TEXT: LKOK22 
   
   
   
   
   
   
   
  Black and White 
   
  A 1-Round D&D Living Kingdoms of Kalamar® Adventure 
   
  by Cajon Gonzales 
  Edited by Andrew Garbade 
   
  It can't be! The Sword of Kings? The legendary blade lost to history that would restore the true emperor to the 
  throne of Kalamar and reunite the empire. This pursuit could end the war ...or your lives. An adventure for 
  ATLs 1-7. 
   
   
   
  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. 
  
  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 4. 
   
  Once you calculate the ATL write it down here 
  as you will need it later for setting the DC of 
  certain skill checks. 
   
  ATL__________ 
   
   
  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 
  7th 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 Pelsday 2nd, Mid-Season Harvest (June 9th). 
  The weather has been very mild this year, and 
  the high temperatures have been lower than 
  normal. The crops are doing well, in part due to 
  the excess rains last year, but also because the 
  heat has not approached dangerous levels.  
   
  MODULE NOTES 
  The being currently named “Marik Faleco” is a 
  doppelganger who killed the real Marik two 
  years ago. This creature took over where Marik 
  left off, and since much of the actual research 
  and retrieval of the items depended on the 
  abilities of the apprentices, there has not been 
  any noticeable decline in business. 
   
  The doppelganger is eager to get its hands on 
  the Sword of Kings, and though it is taking a risk 
  by hiring adventurers to recover the item, it is in 
  keeping with Marik’s method of doing business.  
   
  BACKGROUND 
  “Marik Faleco” is an interesting man. He served 
  in the Pekal army for many years, part of the 
  time as a member of the Grey Legion. During his 
  service, he became something of a rebel, 
  frequently accomplishing his missions, but often 
  doing so using questionable methods. Though 
  his results endeared him to his commanders, 
  certain politicians were never as fond of him, 
  eventually causing his retirement. 
   
  After his retirement, Faleco began using his 
  contacts in the military to get access to locations 
  that were off-limits to normal civilians. He used 
  this access to recover important items for people 
  of note – most of the time politicians who 
  opposed those that caused his retirement. Doing 
  this for a few wealthy families enabled him to 
  hire researchers and apprentices to help his 
  efforts in acquiring truly difficult items of worth. 
  The past few years have seen his efforts 
  increase his popularity with the wealthy elite of 
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  Living Kingdoms of Kalamar 
  1
  
  Pekal, and he has gained a solid reputation as a 
  researcher and archaeologist. 
   
  Two years ago, Marik discovered an ancient 
  journal detailing the flight of several generals 
  and high-ranking military people from the 
  Kalamaran Empire. A new Emperor had just 
  assumed the throne, and they feared for their 
  safety due to their loyalty to the previous 
  Emperor as the new ruler was from a different 
  family.  
   
  The journal provided extensive information on 
  their journey, it was very vague about select 
  other details. There were hints that the generals 
  had something of great value and power that 
  they were sworn to protect, but the actual 
  description of this item was not presented 
  anywhere in the journal.  
   
  Soon after this discovery, Marik sent messages 
  to some of his contacts in the region surrounding 
  Elos Bay. One of these messages was 
  intercepted, and fearing what he might find, a 
  doppelganger was dispatched to take Marik’s 
  place.  
   
  Two months ago an apprentice working on 
  another project encountered the old legend of 
  the “Great Warrior” fighting against the northern 
  barbarian hordes. Many of the names and 
  descriptions used in the legend matched those 
  found in the journal. After a few intense weeks of 
  study, more clues were revealed about the 
  location of the “Great Warrior’s” final resting 
  place. Since then, the doppelganger has 
  decided to hire some unwitting adventurers to 
  investigate the cave and recover anything they 
  find. 
   
  ADVENTURE SYNOPSIS 
  Introduction:  
  The PCs encounter a pair of priests in 
  Independence Square arguing about the war 
  with Tokis. An older priest of the Peacemaker 
  believes that further diplomacy should be 
  attempted while a young female cleric of The 
  Valiant believes that Tokis and Kalamar have 
  already shown they intend to attack. The PCs 
  may talk to these NPCs if they choose. 
   
  Encounter 1:  
  Marik 
  Faleco 
  introduces 
  himself 
  to 
  the 
  characters, questions them about their loyalty to 
  Pekal and Kalamar, and asks them to discuss a 
  job opportunity at a small tavern outside the 
  Inner Gate. The PCs are given the opportunity to 
  investigate Marik. 
   
  Encounter 2: 
  Marik provides details of the job. It seems he 
  has found evidence he believes points to the 
  location of the Sword of Kings, the fabled 
  greatsword of Kalamar Emperors. He wishes the 
  PCs to retrieve the item. 
   
  Encounter 3: 
  The PCs find the cave and encounter a 
  hobgoblin family living in the area. They can talk 
  to the hobgoblins and discover many interesting 
  things about the region, as well as gain 
  permission to enter the cave. 
   
  Encounter 4: 
  The cavern has a cave-in blocking a passage – 
  an obvious reference to the legend. PCs must 
  choose one of two ways to gain entrance to the 
  center tunnel; either destroy valuable coal, or 
  brave the depths of water that has been 
  saturated with ore sediments.  
   
  Encounter 5: 
  The PCs discover the tomb mentioned in the 
  legend. There are a variety of strange items in 
  this cave, including a sarcophagus and the 
  mummy of a dead warrior. PCs can possibly find 
  an ancient sword, and a journal indicating the 
  search for the Sword of Kings leads another 
  direction. 
   
  Conclusion: 
  The resolution of the adventure. The PCs should 
  return to Bet Rogala and speak with Marik. 
   
   
  INTRODUCTION 
   
  Summary: The PCs encounter a pair of priests 
  in Independence Square arguing about the war 
  with Tokis. An older priest of the Peacemaker 
  believes that further diplomacy should be 
  attempted while a young female cleric of The 
  Valiant believes that Tokis and Kalamar have 
  already shown they intend to attack. The PCs 
  may talk to these NPCs if they choose. 
   
  The PCs are assumed to be out trying to buy or 
  sell wares and engage in social activity. 
   
  Today is busy in Bet Rogala and many 
  people seem to be in a hurry as they traverse 
  the city. Entering Independence Square, a 
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  Living Kingdoms of Kalamar 
  2
  
  strange sight comes into view. A large group 
  of people has gathered about two individuals 
  who are standing over the crowd arguing 
  back and forth. The crowd seems calm, and 
  nearby guards do not seem particularly 
  nervous about the situation.  
   
  As you get closer, you catch some of the 
  words between the two figures who are 
  standing on large crates so they may be 
  easily visible to people in the Square. 
   
  An older man wearing a simple robe 
  gestures toward the other, “But why must we 
  choose to fight TODAY!? Are you so sure 
  that all means to settle the problems with 
  Kalamar have been exhausted?” 
   
  Scattered clapping and cheering from the 
  crowd startles him a bit as he pauses to 
  catch his breath. 
   
  The armor-clad woman standing on a box 
  opposite 
  the 
  man 
  seems 
  momentarily 
  stunned, and then replies as if instructing a 
  child, “We must fight because they have 
  already shown their intentions! Is the Tokite 
  army not proof enough for you? Your 
  suggestions are sound when dealing with 
  reasonable people, but the Butcher Kadori is 
  known for his cruelty and tyranny, not his 
  keen diplomatic skills!” 
   
  More cheering and clapping echoes around 
  the Square as some members of the crowd 
  shout encouragement to the woman.  
   
  Strangely, some of the people in the crowd 
  near you seem familiar somehow, as if you 
  all shared a common destiny… 
   
  Encourage the players to give character 
  introductions at this point. After introductions are 
  completed, continue below with the skill checks 
  and the rest of the adventure. 
   
  There are about 75 people in the crowd at any 
  one time, though the number fluctuates slightly 
  as people stop to listen, or move on to continue 
  their tasks.  
   
  Knowledge (local – Bet Rogala) DC 12 reveals 
  that though not really a common practice, some 
  of the more zealous priests from various temples 
  come to Independence Square to try and gain 
  converts. As long as they do not speak against 
  the crown, and maintain some semblance of 
  discipline in their orations, they are allowed to 
  speak as they please. 
   
  Knowledge (religion) DC 15 reveals the old 
  man is wearing a robe common to the priests of 
  the Peacemaker. 
   
  Knowledge (religion) DC 15 reveals the 
  woman is wearing armor consistent with The 
  Valiant. 
   
  Sense Motive DC 10 reveals the guards are 
  actually keeping a close eye on the crowd.  
   
  Sense Motive DC 15 reveals the crowd does 
  not appear hostile, but rather just gathering to 
  enjoy a bit of free entertainment. 
   
  If the PCs wish to listen to or even argue with 
  one of the speakers, allow them to do so. 
  Talking points for each speaker are found in 
  Appendix I: NPCs and Monsters.  
   
  The speakers are here to try and gain converts, 
  not start riots. Neither of them is interested in 
  combat, and they attempt to flee if at all 
  possible. If combat does occur, the guards (15 
  3rd-level human male Fighters from DMG) 
  quickly enter the melee to end the fight.  
   
  When you feel it is time to move on continue to 
  Encounter 1. 
   
  PCs may return to this scene immediately after 
  Encounter 1 as they choose. After Encounter 
  1, these priests leave the square and do not 
  return. 
   
   
  ENCOUNTER 1 
  A Powerful Master 
   
  Summary: Marik Faleco introduces himself to 
  the characters, questions them about their 
  loyalty to Pekal and Kalamar, and asks them to 
  discuss a job opportunity at a small tavern 
  outside the Inner Gate. The PCs are given the 
  opportunity to investigate Marik. 
   
  As you watch the crowd, another man stops 
  near you and watches intently. “Interesting, 
  yes?” he asks. (First speaking Low Kalamaran, 
  then 
  High 
  Kalamaran, 
  then 
  Elvish, 
  then 
  Merchant’s Tongue) 
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  Living Kingdoms of Kalamar 
  3
  
   
  Allow the characters to respond for a few 
  minutes, and introduce themselves if they wish.  
   
  “My name is Marik Faleco, a servant of the 
  Powermaster. Make no mistake, I am no 
  priest, though I try to follow his teachings.” 
   
  He looks you over for a second as if 
  considering something. “Forgive me for 
  being forward, but you appear to be well-
  armed and armored for people outside of 
  uniform. Are you perhaps members of the 
  Pekal military? 
   
  “No, well, perhaps that is just as well. Not to 
  delve into your personal business, but what 
  do you think of their discussion?” he asks 
  indicating the two arguing priests. 
   
  Engage the PCs in conversation, though not in 
  an aggressive manner. For example, Marik may 
  ask them their thoughts on the war (i.e. “So, 
  what are your thoughts on the war? Do you 
  think it can be avoided?”), gauging their 
  reactions and loyalty. He has already decided to 
  offer these individuals a job, and he doesn’t 
  want 
  to offend 
  them. 
  When 
  appropriate, 
  continue below: 
   
  I have been working in Bet Rogala for some 
  time now. My business dealings involve 
  finding lost antiques and returning them to 
  light. I must confess, finding them is what I 
  enjoy most, and many of these things 
  haven’t been seen in decades or longer.” 
   
  “At any rate, I am currently engaged in an 
  assignment, but I have a lead on something 
  I’ve searched for over the past few years. 
  Unfortunately, I have no time to investigate 
  this myself, as I’m needed to direct and 
  analyze my apprentices’ current project. 
  Would this be something that would interest 
  you? Of course I would compensate you for 
  your time and expenses.” 
   
  ---------- If the PCs answer “Yes”----------- 
  “That is great to hear. I have an appointment 
  in a few minutes, but I would like to meet you 
  at Robin’s Nest – a small inn and tavern 
  outside the Inner Gate – in four bells. Please 
  be prompt. I shall purchase your dinner, and 
  we shall discuss the specifics of the 
  assignment.” 
   
   
  ---------- If the PCs answer “No”-------------- 
  “It is unfortunate that we cannot do business 
  because I had planned a very generous 
  reward for your efforts. If you reconsider, I 
  plan to dine tonight at Robin’s Nest, a quaint 
  tavern outside the Inner Gate. Good day to 
  you.”  
   
  If the PCs try to find out something about Marik 
  before the meeting, use the chart below for 
  Gather Information checks: 
   
  • 
  DC 10 – A local antique dealer tells you 
  Marik is a researcher and archaeologist who 
  manages to find old and valuable items for 
  resale here and abroad   
   
  • 
  DC 15 – One of the older town guards thinks 
  Marik carries himself like a man with military 
  training. Possibly in the infantry or scouting 
  corps, as he does not walk like a sailor or 
  cavalryman. 
   
  • 
  DC 20  – A woman running a small shop 
  specializing in rare and historical documents 
  and scrolls mentions Marik is a frequent 
  customer. Though most of his research is 
  private, she overheard a couple of his 
  apprentices talking about a special weapon 
  that has Marik interested, maybe a spear or 
  sword?  
   
  • 
  DC 25 – A wizened priest of the Temple of 
  Enchantment believes Marik’s scholarly 
  pursuits began when he joined the faithful of 
  the Powermaster; he used to be a devout 
  follower of The Holy Mother. Since his 
  conversion, most of the items he recovers 
  are those with political significance. 
   
  • 
  DC 30 – Some sailors remember a man 
  matching Marik’s description was seen on 
  the deck of a Basiran ship that attacked a 
  Pekalese Navel vessel a few months back. 
  He was dressed oddly for a sailing vessel, 
  more like a priest or scholar than a sailor. 
   
  Depending on the characters’ questions, certain 
  information from Encounter 2 may also be 
  gained with DC 25 Gather Information checks. 
  The Judge is free to provide reasonable and 
  non-vital information to the PCs in this 
  Encounter.  
   
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  Living Kingdoms of Kalamar 
  4
  
  This is also an opportunity to allow PCs to 
  wander a bit and get the feel of the market. 
  Merchants and vendors are everywhere and all 
  items in the PHB and Kalamar Player’s Guide 
  are available. If anyone asks specifically for an 
  herb or alchemical shop,  they find one that has 
  fresh mooreta (Pg. 114 of Kalamar Player’s 
  Guide) for sale at 10 gp.  
   
   
  ENCOUNTER 2 
  Devil’s in the Details 
   
  Summary: Marik provides details of the job. It 
  seems he has found evidence he believes points 
  to the location of the Sword of Kings, the fabled 
  greatsword of Kalamar Emperors. He wishes the 
  PCs to retrieve the item. 
   
  The Robin’s Nest is a small inn and tavern in 
  the outer city. Commonly used by visiting 
  travelers, or even the occasional adventurer, 
  it has a reputation for reliable service, good 
  food, 
  and 
  few 
  questions 
  asked 
  about 
  clandestine meetings.  
   
  You see Marik waiting outside the building 
  beside a large bald Kalamaran male. Seeing 
  you, Marik waves, and enters the building. 
  The large man looks your direction for a 
  moment, then follows Marik inside.  
   
  The interior of the tavern is lighted with 
  lanterns hanging on the walls. A large bar 
  takes up one side of the room, and there are 
  tables and chairs in the middle of the 
  common room floor. The large man stands at 
  the far side of the tavern beside a large table 
  where Marik is seated. 
   
  There are few other clients at this time of the 
  day, a couple of halflings who loudly discuss 
  voice their pleasure about the large mugs of 
  ale on their table, a Fhokki man sitting at the 
  bar, finishing a simple meal, and a serving 
  girl who appears to be washing tables.” 
   
  When the PCs sit down: 
   
  Thank you for coming, I do not have long, so 
  I shall explain the assignment, and let you 
  ask any questions as you desire. I will 
  answer them as well as I can. 
   
  My faith in the Powermaster teaches that 
  personal power to influence yourself and 
  others is the true path to enlightenment. I 
  say this so you may understand what I am 
  about to tell you.  
   
  A few years ago, I discovered some strange 
  documents during my research about some 
  ancient artifacts of the Kalamaran Empire. 
  These documents appeared to contain the 
  journals of a group of deposed generals and 
  their retainers as they fled the country before 
  being slaughtered by the new Emperor. 
  Implicit in these documents, but never 
  actually stated, were comments about their 
  duty to protect something until the proper 
  time to bring it back to the Empire.  
   
  Distribute Appendix III: Player Handout 1 to 
  the players at this point. 
   
  I have continued to study these documents 
  in my spare time, and expanded my research 
  into the period over the past year or so.  
   
  Last month, I came across a manuscript in 
  the library of Bet Rogala that gave me pause. 
  It was a legend that told of a powerful warrior 
  who possessed an item of great power. The 
  item in question was said to hold “the secret 
  of kings” inside its blade. The interesting 
  thing is that this legend uses many of the 
  same names in the documents I discovered 
  some years ago.  
   
  Distribute Appendix III: Player Handout 2 to 
  the players at this point. 
   
  To make this short, the legend describes the 
  warrior’s last stand against the “barbarian 
  hordes” of the north. Apparently, his death 
  was not exactly honorable, though the story 
  indicates that the barbarians were not to 
  blame for the manner of his death. To try and 
  restore this warrior’s honor, his body and 
  equipment were laid inside a cave. The 
  entrance was collapsed to ensure none 
  could disturb his remains. Through no small 
  amount of luck, I believe I have discovered 
  the cave mentioned in the story.  
   
  The cave is currently the home of a small 
  family of hobgoblins. They apparently found 
  ore inside the cave, petitioned the Miners 
  and Stoneworkers  Guild, and now work the 
  cave under the Guild’s protection. 
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  Living Kingdoms of Kalamar 
  5
  
   
  Your job is to go to the cave, gain entrance, 
  and find any evidence of the warrior or his 
  equipment.” 
   
  I am willing to pay 20 gp now and 20 more 
  when you return – whether or not you have 
  the sword. If you do in fact have the sword, I 
  shall give each of you a 100 gp bonus. I am 
  willing to purchase other interesting or 
  unusual items on a case-by-case basis. What 
  do you say? 
   
  If the PCs do not agree: 
  I understand. Please enjoy your meal, and 
  may you find that power which you deserve.” 
   
  The event is now over. The PCs do not have 
  time to find the cave before Marik hires more 
  adventurers to find the Sword. 
   
  If the PCs agree, continue: 
  “Excellent, Please understand that your 
  discretion is appreciated. Much of my 
  research 
  is 
  privately 
  funded, 
  and 
  my 
  employers value their privacy, lest some 
  scandal erupt across the city.” 
   
  When role-playing Marik make sure he doesn’t 
  give away too much information. The less they 
  know then the less likely they are to turn against 
  him, but he will still answer any questions that 
  they have. 
   
  Baruno does not speak or acknowledge the 
  PCs. He appears to be a very devoted body-
  guard, and he knows his job is to protect Marik, 
  not chat with PCs.  
   
  Here are some guidelines that may help direct 
  the conversation:   
   
  • 
  The offer of payment is non-negotiable. 
  (True) 
   
  • 
  Many of my clients are from powerful 
  families, and my research often involves 
  incidents or situations which, if commonly 
  known, would cause embarrassment and 
  political problems. (True) 
   
  • 
  I have been a merchant for a few years now 
  and I love the challenge of finding things that 
  have eluded everyone else; the pay is nice 
  as well (True) 
   
  • 
  My past history is just that, history. Suffice to 
  say I can take care of myself in a brawl, but 
  generally know enough to avoid them. 
  (True) 
   
  • 
  My business is private, and while we may 
  end up being close associates, I am 
  unwilling to divulge too many of my secrets 
  just yet. (True) 
   
  • 
  My body guard is Baruno and he has been 
  with me for two years now. You are free to 
  speak with him, though he is unable to 
  answer – his tongue was removed when he 
  was the prisoner of Orc tribes to the south. 
  (False, 
  his 
  tongue 
  was 
  cut 
  out 
  by 
  Hobgoblins; Marik doesn’t say this to 
  minimize any suspicion it may cause the 
  PCs to have about his motives) 
   
  • 
  The weapon I seek is a greatsword, 
  magnificently designed and forged, with a 
  jewel-encrusted hilt. It glows with a pale 
  purple light if unsheathed – though it must 
  not be fully drawn! Only a person of “true 
  blood” can draw the sword – the legend tells 
  of tragedy befalling thieves who attempted 
  to steal the sword; they were found the next 
  morning with their hands burned off – it is 
  said the sword is able to protect itself. (True) 
   
  • 
  I believe this sword may be the linchpin to 
  the war with Kalamar. If it is what I suspect, 
  (the Sword if Kings) it shall reunite the 
  ancient Thedorus bloodline, and result in a 
  more moderate Emperor on the throne – 
  one who would be willing to work with Pekal, 
  not conquer it. (True) 
     
  • 
  I have not attempted to gain entrance to the 
  cave. (False, he tried to sneak in but 
  escaped before the hobgoblins detected 
  him) 
   
  • 
  If I gain the sword, I intend to reveal its 
  existence to Prince Kafen; he is a great 
  politician, and I shall let him guide my 
  actions on the matter. (True, though he 
  seems to be skirting on the edge of truth) 
   
  • 
  My religion tasks me to look for ways to gain 
  influence; I can think of no better way to 
  achieve this than to be the one behind the 
  return of the sword. After all, what better 
  influence is there than to stop the needless 
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  6
  
  slaughter of thousands of men and women? 
  (True with respect to the tenets of the 
  Powermaster, False with respect to his 
  comments on stopping the slaughter) 
   
  • 
  The cave is two days away by horse. It is 
  north of Bet Rogala; take the North 
  Merchant Way until Thimidu; from there go 
  northwest until Lubathruidu. There is a large 
  peak rising nearly 4,000 feet above Lake 
  Eb’Sobet about 8 miles northwest of 
  Lubathruidu; the mine is off a small dusty 
  road in the foothills of the mountain. (True) 
   
  • 
  My loyalty can only be proven by my service 
  to Pekal for over 18 years in the military. 
  Most of that time was spent on special 
  assignments. (True, if investigated, Marik 
  Faleco spent almost 19 years in the Army; 
  only those PCs who have certed favors from 
  Military NPCs earned in other modules learn 
  this information, others are assumed not to 
  have the proper connections inside the 
  military)  
   
  Spot/Sense Motive DC 15 reveals he rubs 
  his lower lip as he says this; some PCs may 
  know members of the Grey Legion have 
  tattoos inside their lower lip (tattoo possibly 
  encountered in With Thine Eyes), others 
  may suspect with Knowledge (local – Pekal) 
  DC 15 or other similar skill DC 20. 
   
  • 
  PCs must leave in the morning, and return 
  within six days. They may contact Marik at 
  his shop off Thedorus’ Way in the Merchant 
  District. (True) 
   
  • 
  Burial customs for important or honored 
  bodies varied depending on tribe, but most 
  barbarians either wrapped the corpse in 
  strips of cloth (i.e. mummified), or cut a 
  shallow grave, placed the body inside, then 
  piled rocks on the body, forming a small 
  mound about six feet long, three feet wide, 
  and two feet high. (True) 
   
  Marik confirms the weapon is the Sword of 
  Kings if pushed, though he doesn’t use that term 
  of his own choice.  
   
  PCs using Knowledge (history): 
  • DC 15 – The sword was the symbol of 
  Emperor Thedorus I of Kalamar hundreds of 
  years ago. It was lost during the acension of 
  Emperor Vilik and House Bakar. 
  • DC 20 – It is rumored that a loyal retainer of 
  Emperor Thedorus gave his life so the sword 
  could be crafted.  
  • DC 25 – The man who died to craft the sword 
  was Rovak Fen’doral, a paladin of Deb’fo. 
  This man’s image is engraved on the 
  infamous Silver Dragon coins (Kalamar 
  Campaign Setting pg. 36) 
   
   
  ENCOUNTER 3 
  Honor Above All 
   
  Summary: The PCs find the cave and 
  encounter a hobgoblin family living in the area. 
  They can talk to the hobgoblins and discover 
  many interesting things about the region, as well 
  as gain permission to enter the cave. 
   
   
  The days of travel pass quickly for your 
  party. Spring is in full season, and the 
  weather is perfect for overland journeys – 
  not too cold at night, and not too warm 
  during the day. The clear sky allows you to 
  easily see mountains in the distance, and the 
  plains have begun to give way to gently 
  rolling hills. 
   
  Not three hours have passed since sunrise 
  when you descend upon a small house next 
  to a large series of hills. Two hobgoblin 
  women hang laundry while another tills a 
  small garden. Six smaller hobgoblins are 
  chasing each around the yard involved in a 
  game of what appears to be tag, though 
  there is quite a bit more wrestling and 
  tackling involved than most other races 
  would allow. They all appear to have very 
  much more hair than most other hobgoblins 
  you’ve seen. 
   
  The PCs are 200 feet away from the house, and 
  it does not appear they have been noticed yet. 
  There is a large cave about 100 feet away from 
  the house in the side of a large hill.  
   
  They are Kors hobgoblins (various skills DC 15). 
  These tribes are typically found in Kalamar, 
  serving Emperor Kabori. These are not loyal to 
  Kabori, and in fact probably hate him more than 
  the PCs. 
   
  If the PCs attempt to talk to the hobgoblins: 
  When the PCs announce they are approaching  
  house, have one of the boys point at them and 
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  say something to one of the women (“Look!”). 
  She immediately alerts the other females and 
  they begin gathering the children inside the 
  house. 
  Hurgoth 
  emerges 
  moments 
  later, 
  followed by Larz and Durath. 
   
  If the PCs try to sneak into the mine: 
  If they want to sneak to the cave, allow them to 
  make Hide and Move Silently checks to avoid 
  the hobgoblins. It is assumed the PCs try to go 
  back down the path and find a way to either 
  come over the hills or at least sneak near them. 
  Use your best judgment, though creative and 
  realistic methods to circumvent the hobgoblins 
  should be allowed if at all possible! The 
  hobgoblins’ stats are found in Appendix 1: 
  NPCs and Monsters.  
   
  If discovered, the Hurgoth, Larz, and Durath 
  come out of the house and try to drive the PCs 
  away. The PCs still have a chance to negotiate 
  at this point, though all DCs are increased by 5.  
   
  Continue here if the PCs have chosen to 
  negotiate: 
   
  A large hobgoblin man exits the house 
  wearing a large leather smock, and loose 
  fitting clothes. The most striking feature is 
  his long and wild-looking beard. His hair is 
  pulled into tight braids to the side of his 
  head, but his beard is unkempt. He stands 
  about six and half feet tall and has reddish-
  brown skin that match his eyes. Another two 
  hobgoblins emerge from the house in similar 
  garb and appearance, though their skin is a 
  few shades darker than the larger figure. 
   
  Hurgoth first wants to know why the PCs are 
  here. If they do not say they are there on behalf 
  of the Guild, he tells them they are then 
  trespassing and must leave.  
   
  He is not unreasonable, but he is very Lawful; 
  the Guild has put this mine under his care, but 
  he believes he must follow their rules or they 
  would take it away. If he believes the PCs are 
  going to do any of the following things, he does 
  not allow them inside: 
   
  1)  Destroy the mine 
  2)  Harm him or his family 
  3)  Damage any unmined coal inside the mine 
  without paying restitution 
  4)  Try to steal any coal 
   
  After a few minutes of conversation, allow the 
  PCs to make Diplomacy checks DC 20 to 
  convince him they are not here for any of the 
  reasons listed above. Success results in 
  Hurgoth inviting them to share dinner. Failure 
  means they have to keep trying to convince him.  
   
  If the PCs succeed, Hurgoth invites them to dine 
  with his family. 
   
  Hobgoblin Dinner: 
  The menu is venison, chicken broth, bread, and 
  some scrub vegetables. The fare is not very 
  tasty to those PCs used to more upper-class 
  establishments, but it is filling. Characters from 
  rural or martial backgrounds recognize the 
  cooking style as one commonly used away from 
  civilized areas – few spices, smaller portions, 
  and lots of broth. PCs have the choice of apple 
  cider, carrot juice, or water.  
   
  It is a grave insult if any PCs refuse to eat once 
  at the table. Any PCs with hobgoblin or orc 
  blood would be aware of this tradition. Typical 
  knowledge skills have a DC 10 to know this 
  information. 
   
  Hurgoth continues to talk to the PCs. Eventually, 
  some of the younger children ask some of the 
  PCs to play a game. They are very excitable, 
  and generally tougher than human or elven 
  children of the same age. “Tag” is the game of 
  choice. If any PCs participate, they receive 1d3 
  subdual points of damage.  
   
  The Judge is encouraged to create a small story 
  instead of just rolling the subdual damage (i.e. 
  “… as you turn the corner of the house, three of 
  the children barrel into you, all yelling something 
  unintelligible. They get up and run, providing 
  evidence that you are in fact ‘it’ in this game of 
  tag.”   
   
  As long as none of the PCs gives offense by 
  sitting down and refusing to eat, and at least one 
  plays tag with the children, Hurgoth allows them 
  to enter the mine.  
   
  If the PCs do not accomplish both these goals, 
  they must succeed at a Diplomacy check DC 10 
  before Hurgoth allows them inside. 
   
  If the PCs do not accomplish either of these 
  goals, they must succeed at a Diplomacy check 
  DC 15 before Hurgoth allows them inside. 
   
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  Hobgoblin family: 
  Hurgoth introduces his family: 
  • 
  Torzu: Hurgoth’s mate 
  o 
  Hurg – 7 years old, boy 
  o 
  Frundi – 5 years old, girl 
  o 
  Derrbu – 3 years old, girl 
  • 
  Larz: younger brother 
  • 
  Melda: Larz’s mate 
  o 
  Donzub – 6 years old, boy,  
  o 
  Rella – 5 years old, girl  
  • 
  Durath: youngest brother 
  • 
  Undra: Durgoth’s mate 
  o 
  Sewo – 4 years old, girl 
   
  Ask the PCs for a Heal check DC 15; successful 
  PCs notice Undra is about 4-5 months pregnant. 
   
  Here are some talking points for Hurgoth: 
  • 
  His tribe in the P’Tikor Hills was destroyed 
  during a war of punishment from the 
  Kalamar soldiers. Some of his tribe were 
  causing trouble, so the legions were sent in 
  to destroy it. All survivors became members 
  of other tribes as laborers in the lowest 
  castes; little more than slaves. 
   
  • 
  His tribe was assigned serve in Tokis. When 
  he escaped during a Pekal raid, he brought 
  his mate and his brothers with him and 
  decided to try and settle in the land that had 
  caused him to be free (even indirectly) 
   
  • 
  During their in travels in Pekal, they 
  sheltered in the cave, discovering a few 
  blocks of coal. Since they were familiar with 
  mining, they set about recovering more coal 
  with the intention of selling it to get more  
   
  • 
  After trading some coal for mining tools, 
  Hurgoth 
  learned 
  of 
  the 
  Miners 
  and 
  Stoneworkers Guild in Bet Rogala. He 
  decided to approach them, lest they find out 
  about the mine and try to take it from them. 
   
  • 
  The Guild was hesitant at first, but 
  eventually they agreed to allow him to mine 
  the coal for the standard Guild fees. After a 
  few months, the Guild was amazed at the 
  quantity of coal the brothers were producing.  
   
  • 
  Hurgoth, Larz, and Durath mine enough coal 
  every week to make 1 gp. (This should 
  surprise the PCs; either the hobgoblins have 
  a very generous guild – which isn’t that 
  likely, or they mine quite a load of coal) 
  • 
  Hurgoth enjoys mining, and likes working for 
  the Guild. Though the dwarves in the guild 
  are rude, the humans appreciate his hard 
  work, and they have kept their word and 
  treated his family with respect. 
   
  • 
  All of them hate slavery. All the adult 
  hobgoblins have slave tattoos, and the 
  males have scars from wearing arm and leg 
  irons. 
   
  • 
  Melda and Undra were bought in a traveling 
  slaver’s caravan the males encountered on 
  the North Merchant Way. The females were 
  freed when they arrived, but they chose to 
  stay, soon becoming Larz and Durath’s 
  mates.   
   
  • 
  None of them know Marik, nobody has been 
  seen poking about, and the PCs are the first 
  visitors they’ve had from outside the Guild in 
  a few months. The last people to stop by 
  were some traders who got lost on their way 
  north. 
   
  • 
  They have never seen a sword or crypt 
  inside the cave, though there is a cave-in 
  near the coal seams.  
   
  • 
  They just discovered a large coal seam that 
  should last another six months.  
   
  • 
  Nothing but coal has ever been found in the 
  mine.  
   
  • 
  There are three different mine tunnels inside 
  the shaft; the left mine is where they are 
  currently working, the entrance to the central 
  mine was caved-in when they arrived and 
  they have never needed to uncover it, and 
  the right tunnel leads to a shaft leading 
  down to lower levels, but is filled with dirty 
  water. 
   
  • 
  They have never heard or seen anything 
  strange in the mine; they have never gone 
  into the water, they have enough work in the 
  upper tunnels, so they stay in the left mine. 
   
  • 
  The mine is safe to explore. The old timbers 
  supporting the tunnels have been reinforced 
  in the left and right mines.  
   
  • 
  If asked for a map, Larz draws a crude map 
  for the PCs. (The Judge can draw a quick 
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  map using Appendix II: Cave Map as a 
  guide. Very little detail should be provided 
  on the map given to players!) 
   
  Hobgoblin PCs: 
  Other hobgoblin PCs may sense some problems 
  with this story, specifically relating to the family’s 
  “honor” or lack thereof as they seem to be 
  serving the Miners and Stoneworkers Guild. 
  Hobgoblin PCs (not half-hobgoblin or any other 
  demi-human) get the sense that Hurgoth is still 
  very much a hobgoblin, even though he seems 
  to be working well with the human-run Guild.  
   
  If other hobgoblins want to question him 
  privately, he confides that he has contacts 
  across the border in Tokis, and has contacted 
  others within his old tribe so they may try and 
  escape here. Hurgoth seems very intelligent for 
  a hobgoblin, and it is obvious he has some kind 
  of plan, though he won’t reveal what it is under 
  any circumstances.  
  Any questions about honor result in Hurgoth 
  challenging the hobgoblin to a duel with padded 
  clubs (subdual damage, no attack penalty). 
  Refusal of the offer is acceptable; such an act 
  proves that Hurgoth’s honor is resolute and 
  beyond debate. 
   
  Mine Lanterns: 
  If the players role-play well, and the characters 
  are respectful toward Hurgoth and his family, he 
  offers to let them borrow some Mine Lanterns. 
  The PCs must promise to return them, as they 
  are Guild property, and Hurgoth is not allowed to 
  give them away or sell them. He has three 
  lanterns. These magic items function as bullseye 
  lanterns with continual light spells. 
   
  Combat: 
  The judge should make every attempt to make 
  this a role-play encounter.  
   
  If combat starts, Hurgoth, Larz, and Durath grab 
  heavy picks and attempt to delay the PCs until 
  their family can hide inside the mine. If Hurgoth 
  and his brothers are killed outside the mine, the 
  females collapse the entrance to the mine. 
   
  If still alive, Hurgoth and his brothers continue 
  fighting as they retreat inside the mine. Once 
  there, they sunder the supports to cause a cave-
  in at the entrance. Hurgoth also activates a ring 
  he wears that alerts the Guild there is something 
  wrong at the mine.  
   
  PCs within 20 feet of the entrance are caught in 
  the cave-in and suffer 8d6 damage, reflex save 
  for half. If they fail their save, they are also 
  buried alive, and begin to suffocate. PCs in this 
  situation may not cast spells. If they succeed at 
  their save, they are trapped outside the cave-in. 
  Any PCs more than 20 feet inside the mine 
  when the cave-in happens are attacked by 
  Hurgoth and his brothers, as well as the three 
  females using light picks. If the cave is 
  collapsed, the event is over.  
   
   
  ENCOUNTER 4 
  Into Darkness 
   
  Summary: The cavern has a cave-in blocking a 
  passage – an obvious reference to the legend. 
  PCs must choose one of two ways to gain 
  entrance to the center tunnel; either destroy 
  valuable coal, or brave the depths of water that 
  has been saturated with ore sediments. 
   
  The air becomes heavy as you enter the 
  pitch-black mine. The entrance has a severe 
  slant down that could be nasty if you were to 
  fall. As you move, echoes fly around the 
  cave  
   
  The cave is dark, so ask the PCs what they are 
  doing for light sources. 
   
  The Left Tunnel: 
  This tunnel is obviously the focus of the 
  miners’ work. There are lantern hooks, large 
  carts, and a variety of tools in this tunnel. 
  Continuing about 50 feet down the tunnel, it 
  ends in a rough wall. To one side, there is a 
  very large coal deposit that seems the focus 
  of the hobgoblins’ efforts. A large crack runs 
  from floor to ceiling in the coal, and very 
  square sections are missing, the contents of 
  which are now neatly gathered in a nearby 
  iron-sided wagon.  
   
  Search or Spot check DC 15 reveals a faint air 
  current or breeze coming from a crack in the 
  coal seam near the floor. The air seems musty 
  and humid. 
   
  The PCs have two options to get through the 
  wall. They can either ask the hobgoblins to mine 
  the coal for them, or get permission to do it 
  themselves and pay the difference in damaged 
  goods.  
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  It takes the hobgoblins six days to make a hole 
  in the coal. This adds 6 DU to the adventure. 
  This option causes the PCs to miss meeting 
  Marik, so they should not choose this option if 
  they wish to get paid.  
   
  If the PCs choose to dig out the coal, they can 
  choose how fast they wish to work. The faster 
  they work, the more coal they destroy in the 
  process. Anyone with Profession (miner), or 
  Knowledge (dungeoneering) can reduce the 
  damages by 40 gp by making a DC 15 skill 
  check. 
   
  Time spent 
   
  Cost in damages 
  1 DU 
   
     
  200 gp 
  2 DU 
   
   
  150 gp 
   
  More than 2 DUs and they will miss Marik. 
  These damages must be paid before leaving for 
  Bet Rogala. If the characters damage the coal 
  and do not pay the hobgoblins for the damage, 
  they do not receive the Favor of the Miners and 
  Stoneworkers Guild cert. 
   
  The Right Tunnel: 
  Soon after you begin moving down this 
  tunnel, the air becomes humid. Thirty more 
  feet pass under your feet until the tunnel 
  ends in a vertical shaft. An old pulley hangs 
  from the ceiling above the shaft, obviously 
  the location of a manual rope elevator. 
  Occasional sounds of dripping water are 
  heard coming from inside the shaft. Water 
  fills the shaft below you. It seems murky, and 
  definitely not something fit for drinking. It 
  seems there is another tunnel on a level 
  below you, almost entirely filled with water. 
   
  Anyone with 2 ranks in Knowledge (archaeology 
  and engineering) , 5 ranks of Profession 
  (carpentry), or 5 ranks of other similar skills 
  know that pulleys reduce the Strength DC to 
  raise and lower objects by 10. 
   
  Knowledge (archaeology and engineering) DC 
  15 reveals the pulley should hold up to a weight 
  of about 150 pounds.  
   
  Knowledge (archaeology and engineering) DC 
  20 reveals the pulley seems like it could hold up 
  to 150 pounds at first glance, but in actuality it’s 
  closer to 75 due to rusting in the bolts 
  connecting it to the rock ceiling. 
   
  If any weight is placed on the pulley of more 
  than 80 pounds (i.e. lowering someone down 
  into the water) it pulls out of the ceiling. 
  Everyone within 10 feet of the ceiling is 
  showered with stone slivers taking 1d4 damage. 
  All these PCs need to make a DC 12 Reflex 
  save for half damage.  
   
  The original miners tapped into the water table 
  on level 3, and the bottom two tunnels were 
  flooded.  
   
  Acidic Water: 
  Since that time, small amounts of coal and other 
  sediment has dissolved in the water, resulting in 
  a minor acidic mixture. Anyone spending more 
  than six seconds (i.e. one round) in the water 
  needs to make a Fort save DC 11. Failure 
  results in 1 point of damage, and –1 on all 
  visual-based d20 rolls (including Spot, Search, 
  attack rolls, etc). These effects are cumulative 
  up to a total of 5 points of damage and –5 on 
  d20 rolls. The visual penalties last for one hour.  
   
  A Heal check DC 16 is needed to restore vision. 
  The character attempting the Heal check may 
  not “take 10” in this instance. An affected 
  character may only receive two Heal checks 
  before the condition becomes beyond the ability 
  of a simple Skill check (they removed the 
  sediment from the eyes, but not in time to 
  prevent irritation). Using clean water to rinse the 
  eyes reduces the Heal DC to 10. 
   
  Cure minor wounds (or similar) heals one point 
  of visual damage per hit point healed. (i.e. a 
  character suffers 2 points of damage and 
  receives a -2 modifier to d20 rolls; another 
  character casts cure minor wounds on the 
  affected character – they are healed one point of 
  damage and now only receive a -1 modifier to 
  d20 rolls). 
   
  Characters who close their eyes under water do 
  not suffer the problems with visual impairment, 
  but must still attempt the Fort save to avoid 
  damage.  
   
  Level Two: 
  It takes three rounds to find the ladder on level 
  two (in the shaft for one round, swimming down 
  the tunnel for two more) leading to the middle 
  cave. Swimmers must hold their breath while in 
  the level two tunnel; once they climb the ladder, 
  they may breathe as the water does not extend 
  past the ceiling of Level Two. 
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  Level Three: 
  It takes 4 rounds to find the end of the tunnel on 
  level three (swimming down the elevator shaft 
  for two rounds, into the tunnel for two rounds). 
  The ending wall is very rough, as if the original 
  miners just dropped their tools and stopped 
  working. The hole where water comes in is no 
  longer obvious as the pressure of the water 
  table has stabilized, so there is no inflow or 
  outflow of water in the flooded portion of the 
  mine. 
   
    
  ENCOUNTER 5 
  Burial Chamber 
   
  Summary: 
  The 
  PCs 
  discover 
  the 
  tomb 
  mentioned in the legend. There are a variety of 
  strange 
  items 
  in 
  this 
  cave, 
  including 
  a 
  sarcophagus and the mummy of a dead warrior. 
  PCs can possibly find an ancient sword, and a 
  journal indicating the search for the Sword of 
  Kings leads another direction. 
   
  This large chamber appears to be a forgotten 
  intersection. In all the walls, coal seams are 
  clearly visible, and markings still remain 
  from old miners who charted out where to 
  make the next tunnels off this junction. It 
  also appears like there is a very shiny vein of 
  ore in the southern wall – the hobgoblins 
  would certainly be glad to hear about that! 
   
  Looking around, you notice a pile of red 
  cloth in one corner of the room, opposite a 
  small wooden chest. The object that draws 
  your 
  attention, 
  however, 
  is 
  a 
  large 
  sarcophagus standing against the far wall; it 
  is very plain, and appears to be made out of 
  the same stone as the rest of the mine.  
   
  When the PCs touch the sarcophagus or chest, 
  combat begins. The mummy’s first action is to 
  throw off the sarcophagus lid (move action), 
  then move to the nearest PC.  
   
  The Chest 
  There are a variety of items in this chest, mainly 
  small silver coins and jewelry. Appraise DC 15 
  recognizes these coins are very old, and may be 
  worth something to an antiques dealer (non-
  certed, to be sold at the end of the module).  
   
  There are also a number of Silver Dragon coins 
  inside the chest. Knowledge (local - Kalamar 
  Empire) or (history) DC 15 reveals these coins 
  were common in the time of King Thedorus; 
  soon after he passed away, the people were 
  commanded to turn over all Silver Dragon coins 
  as the Emperor wished to erase all memory of 
  the previous Imperial family. Since that time, 
  coins mysteriously appear at the Imperial Palace 
  ever year, signaling a reminder of the old times 
  under benevolent rules and as a sign of 
  disrespect toward recent and current Emperors. 
  Being caught inside the borders of Kalamar in 
  possession of these coins would result in long 
  periods of torture and, if the person was lucky, a 
  quick execution.  
   
  The Banner 
  This is a large red banner decorated with white 
  and black embroidery with clasps designed to 
  one of the shorter sides. Knowledge (Military 
  Tactics) or similar DC 15 knows these clasps 
  are to attach this banner to the crosspiece of a 
  spear or mast. This banner was obviously 
  designed to identify someone or something 
  special during a battle. 
   
  A Knowledge (arcana) or Spellcraft DC 13 
  knows the symbol on the banner is a very old 
  arcane symbol for “strength” or “might.”  
   
  The Sarcophagus 
  A Spot check DC 20 notices a small chiseled 
  icon on the side of the stone coffin. There is a 
  hand with the palm facing down covering a small 
  flame. Knowledge (history) DC 20 recalls a 
  secretive organization called the Guardians of 
  the Hidden Flame. Rumors swirl about this 
  mythical organization and the work they have 
  done in the past and continue to strive for today 
  in attempting to overthrow the Emperor and see 
  a return of the Inakas family to the throne. Other 
  skill checks may also gain this information, 
  though at DC 25. 
   
  There is a moderate aura of evocation inside the 
  sarcophagus. PCs can detect this aura even if 
  the sarcophagus is closed. There are two things 
  of interest in the sarcophagus; the short sword 
  “Woodrive” and a journal written in an ancient 
  language.  
   
  Decipher Script DC 20, comp languages, etc, 
  receive Appendix III: Player’s Handout 2. 
   
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  Allow the PCs to say their good-byes to the 
  hobgoblins. If needed, the judge can remind 
  them to return the Mine Lanterns and discuss 
  the ore discovery with the hobgoblins.  
   
   
  CONCLUSION 
   
  Summary: The resolution of the adventure. The 
  PCs should return to Bet Rogala and speak with 
  Marik. 
   
  Eventually, the PCs should return to Bet Rogala 
  to meet with Marik. If they have been gone more 
  than 6 days, Marik is no longer in the city, and 
  the other people at his warehouse do not know 
  when he is supposed to return. The PCs receive 
  the additional 20 gp as promised, but nothing 
  else.  
   
  The warehouse Marik works out of is full of 
  old boxes and crates. Nearly half of the 
  structure has been given over to large tables 
  around which younger men and woman 
  appear to be poring over various books and 
  items.  
   
  Marik is ecstatic at your return, even though 
  you have not recovered the item you sought. 
  “Every stone turned over is one less to 
  search. My friends, you have just taken your 
  first steps on the path to research and 
  history – I bid you welcome!”  
   
  Ask the PCs what they wish to share with Marik.  
   
  After 
  sharing 
  the 
  evidence 
  you’ve 
  discovered, Marik can hardly sit still long 
  enough to digest all you have said. “Thank 
  you for all you have done. Your efforts today 
  have aided those of us who wish to see war 
  averted; I do not know if we can succeed, but 
  with individuals like yourself, peace may 
  truly be within our grasp! Take care my 
  friends, I shall remember your names, and 
  speak highly of your deeds!”  
   
   
  THE END 
  Black and White 
  Living Kingdoms of Kalamar 
  13
  
  Awards 
   
  TREASURE 
  This is where treasure is listed. Items that have been stripped off bodies will be listed at prices for which 
  they may be sold. Treasure is broken down by Encounter to aid the judge in determining if characters are 
  awarded specific items. The amount may be more or less than what is listed in the PHB as the economy 
  may fluctuate. 
   
  Encounter 2: 
  20gp per character 
  Encounter 5:  Chest of ancient copper coins and trinkets: 40 gp total (if sold to Marik; 30 gp other) 
   
   
  Silver Dragon Coins: 90 gp (if sold to Marik, 42 gp other) 
   
   
  Banner of Strength: 40 gp (if sold to Marik, 28 gp other) 
   
   
  “Woodrive” +1 short sword: 1,800 (Marik cannot afford to pay full price for this weapon) 
  Conclusion:  
  20 gp per character (if returned to Bet Rogala within 6 days) 
   
   
  Favor of the Miners and Stoneworkers Guild 
   
   
   
  Total Possible Gold: 2,210 gp 
   
  Banner of Strength 
  This rectangular blood-red banner contains black and white embroidery and brass clasps on one of the 
  short sides. The large rune in the center of the standard is a very old arcane sigil meaning “strength” or 
  “might.” The clasps are used to mount the banner on the crosspiece of a spear or pole. If attached to a 
  weapon, the user suffers a -2 penalty to attack rolls due to the added weight. This item does not detect as 
  magic, though it seems to be in very good repair for its age. Perhaps its origins and meaning are still lost 
  to history, waiting to be revealed? 
   
  Silver Dragon Coin 
  This ancient silver coin has the impression a silver dragon on one side, and the face of a dignified man on 
  the other. The man is Rovak Fen’doral, a paladin of the Swift Sword who eventually became the Sword of 
  Kings. The silver dragon was named Vevisalakale, Rovak’s gallant steed and devoted companion. 
   
  “Woodrive”  
  This +1 short sword was once a wooden longsword designed for a style of combat that emphasized 
  piercing over slashing. At some point in its history, the blade was broken, leaving only a short portion of 
  the wood attached to the hilt. Over the centuries, the wood has petrified, causing the edges and broken 
  tip of the weapon to become lethally sharp. This weapon can be wielded as a short sword. In addition to 
  its magical bonus, when used to attack something made of wood, it ignores the object’s hardness. 
   
  Favor of the Miners and Stoneworkers Guild 
  For revealing a new vein of silver, you have gained favor with the guild. This favor grants two gifts: 
  1.  The character may purchase a Mine Lantern. This is a bullseye lantern with a continual light spell. It 
  provides light according to the rules for a bullseye lantern (60-foot cone of light). This lantern may be 
  carried in one hand, though the handle is on top and can be used as a hanger. Opening/closing the 
  shutter is a move action. This item costs 125 gp. Mark through this paragraph when this portion of the 
  favor is used. 
   
  2.  The character gains access to one Special benefit as though he/she was a member of the Miners and 
  Stoneworkers Guild. This may be one feat, one Prestige Class, one item, etc.  The character must 
  still pay any required fees to actually gain the benefit. Characters who are already members of the 
  Guild may use this cert to pay for the Special benefit. Mark through this paragraph when this portion 
  of the favor is used. 
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  Experience Points and Day Units 
   
  EXPERIENCE  
   
   
   
   
   
   
  ATL 1-3 
  ATL 5-7 
  Encounter 1:  Attempting to find information about Marik 
  40 xp 
  80 xp 
  Encounter 2:  Asking intelligent and logical questions about the job 
  40 xp 
  80 xp 
  Encounter 3:  Behaving in an honorable manner 
  60 xp 
  120 xp 
  Encounter 4:  Entering the central cavern without anyone dying 
  25 xp 
  50 xp 
   
  Entering the central cavern without damaging more than 
   
     150 gp worth of coal 
  25 xp 
  50 xp 
  Encounter 5:  Defeating the Mummy 
  60 xp 
  120 xp 
   
  Discretionary Experience for Role Playing 
  150 xp 
  300 xp  
   
  Total 
   
  400 xp 
  800 xp 
   
   
  DAY UNITS 
   
  These rewards come at the expense of 6 Day Units. This number may vary depending on how long 
  the characters took to return and meet Marik for the Conclusion. 
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  Appendix I:  NPCs and Monsters 
   
  INTRODUCTION 
  Talking points – these are guidelines judges can use to engage the PCs in conversation about the 
  upcoming war. Both Unbrin and Wenhien are devout followers of their faith, and seem very sincere in 
  their beliefs. Neither one should be role-played as fanatical people out of touch with reality. They are 
  both keenly aware of the situation facing Pekal – but they both believe their particular beliefs is the 
  best solution for the problem. Inspiration and details for this information from Kingdoms of Kalamar 
  Campaign Setting Sourcebook by Kenzer & Company. 
   
  Unbrin, Priest of the Peacemaker 
  Talking points: 
  • The Tokite army has many people behaving irrationally right now. It is to be expected. True 
  civilization, however, is when people who are behaving irrationally recognize that and take a 
  moment to compose themselves.  
  • Calm, rational thought must rule the day. I don’t believe anyone here believes that a war which 
  will see harm done to thousands is a rational situation. Avoiding this then, is the rational choice to 
  make in the matter. 
  • Peace begins within – we must accept and promote peace before our enemies do. It is the only 
  way to be sure that true peace and comfort are our future rewards. 
  • Think of all the people who will be harmed by this war – so many people, through no fault of their 
  own, without food, houses, healing. Their lives will be destroyed, all because some people 
  decided to make decisions based on emotional responses and prideful boasts rather than real 
  consideration of all the issues involved. 
   
  Wenhien, Priest of the Valiant 
  Talking points: 
  • The Kalamar Empire is evil – they seek to overthrow and destroy all that is good on Tellene.  
  • The current Empire is ruled by a tyrannical man who believes that power is achieved through fear 
  and destruction of everyone other than himself. 
  • We must protect the people of Pekal and the surrounding countries; that is our duty, and one we 
  must accomplish.  
  • Battle is not evil – especially if one side is fighting to protect their homes and loved ones from 
  slaughter.  
  • A coward dies 1,000 times, a brave man only once - we know Tokis is preparing to attack; to lay 
  down and simply accept this act is a grave injustice against The Valiant and he will be offended 
  by actions. 
  • Anything that would call into question our honor or valor must be avoided. To walk into Kalamar 
  trying to negotiate now – when they have demonstrated they intend to destroy Pekal – would 
  show we are weak and unable to defend ourselves. 
   
  ENCOUNTER 1 
  Marik Faleco 
  Marik is really a doppelganger named Tyyrnik. He works for a large thieves’ guild in Bet Kalamar, 
  specializing in assassinations and political intrigue. Tyyrnik has been a guild member for 15 years, 
  so he is very experienced and dedicated to carrying out his assignments. His true mission is known 
  only to him and he has not shared that information with anyone to date. In fact, even he is unsure as 
  to his employer or the ultimate goals he is to work toward.  
   
  Currently, Tyyrnik is searching for lost artifacts, specifically those that may have some impact on the 
  current antagonism between Kalamar and Pekal. Above all else, he seeks to find the Sword of Kings. 
  This weapon would enable certain politicians to make demands of Kalamar without fear of recourse. 
  Additionally, the Sword would galvanize quite a few different factions inside Kalamar against Kabori.  
   
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  Tyyrnik is somewhat odd for a doppelganger in that he has a friendly personality unlike most others 
  of his kind. He has actually refused assignments where his personality was not similar enough to that 
  of his target. Tyrrnik will not attack or kill anyone without good cause, and he continually works to set 
  up groups of associates in various cities that may aid him. He pays well, and is loyal to those that 
  show promise, though he always maintains focus on the primary goals of his assignment. 
   
  Tyyrnik’s statistics are details that fall outside the scope of this adventure. For purposes of this 
  adventure, assume he has +14 to all required skill checks. Also, he is Chaotic Neutral, and does not 
  detect as magic.  
   
  Finally, he has a ring with a stored Word of Recall. He must only speak one word while concentrating 
  on the ring (i.e. a standard action), and he is immediately teleported away from danger.  
   
  ENCOUNTER 2 
  Hurgoth, Larz, and Durath 
  Male Kors Hobgoblin Ftr 3/Com 2 
  Hit Dice: 3d10+2d4+15 (30 hp) 
  Initiative: +7 (+3 Dex, Improved Initiative) 
  Speed: 30 feet (6 squares) 
  AC: 14 (+3 Dex, +1 leather miner apron), touch 13, flat-footed 11 
  BAB/Grapple: +4/+6 
  Attack: Heavy pick +7 melee (1d6+2) 
  Full Attack: Heavy pick +7 melee (1d6+2) 
  Space/Reach: 5 ft./5 ft. 
  Special Attack: - 
  Special Qualities: Darkvision 60 ft., racial bonuses 
  Saves: Fort +6, Ref +4, Will +0 
  Abilities: Str 14, Dex 16, Con 16, Int 9*, Wis 8, Cha 11* 
  Skills: Appraise +2 (armor, weapons only), Climb +5, Hide +7 (racial), Intimidate +5, Jump +4, 
  Profession (miner) +3, Sense Motive +2, Spot +2, Swim +4 
  Feats: Attentive**, Improved Initiative, Weapon focus (heavy pick), Dodge, Never Say Die** 
  Alignment: LN 
   
  * Hurgoth has Int 12 and Cha 13. 
  ** These feats appear in Strength and Honor: The Mighty Hobgoblins of Tellene by Kenzer & 
  Company. See Appendix II: Additional Rules for description. 
   
  Other hobgoblins  
  Female and young Kors Hobgoblin Ftr 1 
  Hit Dice: 1d10+2 (5 hp) 
  Initiative: +1 (+1 Dex) 
  Speed: 30 feet (6 squares) 
  AC: 11 (+1 Dex), touch 11, flat-footed 10 
  BAB/Grapple: +1/+1 
  Attack: Club +1 melee (1d6) 
  Full Attack: Club +1 melee (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Attack: - 
  Special Qualities: Darkvision 60 ft., racial bonuses 
  Saves: Fort +6, Ref +4, Will +0 
  Abilities: Str 10, Dex 12, Con 14, Int 9, Wis 8, Cha 8 
  Skills: Appraise +2 (armor, weapons only), Climb +3, Hide +5 (racial), Jump +2, Swim +2 
  Feats: Dodge, Never Say Die** 
  Alignment: LN 
   
  See Encounter 2 for details on these creatures. 
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  ENCOUNTER 5 
   
  ATLs 1-3 
  EL 3 
  Mummy, Rattlebone (Thinchejany) 
  Medium Undead 
  Hit Dice: 4d12+3 (29 hp) 
  Initiative: +1 (-3 Dex, +4 Improved Initiative) 
  Speed: 20 feet (4 squares) 
  AC: 12 (-3 Dex, +5 natural), touch 7, flat-footed 12 
  BAB/Grapple: +2/+3 
  Attack: Claw +3 melee (1d4+1) 
  Full Attack: 2 claws +3 melee (1d4+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attack: Despair (Will save DC 12), rattle (Will save DC 12) 
  Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., undead traits, vulnerability to 
  fire 
  Saves: Fort +1, Ref -2, Will +4 
  Abilities: Str 12, Dex 5, Con -, Int 6, Wis 10, Cha 11 
  Skills: Hide +3, Listen +4, Spot +4 
  Feats: Improved Initiative, Toughness 
  Alignment: LE 
   
  This creature may be found in Dangerous Denizens: The Monsters of Tellene from Kenzer & 
  Company. It has been slightly modified for this adventure.  
   
  IMPORTANT NOTE: For tables of ATL 1 characters, do not use the rattle special ability. This 
  revision changes the encounter to EL 2, which is a good challenge for 1st-level characters.  
   
  ATLs 5-7 
  EL 7 
  Mummy, Royal (Shijarinjany) 
  Medium Undead 
  Hit Dice: 8d12+3 (55 hp) 
  Initiative: +4 (+4 Improved Initiative) 
  Speed: 20 feet (4 squares) 
  AC: 19 (+9 natural), touch 10, flat-footed 19 
  BAB/Grapple: +4/+10 
  Attack: Slam +10 melee (1d6+9 plus mummy rot) 
  Full Attack: Slam +10 melee (1d6+9 plus mummy rot) 
  Space/Reach: 5 ft./5 ft. 
  Special Attack: Despair (Will save DC 16), dominating gaze (Will save DC 16), mummy rot (Fort 
  save DC 16) 
  Special Qualities: Damage reduction 5/-, darkvision 60 ft., resistance to fire 10, resistant to blows, 
  undead traits, vulnerability to fire 
  Saves: Fort +4, Ref +2, Will +7 
  Abilities: Str 22, Dex 10, Con -, Int 6, Wis 13, Cha 14 
  Skills: Hide +6, Listen +6, Move Silently +6, Spot +6 
  Feats: Great Fortitude, Improved Initiative, Toughness 
  Alignment: LE 
   
  This creature may be found in Dangerous Denizens: The Monsters of Tellene from Kenzer & 
  Company. It has been slightly modified for this adventure. 
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  Appendix II: Additional Rules 
  Feats and Skills 
  Attentive: You pick up on numerous cues, verbal and non-verbal, conscious and otherwise. This allows you to 
  learn things people are trying to hide and even other observers might miss. You gain a +2 bonus on all Sense 
  Motive and Spot checks. 
   
  Never Say Die: You have an unusual ability to shrug off non-lethal damage. You have 3/- damage resistance 
  to subdual/non-lethal damage. 
   
  Special Abilities 
  Damage reduction 5/bludgeoning: Each time a foe hits this creature with a weapon, the damage dealt is 
  reduced by 5 points. A bludgeoning weapon deals full damage.  
   
  Damage reduction 5/-: Each time a foe hits this creature with a weapon, the damage dealt is reduced by 5 
  points.  
   
  Despair (Su): Upon sighting a mummy, the viewer must make a successful Will save or become paralyzed 
  with fear for 1d4 rounds. A creature cannot be affected by the same mummy’s despair ability more than once 
  in a 24-hour period. The Will save against a rattlebone mummy’s despair is 12. The Will save DC against a 
  royal mummy’s despair is 16. 
   
  Dominating Gaze (Su): Any creature that falls within 30 feet that meets the royal mummy’s gaze falls instantly 
  under its influence as through a dominate person spell. The Will save DC for a royal mummy’s dominating 
  gaze is 16. 
   
  Fire Vulnerability (Ex): A rattlebone mummy takes double damage from fire attacks unless a save is allowed. 
  Successful save halves damage, failure doubles it. 
   
  Mummy Rot (Su): With the exception of the rattlebone mummy, mummies have the ability to inflict a 
  supernatural disease known as mummy rot. This disease affects the victim until he or she reaches Constitution 
  0 (and dies) or is cured as described below.  
   
  Mummy rot is a powerful curse, not a true disease. A character attempting to cast any conjuration (healing) 
  spell to cure mummy rot must succeed at a DC 20 caster level check, or the spell has no effect on the afflicted 
  character. To eliminate mummy rot, the curse must be broken with either the break enchantment or remove 
  curse spell (also requiring the DC 20 caster level check). If successful, the caster level check is no longer 
  successful, and the mummy rot can be cured as any normal disease. The Fort save DC against a royal 
  mummy’s mummy rot is 16. 
   
  Rattle (Ex): The constant shaking and rattling of this creature’s bones unnerves creatures with fewer than 3 
  HD, requiring them to make a successful Will save (DC 12) or be shaken. Creatures with 3 or more HD do not 
  have to make a Will save, but all Concentration checks by creatures within 100 feet of the rattlebone (provided 
  they can hear the rattling) suffer a -2 morale penalty. Unfortunately for the mummy, this constant rattling 
  usually prevents them from achieving surprise. 
   
  Resistant to Blows (Ex): Physical attacks deal only half damage (before damage reduction). 
   
  Resistance to fire 10 (Ex) : The royal mummy ignores the first 10 points of fire damage dealt to it any time it 
  takes fire damage. 
   
  Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdue damage, ability damage, or death from massive damage.  
   
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  Appendix II: Additional Rules 
   
  Top-view of mine 
    
  NORTH 
   
  Banner 
  Sarcophagus 
  Chest 
  Ladder 
  Level 2 
  tunnel 
  Coal 
  seam 
  Cave-in 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Water-filled 
  shaft 
   
   
   
   
                                             = 5 feet 
   
   
  Side-view of mine 
   
  Pulley 
  Water 
  Level 
  Level 2  
  (with ladder) 
  Level 1  
   
   
   
   
   
   
   
  Level 3 
   
   
  The tunnels are 10’ high, with 10’ of stone in between each level. Both level 2 and level 3 are full of water.
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  Appendix III: Player Handout 1 
   
  Selected entries translated from a journal. 
   
   
  …and Geraand continued to scout the way for several miles north 
  of the Lake. When he returned, he told us of the large mountain 
  ahead, and the barbarians that were moving north of our position. 
   
  … another attempt to try and break through. Luckily, Fulmian and 
  his men were on duty and stopped the attack. Such dedicated 
  soldiers. Nothing happened to it. 
   
  … barbarians have surrounded us. ‘Kar has ordered us to assume 
  defensive positions. He is going to lead us in battle. He is able to 
  wield it, so we have no fear.  
   
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  Appendix III: Player Handout 2 
   
   
  Selected lines from the “Legend of Silver Light,” an old tale on manuscript common to northern Pekal: 
   
  … and so it was  
  He brought forth the Blade 
  Cutting his foes as 
  The farmer’s tall wheat 
  Rage cries silenced… 
   
  …Fulman’s duty 
  protected his men… 
   
  …Pain erupts as 
  lances pierce brave Kar… 
   
  …one still warring 
  stabbed into the Lord 
  surprise on his face 
  the battle now still 
  as all looked on… 
   
  …as the Lord’s foes 
  stared down as they knew 
  his fall was gained not 
  a true Warrior’s death 
  with valor wrought… 
   
  …into the cave 
  the Lord was interred 
  inside Luba’s Mount 
  to rest forever 
  honor restored… 
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  Appendix III: Player Handout 3 
   
  From an old journal found in the bottom of a sarcophagus. This is written in Low Kalamaran using very even 
  and measured strokes.  
   
  “…as Bala’Kar hit the ground, a hush fell over the warriors of both 
  sides and all stared in wonder. The raging monster stared at the hilt 
  of the sundered sword still in his hand. Looking at the wooden tip 
  buried deep in ‘Kar’s throat, the large man knelt beside the dead 
  Prince and began to cry out in harsh words, screaming to the sky and 
  gesturing as a man possessed. Not one Imperial or savage dared 
  interrupt what was happening. Slowly, the barbarian regained his 
  composure and slowly retrieved the magnificent sheath from ‘Kar’s 
  back. As we watched in awe, this man grasped That Which Could 
  Not Be Held safely and placed it in the scabbard. Rising to look 
  over the field, all of us recognized a noble bearing upon his face that 
  was not before…” 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK22 Black and White Final 050504 ajg.pdf