  Sweetroot? 
  "That is a personal matter between him and 
  me.  All I will say is that the halfling is 
  involved in something dangerous to his 
  health, and I tried to advise him to give up 
  his habit."(True, but concealing the complete 
  truth) 
   
  WIth a Diplomacy DC 17+ATL, Ingarin Forna will 
  provide more information. 
   
  "Very well.  The halfling is dealing with an 
  issue that affects the mind.  It is dangerous, 
  and illegal in Pekal.  As he seems to be a 
  nice enough sort, I wanted to warn him off 
  his course before it gets him into trouble.  If 
  you have any further questions about it, I 
  suggest you ask him.  It is ultimately his 
  business. (True, but concealing the complete 
  truth) 
   
  Time Point: After Event B.  See Event B. 
   
  ROOM 6 
   
  Summary: Room 6, on the third floor, houses 
  Mikel, the rogue who killed Captain Banilor, and 
  Shelbi Lasipur, a fishy Banetan merchant. 
   
  Time Point: After Introduction.  
  Clue Summary: 
  • 
  Mikel killed Captain Banilor. 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  12
  • 
  Both Mikel and Shelbi were not in the 
  common room when Banilor died. 
  • 
  Mikel makes several blunders that 
  indicate that he is false, including 
  misstating where he's from, not knowing 
  the religion he is pretending to practice, 
  and others. 
  • 
  Mikel, being somewhat of an idiot, has 
  left the edge of a note from Nalar 
  sticking out from his saddlebag. 
  • 
  Mikel is wearing an empty sheathe. 
  • 
  Detect Magic does not find any auras of 
  magic in the room.  Mikel discarded the 
  dagger in the outhouse. 
  • 
  No clues about the death of Landin 
  Starcatcher. 
  • 
  No clues about the death of Ingarin 
  Forna. 
   
  Find out which characters have played The 
  House of Nalar.  They can remember that Nalar 
  has a home in Bet Urala, the capital of Basir.  
  They may relate this to the note in Player 
  Handout 2. 
   
  Have the PCs make Spot Checks.  If the PCs 
  beat a DC 18+ATL, they see the corner of a note 
  sticking out of Mikel's saddlebag.  In order to get 
  the note unseen or without causing a fuss, they 
  need to either distract Mikel or make a Sleight of 
  Hand check versus Mikel's Spot check. Mikel 
  has +8 to Spot.  If they succeed in getting it, give 
  them Player Handout 4. 
   
  A Spot check DC 15+ATL lets a PC see that 
  Mikel has an empty sheath for a dagger on his 
  belt. 
  A 
  Craft 
  (Weaponsmithing), 
  Craft 
  (Leatherworking), or Appraise check DC 20 sees 
  that the dagger would have been about the right 
  size for the dagger that killed Captain Banilor. 
  Shelbi's sheath has a dagger in it. 
   
  Despite the blizzard outside, the window to 
  this room is wide open.  The wind from the 
  window carries a certain odor of old fish to 
  your delicate senses.  Mikel is quietly 
  reading The Endless Journey, seated near 
  the window and breathing deeply, while 
  Shelbi Lasipur scowls at him from across the 
  room while writing in her ledger.  Whipping 
  her head about as you enter, she growls at 
  you. "Marvelous.  The investigators. If you 
  make so much as one fish joke I will do 
  bodily harm upon you and defile your 
  cooling corpse."   
   
  Mikel snorts in amusement.  "May Rostak 
  grant you passage to wherever you travel. 
  Shelbi.  May your journey be unimpeded, and 
  may the Traveler's warhammer smite aside 
  your obstacles. In other words: please leave, 
  you stink."  Shelbi just growls. 
   
  • 
  Knowledge 
  (Religion) 
  DC: 
  12 
  recognizes The Endless Journey as the 
  canon of the Traveler.  Worshippers of 
  The Traveler do not need to make a 
  check. 
  • 
  Knowledge 
  (Religion) 
  DC: 
  10 
  recognizes Rostak as the Kalamaran 
  name for The Traveler.  Worshippers of 
  The Traveler do not need to make a 
  check.  It is the common name in Pekal. 
  • 
  If the preceding check is made, anyone 
  with that information can make a 
  Knowledge (Local: Pekal) or Knowledge 
  (Geography) DC: 10 to know that Mikel 
  LOOKS 
  Reanaarian, 
  and 
  the 
  Reanaarians have a different name for 
  the Traveler (Huunaav). 
  • 
  Knowledge (Religion) DC: 18.  The 
  Traveler's 
  weapon 
  is 
  NOT 
  a 
  warhammer, 
  it's 
  a 
  quarterstaff.  
  Worshippers of the Traveler do not need 
  to make a check. 
  • 
  Knowledge (Religion) DC: 20.  There 
  are only two gods on Tellene who claim 
  the warhammer: The Storm Lord and 
  The Founder. 
   
  Smirking, Mikel closes his book and looks at 
  Shelbi.  "Look, I've ridden for four weeks 
  solid, and I haven't smelled ANYTHING as 
  bad as you between here and Bet Rogala.  I 
  wish I had a pink hydrangea to cover your 
  scent."   
   
  • 
  Ride DC 20 or Knowledge (geography) 
  DC 20 should know that it's not more 
  than a 10 day journey to Bet Rogala. 
  • 
  Knowledge (nature) DC 20+ATL knows 
  that a pink hydrangea is local to, and 
  favored in, Bet Urala, the capital of 
  Basir, in the Kalamaran empire.   
  • 
  If BOTH of the preceding checks are 
  made, a DC 20 Knowledge (geography) 
  or Ride check knows that four weeks 
  would be about right to get to Bet Urala. 
   
  To Shelbi: Did you kill Captain Banilor? 
  
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  13
  Shelbi sniffs.  "Did he die of a poisonous 
  smell? Then NO!  Did he choke on a 
  fishbone? Then NO!   I'm a FISH MERCHANT, 
  not a murderer!" (True) 
   
  To Shelbi: Where were you when Banilor died? 
   
  Require a Listen Check to hear Shelbi's 
  muttering.  The DC doesn't matter. 
   
  Blushing crimson in embarrassment, Shelbi 
  mutters under her breath. "I was going to 
  take a bath." (True) 
   
  To Shelbi: Did you kill Landin Starcatcher or 
  Ingarin Forna? 
  "Oh, so I'm not just a smelly murderer, I'm a 
  smelly MASS murderer now? NO!  Leave me 
  alone!" (True) 
   
  To Mikel: Did you kill Captain Banilor? 
  "I am a holy man!  Why would I kill Captain 
  Banilor?"  (False: He did kill Banilor.  Bluff +12) 
   
  To Mikel: Where were you when Captain Banilor 
  died?  
  "I was using the jakes!  Really, this is most 
  uncalled for" (False) 
   
  You're unusually rude for a cleric. 
  "I'm sworn to tell the truth.  Many find the 
  truth offensive." (False, Bluff +12)  
   
  It's only 10 days to Bet Rogala? 
  "Uh, yes, I know.  I stopped and helped a 
  village on the way."(False, Bluff +12) 
   
  What village? 
  ”Labat. Tiny little place." 
  Knowledge (Geography) DC: 15 or Knowledge 
  (Local: Pekal) DC:20 shows that Labat isn't 
  anywhere NEAR on the road from Bet Rogala, 
  but could be on the way from Basir via Tokis. 
   
  Have you heard of Nalar? 
  "Nalar?  Isn't he some wizard somewhere?  
  That's about all I know."  (False, he knows a 
  great deal more, having met the vampire.) 
   
  Have you been to Bet Urala? 
  "No, never.  I hope to get there someday in 
  the service of the Traveler." (False.) 
   
  The pink hydrangea is local to Bet Urala.  
  "Really?  Uhm, my mother grew flowers back 
  home in Reanaaria Bay." 
  EVENT A 
   
  Summary: After any three rooms, proceed to 
  Event A.  The elf from Cilorealon, Landin 
  Starcatcher, is found, dead, by Sherry.  Killed by 
  a bludgeoning weapon, this murder is nothing 
  like the one that killed Captain Banilor.  After 
  this, proceed with 3 more rooms 
   
  As you move about the inn, it is not a witch's 
  cackle that you hear, but a cry of fear and 
  dismay.  On the second floor, Sherry calls for 
  help. 
   
  Let the PCs react. 
   
  Sherry slumps against the wall of the 
  corridor, hands over her face in horror.  
  Tears stream down her face as she stares 
  into Landin Starcatcher's room.   
   
  Let the PCs react. Again. 
   
  Inside the room, the elf lies on his bed, 
  apparently at peace. Except for the gaping 
  wound in his head, he looks as if he could be 
  sleeping.  Blood leaks from his ears down 
  his blonde hair. A double bed, plush chair, 
  and a night table furnish the room.  An oil 
  painting of Prince Kafen decorates the wall, 
  and the thick wool rug is slowly staining red.     
   
  • 
  Heal DC: 10+ATL shows that Landin 
  was killed by a bludgeoning weapon, but 
  it could have been any bludgeoning 
  weapon. 
  • 
  Search check DC: 15+ATL finds three 
  red-brown hairs on his body.   
  • 
  Knowledge 
  (nature) 
  or 
  Bardic 
  Knowledge DC: 15 knows that reddish 
  brown is an unusual hair color for high 
  elves. 
  • 
  Spot DC 15 sees lights coming through 
  the eyes of the painting. This gives a +5 
  bonus on the Search check to find the 
  secret door. 
  • 
  Search check DC: 20 finds the hidden 
  door to Room 2. 
  • 
  There is nothing in the nightstand. 
  • 
  There are no traps in the room. 
  • 
  Characters with the Track feat can make 
  Survival checks DC: 20+ATL to follow 
  Grenor’s footprints to the secret door in 
  the painting.  The marks are made in the 
  wax on the floor.  This grants a +2 
  
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  Living Kingdoms of Kalamar 
  14
  bonus on the Search check to find the 
  secret door. 
  • 
  Detect Magic finds no magic in the room 
  beyond what the PCs are wearing. 
  • 
  If the PCs find the hidden door to room 
  2, give out all the certed potions found in 
  the secret chamber. 
  • 
  Search DC: 15 finds Landin's saddle 
  bags are entirely empty, but with a scrap 
  of paper still stuck to them.  This corner 
  matches one of the letters found in 
  Grenor's possession 
   
   
  EVENT B 
   
  Summary: After all 6 rooms have been visited 
  at least once, proceed with Event B.  In Event B, 
  Ingarin Forna, the Cosdolan emissary to Prince 
  Kafen, screams and is found dead, torn apart by 
  what looks like an animal. 
   
  Have the PCs make a Listen Check DC: 
  23+ATL.  If they pass, they very faintly hear the 
  sound of bells (This is intentionally hard. Most 
  parties should need to roll roughly a 17 on the 
  die or better to hear it).  Then read the following 
  boxed text.  
   
  You've checked almost every room in the 
  inn. Glimmers of truth run through the 
  stories you've heard, and a clear path to 
  justice is emerging.   
   
  Of course, the loud explosion coupled with 
  the roars of an animal from the third floor 
  might throw some confusion on the subject. 
   
  Smoke billows from the door of Ingarin 
  Forna's room.  Inside, the ambassador is … 
  scattered… about the room.  Blood covers 
  every wall and gushes from where Forna's 
  throat used to be.  Her limbs litter the floor, 
  and flames lick at the walls.  The curtains are 
  on fire, as is the bed, Forna's clothing, and 
  her saddle bags. 
   
  Encourage the PCs to put out the fire so that the 
  Inn doesn't burn down, if need be.  Once the 
  fires are out, the PCs can look for clues. If the 
  PCs don't put out the fire, they take 1d6 points of 
  fire damage for every round that they spend 
  searching, and can only search for 8 rounds as 
  the building burns down around them. 
   
  • 
  Heal check DC: 5 sees that she was 
  killed not by the fire, but definitely by the 
  claw marks. 
  • 
  Spot DC: 5 There is no creature in the 
  room that could have caused the 
  wounds. 
  • 
  Heal DC 20: The marks are consistent 
  with the claws and teeth of a large cat.   
  • 
  A Heal check DC 10 plus a Knowledge 
  (nature) check DC: 21 recognizes the 
  claw marks of a tiger. 
  • 
  Knowledge (arcana) DC: 21 knows that 
  a fiendish tiger could have caused the 
  same wounds. 
  • 
  Characters with the Track feat can make 
  DC: 15 Survival checks to recognize the 
  tiger tracks in the blood and loose 
  threads in the rug.  They started right in 
  the room, leap to where the body is, and 
  then circle and disappear.  There are 
  also bootprints that do not match 
  Forna's boots. 
  • 
  Detect Magic finds five auras. 
  • 
  Four of the auras are dim, and one is 
  moderate.  The dim auras focus around 
  where the tracks start.  The moderate 
  aura is on one of Forna's saddlebags. 
  • 
  Spellcraft DC: 18 identifies the dim 
  Evocation aura (probably the fireball) 
  • 
  Spellcraft DC: 19 identifies two dim 
  Conjuration (Teleportation) auras.  This 
  is the dimension door used to get the 
  mind controlled Groda and the tiger into 
  the room, and the one that took Groda 
  away. 
  • 
  Spellcraft DC: 20 identifies the dim 
  Conjuration (Summoning) aura that 
  dissipated when the tiger had killed 
  Forna and went back to its evil plane.  
  Summon monster V (Fiendish tiger) 
  • 
  Spellcraft DC: 20 identifies the moderate 
  Enchantment (Compulsion) aura of the 
  symbol of sleep protecting Forna's 
  papers. 
  • 
  Search DC: 30 finds the symbol of sleep 
  on Forna's paper without setting it off.  
  Turning it off is either a Disable Device 
  DC: 30 or a successful dispel magic vs 
  DC 20 (Caster level 9). 
  • 
  If the PCs pass the saves vs. the 
  symbol of sleep or bypass it, the 
  documents 
  inside 
  are 
  sensitive 
  agreements and guarantees between 
  Cosdol and Pekal, and should be 
  delivered directly to Prince Kafen. 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  15
  • 
  It looks like the fireball was cast by 
  Forna to defend herself against the 
  tiger. 
  • 
  Detect psionics finds no psionics in this 
  room.   
   
  EVENT C 
   
  Summary: Event C is the finish up Event.  The 
  PCs should have the chance to check any room 
  over again, but should do so quickly.  They then 
  need to present their findings to the guards.  If 
  the PCs have identified the correct murderers, 
  there is ATL specific combat as some or all of 
  them try to escape. 
   
  Have the PCs congregate back in the common 
  room with all the people in the Inn. 
   
  The lieutenant of the watch looks at you as 
  you trundle downstairs, his men elsewhere.  
  Three bodies rest under tarps near the door.  
  The occupants of the inn cannot keep their 
  eyes off the three lumps, and Sherry is 
  crying quietly in the corner.  Sal looks ready 
  to pass out. 
   
  "Two MORE murders, eh.  You better hope 
  you've got good explanations.  Otherwise 
  you twist in the wind tomorrow." 
   
  Let the PCs make their accusations and present 
  their evidence for each of the murders.   
  • 
  Mikel killed Captain Banilor with a 
  necromantic dagger. If the PCs look 
  really hard they can find the dagger in 
  the outhouse. Make this a disgusting 
  search. 
  • 
  Grenor the hobgoblin killed Landin 
  Starcatcher (the elf). 
  • 
  Groda Orecrusher killed Ingarin Forna, 
  but only because she was dominated by 
  Shamhalf Sweetroot.  Under the law, 
  Gorda Orecrusher is innocent because 
  she was mind controlled, so the true 
  criminal is Shamhalf Sweetroot. 
   
  If the PCs get all of the accusations wrong, 
  proceed to Conclusion A.  If they get some of 
  the accusations right and some wrong, proceed 
  with this encounter, but only attack them if they 
  identify the right attacker for their ATL. If they 
  get it wrong, proceed to Conclusion B.   If the 
  get all three accusations right, proceed with this 
  Encounter, then go to Conclusion C. 
   
  If the PCs get any of the accusations wrong, and 
  do not identify Mikel, Grenor, and Shamhalf 
  Sweetroot, whoever was NOT accused stays 
  quiet.  The PCs will lose experience for this.  
  The final combats ONLY occur if the right 
  person has been accused at each ATL.  ONLY 
  the criminals specified try to resist arrest at each 
  ATL. 
   
  Unless dominated by Shamhalf at higher ATLs, 
  Zelnab and Groda Orecrusher place themselves 
  between the fight and Shelbi, Sherry, and Sal.   
   
  ATL 1-3 
   
  The 
  lieutenant 
  binds 
  the 
  criminals 
  in 
  manacles, but 
  upon 
  arriving at 
  Mikel, 
  suddenly grunts as Mikel spins and plants a 
  dagger in his belly. Drawing his rapier, he 
  spits "Nalar will feed on your raised corpses, 
  swine." 
   
  Mikel: Rogue 4, hp: 26 
  Mikel will use his Improved Feint as often as 
  possible to gain the benefits of his sneak attack. 
   
  ATL 5 
   
  The 
  lieutenant 
  binds 
  the 
  criminals 
  in 
  manacles, but upon arriving at Grenor, 
  suddenly flips backward as the hobgoblin 
  swings 
  his 
  mace 
  upwards 
  into 
  the 
  watchman's face.  "Die, you rebel piglickers." 
   
  Grenor: Fighter 7, hp: 88 
   
  ATL 7 
  Grenor and Mikel are not working together in 
  their crimes, but will fight together to escape. 
   
  The lieutenant moves to bind the criminals in 
  manacles, but collapses as Mikel and Grenor 
  both strike at him, dagger and mace.  With a 
  quick glance at each other, they turn to face 
  you.   
   
  Mikel: Rogue 4, hp: 26 
  Grenor: Fighter 7, hp: 88 
   
  Mikel will use his Improved Feint as often as 
  possible to gain the benefits of his sneak attack.  
  Grenor will move to flank if he can.  
   
  ATL 9 
   
  
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  Living Kingdoms of Kalamar 
  16
  The lieutenant moves to bind the criminals in 
  manacles, but collapses with blood running 
  out his ears as he approaches Shamhalf.  
  "That pig of a dwarf was going to turn me in. 
  I'm not hanging for the College!" 
   
  Shamhalf: Psion (telepath) 10, hp: 31 
   
  Shamhalf will open up with an Augmented 
  Psionic Dominate (See Appendix II).  He 
  manifests it with 10 power points, so it affects 2 
  people within 15 feet of each other, lasts for 1 
  hour (not concentration), and the save is Will DC 
  22 to negate.  If you are feeling particularly 
  nasty, you can dominate Groda Orecrusher 
  again to gain the services of a depleted 9th level 
  wizard.  Enjoy. 
   
  ATL 11+ 
   
  The lieutenant moves to bind the criminals in 
  manacles, but collapses with blood running 
  out his ears as he approaches Shamhalf.  
  "That pig of a dwarf was going to turn me in. 
  I'm not hanging for the College!"  Mikel and 
  Grenor quickly draw weapons and move in 
  front of Shamhalf. 
   
  Shamhalf: Psion (telepath) 10, hp: 31 
  Mikel: Rogue 4, hp: 26 
  Grenor: Fighter 7, hp: 88 
   
  Mikel will use his Improved Feint as often as 
  possible to gain the benefits of his sneak attack.  
  Grenor will move to flank if he can. 
   
  Shamhalf will open up with an Augmented 
  Psionic Dominate (See Appendix II).  He 
  manifests it with 10 power points, so it affects 2 
  people within 15 feet of each other, lasts for 1 
  hour (not concentration), and the save is Will DC 
  22 to negate.  If you are feeling particularly 
  nasty, you can dominate Groda Orecrusher 
  again to gain the services of a depleted 9th level 
  wizard.  Enjoy. 
   
  CONCLUSION A 
  Read this conclusion only if the PCs didn't make 
  any of the correct accusations. 
   
  The prospect of being hung concentrates the 
  mind wonderfully.  As you climb the gallows, 
  you remember the laughter of the lieutenant 
  at your feeble accusations.  Surrounded by 
  guards, there's still the chance of a royal 
  pardon. Any minute now… 
   
  Characters can get out of this ONLY if they 
  posses the "Favor of Prince Kafen" cert.  The 
  "Fang of Vevisalakale" cert does not count.  If 
  they do not, they are hung.  They cannot be 
  raised. They were the weakest link. Goodbye. 
   
  CONCLUSION B 
  Read this conclusion if the PCs get one or two of 
  their accusations correct. 
   
  A hanging is always a disturbing site.  As the 
  bodies of the accused swing in the cold 
  winter wind, you have a nagging feeling that 
  you missed something.  Somewhere, some 
  link.  And some innocent person hangs by 
  the neck because of your actions. 
   
  CONCLUSION C 
  Read this conclusion if the PCs get all 3 
  accusations correct.   
   
  Shamhalf, Grenor, and Mikel decorate a 
  gallows.  A hanging is never pleasant, but 
  you have exacted justice this day.  The 
  country will recover from the loss of Captain 
  Banilor, and condolences and explanations 
  are on their ways to Cosdol and Cilorealon.  
  You leave the Inn of the Witches Cackle, 
  back into Pekal again.  Welcome home. 
   
   
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  17
  Experience and Treasure 
   
  Experience is awarded to PCs based on the number of adventures the PCs have played. Tier 1 is 
  awarded to PCs who have played up to 25 adventures. Tier 2 is awarded to PCs who have played 
  between 26 and 74 adventures. Tier 3 is for PCs who have played 75+ adventures. 
   
  The Campaign Staff recommends that Discretionary Experience for Role Playing be rewarded in full to all 
  players who engage in appropriate and game enhancing role play over the course of the module. 
   
  EXPERIENCE 
   
  All characters who participate receive the following: 
  Tier 1 
  Tier 2 
  Tier 3 
  Solves Captain Banilor's murder  
  150 
  300 
  450 
  Solves Landin Starcatcher's murder 
  100 
  200 
  300 
  Accuses Groda Orecrusher of killing Ingarin Forna 
                                 Or 
  Accuses Shamhalf Sweetroot of killing Ingarin Forna 
  100 
  200 
  300 
  Event C: Kills/capture the resisting criminals. 
  100 
  200 
  300 
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Discretionary Role Playing Experience 
  50 
  100 
  150 
  Total Possible 
  500 
  1000 
  1500 
   
   
   
  TREASURE 
   
  Room 2 or Event A: 6 Potions of Cure Serious Wounds, 3 potions of Lesser Restoration, 3 potions of 
  Protection from Energy, 2 potions of Heroism, 2 potions of Neutralize Poison, 2 potions of Remove Curse. 
   
  Event C: 600 Victories each from equipment resale. 
   
   
   
  OTHER AWARDS
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  18
   
  Appendix I: NPCs and Monsters 
   
   
  Mikel 
       Male Kalamar Human  Rogue 4 
       AL LE Medium Human 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +3 
       Melee: +5 (1d6+1, 18-20x2, mw rapier) 
       Ranged:  
       Full Atk: +5 (1d6+1, 18-20x2, mw rapier) 
       Base Atk: +3 Grp: +4 
       SA: Sneak attack +2d6 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 26 
       AC: 17, touch 13, flat-footed 17 
       Fort: +3, Ref: +6, Will: +0 
       SQ: Evasion, trapfinding, trap sense +1, uncanny dodge 
  ---------------------------------------------------------- 
  Spells 
   
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 12, Dex 16, Con 14, Int 14, Wis 8, Cha 14 
       Skills: Bluff +9, Disable Device +9, Escape Artist +10, Hide +10, Intimidate +9, Listen +6, Move 
  Silently +10, Open Lock +10, Search +9, Sense Motive +6, Tumble +10 
       Feats: Combat Expertise, Improved Feint, Skill Focus (Bluff) 
       Languages: Low Kalamaran, Merchant's Tongue, Reanaarese 
       Deity Worshiped: Storm Lord 
  ---------------------------------------------------------- 
  Equipment:  
  mw rapier, chain shirt 
  ---------------------------------------------------------- 
  Description and Errata 
        
       Combat Text -  
  He will use his Improved Feint at every opportunity to use his sneak attack. 
   
  Grenor 
       Male Kalamar Hobgoblin (Kors) Fighter 7 
       AL LE Medium Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +7 
       Melee: +12 (1d8+9, +1 heavy mace) 
       Ranged:  
       Full Atk: +12/+7 (1d8+9, +1 heavy mace 
       Base Atk: +7 Grp: +11 
       SA: Power Attack, Combat Reflexes 
       Speed: 20 
  ---------------------------------------------------------- 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  19
  Defense 
       hp: 88 
       AC: 20, touch 11, flat-footed 19 
       Fort: +10, Ref: +5, Will: +1 
       SQ: darkvision 
  ---------------------------------------------------------- 
  Spells 
   
  ---------------------------------------------------------- 
  Traits 
       Racial: +2 racial bonus to all Appraise and Craft checks when dealing with weapons, armor, and raw 
  metals.  +4 racial bonus to all Hide checks. 
       Abilities: Str 18, Dex 16, Con 20, Int 10, Wis 9, Cha 8 
       Skills: Hide +7, Ride +10 
       Feats: Combat Reflexes, Improved Initiative, Improved Toughness, Power Attack, Quick Draw, 
  Weapon Focus  (Heavy Mace), Weapon Specialization (Heavy Mace) 
       Languages: Hobgoblin (Kors), Low Kalamaran 
       Deity Worshiped:  
  ---------------------------------------------------------- 
  Equipment:  
  +1 heavy mace, +1 full plate armor, Periapt of Health +2, Gauntlets of Ogre Power +2. 
  ---------------------------------------------------------- 
  Description and Errata 
       reddish brown hair. 
       Combat Text -  
  Grenor uses his mace with two hands and so gains the 1.5 x Str bonus to damage. 
   
   
  Shamhalf Sweetroot 
       M Pekal Golden Halfling Psion (telepath) 10 
       AL N Small Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +0 
       Melee: +4 melee touch (power) 
       Ranged: +6 ranged touch 
       Full Atk: +4 melee touch 
       Base Atk: +5 Grp: -1 
       SA: psionic powers 
       Speed: 20 
  ---------------------------------------------------------- 
  Defense 
       hp: 61 
       AC: 23 (+1 size, +8 inertial armor, +4 deflection(mental barrier)), touch 15, flat-footed 15 
       Fort: +6, Ref: +4, Will: +10 
       SQ: low light vision 
  ---------------------------------------------------------- 
  Spells 
  Power Points-109 (has already used 14 for mindwipe and dominate) 
  Powers 1-charm, psionic, conceal thoughts, detect psionics, inertial armor, mind thrust 
  2-biofeedback, cloud mind, concussion blast, read thoughts 
  3-empathic transfer, hostile, energy wall, mental barrier, psionic blast 
  4-dominate, psionic, correspond, mindwipe, modify memory, psionic 
  5-adapt body, mind probe, psychic crush, true seeing, psionic 
  ---------------------------------------------------------- 
  Traits 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  20
       Racial: +2 racial bonus against fear 
       Abilities: Str 6, Dex 10, Con 14, Int 24, Wis 14, Cha 14 
       Skills: Bluff +15, Concentration +15, Diplomacy +19, Gather Information +5, Knowledge (Psionics) 
  +20, Profession (apothecary) +15, Psicraft +22, Sense Motive +15 
       Feats: Improved Initiative, Overchannel, Psionic Body, Psionic Endowment, Psionic Meditation, 
  Quicken Power, Talented 
       Languages: Low Kalamaran, Fhokki, Halfling, Merchant's Tongue, Low elven, Krangi 
       Deity Worshiped:  
  ---------------------------------------------------------- 
  Equipment:  
  headband of intellect +2 
  ---------------------------------------------------------- 
  Description and Errata 
        
       Combat Text -  
  Shamhalf will try and dominate other characters to protect him. He is able to use a Quickened power, a 
  normal power, and then use his move action to regain his psionic focus in one round. He will Overchannel 
  Mind Thrust against tough characters (barbarians and fighters) 
   
  Zelnab the Subtle 
       Male Elos Desert Drow Monk 
       AL LN M humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +6 
       Melee: +8 (2d8+2 x2, unarmed strike) 
       Ranged: +8/+8/+3 (1d2, shuriken) 
       Full Atk: +8/+8/+3 (2d8+2, unarmed strike) 
       Base Atk: +6 Grp: +8 
       SA: flurry of blows, unarmed strike, ki strike (magic) 
       Speed: 60 
  ---------------------------------------------------------- 
  Defense 
       hp: 64 
       AC: 19, touch 18, flat-footed 17 
       Fort: +8, Ref: +8, Will: +10 
       SQ: Darkvision, Fast Movement, Improved Evasion, Light Sensitivity, Monk AC Bonus, Purity of Body, 
  Slow Fall 40 ft, Still Mind, Wholeness of Body,  
  ---------------------------------------------------------- 
  Spells 
   
  ---------------------------------------------------------- 
  Traits 
       Racial: +2 on Craft (Alchemy) checks to identify or make poisons. +2 racial bonus to Will saves against 
  spells or spell-like effects, immune to magic sleep spells and effects, and a +2 racial bonus on saving 
  throws against enchantment spells or effects. 
       Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 19, Cha 8 
       Skills: Balance +14, Escape Artist +16, Hide +18, Jump +14, Move Silently +16, Spot +6, Tumble +14 
       Feats: Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack, Improved Trip, Mobility, 
  Stunning Fist 
       Languages: Drow, Low Kalamaran, Merchant's Tongue 
       Deity Worshiped:  
  ---------------------------------------------------------- 
  Equipment:  
  Periapt of Wisdom +2, Bracers of Armor +1, Ring of Protection +1, 15 shuriken 
  ---------------------------------------------------------- 
  
  LKoK-FX01-Evidence 
  Living Kingdoms of Kalamar 
  21
  Description and Errata 
        
       Combat Text -  
  Unless dominated, Zelnab will put himself between combat and the innocent commoners in the Inn and 
  will take no action.  His bonuses to enchantment spells and effects (racial and Still Mind) apply against 
  psionics, but due to magic and psionics being different, his bonus against spells and spell-like effects do 
  not. 
   
  Groda Orecrusher 
       Female Ka'Asa Mountains Mountain Dwarf Wizard 9 
       AL LG M Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +1 
       Melee: +1 (1d6-1, quarterstaff) 
       Ranged: +4 (spells) 
       Full Atk: +1 (1d6-1, quarterstaff) 
       Base Atk: +4 Grp: +2 
       SA: spells 
       Speed: 20 (even when encumbered) 
  ---------------------------------------------------------- 
  Defense 
       hp: 45 
       AC: 19 (+1 Dex, +4 mage armor, +4 shield), touch 11, flat-footed 18 
       Fort: +4, Ref: +2, Will: +4 
       SQ: Darkvision  
  ---------------------------------------------------------- 
  Spells 
  0 (4/day) Any 
  1 (6/day) charm person, color spray, mage armor (used), magic missile x2,  shield (used),  
  2 (5/day)  Melf's Acid Arrow, Mirror Image, Scorching Ray x2, See Invisibility 
  3 (4/day) Dispel Magic, Fireball, Haste, Vampiric Touch 
  4 (3/day) Dimension Door x2 (used), Stoneskin (lost with level drain) 
  5 (2/day) summon monster V (used), dominate person  (lost with level drain) 
  ---------------------------------------------------------- 
  Traits 
       Racial: Stonecunning, +1 vs goblinoids and orcs, +4 Dodge bonus to AC vs giants, +2 vs poison, +2 
  vs spells and spell-like effects, Stability, +2 on Appraise and Craft with metal, +2 on Survival in the 
  mountains 
       Abilities: Str 8, Dex 12, Con 16, Int 20, Wis 10, Cha 10 
       Skills: Concentration +13, Decipher Script +15, Diplomacy +6, Knowledge (arcana) +15, Knowledge 
  (local) +5, Sense Motive +4, Spellcraft +17 
       Feats: Craft Wand, Scribe Scroll, Spell Focus (Evocation), Spell Focus (Conjuration), Spell 
  Penetration, Weapon Focus (Ray) 
       Languages: Draconic, Dwarven, Low Kalamaran, Brandobian, Merchant's Tongue 
       Deity Worshiped:  
  ---------------------------------------------------------- 
  Equipment:  
  Wand of Magic Missile, 5 charges. 
  ---------------------------------------------------------- 
  Description and Errata 
        
       Combat Text -  
  Groda has 2 negative levels applied to her stat block from the mindwipe that Shamhalf manifested on her.  
  Her effective caster level is 7, and she has lost 2 spells in addition to what she used earlier. 
  
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  Appendix II: Maps 
   
  1st Floor 
   
    
    
    
    
    
    
    
    
    
    
    
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
    
   
   
  Common Room 
   
   
   
   
    
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
    
    
    
    
    
    
   
   
   
   
   
   
   
   
   
   
   
  Red 
  Room 
   
    
    
   
   
   
   
   
   
   
   
   
   
   
  Sal and Shelly 
    
    
   
   
   
   
   
   
   
   
   
   
    
   
   
   
    
    
  Stairs up 
    
  Stairs up 
    
  Stairs Up 
    
    
    
    
    
    
    
   
   
  2nd Floor 
   
    
  Room 3 
    
    
    
    
  Secret Room, With certs 
    
  Landin Starcatcher 
    
    
   
   
    
    
    
   
   
   
   
   
   
   
   
  Grenor's Bed 
    
    
    
  Stairs Up 
    
    
    
   
   
  Room 2 
    
    
    
    
    
    
    
   
   
  Zelnab 
    
  Room 4, Groda Orecrusher and Shamhalf Sweetroot 
    
    
    
   
   
   
   
   
   
   
   
    
    
    
   
   
   
   
   
   
   
   
    
    
    
    
    
    
    
    
    
   
   
    
    
  Stairs Down 
  Stairs Down 
    
  Stairs Down 
   
   
    
    
  
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  3rd Floor 
   
    
    
    
    
    
    
    
    
    
    
    
    
   
  Room 5, Ingarin 
  Forna 
    
   
  Room 6 
    
    
    
    
    
    
    
    
   
  Mikel, and 
  Shelbi  
    
    
  Stairs 
  down 
    
    
    
   
    
   
    
    
   
   
   
   
   
   
   
   
    
    
    
    
    
    
    
    
    
    
   
    
    
    
  PC's 
  Room 
   
   
   
   
    
   
    
    
    
   
   
   
   
   
   
    
   
    
    
    
   
   
   
   
   
   
    
   
    
    
    
    
    
    
    
    
    
    
    
    
    
  
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  Appendix III: Additional Rules 
   
  Psionic rules:  All psionics rules used herein are taken 
  from the System Reference Document available at 
  wizards.com. 
  PSIONIC POWERS OVERVIEW 
   
  Psionic powers spring from sentient minds. Even an 
  undead creature or a being that has no physical form 
  can create a reserve of inner strength necessary to 
  manifest powers, as long as it has an Intelligence score 
  of at least 1. Vermin possessed of hive mind ability are 
  an exception to this rule. 
   
  A psionic power is a one-time psionic effect. Psionic 
  characters and creatures need not prepare their powers 
  for use ahead of time. They either have sufficient 
  power points to manifest a power or they do not. 
   
  A power is manifested when a psionic character pays its 
  power point cost. Some psionic creatures automatically 
  manifest powers, called psi-like abilities, without paying 
  a power point cost. Other creatures pay power points 
  to manifest their powers, just as characters do. 
   
  Each power has a specific effect. A power known to a 
  psionic character can be used whenever he or she has 
  power points to pay for it. 
   
  MANIFESTING POWERS 
  Psionic characters and creatures manifest powers. 
  Whether they cost power points when manifest by a 
  psionic character, or are manifested as psi-like abilities, 
  powers’ effects remain the same. The process of 
  manifesting a power is akin to casting a spell, but with 
  significant differences. 
   
  CHOOSING A POWER 
  First you must choose which power to manifest. You 
  can select any power you know, provided you are 
  capable of manifesting powers of that level or higher. 
  To manifest a power, you must pay power points, 
  which count against your daily total. You can manifest 
  the same power multiple times if you have points left 
  to pay for it. 
   
  CONCENTRATION 
  To manifest a power, you must concentrate. If 
  something threatens to interrupt your concentration 
  while you’re manifesting a power, you must succeed on 
  a Concentration check or lose the power points 
  without manifesting the power. The more distracting 
  the interruption and the higher the level of the power 
  that you are trying to manifest, the higher the DC. 
  (Higher-level powers require more mental effort.) 
   
  Injury: Getting hurt or being affected by hostile 
  psionics while trying to manifest a power can break 
  your concentration and ruin a power. If you take 
  damage while trying to manifest a power, you must 
  make a Concentration check (DC 10 + points of 
  damage taken + the level of the power you’re 
  manifesting). The interrupting event strikes during 
  manifestation if it occurs between when you start and 
  when you complete manifesting a power (for a power 
  with a manifesting time of 1 round or longer) or if it 
  comes in response to your manifesting the power (such 
  as an attack of opportunity provoked by the 
  manifesting of the power or a contingent attack from a 
  readied action). 
   
  If you are taking continuous damage half the damage is 
  considered to take place while you are manifesting a 
  power. You must make a Concentration check (DC 10 
  + 1/2 the damage that the continuous source last dealt 
  + the level of the power you’re manifesting). 
   
  If the last damage dealt was the last damage that the 
  effect could deal then the damage is over, and it does 
  not distract you. 
  Repeated damage does not count as continuous 
  damage. 
   
  Power: If you are affected by a power while attempting 
  to manifest a power of your own, you must make a 
  Concentration check or lose the power you are 
  manifesting. If the power affecting you deals damage, 
  the Concentration DC is 10 + points of damage + the 
  level of the power you’re manifesting. If the power 
  interferes with you or distracts you in some other way, 
  the Concentration DC is the power’s save DC + the 
  level of the power you’re manifesting. For a power with 
  no saving throw, it’s the DC that the power’s saving 
  throw would have if a save were allowed. 
  Grappling or Pinned: To manifest a power while 
  grappling or pinned, you must make a Concentration 
  check (DC 20 + the level of the power you’re 
  manifesting) or lose the power. 
   
  Vigorous Motion: If you are riding on a moving 
  mount, taking a bouncy ride in a wagon, on a small 
  boat in rough water, belowdecks in a storm-tossed ship, 
  or simply being jostled in a similar fashion, you must 
  make a Concentration check (DC 10 + the level of the 
  power you’re manifesting) or lose the power. 
   
  Violent Motion: If you are on a galloping horse, taking 
  a very rough ride in a wagon, on a small boat in rapids 
  or in a storm, on deck in a storm-tossed ship, or being 
  tossed roughly about in a similar fashion, you must 
  make a Concentration check (DC 15 + the level of the 
  power you’re manifesting) or lose the power. 
   
  
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  Violent Weather: If you are in a high wind carrying 
  blinding rain or sleet, the DC is 5 + the level of the 
  power you’re manifesting. If you are in wind-driven 
  hail, dust, or debris, the DC is 10 + the level of the 
  power you’re manifesting. In either case, you lose the 
  power if you fail the Concentration check. If the 
  weather is caused by a power, use the rules in the 
  Power subsection above. 
   
  Manifesting Powers on the Defensive:  If you want 
  to manifest a power without provoking attacks of 
  opportunity, you need to dodge and weave. You must 
  make a Concentration check (DC 15 + the level of the 
  power you’re manifesting) to succeed. You lose the 
  power points without successful manifestation if you 
  fail. 
   
  Entangled: If you want to manifest a power while 
  entangled in a net or while affected by a power with 
  similar effects you must make a DC 15 Concentration 
  check to manifest the power. You lose the power if you 
  fail. 
   
  MANIFESTER LEVEL 
  The variables of a power’s effect often depend on its 
  manifester level, which is equal to your psionic class 
  level. A power that can be augmented for additional 
  effect is also limited by your manifester level (you can’t 
  spend more power points on a power than your 
  manifester level). See Augment under Descriptive Text, 
  below. 
   
  You can manifest a power at a lower manifester level 
  than normal, but the manifester level must be high 
  enough for you to manifest the power in question, and 
  all level-dependent features must be based on the same 
  manifester level. 
   
  In the event that a class feature or other special ability 
  provides an adjustment to your manifester level, this 
  adjustment applies not only to all effects based on 
  manifester level (such as range, duration, and 
  augmentation potential) but also to your manifester 
  level check to overcome your target’s power resistance 
  and to the manifester level used in dispel checks (both 
  the dispel check and the DC of the check). 
   
  POWER FAILURE 
  If you try to manifest a power in conditions where the 
  characteristics of the power (range, area, and so on) 
  cannot be made to conform, the manifestation fails and 
  the power points are wasted.  
  Powers also fail if your concentration is broken (see 
  Concentration, above). 
   
  THE POWER’S RESULT 
  Once you know which creatures (or objects or areas) 
  are affected, and whether those creatures have made 
  successful saving throws (if any were allowed), you can 
  apply whatever results a power entails. 
   
  SPECIAL POWER EFFECTS 
  Certain special features apply to all powers. 
  Attacks: Some powers refer to attacking. All offensive 
  combat actions, even those that don’t damage 
  opponents, such as disarm and bull rush, are 
  considered attacks. All powers that opponents can 
  resist with saving throws, that deal damage, or that 
  otherwise harm or hamper subjects are considered 
  attacks. Astral construct and similar powers are not 
  considered attacks because the powers themselves 
  don’t harm anyone. 
   
  Bonus Types: Many powers give creatures bonuses to 
  ability scores, Armor Class, attacks, and other 
  attributes. Each bonus has a type that indicates how the 
  power grants the bonus. The important aspect of 
  bonus types is that two bonuses of the same type don’t 
  generally stack. With the exception of dodge bonuses, 
  most circumstance bonuses, and racial bonuses, only 
  the better bonus works (see Combining Psionic and 
  Magical Effects, below). The same principle applies to 
  penalties—a character taking two or more penalties of 
  the same type applies only the worst one. 
   
  POWERS AND POWER POINTS 
  Psionic characters manifest powers, which involve the 
  direct manipulation of personal mental energy. These 
  manipulations require natural talent and personal 
  meditation. A psionic character’s level limits the 
  number of power points available to manifest powers. 
  A psionic character’s relevant high score might allow 
  him to gain extra power points. He can manifest the 
  same power more than once, but each manifestation 
  subtracts power points from his daily limit. Manifesting 
  a power is an arduous mental task. To do so, a psionic 
  character must have a key ability score of at least 10 + 
  the power’s level. 
   
  Daily Power Point Acquisition: To regain used daily 
  power points, a psionic character must have a clear 
  mind. To clear his mind, he must first sleep for 8 
  hours. The character does not have to slumber for 
  every minute of the time, but he must refrain from 
  movement, combat, manifesting powers, skill use, 
  conversation, or any other demanding physical or 
  mental task during the rest period. If his rest is 
  interrupted, each interruption adds 1 hour to the total 
  amount of time he has to rest to clear his mind, and he 
  must have at least 1 hour of rest immediately prior to 
  regaining lost power points. If the character does not 
  
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  26
  need to sleep for some reason, he still must have 8 
  hours of restful calm before regaining power points. 
   
  Recent Manifesting Limit/Rest Interruptions: If a 
  psionic character has manifested powers recently, the 
  drain on his resources reduces his capacity to regain 
  power points. When he regains power points for the 
  coming day, all power points he has used within the last 
  8 hours count against his daily limit. 
   
  Peaceful Environment: To regain power points, a 
  psionic character must have enough peace, quiet, and 
  comfort to allow for proper concentration. The psionic 
  character’s surroundings need not be luxurious, but 
  they must be free from overt distractions, such as 
  combat raging nearby or other loud noises. Exposure 
  to 
  inclement 
  weather 
  prevents 
  the 
  necessary 
  concentration, as does any injury or failed saving throw 
  the character might incur while concentrating on 
  regaining power points. 
   
  Regaining Power Points: Once the character has 
  rested in a suitable environment, it takes only an act of 
  concentration spanning 1 full round to regain all power 
  points of the psionic character’s daily limit.  
   
  Death and Power Points: If a character dies, all daily 
  power points stored in his mind are wiped away. A 
  potent effect (such as reality revision) can recover the lost 
  power points when it recovers the character. 
   
  USING STORED POWER POINTS 
  A variety of psionic items exist to store power points 
  for later use, in particular a storage device called a 
  cognizance crystal. Regardless of what sort of item stores 
  the power points, all psionic characters must follow 
  strict rules when tapping stored power points. 
   
  A Single Source: When using power points from a 
  storage item to manifest a power, a psionic character 
  may not pay the power’s cost with power points from 
  more than one source. He must either use an item, his 
  own power point reserve, or some other discrete power 
  point source to pay the manifestation cost.  
   
  Recharging: Most power point storage devices allow 
  psionic characters to “recharge” the item with their 
  own power points. Doing this depletes the character’s 
  power point reserve on a 1-for-1 basis as if he had 
  manifested a power; however, those power points 
  remain indefinitely stored. The opposite is not true—
  psionic characters may not use power points stored in a 
  storage item to replenish their own power point 
  reserves. 
   
  POWER POINTS 
  All powers have a Power Points line, indicating the 
  power’s cost. 
   
  The psionic character class tables show how many 
  power points a character has access to each day, 
  depending on level. 
  A power’s cost is determined by its level, as shown 
  below. Every power’s cost is noted in its description 
  for ease of reference. 
  
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  Table: Power Points by Power Level 
  Power Level 
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Power Point Cost
  1
  3
  5
  7
  9
  11
  13
  15
  17
   
  PSIONIC SKILLS 
   
  SKILL DESCRIPTIONS 
  The skills below relate to the use of psionics. In addition to three new skills (Autohypnosis, Psicraft, and Use Psionic 
  Device), a new category is provided for the Knowledge skill, and new uses are given for Concentration. 
   
   
  Table: Skill Synergies
  5 or more ranks in. . . 
  Gives a +2 bonus on. . .
  Autohypnosis 
  Knowledge (psionics) checks
  Concentration 
  Autohypnosis checks
  Knowledge (psionics) 
  Psicraft
  Psicraft 
  Use Psionic Device checks involving power stones 
  Use Psionic Device 
  Psicraft checks to address power stones
   
  AUTOHYPNOSIS (WIS; TRAINED ONLY) 
  You have trained your mind to gain mastery over your 
  body and the mind’s own deepest capabilities. 
  Check: The DC and the effect of a successful check 
  depend on the task you attempt. 
  Task 
  DC 
  Ignore caltrop wound 
  18 
  Memorize 
  15 
  Resist dying 
  20 
  Resist fear Fear effect 
  DC 
  Tolerate poison Poison’s 
  DC 
  Willpower 
  20 
  Ignore Caltrop Wound: If you are wounded by stepping 
  on a caltrop, your speed is reduced to one-half normal. 
  A successful Autohypnosis check removes this 
  movement penalty. The wound doesn’t go away—it is 
  just ignored through self-persuasion. 
  Memorize: You can attempt to memorize a long string of 
  numbers, a long passage of verse, or some other 
  particularly difficult piece of information (but you can’t 
  memorize magical writing or similarly exotic scripts). 
  Each successful check allows you to memorize a single 
  page of text (up to 800 words), numbers, diagrams, or 
  sigils (even if you don’t recognize their meaning). If a 
  document is longer than one page, you can make 
  additional checks for each additional page. You always 
  retain this information; however, you can recall it only 
  with another successful Autohypnosis check. 
  Resist Dying: You can attempt to subconsciously prevent 
  yourself from dying. If you have negative hit points and 
  are losing hit points (at 1 per round, 1 per hour), you 
  can substitute a DC 15 Autohypnosis check for your 
  d% roll to see if you become stable. If the check is 
  successful, you stop losing hit points (you do not gain 
  any hit points, however, as a result of the check). You 
  can substitute this check for the d% roll in later rounds 
  if you are initially unsuccessful. 
  Resist Fear: In response to any fear effect, you make a 
  saving throw normally. If you fail the saving throw, you 
  can make an Autohypnosis check on your next round 
  even while overcome by fear. If your autohypnosis 
  check meets or beats the DC for the fear effect, you 
  shrug off the fear. On a failed check, the fear affects 
  you normally, and you gain no further attempts to 
  shrug off that particular fear effect. 
  Tolerate Poison: You can choose to substitute an 
  Autohypnosis check for a saving throw against any 
  standard poison’s secondary damage or effect. This skill 
  has no effect on the initial saving throw against poison. 
  Willpower: If reduced to 0 hit points (disabled), you can 
  make an Autohypnosis check. If successful, you can 
  take a normal action while at 0 hit points without 
  taking 1 point of damage. You must make a check for 
  each strenuous action you want to take. A failed 
  Autohypnosis check in this circumstance carries no 
  direct penalty—you can choose not to take the 
  strenuous action and thus avoid the hit point loss. If 
  you do so anyway, you drop to –1 hit points, as normal 
  when disabled. 
  Action: None. Making an Autohypnosis check doesn’t 
  require an action; it is either a free action (when 
  attempted reactively) or part of another action (when 
  attempted actively). 
  
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  Try Again: Yes, for memorize and willpower uses, 
  though a success doesn’t cancel the effects of a 
  previous failure. No for the other uses. 
  Synergy: If you have 5 or more ranks in Autohypnosis, 
  you get a +2 bonus on Knowledge (psionics) checks. 
  If you have 5 or more ranks in Concentration, you get a 
  +2 bonus on Autohypnosis checks. 
   
  CONCENTRATION (CON) 
  You are particularly good at focusing your mind.  
  The following are additional uses for the concentration 
  skill. 
  Check: You must make a Concentration check 
  whenever you might potentially be distracted (by taking 
  damage, by harsh weather, and so on) while engaged in 
  some action that requires your full attention. Such 
  actions include manifesting a power, concentrating on 
  an active power, directing a power, or using a psi-like 
  ability. 
  If the Concentration check succeeds, you can continue 
  with the action as normal. If the check fails, the action 
  automatically fails and is wasted. If you were in the 
  process of manifesting a power, the power points are 
  lost. If you were concentrating on an active power, the 
  power ends as if you had ceased concentrating on it. If 
  you were directing a power, the direction fails but the 
  power remains active. If you were using a psi-like 
  ability, that use of the ability is lost. 
  The table below summarizes various types of 
  distractions that cause you to make a Concentration 
  check. If the distraction occurs while you are trying to 
  manifest a power, you must add the level of the power 
  you are trying to manifest to the appropriate 
  Concentration DC. 
   
  Concentration DC1 
  Distraction
  10 + damage dealt 
  Damaged during the action.2
  10 + half of continuous damage last dealt
  Taking continuous damage during the action.3 
  15 + power level  
  Attempting to manifest a power without its display. 
  15 
  Entangled.
  Distracting power’s save DC 
  Distracted by non-damaging power.4 
  20 
  Gain psionic focus.
  20 
  Grappling or pinned. (You can manifest powers 
  normally unless you fail your Concentration check.) 
  Distracting power’s save DC 
  Weather caused by power4
  1 If you are trying to manifest, concentrate on, or direct a power when the distraction occurs, add the 
  level of the power to the indicated DC. 
  2 Such as during the manifestation of a power with a manifesting time of 1 round or more. Also from 
  an attack of opportunity or readied attack made in response to the power being manifested (for 
  powers with a manifesting time of 1 action) or the action being taken (for activities requiring no more 
  than a full-round action). 
  3 Such as from standing in natural fire or lava.
  4 If the power allows no save, use the save DC it would have if it did allow a save.
   
  Gain Psionic Focus: Merely holding a reservoir of psionic 
  power points in mind gives psionic characters a special 
  energy. Psionic characters can put that energy to work 
  without actually paying a power point cost—they can 
  become psionically focused as a special use of the 
  Concentration skill. 
   
  If you have 1 or more power points available, you can 
  meditate to attempt to become psionically focused. The 
  DC to become psionically focused is 20. Meditating is a 
  full-round action that provokes attacks of opportunity. 
  When you are psionically focused, you can expend your 
  focus on any single Concentration check you make 
  thereafter. When you expend your focus in this 
  manner, your Concentration check is treated as if you 
  rolled a 15. It’s like taking 10, except that the number 
  you add to your Concentration modifier is 15. You can 
  also expend your focus to gain the benefit of a psionic 
  feat—many psionic feats are activated in this way. 
   
  Once you are psionically focused, you remain focused 
  until you expend your focus, become unconscious, or 
  go to sleep (or enter a meditative trance, in the case of 
  elans), or until your power point reserve drops to 0. 
   
  Action: Usually none. In most cases, making a 
  Concentration check doesn’t require an action; it is 
  either a free action (when attempted reactively) or part 
  of another action (when attempted actively). Meditating 
  to gain psionic focus is a full-round action. 
   
  Try Again: Yes, though a success doesn’t cancel the 
  effects of a previous failure, such as the loss of the 
  power points for a power being manifested or the 
  disruption of a power being concentrated on. 
   
  Special: You can use Concentration to manifest a 
  power or use a psi-like ability defensively, so as to 
  
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  avoid attacks of opportunity altogether. The DC of the 
  check is 15 + the power’s level. If the Concentration 
  check succeeds, you can manifest normally without 
  provoking any attacks of opportunity. If the 
  Concentration check fails, the power also automatically 
  fails and the power points are wasted, just as if your 
  concentration had been disrupted by a distraction. 
  A character with the Combat Manifestation feat gets a 
  +4 bonus on Concentration checks made to manifest a 
  power or use a psi-like ability while on the defensive or 
  while grappling or pinned. 
   
  Synergy: If you have 5 or more ranks in 
  Concentration, you get a +2 bonus on Autohypnosis 
  checks. 
   
  KNOWLEDGE (PSIONICS) (INT) 
  Like the Craft and Profession skills, Knowledge 
  actually encompasses a number of unrelated skills. This 
  entry specifically relates to the body of lore dealing with 
  the phenomena of psionics in all its many 
  manifestations. 
  Knowledge (psionics) covers ancient mysteries, psionic 
  traditions, psychic symbols, cryptic phrases, astral 
  constructs, and psionic races. You can use this skill to 
  identify psionic monsters and their special powers or 
  vulnerabilities. 
  Synergy: If you have 5 or more ranks in Knowledge 
  (psionics), you get a +2 bonus on Psicraft checks. 
  If you have 5 or more ranks in Autohypnosis, you get a 
  +2 bonus on Knowledge (psionics) checks. 
  Untrained: An untrained Knowledge (psionics) check 
  is simply an Intelligence check. Without actual training, 
  you know only common knowledge (DC 10 or lower). 
   
  PSICRAFT (INT; TRAINED ONLY) 
  Use this skill to identify powers as they are manifest or 
  powers already in place. 
  Check: You can identify powers and psionic effects. 
  The DCs for Psicraft checks relating to various tasks 
  are summarized on the table below. 
   
  Psicraft DC  
  Task 
  15 + power level  
  Identify a power being manifested. (You must sense the power’s display, or see some visible effect, to 
  identify a power.) No action required. No retry. 
  15 + power level 
  When manifesting detect psionics, determine the discipline involved in the aura of a single item or creature 
  you can see. (If the aura is not a power effect, the DC is 15 + 1/2 manifester level.) No action required. 
  15 + power level 
  Address a power stone to figure out what power or powers it contains. 
  20 + power level 
  Identify a power that’s already in place and in effect. You must be able to see or detect the effects of the 
  power. No action required. No retry. 
  20 + power level 
  Identify materials created or shaped by psionics, such as noting that a particular object was created using a 
  metacreativity power. No action required. No retry. 
  25 + power level 
  After rolling a saving throw against a power targeted on you, determine what that power was. No action 
  required. No retry. 
  25 
  Identify a psionic tattoo. Requires 1 minute. No retry.
  20 
  Draw a diagram to enhance manifestation of psionic dimensional anchor on a summoned creature. 
  Requires 10 minutes. No retry. The player does not see the result of this check. 
  30 or higher 
  Understand a strange or unique psionic effect, such as the effects of an outcrop of psionically resonant 
  crystal. Time required varies. No retry. 
   
  
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  Additionally, certain powers allow you to gain information about psionic effects, provided that you make a successful 
  Psicraft check as detailed in the power description. 
  Action: Varies, as noted above.  
  Try Again: See above. 
  Special: A psion gains a +2 bonus on Psicraft checks when dealing with a power or effect from his discipline. 
  If you have the Psionic Affinity feat, you get a +2 bonus on Psicraft checks. 
  Synergy: If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Psionic Device checks related to power 
  stones. 
  If you have 5 or more ranks in Use Psionic Device, you get a +2 bonus on Psicraft checks to address power stones. 
   
  USE PSIONIC DEVICE (CHA; TRAINED ONLY) 
  Use this skill to activate psionic devices, including power stones (chunks of crystal that store specific powers) and  dorjes 
  (slender crystal wands charged with several uses of the same power), that otherwise you could not activate. 
  Check: You can use this skill to address a power stone (to learn what powers are encoded on it) or to activate a psionic 
  item. This skill lets you use a psionic item as if you had the manifesting ability or class features of another class, as if you 
  were a different race, or as if you were a different alignment. 
  You make Use Psionic Device checks each time you activate a device such as a dorje. If you are using the check to 
  emulate an alignment or some other quality in an ongoing manner, you need to make the relevant emulation checks once 
  per hour. 
  You must consciously choose what to emulate. That is, you must know what you are trying to emulate when you make 
  an emulation check. The DCs for various tasks involving Use Psionic Device are summarized on the table below. 
   
  Use Psionic Device DC 
  Task 
  25 
  Activate blindly 
  25 + power level 
  Address a power stone
  See text 
  Emulate an ability score
  30 
  Emulate an alignment
  20 
  Emulate a class feature
  25 
  Emulate a race 
  20 
  Use a dorje 
  20 + manifester level 
  Use a power stone
   
  Activate Blindly: Some psionic items are activated by special specific thoughts or conceptions. You can activate such items 
  as if you were using the activation method, even if you’re not and even if you don’t know it. You do have to use 
  something equivalent. You have to wave the item around or otherwise attempt to get it to activate. You get a special +2 
  bonus if you’ve activated the item at least once before. 
   
  If you fail the check by 10 or more, you suffer brainburn. This brainburn affects you in the same way as brainburn that 
  can occur when you attempt to manifest a power from a power stone, except that the damage is 1d4 points per power 
  level instead of 1d6. Brainburn damage from activating blindly is in addition to brainburn damage from manifesting a 
  power from a power stone. 
   
  Address a Power Stone: Successfully addressing a power stone allows you to find out what power or powers it contains. 
  Doing this requires 1 minute of concentration. 
   
  Emulate an Ability Score: To manifest a power from a power stone, you need a high ability score in the appropriate ability. 
  Your effective ability score (appropriate to the class you’re emulating when you try to manifest the power from the 
  power stone) is your check result minus 15. If you already have a high enough score in the appropriate ability, you don’t 
  need to make this check. 
   
  Emulate an Alignment: Some psionic items have positive or negative effects based on your alignment. Use Psionic Device 
  lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.  
  Emulate a Class Feature: Sometimes you need to use a class feature to activate a psionic item. Your effective level in the 
  emulated class equals your check result minus 20. This skill does not let you use the class feature of another class. It just 
  lets you activate items as if you had the class feature. 
   
  
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  If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by 
  emulating an appropriate alignment as a separate check (see above). 
   
  Emulate a Race: Some psionic items work only for certain races, or work better for those of certain races. You can use 
  such an item as if you were a race of your choice. You can emulate only one race at a time. 
  Use a Dorje: Normally, to use a dorje, you must have the dorje’s power on your class power list. This use of the skill 
  allows you to use a dorje as if you had a particular power on your class power list. This use of the skill applies to other 
  power trigger psionic items, if applicable. 
   
  Use a Power Stone: Normally, to manifest a power from a power stone, you must have the power stone’s power on your 
  class power list. This use of the skill allows you to use a power stone as if you had a particular power on your class 
  power list. The DC is equal to 20 + the manifester level of the power you are trying to manifest from the power stone. 
  Note: Before you use a power stone, you must first have addressed it to determine what powers it contains. In addition, 
  manifesting a power from a power stone requires a minimum score (10 + power level) in the appropriate ability. If you 
  don’t have a high enough score, you must emulate the ability score with a separate check (see above). This use of the 
  skill applies to other power completion 
  psionic items. 
  Action: None. The Use Psionic Device check is made as part of the action (if any) required to activate the psionic item. 
  Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, you can’t try to activate 
  it again for a day. 
  Special: You cannot take 10 with this skill. 
  You can’t aid another on Use Psionic Device checks. Only the user of the item can attempt such a check. 
  A character with the Psionic Affinity feat gets a +2 bonus on Use Psionic Device checks. 
  Synergy: If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Magic Device checks related to power 
  stones. 
  If you have 5 or more ranks in Use Psionic Device, you get a +2 bonus on Psicraft checks to address power stones. 
   
  PSIONIC FEATS 
   
  Psionic feats are available only to characters and creatures with the ability to manifest powers. (In other words, they 
  either have a power point reserve or have psi-like abilities.) 
   
  Because psionic feats are supernatural abilities—a departure from the general rule that feats do not grant supernatural 
  abilities—they cannot be disrupted in combat (as powers can be) and generally do not provoke attacks of opportunity 
  (except as noted in their descriptions). Supernatural abilities are not subject to power resistance and cannot be dispelled; 
  however, they do not function in areas where psionics is suppressed, such as a null psionics field. Leaving such an area 
  immediately allows psionic feats to be used. 
   
  Many psionic feats can be used only when you are psionically focused; others require you to expend your psionic focus 
  to gain their benefit. Expending your psionic focus does not require an action; it is part of another action (such as using 
  a feat). When you expend your psionic focus, it applies only to the action for which you expended it. 
   
  OVERCHANNEL [PSIONIC] 
  You burn your life force to strengthen your powers. 
  Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 
  1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 
  points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of 
  damage. 
  The effective increase in manifester level increases the number of power points you can expend on a single power 
  manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming 
  power resistance. 
  Normal: Your manifester level is equal to your total levels in classes that manifest powers. 
   
  PSIONIC BODY [PSIONIC] 
  Your mind reinforces your body. 
  
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  Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you 
  take a new psionic feat, you gain 2 more hit points. 
   
  PSIONIC ENDOWMENT [PSIONIC] 
  You can endow your manifestations with more concentrated focus. 
  Benefit: To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power you manifest. 
   
  PSIONIC MEDITATION [PSIONIC] 
  You can focus your mind faster than normal, even under duress. 
  Prerequisite: Wis 13, Concentration 7 ranks. 
  Benefit: You can take a move action to become psionically focused. 
  Normal: A character without this feat must take a full-round action to become psionically focused. 
   
  QUICKEN POWER [METAPSIONIC] 
  You can manifest a power with a moment’s thought. 
  Benefit: To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another 
  action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only 
  one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened. 
  Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester 
  level. 
  Manifesting a quickened power does not provoke attacks of opportunity. 
   
  TALENTED [PSIONIC] 
  You can overchannel powers with less cost to yourself. 
  Prerequisite: Overchannel. 
  Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do 
  not take damage from overchanneling. 
   
  PSIONIC POWERS 
  Adapt Body 
  Psychometabolism 
  Level: Psion/wilder 5, psychic warrior 5 
  Display: Visual 
  Manifesting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) 
  Power Points: 9 
  Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, 
  extremely cold, or airless environments, allowing you to survive as if you were a creature native to that 
  environment. You can breathe and move (though penalties to movement and attacks, if any for a 
  particular environment, remain), and you take no damage simply from being in that environment. You 
  need not specify what environment you are adapting to when you manifest this power; simply activate it, 
  and your body will instantly adapt to any hostile environment as needed throughout the duration. 
  You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any 
  environmental feature that normally directly deals 1 or more dice of damage per round deals you only half 
  the usual amount of damage.  
   
  Biofeedback 
  Psychometabolism 
  
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  Level: Psion/wilder 2, psychic warrior 1 
  Display: Material and visual 
  Manifesting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  Power Points: Psion/wilder 3, psychic warrior 1 
  You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain 
  damage reduction 2/–. 
  Augment: For every 3 additional power points you spend, your damage reduction increases by 1. 
  Charm, Psionic 
  Telepathy (Charm) [Mind-Affecting] 
  Level: Telepath 1 
  Display: Mental 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid 
  Duration: 1 hour/level 
  Saving Throw: Will negates 
  Power Resistance: Yes 
  Power Points: 1 
  As the charm person spell, except as noted here. 
  Augment: You can augment this power in one or more of the following ways. 
  1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or 
  monstrous humanoid. 
  2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in 
  addition to the creature types mentioned above. 
  3. If you spend 4 additional power points, this power’s duration increases to one day per level. 
  In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC 
  increases by 1. 
  Cloud Mind 
  Telepathy [Mind-Affecting] 
  Level: Psion/wilder 2 
  Display: None 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One creature 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Power Resistance: Yes 
  Power Points: 3 
  You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. 
  This power has the following effects. 
  First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, 
  blindsight, scent, or tremorsense. It cannot pinpoint your location by any means. 
  Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or 
  directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends. 
  If you take an action that creates a sustained and obvious change in the subject’s environment—for example, 
  attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject 
  immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or 
  perceive you can use a move action to warn the subject and thereby grant it a new saving throw. 
  
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  Conceal Thoughts 
  Telepathy [Mind-Affecting] 
  Level: Psion/wilder 1, psychic warrior 1 
  Display: Mental 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One willing creature 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Power Resistance: Yes (harmless) 
  Power Points: 1 
  You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance 
  bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 
  bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe). 
  Concussion Blast 
  Psychokinesis [Force] 
  Level: Psion/wilder 2 
  Display: Auditory 
  Manifesting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: None 
  Power Resistance: Yes 
  Power Points: 3 
  A subject you select is pummeled with telekinetic force for 1d6 points of force damage. You can choose to have the 
  power deal an equal amount of nonlethal damage instead. Concussion blast always affects a subject within range 
  that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against 
  creatures with total cover or total concealment). 
  Nonmagical, unattended objects (including doors, walls, locks, and so on) may also be damaged by this power. 
  Augment: You can augment this power in one or both of the following ways. 
  1. For every 2 additional power points you spend, this power’s damage increases by 1d6 points. 
  2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target 
  cannot be more than 15 feet from another target of the power. 
  Correspond 
  Telepathy [Mind-Affecting] 
  Level: Psion/wilder 4 
  Display: Mental 
  Manifesting Time: 10 minutes 
  Range: See text 
  Target: One creature with an Intelligence score of 3 or higher 
  Duration: 1 round/level 
  Saving Throw: None 
  Power Resistance: No 
  Power Points: 7 
  You forge a passive mental link with a creature with which you have previously had physical or mental contact. The 
  subject need not be within sight or even on the same plane as you are. The subject recognizes you, and you can 
  mentally communicate with it for the duration (though nothing forces the subject to respond to you), exchanging 
  messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke 
  attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of 
  opportunity. 
  
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  Detect Psionics 
  Clairsentience 
  Level: Psion/wilder 1, psychic warrior 1 
  Display: Auditory and visual 
  Manifesting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone -shaped emanation centered on you 
  Duration: Concentration, up to 1 min./level (D) 
  Saving Throw: None 
  Power Resistance: No 
  Power Points: 1 
  You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any 
  psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the 
  Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power 
  depends on how long you study a particular area or subject. 
  1st Round: Presence or absence of psionic auras. 
  2nd Round: Number of different psionic auras and the strength of the most potent aura. 
  3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you 
  can make Psicraft checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + 
  power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic 
  item.) 
  Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal 
  weaker auras. 
   
  Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If an 
  aura falls into more than one category, detect psionics indicates the stronger of the two. Detection of an 
  overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends. 
   
  Detect Psionics 
   
  —————— Aura Strength —————— 
  Power or Item  
  Faint 
  Moderate 
  Strong 
  Overwhelming 
  Functioning power  
  (power level) 
  3rd or lower 
  4th–6th 
  7th–9th 
  10th+ 
  (deity-level) 
  Psionic item  
  (manifester level) 
  5th or lower 
  6th–11th 
  12th–20th 
  21st+ 
  (artifact) 
   
  Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in 
  the case of a psionic item). If detect psionics is manifested and directed at such a location, the power indicates an 
  aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original 
  strength: 
   
  Original Strength 
  Duration 
  Faint 
  1d6 minutes 
  Moderate 
  1d6 x 10 minutes 
  Strong 
  1d6 hours 
  Overwhelming 
  1d6 days 
   
  Each round, you can turn to detect psionics in a new area. You can tell the difference between magical and psionic 
  auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet 
  of wood or dirt blocks it. 
  Dominate, Psionic 
  Telepathy (Compulsion) [Mind-Affecting] 
  
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  Level: Telepath 4 
  Display: Mental 
  Manifesting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One humanoid 
  Duration: Concentration 
  Saving Throw: Will negates 
  Power Resistance: Yes 
  Power Points: 7 
  As the dominate person spell, except as noted here. 
  Augment: You can augment this power in one or more of the following ways. 
  1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or 
  monstrous humanoid. 
  2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in 
  addition to the creature types mentioned above. 
  3. For every 2 additional power points you spend, this power can affect an additional target. Any additional target 
  cannot be more than 15 feet from another target of the power. 
  In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC 
  increases by 1. 
  Empathic Transfer, Hostile 
  Telepathy [Mind-Affecting] 
  Level: Telepath 3, psychic warrior 3 
  Display: Auditory and material 
  Manifesting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Power Resistance: Yes 
  Power Points: 5 
  You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can 
  transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain 
  hit points equal to the amount of damage you transfer. 
  You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic 
  in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or 
  change this damage. 
  The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you 
  originally took, the transfer occurs normally and deals hit point damage to the subject. 
  Augment: You can augment this power in one or both of the following ways. 
  1. For every additional power point you spend, you can transfer an additional 10 points of damage (maximum 90 
  points per manifestation). 
  2. If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on you. 
  Energy Wall 
  Metacreativity (Creation) [see text] 
  Level: Psion/wilder 3 
  Display: Auditory 
  Manifesting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Area: An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels 
  Duration: Concentration + 1 round/ level 
  Saving Throw: Reflex half or Fortitude half; see text 
  Power Resistance: No 
  
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  Power Points: 5 
  Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile sheet of energy of 
  the chosen type formed out of unstable ectoplasm. One side of the wall, selected by you, sends forth waves of 
  energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those 
  beyond 10 feet but within 20 feet. In addition, anyone passing though the energy wall takes 2d6 points of damage +1 
  point per manifester level (maximum +20). 
  If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the 
  wall. 
  If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or 
  outward from the ring. 
  Cold: A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold 
  wall is a Fortitude save instead of a Reflex save. 
  Electricity: Manifesting a sheet of this energy type provides a +2 bonus to the save DC and a +2 bonus on 
  manifester level checks for the purpose of overcoming power resistance. 
  Fire: A sheet of this energy type deals +1 point of damage per die. 
  Sonic: A sheet of this energy type deals –1 point of damage per die and ignores an object’s hardness. 
  This power’s subtype is the same as the type of energy you manifest. 
  Inertial Armor 
  Psychokinesis 
  Level: Psion/wilder 1, psychic warrior 1 
  Display: Visual; see text 
  Manifesting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) 
  Power Points: 1; see text 
  Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane 
  armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of 
  psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. 
  Your inertial armor can be invisible or can appear as a colored glow, at your option. 
  The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor. 
  Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1. 
  Mental Barrier 
  Clairsentience 
  Level: Psion/wilder 3, psychic warrior 3 
  Display: Auditory 
  Manifesting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  Power Points: 5 
  You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection 
  bonus to Armor Class. 
  You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power 
  is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened 
  power per round. You can use this power even when it’s not your turn; however, you must manifest it prior to an 
  opponent’s attack roll in order to gain this power’s benefit against that attack. 
  Augment: You can augment this power in one or both of the following ways. 
  1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1. 
  2. For every additional power point you spend, this power’s duration increases by 1 round. 
   
   
  
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  Mind Probe 
  Telepathy (Charm) [Mind-Affecting] 
  Level: Telepath 5 
  Display: Auditory, material, and visual 
  Manifesting Time: 1 minute 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level (D) 
  Saving Throw: Will partial; see text 
  Power Resistance: Yes 
  Power Points: 9 
  All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those 
  still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s 
  knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a save 
  does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as 
  long as the power’s duration persists. 
  You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a 
  Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described 
  above. 
  Subjects that do not wish to be probed can attempt to move beyond the power’s range, unless they are somehow 
  hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your 
  mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up 
  only appropriate visual images in answer to your questions. 
  Mind Thrust 
  Telepathy [Mind-Affecting] 
  Level: Psion/wilder 1 
  Display: Auditory 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Power Resistance: Yes 
  Power Points: 1 
  You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage 
  to it. 
  Augment: For every additional power point you spend, this power’s damage increases by 1d10 points. For each 
  extra 2d10 points of damage, this power’s save DC increases by 1. 
  Mindwipe 
  Telepathy [Mind-Affecting] 
  Level: Psion/wilder 4 
  Display: Auditory, mental, and visual 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Power Resistance: Yes 
  Power Points: 7 
  You partially wipe your victim’s mind of past experiences, bestowing two negative levels upon it. If the subject has 
  at least as many negative levels as Hit Dice, it dies. For each negative level it gains, a psionic creature loses 
  
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  knowledge of one power from its highest available level, and a number of power points from its maximum power 
  point total sufficient to manifest that power. The effects of multiple negative levels stack. 
  If the subject survives, it loses these two negative levels after 1 hour. (No Fortitude save is necessary to avoid 
  gaining the negative level permanently.) 
  Augment: You can manifest this power in one or both of the following ways. 
  1. For every 2 additional power points you spend, this power’s save DC increases by 1. 
  2. For every 3 additional power points you spend, this power bestows an additional negative level on the subject. 
  Modify Memory, Psionic 
  Telepathy (Compulsion) [Mind-Affecting] 
  Level: Telepath 4 
  Display: Mental 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Permanent 
  Saving Throw: Will negates 
  Power Resistance: Yes 
  Power Points: 7 
  As the modify memory spell, except as noted here. 
  Psionic Blast 
  Telepathy [Mind-Affecting] 
  Level: Psion/wilder 3 
  Display: Auditory 
  Manifesting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-ft. cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Power Resistance: Yes 
  Power Points: 5 
  The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast 
  stuns all affected creatures for 1 round. 
  Augment: For every 2 additional power points you spend, the duration of the stun effect increases by 1 round. 
  Psychic Crush 
  Telepathy [Mind-Affecting] 
  Level: Psion/wilder 5 
  Display: Auditory 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will partial; see text 
  Power Resistance: Yes 
  Power Points: 9 
  Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target 
  must make a Will save with a +4 bonus or collapse unconscious and dying at –1 hit points. If the target succeeds on 
  the save, it takes 3d6 points of damage. 
  Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points. 
   
  
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  40
  True Seeing, Psionic 
  Clairsentience 
  Level: Psion/wilder 5 
  Display: Visual 
  Manifesting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  Power Points: 9 
  As the true seeing power, except as noted here. 
   
  
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  APPENDIX IV: Player Handout 1 
   
  Pekal needs you.  Please return home via the Inn of the Witch’s 
  Cackle.  You will be met by an old man with a grey beard and bad 
  lungs. 
   
  Good luck. 
  C. B. 
  
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  APPENDIX V: Player Handout 2 
   
   
  Fond Regards, 
  Nalar 
  
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  Living Kingdoms of Kalamar 
  43
  APPENDIX VI: Player Handout 3 
   
   
  Do not let Cilorealon communicate with Kafen. 
  Kabori. 
   
  
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  Living Kingdoms of Kalamar 
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  APPENDIX VII: Player Handout 4 
   
  Captain Banilor has inconvenienced me.  
  Reprimand him sharply.  Leave no trace beyond 
  my thank you. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/RPGA/Living Kalamar Organised Play/Adventures/LKoK-FX01-Evidence.pdf